Damn, Damn!!
"Damn it, damn it!!"
Clang, clang, clang, clang—
For a full four hours, Vulcan threw himself into crafting almost nonstop. Thanks to that, he'd managed to produce nearly every item he wanted, but his face was twisted in frustration.
The long-awaited Goblin Champion's Longsword had come out as a mere Uncommon grade. It was nowhere near the Unique he'd traded contribution points for—a total piece of junk by comparison. Aside from the standard curse nullification on Goblin Champion swords, it offered single-digit stat boosts, nothing impressive. And the nullification level was undoubtedly weaker than on a Unique too.
Considering he'd even used high-grade iron ore in hopes of a better result, this barely covered material costs. No wonder Vulcan had debated making another one.
But time was short. Even if he tried again, would it hit Rare or higher? Without certainty, he figured crafting accessories for even minor stat boosts would help more, so he let it go.
But the rings and earrings that followed were also bottom-tier Common grade. Just Vitality +2, Agility +1—no skills or effects, pure junk.
'Even without gems embedded...'
Gems were key for powerful accessory options, so maybe it was inevitable without them. But gems were too pricey to inlay now. And if a high level restriction popped up, it'd be useless. Plus, he had a Legendary class. Job perks might cover it—Uncommon, maybe even Rare? Nope, all Common.
He'd wear them for the options, but melt them down for recycling when he had time.
'Did I aim too high for the lotto?'
Accessories shone with one killer option, letting low-level gear punch above its weight—or even sought after. Total failure here.
You have completed Roona's Blessing (Epic).
"...What?"
As he spat curses and finished the last ring, something astonishing happened.
"Epic?"
Not Rare or Unique—straight to Epic, with just high-grade iron ore.
Epic
Iron ring imbued with Roona's blessing. Grants great fortune to those with bodies and minds as sturdy and unyielding as iron.
• Consumable divine power to use Blessing of Strength
• Consumable divine power to use Strike of Judgment
• Divine protection: Damage exceeding 30% of total HP reduced to 30% of current HP (once)
• Equip restriction: Those acknowledged by Roona
"How is this a divine item...?"
He'd made it himself, but it made no sense. Epic was shocking enough, but divine items required Divine Imbuement—blessed ore or holy water quenching. Common knowledge. Yet here it was, Epic divine with two skills? No stats, limited skills, but still insane.
—What's the big deal? Divine items pop up easy with divine-powered stuff. Low odds, sure.
"Ah."
Vulcan remembered his Divine Mark. Roona's power must've infused it. Epic from that trace? Wild. Maybe his Blessed One title helped too.
"So that means..."
Simple answer, huge implications. Divine items were rare and valuable. If he could craft them—even low odds? Ka-ching.
—Don't get too excited. Too many options ain't always good.
Tud doused his thrill. True—random godrolls could ruin perfect gear. Especially with equip restrictions like this; might craft bangers no one else could use.
"Hmm. Yeah, only I can use this for now."
Roona's acknowledgment was vague, but Epic restriction meant more than a faith quest. SSS-rank like his? Maybe.
At least he could equip it. Maybe the restriction was lax? He slyly imagined auction prices. Vague condition? Bidders would bite anyway.
'Bit niche, but still Epic.'
No stats, divine power for skills—but that 30% HP cap? Boss insurance. Tanks would pay big for raid gear, even without divine skills. Hope bloomed.
"Huh? What's this?"
He tried removing it for auction...
Insufficient Strength to unequip Roona's Blessing (Epic).
"What?"
Equipped fine, but wouldn't come off. Not bound, but stuck fast. Strength lacking.
"You crazy muscle-freak god?!"
Roona, god of strength—made even his blessing require muscle to remove. Drop on death? Vulcan panicked. All-in on Strength was lucky, but unbound Epic drop? Nightmare.
"Shit..."
No choice. Level up Strength to remove it, avoid death till then. He bit his lip, shifted to prep: potions and repairs.
Alchemy meant no buying pricey potions. He'd stocked herbs and vials for mass production.
One more thing before leaving the forge: repair Berserker's Longsword and gear. Durability over half, but top off now—zero risked destruction.
"Repair."
Repairing Berserker's Longsword (Uncommon).
Item level exceeds Repair skill rank.
Repair difficulty increased.
"Huh?"
Repair was like crafting: heat in forge, hammer out—or quick kit tap, lower success odds.
But Dragon Eye turned it rhythmic, like a mini-game. And tough—lights zipped across the sword; Vulcan hesitated, missed the beat.
Berserker's Longsword (Uncommon) durability decreased.
Vulcan jumped. "Whoa?!"
Repair fails terrified players. Durability drop, max dur down, rare option changes (bad ones), even destruction.
"Is it... getting harder?"
Lucky minor drop this time, but scary. Easier crafting/repair than most, but Lv150 weapon this tough? Later gear worse? He could keep up now, but more complex? Doubtful.
Solemn-faced, he asked Tud.
—Thought it'd be easy?
Despairing answer. Fair point—crafting Rare/Unique/Epic/Legendary shouldn't be cakewalk.
—Nah, won't always ramp up. Skill growth eases it; better tools/materials too.
Inevitable. F-rank skill, so rank-up hopes. Tools low-grade; craft better later, difficulty plummets maybe.
No quitting. Just smarter, faster paths.
"Ugh... got my head on straight now. Tsk."
—Not quite. Repairs level faster on high-end gear. Pound one rare powerhouse to bits beats fixing trash hundreds of times. 'Course, scrub skills shatter it quick.
"Hmm?"
He'd heard that: high-gear repairs boost faster, risk durability tanking.
Rich folk buy high-end, grind repairs to scrap, sell near-broken—or pure skill grind. Money pit.
'Fast rank-up if loaded. If.'
Not for Vulcan. Smash Uniques? No way without stockpiling a year's living.
His gear too: sell later for upgrades/capital. Dragon Eye boosted odds focused, but botched practice drops value. Use as-is; dur fine.
"Maybe... I can use this?"
Not just fear—skipping repairs now opened fun growth ops.
"Hmm. What next..."
Time left. Potions for alchemy rank, but scheduled later.
Brainstorm: "Huh? This work?"
Level more? Checking inventory sparked idea. Hypothesis test: sweat village run, gather, dash to Lord's Castle pre-muster.
"All here?"
"Yes!!"
"Move out!"
Senior Knight tallied, declared for Regon—not village, goblin hideout border. "Investigation Team," but real goal: resweep goblin village, ambush black-cloaked human.
"Cart, sir. I'll alert on arrival."
Two-hour ride. 100-man force: some horses/carts for gear. Player Vulcan got cart spot, logout perk like Regon-Rezina.
"Potion craft."
No logout planned. Inventory out: herbs, mortar, cauldron, vials. Shaky cart, alchemy go.
Crappy mats limited potency, but Dragon Eye knowledge fueled hours of nonstop brewing.
"Target spotted! Alert!"
Hours later, team reached border safe. Monsters fled or became bait.
"Huh?"
Nearing goal, stowing alchemy gear, Vulcan sensed wrong. Dragon Eye: no life signs inside.
"Something's..."
—Stinks foul. Weren't Regon guards here? Shift possible, but empty?
Perplexing, but no warning—can't explain Dragon Eye. No foes visible either. Ominous, but tailed cautiously.
"Halt!"
"They're all dead!!"
Scouts signaled. Vulcan's dread confirmed: guards slaughtered. Black-cloaks struck first? Spy?
"Fire! Village burning!"
"Regon side! It's ablaze!"
No time. Flames spotted afar—Regon.
"Split! Vanguard with me! Rest hold here, alert!"
Fresh blaze—not late. Senior Knight split: knight-heavy vanguard + Tiran/combat priests to village.
Swift orders, urgent march. Main force ebbed; remnants uneasy.
'Follow?'
Low-level Vulcan benched, but could join—quests flexible. But no.
Steal glory? Risk this post overrun = demerit.
Scenario branch point occurred. Main Scenario quest changes with situation.
Main Scenario Quest 'Ambush' vanished.
Main Scenario Quest 'Garrison Defense' accepted.
And here, too—something brewed.