Chapter 87 - Mind-Calming Necklace (1/2)
After completing the introductory quest, everyone received equipment pertaining to their own cla.s.s.
Hawk received a s.h.i.+eld with the enchanted attribute of stoutness, while Link received a chain mail with fire resistance.
Jett’s reward was a black scepter with a spiked iron ball hanging from the top. It was absolutely unlike a scepter and more like a meteor hammer.
However, Jett himself quite liked it.
Betta was the luckiest. He obtained a fire element long sword. It was glowing red all over and looked extraordinary. This weapon would burn its user, but he had the blood of red dragons, which gave him additional fire resistance. This thing in his hand was just like a hand warmer.
Roland’s luck was normal.
He received a staff with two attributes: +2 spell power, +6 maximum health.
After receiving this staff, he immediately carried out a test by using a normal small fireball.
The spell’s power certainly increased, but not obviously so, just slightly better than nothing. However, the increase in maximum health was not bad either.
The best equipment he received was an achievement reward for being the first to complete the main dungeon quest.
Inside his system’s view, Mind-Calming Necklace was a piece of equipment with a gold name and it had only one effect…
Mind-Calming: Continues to absorb and store mental power unintentionally emitted by the wearer, and if the wearer’s mental power is lower than 50%, the stored mental power will be fed back to the wearer. Feedback speed: 30/s, continues for 3 seconds.
Mental power was MP. Inside the system’s quant.i.tative value, Roland’s current MP was 140/140. Even if Roland leveled up to the highest level, he supposed that his own MP’s upper limit wouldn’t surpa.s.s 400, but the Mind-Calming Necklace’s storage upper limit was 500.
In other words, it was an equipment that automatically regenerated mental power and could be used from the early stages to the late stages of the game.
It truly was a piece of gold equipment.
Roland naturally wouldn’t flaunt a piece of equipment like this. It could be said that this equipment was a hundred percent in line with Roland’s gaming style.
For mages, equipment was just complementary and didn’t give them much of a boost.
However, what restricted the performance of mages was often MP and the number of spells. MP was the more important of the two—this was the prerequisite of all spells.
No matter how good your equipment was, and how impressive the spells you learned were, without MP, they would be of no use.
In addition, Roland really liked to study derivative spells. This required the non-stop use of a single spell.
Although the specialty Roland’s Zeal could quickly replenish mana, if an experiment was conducted too frequently, a period without spellcasting would still emerge.
With this equipment, even if he didn’t use it to endure in a battle, he could use it on magic experiments.
Delaying neither learning nor battle, and it could be used for an entire “lifetime,” it was absolutely a G.o.dlike equipment.
None of them was the type to flaunt. No one deliberately revealed the attributes of their newly acquired equipment and no one asked on their own accord.
Exiting from the tomb’s pa.s.sageway, they discovered that it was already afternoon in the game’s world.
“Let’s go back to the city first,” Hawk said bleakly as he gazed at the sun, which was already inclining to the west.
The others replied weakly in agreement.
Although they completed the dungeon quest, apart from Roland, the other four weren’t all that excited.
The reason was a little unimaginable—the dungeon was cleared too easily.
For players, sometimes a suitable amount of torture was a part of gaming happily.