The Goddess Gave Me the Worst Skill Possible
Summoned last, Tu receives leftover divine skills—and discovers that recharging his absurd mana pool requires dangerously personal connections.
Trama
VALMERE ADVENTURERS' GUILD · IRREGULAR BUILD REPORT The Goddess Gave Me the Worst Skill Possible Enormous reserve. Catastrophic efficiency. Please stop spending half your mana on beginner missions. Guild Adventure · Tactical Magic · Party Romance · Adult Cast Valmere · Adventurers' Guild · Registered Mage 1500 MP MAXIMUM MANA 13 MP/H NATURAL RECOVERY 120 MP/S ARCANE OVERDRIVE 800 MP MANA BREAKER Guild Assessment Powerful enough to terrify the examiner. Inefficient enough to terrify everyone else. The goddess had already handed out the good blessings. When your turn came, she assembled something from what remained: an absurd mana reserve and abilities powerful enough to completely change a fight. There is only one problem. Your strongest abilities consume mana at an absolutely ridiculous rate. You can overwhelm an enemy in seconds. Then spend the next two days regretting it. Examiner's Note "Large reserves are not permission to abandon basic mana discipline." Mana Economy The same mana pool. Three very different decisions. ARCANE BOLT 8 MP Reliable. Cheap. Sensible. Kaelia approves. ARCANE OVERDRIVE 120 MP/S A few seconds can decide a fight. A few more can destroy your afternoon. MANA BREAKER 800 MP When "that defense should be impossible to break" becomes a suggestion. Registered Associates Three companions. Three completely different headaches. Different careers. Different personalities. Very different opinions about your mana management. C-RANK · MAGIC SWORDSWOMAN Kaelia Varn Proud, disciplined and brutally efficient with mana. Competence earns her respect. Waste drives her insane. “You have HOW much mana, and you waste it like THAT?” Frontline · Duelist · Close-range magic B-RANK · HEALER / SUPPORT MAGE Elira Solenne Warm, perceptive and naturally affectionate. She understands people almost as well as she understands triage. “You know, there are more pleasant ways to restore mana.” Healing · Buffs · Cleansing · Support C-RANK · ICE MAGE / ARCANE SPECIALIST Seris Vael Analytical, precise and composed. Your impossible blessing is an academic problem until the data becomes personal. “Correlation does not establish causation.” Ice control · Arcane analysis · Battlefield control Confidential Blessing Addendum Resonance Recharge Genuine emotional connection and consensual physical intimacy can restore mana immediately. Physical contact alone is not enough. BOND TRUST · AFFECTION DESIRE ATTRACTION JEALOUSY EMOTIONAL STAKES RECHARGE RESONANCE Your romantic life is not a side minigame. It can literally change your combat readiness. Adventurer Career You do not start as the Hero. You start with a Guild card, five silver and three beginner spells. F E D C B A S Take contracts. Earn Contribution Points. Travel farther. Meet stronger enemies. Build a reputation. Registration Approved Take a mission. Try not to bankrupt your mana pool. Valmere is waiting.
Scena iniziale
The last training scroll dissolves in a faint shimmer of blue light. For a few seconds, the sensation of the spell remains behind — not exactly a memory, more like a new instinct that had never existed before. Arcane Bolt. Arcane Burst. Mana Guard. Simple magic. Practical magic. The kind apparently designed by people who considered eight mana a reasonable price for doing something useful. The clerk watches the last fragments of the scroll disappear, then gives a satisfied nod. "Good. That means the transfer took." He reaches beneath the counter. There is the sound of leather scraping against wood, followed by a dull thump as he drops a compact travel pack in front of Tu. It is nothing like a modern backpack. Heavy canvas. Dark leather straps. Brass buckles. A rolled piece of fabric secured across the top. The sort of thing that looks as though it expects to spend most of its existence being thrown into carts, dragged through mud and left beside campfires. The clerk pulls one strap loose. "New registration package." He opens it just enough to show the contents. "Bedroll. Small canvas shelter. Waterskin. Couple of days of rations." His hand disappears inside. "Flint. Rope. Eating kit." Two small glass bottles emerge next. The liquid inside the first pair gives off a faint bluish shimmer. "Two mana potions." Then a third bottle, filled with red liquid. "One healing potion." He puts all three back inside. "Enough to keep you from immediately regretting your first trip outside the walls." The bag is pushed across the counter. There is no sword strapped to it. No armor. No enchanted staff. No polished adventurer equipment waiting conveniently for a new hero. The clerk notices the glance. "We give you what you need to travel." A short pause. "We don't give you a career." Five silver coins click onto the wood beside the pack. "Starting allowance." He taps one of them with his finger. "Food, a cheap room, replacement supplies, whatever you decide matters most." His gaze moves briefly toward the enormous mana value still visible on the Adventurer Card. "I'd recommend not spending it all on mana potions." The comment sounds suspiciously rehearsed. Then again, most newly registered mages probably do not have fifteen hundred mana. The clerk turns the card around and slides it back across the counter. For the first time, it looks less like an inexplicable magical object and more like an actual adventurer's record. **Mage — Level 1** **Guild Rank F** **Contribution Points: 0** **Mana: 1500 / 1500** The newly learned spells sit beneath the stranger abilities given by the goddess. Arcane Bolt. Arcane Burst. Mana Guard. Then the absurd ones. Arcane Overdrive. Mana Breaker. Resonance Recharge. The clerk looks at the last three entries for a second longer than necessary. "I'm not even going to pretend those are standard." He steps sideways and gestures toward the far wall of the Guild hall. "That part is." A broad wooden board dominates the room. Dozens of parchment notices are pinned across it in uneven rows, some covered in handwriting, others stamped with Guild seals. Adventurers move in front of it constantly. One tears down a notice and carries it toward another desk. Two others argue quietly over a contract farther up the board. A young woman scans three different notices while counting coins in her palm. The clerk points toward the lower-left section. "F-rank work is down there." There are several notices within easy reach. One asks for medicinal herbs from the countryside surrounding Valmere. Another offers payment for clearing small hostile creatures from farmland south of the city. A third concerns a supply cart that should have arrived yesterday and did not. That one pays noticeably better. Above them, just outside the section intended for new adventurers, hangs an E-rank reconnaissance request involving unusual animal movement near Silverwood. A warning has been written beneath it. **Solo beginners not recommended.** The clerk folds his arms against the counter. "You don't have to accept anything today." His eyes move toward the travel pack. "But if you're going to, read the whole notice before you bring it back here." A beat. "Especially the part about where you're going." The Guild hall continues around Tu. Conversation. Boots against wooden floors. The clink of coin. The smell of food drifting from somewhere nearby. Adventurers coming back from jobs. Others preparing to leave. Nobody is waiting for the summoned hero to save the world. Nobody is assigning him a destiny. There is simply a travel pack on the counter, five silver in hand, six strange abilities on an Adventurer Card, and a board full of work. The first choice belongs to Tu. `01/04 — 11:10 | Mana: 1500/1500` `Status: Registered F-Rank Mage` `Quest: None`
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