Lord Of The Lost

Chapter 79: Path of God!



"The attribute points we gain when we level up? Those are just bonuses."

Metatron's words cut through the air like a sudden bolt of lightning, leaving the group in stunned silence.

"But what truly matters, what really drives your growth, are your extraordinary characteristics!"

A ripple of confusion spread across the room. Some players exchanged bewildered glances, while others stood frozen, their minds racing to grasp the implications. I could feel my own head spinning. All this time, we had believed that the core of our progress lay in those three-dimensional attributes; strength, agility, intelligence, improving them with each level-up was the key to everything. It was the goal we all pursued.

Yet, now, someone was telling us that these precious attribute points weren't as vital as we'd thought. It was like being told that everything we'd been chasing was just a mirage. My heart pounded as I tried to make sense of it.

"It's exactly like what Dad and Uncle used to say," I thought, recalling old lessons from home. "They always said, 'It's not the shield that saves you, it's the talisman's magic.'"

Everyone reading, seemed equally caught off guard, his usually sharp gaze clouded with uncertainty. William, the veteran among us, broke the awkward silence.

"Wait," he replied, "so you're saying that what we need to change jobs and advance isn't just a bunch of attribute points? It's the extraordinary characteristics that matter most?"

"Exactly," Metatron responded with a nod, eyes gleaming with an almost unsettling certainty. "The potion I've been talking about can only be made with a complete and pure set of supernatural traits."

William, who had been silent until now, finally spoke up, reinforcing Metatron's words. "That makes sense. It's all about those extraordinary characteristics. Not the points. Everyone should start thinking about this more carefully."

You could almost hear the gears turning in everyone's minds as they tried to re-evaluate everything they'd been taught. A player from the back of the room raised a hand hesitantly.

"But what exactly *are* these extraordinary characteristics you're talking about?" the player asked, voice filled with uncertainty.

Metatron's expression softened slightly, as though he was finally about to reveal the heart of the matter. "Extraordinary characteristics are what I call the 'upper limit' the mysterious power that takes root inside a player's body as they grow. It's not that your attribute points make you physically surpass your human limits. No, no. It's the extraordinary characteristics themselves that allow you to transcend the mortal realm."

He paused, letting the weight of his words settle in.

"According to ancient magical texts, this process is called 'extraordinary precipitation.' It's a gradual build-up, an accumulation of power within you as you progress. With every level we achieve, these characteristics are enhanced. By the time a player reaches level 10, it's said that their extraordinary traits should be fully formed."

William, clearly grappling with the idea wrote. "Wait, so if we reach level 10 and gain a complete set of these characteristics, what happens when we change jobs? Wouldn't the new extraordinary traits just overlap with the ones we already have?"

Metatron smiled, though there was a flicker of surprise in his eyes, as if he hadn't expected such a thoughtful question. "Overlap? No, that's not possible. You see, you only have one set of extraordinary characteristics. Where would a second one come from?"

The room buzzed with realization. One of the players whispered to another, "So, that's why we're different from the natives of this world."

Metatron nodded. "Exactly. The greatest advantage we, as players, have over the inhabitants of this magical world is that our leveling system allows us to bypass the years of painstaking effort they endure. A knight, for instance, has to train for over a decade to build up the extraordinary traits of their path. A blacksmith? They spend decades in the forge, mastering the craft until they finally become an extraordinary blacksmith. They're all accumulating their traits over time."

He folded his arms, then continued. "We, however, can fast-track that process through leveling. But don't be mistaken, changing jobs isn't just about acquiring new skills or a fancy title. What really happens is that it triggers a mutation in the extraordinary characteristics that already exist in your body, aligning them with your new path."

William suddenly gasped and slapped her forehead. "Of course! That's why players can't simply gain new extraordinary traits at will! The only way to do that is through special rituals or—"

"—Potions," William finished the thought, his eyes narrowing. "So, what if a level 10 player were to take one of these potions? Would it give them a second set of traits?"

Metatron's gaze sharpened, and he nodded slowly. "Ah, I see you're starting to catch on. Yes, while it's extremely rare, it's not entirely impossible."

He gestured with his hand as if conjuring up a vision. "When a player reaches level 10, their extraordinary characteristics are complete, but if they were to ingest a potion containing new traits... the traits wouldn't just sit side by side. The laws of magic don't work that way."

William tilted his head, his curiosity piqued. "So what would happen?"

Metatron's smile returned. "The truth of extraordinary nature is simple: there will never be many traits, only a few. If two sets of characteristics overlap, they don't stack. Instead, they merge. And when they do... they overflow."

A wave of hushed whispers filled the room as players tried to imagine the power of such an occurrence. We all knew then that our understanding of progression and power was far more intricate than we had ever realized.

"It's a waste for high-level players to rely on potions."

Metatron's voice rang out with certainty, but then his tone darkened as he added, "However, there's something worse than waste, severe rejection. If you take a potion that isn't compatible with your own extraordinary traits, the consequences could be... catastrophic."

William frowned, his brow furrowed in confusion. "But don't players at level 10 have the option to change their job? Why would this rejection happen if they're supposed to be able to shift paths?"

Metatron's expression softened, as if explaining something that was difficult to grasp. "You're thinking about it in simple terms. Potions work best when made from pure and complete supernatural properties, ones that aren't tainted by negative forces. At level 10, a player's extraordinary traits are like a blank slate, pristine and untouched. This 'blankness' means that those traits are open to any path, ready to absorb the essence of whichever job the player chooses."

He gestured as if holding an invisible canvas. "Think of it like a clean sheet of paper. You can paint it with any color; knight, hunter, mage, whatever path you choose. But here's the catch: once you choose a color, there's no going back. That single color, that path, defines your future."

William tilted his head, still processing. "So, even though we have the freedom to change jobs, we can only pick one direction? Like, you could choose to become a knight or a hunter, but never both?"

"Exactly," Metatron nodded. "You're given the choice, but it's a singular, irreversible choice. Even if you want to pursue something more unconventional, like becoming a werewolf, it's possible, but only if you find the token that allows you to make such a drastic change."

He paused for a moment, letting the weight of his words sink in. "That's the ideal situation, though. The extraordinary traits inside us are a reflection of our very essence, and they evolve alongside us. They're profoundly shaped by our own personalities and choices."

Metatron's eyes darkened slightly as he continued, "This is why a player with the 'Heart of Nature' talent, for example, could never pursue a path like 'killing' or 'death'. It would cause such intense conflict between the person and the path that rejection would be inevitable. The same applies to a player with the 'Rage' talent; choosing a calm, pacifistic path like 'Priest' would only lead to disaster."

The group shifted uneasily as the implications set in. Choosing the wrong path wouldn't just be inefficient, it could lead to severe consequences.

"The key," Metatron continued, "is compatibility. When players choose a new job, they must carefully consider how well their existing talents align with the new path. If the two are incompatible, rejection will occur and trust me, you don't want that. It's better to take your time and choose wisely than to rush into a decision that you'll regret."

William nodded thoughtfully, his arms crossed. "But what if we're still developing our extraordinary traits? Can we change jobs before hitting level 10?"

"Yes, you can," Metatron confirmed. "If you've cultivated your traits well, you can still shift paths earlier, but it requires careful nurturing of those traits to avoid complications."

He leaned in slightly, as if sharing a valuable secret. "Speaking of changing jobs, I'd advise you to choose a path with real potential. The magical world offers hundreds of professions, but only a handful of them are worth pursuing."

William raised an eyebrow. "Like what?"

Metatron's eyes gleamed as he began listing a few examples. "There are countless low-potential paths, like 'Guard' or 'Patrolman,' which are militia-type jobs with very limited growth. The 'Hunter' path is more intriguing because it follows the Goddess of the Moonlight, which could open up hidden powers, but it requires a leap to a more advanced path."

The players listened closely as Metatron briefly described various pathways, highlighting their strengths and weaknesses. "Now, if you're looking for high potential, I recommend 'Warrior,' 'Magician,' or 'Knight.' These three paths have been explored for centuries, and their promotion routes are well-defined. They're incredibly powerful after a job change and have a lot of room to grow."

He paused and glanced around the group, his gaze stern. "Unless your talents clearly align with support roles, I don't recommend pursuing non-combat paths."

One player looked intrigued. "Why not? What's wrong with non-combat roles?"

Metatron's expression turned serious. "Because those roles, while useful in their own way, are often limited in direct confrontations. Take the circus in Border Town, for example, they offer paths like 'Clown,' 'Magician,' and 'Animal Trainer.' It might sound exciting, but you need to think carefully. If your talents don't align perfectly with those roles, it's not worth it."

The player frowned. "But why? What's the downside?"

Metatron leaned in, his tone dropping to a near whisper. "Because these paths may have flashy, entertaining abilities; tricks, illusions, juggling, but they lack real combat power. In a direct fight, four or five 'Clowns' or 'Magicians' couldn't even take down a single 'Warrior.' They're folk performers, not soldiers. Even the 'Thief' path, with its shady reputation, has more real-world power than a 'Clown' or 'Magician.' Thieves kill, steal, and burn. They know how to survive."

The room grew quiet as the players digested this sobering information. Metatron, sensing the tension, gave a small nod.

"And then there are the darker paths," he continued. "In Border Town, the most infamous of these is the 'Werewolf' path. It's brutal, powerful, and highly dangerous. But among all these choices, if you truly have the option, there's one path that stands above the rest."

The player who had asked about non-combat paths leaned forward eagerly. "Which one?"

Metatron's eyes gleamed. "The 'Path of God.' Out of all the paths, this one offers the greatest potential. It's not easy to walk, and it's filled with trials, but if you succeed, there's no limit to the power you could achieve."


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