《I Win to be Heard (litRPG)》Intermission-Cobold Valley Arc CH 5

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Well, it’s time for a bit of an intermission. I have yet to properly explain each of my abilities in full, so that’s all you’re gonna be seeing here. You shouldn’t be too lost if you skip this chapter, though. This is simply so that what happens in the future is planned rather than Deus ex Machina...mostly.

I’m going to go very into detail, so be prepared.

Saya: Age: 13

Chaotic Good

Patron: Seraph

Class: [apprentice]

Race: [human]

Level: 5

Exp: 62

Base Stats: Str: 10 Dex: 12 Con: 9 Wis: 17 Int: 14 Cha: 12

Stat Growths: Str: 35% Dex: 15% Con: 10% Wis: 40% Int: 35% Cha: 30%

Inherent skills: [mute] [seraph’s wisdom] [fast learner]

Trained skills: [storytelling tier 3] [hope] [scribing tier 2] [magic tier 1] [print communication tier 2] [swordsmanship tier 1] [decapitator] [stealth tier 1] [perception tier 1] [monster hunter tier 1] [poison resistance tier 1]

Equipment: robes, rope, slate, backpack, sword, 2 weeks of food, robes of the Seraph, intermediate boots, [life wing], 5x chalk sticks

Magics: [flame manipulation tier 1] [water creation tier 1]

Age: do I need to explain? My years are 365 days long. As someone ages, they grow stronger and smarter, though this isn’t reflected by stats. If someone is in dire need of maturing, some gods will offer an age-up. Seraph values life too much to do that, though.

Alignment: everyone is either Chaotic, Neutral, or Lawful

+Evil, Neutral, or Good

Chaotic: values freedom.

Lawful: values security and law.

There’s a bigger spectrum than just ‘evil and good’, but that’s just how it works. I’m chaotic because I dislike being cooped up and expected to live a way I don’t like to.

Good: tries their best not to violate others’ rights, often even at the cost of theirr own goals.

Evil: they don’t mind violating others’ rights if it means getting theirr way.

I feel like I’m more neutral, but what menu says is law...I guess.

Neutral: The middle, maybe a little impulsive or a little selfish but not very polarised.

Not many [menu method]s can find out someone’s alignment, so it must have very low [visibility] by default.

Class: Classes determine stat growths as well as what skills grow the fastest for someone. Additionally, intermediate tier and above classes will give special skills and magics.

The tiers of classes are as follows

None(level 0)

Novice: there are only a few novice classes, but they are extremely broad. My [apprentice] is one of them and makes me improve at intellectual skills quicker as well as gives me decent stat growths in Intelligence, Wizdom, and Charisma.

Intermediate: there are a ton of intermediate classes, from [scout] to [miner] to [trapper] to [herbalist]. Most are pretty broad, like [scout], which is good at writing and light weapons and focuses on mobility, but also improve niches’ growths, such as tracking and survival.

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Master: master classes are all specific classes. Not everyone will live long enough to acquire one. This includes: [assassin] [wyrm rider] [greater lord] [choreographer] and much more. Most are extremely specific but grant huge power in their specific niches.

Legendary: these are titles given only to the greatest of the great. [peacekeeper], [dragon rider], [overlord] and others are among this category. There are no greater classes, and only a select few have had the honor to gain a legendary class.

There are also ‘general classes’. General classes are basically made-up groups of classes. Someone can allocate their Exp into any general class they want, and it will make classes that fall within its group. For example, I wanted to use swords to fight, so I allocated Exp into [swordsman] so that I’d unlock relevant classes quickly.

One can turn into a class at these levels:

1: choose a novice class.

10: choose an intermediate class.

20: choose a master class.

30: they are allowed to obtain a legendary class with the correct legendary seal(or so they say).

A person can swap between classes they have obtained after an 8-hour rest, but gaining a new class requires either 300 Exp or a seal of the appropriate level. Additionally, one person can only have a novice, intermediate, and master class active at the same time.

For example, a level 30 [assassin], [scout], [squire] can’t gain more levels, but if they had unlocked the [swimmer] class previously, they could use an [intermediate seal] to obtain the class. After that, they could sleep for 8 hours and become an [assassin]. [swimmer], [squire]. Monsters and animals appear to have more than one class of the same level sometimes, but I don’t know how that works.

I’m not even close to getting my first class-up, unfortunately. If I wanted to, I could obtain an [novice seal] or spend 300 Exp to change classes and become a [farmhand] or [trainee]. Most people get to level 1 at the age of 5. I feel comfortable enough with my growth stats, though. Heh, maybe I just like to be the smartest person in the room.

Seals are very rare and expensive items that allow a change in someone’s class with no Exp cost but at the cost of the seal. Novice, intermediate, and master seals are very expensive all on their own, but [legendary seal]s are priceless artifacts that bestow only their particular class, and as far as I know, only one person can have any given legendary class. Sometimes, animals or monsters will acquire legendary classes, but I don’t know how that works either. It works a little differently for monsters too...

Exp: The visible Exp simply determines when I level up. Once it hits 100, a person levels up and loses their Exp. It can be gained through achieving my goals, doing menial tasks that one hasn’t done before, training, getting it gifted, and of course, killing things. Killing things is the most immediate way to gain Exp, as you may have guessed. This Exp can also be gifted to others, though that function is less useful the greater the level difference between the two gifting people. On occasion, Exp is used as a currency, but since people can’t level down from gifting Exp, it’s volatile.

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This type of Exp can also be ‘attributed’ to various things in the menu, serving as a currency of sorts. It can be contributed to: class changes(how most people class-up), decreasing visibility on menu stats, and classing-up...actually, I can’t think of anything else it does...

There is also a bunch of hidden Exp values for things like betting, swordplay, communicating on paper, and many other miscellaneous tasks, which determines prerequisites for various classes, skills, inherent skills, and magics. Exp seems to be the largest mystery of the menu.

Base stats: Strength: strength and endurance.

Dexterity: precision and speed.

Constitution: decreases the damage one takes from attacks and increases endurance.

Wisdom: affects perception, critical thinking, forethought, and other things.

Intelligence: affects comprehension and application of concepts.

Charisma: determines how well one can make others think of them the way they want them to.

The base stats are always best to have as high as possible. The average level 1 person of any given age and race with no bonuses will on average, have 10 in each stat.

Base stat growths: each time someone levels up, their stat growth for each stat is rolled. If someone with 40% cha stat growth leveled up 5 times, they would gain an average of 2 cha. I’ve been really lucky the last two level-ups, but I could still get stat-screwed and get 0 on every stat for three levels in a row. That would really suck. There are bonuses to stat growths depending on certain achievements someone has unlocked. I have [monster hunter] [demisapent killer] and [fluent writer](which increases my int growth by 5%)

Inherent skills: Skills one starts with because of one’s state of birth or race.

[mute]: I’m mute.

[seraph’s wisdom]: I gain 5% bonus stat growth to wisdom. Gives me the [souldbound item], [life wing]

[fast learner]: [human]s gain bonus Exp(includes hidden exp)

Trained Skills: either learned from a class or learned through practice(usually referred to as ‘skills’). Skills grant anything from the use of certain magic spells to the ability to never mix up salt and sugar. Also, skills are usually gained at the start of each level. Only 10 skills may be active at any given time, and one more may be active for each other level past level 10.

[storytelling tier 3]: I’m more fluent, quick, precise, and grammatically correct when telling stories. Also, allows me to be less biased when doing so if I want to be. Granted through my many recordings of my brother’s and his friend’s vicarious journeys.

[hope]: no idea what this does or how I got it, increased my Wiz by 1.

[scribing tier 2]: I write a lot, so I got it. It makes me write with better grammar and better spelling.

[magic tier 1]: I know some basic magics taught to me by my teacher. Upgrading this skill would let me cast stronger magic.

[print communication tier 2]: Makes me write really quick, among other things. I suspect I’m very close to tier 3. Without it, most people would ignore me, and I couldn’t keep a proper conversation with my slate. I know from experience.

[swordsmanship tier 1]: I guess it makes me better at swordsmanship.

[decapitator]: I ignore 40% of an enemy’s armor when attacking their neck

[stealth tier 1]: I am better at being [stealthed]. I’ve snuck around quite a bit, more than most other people.

[perception tier 1]: I see [stealthed] people easier. Does not make me see other things easier.

[monster hunter tier 1]: I deal more and take less damage to and from monsters. I suspect that I gain more experience towards skills by performing related actions when there are, specifically, high stakes.

[poison resistance tier 1]: I take less damage from poison/acid, probably.

A skill I hope to get is [ruthless striker], which is a tiered skill that increases my Str against opponents I have no mercy for. Anytime I want, I can spend a few minutes switching out my skills, but for now, I don’t have more than ten, so I should be fine. Though, I do want to know, with so many skills, what are the chances I’ll get what I want?

Magics: It’s magic. My Int, Wiz, and tier of magic increase the potency of my magics and decrease the cooldown before I can use them again. Right now, my magic is level 1, so all I have is weak magic that I can cast frequently:

[flame manipulation tier 1]: I can more easily produce flames through mundane methods and can also manipulate flames. 20s Cooldown

[water creation tier 1]: I can create some water, and the water can start with a high velocity if I want it to. 3-hour cooldown.

Equipment: lists the [soubound equipment] I own, including my [life wing]. I added the other stuff for clarity; it isn’t normally shown there.

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