Chapter 73 Wizarding Network (Part 1)

"You go first." Lynn tossed one of the junior goblin engineer tokens to Bu. He didn't mind having more goblin followers. He then explained to the old goblin how to use it and its effects.

Bu was completely stunned by this enormous surprise.

Goblin Engineer!

For goblins, this is a profession ingrained in their bones, one that earns them the envy and awe of their people.

Its biggest dream was to become a goblin engineer.

Lynn did not give out the other token, for those in power should be most wary of inequality rather than scarcity.

Although Bu had only recently started following him, he was the goblin who had followed him the longest compared to the other two goblins.

Granting him the Junior Goblin Engineer Inheritance Token was also a gesture of goodwill; didn't you see the other two newly joined goblins' eyes turn from yellow to green?

Bu placed the Junior Goblin Engineer Token on his forehead. The token, which was as hard as iron, melted into molten iron and turned into a small black hammer that Bu held in his palm. Finally, a black mole appeared between Bu's eyebrows.

Lynn finally looked at the Goblin Wanderer's training manual.

Goblin Wanderer

The wanderer is a scout, an infiltrator, a spy, or a ronin wandering the wilderness.

They share common traits: versatility and adaptability. Generally speaking, wanderers are skilled in cunning and deception. They are adept at stealth, opening treasure chests, avoiding traps, gaining the trust of enemies, or stealing a target's wallet.

Experienced rogues possess extraordinary abilities; they can traverse cliffs with incredible speed and agility. They are proficient in bows, crossbows, rapiers, short swords, and daggers, excelling in stealth, quick reflexes, and possessing exceptional skills in ambushes and assassinations. Furthermore, while rogues are not adept at spellcasting, those who roam the darkness still possess some shadow magic.

Wanderer's Companion Magic:

Detect Trap, Shadow Stealth, Sound Elimination.

Wanderer weapon ratio:

Rapier: The optimal length is the user's arm length, the width should not exceed 1/20 of the length, and the weight should not exceed 1/10 of the user's single-hand strength. The material used to make the rapier should maintain a certain degree of toughness, and it is considered qualified if the tip can be bent more than 90 degrees without deforming.

(picture)

短剑:最佳长度为使用者手臂长度1/3左右,宽度不宜超过长度1/8,重量不得超过使用者单手力气1/10,打造短剑的材料应当保持坚硬。

(picture)

Lynn skimmed the lines, looking down from top to bottom.

The Goblin Wanderer Training Manual is very detailed, from the introduction of the wanderers to the weapon crafting models and the transformation rituals of the wanderers, everything is written clearly.

However, the magic of goblin wanderers differs from that of wizards.

The goblin wanderer's magic has a limited number of uses.

After using a spell, you need to rest for a sufficient amount of time before you can cast the same spell again.

Lynn read it and discovered the reason.

Because the goblin wanderers' spellcasting abilities were acquired through a conversion ritual.

One of the most important steps in the conversion ritual is connecting to the wizarding network.

Each spellcasting ability is "lent" to the spellcaster by the Wizarding Network.

Lynn felt it looked familiar; it resembled the magic net of the goddess of magic.

Could it be that the wizards created a knock-off version?

The magic network has its advantages and disadvantages. In fact, many magicians need to rely on the magic network to cast spells because the magical elements in nature are inherently chaotic and turbulent. They permeate every bit of matter and exist in the multiverse in various forms of energy. They are like a herd of untamed wild horses or a rigid and stubborn rock. Without sufficient strength, it is difficult to control these unruly elements, or the elements may simply not listen to your commands.

The greatest use of the magic network is to ensure that low- to mid-level professionals can cast spells stably and continuously, while powerful beings do not need to go through such trouble to cast spells.

The Magic Network is a transit and filtering network. It is said that the Magic Network has penetrated into every corner of nature and exists in almost every place.

They serve as a bridge between spellcasters and the elements of nature.

Lower-level spellcasters can cast spells more easily through the magic network. Of course, while it's easier, it still consumes mental energy. Casting spells requires mental energy, and to ensure the spellcaster's health and maintain the stability of the magic network, there are limits on the number of times a professional can cast different levels of spells at each level.

Simply put, it is possible to cast spells without relying on the magic network, but this method is prone to accidents and requires a high level of skill.

Wizards, on the other hand, follow a path of casting spells without relying on magic networks.

For most professionals, being able to cast magic is enough; making them slowly understand the principles of spells and elements is simply too painful.

This was Lynn's understanding of the magic network, but he had never heard of the wizard network before. He guessed it was something created by some powerful wizard.

Lynn looked at the transformation ceremony and realized he didn't have many of the materials needed.

However, there's a chance to find the materials needed for the transformation ritual in the treasure chests in the monster's lair.

Let's continue and sweep through the other monster lairs.

Lynn had three goblins follow behind him.

Then the two iron earthworms burrowed underground. Apart from the walls, the path in the middle of the maze was all dirt, which the iron earthworms could burrow into.

But soon the iron earthworms reported that they could only burrow about fifty meters underground, and could not go any further. The ground fifty meters below felt like a wall, making them dizzy.

"You all go into the alchemy lab first, and don't touch anything inside." Lynn thought for a moment, worried that the three goblins would die from the area-of-effect attack, so he simply put them into the alchemy lab.

These three skinny goblins have no fighting ability whatsoever; if you took them out individually, they probably couldn't even beat a strong farmer.

Continuing forward, Lynn soon found another entrance similar to the one before.

Lynn went inside and found that the monster's lair had been taken over. There were traces of magic everywhere on the ground and the surrounding walls, and the monster's corpse had also disappeared. It seemed that the other party also had spatial items to take the monster's corpse from the monster's lair.

After squinting and thinking for a while, Lynn used a minor illusion spell to create an illusion of himself in front of him.

Lynn followed at a distance, thinking with a touch of regret that it would be perfect if he knew invisibility or stealth spells.

After walking several hundred meters, another fork in the road appeared ahead, one on the left and one on the right.

"Front side on the left, back side on the right."

Lynn took a coin out of his pocket and tossed it into the air. The coin landed heads up. "Then let's continue with the left side."

Lynn glanced at the footprints on the ground; there were clearly fewer footprints on the left than on the right.

After walking only a few hundred meters, a faint sound came from ahead, and then Lynn realized that his illusion had shattered, indicating that he had been struck by an external force.

(End of this chapter)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like