Professional skills: Transcribing scrolls, spell reading
Personal Skills: Burning Hands
In their world, every normal human being is born with some basic physical attributes. After exploration and sorting by wizards of all ages, these physical attributes are gradually attributed to four categories: strength, constitution, agility, and mental strength. And all wizards
Advancements are basically divided around these four basic attributes.
The strength attribute quantifies the character's muscles and physical strength. This attribute is particularly important for melee wizards. The strength attribute can affect the basic damage caused when using melee weapons, and can also affect the hit rate of melee attacks.
For ordinary people, it is normal to have 3-5 points of strength, and 5 points of strength is considered a strong adult.
The Agility attribute quantifies hand-eye coordination, dexterity, reflexes, and balance. This attribute is useful for warriors who typically wear light or medium armor, or for thieves who wear leather armor, or for anyone who wants to be a good archer.
, are all important.
Constitution represents the character's health and endurance. The Constitution bonus can increase the character's vitality, so it is important to all professions.
Fortitude saving throw against poisons and similar threats.
Concentration check. Concentration is a very important skill for spellcasters, with constitution as the key attribute.
The human constitution is at least 1. Any human with less than 1...will die!
Mental strength determines the character's ability to learn and reason. This attribute is very important to wizards because it determines the number of witchcraft the wizard can cast, the difficulty of resisting their witchcraft, and the power of the witchcraft.
The mental power value of animals is 1 or 2, and that of humanoid creatures is at least 3. For ordinary people who want to become wizards, the basic mental power attribute must be at least 21 points.
Analyzing the impact of these attributes on the wizard profession, the most important attribute for Grim at present is the mental attribute. Because as long as Greem's mental attribute reaches 21 points, he will be able to step into the ranks of an official wizard in one step.
The only way to improve his mental power is to continue to practice meditation, read witchcraft books, or the witchcraft notes and experiences of veteran wizards.
But these are always elusive!
Because in this cold and cruel wizarding world, knowledge represents power, and if you want to gain power, you need to pay a high price.
Why do so many wizard apprentices stay here despite knowing that there are many dangers in the wizard tower? Because all knowledge and resources can only be obtained here. Step out of this wizard tower, and you will have it in human society.
It is difficult to find such a systematic inheritance of witchcraft knowledge and experience despite the wealth of a country that is as rich as a country.
In the terrifying world of wizards, all extraordinary spellcasting skills and precious magic knowledge are monopolized by the wizard group, and ordinary mortals have no possibility of accessing them!
Therefore, knowledge and resources have become the two necessary wings for wizards as a group to pursue their dreams. Only by having these two things in hand can a wizard's future be bright!
After looking at the basic attributes, Greem focused his attention on the skill bar.
Greem's professional skills include copying scrolls and spell reading. These are also the most basic professional skills for wizard apprentices.
One allows apprentices to copy the witchcraft knowledge they need in a standardized manner, while the other is the basis for reading witchcraft books.
Without the professional skill of spell reading, when ordinary people come into contact with witchcraft books, they will be confused by the words with extraordinary power attached to them, and thus do some incredible actions. Only wizard apprentices who have undergone rigorous mental training can overcome this problem.
A psychedelic effect, allowing you to truly read the witchcraft knowledge treasured in witchcraft books.
The only "Burning Hand" in the personal skill column also identifies the only witchcraft attack method that Greem has mastered in the past six years as a wizard apprentice. The Burning Hand can attach a ball of elemental flame to his palm.
Let all those who dare to come close and touch your palms turn into roast pigs.
There is no way, Greem is still just a wizard apprentice, and it is impossible to fully control any witchcraft. You can only choose the appropriate basic particles according to your own elemental affinity to play with something that looks cool, but is actually very effective.
Common element usage.
The basic particle with the highest affinity for Greem is of course the fire element!
Such a talent is not very good in the swamp tower. Because as we all know, Master Anderson's elemental affinity is dark particles and wind particles, which are the so-called dark elements and wind elements. Greem's path and mentor are wrong, and he wants to get
The other party's guidance will become much more difficult, and many times you may have to rely on yourself to slowly explore.
This problem has indeed troubled Greem before. But now with the activation of biochips, Greem believes that he will be able to find a wizard path that suits him in the future.
As for the professional experience column, Greem had a preliminary understanding after consulting the relevant information about the chip. The biochip sorted out Greem's past memories and knowledge and came up with two major prerequisites for the wizard's advancement.
First, of course, the wizard's original attribute, mental strength, must meet the standard.
For example, Greem's current mental strength is 8 points, which means that he is already a "smart person" far beyond ordinary people, but there is still a gap of 13 points between the 21 points required to advance to a formal wizard. However, these can be obtained by reading a lot of witchcraft.
Use technical books to improve, there is no need to rush!
Second, your own knowledge system must also meet the standards.
This also means that after Greem has raised his mental power to 21 points, he still needs to increase his current professional experience to be able to officially advance. Both of them are indispensable.
There are many ways to gain experience points. For example, copying scrolls, reading spells, practicing spellcasting, making wands, analyzing witchcraft items... In short, any accumulation of knowledge involving the field of occultism can bring certain benefits to Greem.
Amount of professional experience.
This sounds easy, but it is not easy.
Because only through a successful process can you gain experience. For a witchcraft book, only if Greem has actually read and understood it can you truly get feedback from the world. Otherwise, just reading it in one breath will still be useless.
.
So it's easier said than done. Even with the assistance of a biochip, Greem still needs to make extremely arduous efforts.
Just as Greem was thinking endlessly, footsteps came from the corridor outside the house.
"Glim, come out quickly, it's time for us to go on a mission!" As a rough voice sounded, there was a heavy hammering sound on the wooden door.
It was Tony, a wizard apprentice with the same status as Grim.
Low-level apprentices like them need to patrol the surroundings of the swamp tower every seven days and harvest some witchcraft materials appropriately. This is also one of the daily tasks set by the master of the tower for the apprentices to perform.
Greem responded, simply tidied up the room, took off the black blouse from the wall and put it on himself, then opened the door and walked out of the room.
Tony has broad shoulders and a strong build, with a ferocious face and long hair that is spread wildly. He looks more like a barbarian. It is said that he comes from a country in the Green Highlands, and the people there do have thin barbarian blood according to rumors.
After the two met, they exchanged no unnecessary words. They nodded to each other, then turned and walked along the dim corridor towards the stairs.
Although it was daytime at the moment, apprentices were rarely seen in the places the two passed by. Although there were at least 50 formal apprentices in the swamp tower, most of the time every day, the apprentices were not
While he was busy practicing his witchcraft and preparing for all kinds of weird witchcraft experiments, few people would hang out in public places.
This is also one of the main reasons why the Swamp Tower is always deserted.
Go through the dim corridor and follow the spiral downward stone staircase to the lobby on the first floor. This place is slightly more popular because it is the living area for some trainee apprentices.
Most of them are between the ages of 8 and 14, and there are about 20 of them.
These little guys from far away places all came here with the dream of becoming great wizards, but they had no idea how difficult and terrifying the road to becoming a wizard was, and what was waiting for them in the future.
Within the group of tower apprentices, there is actually a strict hierarchy. Roughly speaking, most of the children gathered have mental strength between 3 and 5 points, so they are not yet considered true wizard apprentices.
We can only call them trainee apprentices.
The trainee apprentices complete the study of language and writing here. After passing the meditation technique, they can perceive their own elemental affinity and successfully gather the elemental particles, and then they can climb up to the second floor and become a formal wizard apprentice. And those who have never reached the level can
Those who meet the requirements will be eliminated.
And assisting these little guys to complete meditation, teaching them to learn language and writing, and instilling in them the basic rules of the wizarding world... Of course, these lowly tasks cannot be done by great wizards, so they have become official wizard apprentices.
of towers daily.
However, such an easy daily task would obviously never fall on Greem.
After saying hello to Valens, who was teaching language lessons to the trainee apprentices, the two ignored the eager and burning eyes of these little guys and walked straight through the hall to a closed stone door.
Tony put his right hand on the stone door and whispered: "Kulim Ada".
As the witchcraft secret words were completed, the old stone door slowly opened to both sides, and a dark and gloomy world outside the tower appeared in front of the two of them.