1-6 The Maniac
Jobs: ☆Interferer (7↑) / Magic Gunner (1)
Skills:
Status View II, Status Manipulation, Job Addition I, Status Display Limit
Magic Shot Slight Boost
Additional Info: None
Hey, Interferer had leveled up to 7.
I hadn't touched the settings at all, but maybe it's because I've been using status viewing and manipulation so often. Or... well, whatever.
That said, I've never once seen my status corrections improve just because Interferer leveled up. That's a bit concerning.
Maybe Interferer is the type that doesn't boost stats...?
Like I thought before, if being from another world is a requirement, it wouldn't be weird for it to have some special treatment like that. Plus, with cheat abilities like Job Addition, a downside like no stat growth makes sense.
Still, I'm waiting on acquiring Job Addition II.
There was a reason I switched Job 2 to Magic Gunner. I stopped by the mercenary guild this morning, but Elliott wasn't there, and there were no messages.
So today, I'm heading out solo to hunt goblins. Yesterday's hunt gave me some good intel.
Goblins near the gate come in small groups, and they're not that strong.
If things look bad, I can always run and beg the gate guards for help. It'd tank my reputation hard, so it'd be a last resort.
Still, getting surrounded by multiples could be dangerous... which is where the magic gun comes in.
A preemptive strike with the magic gun can whittle them down to 1v1, or at worst 1v2, and I can handle that with my wooden spear.
Plus, it'll build real combat experience for Magic Gunner and improve my gun skills. In short, I've decided to raise it up.
Why Magic Gunner? Because it seems like I have aptitude for it, the magic gun is my ace in the hole right now, and I figured focusing on something MP-based—magic-related, basically—is the way to go.
If I drop Magic Gunner and leave Job 2 empty, my MP goes down to 10. Meaning Interferer gives 10 on its own, and Magic Gunner adds 6.
Normally, with just one job, you'd start with MP 6—only three shots with this gun. That's brutal even for basic training.
But I can have Job 2, and eventually Job 3 if things go as planned, so I have plenty of MP leeway. That's my advantage, like I thought before.
A guy like me—who never did sports growing up, just some daily muscle training—might struggle as a frontliner.
...Surprisingly, I can move okay in practice. But watching Elliott and the others, who've been fighting as a matter of course in this world, I feel the gap. No confidence there.
Even with a frontline job, maybe I could leverage multiple jobs cleverly... but I can't think of how.
So the plan is to play to my strengths: build toward MP usage.
I head to the north gate, do the paperwork, and slip into the forest—not too far from the gate, in a quiet spot.
Northwest has expedition parties, so I veer a bit west toward the northeast. Even if I overshoot, it's green caterpillar territory—no real danger.
I advance carefully, doubling back to avoid going too far, and after about two hours, I spot a party yelling gyaa gyaa as they move.
I crouch in the brush, hold my breath, and peek. Yep, goblins.
Humans wouldn't make that much pointless noise.
Jobs: ☆Interferer (7) / Magic Gunner (2↑)
Skills:
Status View II, Status Manipulation, Job Addition I, Status Display Limit
Magic Shot Slight Boost
Additional Info: None
Whoa, that took 5 MP. Overdid it a bit.
But I confirmed I can adjust the magic gun's power with practice.
Maybe I can throttle it down to save MP, or fire shotgun-like spreads.
More flexible than I thought—great weapon.
MP should be 6 from Magic Gunner, so normally that shot would empty you. That's the bottleneck. But not for me.
Gotta thank that white-haired kid who gave me this gun.
Later, I found two more goblins to test on. I could fire an MP1 weak shot. It didn't one-shot, so cleanup was a hassle.
But an MP2 normal shot? Direct hit does major damage, definitely combat-ineffective.
Sticking to shallow areas today, I only hit three parties—eight total. But I got them all, earning just shy of one silver coin.
Frankly, better than partying with Elliott.
But solo means no backup in a pinch, and solo scouting/alertness is exhausting. Plus MP management.
Weighing the downsides, Elliott's group means info from chats, combat tips from him and Marie. If he asks, I'll join his temp party.
Cashed in at the monster materials center, then on the way back to the inn, I bought armor with my savings.
Not plate—traveler's clothes for this monster-ridden world. Thin metal plates over vitals, tough leather elsewhere.
Dunno the defense value, but better than nothing.
Stocked sundries too, back to broke.
"Can't seem to escape penniless... but hey, progress."
Detoured through the slave market, browsing pretty female slaves to reaffirm my goals. Can't buy anyway, but motivation.
That women-only spot? Still prime beauties of marrying age.
Probably pricey. Even dingy ones go for gold—haven't seen it, but maybe rare gold coins or higher.
100 silvers = 1 gold, 10 gold = 1 rare gold. If 1 silver = 10k yen, rare gold's 10 million per coin.
Terrifying.
Reality escape over, back to my cheap 43-copper-per-night inn.
"Goblins might be perfect for steady cash and combat XP."
Of course, one fatal screw-up and I'm dead. Not counting on that white-haired kid. He'd probably say "Oh, he died" and keep working. Or sip tea elegantly.
He's neutral, good and bad. The gun was a huge bonus.
Now, status...
Jobs: ☆Interferer (7) / Magic Gunner (3↑)
Skills:
Status View II, Status Manipulation, Job Addition I, Status Display Limit
Magic Shot Slight Boost
Additional Info: None
Magic Gunner's growing fast. Low levels level quick, sure, but two levels in a day? Rare.
Probably because fiddling with power control and aiming fit "gain Magic Gunner XP and improve skills".
Available jobs increased a bit.
Available Jobs:
Traveler (3)
Citizen (1)
Ruffian (1)
Survivor (4)
Dagger User (2)
Mage (1)
Magic Gunner (3)
Spear User (1)
Scholar (1)
Acquired Spear User and Scholar.
Scholar from library research? Read some specialist books—Earth experience counted?
(Issue is, switch back to Survivor when partying with Elliott...)
I wanted to hide the magic gun via job, but status skills are rare—only church priests/deacons reveal them. Maybe overcautious.
Or raise Spear User as sub-job.
If outed, no big deal. "Donated to church, changed it." I do use spear.
Passing up ongoing XP sucks, but swap: Spear User for spear, Magic Gunner for gun. Efficient "apt experience".
Yeah, do that.
Jobs: ☆Interferer (7) / Spear User (1)
Skills:
Status View II, Status Manipulation, Job Addition I, Status Display Limit
Pierce Slight Boost
Additional Info: None
Spear User boosted attack/defense, skill Pierce Slight Boost—same as Dagger User.
Thrusting basics, so easier than dagger.
Broke again—goblin hunt tomorrow... Zzz on the bed.
Next day, bored guild receptionist mentions a message.
Elliott: "Gone awhile, no need to check messages." Thanked her, solo goblin hunt again.
Set Magic Gunner as Job 2, pull gun from subspace.
Today: Fix MP2-ish, test bullet variants.
One hour northeast, spot goblins surrounding something.
Green caterpillar wandered in. Five goblins—bit many.
Hide behind tree, kneel steady, extend arm, line up shot.
Normal MP intake, then on release, imagine diffusing mana.
Light seems thinner, bigger—but barely noticeable.
Hits a goblin's back head.
They freeze, look around—I fire again, normal shot.
Back goblin's right arm explodes, curls in pain. Missed vitals.
They spot me. Still aiming, quick-charge and rapid-fire.
Miss two as they move—one leg hit, one chest.
One unscathed. Grab spear, stand.
It rages, leaps—swings dull shiny thing. Sword?!
Backstep dodge, spear to face. Before recover, advance, kick solar plexus.
Chest-hit one closes in groaning. Shield out from subspace, block, gouge chest wound.
Kicked one charges again.
Quick draw gun, rapid shot. Flinch—thrust shield to stagger, stow gun, spear thrust.
Deep heart stab—incapacitated... probably.
Chest-gouged one's fading. Shield stagger, deep chest stab.
Shield bash to finisher combo OP.
Leg-shot lumbers up—calm gun draw, headshot. Arm-shot fled—smart one.
Caterpillar mortally wounded by goblins—spear-stabbed to be sure.
Stow gun, poke goblin corpses with spear—dead. Large knife out, butcher.
"Five at once rough, but managed."
MP left: 1. Preempt 2 shots. Approaching foes 4. Melee 1. Cleanup 1.
1 left means +1 regen mid-fight, or one was MP1. Probably melee quick-shot.
Sword surprised me—got hasty.
Pick up goblin sword: tiny, more knife. Chipped bad. Useless.
Goblins game-like but different: furry backs, skinny limbs, small ape-humans.
Small, so gear looks big. Butcher knife better, not sellable. Leave it.
"No MP—done for today..."
Loop eastish back. Caterpillar turf—no threat sans MP.
Hunted one en route, safe return.
In town, main street buzz. Crowd—not huge—peeking: armed warrior squad/guards marching proud, cheers.
Triumph. Asked nodding know-it-all uncle: Big Blood Slime subjugated, celebration.
It's cunning—scary if ignored. Early takedown, squad bragging.
If early swarm detection helped... Feel warm, waved at squad.
Next morning, up early—spear swings in inn courtyard.
Monster-hunting couple joins with sword swings. They do mornings.
Wife: red skin, horn-like head thing.
Sensitive? Skipped, but stared sneaky.
"Solo merc?"
Husband eyes me mid-swing.
"Yeah. You two?"
"Manifuro Company merc group."
"Merc group..."
"Monster specialists. Rare here?"
"Is it?"
"Probably. Common in my wife's home, Osooka."
"Not quite."
Wife chimes in mid-swing.
"Osooka's no country. Allied faction union... like that."
Correction on Osooka. Dunno it—whatever.
"Merc groups better than solo?"
Steer to interest.
"Stable. Not all on you—logistics support. Injured? Others cover, still paid some."
"Huh... stable."
"Solo perks: no cut on big jobs, freedom no group action. But orgs win elsewhere."
"..."
Org stability/cohesion. What I sucked at back home.
Not time for that here, but can't picture myself thriving org-bound.
(Slave harem'd make teamwork hell anyway—Elliott said... Prefer solo.)
"But that spear sucks. Can't buy decent?"
He smirks at my wooden spear—I smirk back.
Didn't want wood—broke. Save for real weapon next.
That day: gun preempt, spear cleanup when thinned.
Five risky—stick to four or less.
Five+ in sight? Bail.
Less profit, but safety first. XP and gun practice.
Gun breakthrough: diffusion fail yesterday.
Infuse then diffuse? Barely bulges.
But under-infused MP1, topped off MP1—split into two bullets perfectly.
Pre-split during infuse = diffusion shot.
Can't reshape filled mana much.
But pre-divide in body = easy diffusion.
Simple, duh.
Advances diffusion, sparks variants.
Lots applicable. Earth guns for ideas—diffusion from shotgun image.
Test 2-3 splits occasionally, pick off goblins.
Days blur: gun/spear goblin chases.
Early mornings, chat swing-couple. Info gold.
Silver 7 spare—peek weapon shop. Spear upgrade? Nah, sword now.
Reason one (biggest): broke.
Swords cheap if low quality—few silvers. Spears pricier.
Bows/crossbows? Dream on.
Reason two: spear not clicking.
Solo = gun main. Spear sub clunky, slow swap.
Easy Dagger User, hard Spear User = low aptitude?
Shield too. Spear main = two-hand mostly.
"One-hand okay, limits solo. Want shield—peace of mind defense huge.
Peaceful Japanese me needs "block = survive" comfort. Not coward. Promise.
Logic says shield + one-hand sword meta.
Swords: sharp single-edge katana-like, curved scimitars, RPG chunky longswords—piled messily.
Test heft/price. Price key.
Price aside: thick blades.
Thin sharp = good cut, quick dull/chip/blood gunk.
Thick = durable. Crush over slice.
Guards: sharp swords. Mercs: heavy bruisers.
Swing-couple ranted long on it. True or not, thick cheap sword it is.
(Snaps easy... hilt tiny. Nice but gold?! No way.)
Rummaging, owner: "Whatcha want?" Grumpy.
Cheap thick sword—honest. "Pick from these," yanks from spots, lines up.
(Wow... tracks all?)
Impressed, scan. Silver 5-6 filter halves.
(Silver 10 still "cheap" huh.)
Pick: 65cm blade thick, used—chipped tip, dull patches. Silver 6 all-in.
"That one. Beat-up looks, but solid base—lasts."
Gruff smile/nod. Just his style.
"Oil too."
"Fine."
Haggle: maintenance kit to silver 6.
Includes custom sword belt.
Insisted back-carry. "Waist fine"—no, back-draw romantic.
Adjustable: waist, back, side-waist. Perfect.
Cheapskate guilt. Vow payback when rich.
Polishes pre-sale—top service. Thrilled, exit broke.
Inn/food covered—better than before.
Next day, pickup—fumble back-mount, owner laughs.
Romance-blind geezer. Owe him—let him.
Morning swings: brag sword to husband, get basics.
Spear guy's sword convert thrilled—eager basics to secret arts.
Arts? Lost me.
Red-wife smirks silent. Good wife. Name hubby Sword Maniac internally.