After another year had passed again, Danir's seventh birthday finally arrived. A surge of excitement coursed through him, nearly making him forget the smallness of his child's body. Today was different. Today, he could finally open his grimoire and choose his jobclass—the first step toward shaping the path he had longed for since his rebirth.
After a simple birthday dinner with his mother and uncle, he hurried to his room, heart pounding in anticipation. Every step felt heavier with expectation, every breath charged with the thrill of possibility. He closed the door behind him, leaving the warm glow of the cabin behind, and prepared to make a choice that would define the course of his life in this new world of his.
Danir had spent hours reading through the descriptions of the various job classes in his grimoire, but he still couldn't decide which path to take. Every class held possibilities, each promising a different life—and he wanted to choose carefully, with no regrets.
Determined to gather more information, he made his way to the library once again, his small footsteps echoing through the quiet halls. He searched the shelves until he found the book he had been looking for: The Jobclasses Guide.
Settling into a reading table, he opened it and began to study its contents carefully...
"Every person bestowed with the blessing of the Grimoire of Power is obliged to choose their desired jobclass." he read aloud quietly, absorbing the words.
"Jobclasses are the classifications that determine the role a person they will going to have in society. They may choose to become a commoner—a non-combatant civilian—or an adventurer, who fights and explores beyond the safety of ordinary life."
Danir's eyes widened as he continued. "Those who choose a commoner's jobclass cannot hold an adventurer's jobclass as their secondary jobclass. For example, a Scriptor may take Cook as a secondary job, but will have no combat role. Adventurers, however, are allowed a secondary class as a commoner. A Wizard, for instance, could have Scriptor as a secondary class—allowing mastery of both combat and practical skills."
He paused, fingers tracing the edges of the page. So many choices, so many paths… the responsibility of deciding weighed heavily on him, but a spark of determination lit his mind. He would choose wisely. He would forge his path in a way that no one—not even fate itself—could control.
Danir scanned the pages of The Jobclasses Guide, reading through the list of Commoners Jobclasses—those roles meant for non-combatants, each with its own expertise and limitations. Meaning, they can only level up by doing their expertise.
Commoners:
#1. Craftsman – Skilled carpenters and artisans, building homes, crafting furniture, carving statues, and creating works of art. They can level up after crafting something. Their magic skills— Hand-of-the-Artist (Passive) unlock in level 1 and after reaching level 50 will unlock the Mind-of-the-Artist (Passive). Only limited to leveling intelligence and strength.
#2. Merchants – Experts in trade and negotiation. Leveling up by after successfully sold any materials and goods. Their magic skills—Mouth of Persuasiveness (Passive) unlock in leveling 1. Limited to intelligence growth.
#3. Scriptor – Masters of language, numbers, and ancient runes. Leveling up through acquiring new knowledges and wisdom by reading and non-stop learning and after teaching. Their magic skills—Wind-Writer unlock during level 1, and Ancient-Reader (Passive) unlock after reaching level 20. They are intelligence-focused.
#4. Engineer – Builders of complex mechanisms: zeppelins, ferrying ships, carriages, lumbermills, windmills—tools that powered the economy, their magic skill—Inventors-Mind(Passive) unlock in level 1. Limited to strength and intelligence.
#5. Alchemist – Potion-makers who could craft magical and mundane elixirs from rare ingredients. Their magic skill—Potion-Maker(Passive) unlock in level 1. Intelligence-focused.
#6. Cook – Culinary masters capable of transforming magical beast meat and uncommon ingredients into extraordinary dishes. Their magic skill—Master-Chef(Passive) unlock in level 1. Limited to strength and intelligence.
#7. Farmer – Experts in cultivating crops, herbs, and raising livestock. Their magic skills—Green-Thumb (Passive) unlock in level 1 and Domesticator(Passive) unlock in level 10. Strength and intelligence growth.
#8. Statistician – Analysts who compute, collect, and evaluate data for the kingdom's economic and social progress. Their magic skill—Entropy-Balancer (Passive) unlock in level 1, and the Omniscient-Calculus (Passive) unlock in level 10. Intelligence-focused.
#9. Judiciar – Legal experts in lawmaking and enforcement, maintaining social order. Their magic skills—Defender-by-Words (Passive) unlock in level 1, Scale-of-Judgement unlock in level 10, and the Law-Theorist(Passive) unlock in level 100. Intelligence-focused.
#10. Loremaster – Custodians of libraries, museums, or guildhouse archives. Their magic skill—Archiver (Passive) unlock in level 1. Intelligence-focused.
#11. Lumberjack – Skilled in felling trees and selecting the finest timber. Their magic skills—Timber-Strike unlock in level 1, and Finewood-Expert (Passive) unlock in level 50. Strength and intelligence growth.
#12. Miner – Specialists in extracting minerals from the earth and selecting the finest and most valuable mineral. Their magic skills—Earth-Digger (Passive) unlock in level 1, and Jewel-Connoisseur unlock in level 50. Strength and intelligence growth.
#13. Blacksmith – Crafters of armor and weapons from raw minerals. Their magic skill—Weaponcraft-Mastery (Passive) unlock in level 1. Strength and intelligence growth.
#14. Healer – Blessed with magical healing abilities, often non-combatants but occasionally recruited by adventurers. Their magic skils—Low-heal unlock in level 1, Heal (mid-tier) unlock in level 50, and the High-heal unlock in level 200. Intelligence-focused.
#15. Comadrona – Experts in assisting women during childbirth. Pediatric-Hands (Passive) unlock in level 1. Intelligence-focused.
#16. Ferryman – Skilled sailors and navigators of the seas. Unseasicked-Head (Passive) unlock in level 1, Unsinkable-Swimmer (Passive) unlock in level 10, and the Star-Navigator unlock in level 100. Strength and intelligence growth.
#17. Fisherman – Experts in fishing and sea navigation, similar to ferrymen. Unseasicked-Head (Passive) unlock in level 1, Fish-Spotter-Eyes unlock in level 1, Unsinkable-Swimmer (Passive) unlock in level 10, and the Star-Navigator unlock in level 100. Strength and intelligence growth."
#18. Scientists- they were those who had expertise in examining some things like the caused of death, conduct autopsy, or examining potions if it is safe to be taken. Head-of-Science (Passive) unlock in level 1, Scientific-Theorist (Passive) unlock in level 5, and Experimental-Theorist (Passive) unlock in level 10. They only limited to level up their intelligence attribute.
#19. Entertainers- expertise on entertaining people. They can only choose one of the entertainer's magic skills during level 1, it is either they can have the Roleweaver (Passive), means a Theater-Actor; Meloweaver (Passive), means a singer; Stepweaver (Passive), means a dancer; and the Pleasureweaver (Passive) means a whore.
"Damn! Working in brothel is a profession in this world?" Danir thought with an awkward smile in his head after reading the whore's passive magic skill as being an entertainer professionals.
Danir leaned back in his chair, frowning thoughtfully. "So… this grimoire gives us the power to become experts in whatever profession we choose." He paused, a shadow of confusion crossing his young face.
"But… if everyone has this blessing, why are there still beggars? Paupers? People struggling in life?" The question lingered in his mind, unanswered, like a puzzle that stretched beyond the pages of the grimoire.
"This world isn't really have much difference in my former world but at least, I have my expertise to grow." He thought.
Danir's eyes widened as he turned the pages to the adventurer job classes, his excitement bubbling over. These were the roles for those who dared to leave safety behind, to fight monsters, explore dangerous lands, and carve their names into legend.
The Adventurer's Jobclasses' certain magic skills will continue to increase its effectiveness as the adventurer continue on leveling up.
Then he continued reading in the Adventurer's Jobclasses, and the following are:
"#1. Knight-Paladins – Masters of blade and shield, wielding swords, halberds, axes, lances, or spears combining the strength of a knight with the divine power of a cleric. Their magic skills—Impact-Strike unlock in level 5; Sharpen (Weapon buff) unlock in level 5; Strength of the Sacred Light (Strength buff) unlock in level 10; Shield of the Sacred Light, unlock in level 20; Heal, unlock in level 50; and Exorcism unlock in level 100.
#2. Enchanters – Specialists in giving buffs, enhancing their own abilities or empowering their allies with magical support. Their magic skills—Low-Buff (Strength and Weapon) and Mana-Transfer unlock in level 1, Buff (Strength and Weapon) unlock in level 20, and High-buff (Strength and Weapon) unlock in level 50.
#3. Gunslingers – Experts in firearms paired with magical enhancements, blending precision and destructive power. In level 1, they need to choose if they can be a sniper with the magic skill of Deadeye (Precision and Accuracy buff) to be unlock in level 1 and Limitless-Range (Passive) unlock in level 50, or a rapid-fire gunslingers with a magic skill of Recoil-Grip (Passive) unlock in level 1.
#4. Archers – Masters of bows and arrows, also paired with magical enhancements for ranged dominance just like what the gunslinger have. Their magic skills —Robin's Eye, precision and accuracy buff for archers, unlock in level 1, and Flaming-Arrow, where the arrow he shoot buffed with flame, unlock in level 50.
#5. Clerics – A rare hybrid jobclass, possessing the abilities of priests, healers, and enchanters all in one. Strength of the Sacred Light (Strength buff), Heal, Light-Purification, and Exorcism—all unlock in level 1, and Mana-Transfer unlock in level 20.
#6. Mages – Specialists in offensive magic, commanding elemental and destructive spells to strike fear into enemies. In level 1, they were obliged to choose their only one magic affinity either Illusion or elemental. In Illusion—(Mirage-of-Deceit, Wildest-Dream). In Elemenal—Fire (Fireball, Flame-Burst), Wind (Whirlwind, Wind-Blast), Water (Needle-jet, Tidal-Burst), Ice (Frostbite-Lance, Blizzard-Tempest), Earth (Earth-Spike, Stone-Wall).
#7. BladeMagus, have expertise in wielding blade weapons along with magic. But, have the highest death rate among the Jobclasses knowing that their grimoire doesn't have any magic skills to be unlock, instead, their grimoire only have empty seven pages reserved for the magic they need to acquire after slaying some magic-beasts or any creatures that have a magic entities in their body.
If they want to unequip the magic they acquired, they just have to rip the page of that magic from their grimoire and another blank page will grow again, and that blank page, they can acquire another magic with that.
Warning! Given that all of the adventurers who chose this jobclass turned out to be dead, and it was being rumured to be the weakest jobclass among the jobclasses that's why nobody will ever choose this after those unfortunate fallen adventurers.
#8. Wizards – Masters combining the powers of a cleric and a mage, versatile in both offense and support magic. They can only have one offensive magic, a buff, a healing, and a purifying magic.
#9. Tamers – Gifted with the rare ability to tame magical beasts and form loyal companions. Their magic skills—Primal-Bond unlock in level 1, Build-in-Cage unlock in level 20, and Call of the Wild unlock in level 100.
#10. Summoners – Experts in summoning creatures or spirits to fight alongside them. This class required an enormous reserve of mana to wield effectively. Their magic skills—Stone-Marcher (summons golem) unlock in level 1, Spirit-Marcher (summons spirits) unlock in level 50, and the Corpse-Marcher (summon a legion of corpses) unlock in level 200.
#11. Priests – Specialists in purification, exorcism, and debuffing curses, capable of combating dark spirits and malevolent entities. Their magic skills—Light-Purification and Exorcism, all unlock in level 1.
#12. Skivers – Agile warriors skilled with light blades such as daggers, shortswords, chakrams, needles and threads, or kunai, excelling in speed and precision. Their magic skills—Bleeding-Stabs and Echo-Strike both a passives to be unlock in level 1, and Trap-Weaver unlock in level 20.
#13. Brawlers – Masters of hand-to-hand combat and martial arts, relying on raw strength and technique rather than weapons. They need to choose their one and only martial arts, either of these—Eyes of the Monk (Passive perception buff), Kung-fu Arts, Taekwondo Arts, or Boxing Arts.
"Why is it so hard to choose?" Danir muttered to himself, staring at the pages of his grimoire.
The adventurer jobclasses all seemed so powerful, so full of possibilities, that he couldn't decide on his own. He knew better than to rush—he needed guidance.
Hurrying his way home, he found his mother and asked, "Mother… what do you think is the best job class?"
Meliorra smiled gently. "Son, I love teaching children and cooking, so for me… it's being a Scriptor and a Cook. I can't tell you much about the violent classes—I have no experience with them."
Danir nodded, though a thoughtful frown tugged at his small brow. "Hmm… if mother can't guide me, maybe uncle tamer knows something." Danir thought as a grin of excitement spread across his face as he darted out of the house toward the barn.
"Hey, Uncle Tamer! Mind if I borrow a little of your time?" he called, nearly bouncing with impatience.
"Of course, what's up?" Mychal replied, smiling warmly.
Danir hesitated for a moment before blurting out, "What's the best adventurer job class… I mean, the one that would suit me best?"
Mychal threw back his head and laughed heartily. "Ahh! The best? Hahaha! Well, Dani boy… you know, even after retirement, I never get bored. That's why I always say the best is being a Tamer. You can still care for your magic beasts, even when you're not adventuring. And the best part? Gambling on beast fights in the arena! Hahaha!"
Danir forced a polite smile, but inwardly, he felt a pang of disappointment. His uncle's answer was overly biased, focused on his own love for the Tamer life, not on what would truly suit Danir.
"Uh… okay, Uncle Tamer. Thanks." Danir said quietly, stepping out of the barn. His small face carried a frown, but he kept his composure. "I'll need to find the right answer on my own. I can't rush this. I have to choose wisely."
So he waited. Days passed slowly, each one filled with quiet reflection. Danir decided he wouldn't act until he saw the right sign, until the path that truly fit him became clear.
