Half Elf Ranger

Chapter 28 Detecting Traps

Chapter 28 Detecting Traps
Tick!
Dirty water droplets slipped from the gaps in the dilapidated sewer pipes onto the wet ground, making a crisp sound.

Thorn stood at the intersection, frowning slightly, his expression very serious.

The most troublesome thing about a trap is not how to remove it, but that you can't be sure where it will hide.

Especially for one-hit deadly traps such as strong acid and explosive flames, many times you are taking risks with your head up, and even a little carelessness may kill you instantly.

This is also the fundamental reason why most players would rather find a stable job, or work as a coolie on the pier, and spend the rest of their lives in a down-to-earth manner, rather than exploring in the wilderness or underground ruins.

In the adventure team, facing the traps in the passage, the most common way to deal with them is to let the accompanying rogues detect and eliminate them.

However, this kind of occupation is not born with the ability to find traps, perceive traps, and dismantle traps, but most rogues have learned this knowledge through acquired knowledge.

Faced with complicated knowledge, spellcasters basically have no time to care about other things. Professional fighters are not so flexible, so they are busy working out their muscles and training their fighting skills in their free time.

Rangers are a kind of guards who wander in wild forests. Their time investment in tracking and anti-tracking abilities leads to not much energy in researching traps.

Only the main ability of the rogue is stealth, infiltration, assassination, stealing treasure or scouting, etc., so if you want to complete every task perfectly, the knowledge of traps is indispensable.

So with the continuous development of time, in people's subtle cognition, the rogue is a professional with reconnaissance and disarming traps.

In fact, among the original inhabitants of this world, not all rogues have the ability to detect and eliminate traps, and not all rangers have excellent tracking abilities.

It's no surprise that some rogues have great tracking abilities, and some rangers have a keen sense of traps.

The original residents do not have the same upgrade mode as the players, and their abilities are automatically obtained as the level increases. All their abilities are actually trained over time.

Most melee professionals in this world, if they don't have professional teachers to train and teach them, if they only rely on their own exploration, they may not be able to master all the abilities of their own professional characteristics.

Even after the player has leveled up, he only acquires the most basic abilities of some professions, and the advanced skills still need to be explored by himself.

Otherwise, the player group has been in this world for nearly two years, how could it be so hard.

Just like Thorne's ranger class, after he reaches level 5, the only abilities he can get by relying on the class characteristics are: old enemy, tracking, durability, and two-weapon combat.

The ability to cast divine spells was obtained by spending money on transformation rituals.

You can imagine how to survive safely in the wilderness without the blessing of other abilities and only relying on these.

Therefore, in most cases where the level is similar, the strength of the original resident professionals is generally stronger than that of the players. This is the conclusion drawn by the player group after countless bloody lessons.

When the game was just released in beta, Thorn's attribute panel after entering the game was very miserable.

Except for the six attributes and the racial characteristics of the half-elf, everything else is blank.

It took him nearly half a year to upgrade from the most basic professional militia to the full level.

During his half-year gaming career, his routine was basically to practice the use of long swords and long bows and some basic combat skills at the militia training camp in the town at noon.

In the afternoon, you need to do some labor in the town to maintain the living expenses in the game.

After he was proficient in both the long sword and the long bow by virtue of his half-elf racial characteristics, he began to try to follow the militia guards in the village and town to clean up the threats.

Or go out into the wild alone and kill some lone small beasts, goblins and kobolds.

The reason why Thorne can achieve today's achievements is precisely because of his hard training in the early stage of the game, which laid a solid foundation.

After he successfully took up the role of ranger, he quickly relied on the attributes of the elite templates of the players to continuously kill kobolds and goblins in the wilderness, and slowly accumulated to where he is today.

Although melee professionals can cut people with a knife, if they don't have the skills in fighting and using weapons in the real world.

Ordinary players risked their lives to farm monsters in the wild in the early stage, and the experience points and practice points they gained were not as efficient as staying in the town for training.

After all, training can also gain experience and practice points. Although there are not many, at least it is useful to get through the most difficult initial stage.

When this game was first launched, it can be said that people love and hate it, because it is completely like a real world, which makes people want to stop.

But it is also a world where the strong are respected. Without strong strength, it is simply unrealistic to want to do whatever you want.

Facing the traps that might be hidden somewhere in front of him, although Thorne has a certain understanding of traps, he can easily find the hidden locations and eliminate some simple traps.

But this time it made him feel a little tricky.

Thorn took out a small dagger from the dimensional bag, tapped lightly on the nearby ground and slowly pried some floor gaps, but found nothing.

Among their group of players, there were no rogues. Even if there were, Thorn didn't think that these players who carried bags at the pier all day would be much better than himself.

How to do?
Thorne was in a bit of a difficult situation. The ranger's first ring of magic had scouting traps, but because of its limitations and limited applicability, he didn't choose it.

correct!

Isn't there a caster behind him?Maybe Anderina has the ability to detect traps.

So Thorne turned to look at Anderina and asked, "Will the detection trap work?"

Anderina's ability to advance to a powerful dragon vein sorcerer at such a fast speed shows that her charm attribute must be very high, so she also has a lot of spells.

Maybe it has detection traps.

Detection trap?Anderina froze for a moment, then shook her head apologetically.

Warlocks' ability to cast spells depends on blood, and the spells they master are also random.

They don't need to learn any knowledge, and they will automatically master the relevant spell abilities over time, and they don't need any spell slots, let alone use the magic net to cast spells, because their ability to cast spells is their talent.

Therefore, this ability to rely on talent to cast spells makes them master far fewer spells than wizards.

Basically, what kind of spells can be comprehended when raising the level of a warlock, and what kind of spells can only be cast in this life.

Unless you are willing to spend a lot of money to perform the blood purification ceremony, you will have the opportunity to get the spell again.

This is also one of the four major spellcasting professions that is relatively friendly to players, because you don't have to memorize complex system knowledge at all.

As long as your charisma attribute is high enough, and then rich enough.

In layman's terms, it is a rich, handsome, white, rich and beautiful career.

In settlements established by players themselves, the standard for measuring strength is how many warlock players there are.

Only warlock players are the only profession that can rely on spending money to grow the fastest.

It is the foundation on which most player colonies can gain a foothold.

After all, there is no shortage of rich people who like to play games and spend money in the real world.

Seeing Andrina's expression, Thorne looked at Pardo, a level 1 wizard who had just come out of the Wizard Tower, without any hope.

If it really doesn't work, the big deal is to let Trundle go up to the body and trigger all the traps.

Sensing Thorne's gaze, Pardo came over and said, "I have learned to detect traps."

oh?Thorne was taken aback when he heard the words, but it was somewhat unexpected.

Then he said, "Then I will trouble you."

"It's okay!" Pardo waved his hands again and again seeing Thorne being so polite to him, then he hesitated, and finally said: "Actually, I am not a wizard, but an arcanist."

(End of this chapter)

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