Reincarnated Maid is About To Be Captured by All Players

Chapter 91 : Anna of Many Trades



Time was running short, so I didn't have time to explain the reasoning in detail.

Carol Cat looked completely confused, but still took out her bow and arrows and did as instructed.

As [Falling Star Rain] launched into the air, the moment it burst apart, I activated time-stopping magic.

"Verweile doch (Why not stay for a bit)!"

Time stasis only lasted for 0.9 seconds, but that was enough for me to work with.

To apply negative status effects, I needed to enchant weapons with physical form. I was certain no adventurer would think of the possibility of enchanting all the arrows of [Falling Star Rain] - that kind of workload would be nearly impossible to complete.

But it wasn't absolutely zero.

In the game, the strength of skills and magic was proportional to the number of synthesis formulas required. For example, [Spatial Transfer] synthesis required nearly twenty different skills in total, including branches like coordinate positioning that had nothing to do with combat. If adventurers didn't focus on specializing in a particular area, they would often learn many miscellaneous skills but wouldn't be as effective as adventurers who specialized in a specific field.

Therefore, although the game had no class restrictions, players would still find their position and focus accordingly, occasionally learning some unexpected skills. In principle, without class constraints, a single player could learn all warrior, mage, assassin, and priest magic... but this was generally impossible to achieve. Just focusing on learning one area required enormous effort, let alone dabbling in side professions for fun.

So from an adventurer's perspective, a mage who simultaneously possessed both support (Buff) magic and damage-specialized magic basically couldn't exist.

[[Lucky Pendulum: Increases probability-triggered skills to 100% probability (1 use)]]

Some skills had random probability rates, and Lucky Pendulum's effect was to increase enhancement success rates, so the master no longer had to worry about their bad luck. Unfortunately, this skill had no effect on monster farming, treasure chests, card drawing, etc. It purely increased success rates.

[[Dual Existence: The same beneficial magic affecting oneself can be stacked multiple times]]

[[Magic Circulation: When using magic, probability of reduced consumption; extremely low probability of zero consumption magic use, this effect cannot be enhanced by any means]]

[[Multiple Casting: After using this skill, repeats the last used magic, with probability of multiple additional repetitions. Additional repeated magic consumption is reduced by 50% based on the previous magic's base consumption; this skill can be actively interrupted; Multiple Casting cannot respond to Multiple Casting]]

[[Copy Chanting: When applying single-target Debuff, probability of targeting multiple enemies]]

According to player classifications, the skills I used simultaneously possessed characteristics of multiple professions. Dual Existence's synthesis method leaned toward warriors, they would learn this skill to allow beneficial magic cast by allies to stack; Magic Circulation's fusion method leaned toward mages, as many high-level magic spells had significant consumption costs. Incidentally, [Spatial Transfer] was one of the few high-level magic spells whose consumption couldn't be reduced, probably because the developers considered unlimited, unrestricted spatial transfer too overpowered, so they did some minor work to balance our very balanced game. Follow current novᴇls on N0v3l.Fiɾe.net

Multiple Casting could be learned by any magic user, but it also had the highest learning difficulty among these skills. Copy Chanting was a skill that leaned toward witches. Simultaneously possessing Lucky Pendulum, Dual Existence, Magic Circulation, and Multiple Casting could achieve the effect of a nearly perpetual magic machine.

The game's principle was that unless specifically stated as "no consumption" or "no cooldown," or something like "refreshes cooldown time," using other methods to reduce consumption could at most approach zero consumption, but there would always be some cost.

Since these skills required different focus directions to acquire and were all quite high-level magic, with Multiple Casting being especially difficult, probably no adventurer could learn them all.

Next came using the Copy Chanting skill to frantically stack Debuffs.

With the support of max-level Lucky Pendulum, I could definitely trigger Copy Chanting's multiple target designation. Since I had Dual Existence to add multiple Lucky Pendulums, I could immediately follow up with Multiple Casting, whose probability trigger would also be in a 100% activation state. The Debuffs affected by Copy Chanting to target multiple enemies would also target multiple enemies when repeated by Multiple Casting; Magic Circulation was used to reduce consumption, and occasionally encountering zero-consumption Magic Circulation was pure profit.

Without Dual Existence, intervening with Lucky Pendulum mid-way would disrupt the rhythm. Multiple Casting wasn't passive but active, repeating the last used skill. As long as I had multiple Lucky Pendulums active without disrupting the skill chain, Multiple Casting could connect with Debuffs like [Blind].

Under these conditions, even applying Debuffs to the massive volume of arrows in [Falling Star Rain] was achievable.

The only thing to be mindful of was the priest in the adventurer team... Although I had applied max-level [Last Rites] Debuff to interfere with the priest's dispel magic usage, max-level [Last Rites] Debuff could only last through three magic casts. Three random key presses could remove it.

I just needed to use this gap to eliminate the priest.

"Rifa! Can you distinguish the priest among the adventurers?"

"The one dressed like a priest, right?"

Clergy attire could increase healing amounts and other attributes. Under normal circumstances, priests would wear gear that matched their role.

I nodded. Only Sigrdrífa could move freely in the night and infiltrate their ranks to take the enemy general's head.

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