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Planer Verse Online (LitRPG/Isekai)
Chapter 25 - Day 8 - After

Chapter 25 - Day 8 - After

G stared at his ring. The curse was still there, but it had changed, or perhaps he had changed. He could still feel the overwhelming optimism, but there was something more now. He used his Identify skill on it.

Magic Ring: Ring of Perpetual Optimism

Description: This enchanted ring was once worn by Guinidilda, the High Priestess of the Temple of Senses. The ring was imbued with powerful magic that allowed the priestess to feed on the strong emotions of her patrons, providing her with a powerful source of sustenance. However, the ring is also cursed, causing the wearer to be plagued with a never-ending sense of optimism and positivity.

Effects: While wearing the Ring of Perpetual Optimism, the wearer will always maintain a positive outlook, even in the most dire situations. They will be unable to feel fear, anxiety, or any other negative emotions. However, this unrelenting optimism can be a double-edged sword, as the wearer may become blind to potential dangers and risks. Strong emotions may override this effect if sufficient mana is now applied for a short period.

There is also an additional effect of the ring that is unknown and caution is advised when using the ring.

Abilities: In addition to the cursed effect, the Ring of Perpetual Optimism grants the wearer the ability to shield their mind from external influence. This ability can help protect the wearer from certain mental attacks, mind control, and other forms of psychic manipulation.

Note: It is recommended that the wearer of this ring be mindful of its effects, as the never-ending sense of optimism can lead to reckless behavior and a lack of concern for personal safety. Use with caution.

"Do you see this?" asked G, his eyes fixed on the ring. It shimmered with an otherworldly glow, revealing hidden depths of knowledge he hadn't expected.

"Yes, it appears your deeper understanding of the item is granting you more knowledge of its inner workings," replied Tocai, considering the ring with G.

G furrowed his brow, pondering the implications. "Should I try taking it off?" G's gaze remained fixed on the ring, a sudden realization dawning on him. "No, it's likely meant to stay put."

He gestured toward the cursed object, his thoughts racing. "Why would Guinidilda want to wear a cursed ring? The curse has to be designed to prevent anyone from taking it off her." With a furrowed brow, he considered the implications. "With her ability to shape-shift, losing it could have been disastrous." He glanced at Tocai, his expression grave. "The curse would've countered any chance of losing it."

As G spoke, a sense of unease crept over him. He glanced around the dimly lit chamber, his senses on high alert. "Okay, I need to take it off or at least figure out a way to protect myself from the full package of optimism. I think the ring can be used to protect me from itself; it did say mind control, it's definitely doing mind control, like the paralyzing effect of the Wight, or perhaps to protect the priestess's mind from all the emotional damage she was curing her temple's patrons of."

G paused, his thoughts racing, when an odd noise echoed from one of the cages near the wall. His grip tightened around his mace as he checked his mana, feeling the urgency of his dwindling resources. With less than 100 remaining, he desperately needed to find potions, food, or some lotus position that could increase his mana regeneration rate.

Cautiously, he approached the cages, his heart pounding in his chest. There, at the bottom of one of the cages, was a horrifying sight – albeit a tiny one. An undead rat, its eyes glowing with malevolence, chittered loudly and lunged at him, hitting the cage bars before trying to gnaw through them to get to him.

"Ack… what the heck? That thing still has flesh and blood attached to it!" G quickly unlatched the cage door and crushed the creature with his mace as it tried to escape. He decided then and there that he truly despised necromancers. The thought of encountering a recently deceased human or elf in such a state was infuriating. He could feel his elven nature still raging inside him at the thought of the undead and the debasement of the natural order of life.

G turned back to the room, noticing traces of magic everywhere. Most of it was necrotic, but some of it wasn't. He shuddered as he surveyed the eerie necromancer's lair. The cold air and musty smell of old tomes and decaying flesh made him uneasy. The walls were lined with shelves filled with various tools and ingredients for the dark arts of necromancy.

G approached a nearby workbench and found a few potions with necrotic energy, a set of magical needles and thread, and a small notebook titled "Experiments in the Undead." He quickly pocketed them and moved on to the next table. Here, he found a pile of bones, jars filled with dried herbs, and several books on the anatomy of various creatures. He planned to properly dispose of the books with necrotic energy in a fire somewhere. He took the jars with their unknown contents and left the bones. Wishing he had fire magic, G knew that setting the room ablaze would be ideal if he could. However, he doubted that the tiny fire pit would allow him to burn everything in a reasonable amount of time.

As he explored the room further, G came across several cages containing the remains of twisted experiments. The putrid smell of rotting flesh made him gag, but he forced himself to search for anything of value. Among the remains, he found a few coins and a rusty sword, but nothing truly valuable.

After examining the rest of the room, G came across a chest in the corner. He pried it open and found a few scrolls containing spells of necromancy, which he didn't even unroll. There was also a set of bracers—or at least he thought they were bracers. He used his Identify skill on them.

Item Name: Bracers of the Undead

Description: These ominous bracers were once worn by a powerful necromancer, rumored to have the ability to control hordes of undead creatures. The bracers are made of a dark, unknown metal that seems to radiate a cold, foreboding energy. The etched inscriptions on the bracers are written in a language that is unknown to all but the most scholarly and experienced scholars of the arcane.

Effects: When worn, the Bracers of the Undead grant the wearer the power to command the undead. The wearer can issue simple commands to any undead creature within a 10-meter radius below his own level, causing them to follow the commands as if under the control of the wearer. The wearer can also control a limited number of undead creatures at any one time, with the number of creatures depending on the wearer's level of proficiency with the arcane.

Abilities: The Bracers of the Undead also provide the wearer with enhanced physical and magical resilience, making them more resistant to damage and magical attacks. The bracers also allow the wearer to see in complete darkness, a useful ability for navigating dark dungeons and caves.

Note: It is advised that the wearer of the Bracers of the Undead exercise caution when using their powers, as the command of the undead can have unforeseen consequences. Wearing the bracers for prolonged periods of time can also have a corrupting influence on the wearer, leading them down a path toward darkness and malevolence. It is recommended that the bracers be handled with care, as they are highly sought after by practitioners of the dark arts.

He looked at the bracers, utterly repulsed. He picked them up with two fingers as if he were pinching a dangerous bug and willed them into his inventory one at a time.

There were a few gold coins in the chest and a silver locket containing a tiny, detailed image of a woman. He examined it and placed it back in the chest. He didn't need the silver and felt uncomfortable taking such an item; it didn't need to be destroyed.

G glanced at all the items from the astral ship in his inventory: several paintings, an assortment of gold and silver place-setting items, a small chest of jewels, and several thousand gold, silver, and copper coins. That type of thing would have made him giddy in any game or even on Earth, but here, now, it just didn't excite him for some reason. Sure, he wouldn't want food if he could buy it, but the idea of living in some fancy mansion or castle didn't appeal to him. He'd take the mushroom forest, or better yet, a nice outdoor forest before those things.

He turned his attention to the dead Malusnight Wight. G collected a sample of its ichor draining from its shrunken corpse in one of the small vials on the table, hoping to study its properties and find a way to defend against such a creature in the future. It was a bit of a mental leap, one half of his mind was saying destroy the creatures remains, and the Earth part was saying he needed to understand it better to defend himself. He compromised and took just this small sample in the tiny vial.

The last table was the one with the instruments of some twisted mind or mad scientist. There were bone saws, needle-like contraptions, and meat hooks—it was horrible. He poked through it with his magical sight. He put anything that was magical in his inventory: scissors and a small paring knife, which were all enchanted to cut magical material or, as G figured, the skin of magical creatures. G had hoped there would be something to house Tocai in, but they found nothing of the sort. The magical magnifying glass was a nice find.

Item Name: Arcane Focusing Lens

Description: This mysterious magnifying glass is made of an ancient crystal that shimmers with a blend of green and clear colors, giving it a unique appearance. The edges of the lens are intricately etched with both delicate filigree designs and dark, twisting symbols, hinting at the lens's potential dual purpose. The Arcane Focusing Lens was crafted by a powerful enchanter and necromancer, who imbued it with a potent magical aura that allows the user to perceive both the arcane and necrotic energies.

Effects: When held up to the eyes of the user, the Arcane Focusing Lens allows them to focus their magical energies with incredible precision, much like the Enchanter's Focusing Glass. In addition, the lens allows the user to see the necrotic energy that surrounds all undead creatures, much like the Lens of Necrotic Insight. This allows the user to determine the age and strength of the undead, as well as any potential weaknesses or vulnerabilities that they may possess. The lens also allows the user to detect any nearby undead creatures, even if they are hidden from view. The lens provides valuable insight into the nature of the arcane and the necrotic, allowing the user to craft spells and magical items that are more effective against undead and other arcane entities.

The tale has been taken without authorization; if you see it on Amazon, report the incident.

Abilities: The Arcane Focusing Lens enhances the user's knowledge of both the arcane and the necrotic, providing a deeper understanding of the complex and mysterious forces that govern magic and the undead. This knowledge can be used to better understand the properties of magical items and to craft new spells and enchantments with greater ease and skill. The lens also allows the user to perceive the magical auras of nearby objects and creatures, providing valuable insight into their nature and properties.

Note: The Arcane Focusing Lens is a powerful tool that should be used with great care, as prolonged exposure to the necrotic energy of the undead can have a corrupting influence. Additionally, the crystal is delicate and prone to breakage, and the lens is highly sought after by practitioners of both the arcane and the necrotic. Only those with a strong will and a deep understanding of both the mysteries of magic and the dangers of the undead should attempt to use this powerful tool.

G swept the room one more time using his magic sight and found nothing else of interest. Most of this stuff was going right into a fire when he had a chance. Evil is evil. He looked around and saw a small portcullis on the other side of the room. That led into a long hallway. G refreshed his two traveling spells for 200 mana and snuck out the door down the passage.

The passage wound a bit but soon straightened out. He passed several rooms with debris in them and nothing of value. The passage was clearly dwarven-carved, with stone carvings dotting its length here and there. It ended above what looked like a ruined guard building. Below, several meters away, was the broken building lacking a roof and most of its walls. In front of that building, though, was a road. G looked at his map again, and yes, it was one of the dark pathway roads, if not the same one. It was large and wide and ran in the correct direction for Mirbor. He crouched there for a few minutes, looking and listening for any possible goblins or other creatures that might see him.

While he waited there, he opened the prompts he had received from the last battle.

Malusnight Wight 400 experience.

"Whoa, nice," he thought to himself. "There is definitely a bonus for defeating creatures above one's level. With risk comes bonus rewards." Of course, he had almost died again, but it was still nice.

Congratulations!

You have gained a level. You are level 5.

You have gained 1 stat point.

You have gained 1 druid spell.

You have gained 1 wizard spell.

You may now use level-three spells.

You may choose a subclass.

You may choose one of the following companion boons:

Companion Boon : growth, speed, intelligence, magical bite, or regeneration

Very nice. He immediately looked at the new level three druid spells.

Lesser Conjure Animals, 250 Mana, Casting time: 4 seconds - This spell allows the druid to conjure up to three beasts of their choosing to fight for them in combat. The creature's levels will be the caster's level divided by the number of creatures summoned up to a maximum of level 10. The beasts will serve the druid for one hour or until they are defeated. The druid can choose the type of beasts they wish to conjure, and the creatures will appear in a 5-meter radius around the caster. The beasts are bound to the druid's will and will not attack the caster or their allies. The creatures summoned will depend on the caster's skill and the area it was cast.

Plant Growth, 150 Mana, Casting time: 2 seconds - This spell allows the druid to cause an area of vegetation to flourish and grow rapidly, improving the quality and yield of crops and plant life. The spell affects a 10-meter radius around the caster, and the effect lasts for 24 hours. The druid can either increase the crop yield, improve the overall health of the vegetation, or cause the plants to grow to their maximum potential.

Lesser Heal, 50 Mana, Casting time: 2 seconds - This spell allows the druid to heal the wounds of a single target. The target's wounds are healed, and any bleeding stops, restoring 30 health. The effect is immediate. The spell's effectiveness depends on the severity of the target's wounds and the caster's skill in the art of healing.

Conjuring animals could certainly increase his damage output and, more importantly, absorb some of the damage in combat. Plant growth wasn't something he saw a need for given his current quest to kill a high-level Cultist; if he ever settled down somewhere, it might be nice. The last spell, Lesser Heal, was the easy winner for him right now. At 50 mana, his familiar could cast it twice if needed, and it stopped bleeding, which was a serious problem in a fight. He had expected it to cost more than the previous spells, but that wasn't the case; all the spells had different mana requirements.

"Do you have any idea why the mana costs are different?" asked G.

"I can only guess. Perhaps they do not scale as well, or their cost goes up with your skill," said Tocai.

G nodded and chose Lesser Heal.

He then looked at the level three wizard spells next.

Daylight, 75 Mana, cast time 1 second - This spell creates a bright sphere of light, illuminating a 20-meter radius around the caster. The sphere lasts for one hour and allows creatures without darkvision to see clearly in the area. Undead and other creatures that are sensitive to light are affected by this spell, taking damage from the brightness of the light. The spell can be used offensively against such creatures. The spell requires a strong connection with arcane forces and control over light magic.

Tidal Wave, 150 Mana, cast time 2 seconds - This spell summons a massive wave of water that rushes towards the target location, damaging any creatures in its path. The wave has a 10-meter radius and travels for 30 meters before dissipating. Damage 5-20 for every creature hit by the wave. All creatures must save vs trip attack or be knocked prone. Fire creatures take extra damage.

Spider Climb, 50 Mana, cast time 1 second - This spell allows the caster or a target creature to climb any surface, including walls and ceilings, as if they were a spider. The effect lasts for one minute, and the target's movements are not impeded by gravity or orientation. The effectiveness of the spell depends on the target's weight and the surface they are climbing on.

"Damage and utility," he muttered to himself, running his fingers through his hair as he surveyed the options before him. "Spider climb would definitely come in handy. With that, I could have scaled the temple walls, gotten out of range of those pesky goblins, or maybe found a spot to hide from their prying eyes."

He paused, considering his next move. "Daylight might be useful for taking on those undead, but I've already got night vision, so maybe it's not worth it. Besides, that kind of damage is too specific."

After a moment's thought, he nodded decisively. "I think Tidal Wave is the way to go. It's got a huge range and can deal area damage, which should come in handy in this situation." He chose Tidal Wave.

He looked at his character stats.

Race

Aardsylvian

Class

Wild Magic Artificer

Stats

Strength

12

Agility

12

Wisdom

18

Intelligence

19

Endurance

17

Charisma

10

Mana Pool

470

Hit Points

57

Mana Regen

5.74

Mana, hitpoint, and Mana regen went up each level. He decided to go back to his primary stats and bumped wisdom up to 19, which gave him 480 mana and 5.87 Mana Regen.

He looked at the descriptions of the companion boons.

Growth - This boon enhances the physical growth and strength of the animal companion, allowing it to grow up to twice its normal size. The companion gains increased physical attributes such as strength and constitution, and becomes much more imposing in battle. This boon requires the druid to channel nature's power to imbue the companion with the energy needed to grow.

Speed - This boon enhances the speed and agility of the animal companion, allowing it to move at supernatural speeds. The companion gains a boost to its reflexes, allowing it to evade attacks more easily, and to move faster than most creatures. This boon requires the druid to channel nature's power to imbue the companion with the energy needed to move with great speed.

Intelligence - This boon enhances the intelligence of the animal companion, allowing it to understand and follow complex commands. The companion gains the ability to communicate with the druid on a more sophisticated level, and can even perform basic problem-solving tasks. This boon requires the druid to channel nature's power to imbue the companion with the energy needed to increase its intelligence.

Magical Bite - This boon enhances the physical bite of the animal companion, imbuing it with magical energy that can harm even the most resistant creatures. The companion gains the ability to bite through armor and magical defenses and can cause additional damage to foes with its bite attacks. This boon requires the druid to channel nature's power to imbue the companion with the energy needed to generate a magical bite.

Regeneration - This boon enhances the natural regenerative abilities of the animal companion, allowing it to heal rapidly from injuries. The companion gains the ability to heal itself over time, regenerating its wounds at an accelerated rate. This boon requires the druid to channel nature's power to imbue the companion with the energy needed to regenerate its wounds.

G read through that list again and mentally whistled. Those all were good.

He asked Tocai, "What do you think? "

"They are all good choices in different scenarios, but the thing you lack the most as a caster is someone to tank your damage. Since you didn't take Conjure Animal, I suggest you take select Growth for Crewton and train him not to run away all the time, " said Tocai.

"Wow, harsh man, he is just a medium dog. Running away has always been his thing, but I get your point," said G, and he selected growth. A prompt appeared.

This boon requires the druid to channel nature's power to imbue the companion with the energy needed to grow.

Oh, he needed to do some magic on Crewton. G looked around at the small ledge of the broken platform. He would do it later when he had a safer spot. He had no idea how long this would take or how much mana.

He had one final prompt to work through, he selected it.

You may choose a subclass. Choose one now?

Available sub-classes:

Artifact Hunter

He was expecting, well, more options. He only had the one he thought he learned when Riclos showed him how to use his identity skill a little better.

He chose Artifact hunter. He needed help now, and that extra ability per level would definitely help. He didn't get any extra skills or abilities. But he could see the next one for level 6,

Artifact Hunter: Level 1

Ability to use magical items without using the command word(willing it to happen).

Ability to sense magical items up to 10 feet away +10 for every level of this subclass.

Improved ability to identify a magical item(information dependent on subclass level).

Ability to summon companion.

That was four abilities. G looked at his primary class and wouldn't get any abilities for that next level. Well, now he really wanted to talk to Riclos and get to a level in his primary class.

"You also gained a skill level in two skills, Whip of Thorns and Briar Patch. I took the liberty of hiding any skill upgrade that didn't need your input," said Tocai.

G looked at the corresponding spells; they had both gone up one damage point. Well, at least they scaled on the damage. Little things like that tend to add up, not a game changer right now, but at skill level 10, it would be ten more damage for the same mana costs. He had no idea what he would face in the city of Mirbor, but more damage was always better. He also noticed that stealth and surprise attack had gone up a point. That had been a pretty good first hit on that Wight.

After all his prompts were done, G scouted the area below again, not seeing any changes, he carefully picked his way down the rubble, having to drop the last three meters to the ground. He turned and started to make his way toward Milbor.