Chương 498: B8—Chapter 5: Gray Screens Galore
The Gate Traveler · TravelingDreamer · 512 chương · ~30 phút đọc · Tạo 01/08/2026
The second continent—and the biggest one—was called Mili. Like the first continent, this one was also a single country, or maybe empire would be the better word, spanning the entire landmass, and it was also called Mili. And since they apparently didn't want to work too hard, the capital was called Mili as well. The Traveler in the first World Info I ever read, dissed Earth for being called Dirt. At least we had three names for the world. Here, they had one name for everything.
They did come up with an interesting workaround for the naming issue. When talking about the continent, they didn't say the continent of Mili, but stretched the name—Miilii. When referring to the country, they said it normally—Mili. And when talking about the capital, they said it fast, to make it sound less important—mili. Yeah. Very logical. Either way, we stayed in Mili (the capital) for the rest of spring and the whole summer, mainly because everybody was doing brisk business.
The regular health potions Al tried to sell didn't do very well, since the locals didn't believe they were any good. Apparently, health potions in this world were shit, and everyone was deeply suspicious of them. He discovered this during our first leg of travel, but he also learned that all the health-adjacent products were popular and sold much better. As a result, Al sold an entire line of those products for a lot of money.
They were very easy to make and needed only small amounts of his "good" herbs, relying mostly on the local weak plants, so he was in heaven. He had salves for burns, itching, various rashes, acne, and acne scars (yes, other worlds have acne too, go figure), on top of a whole line of products for specific maladies like headaches, runny noses, colds, upset stomachs, joint pain, and much, much more.
He also had a line of beauty products that included various eye, face, and hand creams, which would've made him a ton of money on Earth. For that line, he used the enormous stash of essential oils he'd bought on Earth to make them smell better and more attractive. I was especially happy about that. The last time he'd used them, he'd created a stink bomb that almost killed us. So I kept my fingers crossed he'd use up his full supply here and that I wouldn't have any more smelly surprises from him.
All in all, on top of earning levels, he made obscene amounts of money, despite selling most of the stuff for silver rather than gold. Mahya developed a line of wood products through her Wood Artisan class, which were a resounding hit.
From shutters that kept the heat out in summer and the cold in winter—since in this world only the super-rich had glass windows—and wooden vases that kept flowers fresh for over two weeks, to various wooden toys that recharged from ambient mana and then drove, flapped, or hopped until the mana ran out. She also made obscene amounts of money. I continued to sell my two best-sellers, but also developed a new one. The necklace on Rue's neck gave me the idea.
We took it off the fat Healer in the outpost, and I almost forgot about it. Then one day, while petting Rue, I examined all the stuff he had on his neck and remembered it. Bulwark Necklace Protects the wearer from physical attacks by absorbing a portion of incoming damage. The pendant can fully block a direct strike from someone of the same level, while strikes from higher-level opponents are only partially blocked. The necklace recharges from ambient mana but can also be charged directly when needed.
All the rune work was hidden inside, and it was impossible to open the pendant. Ever since treating the boy, my mana sense had taken a serious step up, and not only on my Personal Information. Yes, it did progress on my Profile from [Master] to [Grand Master], but the real change was in application. I could sense much more now, and in far greater detail. But sadly, still not enough to read the runes in the necklace.
They were still too small and appeared to my mana sense as tiny clumps of mana rather than distinct symbols. What I could sense were the connections. The lines running between the runes inside the pendant and from there into the necklace itself. I felt them form a layered mesh that reacted instantly when Rue threw things at me with Telekinesis, flaring up briefly before settling again.
With that understanding, and some serious adaptation of the various circles I had already created for my Protective Shield spell, I created something similar. Not identical. I couldn't make it anywhere near as compact as the Bulwark Necklace pendant, which was only about three centimeters across. Mine ended up closer to seven. Each one took five gold coins to make. I used gold deliberately because my target audience was the rich.
I engraved the adapted circles onto one flat disc of gold, sealed them by covering it with another disc to hide the rune work entirely, and placed a mana crystal in the center. That crystal was engraved specifically to absorb ambient mana as quickly as possible. The end result worked beautifully, at least in my opinion. Twin Ward Pendant Protects the wearer by dispersing both physical force and magical energy through an internal defensive lattice.
Physical attacks are partially absorbed, and magical attacks are significantly weakened before reaching the wearer. The necklace recharges from ambient mana through an internal mana crystal and can also be charged directly when needed. The price for the pendant was fifteen gold, since I needed five just to create it, plus the mana crystal. In this case, Appraisal actually said it was worth only twelve, but I chose to go with the higher price. At first, it wasn't a hot commodity. Not the right public.
But slowly, as more and more rich people heard about us, and especially about Al's cosmetic products, I did sell a few. I could've made a cheaper version using a different metal, but I wanted to keep it as a high-end product. Initially, we stayed in an inn close to one of the ports, in the merchant section of the city. At some point, though, Mahya found us a place to rent closer to the center and the royal palace.
Information about us spread quickly, and shortly after, we had a line of people waiting outside every morning. Our morning routine changed from coffee, breakfast, working on projects, and then selling things somewhere if we felt like it, to starting the day with coffee in hand while we sold everything we'd made the previous day, followed by breakfast, then me healing people for most of the day, with only a short while in the evenings left to work on my projects.
They, of course, had more time to make stuff and, therefore, make money since they didn't heal anybody. And no, I wasn't jealous. Healing work was something I genuinely loved. Money still came in from healing, just less than from selling. I charged forty iron coins for simple cases and a silver coin for more complicated ones. In this world, a silver was worth a hundred irons, so the difference felt fair. It didn't feel right to overcharge, especially since I already had a shit ton of money.
In late spring, my Healer class finally reached level 25. I noticed an interesting phenomenon I hadn't paid attention to before, but probably should have. Every time I healed something new, my class progressed quickly, like when we started clearing dungeons or with limb regrowth in Quassior, and then stalled. I'd thought it was a level twenty thing, and that was what Mahya said too. Here, though, I found out that wasn't quite right.
After all, I gained levels here pretty quickly, then stalled again when I kept treating the same issues, with only minor variations. Either way, my class finally progressed. Level Up +3 Intelligence, +3 Wisdom, +2 Vitality, +3 Free Points Class: Healer Level 25 My red light was still blinking, and I rubbed my hands in anticipation of a new cool spell. Healer Class Milestone Reached Your Healer class has reached Level 25. New spell selection available.
Physiological Stabilization Metabolic Balance Growth Acceleration I checked the descriptions of each one, trying to decide. Physiological Stabilization A comprehensive healing spell that reinforces the body's ability to maintain internal balance under stress. Physiological Stabilization improves resilience during injury, illness, or prolonged treatment, reducing cascading failures across multiple systems. Metabolic Balance Did you know this text is from a different site?
Read the official version to support the creator. A supportive life-manipulation spell that optimizes energy production and resource distribution within the body. Metabolic Balance improves stamina, recovery speed, and resistance to exhaustion by stabilizing internal energy flow. Growth Acceleration A controlled regenerative spell that safely accelerates natural growth and repair processes.
Growth Acceleration is most effective on recovering patients, assisting muscle development, bone strengthening, and organ maturation without forcing unnatural changes. This time, the choice wasn't that easy. All of them sounded great, and I had trouble picking just one. In the end, with a sigh, I chose Physiological Stabilization, since I'd always had to find workarounds for dealing with a lack of energy during healing. It was worst when regrowing limbs, but it also came up in other situations.
My red light was still blinking, which surprised me. Class Evolution Eligibility Earned Your Healer class has reached Level 25.
During your progression, you have demonstrated sustained and varied healing practice, including continuous treatment of common injuries and everyday ailments, long-term care of malnourished patients, supporting proper physical development, stabilization, and recovery of severely weakened individuals, regrowth of lost limbs and treatment of severe trauma, and extensive battlefield healing within dungeon environments, where you also functioned as a frontline combatant.
You expanded the application of healing magic by developing aggressive spell variants derived from restorative principles. You have also successfully resolved a rare and complex developmental case. Your actions show consistent application of healing magic across a wide range of conditions, from routine care to advanced regenerative work. You have met the requirements for class evolution. See available class evolution options When I clicked the options line, a list of three options appeared.
Master Healer This is an advanced and highly respected healing class. Master Healers focus on precision, efficiency, and depth of treatment rather than raw healing output. They specialize in diagnosing complex conditions, stabilizing patients, and restoring function with minimal waste of mana. This class improves the effectiveness of complex healing spells and rewards careful application and correct spell choice.
Regenerative and restorative spells have a higher success rate, especially when treating partial, long-term, or poorly healed injuries. Master Healers gain improved interaction with diagnostic and stabilization spells and can resolve difficult cases with fewer complications. This class favors control and consistency over speed or brute force healing. Life Weaver This is a rare and specialized healing class focused on direct manipulation of life processes.
Life Weavers treat the body as an interconnected system and influence growth, regeneration, and internal balance at a fundamental level. This class enhances regenerative spells and improves outcomes when healing severe or systemic injuries. Healing effects are more likely to adapt to the patient's condition, correcting errors or inefficiencies over time rather than failing outright. Life Weavers excel at restoring deeply damaged bodies and supporting long-term recovery.
While still fully healing-focused, this class leans toward biological and magical complexity rather than traditional treatment. Combat Healer This is a practical and widely used healing class often found in battlefields and dungeons. Combat Healers specialize in rapid treatment under pressure, prioritizing survival and continued functionality over perfect recovery. This class improves casting speed, spell responsiveness, and the effectiveness of emergency healing.
Healing spells are easier to use during combat and are more resistant to interruption. Combat Healers are highly effective at keeping allies alive during prolonged fights but are less optimized for long-term care, fine regeneration, or subtle corrections outside of combat situations. Based on the descriptions, Combat Healer was off the table immediately, and not only because of my general dislike of fighting.
It focused on speed and survival under pressure, which had its place, but it wasn't how I approached healing. The other two were harder to choose between. The Master Healer appealed to me because of its emphasis on detailed work and precise application. It felt like an extension of how I already practiced, diagnosing carefully, adjusting spells if needed, and aiming for clean, reliable results. The Life Weaver, on the other hand, drew me in with its focus on direct manipulation of life processes.
That approach felt deeper, closer to the underlying system I'd glimpsed while treating the complex case. I liked both options so much that I ended up staring at the message for over an hour, rereading the descriptions every few minutes and hoping one of them would eventually make the choice for me. I even almost flipped a coin, but then I considered the earlier message about taking my first step on the path toward becoming an Archwizard and chose Life Weaver. My red light was still blinking.
Class Evolution Applied: Life Weaver Several healing spells have adapted to reflect your deeper influence over life processes. Heal Muscle → Muscle Regeneration Muscle Regeneration restores damaged or underdeveloped muscle tissue by guiding proper cellular growth and maturation rather than simply repairing damage. This spell improves muscle density, strength, and structural balance over time, especially in cases of long-term weakness or incomplete development.
Diagnose → Life Sense Life Sense expands beyond identifying injuries and diseases, allowing perception of systemic imbalances, developmental issues, and inefficiencies in biological processes. The spell provides a broader understanding of how different body systems interact rather than isolated symptoms. Heal Bone → Structural Regeneration Structural Regeneration restores bones by reinforcing proper growth patterns and internal alignment.
It is especially effective on warped, weakened, or improperly healed skeletal structures and reduces long-term instability after treatment. Healing Touch → Life Weaving Life Weaving channels mana directly into biological systems, encouraging coordinated recovery across multiple tissues at once. The spell adapts dynamically to the target's condition, prioritizing critical systems and reducing strain caused by uneven healing.
Regrow Flesh → Adaptive Regrowth Adaptive Regrowth restores missing tissue while adjusting growth to surrounding systems. Adaptive Regrowth integrates more cleanly with nerves, muscles, and connective tissue, reducing rejection, weakness, or sensory loss. Fortify Life Force → Vital Life Force Reinforcement Vital Life Force Reinforcement strengthens the internal flow of life energy throughout the body, improving endurance, recovery speed, and resistance to systemic collapse.
The spell is particularly effective when supporting long-term healing or regeneration-heavy treatments. Restore Nerves → Neural Reconstruction Neural Reconstruction repairs damaged nerve pathways while improving signal stability and integration. The spell prioritizes accuracy and long-term functionality over speed, reducing the risk of misalignment or phantom sensations.
Pain Dampening → Sensory Control Sensory Control moderates pain signals by recalibrating neural response rather than suppressing sensation entirely. It allows fine control over discomfort while preserving awareness and motor function. The red light was still blinking.
"Seriously?" I asked it. It didn't answer. Class Evolution Reward Granted You have successfully evolved your class to Life Weaver. As a result of this evolution, you are entitled to select an additional spell aligned with your new class. New spell selection available. Cellular Alignment A life-manipulation spell that corrects inefficiencies in cellular structure and organization.
Cellular Alignment improves long-term tissue function by guiding cells toward optimal configuration during growth, repair, and regeneration. Particularly effective for chronic conditions and developmental abnormalities. Vital Framework A foundational life spell that establishes a stabilizing biological pattern within the body. Vital Framework subtly influences how tissues form and repair themselves, improving coherence between muscles, nerves, bones, and organs during healing and regrowth.
Life Flow Regulation A systemic spell that moderates the distribution of life energy throughout the body. Life Flow Regulation reduces internal bottlenecks, improves recovery consistency, and prevents localized overload during intensive healing or regeneration. This time, I didn't have to click through each spell to get a description. The system showed them all up front.
"What's this, royal treatment for evolved classes?" I asked it with a chuckle. I felt a distant giggle at the back of my mind. It wasn't the stable connection we'd once shared, but it came from the same location. I wasn't losing hope. Again, I had trouble deciding, but eventually I did. The first two would have been great for the birth defect case I treated. But since it was the first one I'd come across in Spirits know how many years as a Healer, the last option was definitely the better choice.
Especially considering that I'd regrown limbs in more than one world. Finally, the light stopped blinking. I opened my Personal Information to see all the changes to my Healer class, and I'm embarrassed to admit, even here in my diary, that I sat up straighter, dusted off my shoulder, and even wiggled my eyebrows at the screen. I really hope nobody will ever read this.
Display Class: Life Weaver Level 25 Life Weaver Spells: Muscle Regeneration Life Sense Stop Bleeding - 17 Structural Regeneration Control Blood - 23 Life Weaving Neutralize Poison - 15 / Ranged 5 Purify - 24 Clean - 25 Anesthesia - 24 Adaptive Regrowth Vital Life Force Reinforcement Cleanse - 3 Neutralize Curse - 9 Regrow Bone - 16 Regrow Enamel - 11 Ranged Heal - 3 Emotional Healing - 1 Explosive Diarrhea - 2 / Ranged 1 Stabilize - 4 Neural Reconstruction Erase Scar Tissue - 2 Sensory Control Physiological Stabilization Life Flow Regulation

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