Chapter 289 Three Magical Items Arrived
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In addition to giving Hobert the magical items, Christian also gave him a list.
It detailed the abilities and negative effects of the three magical items. As an "Artisan", he could clearly understand the capabilities and drawbacks of the magical items he created.
First was the dinner knife, with the abilities: Travel, Blink, and Record.
Hobert was very pleased to see these abilities. Although each had its limitations, all three classic abilities of the "Apprentice" pathway had been preserved.
The limitations of the three abilities were:
"Travel" could only be used once per minute.
"Blink" was limited to five consecutive blinks, followed by a half-minute cooldown.
"Record" had no time limit, but could only record one demigod-level ability at 40% of its original power; two Sequence 5 abilities at 60% of their original power; or six Sequence 6 or lower abilities at 80% of their original power.
Compared to a true "Traveler", there were indeed many restrictions, but Hobert wasn't a "Traveler". These abilities were enough to keep him alive, just as "Hanged Man" Alger had described: enemies would find it difficult to kill him easily, and a metropolis like Backlund wouldn't be able to trap him.
Next were the negative effects: the holder would become very afraid of cats. Removing the knife would eliminate this effect.
Indeed, it was a classic trick. A fear of cats was unlikely to be exploited by enemies unless by sheer coincidence.
Hobert couldn't help but try it out. He poured his spirituality into the dinner knife, and everything around him became unreal. He re-entered the spirit world, where there was no up, down, left, or right.
In just a few seconds, he appeared in his rented room on Blanca Street, holding the dinner fork.
Looking at the dark rental room, Hobert couldn't help but smile: if Fors saw him like this, she would definitely think he had woken up from hunger.
After waiting a minute in the living room of the rental, Hobert used the "Travel" ability again and returned to his bedroom in Empress Borough.
A carriage ride that took more than an hour now only took four or five seconds. Hobert thought to himself that he would never be late again.
He continued to look at the list. Next was the small wine glass, only about two fingers thick, a metal goblet.
Its abilities were: Spirit Channeling, Corpse Manipulation, the ability to sign contracts with two Underworld creatures, and Underworld Gate.
There was also a "passive skill": Spirit Vision. As long as he wore it, he would be in a state of Spirit Vision without consuming his spirituality.
"Spirit Vision", "Spirit Channeling", and "Corpse Manipulation" were, of course, characteristic skills of the "Death" pathway.
The last two abilities were completely unexpected bonuses. Although Hobert himself couldn't create an environment similar to the Underworld and couldn't become a vessel for undead or spirit creatures, he could sign contracts with two Underworld creatures, which was equivalent to having two more assistants.
When needed, he could summon them from the Underworld with a simple incantation.
The list provided a more detailed explanation of this ability: the spirit creatures summoned using this ability were relatively high-level, and they needed to be respected to prevent them from attacking. Once a contract was signed, they wouldn't attack the holder, but they had to share the spoils of war with them, or they would tear up the contract and attack the holder.
When Hobert saw the "share the spoils" clause, he decided not to summon them easily.
"Underworld Gate" opened the gate to the Underworld. If only a crack was opened, the creatures of the Underworld would only stare at the enemy, filling their hearts with fear.
If the gate was fully opened, the creatures of the Underworld would rush to pull the enemy in, and if the enemy didn't have a proper response, they would eventually be dragged into the Underworld.
The limitation of this ability was: it had to be used with an interval of more than 24 hours, otherwise the ability couldn't be used.
As for the negative effect of the small wine glass: a chill throughout the body, no matter how thick the clothes were, or even sitting by a fire.
Hobert held the small wine glass and felt it. For him, the degree of cold was not a big problem. For ordinary people, a chill throughout the body could easily lead to a cold, but for a physically strong Beyonder, it was just cold and unlikely to cause illness.
Then Hobert sighed: with this small wine glass, the "Spirit Necklace" could be retired.
Finally, he looked at the soup spoon, which only had two abilities: Iron Skin and Rot.
"Iron Skin" was exactly the ability Hobert wanted. It was more like a passive skill, which he would have as long as he held the magical item.
"Rot" was like a "gift" ability, allowing creatures to rot quickly, withering plants, and creating a small patch of rotten mud on the ground.
It didn't seem to be of much use, only useful in specific places and specific situations.
So Hobert felt that this skill was like a freebie: useless, but reluctant to throw away.
But as long as he had the ability of "Iron Skin", it would meet Hobert's requirements.
As for the negative effect, it was greater than the sum of the previous two magical items: he would become fond of killing and bloodthirsty, and would involuntarily become cruel.
This made Hobert sigh that even the best "Artisan" was somewhat overwhelmed by the Beyonder characteristics of the "Prisoner" pathway, and it was difficult to control the negative effects of the magical items.
And these negative effects generally affected the holder's temperament.
Hobert considered using the negative effect of the "Fighting Ring" to neutralize the negative effect of the "Soup Spoon", and at the same time, he could use the "Baron of Corruption" level of "Distortion" to constantly distort the cruel and bloodthirsty thoughts.
Hobert held the soup spoon and felt it. After such neutralization and distortion, he really didn't feel much bloodlust and cruelty.
Next was the naming phase. He still named them according to their attributes. Hobert named the dinner knife "Traveler's Knife", Hobert named the small wine glass "Spirit Wine Glass", and the soup spoon was of course "Iron Soup Spoon".
When naming the soup spoon, Hobert was slightly stunned. "Iron Soup Spoon" didn't seem to express its extraordinary attributes, and "Rotten Soup Spoon" didn't sound good either.
Finally, Hobert decided: just call it "Zombie Soup Spoon"!
After equipping these three magical items, Hobert's strength reached a new level, and he became more confident in tomorrow's exploration.
Then he considered how to carry these things in combat. Hobert had encountered this problem in previous battles.
The Tang Dao would need to occupy one hand. Did he have to take it out of his pocket when he needed to use something?
Taking out all spoons, forks, and the like would be too disrespectful to the opponent. After all, he was here to fight. Why did he have to eat a meal while fighting?
The key was that it was easy to take the wrong one and it took time.
After thinking for a long time, Hobert went to the first floor and asked the maid to sew a few cloth buttons on his shirt, insert the magical items into the cloth buttons, and then carry them close to his body. When he needed to use something, he could inject spirituality into the item.
Then Hobert took down all his shirts and asked the maid to sew cloth buttons on these clothes tomorrow.
The only impact was that no matter how hot it was in the future, he couldn't just wear a shirt out, otherwise others could easily judge from the shape on the shirt that Hobert was carrying knives, forks, spoons, and the like on his chest, and he even carried a small wine glass.
Others had medals hanging on their chests, but he hung cutlery, as if he was afraid that others wouldn't know that he was a foodie.