"Your quest log has been updated."
[Quest: The Witch's Request] (Completed)
Despite the tangled situation in the port city of Anthony, you once again acted recklessly, ignoring your teacher's instructions and Priest Richard's warnings and threw yourself headlong into the storm. Since you sympathized with the misfortune of Knight Bart and his daughter, why not start from there? Save the fallen girl, and remember the responsibility that comes with being a Witcher. Do not let emotion cloud your judgment.
Difficulty: Dangerous
Reward: 5,000 EXP; +400 reputation with the Witch's Coven (Current Reputation: 400/500 – Friendly).
You have earned the gratitude of Bart Rossetti, a senior member of the Radiant Cross Knights. Though his age no longer allows him to fight on the front lines, his vast experience will prove invaluable (for detailed attributes, please check the Warband page). A mysterious piece of equipment can be collected from the Witch's Coven.
"You rescued the soul of a highly promising witch from the claws of Khorne, the Taker of Skulls, earning the friendship of the Witch's Coven. However, the Order of the Sisters of the Pure Heart now despises you. But then again… the world of women has always been complicated, hasn't it? You can never please both sides."
Reputation Update:Order of the Sisters of the Pure Heart –200 (Current Reputation: –200/–500, Hostile).
"In the battle for the soul of the young witch Carla, your merciless slaughter delighted the Blood God. Khorne, seated upon his brass throne, praised your methods and efficiency. You've caught the attention of his champions. In the near future, you will meet them again."
Aldric glanced through his character stats. Apart from the 5,000 experience points granted by the quest, none of the enemies he had slain in the dream realm had yielded combat experience.
Reading the final message, the Witcher frowned. That gutted champion he killed… might return for revenge someday.
"You now have enough experience to increase your class level."
"Total Level: 3 (17,095 / 16,200)"
"Your class [Witcher]has advanced to Level 4."
"You've gained one free attribute point. Each time your total level reaches Level 4 or a multiple thereof, you'll earn an additional free attribute point."
Another free attribute point! Aldric's heartbeat quickened. In the earlier quest [The Far South in Storm and Shadow – The City on the Brink], he had received one point and invested it into Dexterity. Completing the Witcher's Trial of the Valley had also granted him +1 Dexterity.
That meant his Dexterity had now reached 18. Without hesitation, Aldric allocated the new point, raising it to 19!
Just one more point and he would step into the realm of the Transcendent!
Those with transcendent attributes gain access to a special extraordinary trait, a unique skill or trait. For the elite players aboard the pioneer fleet, the line between transcendent and non-transcendent was the true mark that separated the extraordinary from the ordinary.
He wondered—if his Damaged Pendant happened to roll a Dexterity bonus, could he trigger his Transcendent Trial early? With that thought in mind, Aldric turned toward the only representative of the Witch's Union present.
"Alright then, young Witcher," said the witch, stepping quickly out of the shadows. "You truly are full of surprises. I hope your streak of good luck continues—because right now, we'll need all the luck we can get."
Aldric had never sensed urgency from her before. The witch usually hid her emotions behind a mask of lazy grace, her true thoughts always obscured as though veiled by mist.
But this time—this time he could feel it. In her hurried steps, there was unmistakable panic.
"Hold it," he interrupted before she could speak further. "Let's settle accounts first. Hand over the necklace you owe me, and then we'll talk about whatever new problem your plan has run into."
The witch stopped just within arm's reach. With his sharpened senses, Aldric could hear her quickening heartbeat. Were it not for the veil covering her face, he was certain he'd see her flushed cheeks.
She handed over a necklace—nearly identical to the Damaged Pendant he had received before. Aldric tugged on it lightly, but the witch didn't let go.
In a coaxing tone, as if speaking to a child, he said, "Come on, be good—let go. As long as your price is fair, I'll be your best ally. Hell, if you want to seize the Black Ship yourself, I'll even help you do it."
When he finally pulled the pendant from her grasp, he failed to notice the strange smile that crossed the witch's lips.
[Damaged Pendant]
A damaged pendant of unknown origin and material. You already understand its use. The uneven edges give it a unique, almost haunting beauty. You can't help but search your memory—have you seen something like this before?
—Do whatever you want with it. I won't repeat myself again.
The malicious tone in the description made Aldric grimace. He took out the other identical pendant—the one he had used during the dream battle to tie the Blood God Champion's intestines to a spear.
Holding both pendants, he pressed them together. There was no dazzling light, no mysterious whisper, no dramatic effect—only a quiet click as they merged seamlessly into one. It was slightly larger now, but otherwise identical in appearance.
[The Not-So-Damaged Pendant]
A mysterious object of unknown material. With only the pieces you have, its nature remains unclear. In your hand, it is still just a not-so-Damaged Pendant. When observed closely, the engraved runes seem to flow like water—constantly shifting before your eyes.
Requirements: Possess any Anti-Chaos Talent
Material: Unknown (Mystical)
Craftsmanship: Destroyed
Traits:
Attribute Enhancement: Designate one attribute to receive +1. If no attribute is designated at the start of a game day, a random attribute will be chosen.
Sacrificial Resonance: Offer sufficient Chaos Blood to receive a random blessing (You have received two so far).
Blessing of Nurgle:Each attack has a 5% chance to infect the struck enemy with a random disease.Favor of Khorne: Each attack has a 5% chance to drain life from the enemy and restore your stamina.
Blink:Grants one use of Blink per day, allowing short-range teleportation to any visible location within 5 meters.
Note:Item incomplete. Can be repaired.
—The Not-So-Damaged Pendant. Looks like you finally understand. Now hurry up and find a way to fix it!
(End of Chapter)
TN: Reminder in case readers forgot
Though many class users liked to call themselves transcendents, in truth, one only became a true transcendent when one of their attributes reached or exceeded 20 points.
When that happened, the system would automatically assign the player a special quest related to that attribute. Upon completion, the player would gain a permanent enhancement—an extraordinary trait. (For natives, this came not as a quest, but as a trial, an enlightenment, or some other test of will.) – ch 50
