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WIZARD WORLD
Chapter 0002: Understanding Oneself

Chapter 0002: Understanding Oneself

After a long and arduous wait, the bio-assist chip finally completed its initial self-diagnosis.

Soon, Grim's fundamental attributes were projected into his mind.

Name: Grim

Race: Human

Attributes: Strength 4, Agility 4, Constitution 3, Mental Power 8

Alignment: Lawful Neutral

Class: Novice Wizard Apprentice

Health: 11/11

Class Experience: 614/1000

Status: Healthy

Class Skills: Scroll Transcription, Spellcasting

Personal Skill: Burning Hands

In this world, every human is born with basic attributes that define their physical and mental capacities. Through generations of exploration and study, wizards have classified these into four key attributes: Strength, Constitution, Agility, and Mental Power. The advancement of wizards is fundamentally determined by these attributes.

* Strength quantifies muscle power and physical resilience. It is particularly crucial for melee wizards, influencing both the base damage of melee attacks and the likelihood of landing a strike. While most ordinary humans have a Strength of 3–5, a Strength of 5 already signifies a robust adult.

* Agility measures hand-eye coordination, reflexes, and balance. It is vital for warriors in light or medium armor, rogues clad in leather, and anyone aspiring to be an exceptional archer.

* Constitution represents health and stamina, affecting vitality and the ability to endure poisons and similar threats. For spellcasters, Constitution also governs their focus, a skill integral to mastering spellcasting. The minimum Constitution for a human is 1; anything below this results in death.

* Mental Power governs learning, reasoning, and magical aptitude. It determines the number of spells a wizard can cast, the difficulty of resisting their magic, and the potency of their spells. While animals typically have a Mental Power of 1 or 2, humanoid creatures require at least 3. To qualify as a wizard, an individual needs a minimum Mental Power of 21.

For Grim, Mental Power was the most critical attribute, as reaching 21 would elevate him into the ranks of formal wizards. The only way to enhance Mental Power was through relentless meditation, studying arcane texts, or accessing the notes and insights of seasoned wizards. Yet, these resources were often out of reach.

In the harsh and unforgiving world of wizards, knowledge equated to power, and power came at an exorbitant price. This was why countless apprentices risked their lives within the perilous confines of wizard towers—only here could they access the knowledge and resources necessary for growth. Outside the tower, even with immense wealth, acquiring a structured and comprehensive understanding of magic was nearly impossible.

In this fearsome world, all extraordinary spellcasting techniques and invaluable magical knowledge were monopolized by wizards, leaving ordinary mortals without any opportunity to touch such power. As such, knowledge and resources became the twin wings driving wizards toward their dreams. Only by mastering these could a wizard's future shine brightly.

After reviewing his basic attributes, Grim shifted his attention to his skills section.

His class skills included Scroll Transcription and Spellcasting—the most foundational skills for a wizard apprentice. The former enabled apprentices to meticulously transcribe magical knowledge, while the latter served as the gateway to understanding spellbooks. Without the spellcasting skill, ordinary people would be overwhelmed by the enchanted texts, succumbing to bewilderment and irrational behavior. Only apprentices who had undergone rigorous mental training could resist such effects and access the magical knowledge within.

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In the personal skill section, Grim had only Burning Hands, his sole offensive spell learned over six years of training. The spell allowed him to conjure elemental flames in his palms, turning anyone foolish enough to touch him into charred remains. However, as a mere apprentice, Grim lacked the ability to fully wield more complex spells. Instead, he relied on his elemental affinity to perform rudimentary yet visually striking feats of elemental manipulation.

For Grim, fire was his strongest elemental affinity. Unfortunately, such talent was unimpressive within the Swamp Tower, where the master wizard, Anderson, excelled in dark and wind elements. This mismatch in affinity made it challenging for Grim to receive direct guidance, forcing him to rely on his own efforts.

Previously, this issue had plagued Grim. But with the activation of the bio-assist chip, he believed he could now forge a unique path as a wizard.

Regarding his Class Experience, the chip’s data provided Grim with clarity about the prerequisites for advancing as a wizard:

1. Achieving the requisite Mental Power (e.g., 21 points for a formal wizard). While Grim’s current Mental Power of 8 made him exceptionally intelligent, he was still far from the benchmark. Improving this attribute required consuming magical texts—a gradual and unhurried process.

2. Building a sufficient knowledge system. Even with the required Mental Power, Grim would need to accumulate class experience to advance, making both factors indispensable.

Gaining experience was multifaceted, encompassing activities such as transcribing scrolls, spell practice, crafting wands, and analyzing magical artifacts. Any endeavor that enriched his understanding of the arcane could yield experience. However, the process was far from easy, as only genuine comprehension granted progress. Simply skimming a spellbook without understanding its essence offered no benefit.

Thus, despite the chip’s assistance, Grim knew his journey would demand immense effort.

As Grim pondered his future, the sound of footsteps echoed from the corridor outside.

“Grim! Get out here, it’s our turn for patrol!” a rough voice barked, followed by heavy knocks on the wooden door.

The visitor was Tony, a fellow apprentice of similar rank. Like Grim, Tony belonged to the lowest tier of apprentices, who were tasked with patrolling the Swamp Tower’s surroundings every seven days and collecting magical materials—a routine dictated by the tower master.

After responding, Grim quickly tidied his room, donned a black robe from the wall, and stepped outside.

Tony was broad-shouldered, fierce-looking, and unkempt, with long hair cascading wildly—resembling a barbarian. Rumor had it he hailed from a nation in the Greene Highlands, where barbarian bloodlines ran thin but notable.

The two exchanged brief nods before heading silently down the dim corridor toward the staircase.

Though it was daytime, the tower was eerily quiet, with few apprentices in sight. Despite housing over fifty apprentices, most were absorbed in spell training or peculiar experiments, leaving common areas desolate. This pervasive stillness was a defining characteristic of the Swamp Tower.

Descending a spiraling stone staircase, the pair reached the bustling first-floor hall, where apprentices-in-training resided. These young hopefuls, aged 8–14, had journeyed from distant lands, dreaming of becoming great wizards. Unbeknownst to them, the path was fraught with peril.

Within the tower, a strict hierarchy divided the apprentice ranks. These young novices, with Mental Power between 3–5, were not yet full apprentices but trainees. They studied language, learned to meditate, and sought to awaken their elemental affinity to progress. Those who failed were mercilessly cast out.

Teaching these children basic skills and guiding their meditation fell to the formal apprentices, as such mundane tasks were beneath the great wizards.

Grim, however, was never assigned such light duties.

After briefly greeting Valence, who was teaching a language class, Grim and Tony ignored the children’s eager gazes and passed through the hall, stopping before a sealed stone door.

Placing his hand on the door, Tony murmured, “Kurim Aida.”

With the incantation complete, the ancient stone door creaked open, revealing the dark and foreboding world beyond the tower.