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Infinite Range: The Sniper Mage

Orson, a disgraced former eSports champion, finds himself reborn on the opening day of Infinite Dimensions, a hyper-realistic virtual reality game that secretly doubles as humanity’s last line of defense against alien forces. Armed with memories of the future and a god-tier talent that grants him infinite range with every monster slain, Orson is no ordinary mage—he’s a walking artillery unit, capable of taking down bosses from miles away. Determined to rewrite his tragic past, protect those he failed, and rise to the top, Orson dives into the game with one goal: to turn his newfound powers into unstoppable strength. But as he grows stronger, enemies emerge, and the countdown to reality and the virtual world merging looms closer. Can Orson secure his place as the ultimate long-range mage and survive the deadly trials that await? In Infinite Range: The Sniper Mage, the only limit is how far he’s willing to shoot.

SJean_Lee · Games
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140 Chs

【115】: Inevitable Conflict

The Ice Prison, as an aura-type skill, doesn't deal high damage—only around 500 points per second. However, its real strength lies in the summons it creates and the continuous, mindless control it provides. As long as there's enough mana and the opponent lacks powerful anti-control skills, they'll be frozen continuously.

Orson's eyes flashed as he adjusted the range of the Ice Prison aura to two kilometers, with a precise mana consumption of around 1000 per second. While this wasn't the maximum output of the aura, for most players, just keeping it up for two seconds would drain their mana completely. But Orson had over 50,000 mana, and with the 2% mana regeneration from his [Power Sanctum Shoulder Plates], his consumption and regeneration were perfectly balanced.

Within that two-kilometer radius, Orson was the undisputed master of the domain. Coupled with his five-kilometer range, he was essentially a mobile, chaotic freezing turret.