Chapter 70 This is not over yet

Anser gently tapped the nebula, and the nebula exploded, releasing ten shooting stars of different shapes and colors, trailing little tails as they gracefully danced around him.

Two of them are brighter, while the other eight are dimmer.

'This is a projection of my super magic in my mind.' A realization dawned on him.

Assuming one super magic per level, he can choose four super magics at level 4, but he has already mastered two super magics. Does this count?
The rules were a bit vague, so he decided to choose the most important ones first.

There are ten types of super magic: Caution Spells, Ranged Spells, Powerful Spells, Extended Effect Spells, Ascension Spells, Instant Spells, Tracking Spells, Subtle Spells, Transmutation Spells, and Twin Spells.

Without hesitation, he chose the upgrade spell, as it and instant-cast spells were the only ones that required 2 points of super magic power, while the others only required 1 point, demonstrating its strength.

Ascending spells differ from ascending spells. They do not increase spell power, but they can exert the suppressive force of higher-order spells, forcing the target to be at a disadvantage when making a spell save. This is equivalent to increasing the difficulty of the spell save by 3-5 points and increasing the success rate by about 25%.

It greatly enhances control spells, such as immobilizing people and petrifying.

Like that shadow thief today, his perception is very high, and he probably has similar specializations. Immobilizing people is difficult to work. If he has an upgraded spell, it is highly likely that he can immobilize the opponent.

After a moment's thought, he chose a ranged spell that doubled the spell's range—the farther away, the safer.

Another shooting star lit up, but the others did not disappear.

'Four, not bad.'

He decisively chose the tracking spell and the powerful spell.

Tracking spells grant spells a slight change in direction and tracking ability, which can increase the hit rate by more than 50% overall. They can be used in conjunction with ranged spells.

Most professionals have never encountered a spell that can curve, which might actually be more useful.

Powerful spells can increase spell damage and maximize the spell's attack potential.

For example, the total damage of a scorching ray is between 6 and 36 points. Some casters are slow to cast or have poor aim, and even if they manage to hit, the damage is only a few points. However, powerful spells can maximize the effect of the spell, and as long as it hits, the damage will always be higher.

Once confirmed, Anser's body tensed, and a surge of magic power welled up from the depths of his bloodline, churning and boiling, carrying with it insights and memories etched into his soul as it rose and fell in his mind.

After a long while, he opened his eyes, the faint light in them lingering for a long time.

'With 8 points of super magic, you can do so much more.'

With an instant-cast and upgraded "Immobilize Humanoid" spell, coupled with two or three powerful "Fireballs," who could withstand that?

Hold on and we'll go for another round! And this is just the basic gameplay; the warlock's super magic and spells from various schools will always create unexpected sparks.

Seeing Anser sitting on the bed in a daze, his expression shifting, Blatt couldn't help but worry: "Anser, are you alright?"

“It’s nothing.” Anser took a deep breath, his expression returning to calm. “I was thinking about the Shadow Thieves Guild.”

Although the assassin who came to kill him was dead, he knew that this matter would not end there.

The Shadow Thieves Guild, having accepted the assassination mission, certainly wouldn't give up easily, nor would they let it go so easily.

Blatt hesitated for a moment, then finally spoke: "While you were resting, Ragnar found those adventurers. They're hiding on the Nashval family's [Sea Shark]..."

Ragnar led his guards to search the area, but they were stopped. As the two sides were locked in a stalemate, the Silverscale Bay governor intervened and forcibly dismissed the guards.

The reasoning is sound: the Nashwar Commercial Group is an officially recognized legitimate caravan, and the guards have no right to conduct a forced search unless they can prove that they are involved in assassinations or other criminal activities.

Orders from superiors are acceptable, but the governor isn't on the side of the guards, and Baldur's Gate is in complete chaos. Where can they contact their superiors?

Anser was not angry after hearing this. Knowing Ragnar as he did, his silence was just a facade; she had her own wisdom in the struggle.

"Ragnar... what do you mean?"

“He didn’t say anything.” Blatt shook his head slightly.

Seeing that Anser remained silent, he asked, "Kaleno told me quietly that an elven ship will dock tomorrow. Shall we go?"

"He did mention it to me once, telling me to pack my things and leave when I have the chance," Anser thought to himself. He needed to make a move so that his opponents couldn't find him.

"Ah."

"What's in the bag?" There was a row of items on the floor, several odds and ends, but all were wiped very clean.

"Weapons, leather armor, and the like, you can see for yourself. I don't know anything about appraisal." Blatt gestured. "Ragnar probably didn't touch them. The things are covered in bloodstains and bits of flesh. He probably just tore them off and stuffed them into a bag."

Anser chuckled. Ragnar was quite amusing; he probably avoided looking at anything he might be tempted by.

He glanced at it and saw a black short blade more than a foot long, a ring-shaped pendant the size of a thumb, a purple bracer with a hook and lock, and the rest looked like miscellaneous items, but there were magical fluctuations on the smelly leather boots and tattered leather armor.

"I'm rich!"

This is a level nine wanderer who makes a living through assassination; it's hard to imagine him being penniless.

He concentrated and used the dice to examine each one one by one.

The black short blade is called the Psychic Blade. It is of rare quality and grants +1 to attack rolls and damage rolls. When synchronized with psionic energy, it greatly enhances perception-related abilities.

The ring pendant is called the True Sight Ring, a rare quality item that also requires Synchro. Once activated, it grants 120 feet (36 meters) of true vision for 10 minutes and has 3 charges.

Those brown leather boots were also extraordinary; they were called the Boots of Lightness, a rare quality boot that required synchronization and had two powerful traits.

First, it moves silently; it makes no sound when moving on any surface.

Secondly, it accelerates movement by striking the heels together to activate or deactivate the function. Once activated, it doubles the wearer's movement speed, with a maximum cumulative usage of 10 minutes per day.

Clearly, these three magical items are the core equipment of the Shadow Thief, and when used together, they are perfect for infiltration and assassination.

The Blade of Synesthesia is effective against humanoid creatures and can detect danger in advance. The True Sight Ring ignores spells such as Cloud and Darkness. The Boots of Lightness allow for silent movement and quick approach to enemies.

'That's a bit of a restraint on spellcasters,' he remarked.

Unfortunately, all three magical items required synchronization, so he could keep them but couldn't use them, which made him a little frustrated.

The essence of resonance is a spiritual connection and soul resonance, which puts a burden on both the body and soul. Three is already the upper limit for ordinary professionals.

After a moment's thought, he put the True Sight Ring around his neck and decided to disengage it from the protective cloak in a while.

True Sight is too important to him; without vision, he wouldn't dare to use the Shadow Step recklessly.

The final piece of equipment is the grappling hook wrist guard, of excellent quality. It can launch a grappling hook up to eighteen meters long, and the claws can automatically grab or entangle the target. It is very useful whether you are grabbing items from gaps, climbing walls, or preventing falls.

However, this thing is pretty useless to Anser. He can fly and use various spells, so it's not very useful.

"You can borrow these two items for now." He tossed the Boots of Lightness and the Hooked Bracers to Blatt and Finn.

After inquiring about its function, Finn chose the grappling hook, which would make it easier to climb up and down and find a high vantage point.

Blatt came to Anser carrying his boots, which smelled a bit bad and washing alone wouldn't be enough.

Anser raised his hand and cast a magical spell. The spell's light and shadow swept across the area, changing the color of the boots by a shade, making them look like distressed new boots.

"Finn, have Greyhawk keep an eye on the Nashval family's merchant ships."

"They're keeping an eye on it."

Blatt's eyelids twitched: "You're not still going, are you?"

“How could that be?” Anser shook his finger. He wasn’t in good shape and couldn’t afford to take any risks.

Besides, the Nashwar family isn't stupid; they're definitely on guard and might be waiting for him.

"That's good. Why don't we go to Waterdeep? With your talent, becoming a high-level professional shouldn't be difficult. We can take revenge then," Blatt suggested.

"Haha, let's talk about it later. I need to rest. I'm tired today." Anser laughed and moved on from the topic.

He is indeed talented, but if he relies solely on spellcasting practice, it might take him five or eight years to reach level ten, which is too slow.

In peacetime, we can manage to survive, but now that disasters are frequent, what if something unexpected happens?
The ultimate solution is to escalate the disaster faster than it does and to have the ability to cope with unexpected events.

(End of this chapter)

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