Super Magician: The Magic Network Collapsed Again at the Start
Chapter 166 Star Realm Hotel
Chapter 166 Star Realm Hotel
[Target dead, gain 2750 combat experience]
A piece of advice flashed through Anser's mind, but he remained unmoved, lying in bed meditating quietly, with six bottles of holy water placed on his bedside table.
Several hours passed, and it was broad daylight.
The number of people at the guild's headquarters gradually increased. In addition to the staff, there were also many adventurers who had participated in the battle yesterday, holding their credentials and looking on with curiosity and anticipation.
Carreno led Quentin and Graham to the colorful mushroom house. The two were amazed and circled the house twice, but couldn't find the door, so they tried banging on the walls.
Anser sensed the warning coming from Leomon's hut, awoke from his meditation, turned over and stood up, feeling quite good, full of energy and magic.
He casually picked up the dragon skin bag in the corner, opened it, and immediately raised an eyebrow.
There is now a blue gemstone with a white star-shaped center inside.
The dice spun slightly, instantly revealing its identity: a star sapphire, extremely valuable, worth at least a thousand gold coins.
'This is a good omen.'
He packed his things, waved his hand, and dismissed Leomon's hut.
The mushroom house emitted a faint light, then quietly shattered, turning into a soft glow that dissipated into the air.
“It’s good to be a spellcaster,” Graham said with a smile when he saw Anser.
"It depends on the person." Quentin remained noncommittal; most spellcasters were currently in a precarious situation.
He handed Anser a stack of documents: "Yesterday's battle report, the distribution of adventurers' bounties, and the compensation and relief plan for casualties."
Anser took the documents and waved his hand, saying, "Go upstairs and tell them. Tell the adventurers to wait in the reception room for a while."
"it is good……"
The group went upstairs together and arrived at the president's office.
Anser carefully reviewed the battle report. Yesterday, 112 werewolves were killed, 92 died, and over 100 were injured, with more than 30 confirmed to have been bitten.
More than half of the dead were civilians: 27 guards, 4 knights, 3 members of the Philo mercenary group, and 1 member of the Emerald Garden.
The good news is that none of the core professionals died; their survival skills are even stronger.
“Sigh—” Anser sighed.
Despite being a meticulously planned surprise attack, there were still such heavy casualties.
The Federation has an overwhelming numerical advantage, and virtually no one will face the werewolves alone, which means that ordinary soldiers cannot even withstand a single werewolf attack.
This is all thanks to him for saving many wounded, both lightly and seriously, yesterday; otherwise, the death toll might have doubled.
In addition, dozens of adventurers participated in the battle. Due to the chaotic situation, there were many disputes over their contributions. After much revision, a consensus was finally reached.
The bounty payout wasn't much, around a thousand gold coins, since most adventurers were fighting when things were going well and mostly just taking advantage of the situation.
The death compensation is a little over a thousand gold coins, while the loss of property and death compensation for ordinary people is also a little over a thousand gold coins. A life is only worth 10-50 gold coins, which is pitifully little, but it is much better than before.
Werewolves are a scourge, and injuries or deaths caused by such events are generally not compensated; it's already quite generous if they are given any compensation at all.
The rulers of this world are like non-stick pans; they never take responsibility for these things.
"The compensation for casualties among soldiers will be doubled, covering all combat personnel, including those who are disabled or injured. When the compensation is distributed, families can choose to receive it in one lump sum or in installments. Fraudulent claims are strictly prohibited..." Anser said in a deep voice.
This money can't be saved, otherwise who would be willing to risk their lives for him? But he didn't propose any lifetime pension or other alternative benefits, which is impossible to implement, and he doesn't have the financial resources for it.
“Okay, you sign here, I’ll ask Harold for the money.” Quentin saw that Anser was being reasonable, so he didn’t try to dissuade him.
He wasn't worried that the tax officials wouldn't approve it. Even if there was no money in the account, Harold would find a way to get it.
Anser turned to the last page, where a few sparsely listed spoils of war were displayed—no armor, no weapons, very meager.
Werewolves rely on their shapeshifting abilities to kill enemies, rarely wear armor, and only occasionally use bows and arrows.
'Even the werewolf leader is this poor? He can't possibly stay holed up deep in the forest forever, can he?' He was somewhat puzzled.
However, werewolf corpses are a scarce resource, after all, they are monsters and are much more valuable than wild wolves.
"The Hunter's Guild and the Adventurers' Guild want to buy these werewolf corpses. Are you selling them?" Quentin asked with a smile.
“Sell!” Anser said without hesitation. “You talk to Graham and get rid of it as soon as possible.”
“Okay…” they both replied at the same time.
"Nothing unexpected happened last night, right?" Anser signed the document and handed it to Quentin.
"Not yet, perhaps the herbal medicine from Emerald Green Garden is working."
"That's for the best; don't let your guard down."
"clear."
Quentin and his two companions left in a hurry; today would be very busy. Post-war handling was extremely complicated, far more complex than simply making a few lists. Anser relaxed, content to be a hands-off manager.
This isn't entirely about laziness. There are many things that the boss can't do personally and needs to have a "white glove" so that even if something goes wrong, there's room for maneuver and the boss won't lose prestige and reputation.
He went up to the roof and took out his binoculars to observe the movements of the Amm.
Amr stopped in the wilderness a dozen kilometers from Dulag, and even though it was past eight o'clock, he showed no sign of breaking camp. I wonder what he was up to.
'They probably didn't expect the werewolves to be wiped out so quickly; they're probably still figuring out a countermeasure.'
He's no dull-witted warrior; if no one restrains him, he could single-handedly crush half a small force.
'They might retreat soon.'
As far as he knew, Belgost was already surrounded by dragonborn and kobolds, and it was not the right time to cause any more trouble.
Fighting on two fronts is just too outrageous.
Back in his office, the Philo mercenary group hadn't arrived yet, so he teleported to Black Tower Prison to check on the corpses of the dead Shadow Thieves.
On the Black Stone Gate, the Black Tower mark flashed by, and the heavy door slowly opened, revealing a completely enclosed Black Stone room. Inside, a headless corpse lay quietly, its posture changed, and its skin and belongings had returned to normal.
Then, upon opening the adjacent prison door, there was a head on the ground, its face contorted in a grotesque grimace, its eyes filled with terror.
'His expression changed too.'
When the Shadow Thief regained his physical body, he was still alive, his senses returned, but he could only watch helplessly as he died.
Just imagine the scene at that time; it must have been incredibly desperate.
The Shadow Thief provided him with 2750 combat experience, less than 2000 experience points away from leveling up.
'My hands are itching to fight!' He waved his scepter, wanting to go out and see if the werewolves at the edge of the forest were still there.
Today, all four gates are under strict inspection, so the werewolf can no longer sneak in as easily as he did yesterday.
Let's see what good stuff we can find.
He stripped the Shadow Thief of all his belongings, cleaned them with magical tricks, and then laid them out in a row for inspection one by one.
The Shadow Thief didn't have a storage bag, but he did have a blue and white magic belt with two potions stuck in it: a potion of flight and a potion of potent healing.
The potent healing potion can restore 8d4+8 points of health, which is 16-40 points. It is of rare quality and extremely uncommon, but advanced professionals will always try to keep one on hand.
Flight potions are even more precious, belonging to the rare quality category. Their value is far less than that of magical equipment of the same quality, but they are equally rare and difficult to obtain.
After drinking this potion, the user will gain a flight speed equivalent to walking speed within 1 hour and will be able to levitate.
'Could it be that the spellcaster created this to harvest wealth?'
Flying is not difficult for spellcasters, but it is very difficult for ordinary professionals. This thing may seem useless, but it actually has a great market.
Anser preferred the belt to the two bottles of potion.
[Magical Item: The Alchemist's Potion Belt]
Category: Curiosities
Rarity: Rare
The magic belt comes with two plugs that automatically change size to fit any potion.
While you are wearing this belt, the medicine it carries will automatically uncork and jump into your hand, allowing you to drink it quickly.
Note: If you are attacked and dodged in time, the potion on your belt may be destroyed.
'Luckily, I petrified him, otherwise I would have wasted a bottle of potion.' He secretly rejoiced.
This thing is very useful; it can save lives in critical moments, and it doesn't require synchronization.
He set his belt aside and picked up a maple leaf-shaped badge with a porcelain cup engraved on it.
The dice spun slightly and quickly detected the badge's information:
[Magic Item: Traveler's Badge]
Category: Curiosities
Rarity: Rare
While wearing this badge, you can spend 1 minute reciting its command to use it to cast a plane teleportation spell. The destination of the spell can only be Traveler's Rest in the Astral Plane: a legendary inn and bar floating in the sea of stars.
The hotel has no door leading to the outside world; entry is only possible using a badge. The interior of the traveler's rest is spacious, comfortable, and luxurious.
The inn is always busy, and although it's quite exclusive, there are always enough rooms and beds for wandering adventurer groups. The inn is expensive, and living there is quite luxurious, but you can trade items, information, and quests, or exchange them for treasure.
Any creature teleported to the inn will be teleported back to its original location along with its items after 24 hours. You can also use your badge to cast dimensional teleportation again to return to your original location earlier.
After returning from the Traveler's Rest, the badge cannot be used again until 7 days later.
The commands and uses of the badges are strictly confidential. Identification spells can only reveal the fact that they possess magic, and only those with knowledge of legends can reveal the badges' commands and properties.
(End of this chapter)
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