Sorcerer’s Handbook

Chapter 82: Draw a card! (Chapter 9)

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Looking at the nine magic spirits in front of him, Ash had to do some radio gymnastics on the spot to relieve his excitement.

During last night's exploration of the virtual realm, they harvested 12 magical spirits!

Three of them were said to be able to be sold at a good price, so they were taken away by Sword Lady. But even so, Ash's harvest that night was almost enough to cover all his harvests from the past few days!

Not to mention they also got 2 experience orbs!

Ash felt that unless he drew out a new virtual realm exploration artifact, it would be difficult for him to replicate last night's performance before the Silver Wings were fully deployed.

Last night's experience also deeply confirmed the life truth he summed up when he was at work: working is not as good as fishing, fishing is not as good as exploitation, exploitation is not as good as picking peaches...

When they discovered a wild magician nearby in the virtual map, Ash and his friends' first reaction was to quickly get away from him - it's not that they still had a conscience and were kind and didn't want to rob a strange magician they had never met before, but they were afraid that two people would not be enough for the other person to beat with one hand!

That’s right, Ash was very sure that neither of them could defeat the other alone!

They are very confident about their own strength: both Sword Lady and himself have achieved their current strength through forced growth, with few miracles and almost no combat system.

Fiora is a bit better. After all, her talent is there. She can catch up with them as long as she spends some time. However, Ash is just a thigh pendant. Apart from normal attacks, he can only summon a substitute to deliver. It is no exaggeration to say that he is the 'weakest combat magician of the same level'.

Bullying the projection of the magician on the inheritance island and beating up the knowledge creatures was already their limit, and they were even a little powerless - especially after condensing more than half of the silver wings, the intensity of the battles they encountered rose to a higher level, and they had to exhaust their magic power almost every time and could only defeat the enemy with great difficulty.

Magicians like Ash and the other two were undoubtedly outliers in the Sea of Knowledge. After all, they had only been magicians for seven days. Among normal magicians, they had not even left the Novice Village and were still in the rookie stage of familiarizing themselves with the game mechanics!

And this magician who was able to appear near them had undoubtedly condensed more than half of the silver wings. The time he had spent in the virtual realm was definitely more than a month, maybe even half a year or a year!

The advantage of time at this time is enough to make a big difference. To use the game as an analogy, Ash and the other player are like players who use cheats to upgrade, but they haven't completed any professional tasks, main tasks, side tasks, etc., and they can't even perform a set of combos.

And as their levels increase, the Gate of Truth will only teleport them to high-level monster areas!

Fortunately, the two of them were a bound team. If any other single magician had experienced the same thing, they would have been killed by the knowledge creatures in the high-level monster area and would have been reborn early.

A normal magician can only condense the Silver Wings step by step. Whether it is faction realm, combat system, or mastery of miracles, they are far superior to Ash and the other two cheaters. Not to mention that the other party is likely to have experience in fighting against magicians. I am afraid that they will find that Ash is a soft persimmon that can be targeted as soon as they fight.

Although Ash could also bet that the other party was not a combat mage, there was no need to do so - his real body was still crying out in prison. If he or Fiora died, it would be useless even if Ash cried out "I don't want to play anymore, give me back my life", and he could only wait for the Blood Moon Judgment to punish the gambler.

So when he saw the other party approaching, Ash immediately controlled the boat to avoid it. However, due to the white fog, the other party could not find the boat at a certain distance. At this time, Sword Lady suddenly bit his ear and proposed a very exciting bad idea.

"Wow, you're such a mean person, but I like it."

"Tsk, you sound like you're some good guy."

So the two of them sneaked around to the front of the strange magician, found a "slightly troublesome" area in the virtual map, and threw small stones to lure the strange magician over.

According to what I have experienced in the past few days, most of the "troublesome" areas are the habitats of knowledge creatures, and they are basically in the growth stage, with large bodies, amazing combat power, and can make good use of magic spirits. Even if the magician can defeat them, he will definitely not be able to keep the knowledge creatures.

Sure enough, after a battle with the strange magician, Ash saw in the virtual map that the yellow area of "a bit troublesome" gradually turned into a green area of "quickly go pick up the spoils", and the green area was constantly moving, obviously the knowledge creatures were escaping.

And Ash's boat was guarding the path where the knowledge creatures were escaping!

It is actually very simple to judge which direction the knowledge creatures will escape: unlike magicians who are completely in the dark, knowledge creatures must be aware of the situation around their habitats, so they can escape to safe areas every time instead of crashing into the habitats of other knowledge creatures to compete for territory.

Ash only needs to observe a circle and exclude the routes to areas that are "worth a visit" and "a bit troublesome". The remaining routes are the escape routes that the knowledge creatures are likely to choose. Even if there are some errors, Ash can correct them in time by looking at the virtual map. Almost every time, he can teach the young knowledge creatures what "misfortunes never come alone" and "escape is shameful and useless" mean.

Relying on this method, Ash guides the strange magician to the habitat of the knowledge creatures, and then waits nearby, waiting for the knowledge creatures to escape after being defeated, and then goes over to pick the peaches and reap the benefits.

Doing this not only brings rich rewards, but is also very safe. The combat effectiveness of the knowledge creatures is greatly reduced when escaping, and they can easily be stunned when encountered an ambush, just like when you are being chased by a ghost and suddenly step on a banana peel. Anyone would become autistic.

When the strange magician's soul energy was consumed too much and he was about to log off, Ash and his companions were still a little reluctant to leave. They killed a total of five knowledge creatures and harvested 12 magic spirits and 2 experience orbs.

Especially those two experience orbs, in the words of Sword Princess, "We earned in one night what an ordinary magician would earn in half a year."

More importantly, among the 9 magic spirits that Ash was given, one is exactly the third kind of magic spirit that I need to perform my miracle!

It looks like a ball of water that is constantly spinning, with a small wing made of water. It trembles when you hold it in your hand, and looks very cute.

"circulation"

"One-winged spirit"

"Restrictions: The affected object must have a water source in its body."

"Basic effect: All effects (instant damage, continuous effects) received by the first target are transferred to the second target. The transfer speed varies depending on factors such as the distance between the two targets."

"Passive effect: When there is liquid in the magician's body, it can reduce the physical impact received."

"'Water flows to the lowest place.'"

With the three magic spirits of Stand, Heart Sword and Flow gathered together, Ash now has all the prerequisites to cast the "Kill Me" miracle!

The next step is to quickly master the magic spirit to the extent that you can trigger the resonance of the virtual realm in the prison, and then you can try to perform miracles when the magic power is prohibited!

After collecting the circulating magic spirits, Ash opened "Aurora's Magician's Manual" and chose to recharge all the remaining 8 magic spirits!

One magic spirit is worth 8 points, and 8 magic spirits are 64 points. Adding the 40 points that existed before, now Ash has a huge sum of 104 points, which can be used to buy "a pile of source crystals"!

Purchase successful!

Obtain 20 source crystals!

Then trigger the double reward for the first charge and get another 40 source crystals!

Add to that the 4 source crystals signed in during these three days, a total of 44 source crystals are available, which can be used for 14 searches!

It's my turn, draw a card!