Cherreads

Chapter 22 - Chapter 22

Skill: Potion Crafting

Cost: 1 magic point

Description: Allows the user to process alchemical materials into powders, granules, etc., enhancing the effects of reagents. The enhancement increases with the level of "Alchemist".

Skill: Alchemy

Cost: 1 magic point

Description: Creates alchemical solutions and materials with different effects depending on the ingredients. The potency increases with the level of "Alchemist".

....

Saelran saw the additional line labeled "Job Skills" under the Ability Table and understood a little.

It seemed that production-type Job Skills were classified under this section, somewhat similar to special Jobs.

Saelran allocated the three level-up points to the "Sword Saint" Job.

After all, at the moment, it was the only intermediate-tier Job he had that could increase his basic attributes.

Saelran discovered that this level-up process resembled the system in the game "Oblivion Gate", where players could freely allocate their level increases to the Job of their choice.

However, the situation in the real world was different.

In this other world, those who wished to advance to a warrior-type Job had no choice but to train their combat abilities and refine their techniques through practice.

Those who wished to advance to a magic-type Job had to study, read spellbooks, meditate, and so on.

In short, to advance in a specific Job, one had to actually learn the skills associated with that Job.

Hearing Eidar's question, Saelran looked up from his attribute panel and pretended to snap back to reality. "This is my first time seeing how potions are made like this. I was a little surprised."

"It's nothing."

"I'm not very skilled yet," Eidar said modestly, then looked at Saelran with a hint of enthusiasm. "Compared to Healing potions, healing magic is far more effective."

"Healing potions rely on alchemical ingredients to heal wounds. Whether low quality or high quality, they only accelerate natural recovery."

Hearing Eidar's words, Saelran's eyes lit up with interest, and he quietly discussed healing potions with him.

Eidar did not attempt to hide anything. In fact, he eagerly discussed the topic with Saelran.

As the grandson of Maray, the greatest Alchemist in Antara and a future prodigy Alchemist, Eidar's understanding of healing potions surpassed that of most alchemists in the world.

In "Oblivion Gate", the key factors that determined victory in battles between players and monster bosses boiled down to four things: intelligence, level, equipment, and resources.

Intelligence ranked first in importance, and its significance was obvious.

The battle between Gurath Goat Govenant and the True Dragon King perfectly illustrated the advantage of intelligence.

The True Dragon King was a native being of this world who specialized in combat and possessed a class capable of resisting Dark Magic, yet Gurath Goat Govenant used superior intelligence to defeat and kill him.

He completely overpowered the strongest creature in the world. The Demon King truly defeated him single-handedly.

Of course, in an unexpected encounter, the True Dragon King would likely win.

As for level and equipment, they needed no further explanation.

With level, Saelran could use his "player" abilities to reach level 100, but at the moment he was unable to equip himself properly.

In this world, it was impossible to forge artifact-level equipment. The only existing artifact-tier items were the inheritances of the Six Orthodox Gods and the Seven Lords of Deadly Sins, and obtaining them was extremely difficult.

As for resources, these referred to consumable items such as healing potions, spell scrolls, crystals, gemstones, accessories, and many other goods.

Saelran was clearly no match for the entirety of the Nine Gate of Helldusk.

The reason he continued discussing healing potions with Eidar was because he wanted to make them himself.

After all, Saelran possessed knowledge from the future of the game, where alchemical potions were far more advanced.

He planned to make full use of this knowledge.

After resting, the group continued their journey.

Archer Belnar who was carrying Captain Dalron, and the twins Leron and Rann were able to walk on their own after drinking healing potions and the alchemical solutions created by Eidar.

In the days that followed, Eidar continued to process alchemical ingredients into various healing powders and solutions to speed up the recovery of the Guard team's injuries.

He also observed the recovery progress of several adventurers to better understand the effects of his potions.

Once Saelran's magic power recovered, he used healing magic to treat Captain Dalron's fractured leg.

Unexpectedly, the Guard team had become the ones being taken care of.

Two days later, a large city appeared before Saelran and the others.

"Antara!"

The three thick layers of city walls made this border city resemble a military fortress.

Or more accurately, as the central city on the borders of the Kingdom of Avendele, the Jarahat Empire, and the Sacred Kingdom, Antara was built to the standards of a fortress.

Since entering the border region, Saelran and the group had encountered very few people, likely due to taking a shortcut. Now that they were approaching Antara, the number of caravans and adventurers on the road increased dramatically.

Creack.

Creaking noises echoed.

The wooden wheels of the wagon rumbled across the ground.

Grandpa Maray drove the wagon toward the city gate, where the soldiers immediately stopped them for inspection. However, upon seeing Grandpa Maray, their expressions instantly turned respectful.

"So it is Master Kalaleal! Let them pass!"

The guards quickly turned and shouted orders behind them.

As a border city, anyone entering from the outside world needed to be inspected to prevent spies or troublemakers from other nations, especially from the Jarahat Empire.

Maray nodded slightly to the soldiers guarding the gate and snapped his whip, producing a sharp crack as it struck the horse.

The wagon carrying various alchemical materials, with Eidar sitting in the back, slowly entered the city.

Saelran and the Guard team, who were following behind, were also allowed through without inspection but were charged an entrance fee of two copper coins each.

Yes, Antara charged an entrance fee.

In the Kingdom of Avendele, Antara was the most prosperous trading city aside from the port cities and the Roya capital.

Due to its proximity to the dangerous Arkenwald Forest and the Baras Plains, the city was home to a large number of adventurers and mercenaries, resulting in a thriving trade.

Upon entering the city, numerous wagons could be seen either preparing to leave or just arriving.

Saelran clearly noticed that the proportion of adventurers among the crowd was very high.

He had not observed such a thing even in the royal capital.

Compared to the festive and luxurious atmosphere he had experienced there, his first impression of Antara was that the very air itself radiated vitality.

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