Chapter 123 "Multiple Careers"

Anyway, it's good news.

Anser stopped dwelling on it, his consciousness touching the twenty-sided die, and fragments of memories surfaced in his mind: blowing up fishmen, slaying dragons, hunting kobolds, fierce battles in the forest, killing brain-eating monsters...

A moment later, the symbol transformed into two figures back to back, one in a long robe and holding a staff, the other indistinct.

Ding--

[You have acquired the Adventure Trait: Multiple Classes]

"Multiple Careers": When one of your attributes reaches or exceeds the human limit of 20, you can take on a career that uses that attribute as its primary attribute.

Peak human attributes can help you quickly master the characteristics and abilities of a profession, but you cannot obtain the boosts brought by leveling up, such as health and proficiency bonuses.

This profession is independent of the main profession. The upgrade experience is twice that of a normal profession. The effects of the same type of trait or ability increase are not cumulative; the stronger effect will prevail.

'Independent part-time job?' Anser was taken aback; this was truly unexpected.

He had considered taking on a part-time job before, but felt that the ninth-ring spells were more important, so he decided to focus on being a sorcerer for the time being.

Traditional part-time jobs have no limit on the number of jobs you can take on, as long as you meet the prerequisites.

Part-time jobs can provide skills for different professions, which seems very powerful, but they have many drawbacks.

The biggest issue is experience. The experience required to level up is based on your character's total level. For example, if you are a level 7 warlock or a level 1 warrior with a total class level of 8, you must gain enough experience to reach level 9 in order to level up your warrior to level 2 or your warlock to level 8.

At this point, your job level is 9, and you have the corresponding life and proficiency bonuses for that level, but you cannot master 5th-level spells.

"Multiple jobs" are different from traditional part-time jobs; they are completely independent and more in line with general understanding.

The advantages are obvious: multiple professions have independent upgrade systems, and even if the upgrade experience is doubled, you can still quickly improve your profession level and master new abilities.

For example, a level 7 warlock/level 1 warrior, the "Multi-class" ability only requires 600 experience points to upgrade the warrior to level 2, making the initial difference very obvious.

However, every advantage has its disadvantages; the level increase in this situation is incomplete.

In the original professional system, every promotion was equivalent to a sublimation of life, whether it was a part-time job or a main job.

In "Multiple Careers", there is no "upgrade effect" after upgrading part-time jobs. You can master the professional skills and expertise, but attributes such as health will not be enhanced.

Both are level 7 warlocks and level 2 warriors. The total class level of a normal part-time job is 9, while the total class level of a "multi-job" job is still 7. The "level 2 warrior" is a falsely labeled level, as it only has the life and proficiency bonuses corresponding to level 7, and its life strength is weaker than the former.

'Strong, but not that strong.' Anser couldn't quite figure out the advantages and disadvantages of the two at the moment.

But he knew that simultaneously upgrading multiple professions was definitely not advisable. The two professions combined would have an absurd three times the experience, so wouldn't it be better to use all that experience to upgrade the main profession?

The correct way to use it is when you are at a higher level and need a lot of experience to advance, so you can spend a small amount of experience to upgrade your secondary profession.

Anser tapped the blurry figure on the die, and light and shadow exploded, revealing lifelike figures representing different professions surrounding him in various poses.

Most professions are lackluster, except for the bard, paladin, and sorcerer, all of which are professions that rely on charm.

He touched each one with his mind, and all the other professions displayed a "Attributes not up to standard" message, but the priest had an additional warning:
The abode of the gods cannot be detected!

'Hmm?' This message is completely different from when he first chose his career.

Priests' primary attribute is perception; they can access and guide divine magic from the outer planes where the gods reside, and wield this power to bless all beings and defeat formidable enemies.

If they cannot draw power from the realm of the gods, they will completely lose their ability to cast spells.

'So it was just a loss of contact with the gods, but now we can't even sense the outer planes? What on earth has happened...?'

Unfortunately, he was too weak, lacking the ability and strength to travel to outer planes, and could only passively wait for everything to happen.

He checked the Magic Contract Masters and found that some sub-classes were also affected, and some sect leaders were unavailable. 'The disaster may have only just begun, alas…'

He set aside his worries about the unknown, calmed himself down, and carefully weighed the pros and cons.

The first category to be ruled out is the Pact Master, as they are esoteric scholars who draw power from otherworldly Pacts. If the sect leader were to "break the connection" one day, the channel for magical power would be severed.

Bards are performers who inspire people with music, dance, and magic, and are known as "all-rounders" and "jacks-of-all-trades," but their strengths are not particularly obvious, and their magical abilities are generally average.

Part-time bards can master several new spells, as well as somewhat unskilled melee abilities.

Paladins seem pretty good. After taking on the role, they can wear various armors, master military weapons, have outstanding close combat abilities, and learn unique paladin spells.

Holy magic is very special and cannot be mastered by ordinary spellcasters.

Paladins are undeniably powerful, but their numbers are extremely small, with the biggest obstacle being their oath.

Paladins may have sworn oaths before an altar witnessed by priests, made promises to the spirits of nature in a sacred forest, or made covenants in the presence of the dead when faced with despair and disaster. All these paladin oaths are extremely powerful contracts.

It is the power of the oath that transforms a devout warrior into a blessed hero.

Most paladins worship the gods of the good alignment, but regardless of their faith, they can cast holy magic—this is the power of their oath.

There are many types of oaths. The oaths of dedication, the oath of honor, the oath of the ancients, and the oath of revenge are the mainstream, while there are also less common oaths such as the oath of the crown, the oath of conquest, the oath of fanaticism, and the oath of the giant noble.

Different oaths have different binding powers, and there are also differences in factions, but none of them can be broken.

Anser looked around and found that the oath of the Giant Noble was relatively easy to keep, commonly known as the "Giant Pa."

The Oath of the Giant Spirit Noble: "By destroying and rebuilding, by creating new life; by using brilliance as a banner and elegance as a guide; by respecting the elements and fearing their wrath."

"By breaking down and building up, we can create something new." This is the core philosophy of the oath, which acknowledges that destruction is a necessary prerequisite for creation. As for how to interpret it, that is a matter of opinion.

The second rule seems simple, but it's actually quite difficult. It requires you to pay attention to your appearance and behavior, maintain generosity and magnanimity, and make your actions as legendary as possible, such as directly challenging powerful enemies and avoiding methods like poisoning or sneak attacks.

The third point is relatively simple: you must have reverence for the elements themselves and the power they represent; the elements are your partners, not slaves or dogs.

The Oath of the Giants is a very rare neutral oath, without any moral binding force, at most having a slightly weak binding force on individual behavior.

'Fine, I can always yell before we launch the sneak attack.'

Anser pondered for a moment, then waved his hand to cancel the class projection and brought up the character card.

With 19147/23000 experience points, I'm still quite a ways from level 7.

A new column called "Experience Pool" appears below, with a value of 5147, which is exactly the amount of experience accumulated after leveling up to level 6.

All professions share the same experience pool. Upgrading a part-time job to level 4 requires 5400 experience points, which is clearly not enough, and he is also reluctant to spend them.

A secondary profession must never hinder the leveling progress of your primary profession!
But if you upgrade your part-time job to level 2, you only need 600 experience points, which is incredibly cost-effective.

He clicked on the blurry figure on the dice that represented "multiple professions" and selected the figure that represented the paladin.

The next moment, all the images vanished instantly, and Anser felt a jolt of energy, as if he had entered a strange space filled with magical elements and bizarre creatures.

He understood immediately and began reciting the vow: to break through and establish, to reshape and regenerate...

The powerful voice triggered an energy vibration that intertwined and coalesced, gradually forming a four-colored rhombus-shaped magical mark, which was imprinted on his forehead and then disappeared.

Then, his body heated up, his muscles trembled, and a vast amount of skills and knowledge were projected into his body and mind.

In his mind, "he" had honed his combat skills over the years, mastered various weapons and armor, and was adept at using the power of oaths to unleash magical power.

(End of this chapter)

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