Constructing-Style Wizard

Chapter 622: 200. Deconstructing Sea Water



Chapter 622: 200. Deconstructing Sea Water

Before officially beginning the pursuit of wanted criminals, Noland Lee still had some preparations to make.

Considering that capturing criminals in the Suman Archipelago might involve dealing with highly corrosive sea water, Noland needed to make sure he had emergency measures to cope with it.

In his opinion, his worst situation would be getting stranded on a desolate sea surface.

Just imagine, surrounded by corrosive deep sea water, and Denise Green is hundreds of kilometers away. There are no ships to land on, it is not possible to contact Denise through “Soul Perception,” and even his Soul Strength and Energy Points have been depleted.

Facing such an extreme situation, what should Noland do?

There’s no doubt that, other than contacting Lecturer Professor Erica and asking her to send someone to rescue him, he had no other choice.

Instead of entrusting his life to others, Noland felt it would be better to keep it in his own hands.Copyright by Nôv/elDrama.Org.

He used the remaining gold coins from the island purchase to buy a magic pouch with a capacity of 300 cubic meters. The larger the capacity of a magic pouch, the more expensive it is, unlike with hard drives.

A 300-cubic-meter magic pouch consumed nearly 3,000 gold coins of Noland’s money.

In addition to the large-capacity magic pouch, Noland also bought several other items.

A Magic Inflatable Raft, which when folded up, is just 50 cubic meters. Taking it out and throwing it on the sea surface will automatically inflate it, turning it into a magic raft with a deck area of about 100 square meters within a minute. This is a consumable item and cannot be reused. Noland bought three spares, totaling 1,200 gold coins.

A Nautical Locator and a Lost Sea Fog Report. These two items are essential for going out to sea. The former is a product of deep sea magic that provides real-time geographic information. The latter records the fog threshold of nearby sea areas. Together, they cost 1,500 gold coins in monthly rent, with the former being 1,000 gold coins and the latter 500 gold coins.

Freshwater, food, medicine, and other supplies, totaling 300 gold coins.

In total, Noland spent 5,700 gold coins just to cope with extreme situations.

And it’s not over yet.

Noland needed to confirm that he could withstand the corrosiveness of the sea water in case he accidentally fell into the deep sea and escape the churning water.

To do so, he used the Ocean Current Crystal to ride the Circum-Island Current and arrived at the rarely visited East Side Islands, landing on Snow Mountain Island 1.

He stood still at the foot of the snow mountain, facing the vast sea.

Since there are no underwater magical facilities in the East Side Islands to purify the water, the sea water here retains its inherent corrosiveness and turbidity.

It appears eerily dark green without any bad smell or odor, but when touching the water surface with your hand for a long time, you can vaguely feel an odd itchiness.

If soaked long enough, not only will the skin surface whiten and wrinkle, but it is also very likely that strange red dots, green dots, black dots, and other spots will appear.

If the soak time was even longer, the spotted stains would spread like ringworm, extending to the entire arm or even the whole body.

The final outcome would be death or injury. If you don’t want to die or amputate, you will have to spend gold coins looking for a natural system or deep-sea wizard to cure the disease.

Noland wanted to test how long he could last in the deep sea water without protection. This way, he would not panic when he was in trouble.

He rolled up his sleeves, exposing his right hand and forearm, and reached out to the dark green sea surface.

As soon as his right hand was soaked in the sea water, a system message appeared in Noland’s mind.

[Notice!]

[You have touched the “Suman Archipelago East Side Sea Area 3 of sea water.”]

[It is estimated that in 35 minutes, you will undergo a “Tenacity” attribute-related judgment. If the judgment fails, you will receive several unknown negative effects.]

“After soaking for 35 minutes before the judgment starts… Is this ’35 minutes’ related to the ‘Tenacity’ attribute?” Noland pondered, taking out a bottle of Swift Swallow Potion and pouring it into his mouth.

[You have taken the “Swift Swallow Potion.”]

[“Tenacity” temporary -3, now 16 points.]

[“Agility” temporary +3, now 16 points.]

Noland took his right hand out of the sea water and put it back in.

Another system message was received.

[Notice!]

[You have touched the “Suman Archipelago East Side Sea Area 3 of sea water.”]

[It is estimated that in 35 minutes, you will perform a ‘Tenacity’ attribute-related judgment…]

The triggering time for the judgment didn’t change, and it was still “35 minutes.”

This indicates that the higher or lower “Tenacity” attribute doesn’t affect the timing of the judgment.

Presumably, the length of time before the judgment is triggered should only be related to the sea area.

Different sea areas will have different judgment timing points.

To verify his guess, Noland flew to the southeast of the East Side Islands according to the pre-existing map of the Suman Archipelago, landing on another small island.

This small island is located in the “Suman Archipelago East Side Sea Area 5.”

Noland put his hand in the sea water.

This time, the system reminded him that he would undergo a ‘Tenacity’ related judgment in 38 minutes.

This proved that Noland’s guess was correct, and the timing of the judgment was indeed related to the sea area where he was located.

Noland changed sea areas several times and tested repeatedly, finally concluding with a clearer result:

The closer the sea area is to land, the later the judgment triggering time.

In other words, if you lose your way on the sea, and even your nautical instrument is broken, you can generally determine the direction of the nearest land by the triggering time of the judgment.


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