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Chapter 138 Rare Characteristic: Shadow Incarnation

 ——Although the explosion rate of the New Moon Ceremony is very high, it is too high!

Or is this because I have enough points and obtained special victory conditions, so my explosion rate is directly maxed out?

Aiwass recognized all three characteristics.

The first characteristic "Challenger's Courage" is the characteristic of the same name on the holy lance - its effect is to be able to exempt from the "fear" and "shock" effects that have a higher priority than one's own. Regardless of the level of suppression,

, or additional priority bonuses can be triggered, and its characteristic is that it can ignore priority and be immune to some controls.

It looks very useful, but in fact this is the most useless.

The basic idea of ​​​​this world is that it is better to eliminate control than to avoid control. All resistances may be penetrated by entries of the same level.

Just like "the strongest spear and the strongest shield", if the priority is the same, the spear will always have a higher priority than the shield. Just like extraordinary beings with the same energy level, their skills can affect each other normally without affecting each other.

Damage from effects is the same as saving throw resistance.

Moreover, the application range of this resistance is very narrow. It only takes effect on people with a higher energy level than oneself - but it does not take effect when faced with the fear effects used by extraordinary people who have the same or even lower energy level than oneself.

And if this fear comes from the scene rather than the enemy, this resistance is also ineffective.

For example, if you create a ritual site that scares everyone who enters this environment, the resistance it provides will be ineffective.

Of course, there are other types of resistance that are specifically designed to deal with the environment... But unless you are a lone wolf with no teammates at all and no one to help you, the control gain will definitely be high.

Once many spells are cast, their saving throws have nothing to do with their nature.

For example, if a curse is difficult to remove, it is only because the curse itself is very strong, making it difficult to remove. However, it is impossible to infer the energy level of the caster based on the difficulty of removing a low-level curse - because the energy level is suppressed.

The saving throw is actually calculated when the hit is made.

Controls such as sealing, binding, freezing, petrification, etc. are also in a similar situation.

Unless the effect of the spell is still maintained - such as continuous freezing, continuous curse, permanent seal using a magic circle, control at the end of the spell is just control.

Just like the petrifying sight used by Asparvaton before, it is still his regular mechanism even after he enters the game. Players who have reached level 70 by then will still be petrified by a glare.

That dungeon fully demonstrated what it means to avoid control rather than remove control - because ordinary petrification resistance is ineffective against Asparvaton's petrification ability.

And it is different from the low-level petrification rays and petrification magic eyes.

His petrification ability does not activate rays that can be reflected, blocked and absorbed, nor is it a magic eye that must be looked at to complete petrification. There is not even a gradual petrification process. As long as you are locked by his gaze, you will be instantly petrified.

Asparvaton's petrification has no forward movement, no read bar, and no instant control of trajectory. In the game, this is a special action that will be triggered every 5% of the life lost; the main countermeasure is to increase the blood volume.

Before it falls, everyone except the tank will circle around. After being petrified, players who have devoted themselves to the road will be able to escape instantly.

Otherwise, if you are killed in the petrified state, you will not be able to resurrect in battle; and if you are injured in the petrified state, you will lose the maximum health value. This negative state can only be cleared by dying once.

If the wet nurse is distracted or is petrified together after being petrified, and the tank is not released from control immediately, and the tank is hit with a powerful hammer right after being petrified - basically it will be destroyed in this round. Even if it does not die immediately, the tank will

It will become as crispy as paper afterward.

As an ancient giant born before the birth of "profession", Asparvaton walks on multiple paths in parallel. This is the innate power that the giant chief obtained from the Dusk Path.

The term "silent dead" is commonly known as "zombie" among players.

It looks like an entry for the Dusk Road, but it is actually an exclusive entry for the Beyond Road.

This is an undoubted magical skill in the game. There is just one problem, that is, its resurrection is actually a false resurrection.

Its effect is that after death, you can immediately be reborn with full health and enter the "silent dead" state. The silent dead form is regarded as an undead, and will automatically remove all states imposed by others, and gain a "beyond death" resistance state.

Able to temporarily resist most controls.

However, life will decline faster and faster, and spells such as "dispel the undead" and "shout the undead" will be used.

Generally speaking, a resurrected player can live for seven or eight seconds without feeding. If fed, he can live for at most ten seconds longer, and then the milk will not come back. In PVE, many dungeons may be even less than 1%, or even

You can pass the level at 0.5%. The few seconds you can stand up and output violently without feeding may determine the outcome.

In PVP, most demons prefer this entry.

Because Demonologist is too fragile. As a back-line spellcasting profession, if you can be cut to death by the opponent, you will probably be cut to death a second time when you stand up.

But the devil is different.

The professional feature of the Majin series of professions is that when seriously injured, a large amount of blood will be recovered in one breath, and then it will enter the demonized state that quickly deducts blood. Most of the abilities of the demon can only be used in the demonized state, so health

Most of the abilities in the state are self-destructive skills. While burning blood, you rush over and get beaten in order to quickly enter the demonized state.

After being resurrected by the "Silent Dead", the demonic state will still be maintained.

In other words, the devil has three lives - and the third life is directly in an explosive state.

After entering the demon state, the demon who was immediately controlled and killed stood up again. At this time, the opponent's brain would usually shut down for a while and he would be faced with a dilemma:

Because even if you leave him alone, he will die soon. The double decay rate of demonized and silent dead is very fast, and killing him again will be a waste of time.

But if you really just ignore it and go around, you will be held down and beaten wildly by the demon who has entered the demonized state - because the demon knows that he will die soon, so the few seconds of crazy output from the stand are really a little bit

It can't be stopped. After all, the characteristic of Beyond the Road is that the conditions for causing damage are harsh... but as long as the conditions are met, it will be the highest level numerically.

"Beyond Death" also provides resistance. If you want to control him until he dies, the control may be resisted, which is very disgusting. As a melee profession, the demon man's frankness is obviously much stronger than that of the demonologist.

One round would waste too many skills.

The biggest meaning of this entry is to lower your intelligence and force the opponent to make a dilemma. As long as the opponent reacts quickly enough, the demon who can survive for five or six seconds while standing up is actually not a big threat.

But usually players will be somewhat confused when they see the person who just fell in seconds stand up with full health. And at this moment of hesitation, the demon who has been mentally prepared has already finished a set.

In the real world, this ability to briefly resurrect after death is indeed useless.

Its greatest significance is probably to die together with the enemy who killed you - after all, players know the term "silent dead" to some extent. As long as they see a demon on the opposite side, they will doubt whether the opponent has this feature.

But the aborigines of this world don't know that. When they see the killed person standing up again, they will be somewhat caught off guard. It can even serve as a sneak attack.

——Although this world actually has many resurrection abilities. But at least in this version, the conditions for resurrection are still relatively harsh, or the resurrection is incomplete.

The twilight path has the most resurrection paths, but they are a bit weird.

The preservationist can preserve the memories of others and implant them into the body of the baby to play a role in rebirth, but that is only a partial memory, not the real soul; the amber craftsman can make himself a phylactery similar to that of a lich.

Things, but currently they can only be used by specific dolls, golems or corpses, because they cannot make normal physical backups yet; necromancers can also pull up the dead, but the resurrected dead must not only obey the undead

The mage's command, and will be stripped of path adaptability.

The most complete resurrection at present is the high-level ability of the path of devotion.

There is a ritual magic that can exchange one life for another - as long as the other party's soul has not dissipated or been saved immediately, the priest can save the other party through self-sacrifice. The specific performance is to give up his body to

On the other hand, rituals that transcend the path have all kinds of messy possibilities, anything is possible.

However, the resurrection spell, which is held by every player in the healing profession and can even be used after a brief reading in battle, actually does not exist in the plot, and it is impossible to hold it in the early stage.

This is a spell purely based on game mechanics. The evidence is that all NPCs killed by swords cannot be resurrected.

The above two characteristics are both beautiful in an ideal state, but in fact they are not very useful.

The only choice Aiwass had was the third one.

In other words, he came here for the third one - Ivester used Shadow Demon throughout the whole process just to see if he could get this entry.

——This is the best purple entry that a demonologist who has made a contract with the Shadow Demon can obtain in the first promotion ceremony!

[Shadow Incarnation (Purple): You are the container and the incarnation. The shadow is no longer your enemy. 】

The effect of this entry is similar to "Container of Burning and Glory", which is a two-in-one lower-level option. The difference is that this is a specialization characteristic that specifically strengthens a single attribute, so it is more powerful than an attribute that is strengthened by multiple attributes.

A little stronger.

Its default effect is to provide both a level 1 shadow affinity and a level 1 dark container. However, if in addition to this entry, you also have at least a level 1 dark container, you can use a ritual to change its effect to provide two levels.

Shadow Affinity; if you have at least one level of Shadow Affinity, you can instead provide two levels of Dark Vessels.

Its effect can be turned on or off. Attributes can be adjusted every new moon and full moon.

In other words, this is a specialization trait designed to compensate for weaknesses.

Because if you specialize in a certain pure attribute, you need both the container and the affinity entry for this attribute. This entry is actually not of much use to players. It mainly saves washing points... but for those who don’t have any washing points

For Aiwass of props, this entry can effectively solve the problem of wasted entries!

His current effect on Aiwass is to bring Aiwass's "Shadow Affinity" level to level two, and also add a first-level container entry. This allows Aiwass to use Shadow Demon more conveniently, and

Mana has created "Venue Card: Shadow Vault"!

In this case, no matter Aiwass gets the dark attribute "Affinity" or "Container" entry in the Transcendence Ritual next time, he can change the shadow affinity to level three - in this way, Aiwass will

You can get out of the wheelchair!

It is best to get a dark container so that this feature can be used perfectly.

If Shadow Demon is cultivated by Aiwass into a high-level Phantom Demon and sealed into the card, he will not need Shadow Affinity and can get rid of the wheelchair. At that time, he can also turn his specialization into a container entry to give himself

Added mana value.

And if he is preparing for a difficult battle and needs to specialize in Shadow Demon... he will need to increase the "Shadow Affinity" entry to increase the upper limit of combat ability. At that time, he can use rituals to transform the "Darkness"

Container" entry and then switch back.

Although it is only a purple entry, because of its flexibility, in theory it can even be regarded as adding a fourth-level basic entry!


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