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The Death Mage Who Doesn't Want a Fourth Time Chapter 66.4
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The Death Mage Who Doesn't Want a Fourth Time Chapter 66.4

Farmaun Gold, the champion chosen by Zantark, the now-fallen god of war, founded an organization following the battle between Alda and Vida. After his death, the organization divided into multiple Guilds. The Guilds reunited again, giving birth to the Adventurers' Guild of today.

It is an organization that aims to assist in the hunting and resource-gathering in Devil's Nests and Dungeons, which were previously done individually rather than in groups, so that the gathered resources may benefit society. While Farmaun was still alive, he used Alchemy to develop registration cards, commonly known as Guild Cards, creating the foundation for today's Guild.

After Farmaun's death, the number of organizations that would later become the Adventurers' Guild grew in number as humanity recovered, with different names such as the Hunters' Guild, Heroes' Guild, the Frontier Guild, the Braver Guild and the Adventurers' Guild* emerging. However, the Adventurers' Guild is now a unified organization under a single name, even across different continents.

TLN*: This one is in katakana.

The Adventurers' Guild is fundamentally an organization that has no relations with any nation, but like every other Guild, they are not free to do as they please.

This includes the fact that they have to pay taxes. Each Adventurers' Guild branch deducts tax from the reward money it pays to adventurers. The tax rate differs depending on the nation, but it is generally around ten percent.

Whether Vida's races such as Dhampirs are treated as monsters, the type of support given to adventurers and rules within the Guild depends on the nation as well.

Adventurer registration

Adventurer registration is performed by qualified staff through specialized Magic Items.

There are two requirements for registration. First, one must be a person. This is a broad term that encompasses humans, Elves, Dwarves and Vida's races. However, the definition of this term differs from country to country. For example, Dhampirs are treated as monsters in the Amid Empire, so they cannot register as adventurers.

The other requirement is to be of a certain age. In the Amid Empire, one must be of fifteen or more years of age. In the Orbaume Kingdom, each duchy has a different age requirement, but the age requirement is generally around ten. Duchies with an age requirement of less than ten conduct tests for reading, writing and arithmetic. Those determined to have academic abilities at the level of a ten-year-old are allowed to register.

There are other conditions such as that one must not be a criminal or a slave, but this is common knowledge, so this explanation will not go into detail on these.

A form containing the applicant's details such as their real name, age, race is handed to a Guild staff member, and a drop of blood is applied to a Magic Item. This causes the applicant's status to be displayed to the staff member. At this point, applicants are sometimes rejected if there are any inaccuracies in the filled-out form. This is also the point at which the Guild ensures that there is no bounty on the applicant's head.

If there are no problems, a registration card, commonly known as a Guild Card, is issued. From that moment on, the applicant becomes a member of the Adventurers' Guild, an adventurer.

Adventurers' Cards

The identification documents of adventurers. They are made of a special metal-like substance, and they are the size of business cards on Earth. The name and current class of the adventurer is printed on the front.

The back is usually blank, but it can also display the adventurer's Attribute Values and skills if they wish.

The first time the card is issued, there is no charge, but there is a fee to replace lost or damaged cards.

The adventurers' code

Not breaking the laws of the region.

Helping other adventurers when possible.

Paying a penalty fee for failing to complete a request.

These three rules are strictly adhered to. When they are violated, depending on the severity of the violation, adventurers face fines, class demotions, expulsion or even having a bounty put on their heads and arrested. There are even cases where requests are issued to hunt them down. Such cases would cause the nation to hunt them down as criminals as well.

Adventurers' social status

Adventurers are generally self-employed professionals who are responsible for anything that happens in their line of work. However, their social status differs depending on the nation.

This is because the degree of the nation's reliance on adventurers for dealing with monsters and maintaining public order varies from nation to nation. There are records of large military nations existing in the past that used their own armies to exterminate monsters and keep the highways safe. The adventurers in such countries were treated like yakuza members.

In the Bahn Gaia continent, on both the Amid Empire's side and the Orbaume Kingdom's side, there are not enough men available to do this. Adventurers are acknowledged as those who will fight in times of emergency and as those who defend the people from monsters, so the people rely on them. Higher-class adventurers are particularly well-respected.

Of course, the largest factor determining an adventurer's social status is his own everyday activities.

Politically, they are ordinary people unless they hold a court rank, but adventurers of B-class or higher possess power that cannot be ignored and greater wealth than lower noblemen. There are differences between adventurers based on their class and past achievements, but they are considered to have some political influence.

Because of this, the reality is that adventurers cannot stay uninvolved with politics as they climb through the classes.

The Mirg shield-nation is an exception; it has a custom of not hiring adventurers for large-scale military activities. This is because it has learned a bitter lesson from when large numbers of adventurers were once mobilized for war. This caused the monster-hunting within the nation to be neglected, causing a large monster rampage.

However, it is merely a custom. Many exceptions are made for small numbers of adventurers to participate in some activities.

Adventurers' Attribute Values

There are combat-related Jobs that provide bonuses to acquiring combat-related skills and an increased rate of increase in Attribute Values, and there are creation-related Jobs that provide bonuses to acquiring creation-related skills but give a low rate of increase in Attribute Values.

At first, there is not much difference between the two different types of Jobs, but the differences become larger as one undergoes more Job-changes, to the point that it becomes difficult to believe that two people with different types of Jobs belong to the same race.

Example – Humans

Before undergoing a Job-change, the Attribute Values of adult humans (around fifteen years of age) are as follows: Vitality is 30, while the other Attribute Values, including Mana, are a little above 10. This would be considered 'average'.

D-class adventurers who fight at the frontline would have 500 Vitality, Strength and Stamina, 100-150 Agility, 50-60 Intelligence and around 100 Mana.

Higher-ranked adventurers keep information such as their Attribute Values and skills hidden, but B-class adventurers that are considered first-rate masters have either 10,000 Vitality or Mana, and one or two of their other Attribute Values would be at least 1,000.

There is a large difference between D-class and B-class, but this is to do with the fact that specialized Jobs such as Magic Swordsman and Axeman provide better Attribute Value gain than apprentice-type Jobs and generic Jobs like Warrior. There is also the fact that only those who have high Attribute Values to begin with can acquire such specialized Jobs.

Courses and training

Various courses and training can be taken at the Adventurers' Guild. There are lessons taught by retired adventurers for the acquisition of battle-related skills, such as Swordsmanship, Archery and Spear Technique, lectures on how to harvest herbs and disassemble various kinds of monsters for their parts, courses in magic taught by instructors invited from the Mages' Guild, and even lessons in basic things like reading, writing and mathematics. There are all kinds of things that can be learned.

These courses and training cannot be taken constantly. Students of the adventurers' school take priority, so normal adventurers must apply for courses at reception.

If intensive training is desired, it is more efficient to enroll at the adventurers' school. However, the adventurers' school system doesn't exist in the Amid Empire and its vassal nations.

Adventurers' school

In the Bahn Gaia continent, this can only be found in the Orbaume Kingdom, but it is compulsory for adventurers who have not yet come of age to attend the adventurers' school.

The system was changed a hundred years ago. Underage adventurers undergo a simplified registration and the enrolment procedure, pay the enrolment fee (a small sum, but those who cannot pay it can defer the payment) and become students treated as G-class adventurers.

Each school has different requirements for enrolment, but like registration to become an adventurer, one can enroll if they are a person. However, certain duchies may have rules that prohibit members of certain races from enrolling.

The school uses a credit system, and the enrolment period is between one and three years. Students can graduate once they earn enough credits or three instructors acknowledge them as being capable. However, many students graduate within two years.

Most underage adventurers form their first parties with those who attend the school at the same time as them.

In addition, those who are not underage can also enroll if they wish. However, the enrolment of former knights and such who are already as capable as adventurers of D-class or greater are not very welcomed. (Because the students would be stronger than the instructors.)

Adventurer classes

Adventurers are divided into 8 classes between G-class and S-class, as detailed below.

The Guild decides which requests they can accept based on their class. Adventurers can accept requests up to one class above their own class.

G-class adventurers

This is the class bestowed upon those who have just registered as adventurers. This is the starting line for adventurers, and this is when they make their preparations.

The requests they can accept are generally those within towns and villages, so they do not experience battles. These are tasks like cleaning the insides of the Guild's facilities and other forms of manual labor.

The rewards they are paid are small, and there are sometimes days where there are no such requests. Because of this, adventurers of this class are barely able to afford to stay at cheap inns with crude meals.

In exchange, they are able to take beginner-oriented courses and training at each Guild basically for free.

The G-class is a preparatory period for adventurers who were poor people and peasants who struggled to afford food, so there are no adventurers who stay at this class. They are not even taken into consideration. They earn meagre wages to pay living expenses while taking courses and training at the Guild to acquire skills, gain knowledge regarding things like herbs and aim for the higher classes. There are a small number of individuals who become Guild employees rather than advance to the next class, but these are rare cases.

However, because hunters and farmers can take the parts that serve as proof of monster extermination from weak monsters such as Goblins and Horned Rabbits caught in their traps, they register as adventurers in order to sell those parts for money. In this case, they often remain G-class.

Other than those who were formerly soldiers or mercenaries, adventurers of this class have no real skills to speak of.

F-class adventurers

One can become an F-class adventurer after taking multiple G-class requests and having the Adventurers' Guild deem them to be motivated to be of benefit to society or after passing instructional courses. There are also many who are designated as F-class to begin with due to their innate ability (but not those who are underage).

The requests adventurers of this class can take are things like gathering herbs, mushrooms and wild plants in normal fields that are not Devil's Nests, hunting rabbits and doves, or gathering fish and shellfish from rivers and lakes.

There is a chance that they will be forced to fight monsters such as Goblins during these requests, but they are not allowed to accept requests to directly exterminate such monsters. Also, it is recommended that they do not enter Devil's Nests.

The exception is when they are working under a senior adventurer. They then carry equipment and harvest materials while learning the basics of being an adventurer. It is an old tradition that the senior adventurers hand down old weapons that they once used as a reward.

Though the lifestyles of F-class adventurers are better than those of G-class adventurers, they cannot be called plentiful. Because of this, many adventurers who remain in F-class actually have other occupations as their main occupations while doing adventurer work on the side.

These are farmers who spend their off-seasons hunting rabbits and squirrels while exterminating Goblins, and fishermen who fight Sahagins while defending their fishing grounds.

Also, some nations permit their soldiers to hold secondary occupations, so they spend their days off hunting and gathering herbs from plains to sell for money. Such soldiers live somewhat more abundant lives.

The ability of F-class adventurers falls somewhere between average people who haven't experienced a Job-change and people who have acquired an apprentice-type Job. They have no skills suited for combat, or if they do, the skills are level 1 at most.

E-class adventurers

After an F-class adventurer continuously accepts F-class requests, a promotion to E-class is considered.

The condition for becoming an E-class adventurer is to at least be able to use martial skills that can be used in battle or possess magic-related skills.

However, mages capable of using magic to a standard that it would be useful in real battles are often promoted straight to this class.

It is from E-class that adventurers start resembling the world's general perception of adventurers.

It is common for E-class adventurers to be the most capable adventurers in a small village; there are almost no cases where such villages constantly have active adventurers above this class.

The variety of requests that can be accepted widens greatly at this class. E-class adventurers can accept monster extermination requests and caravan escort requests. There are still herb-gathering requests as well, but they are often in more dangerous locations than requests of F-class and below.

There are also many requests that require the adventurers to enter Devil's Nests, but their helpful seniors will often stop them from venturing too deep inside.

Many E-class adventurers live similar lifestyles to ordinary people living in urban areas. But they do not have much surplus income; they buy cheap arms and equipment while wishing they could earn just a little more.

It is difficult for an E-class adventurer to think about getting married, retiring and living a stable life. The vast majority of them leave thoughts about marriage until after another promotion.

The ability of E-class adventurers falls somewhere between those with apprentice-type Jobs and those who have acquired Jobs such as Warrior and Thief. Their skills are at least level 1. Many of those aiming to become D-class adventurers have skills at level 3.

An average E-class adventurer can defeat a Rank 2 monster in a one-on-one battle.

Also, adventurers of this class are able to make deposits and request loans from the Adventurers' Guild. However, the amount they can borrow is quite small.

D-class adventurers

From this class onwards, there are promotion examinations. The examination for promotion from E-class to D-class consists of an interview with Guild staff as well as a practical test to ensure that the adventurers are capable of completing requests to kill other people.

As adventurers of D-class and above accept requests to kill or capture people like bandits, pirates or criminals with bounties on their heads, they must be capable of killing people without losing their sense of morals.

Because of this, there are a small number of individuals who give up on being an adventurer after failing to promote to D-class due to mental reasons. This is commonly referred to as the D-class wall.

However, most adventurers are capable of reaching D-class as long as they can overcome this wall.

Those with sharp tongues often say that D-class is a gathering place for people with average talent who put in an average amount of effort.

However, it is not uncommon for a D-class adventurer to be the number one adventurer in Guilds of small towns that only have small Devil's Nests or easy Dungeons nearby. Many villages do not even have any D-class adventurers.

D-class adventurers can accept requests that are more dangerous and pay better than E-class requests. Also, the Adventurers' Guild considers adventurers to be independent from this class onwards.

Adventurers of this class live better than the average farmer, but not as well as merchants who own stores in towns. They are somewhere between the top of the lower class and the bottom of the middle class.

They sleep in inns instead of houses. They have more surplus income if they spend less on their equipment, but their work requires them to risk their lives. They spend their days contemplating this dilemma. Also, many D-class adventurers who live more modest lives than their income allows so that they can make deposits at the Guild in case they suffer severe injuries or lose limbs.

Marriage isn't impossible, but if D-class adventurers continue to live in towns, they can't live what can be called financially stable married lives. This means that they would have to find new jobs after retiring.

For adventurers with working spouses, their lifestyles depend on the income of their spouses.

Because of this, when a Guild employee or merchant looks to hire private escorts, there is often a flood of D-class adventurers who have decided that they have reached their limits.

The ability of most adventurers of this class falls somewhere between those who have reached level 50 in a Job like Warrior or Mage, and those who have undergone Job-changes to core Jobs such as Swordsman or X-Attribute Mage.

Most have skills between level 3 and 4.

D-class adventurers are able to at least defeat Rank 3 monsters on their own, and it is considered only natural for veteran D-class adventurers to be able to defeat Rank 4 monsters.

C-class adventurers

To be promoted to this class, one must pass a simple etiquette test and a written examination.

Also, most people experience a “talent wall” at which it becomes incredibly difficult to level up, at least once before becoming capable of being promoted to C-class. Thus, it is necessary for them to be able to overcome this wall.

Because of this, C-class adventurers are relied upon more than usual, and if they return to their hometowns, they are welcomed back as accomplished individuals. Also, adventurers of this class and above are recruited by noblemen and merchants.

Direct requests from noblemen and wealthy merchants become mixed with their regular work, and some of these employers will try to monopolize the adventurers, so caution is needed for these adventurers if they wish to maintain a free social status.

Many C-class adventurers live like wealthy middle-class citizens. They live about as well as those with equestrian and knight court ranks, and honorary barons without land.

C-class adventurers own a house that they use as a base, installed with magical stoves and other household Magic Items, allowing them to live in luxury.

Many of them also equip themselves with arms made of monster materials or magical metals such as Obsidian, as well as Magic Items of Middle-class or higher.

Adventurers of this class have at least gained specialized Jobs such as Swordsman and Axeman, and the majority of them have already undergone a further class-change from there.

Those who have just become C-class have the main skills they use in battle at level 4 at the very least. The average C-class adventurer has skills at level 5 or 6.

C-class adventurers are expected to be able to defeat Rank 5 monsters on their own. Veteran C-class adventurers should be able to defeat Rank 6 monsters on their own, and a party of C-class adventurers should be able to defeat Rank 7 monsters, which include Dragons such as Earth Dragons.

B-class adventurers

Reaching this class requires one to have multiple significant achievements – such as hunting Dragons alone and clearing dangerous Dungeons.

There is an examination, but it is just an interview, so there are almost none who fail. Those who are told to take the examination have their promotions practically decided already.

B-class adventurers can accept all kinds of requests, and if they complete them successfully, they are paid large sums of money as rewards.

Also, B-class adventurers have higher social statuses than knights or lower noblemen, even if they were born commoners. Even in large nations, they live only in large cities with tens of thousands of people. It isn't rare for a B-class adventurer to be the strongest adventurer in a small nation.

B-class adventurers are generally heroes and are acknowledged to be superhumans. B-class adventurers are so revered that a village producing a B-class adventurer can be used as grounds for revitalizing the village. In towns, B-class adventurers are asked to participate in ceremonies and frequently receive handwritten invitations to the weddings of young celebrities they have never met.

Generally, those who are promoted to B-class should give up on living as they like.

B-class adventurers live just as the average person would expect successful adventurers to live.

It is possible for them to make the success story of “buying a mansion, hiring some servants and marrying a beautiful woman” a reality. It isn't rare for them to marry the beautiful Guild receptionist that all of the adventurers admire. Marrying a daughter of a noble family is possible as well.

Even after retirement, they do not have to worry about finding other work. They can work as staff of all kinds of Guilds or serve as combat instructors for noble families. There are more than a few B-class adventurers who have saved enough or have a successful side business, which enables them to not have to work for the rest of their lives.

Their wealth far exceeds that of lords of regions that have only a few villages.

Many B-class adventurers have gone through at least five Jobs, including apprentice-type Jobs.

Their skills are level 6 at minimum; the average B-class adventurer has level 7 skills.

Also, more than half of adventurers at this class possess Titles.

B-class adventurers are expected to be able to defeat Rank 7 or 8 monsters, monsters that would be able to destroy entire towns on their own. Parties of B-class adventurers are sometimes requested to exterminate Rank 9 monsters designated as disasters.

class adventurers

The criteria for promoting to class varies depending on the times. It can be said that the criteria is that one must be someone who would leave their names in history through deeds such as defeating monsters designated as disasters alone.

They are national heroes, with more influence than noblemen during times of crisis. Even during times of peace, they cannot be ignored. In smaller nations, they receive offers of marriage to members of royal families, and agents are dispatched from larger nations to recruit them.

class adventurers are generally acknowledged as heroes that appear in legendary folk songs. They are so prominent that even undesired stone and bronze statues of them will be built and songs, plays and biographies will be written about them. Because of this, they must preemptively nominate artists themselves and give them authorization to create such works.

class requests generally ask for adventurers by name, so there are almost none posted on walls of Adventurers' Guild branches.

Their rewards are great, and some of these requests must be treated with confidentiality as they can influence the fate of the entire nation.

However, there are also requests for adventurers to visit daughters of important families under the pretense of acting as an escort.

The moment one becomes an class adventurer, he must stop believing in the illusion of adventurers being self-employed, free individuals who are free from matters concerning nations and power.

class adventurers live like upper-class noblemen. They possess a mansion fully-equipped with convenient Magic Items, own several villas and employ numerous exceptional servants. It would be difficult for them to live difficult lives.

It is normal for them to be married to several women, and there are many who engage in charitable work such as the management of orphanages as well.

They are exactly as wealthy as commoners imagine noblemen to be.

It is difficult to measure the abilities of class adventurer. The average class adventurer has experienced at least seven Jobs and the main skill that they use in battle is level 10.

Also, it is normal for them to possess multiple Titles. It isn't rare for them to have unique skills or the divine protection of a god.

It is expected that they would be able to exterminate Rank 9 monsters, which would cause a national crisis for a smaller nation if they emerged from a Devil's Nest, on their own.

S-class adventurers

The requirements for promotion to this class are ambiguous. It is a status bestowed upon those whose power exceeds class adventurers, who are considered superhumans among superhumans themselves. Their achievements are left behind in not only legends, but also in myths.

As S-class adventurers are powerful enough to annihilate a small nation on their own, they generally have strings attached to them from somewhere.

Their influence is so great that if one were working in a small nation, even a large nation wouldn't be able to ignore his presence and would willingly cancel their own plans of invading that nation.

There are no requests that are limited to S-class adventurers only. In general, they accept tasks that are personally requested of them.

What is known about how they lived is only what has been left in the records. These are full of imaginable things such as purifying entire Devil's Nests to turn them into habitable land on their own, and defeating corrupt kings to usurp their thrones.

The Thunderclap Schneider is the only person to become an S-class adventurer in the past hundred years. If he is to be taken as an example, S-class adventurers live absurd lives. He has taken countless lovers, engaged in multiple charitable efforts and possesses a mansion with so many servants and slaves that they could make a small village.

S-class adventurers are more powerful than class adventurers, but there are no clear standards. However, they often possess a superior skill.

They are expected to be able to defeat enemies such as Elder Dragons and evil gods, mythical beings that can threaten the very existence of great nations.

Bonus information:

The Green Wind Spear Riley was an class adventurer, but he was fraudulently promoted to this status due to the Guild Master in the Mirg shield-nation being bribed and blackmailed by Earl Thomas Palpapek.

Because there are no clear requirements for promotion to class, there are past cases where such fraudulent promotion has occurred.

Also, the largest reason for Riley's bad reputation in the Adventurers' Guild and elsewhere is because he had taken Gennie among his criminal slaves that he used as party members.

Gennie was a C-class adventurer who became a slave because he did inhumane things to adventurers who were supposed to be his relatives. Riley strutted through the Adventurers' Guild with such an individual accompanying him, so it was only natural for his reputation with not only the reception lady, but the other adventurers as well, to fall.

Marrying the reception lady is a goal for any male adventurer, but it is not as if every Adventurers' Guild receptionist is young, beautiful and single, nor does the Guild require receptionists they hire to meet these criteria.

However, a successful marriage with an adventurer is acknowledged as a much more realistic dream than marrying the son of a nobleman or a prince on a white horse, and the salary is high as well. Thus, it is a popular occupation that has a great number of applicants whenever the Guild is recruiting.

The Adventurers' Guild is also aware of the popularity of such receptionists, so while they maintain that such criteria do not exist, they often choose to hire beautiful women.

Talosheim, a city of five thousand people, had multiple class adventurers including the Sword King Borkus, as well as a great number of B-class and C-class adventurers.

This would normally be considered abnormal, but as there were multiple Devil's Nests around the city and it was in an environment where the nation would face difficulties if Dungeons were not explored, Talosheim had an abnormal number of powerful individuals.

Vandalieu's Attribute Values, such as Vitality and Strength, are low compared to adventurers because of his young age. He has yet to undergo his second growth period, so his Attribute Values are lower.

It can be assumed that this will be resolved as he grows older.

Chapter end

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<<Prev
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Catalogue
Chapter 316
Chapter 311
Chapter 310
Chapter 309
Chapter 308
Chapter 307
Chapter 302
Chapter 301
Chapter 296
Chapter 280
Chapter 273
Chapter 272
Chapter 271
Chapter 270.4 – Volume 11 Character Summary Part 2 – Volume 11 Character Summary Part 2
Chapter 270.3 – Volume 11 Character Summary Part 1 – Volume 11 Character Summary Part 1
Chapter 220
Chapter 219
Chapter 218
Chapter 217
Chapter 216
Chapter 203.3 – Volume 9 Character Summary
Volume 8 character part2
Volume 8 character part1
C363– Chaos will stay until autumn
C362– Occupation– Vandalieu
C361– The royal capital, occupied by Undead, Demons and, bizarre beings
C360: The stakes are swung, and post–battle Orbaume
C359– The True Demon King Vandalieu
C358– I… *I* am Vandalieu
C357: The former Demon King clashes with a self–proclaimed human and his companions
C356: The fierce battle continues – The Demon King's pawns VS the Demon King's companions
C355– The Demon King uses the power of humans
C354– The roar of an unleashed Evil Elder Dragon
C353– A truth revealed and Guduranis resurrected
C352– A goddess descends into the chaos of the city
C351– Orbaume faces a trial
C350– The instinct awakens
C349– The battlefield expands and an identity is revealed
C348– The battlefield expands as expected
C347: The battlefield of a self–proclaimed god, one proclaimed to be a god by others, a god, and heroes
C346– The great plan stumbles in the beginning
C345– The teacher who remains a mystery for a little longer
C344– The potential heroes endure
C343– Insincere gods and the neighborhood that almost became a nightmare
C342– Rikudou Hijiri misses an opportunity
C341– I haven't come to fight, but I don't mind a battle to the death
Chapter 340.1 – Side Chapter 62: The unending worries of the former emperor, the general, and the gods
C340– The growing number of searching mice
C339– Failure to move on from being a lackey
C338– What do the new family members taste like?
C337– One is trapped in a dream, and one is on the verge of having his dreams become reality
Chapter 336.1 – Side Chapter 61: Rikudou Hijiri's Third Reincarnation
C336– The duke peers into the abyss
C335– A harmless banquet
C334: The changing hospital and a mother–daughter picnic
C333: While the half–Vampire is away…
C332– The patient is a monster
C331– The emperor who lies down and the emperor who crawls
Chapter 330.1 – Side Chapter 60: Tyranny and the emperor, and the boys and girls of around the same age
C330– Nobles with colorful ambitions
C329– Practical cooking, and the end of a duty
C328– The friendship between lackeys and a contract with an honor student
C327– Two people confront each other
C326– The current state of the party members
C325– Those around the Demon King and those who are after the Demon King
C324– A discussion of the past, and an ideal land
C323– The broken magic sword, and the one approaching the Great Demon King
C322– Training inside and out
C321– A day in the life of Vandalieu, a certain instructor, and a noble lady
C320– Those squirming in the shadows of school life
Chapter 319 – Death Mage 319 – A little bit of effort from the Great Demon King
C318: A not–so–peaceful school life
C317– Escaping from solitude
Chapter 316.2 – Chapter V13 Character Summary (2)
Chapter 316.1 – Chapter V13 Character Summary (1)
Chapter 315.9 – Side Chapter 57: An imperfect Utopia
Chapter 315.8 – Side Chapter 56: The battlefield descends into chaos
Chapter 315.7 – Side Chapter 55: A new god and a demigod descend
Chapter 315.6 – Side Chapter 54: Rikudou's reincarnation
Chapter 315.5 – Side Chapter 53: The god of death
Chapter 315.4 – Side Chapter 52: The threats group up
Chapter 315.3 – Side Chapter 51 – Reincarnated individuals fly
Chapter 315.2 – Side Chapter 50: Reincarnated individuals clash
Chapter 315.11 – Side Chapter 59: A place that seems far but is close; seems separate but is connected
Chapter 315.1 – Side Chapter 49: The time for hiding comes to an end
C315– Talk of other worlds
C314– The second half of the examination begins, and the Tamers' Guild is tested once more
C313– A mysterious examiner appears
C312– Let's invite the first guests to the cursed mansion
Chapter 306.5 – Chapter V12 Character Summary (2)
Chapter 306.4 – Chapter V12 Character Summary (1)
Chapter 306.3 – Side Chapter 48: The threat closing in on Origin
Chapter 306.2 – Side Chapter 47: The peaceful Alcrem Duchy
Chapter 306.1 – Side Chapter 46: A god who claims that they are not a god
C306– The Great Demon King learns of the heroic god's resurrection
C305– The God of Sinful Chains and Bellwood, bound by chains
C304: The madness of the God of Law and Fate, and the Five–colored Blades' progress
C303– The battle of the Demon King's Continent reaches its conclusion
C300: The Mother–Goddess's declaration
C299– The goddess's revival and the Great Demon King who carries the names of the champions
C298– Time for food
C297– The second stage begins
C295– A distraction, but a fierce battle nonetheless
C294– The one who spreads death through muscles
C293– The first stage begins
C292: The back–shield with phantom thorns
Chapter 291.1 - Side Chapter 45 – A peaceful moment before a certain storm
C291– A moment after battle, and cannibalism
C290– The horseman of the apocalypse decides not to ride
C289– With Five Sins
Chapter 288.1 – Side Chapter 44 – The various gods
C288– Perseus and Skanda
C287– Firstborn child
C286– The Dragon Emperor God
C285: A peaceful tea–time
C284– Those who are nurtured between attacks
C283– Another Guider and shaken gods
C282– A thrilling battle
C281– One statue is canceled, another is built
Chapter 279
Chapter 278 – 278 – A rematch… or rather, observation
Chapter 277 – 277 – Things are hard for former members of the Demon King's army
Chapter 276 – 276 – The Saint of Darkness
Chapter 275.1 – Death Mage Side Chapter 43 – In the absence of their natural enemy
Chapter 275 – – The barrier that wounds the Demon King, and an underground world
Chapter 274 – The escaping Demon King's party and the reinforcements that were not in time
Chapter 270.5: Side Chapter 42
Chapter 270.2 – Side Chapter 41 – The puzzled nobles and Urðr who longs for yesterday
Chapter 270.1 – Side Chapter 40 – The god of reincarnation's suspicions (Origin)
Chapter 270 – 270 – The secret exchange between the Great Demon King and the Alcrem Duchy
Chapter 269 – 269 – A story is fabricated and the truth is buried
Chapter 268 – 268 – I am me, and I am already non–existent
Chapter 267 – 267 – The evil god Zerzoregin reveals himself
Chapter 266 – 266 – The fearsome Mimic Humans vs the menacing army of the Demon King
Chapter 265 – 265 – Alcrem unites as one, and the Demon King returns
Chapter 264 – The Knight of the Collapsed Mountains bares his fangs, and the former Demon King strikes back
Chapter 263 – 263 – The Collapsing Thousand Blades and the Hounds of Cannibalism
Chapter 262 – 262 – The troubled tea party
Chapter 261 – The friend of the Demon King whom even the gods couldn't foresee
Chapter 260 – A friend of the heart, met once more
 Chapter 259 – A large airborne battle
Chapter 258 – The hard–fighting Pentagram
Chapter 257 – The relief of the 'Knight of Keen Insight'
Chapter 256 – Death Mage Side Chapter 39 – Those acting secretly in the Demon King's blind spot
Chapter 255.1: Death Mage Side Chapter 39
Chapter 255
Chapter 254
Chapter 253
Chapter 252
Chapter 251
Chapter 250
Chapter 249
Chapter 248
Chapter 247
Chapter 246
Chapter 245
Chapter 244
Chapter 243.5 – Death Mage Side Chapter 38
Chapter 243.4 – Death Mage V10 Character Summary Part 2
Chapter 243.3 – Death Mage V10 Character Summary Part 1
Chapter 243.2
Chapter 243.1
Chapter 243
Chapter 242
Chapter 241 – The Demon King's cover
Chapter 240.1
Chapter 240
Chapter 239
Chapter 238
Chapter 237.1 – Chapter 34 – Everyone's battles – shape
Chapter 237
Chapter 236
Chapter 235
Chapter 234
Chapter 233
Chapter 232
Chapter 231 -
Chapter 230.1 – Death Mage Side Chapter 33
Chapter 230
Chapter 229
Chapter 228
Chapter 227
Chapter 226
Chapter 225
Chapter 224.1
Chapter 224
Chapter 223
Chapter 222
Chapter 221
Chapter 215
Chapter 214
Chapter 213.1 – Death Mage Side Chapter 31
Chapter 213
Chapter 212
Chapter 211
Chapter 210
Chapter 209
Chapter 208
Chapter 207
Chapter 206
Chapter 205
Chapter 204
Chapter 203.4
Chapter 203.2
Chapter 203.1 ss 29
Chapter 203
Chapter 202.1 – Death Mage Side Chapter 29
Chapter 202
Chapter 201
Chapter 200
Chapter 199
Chapter 198.1
Chapter 198
Chapter 197
Chapter 196
Chapter 195
Chapter 194
Chapter 193
Chapter 192.1
Chapter 192
Chapter 191
Chapter 190
Chapter 189
Chapter 188
Chapter 187
Chapter 186
Chapter 185
Chapter 184
Chapter 183
Chapter 182
Chapter 181.1
Chapter 181
Chapter 180
Chapter 179
Chapter 178.4
Chapter 178.3
Chapter 178.2
Chapter 178.1
Chapter 178
Chapter 177
Chapter 176
Chapter 175
Chapter 174
Chapter 173
Chapter 172
Chapter 171
Chapter 170
Chapter 169
Chapter 168
Chapter 167
Chapter 166
Chapter 165
Chapter 164
Chapter 163
Chapter 162
Chapter 161
Chapter 160
Chapter 159
Chapter 158
Chapter 157
Chapter 156
Chapter 155.1
Chapter 155
Chapter 154
Chapter 153.3
Chapter 153.2
Chapter 153.1
Chapter 153
Chapter 152
The Death Mage that doesn't want a fourth time 151
Chapter 150
Chapter 149
Chapter 148.1
The Death Mage that doesn't want a fourth time 148
The Death Mage that doesn't want a fourth time 147
Chapter 146
Chapter 145
The Death Mage that doesn't want a fourth time 144
Chapter 143
Chapter 142.1
Chapter 142
Chapter 141
Chapter 140
The Death Mage that doesn't want a fourth time 139
Chapter 138
Chapter 137
The Death Mage that doesn't want a fourth time 136
Chapter 135
Chapter 134
The Death Mage that doesn't want a fourth time 133
The Death Mage that doesn't want a fourth time 132
The Death Mage that doesn't want a fourth time 131
Chapter 130.1
Chapter 130
Chapter 129.1
Chapter 129
Chapter 128
Chapter 127
Chapter 126
Chapter 125
Chapter 124
The Death Mage that doesn't want a fourth time 123
The Death Mage that doesn't want a fourth time 122
Chapter 121
Chapter 120.6
Chapter 120.5
Chapter 120.4
Chapter 120.3
Chapter 120.2
Chapter 120.1
Chapter 120
The Death Mage that doesn't want a fourth time 119
Chapter 118.5
Chapter 118.4
Chapter 118.3
Chapter 118.2
Chapter 118.1
Chapter 118
Chapter 117
Chapter 116
Chapter 115
Chapter 114
The Death Mage that doesn't want a fourth time 113
Chapter 112.1
The Death Mage that doesn't want a fourth time 112
The Death Mage that doesn't want a fourth time 111
The Death Mage that doesn't want a fourth time 110
The Death Mage that doesn't want a fourth time 109
The Death Mage that doesn't want a fourth time 108
The Death Mage that doesn't want a fourth time 107
The Death Mage that doesn't want a fourth time 106
The Death Mage that doesn't want a fourth time 105
The Death Mage that doesn't want a fourth time 104
The Death Mage that doesn't want a fourth time 103
Chapter 102.1
The Death Mage that doesn't want a fourth time 102
The Death Mage that doesn't want a fourth time 101
The Death Mage that doesn't want a fourth time 100
The Death Mage that doesn't want a fourth time 99
The Death Mage that doesn't want a fourth time 98
The Death Mage that doesn't want a fourth time 97
Chapter 96.5
Chapter 96.4
Chapter 96.3
Chapter 96.2
Chapter 96.1
The Death Mage that doesn't want a fourth time 96
The Death Mage that doesn't want a fourth time 95
The Death Mage that doesn't want a fourth time 94
The Death Mage that doesn't want a fourth time 93
The Death Mage that doesn't want a fourth time 92
The Death Mage that doesn't want a fourth time 91
The Death Mage that doesn't want a fourth time 90
The Death Mage that doesn't want a fourth time 89
The Death Mage that doesn't want a fourth time 88
The Death Mage that doesn't want a fourth time 87
The Death Mage that doesn't want a fourth time 86
The Death Mage that doesn't want a fourth time 85
The Death Mage that doesn't want a fourth time 84
The Death Mage that doesn't want a fourth time 83
The Death Mage that doesn't want a fourth time 82
The Death Mage that doesn't want a fourth time 81
The Death Mage that doesn't want a fourth time 80
The Death Mage that doesn't want a fourth time 79
The Death Mage that doesn't want a fourth time 78
The Death Mage that doesn't want a fourth time 77
The Death Mage that doesn't want a fourth time 76
The Death Mage that doesn't want a fourth time 75
The Death Mage that doesn't want a fourth time 74
The Death Mage that doesn't want a fourth time 73
The Death Mage that doesn't want a fourth time 72
The Death Mage that doesn't want a fourth time 71
The Death Mage that doesn't want a fourth time 70
The Death Mage that doesn't want a fourth time 69
The Death Mage that doesn't want a fourth time 68
Chapter 67.1
The Death Mage that doesn't want a fourth time 67
Chapter 66.4
Chapter 66.3
Chapter 66.2
Chapter 66.1
The Death Mage that doesn't want a fourth time 66
Chapter 65.3
Chapter 65.2
Chapter 65.1
The Death Mage that doesn't want a fourth time 65
The Death Mage that doesn't want a fourth time 64
The Death Mage that doesn't want a fourth time 63
The Death Mage that doesn't want a fourth time 62
The Death Mage that doesn't want a fourth time 61
The Death Mage that doesn't want a fourth time 60
The Death Mage that doesn't want a fourth time 59
The Death Mage that doesn't want a fourth time 58
The Death Mage that doesn't want a fourth time 57
The Death Mage that doesn't want a fourth time 56
The Death Mage that doesn't want a fourth time 55
The Death Mage that doesn't want a fourth time 54
The Death Mage that doesn't want a fourth time 53
Chapter 52.1
The Death Mage that doesn't want a fourth time 52
Chapter 51.2
Chapter 51.1
The Death Mage that doesn't want a fourth time 51
The Death Mage that doesn't want a fourth time 50
The Death Mage that doesn't want a fourth time 49
The Death Mage that doesn't want a fourth time 48
Chapter 47
The Death Mage that doesn't want a fourth time 46
The Death Mage that doesn't want a fourth time 45
The Death Mage that doesn't want a fourth time 44
The Death Mage that doesn't want a fourth time 43
The Death Mage that doesn't want a fourth time 42
The Death Mage that doesn't want a fourth time 41
The Death Mage that doesn't want a fourth time 40
The Death Mage that doesn't want a fourth time 39
The Death Mage that doesn't want a fourth time 38
The Death Mage that doesn't want a fourth time 37
The Death Mage that doesn't want a fourth time 36
The Death Mage that doesn't want a fourth time 35
The Death Mage that doesn't want a fourth time 34
The Death Mage that doesn't want a fourth time 33
The Death Mage that doesn't want a fourth time 32
The Death Mage that doesn't want a fourth time 31
The Death Mage that doesn't want a fourth time 30
The Death Mage that doesn't want a fourth time 29
The Death Mage that doesn't want a fourth time 28
The Death Mage that doesn't want a fourth time 27
The Death Mage that doesn't want a fourth time 26
The Death Mage that doesn't want a fourth time 25
The Death Mage that doesn't want a fourth time 24
The Death Mage that doesn't want a fourth time 23
The Death Mage that doesn't want a fourth time 22
The Death Mage that doesn't want a fourth time 21
The Death Mage that doesn't want a fourth time 20
The Death Mage that doesn't want a fourth time 19
The Death Mage that doesn't want a fourth time 18
The Death Mage that doesn't want a fourth time 17
The Death Mage that doesn't want a fourth time 16
The Death Mage that doesn't want a fourth time 15
The Death Mage that doesn't want a fourth time 14
The Death Mage that doesn't want a fourth time 13
The Death Mage that doesn't want a fourth time 12
The Death Mage that doesn't want a fourth time 11
The Death Mage that doesn't want a fourth time 10
Chapter 9.203
The Death Mage that doesn't want a fourth time 9
The Death Mage that doesn't want a fourth time 8
The Death Mage that doesn't want a fourth time 7
Chapter 6
Chapter 5
Chapter 4
Chapter 3
Chapter 2
Chapter 1
Pr
Pr
Pr
prologue
The Death Mage that doesn't want a fourth time Prologue
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