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8.91% Isekai - Reincarnated Into an Adventurer / Chapter 14: Chapter 14 - Dungeon Part 2

Bab 14: Chapter 14 - Dungeon Part 2

Look carefully for the wall around where the hatch is located. The spirit orb grows for about 15 to 20 years, and it harbors the spirit and grants its possessor magical power.

It seemed that hundreds of years old spirit balls could be found in cheap dungeons, and they had great magical power and were traded for high prices.

This dungeon was previously discovered by Karne, and it seems that the boss is weak because of the new dungeon that was just created, and the spirit ball is too young to recover.

It's been 18 years since then... Karne said it would be an easy win for the young boss, but he hoped the other adventurers hadn't found it yet... Oh, there's a... shining brown gem in the hole. off the wall. They found.

It's a spirit ball... It's the first time he's seen it. It's still a small ball, but it looks like it will get bigger as you continue to use it. Well, Tara's got something to say, so they're going home.

Tara found a cave-like exit on the right side of the back wall, and as she climbed the passage from there they found her in a meadow.

Both the dungeon exit and entrance were one-way streets and could not be turned back. Therefore, in rare cases, there was a risk that ordinary travelers would accidentally step into the dungeon entrance, so the dungeon had to be notified as soon as it was discovered and managed so that only adventurers who matched the level could enter.

After all, you have to beat the boss to get to the exit. Even traps set by adventurers were allowed, although there was an upper limit to the number that could be set, as long as they were commensurate with the dungeon level.

Like this Dungeon, if the general public didn't get out of the way, it seemed like it was allowed without notice and the adventurers who found it would have a sign that only they could understand.

Karne said that discovering the landmarks of the Dungeon that other adventurers found was the real pleasure of the adventure.

After all, it was the first Dungeon challenge that only two new adventurers could overcome, thanks to Karne for providing them with detailed information and items.

Looking back at the meadow, Tara prays to reach Carnet and launches a mini dragon carriage.

Unfortunately, Karne doesn't have a spirit orb. Even if they got it, they sold everything.

Magic that requires you to cast magic spells is rarely useful in close combat, especially in tight and complicated dungeons, where powerful weapons like swords and axes and physiques like fists are useful, and throwing knives are missiles. Roy always said it was the best bow and arrow.

It looks like you can swing a sword while casting spells, but it looks like a spell with a long casting time blows the nerves, and the sword and magic are halfway through.

It was Karne's theory that magical powers were bestowed by ranged attacks, which were supposed to be used in wars between nations and were not suitable for adventurers.

In case of war, a magician who causes various kinds of fires, earthquakes, floods, etc. at once and causes great damage to enemy troops is useful.

Therefore, it seems that the spirit balls of the great weapons can be traded at a price that soldiers can buy. It seemed that his team didn't have an attacking mage, thinking an adventurer didn't have to fight a demon.

It seems that there is a bishop of recovery magic instead, but this is not a spirit orb, but a skill bestowed as a virtue of a monk training in a temple.

Still, depending on the dungeon, there were dungeons with large spaces, so there didn't seem to be a team that included magicians to capture dungeons more efficiently, and in rare cases, there seemed to be battles between adventurers.

When asked what to do in such a case, it seemed that the messenger of the bow and arrow could be hit several times while the magician was casting a spell.

No matter how far you are, it is enough to have a good bow and arrow bearer, and the effect of magic can be judged by the spell you use from the start, so if it is a one-on-one duel in close quarters. quarter, which will win the swordsman. She tells him she doesn't have it, but Tara has a mind of her own.

********

"Trust in your friends and lend them their power, the Holy Spirit of the abundant earth. Use that technique to shake the earth and strike at the feet of your enemy, the earthquake!"

When Tara cast a magical spell that could be used by the Holy Spirit of the earth taught by Karne, 10 of the 20 bamboo sticks that were stuck into the ground as if they were enemies 10 meters away shook violently and collapsed.

The effective range is within a circle with a diameter of 2 meters. It might be called initial magic, but it was a little disappointing that the range of effect was narrow even though it was range magic.

However, as you continue to use it, the spirit ball will grow and the magical power will increase, so let's do our best.

Tara tried it from a few meters to a hundred meters, but there was no big difference in the effect, and she was pleased that it was effective even for distant foes. Kunai in Dash will only hit enemies 10 meters away.

However, it seems necessary to sing clearly and loudly. It seems that you shouldn't make word-for-word mistakes, and it seems that you should understand what kind of magic is required, but spirits don't try to read human emotions... Tara doesn't know if it can be done, but the emotions of their owners need to reach the spirits hard because of them. don't read them one by one.

You can't use it unless the spirit ball grows, but intermediate magic doubles the length of the spell, and advanced magic doubles it.

Tara senses the reason why she was attacked while chanting. Tara checked the effect of the magic the first time and tried it many times while changing the distance, but from the second time she decided to raise the index finger of her left hand while holding the spirit ball and then lift the index finger again to chant. ...

In addition, it seems that the collapse of the cave ceiling and the shaking of the ground shaking loudly can be used in early magic, and Tara continues to chant the spell while changing the number of fingers to stand up.

It seems that the amount of magic that can be used in a day is also determined by the spirit ball, and the spirit ball has lost its brilliance after chanting 30 times. It seems that the amount of use will grow and grow, so it is better to use it repeatedly every day.


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