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The White Wizard's efforts will yield a Chapter 220 - 220: The Wizarding World's | NovelFull
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220: The Wizarding World's Greatest Achievements in the Past 100 Years (Part 3)

The third major achievement of the Plant Heart Academy in the past century—

Lord Green led the research and developed the Super Carpet Plant, accelerating the greening and conquest of the Great Northwest by 1000%!

As an inheritor of the Botany School, Green possessed many secret techniques for cultivating various Demonized Plants.

Over the course of 100 years, Green utilized the characteristics of his Golden Finger to fully learn and absorb this valuable knowledge.

For the wizards of the Mist Coast Wizard World, conquering the Great Northwest was the best path to obtaining the World's destiny.

Every faction, provided they had the capability, would pour all their resources and manpower into restoring this barren land, accumulating both factional and personal destiny.

According to historical records, three thousand years ago, the Mist Coast only had the Mist Forest as a green homeland for humanity to survive and thrive.

At that time, the Mist Forest was not as sparsely populated as it is now, with only wizard activity; instead, it was full of the bustling atmosphere of human life, with countless humans living and multiplying on this fertile land.

Three thousand years ago, during the great explosion of wizard civilization, dozens of Formal Wizards who inherited the legacy of the Ancient Wizards, guided by destiny, led the ancestors of the human race to aggressively develop the western part of the Mist Coast.

It was only through the efforts of generation after generation of wizards that the current layout of the Mist Coast was established.

...

The current Mist Coast is clearly divided into four regions.

The first region is the Mist Islands in the far east.

This is composed of fragments of the continent that were shattered, forming islands of various sizes.

Due to the Ancient Wizards' war, this area is shrouded in clouds and mist all year round, with chaotic and abundant elements.

It is sparsely dotted with many precious resource points and is the preferred destination for wizards to explore and adventure.

Because the terrain here is extremely complex and the climate is changeable, with no human destiny to suppress and disperse the mist, it has become the lair of Black Wizards, gathering countless Black Wizard pirates.

This region is not suitable for ordinary humans to live in; even Wizard Apprentices will encounter danger if they are not careful.

Therefore, the major factions of the Mist Coast treat this place as a resource point.

The second region is the location of the main body of the Mist Coast Wizard World civilization, and also the birthplace of the wizard civilization in this region—the Mist Forest.

After tens of thousands of years of historical evolution, this region has become a paradise for wizards.

It not only possesses hundreds of ancient ruins of various sizes but also has relatively abundant and mild elements, making it extremely suitable for the cultivation of wizards.

To protect ordinary humans from the radioactive substances naturally emitted by wizards, only Wizard Apprentices can freely explore here, with thousands of wizard gathering points distributed across this fertile land.

Basically, all the major factions and Wizard Academies of the Mist Coast have established Wizard Towers here to develop their power.

Because this region has been influenced by the radioactive substances of countless wizards for years and years, combined with the dense elemental environment, it has given birth to countless Demonized Plants, Demonized Beasts, and even mutated plants and beasts.

Furthermore, since wizards often research strange things, various experimental failures and experimental waste are thrown into the Mist Forest, making this place a forbidden zone for mortals and a resource site for wizards.

...

The third region is the mortal territory where the Motlan Grand Kingdom is located.

This region is incredibly vast, with an area more than twice that of the Mist Forest.

It is the habitat for billions of ordinary humans and the foundation of wizard civilization.

The wizards protect this place well, and with the suppression of human destiny, this region, which was transformed from a desert terrain, has no mist and one can see the sun.

The Motlan Grand Kingdom is a world with a typical unified civilization consciousness but ruled by medieval nobility under a feudal system.

It is a pan-federal political entity composed of various local great nobles.

Each wizard faction can support a great noble in this region according to the size of its own power, which means that every noble here has intricate ties with the Wizard World behind them.

The fresh blood of the Wizard World is born here, and some aging wizards also return here to settle down.

This is the base of civilization.

The fourth region is the forward base for the Great Northwest development.

Hundreds of thousands of Wizard Apprentices have come here for various reasons to fight against heaven and earth, resist wind and sand, and open up new green land for survival.

Currently, its area is already half the size of the Mist Forest.

However, the ecological environment here is still fragile and cannot accommodate too many people, so humans only live in some key nodes.

On the front line facing the desert, it is still dominated by Wizard Apprentices and knights, with no ordinary people.

...

Green has been working his life away to earn World Contribution Points.

In the annual fiscal expenditure of the Plant Heart Academy, the Great Northwest development strategy has consistently remained at around 30%, ranking first in the Mist Coast Wizard World.

With the growth and expansion of the Plant Heart Academy, the resources invested by the Plant Heart Academy into the Great Northwest development strategy have also increased.

Especially after Green developed the Super Carpet Plant, the difficulty of developing the Great Northwest dropped by more than 10 times, and the destiny obtained by the Plant Heart Academy skyrocketed accordingly.

The Super Carpet Plant is a great innovation created by Green, combining the hybridization technology principles of Aqua Blue Star with the Demonized Plant knowledge of the Botany School!

Why is the Great Northwest region so difficult to manage?

It is because this is an ancient battlefield!

The desert here is mixed with special energy, making it difficult for ordinary plants to survive.

Even if a few ordinary plants have evolved, they cannot be promoted and planted on a large scale, and the survival rate is extremely low.

Wizards can only plant Demonized Plants and use them to absorb and dissolve the chaotic energy in the soil, which is why the cost of developing the Great Northwest is so high.

Often, a medium-sized faction with a Formal Wizard needs to spend one or two hundred years of effort to expand 1 square kilometer of land in exchange for the destiny required for a Formal Wizard to break through.

...

The Super Carpet Plant researched by Green broke through the difficulty of large-scale planting of ordinary plants for the first time, utilizing the symbiotic and shared relationship between a low-level Demonized Plant, the Sea Buckthorn Tree, and the Sand Thread Grass.

He cultivated a Super Carpet Plant that is extremely adaptable to the western desert region.

The low-level Demonized Plant—the Sea Buckthorn Tree, is a type of low-shrub Demonized Plant.

It is a special Demonized Plant cultivated by a Formal Wizard in the Mist Coast two thousand years ago.

It can grow and bloom in three years, has an extremely developed root system that can penetrate hundreds of meters into the ground, and can slowly dissolve the special chaotic energy in the desert soil.

The Sand Thread Grass, a type of ordinary plant, is characterized by extremely thin and long stems, thorn-like leaves, and a thickness of a small finger.

However, it has extremely strong photosynthetic ability, consumes very little energy, and is a perennial herb.

Once a single plant grows up, it can cover one hundred square meters.

The Sea Buckthorn Tree is responsible for rooting deep into the ground, dissolving the chaotic energy of the desert soil, and changing the soil properties.

The symbiotic and shared Sand Thread Grass is responsible for covering the desert surface, preventing the desert soil from absorbing sunlight and replenishing chaotic energy.

At the same time, it uses photosynthesis to produce and accumulate a large amount of energy, which it transfers to the Sea Buckthorn Tree, helping the Sea Buckthorn Tree replenish the consumption of fighting and dissolving the special chaotic energy.

This special combination caused the resource demand for wizards to cultivate Sea Buckthorn Trees to plummet by 10 times, and the survival rate of Sea Buckthorn Trees also greatly improved.

It's just that the lifespan of the Sand Thread Grass is often not high, and a mature Sand Thread Grass often does not live for more than three months.

But what does that matter?

Sand Thread Grass is just an ordinary plant, and ordinary humans in the Motlan Grand Kingdom can plant it.

Wizards only need to issue tasks and drive ordinary people to plant it in large quantities within the Motlan Grand Kingdom.

It was truly this great research discovery that allowed Green to obtain a massive amount of destiny and successfully become a Tier 2 High-level Wizard!

...

148 years into the wizard's path, Green's panel is as follows:

Name: Green Anglet

Profession: White Wizard (Elemental Wizard + Bloodline Knight + Bio-armor Warrior)

Identity: Second Dean of the Plant Heart Academy, Transmigrator from Aqua Blue Star (World Changer, Civilization Innovator, World Repairman)

Physical Age: 158 years old

wizard's path: 148 years

Current Strength: Tier 2 High-level Wizard (Early Tier 2 Elemental Wizard) + Limit Bloodline Grand Knight + Tier 1 Peak Bio-armor Warrior (with Bio-armor 2.0 version enhancement)

Strength: 43 (The strength of a normal adult ordinary mortal male human is 1)

Constitution: 45 (The constitution of a normal adult ordinary mortal male human is 1)

Speed: 42 (The speed of a normal adult ordinary mortal male human is 1)

Spiritual Power Intensity: 100 Intensity (Tier 2 Wizard Spiritual Power has already materialized, with intensity between 100-300)

Total Spiritual Power: 100 * 5 = 500 units (1 intensity of a Tier 2 Wizard's Spiritual Power can carry 5 units of Spiritual Power)

Innate Wizard Spell:

Tier 2 Composite Defensive Wizard Spell—Plant Protection Field (Transformed from a Tier 1 Innate Wizard Spell)

Tier 2 Composite Imprisonment Wizard Spell—Thorn Cage

(A composite imprisonment wizard spell combining the plant direction and the anti-magic field direction. By casting the spell, a huge 3 * 3 * 3 meter Thorn Cage is formed, which can suppress the enemy's magic operation, have a weak effect of imprisoning the enemy's body, and absorb part of the elemental attacks to replenish itself. Only by coordinating internal and external forces can the cage be opened fastest; otherwise, it requires 2 times the limit strength to break.)

Lifespan: 158 / 1000 years

Golden Finger: Hundredfold Harvest (Can specialize one instance of learned knowledge or insight daily, gaining a 100-fold harvest effect bonus. Skill-type effects are best, accumulation-type knowledge effects are worst. One ray of Origin Light can be accumulated each year. Green can actively enter an brain overclocking state to digest all his knowledge, accumulations, and harvests.)

Cost: Green must promote the development of wizard civilization and help the Wizard World restore vitality and vigor (If the contribution requirements are not met within the specified time, he will be punished by being permanently stationed in the Endless Desert for the second half of his life (the last 200 years) to restore this barren land)

World Contribution Points: 6,000,000 points currently (The cost of using the Golden Finger is 100 World Contribution Points per year; the accumulated contribution points Green currently possesses can be used for 60,000 years of Golden Finger.)

Sources of Green's World Contribution Points:

1: Developing and expanding the Plant Heart Wizard Academy, changing the destiny of over 100,000+ Wizard Apprentices, directly or indirectly assisting over 30+ wizards to break through and become Formal Wizards, and promoting the civilization of the Mist Coast Wizard World to become more prosperous, more diversified, and more vibrant, World Contribution Points + 10086.

2: Perfecting the basic theory and knowledge foundation of the Bio-armor School, and creating the Tier 1 special Bio-armor 2.0 version. Widely promoting the Bio-armor School in the Mist Coast Wizard World, helping the development of the Mist Coast wizard civilization. 100,000+ Bio-armor School wizards revere Green as the founding patriarch of the Bio-armor School, World Contribution Points + 1,000,000.

3. Developing the Super Carpet Plant, helping the Mist Coast Wizard World increase the speed of developing the Great Northwest by dozens of times, greatly saving resources, and making the recovery speed of the Wizard World's traumatized zones + 1000%. A merit for the present, a benefit for the future! It should be known that the area of this desert land is not small, being fully 20 times the size of the area currently developed in the Mist Coast, so a one-time reward of World Contribution Points + 5,000,000.

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