As I lingered in anticipation, the wait seemed to stretch indefinitely, yet it was merely a short while before the receptionist made her way back to me.
"Your registration is now officially complete, Mr. Kaien." the receptionist declared, extending towards me a small, bronze badge that gleamed with the emblem of the Adventurers' Guild.
"This badge not only confirms your membership but also signifies your initial ranking as an adventurer. It's your key to accessing the Guild's array of resources and services, from the quest board to the trading post. Please, ensure it remains with you at all times."
She paused for a moment, her professional demeanor unwavering.
"You might already be familiar with the ranking system and the operational procedures within the Tower, given the tales shared by many adventurers. However, it's customary for us to offer a brief overview to all newcomers. Would you be willing to spare a few additional minutes for this overview?"
Her proposal resonated with me.
Indeed, stories and tips about navigating the Guild and the Tower were commonly exchanged among people, be it adventurers themselves or normal individuals, providing second-hand knowledge.
Yet, standing here at the cusp of my own journey, I acknowledged the value in hearing these protocols directly from a Guild official. There might be nuances or recent updates I hadn't caught wind of, information that could be crucial.
"I appreciate the offer." I responded, signaling my agreement with a nod. "Please, proceed with the overview."
The receptionist dove into an explanation that painted the Tower not just as a structure, but as an enigma with its own set of rules and realities.
"The moment one steps into the Tower, they're transported to a separate space or dimension if you will." she began, her voice steady, ensuring I grasped the gravity of her words.
"No two incursions yield the same layout, It's a living puzzle, constantly reshaping itself."
I leaned in, intrigued by the concept. "So, no two adventurers experience the Tower in the same way?"
"Exactly," she confirmed. "While the creatures on each floor maintain a consistent level of challenge, their variety and the environments they inhabit can change. Lower floors might offer familiar foes, but ascend, and you'll face entities beyond imagination."
She paused for a moment, allowing the information to sink in, then continued with a cautionary note.
"Anyone offering maps of the Tower's floors is almost certainly engaging in a scam. The nature of the Tower ensures that each journey within its walls is distinct, rendering any maps fundamentally useless. Nonetheless, insights on the creatures that inhabit the Tower can be of immense value, potentially offering life-saving information. However, it's important to exercise caution, as many fabricate details about non-existent creatures as part of their deception. Without a reliable method to verify the legitimacy of such information, acquiring it comes with inherent risks. Proceed with any purchases with caution."
Her explanation shifted to the Tower's progression system, a topic that seemed to pique her curiosity as much as mine.
"Though it's not fully understood, it's believed each floor contains a secret room and an event, both challenging to find and complete. Success in these endeavors, along with defeating enemies and clearing floors, earns points managed by the Tower itself. These points are crucial, as they can be exchanged for items and skills every five floors at a designated merchant, whom is known to the adventurer as the black merchant."
I've heard tales of the enigmatic Black Merchant, an entity as mysterious as the tower it calls home. Cloaked in secrecy, this individual is rumored to possess an untold trove of valuables. It's said that those who have dared to steal from this shadowy figure often find themselves facing dire warnings, sometimes even missing a few limbs as a chilling reminder of their folly.
Her explanation prompted a question from me, born out of curiosity and a desire to fully understand the system that governed the Tower. "How does this point system interact with an adventurer's skill progression?"
She seemed to anticipate my question. "Every adventurer begins their journey with limitations. Skills are milestones of growth—your first passive skill emerges when an attribute reaches ten, and active skills manifest at age fifteen, though the ceremony and class can influence this."
"Now, let's discuss a critical aspect of personal development within the Tower, and how it assists in this growth. Every five levels, adventurers unlock what we refer to as a 'Skill Slot.' This alternates between slots for passive and active skills."
Hearing this for the first time, I was taken aback. I had assumed skills were acquired from the merchant and could be utilized at will. "Could you elaborate on that?" I asked, seeking clarity.
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"Of course." she replied, her tone patient. "Many newcomers misunderstand the process of acquiring passive and active skills. There's a common misconception that by simply delving into the Tower, one can amass an unlimited repertoire of skills. However, this is far from the truth. For instance, if I were to sell you a skill book—which is the only method to learn a new skill—acquired through defeating monsters, discovering secret rooms and event, or purchasing from the Tower's merchant, you'd find yourself unable to use it immediately. Do you know why that is?"
"Does it have to do with the 'Skill Slot' you mentioned earlier?"
"Exactly," she confirmed. "With every five levels gained, you unlock a 'Skill Slot,' alternating between passive and active skills. When you reach level 5, your first slot will be for a passive skill, allowing you to learn one. At level 10, it'll be an active skill's turn, and so forth."
I nodded, understanding dawning on me. "But then, why would adventurers seek to climb beyond the 5th floor? Wouldn't it be more logical to stay within the first four floors, grinding levels and accumulating points to buy as many skills as possible?"
She smiled, a look that suggested she'd addressed this query more times than she could count. "While that strategy seems logical at first glance, it's fundamentally flawed. Firstly, levels aren't gained by defeating monsters but by clearing floors. Each time you ascend to the next level, you're automatically granted an increase in level."
This revelation was unexpected. I had presumed that defeating monsters would naturally lead to level progression, but the Tower's system was more nuanced.
"And as for accumulating points," I ventured further, "wouldn't it be advantageous to farm them and purchase multiple items from the merchant?"
Her smile broadened slightly, acknowledging the thought. "If that were feasible, indeed, it would be advantageous. However, two primary reasons make this strategy impractical. First, point acquisition is finite. Monsters do not respawn within a floor once defeated. While we recommend defeating all monsters to maximize point gain, they won't reappear for endless farming. This limitation encourages adventurers to thoroughly explore each floor for secret rooms and events to gain additional points. Secondly, the Tower's merchant imposes a strict limitation on purchases. You're allowed to buy only one article from each category per visit, meaning one skill, and one item. After making your selection, further purchases are restricted, preventing any exploitation of the system."
The receptionist concluded her overview of the Tower's fundamental mechanics. "This covers the basics of how the Tower operates," she said, her eyes conveying the gravity of her next words. "There's more, of course. The Tower is vast and full of mysteries that have yet to be fully understood or documented. As you progress, you'll undoubtedly encounter phenomena that defy explanation. Your primary objective, above all, should be survival."
I took a moment to digest everything she had shared. In a brief moment of reflection, I recapped the key points I had learned: The Tower's dynamic nature, the importance of skill slots, level progression, finite points and the uncharted nature of the tower itself.
I thanked the receptionist for her invaluable insights. "Thank you,"
"You're most welcome. There's one last thing I'd like to address before we conclude: the ranking system. As it stands, you're designated as a Bronze rank adventurer. It's important to understand that your rank will increase every 10 levels you achieve. The ranks range from F to S, with F being the lowest and S the highest."
The receptionist's words caught my attention once more as she delved into the ranking system—a vital component of an adventurer's identity within the Guild.
"The ranks are as follows: Bronze, Dark Bronze, Silver, Gold, Platinum, Diamond, and Mithril. Each time you reach a new rank, you'll need to return to us for an evaluation. We'll update your badge to reflect your current rank."
"Understood," I responded, absorbing the significance of the ranking system.
"Is there anything else I can assist you with today?" the receptionist inquired, her smile unwavering and welcoming.
I nodded, remembering the loot I had collected. "Actually, yes. I've gathered a few items I'd like to sell. They're stored in my carriage. Also, I'm wondering if there's a place where I could safely leave my carriage?"
She responded promptly, her professionalism evident. "Of course, we can take care of that for you. Just bring the items to us, and we'll assess their value. You can then decide whether to sell them directly to us based on our evaluation or opt to sell them yourself to other adventurers. As for your carriage, we offer a storage service at the rate of one silver per day for safekeeping. Alternatively, you're free to leave it outside, though without guaranteed security, or if you prefer, we can purchase it outright for a silver coin."
Her comprehensive response provided me with options I hadn't fully considered. The idea of setting up a makeshift merchant corner was intriguing, offering the potential for direct interaction with other adventurers and perhaps even better prices. Yet, the convenience and immediacy of selling to the Guild were tempting, especially given the uncertainty of individual sales.
"And if I choose to sell the items to you, how soon can I expect the evaluation to be completed?" I asked, weighing my options.
"Typically, evaluations are completed within 24 hours, depending on the nature and quantity of the items. We aim to offer fair and prompt transactions to support our adventurers." she explained, her tone assuring.
Considering her words, I decided to proceed with the Guild's evaluation for the sake of efficiency and simplicity. "I'll bring the items in for your assessment then. And for the carriage... I'll opt in selling it to the guild."
The choice to sell the carriage was not made lightly. Reflecting on my journey and the foreseeable path ahead within the Tower, it became clear that holding onto the carriage would serve no practical purpose. More than that, the carriage was a tie to the group I had traveled with—a group whose intentions had turned sour. Severing this connection felt like a necessary step to move forward, unencumbered by the past.
We'll arrange for the purchase of your carriage. The silver coin we offer will be added to the total value of the items you're selling."
I nodded, appreciative of the receptionist's tactful acknowledgment of my situation. "Thank you, I appreciate the Guild's accommodation."
I thanked her for her help and went back to the carriage to grab the items I wanted to sell. The selling process was simple, and now all I had to do was wait for everything to be sorted out, which they said would take about a day. But I'm not the type to just sit around and wait.
"I should take a look around and see if there's anything useful I can buy for my trip into the Tower. It's better to be too prepared than not prepared at all. I definitely can't head into the Tower without any preparations."
With that thought in mind, I started wandering around the area where adventurers and merchants gathered.