Chapter 257: [Bonus chapter]Wizard's path
Chapter 257: [Bonus chapter]Wizard's path
(You reached the necessary requirements to unlock a new path.)
Level 80: Flamestorm - Unleash a raging storm of fire, scorching all enemies in a ten meters radius. Cost 2000 mana Cast Time: 10 seconds.
Level 85: Blizzard - Summon a blizzard that chills and slows enemies within a ten meters range. Cost 2000 mana Cast Time: 10 seconds.
Level 90: Cyclone Tempest - Create a powerful whirlwind, lifting and tossing enemies around. Cost 3000 mana Cast Time: 10 seconds.
Level 95: Earthquake - Generate a ground-shaking tremor that disrupts enemy formations in a twenty-meter radius for ten seconds. Cost 2000 mana Cast Time: 10 seconds.
Level 100: Elemental Cataclysm - Combine all four elements into a devastating spell, unleashing chaos and massive damage to all foes in the area. Cost 5000 mana Cast Time: 20 seconds.
The Wizard's Path is a voyage into the arcane depths, delving into the intricacies of spellcasting and the manipulation of magical energies. Those who embark on this path become adept sorcerers, wielding their mystical powers with precision and finesse. Intelligence and Wisdom + 06 per level.
Level 1: Arcane Initiation - Begin your journey into the arcane arts, gaining basic proficiency in spellcasting. You gain three percent more experience when using spells per level.
"... That was disappointing, but I guess this skill will gain experience the more I use magic, and then it will increase the experience of other spells," Rain thought.
Rain immediately equipped the new skill and then returned to his home feeling that he had done enough in the last month when it comes to training. While Rain could use some crazy spells, he didn't like them since they took time to cast and consumed way too much mana. Any decent fighter could avoid them... their power was insane, though.
"They don't produce enough food for them?" Jori asked.
"They do, but they don't hunt or raise cattle for food. It is more or less against their culture. Only a few tribes do that," Branden explained. "Still, it is different if they buy it from outside. Probably because they treat the animals and monsters on their territories with more respect."
In addition to hunting and raising cattle, the magic people have notably abstained from fishing, and they don't possess any boats or maritime presence. This deliberate avoidance of fishing activities is rooted in a longstanding feud between the magic people and the sea folk, a distinct group with a deep connection to the seas.
As a result of this aversion to fishing, the meat that Rain, Branden, and Esmeralda had access to was primarily sourced from the few tribes within the magic people's community that do consume meat. This dietary choice aligns with the broader culinary preferences of the magic people, who predominantly rely on vegetarian and grain-based dishes.
The inclusion of meat in their cuisine remains a relatively rare and specialized aspect of their diet.
"It would be easier to just fly there, but do we have to escort a whole convoy of food? It will take weeks," Rain said.
"That can't be helped. While the borders are open, few merchants are using them. This will be a good sign that the truce is in effect," Branden said. "To avoid problems, it is better if we send someone like you who is already known by them. Naturally, Jori, Reca, Liss, Asche, and Terra will also assist you since there is a chance that the convoy will be attacked... by one of the two sides."
"So, you guys didn't sniff out anyone from our side that might cause problems to end the truce?" Rain asked.
"That is quite hard to do since nothing happened so far, and we can't start a witch hunt without any proof," Branden replied.
"Once both sides begin to negotiate, we will be able to tell those who will benefit less, and we will be able to keep surveillance on them while investigating them as well," Esmeralda added.
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