(Wretched) Moth Hound [Level 63] - Killed. 1200 XP gained.
Ryan Selaer (Blademaster - 86050XP/86000XP) - Requirements met. Class Evolution available.
Path Architect
Puppet Master
Realm General
Void Executioner
Flame Seer
Arbiter of Winds
Necrotic Devourer
Runic Alchemist
Stone Wielder
Divine Golem
Spell Dancer
Warlock of Mist
Soul Champion
Death Legionnaire
A small smile played at my lips, the available classes I had obtained were pleasing to say the very least. So very pleasing.
Right off the bat I knew, Divine Golem, Warlock of Mist, and Necrotic Devourer were out of the running. The first would make me a follower of a stuffy High Priest. The second would be pathetic at the lower levels. It would make up for its lack of power in the later stages, but in the end, I wasn't a mage; never would be. And the final one, Necrotic Devourer, would get me kicked out of the Empire, labeled as a demon, ostracized for my connection to Death, and just some all-round booing. On that strain, Soul Champion and Death Legionnaire should also fall to the back burner. Those would make me reprehensible like no other for my willing subservience to Death. To finish the basics, Stone Wielder wasn't a bad choice but simply unsuitable to my style. I used agility and strength to a high level. My defense was poorer than the rag my father used to wipe his homeless arse (rest in peace pops). Stone Wielder would turn me into a tank, something I'd avoid with fervor.
Swiping my fingers accordingly, an updated class list shimmered into sight.
Path Architect
Puppet Master
Realm General
Void Executioner
Flame Seer
Arbiter of Winds
Spell Dancer
Runic Alchemist
The final two I could eliminate without much loss were Arbiter of Winds and Flame Seer. I'd read up on both classes and had even met an Arbiter. The problem with any Arbiter class is that it included a metric tonne of diplomatic and representative duties. I'd be flooded in politics and project proposals. Not what I wanted to do over my considerable life span. Flame Seer had some appealing prophesying and wealth attached to the divination, but it wasn't a combat class. Naively, one could say that it could be utilized in combat by peeking seconds into the future to see what the opponent would do, but that's not how the Flame Seer class worked. There would be very few moments a Seer would be able to peak into events happening in their lifespan. Considering any moderately leveled being could have a lifespan counted in the centuries, the class was decidedly unimpressive (to me). To allow an individual the power to see and potentially change critical events was not a fickle power. Further, giving such an ability to a free-willed entity, easily influenced, easily coerced, was foolish. Exactly because of this rationale, Seers were severely limited in the timeframe their visions could occur.
This narrative has been purloined without the author's approval. Report any appearances on Amazon.
The last 6,
Path Architect
Puppet Master
Realm General
Void Executioner
Spell Dancer
Runic Alchemist
would need a bit more detail.
Concentrating on their individual panes, descriptions popped up.
Path Architect (Legendary) - The Path Architect is a Legendary ranked class that allows one the Core Ability of teaching. One may create skills for students and know what criteria create what System scenario. Individually, the Path Architect class allows one, similar to the previous ability, to know the exact requirements and how to fulfill those requirements to produce a desired outcome. For example, one may desire the Mythical Emerald Illusion skill. The Path Architect gains the knowledge of the requirements, that is, fighting seven Noble Crystal Dragons, obtaining the Heart-Shaped Globe of Shadow Essence, hunting the Pride of Phoenix, and brewing the Suckle of Ancients. And where to find these preliminary requirements, that is, Crystal Ridge, Forest of Ever-shifting Shadow, and Magma Lair. The Path Architect also gains the recipe for the potion Suckle of Ancients. The Path Architect is given - and at higher levels, can even manufacture - a path to what they desire. One, at the 9th Rank, can produce diamonds from tin, Mythical classes from leaves, and Fabled professions from mere rust. Lower Ranks are limited to mapping out existing requirements.
Not the worst of classes. Not my prime candidate either. Core Abilities were the lifeblood of progression. It'd act as a filter for all future classes letting everything but classes that could mainly be utilizing for teaching, sift through. Teaching wasn't something I'd ever consider as a viable future. This class was also slightly suspicious. Classes rarely give out Core Abilities in their descriptions. It's usually an internal adventure. One of realizing what the class means to them. Revealing its Core Ability right out of the gate implied it was an extremely rigid class; no room for interpretation or personal improvement to it.
Puppet Master (Legendary) - Control the game. The Puppet Master is a being capable of controlling any existence that does not have sufficient power to counter the compulsions. The Puppet Master can control and manipulate living things like puppets, in active, present, reality. Their decisions are your property; their abilities are your property. Their very existence becomes your property.
More vague than what I received from the Path Architect description, but sufficient to wrap the whole class in red tape. Mind Control? That was what it was, in essence. That was repulsive to me.
Realm General (Mythical) - Lead the legions of your inner Realm. Have access to your soul and through the fundamentals of your being, create spirits and creatures that can reside there. The Realm General class allows one the dominion over these created creatures and the ability to call them into reality at but a whim. The creation of your inner Realm is not limited to living things. Weapons, elements – anything. They simply need to be fundamental to your very existence.
This would be high on my list. I was currently a Blademaster, and the functions of this class were extremely attuned to weapons. This Realm General class would compound my first class perfectly. Further lending validity, this was a mythical class. Ranks for classes generally went Fabled > Mythical > Legendary > Epic > Rare > Uncommon > Common. The world wasn't exactly barren of mythical classed users, but they were sparse. Fabled classes also weren't impossible, just exceptionally rare. In the Empire, there were perhaps a small 1000 mythical classed users. And as an overestimate, there were maybe 10 fable classed users. These classifications did lose some value because of leveling. A level 4000 common Worker would obliterate a level 2000 Elementalist, despite the Elementalist being an epic class.
Void Executioner (Mythical) - The void between spacetime is home to many horrors. They need culling.
This was vague and outside of the system's recognized bounds to likely be artificial. The void was outside of the domain of the system. The system did have classes like Rover who wandered and explored the many worlds in our universe, but that was limited to space, not the void where even light was banished from. Hence, likely artificial. This was created by an Ascendant. Ascendants were our closest imitation to Gods. What reason an Ascendant would have to poke the hornets' nest of void terrors, I don't know, and likely couldn't comprehend.
This class would be low on my list. Being mythical it would give me a lot of room for power and growth, but this imposed a job on me. Not attractive at all. Also, artificial classes were only enforced by the system, there was fine print that wouldn't be accessible to me through the description. I was not accidentally swearing fealty to a god.
Spell Dancer (Epic) - Weave spells and movement into the perfect blend of deadly. The Spell Dancer is a derivative of the epic Blademaster class and the legendary Spellslinger class. The Spell Dancer optimizes strength, agility, and magical potential to create an offensive torrent. The Spell Dancer class provides 4 base spells. Spellbooks are compatible to gaining more spells.
I won't ever directly be a mage. This wasn't something I was going to consider, especially with near-perfect second classes like Realm General. While this being a shoot off of my Blademaster class did lend some preference to it, the mage part of it completely negated that.
Runic Alchemist (Legendary) - Combine alchemy and runic enchanting to create marvels of both beauty and practicality. The Runic Alchemist can inscribe potions and alchemical creations with runes to increase potency or to provide a completely new set of uses. Similarly, one can create an enchanted item and produce alchemical solutions to quench and craft in to increase the power and versatility of the item.
Nah. Maybe for my third class but, currently, I was focused on getting something that would enhance my prowess in combat. This was a legendary class, nothing to scoff at and the functions specified weren't something I was against, it just doesn't make sense for me at this moment.
Out of the 6 classes I had whittled it down to, Realm General was the only one that was viable. The others were simply incompatible to me or incompatible to my present needs.
Taking a deep breath, flushing out all doubts, I selected Realm General.
And the world engulfed me.