Started exploring Labyrinth Bank. First encounter: six goblins, easily defeated. Issue: one slipped past my golems, a flaw in my level 7 control. Need better attack-defense balance to protect the rear. I have offensive spells for self-defense, and Ilmera's healing helps, but I must grind levels to build strength. With 14 days until the Adventurer Training Academy, I aim for level 20+ to avoid falling behind or being underestimated. I want to learn modern knowledge, bridge the 300-year gap, and establish social standing. Though a noble of House Barei now, I'll be disinherited. I need a reputation to thrive as a commoner and support Ilmera, who'll transition from noble to commoner maid. In one year, I must become a respected adventurer and network at the academy. House Barei and Viscount Arnold will clash when I turn 15; worst case, Father must file for my disinheritance early to cut ties, and I need fame to deter Arnold's interference.
"Potions, huh…"
Ilmera hands me two potions and a high potion. They differ from my era's: mine were deep red, 150cc flasks; these are pink, under 50cc test tubes. I cast Identify:
Potion: Health Recovery, 5% max
HPPotion: Health Recovery, 5% max
HPHigh Potion: Health Recovery, 20% max HP
Same effect, different color and volume—300 years of progress. My old potions are unusable; explaining 300-year-old stock would raise suspicions. Modern potions need 20 (1L) for full recovery versus my 20 (3L)—more practical.
"Reinhardt-sama, what's that oversized potion? Odd, toxic red…"
Muttering while clutching it looks suspicious. She might think it's poison.
"Experimental potion. Failed—low effect, too much liquid. My alchemy's still lacking."
I stow it in my spatial creation, explaining it's a known but rare gift. My past labyrinth was vast, but at my current level, I manage a 10x10x10m space—1000m³, 125 times the usual 8m³ for low-level mages. It's mid-tier capacity, safe to reveal for recognition as a talented youth.
The floor glows again where goblins spawned.
"Ilmera, monsters spawning! Stay alert!"
Mana forms six goblins. Can't attack until they materialize—15 seconds. Is there a pattern?
"Golems: two attack, one block enemies nearing us."
Learning from earlier, I give precise orders. Two Pawns engage six goblins; their short swords and axes can't dent bronze golems. Unlike humans, golems don't risk fatal wounds through armor gaps—just resummon if broken. Combat takes longer but ends before goblins reach us. Golems have minor scratches.
"Reinhardt-sama, drops! One potion, two high potions!"
Ilmera's thrilled. Rare drops are rare, yet consistent. From 12 goblins: three potions, three high potions. Guild info says labyrinth goblin drop rates are 30% normal, 3% rare. My Rare Drop Item Rate Boost gift might raise rares to 30%. I need more fights to confirm if it's uniform or varies by monster strength.
"My gift's boosting rare drops. Great for labyrinth earnings. Keep it secret—others might exploit us. The guild knows but won't spread it."
They'll likely push me into high-level parties for rare drops. Shared EXP is nice, but rushed adventurers' strength is questionable. Wartime would breed such cannon fodder.
"Got it. Break Free needs no extra members," Ilmera says.
We'll need subjugation quests for rank-ups, but I stay quiet—she's happy. Labyrinth paths branch; without mapping, we'd get lost. For this test run, we advance and retreat, fighting spawns. After the fourth battle, my body glows, power surging.
"Reinhardt-sama, you leveled up!" Ilmera says.
Level-ups cause glowing, unexplained even 300 years ago. I'm now level 8. Killed 22 goblins; split with Ilmera, 11 each for a level-up. In a six-person party, it's 3.6 per person—small parties maximize EXP. No need for more members yet.
"Level 8, but my card says 7. Updated later?"
"Yes, at the guild outpost when selling items," Ilmera confirms.
With evening approaching and carriage schedules, we explore two more hours.
"Ilmera, two more hours, then we're done."
I ready my kakkara and advance. Passing adventurers gawk—two kids and golems are rare. After heavy combat, a golem's arm breaks, so we stop. Final tally: 67 goblins, 15 potions, 18 high potions, level 9.
Outside Labyrinth Bank, sunlight stings after magical lights. At the guard hut, the gruff knight greets us.
"Kid, lass, you're safe! Any results?"
He's rough but kind, preparing the logbook. I handle exit paperwork: date, time, done.
"Thanks to you, decent results. Killed 67 goblins."
"Damn, 67 on your first go? Not bad!"
His hearty slap staggers me, shoulder stinging. At the guild outpost, a female clerk in a functional uniform updates my card.
"Level-up, please update."
"Updated. Congratulations."
Next, the buyback counter, manned by a stern man in the same uniform. A price list looms behind.
"Selling potions."
Laying out 15 potions, his expression shifts at the 18 high potions.
"Immediate buyback is standard, but stocking for personal use…"
"All from today. My Rare Drop Item Rate Boost gift helps."
No other adventurers are here, so honesty avoids suspicion. The guild knows, and they're the only buyers.
"My apologies. Checking: 15 potions at 5 copper each—7 silver, 5 copper. 18 high potions at 5 silver each—9 gold. Total: 9 gold, 7 silver, 5 copper."
Three hours earned 9 gold—insane. Nine hours daily could net a commoner's monthly living (15–20 gold). As rear-guard, we have no gear wear, nearly pure profit. A month at this pace could yield 800+ gold; split with Ilmera, 400 each.
"Thanks. Keep my gift secret. I didn't expect such results and want no trouble."
"Of course. The guild supports valuable members. We won't leak, but sell when others aren't around."
This test run's profits will attract trouble. I must plan carefully to live my second life freely and joyfull