Regarding the other two classes, I had also completed their progression. I now had the option to evolve them into related classes or change them for entirely different ones, as [Worker] and [Slave] had been fully assimilated and were now permanent traits of mine.
However, my options were more limited this time. Previously, I could choose from any available class and simply acquire it, but that was no longer the case. Now, I could only access classes that could be developed within my camp and/or those recorded in the Record Book. Moreover, to obtain them, I needed to meet specific requirements, train in the corresponding activity, or learn under the guidance of someone who already had the class.
Thinking about future disasters, I considered opting for combat-oriented classes to improve my physical capabilities. The problem was that my options were scarce due to the limited combat experience of the inhabitants of my camp. The available options were: Militia, Thug, Spearman, and Marksman.
I needed to choose classes that complemented each other, as [Slave] and [Worker] had done before. This ruled out Marksman, a generalist class for ranged attackers that lacked direct synergy with the other available classes, except perhaps something more civil like Hunter. Spearman was tempting, especially since I had previously used a spear, but there were two issues: I had now switched to swords, and this class required more days of training than the others.
This left Thug and Militia as the most viable options. Both were basic classes that could work together, though not as efficiently as my previous combination. However, I decided not to rush and to spend some time researching.
As usual, I headed to the house I used as my residence to investigate what other foreigners like me were experiencing. It was the time of year when many of them had managed to level up their classes to the maximum, allowing them to evolve or change them, which led to a wealth of shared information.
During my research, I found something curious: a strange class that didn't quite fit into the typical categories of combat, labor, or specialization. It was more of a social class, a peculiar progression line that, in part, varied depending on the civilization and that, unknowingly, I had already started when I chose Slave.
The next stage in this progression line was [Beggar].
It was a basic class, one of the lowest in existence, and honestly, undesirable due to its implications. If you failed to meet the conditions to evolve it, you risked getting stuck with it. I could have skipped directly to the next level, but I decided to complete it to accumulate attributes and benefits.
What was peculiar about this class was that, once acquired, it also became categorized under [Race]. In this world, racial traits were not limited to genetics, but also encompassed inherited cultural or social aspects, among other things. Thus, if you were a Beggar, your children would be Beggars; if you were Noble, your children would be Nobles. While these traits were easier to change than genetic ones, they still held significant weight.
I checked the Record Book, and there it was: Beggar, among many other classes ignored for being unpopular. Commoner was also listed, but I had already decided to take things step by step to maximize the benefits. While examining the book, I discovered something interesting: classes could be organized like a computer program, with clearly defined categories. The basic order was: General Classes, Good Classes, and Evil Classes.
This detail had not been mentioned in the publications of other foreigners, which I found strange. Analyzing the few classes within each category, I found something that caught my attention as a potential second class apart from Beggar.
Within the Evil Classes, there were Thug and Thief, which already existed among my people. I wasn't afraid of them, given the level of forced loyalty I maintained over them. However, the class that piqued my curiosity was [Slaughterer].
It wasn't unusual for this class to exist since handling livestock involved slaughtering, skinning, and processing it. According to publications, some foreigners had chosen it because they had been butchers in their original world. At first glance, it seemed like a common class.
But there were details that didn't add up. First, there was no slaughterer among my people, implying that this class had to be obtained through my civilization or by meeting specific conditions. Second, it was classified as an evil class, which was strange. While slaughtering animals for food could be considered violent, it wasn't inherently evil.
That's when I read the small description offered by the Record Book. It was there I realized that the Butcher of my civilization wasn't the same as those in others.
[Slaughterer ]
The executor of those unfortunate enough to cross their blade, turning them into nothing but sustenance. Their targets make no distinction between ovine, bovine, porcine, human, equine, etc. They are the butcher of flesh, its harvester and collector. This class often serves as the starting point for those who become serial killers or homicidal maniacs.
I read the description again, comparing it with what others had published about this class. They were very different. The detail that humans could also be targets made it clear: this version was a peculiar mix between a common slaughterer and an executioner.
I thought carefully about it. Despite everything, this class could be considered a logical evolution of Worker since it also dealt with civil labor. I decided to give it a try; if it didn't convince me, I could still change it. Of course, this would come at a cost: losing accumulated progress, and it would be challenging to regain it later.
I must say it was an excellent decision. Both selected classes—Slaughterer and Beggar—brought unexpected surprises. I felt so satisfied that I decided to use the [Skill Evolution Token (Gold)], an extremely valuable resource that allows upgrading a skill up to the Gold rank at most. Since I couldn't apply it to leadership skills, I opted to use it on a key skill from the Worker class.
By the end, the state of my attributes and skills looked significantly more promising:
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[Lyricus]
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Race: [Nefarious B.], [Humble B.]
Class: [Slaughterer (0/100)], [Beggar (0/100)], [Mayor (1/100)], [Dark Master (1/100)]
Assimilated Classes: [Worker], [Slave]
--/--
Leadership:
- Junior Mayor (Copper): [Subjects: 50/100]
- Master of Shading (Gold): [Slaves: 80/160], [Subjects: 40/80], [Supernatural: 0/20]
Skills:
- Jack of All Trades (Silver): +8% work speed.
- Kill/Slaughterer (Diamond): Increases efficiency when executing or killing. High probability of instant execution based on attributes, skills, target's strength, and other factors. "???" Civilization Bonus: Not limited to livestock.
- Contagious (Diamond): Diseases you carry spread more easily and are more virulent.
Resistances:
- Tireless (Heroic): Reduces fatigue by 50%.
- Disease and Infection Resistance (Diamond): Greatly reinforces the immune system.
- Food Poisoning Resistance (Copper): Reduces damage and risks from consuming spoiled food.
- Weather Resistance (Copper): Mitigates adverse effects of extreme weather.
--/--
Classification/Title:
Region/Territory: Unknown Land
Civilization: [???] [Neutral]
Domain: Small Village
—————————————————————————
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Attributes
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[Physical]
Strength (S): 10 (8 + 1 [Slaughterer] + 1 [Dark Master])
Dexterity (D): 8 (6 + 1 [Slaughterer] + 1 [Dark Master])
Constitution (C): 11 (9 + 1 [Nefarious Beggar] + 1 [Dark Master])
Endurance (E): 10 (9 + 1 [Dark Master])
[Mental]
Intelligence (I): 10 (9 + 1 [Mayor])
Insight (In): 9 (8 + 1 [Mayor])
Willpower (W): 9 (8 + 1 [Humble Beggar])
[Spiritual]
Faith: 37 (Low Talent)
Spirit: 52 (42 + 10 [Dark Master]) | (Low-Mid Talent)
Luck: 0
=======
Junior Mayor (Copper):
>You have the loyalty of your villagers.
>You are aware of the general perception of your image among the people.
Master of Shading (Gold):
>You are the master of slaves, subjects, and supernatural beings.
>You know the general number of beings within your domain and can estimate the value of an individual upon seeing them.
>You can inflict pain as punishment on individuals under your command, provided they are part of your domain or have sworn loyalty to you, someone beneath you, or your land.
--/--
Let's see, there's a lot to unpack. First, I must mention that I obtained the initial classes with relative ease, practically without much effort. For example, to acquire the [Beggar] class, all I did was ensure I carried no coins other than copper and gave my house to one of my subjects. This simple act met the required conditions, but I chose not to reclaim my house or coins immediately, as doing so would prevent me from leveling up the class.
The [Beggar] class progresses by living in destitute conditions: accepting food and shelter from others or simply spending the day in a state of helplessness. Luckily, as a leader, I could find shortcuts unavailable to ordinary beggars in cities. For instance, my subjects offered me food and a place to stay without me having to explicitly ask. These actions counted as "kindness from others," meeting the conditions to improve the class without compromising my lifestyle.
Here, something unexpected also comes into play: the racial specializations [Nefarious Beggar] and [Humble Beggar].These stem from the cultural concept of begging. In some regions, beggars are associated with misfortune and disease, evoking rejection and granting them a dark nature. Thus, [Nefarious Beggar] is born. Conversely, in cultures where begging is seen with compassion, [Humble Beggar] develops. My civilization, which seems uniquely composed of both good and evil beings without a clear inclination towards either, allowed me to access both specializations simultaneously. This was unusual since a specialization typically replaces the base class, but in my case, all three coexisted.
As for the [Slaughterer] class, it was assigned to me directly, likely due to the executions I had already performed. It seems I fulfilled the conditions without realizing it—or so I believe, as I have no other explanation for it.
Moving on to skills, I must say the potential to increase the number of loyal subjects through leadership abilities is impressive. [Master of Shading] even allows me to punish those under my rule with pain, which could prove useful if my population ever grows so large that my skills cannot encompass everyone and I have to deal with traitors or infiltrators.
My skill [Jack of All Trades] reached silver rank, boosting my work speed and accelerating progress in my classes. On the other hand, my first heroic skill, [Tireless], previously [Fatigue Resistance], brought a significant change: it reduced my fatigue by half. This allows me to work for twice as long as before, compensating for my physical limitations and further accelerating my growth.
[Kill], a diamond-level skill, is a special case. Although its description is vague, it stands out for allowing instant executions depending on certain conditions. Most notably, its civilization bonus extends its effect beyond livestock, significantly enhancing its utility and making it highly promising. Additionally, since I was the first person in my civilization to obtain it, I received it at the diamond level—the pinnacle for ordinary mortals.
For the same reason, the next two skills also reached diamond rank. [Contagious], derived from Nefarious Beggar, possesses a dark potential as it increases the spread and potency of diseases I carry. It's a skill I don't particularly appreciate, as the risk of causing an epidemic among my people is something I want to avoid at all costs. Conversely, [Disease and Infection Resistance], stemming from Humble Beggar, is more than welcome. This skill strengthens my immune system, helping me resist diseases—an essential advantage in a world where they are common and often deadly. Until now, I had noticed that my subjects seemed to recover faster or suffer less than I did during outbreaks. I hope this skill bridges that gap and keeps me standing when it matters most.
Additionally, I acquired skills like [Food Poisoning Resistance] and [Weather Resistance], both granted by the Beggar class. It's not unusual to gain additional skills upon earning a class. You're guaranteed one per class, but it doesn't stop there, especially if you have talent—though I'm not proud to have a talent for being a beggar. These common-level skills, derived from both Wretched Beggar and Humble Beggar, merged into improved versions, reaching copper level.
I'm not sure how others are progressing, but personally, I feel like I've grown significantly—to the point of placing myself among the best of the outsiders. I possess many high-level skills that others have yet to reach, though I'm aware that having them isn't enough: I must train to make the most of them. I recognize my lack of knowledge in sword combat and other fundamental areas, so there's much to learn if I want to maximize my abilities.
In the past, I might have envied the natural talents of my siblings, who improved effortlessly and had a solid foundation. However, observing my current progress, I recognize that I too possess unique strengths. They may not be as obvious or conventional as theirs, but the results are equally satisfying—and that's enough for me.