I Am Not A Goblin Slayer
Chapter 1000 - 482: 6th-Ring Spell Selection
*Splendid Light Ball* was much stronger in this regard, so it could be placed on the shortlist.
*Fiery Empowerment*, on the other hand, was outside Gauss’s consideration. Even though he was a Caster who frequently used fire-type Spells—with *Fireball Technique* being one of his most utilized Spells, ranking just as high as *Magic Missile*, and often bringing out the 0th Ring *Flaming Arrow* and 1st Ring *Burning Hand*—he rarely encountered enemies with such extreme elemental specializations. Even Hephaestus, aside from its fire breath, still possessed a powerful physical body to be proud of. Casters generally didn’t focus solely on a specific Elemental Magic either; they would at least diversify their skill sets. They did this out of fear of encountering targeted countermeasures or creatures immune to certain types of Magic.
If he gathered enough resources in the future and encountered multiple empowerment-type Spells, he could certainly collect and learn them. After all, being immune to various types of Magic would be highly advantageous. Gauss also wanted to experience standing before an army of thousands, remaining completely unharmed and unmoving while countless Spells rained down on him.
*Find the Path* was also quite useful, especially since it might have miraculous effects in a Maze environment. However, since Gauss was currently fighting wars against Demons, its priority had to be lowered.
As for *Spiritual Prison*, after some thought, he decided he definitely needed to learn this Spell. His Intelligence Attribute was as high as 21 points. In the foreseeable future, his advantages in intelligence and spirit would only be firmly consolidated, further widening the gap between him and other creatures. It could be said that while he was a balanced all-rounder with no obvious shortcomings, when facing Demons—whose physical bodies were generally highly developed—his physical advantage over them was not as pronounced as his mental advantage. When he killed the Extraordinary Centaur, he hadn’t relied on close-quarters combat or overpowering it with sheer strength, but rather on blasting it to death with Spells.
Admittedly, there were also many Casters within the monster faction, and their Intelligence Attributes might not be inferior to those of human Casters. But from a statistical standpoint, the vast majority of monsters had stronger bodies than minds. Gauss’s Monster Atlas meant that the enemies he would face were mostly specialized monsters. Thus, *Spiritual Prison* could exert a much better offensive effect. It might even work wonders against certain powerful Demons who possessed only brute strength.
He was thinking precisely of those goblin Warrior Lords who pursued nothing but physical destructive power. Casting a single *Spiritual Prison* could likely strip away half their lives. He realized that *Spiritual Prison* was excellent and that he absolutely had to learn it!
Gauss quickly sorted through his thoughts, discussed them with Michelle, and finalized his exchange plan: *Spiritual Prison*, *Splendid Light Ball*, and *Wind Walk*.
Among the three, *Spiritual Prison* was significantly more expensive than the other two combined. This was likely because techniques targeting the soul were much rarer and more precious. Gauss’s reasons for choosing the first two went without saying, but why did he ultimately choose to exchange for *Wind Walk*? He was already highly proficient in the Flying Skill and could manifest dragon wings for physical flight. Why would he learn a seemingly redundant flying Spell?
The reason, naturally, was that it could compensate for his current shortcomings and fully maximize his advantages.
First, *Wind Walk* could strengthen Gauss’s control over the wind and air currents, greatly reducing the impact of air resistance during high-speed flight. By creating a special wind field around himself, he would no longer need to use requip Magic to change into more form-fitting mithril soft armor before flying at high speeds; even wearing a loose set of robes would not affect him in the slightest. Furthermore, once the personal wind field reduced air resistance, it would push Gauss’s already terrifying flight speed to an entirely new level, making his speed advantage even more pronounced. Compared to defense, dodging actually held a higher priority. As long as he didn’t take damage, there was no danger.
In addition, *Wind Walk* also possessed a mass-flight effect. It could envelop numerous willing creatures, allowing them to follow the Caster on long-distance flights.
This point was a crucial factor in Gauss’s final decision. He recalled his time in the Red Earth Land. In order to relocate the numerous tribespeople, he had gone to great lengths—traveling by land, building ships for waterways, and then returning to land. If he had mastered *Wind Walk* back then, it would have saved him a tremendous amount of trouble. In the future, he was bound to encounter more similar situations. He needed a method for mass, long-distance flight.
After exchanging for these three 6th Ring Spells, along with the previous *Echo of Yesterday*, the quota provided by Gauss’s male Green Dragon had been 90% depleted. It was probably only enough for him to exchange for one last item. He looked toward the catalog of wondrous items, preparing to select the special artifact he currently needed most.
If you find any errors (non-standard content, ads redirect, broken links, etc..), Please let us know so we can fix it as soon as possible.
ReportUse arrow keys (or A / D) to PREV/NEXT chapter
Loading comments…