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Annan opened his eyes once again from the bed.

He had just about closed off the players’ rights to enter this nightmare.

He could advance to silver at any ti now. Currently, the "Silver Knight" was more of a secondary profession... Continuing to enhance this profession could only add to Annan’s health and strengthen his body. It wouldn’t provide combat skills like the Swordsman, only offering a high amount of attributes.

And its skill list ca entirely from the use of holy light imprints to purchase the Divine arts—that is, the proofs of purifying nightmares.

Therefore, Annan made a decision: further advancent of his secondary profession yielded negligible benefits.

It would be better to let the players have the experience here, to let them leave with a higher level, more stability...

Annan’s top priority at the mont was to advance.

After dispersing the players, there weren’t many tis left to enter the Nightmare: Gallery...

In the past few days, he had fard the Gallery three more tis, raising the level of Silver Knight by three.

—And then there were only four more nightmare durability left.

Louis’s efficiency in purifying this nightmare wasn’t high.

Leaving four tis essentially guaranteed that he would need to purify it for over a month.

As for Annan himself... he was ready to set out.

Yes, Annan certainly wouldn’t be so kind as to suddenly offer so players a treasure map...

What was in the elven ruins wasn’t just things needed for a child’s advancent.

Although that was indeed true—the wandering child was currently only level fifteen, still quite a distance from advancing to silver.

It was, in fact, intended for Annan’s own advancent.

Salvatore had outlined many advancent directions for Annan as a "Wizard".

Unlike the "Wizard Apprentice," which could easily beco a "Wizard," the requirents for further advancent as a Wizard were rather difficult.

For example, even the most common advancent into "Archmage" required that all of the wizard’s spell slots be filled, and it must involve more than three spell schools. This condition was almost default for formally trained wizards, but for Annan, a rapidly advanced wizard, it was not so easy...

Besides, the characteristics of the "Archmage" profession couldn’t et Annan’s needs—it rely eliminated the penalty for wizards casting spells across schools.

And professions like Winter’s Hand, the utility role that Annan also didn’t want to switch to, because its side effects were too great.

Among the remaining advanced professions, not many allowed a wizard from the Disabling School to advance...

Ultimately, Annan chose an ancient advancent.

—Frostspeaker.

When Annan first rembered this profession, it was simply because the Skeleton Lord once ntioned the surna "Frost Speech".

But after consulting the man in the mirror, Annan learned more:

The Disabling School that was established after the Unification War was actually the rger of two completely different professions.

Before the Unification War, they were called "Vein of Ice Wizards" and "Silent Wizards".

Spells like Lazy Eye and Wall of Stagnation were the trademarks of Silent Wizards—they excelled at resonating with enemies or space using their own bland emotions, silent words, and frail bodies. By this ans, they could restrict others’ ability to speak, cast spells, project objects, engage in lee combat, etc., and were a pure control profession.

The Vein of Ice Wizards, on the other hand, were more straightforward, the traditional "Ice Magic".

In this world, both ice and fire as transcendental powers originated from the ancient Dragon Race. Just as the Grandmother and the Father of the Fla originated from dragons... at least before the first era, before humanoid creatures began to erge and record history, the Grandmother and the Father of the Fla were already the True Gods of ice and fire respectively.

The origin of Vein of Ice Wizards can be traced back to the third era.

In the third era, so Elves received a portion of the Grandmother’s power, becoming "Frostspeakers". Because elven souls align closely with nature, their initial transcendence was "Solidification", which is the silver rank. They could expertly control the domain of frost, a profession akin to a priest that could communicate with the "Grandmother", the living embodint of frost—roughly equivalent to the magical version of a Silver Knight.

Later on, so Frostspeakers thought this efficiency was too low... Elves capable of carrying the power of Frost Speech were too rare, which was not conducive to heritage. So they further diluted this curse, creating the third-hand profession "Vein of Ice Wizards".

The power used by Vein of Ice Wizards was basically already not much associated with the Grandmother.

Or rather, transcendental power so faint... no longer required the permission of the master of the frost domain to use.

But now it’s the Fifth Era.

In the Third Era, Icevein Sorcerers, who were evaluated as "weak in power," had beco one of the strongest professions of all—of course, partly because they had completely changed their way of combat.

Icevein Sorcerers no longer use robes made of ice silkworm thread that could amplify the power of the Frost domain, or scepters inlaid with blue crystals and silver.

—They picked up axes and hamrs.

Although this greatly weakened their ice, compared to the previous requirent of continuously casting spells until the enemy was utterly frozen or shattered, now they only needed to slow down the enemy’s movents, and one hamr down could even knock out a giant on the spot.

The efficiency was extrely high.

One of the reasons why Icevein Sorcerers rged with Silent Sorcerers after the Unification War was the lack of advancent opportunities for Icevein Sorcerers... The other reason was that both were ancient sorcerers who had defected.

Since Icevein Sorcerers could slow down the reaction speed of enemies, they picked up slow but imnsely powerful axes and hamrs.

And the Silent Sorcerers’ feature was that they could limit the enemy’s spellcasting abilities, dispel the enemy’s protections, protect against the enemy’s projectile attacks...

So they picked up guns and crossbows, choosing to take unilateral snipes at the enemy.

My lord, my era has changed, but you haven’t.jpg

As ancient sorcerers from both schools rged into Wizards of the Disabling School... they beca even more accustod to this "imposing restrictions" "relying on external objects" mode of combat. Having arrived in the Duchy of Winter with the old grandmother, they beca more practical with each passing year over the decades...

Of course, even now.

"Frostspeakers," as an ancient profession, is still one of the preferred choices for Wizards of the Disabling School—provided they could successfully advance.

Not for any other reason, but because it has persisted to the present day... it has withstood the test of history.

The prerequisites for advancing to a Frostspeaker were also clearly written by Salvatore:

An erosion rate lower than 50%, at least three spell slots, more than 10 points in physique, more than 10 points in will, more than 40 points in perception, affinity in any elent of the Frost domain over 50, Frostspeaker’s Permafrost Blood, and the initial influence: Whisper of Grace.

Annan t the first six requirents.

This wasn’t much because Annan t even more of the other advancent requirents...

As for the remaining materials and influence, Salvatore had also marked their sources of acquisition for him.

—It was the relics that Annan had sent the children to.

The initial influence, "Whisper of Grace," would appear in all Elves’ relics. As long as the relics left traces of Elves’ lives, they would typically have both "Whisper of Grace" and "Hymn of Nature" influences, and there was a small chance of encountering the "initial influence: Residue of the Silver Soul."

Its external manifestation was walking on an uninhabited street, occasionally hearing whispers in Elvish, or suddenly hearing singing around you. When these phenona occurred, it ant that these two influences had been gathered.

As for the "Residue of Souls," in simple terms, it was essentially a haunting... and it was of the level where one was stalked by ghosts.

This was why the Heath Tower of Black preserved the ruins as they were and even set up barriers to seal the doors, so that when influences were needed for rituals, soone could be dispatched to harvest them.

Wizard’s Towers usually call such places that can stably produce influences "influence pools." Each influence pool is a vital public asset to the Wizard’s Tower.

By dispatching the four children to this influence pool, Annan wasn’t actually worried about encountering grave robbers, nor was he concerned about the monsters inside—the ruins would at most contain so neutral ghosts, and to converse and contend with them, Annan specifically sent Vatore, a half-undead.

What he was mainly apprehensive of was encountering Wizards from the Marshland Heath Tower.

The principle of the Wizard’s Tower was that only Wizards of the sa tower, with a permit, were allowed to enter the influence pool to harvest influences.

If they encountered danger, Annan only needed to change their resurrection point back.

Once they completely scouted the route, Annan could make a quick trip in and out to avoid eting anyone on the way.

After all, this was essentially poaching... Although Salvatore had a high status and could disregard such matters, Annan still didn’t want to cause trouble for him.

Annan wasn’t worried about being caught on the spot and brought to the Black Tower.

What he was concerned about was that he might use excessive force in self-defense and accidentally kill one of Salvatore’s seniors...

However, at the mont, Annan had another eye to rely on.

He could always determine through the vision at Dragonwell Tea when soone might head to the Elven relics in the Beihai territory.

The importance of vision.jpg

You are reading Super Righteous Player Chapter 293 - 291: Frostspeaker (Third Release, Monthly Tick on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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