The faction wars among the witches in the North are obviously completely different from those in the middle of the continent.
In the Sand Tallin area in the middle of the continent, once two wizarding families initiate a war, it will be extremely destructive and aggressive, and the demise of one of the wizarding families will often be used as the basic condition for the end of the war.
The loser perishes, the winner takes it all!
The failed wizard family will be uprooted by the enemy, and even the last name will be completely wiped out.
The winner will devour everything the enemy has, occupy the opponent's family territory and resource points, capture the opponent's family wizards and apprentices, and quickly develop and grow on the enemy's bones.
The witches of the North have some extremely strict rules of war.
It is not allowed to slaughter each other's citizens, destroy each other's resource points, and it is not allowed to kill each other's wizards and apprentices needlessly... Under such harsh war conditions, once either party is unable to control the scope of the war, it will disturb the local citizens or affect the
Other witch factions will be directly sentenced to defeat.
Therefore, the war between witches is elegant and controlled, far less dark and cruel than the Sander Tallin area!
Hearing this, Mary and Billis sighed in disappointment at the same time.
For them, only constant war can support their continuous progress. Their strength is completely poured out by the blood of their enemies.
This time, the witch war has so many restrictions, which obviously cannot allow them to fight happily. This also makes them lack interest in the upcoming witch war and completely lose their energy.
Based on the resolution made by the Witch Council, Greem is obviously unable to intervene in this war. However, many of his subordinates have no such restrictions and can join the Witches of Destiny team as foreign aid and become super fighters on the front lines of the war.
However, Alice also clearly warned that several third-level members of the Crimson Family were not suitable to be involved in this matter.
Whether it is Level 3 Thunder Dragon Arms, Emerald Dragon Lady Iredine, or Level 2 Split-Brain Gru, once they appear on the battlefield, the war will immediately escalate.
The Witches of Destiny can invite foreign aid, but why can’t the Witches of Winter invite them?
Not to mention too much, the leader of the Winter Witches, Morgana, only needs to use a few favors and invite any level 4 witch, and the war will lose all meaning.
Therefore, at the beginning of the war, we must not alert the enemy and let Morgana make a desperate decision to waste such precious favors. This... may be the most critical point of this war!
Of course, with Alice here, Morgana's psychological bottom line is no longer a secret.
As long as the third level of the Crimson Family or the second level split-brain Gru does not appear on the battlefield, Morgana will never be willing to use the trump card of these Winter Witch factions.
Moreover, Morgana can use the favors left by the Winter Witch Faction to invite some level 4 witches. As the leader of the Destiny Witches, Alice naturally has similar trump cards in her hands. Once the war reaches this point, both sides will
What is consumed is the opponent’s factional background.
Under normal circumstances, until the moment when the faction's survival is at stake, no witch leader is willing to waste his wealth in such a meaningless battle of emotions.
Therefore, Alice picked and picked a suitable war team quickly.
As for the level 2 wizards, Alice is the main one, supplemented by Mary and her vampire team, Zach the Dragon, Tigul the Goblin, Olivan the Dragon Eater, and the Plague Spirit from the Crimson Family.
As for the insect witch Bliss, he was eliminated by Alice herself.
There is no way, Billis's attack methods are too bloody and cruel, and he will wipe out families and households at every turn. This is a taboo in war in the Northland where there are few citizens!
As for Greem's soul weapon, the poisonous plague spirit has never shown its strength in front of outsiders. This time, it also joined the team of the Witches of Destiny as a foreign aid, acting as a terrifying demon spirit with a strange identity.
As long as it doesn't release those terrifying plague germs indiscriminately, even if the Winter Witches have some doubts about its identity, they won't be able to produce any substantial evidence.
As for the level 1 wizards, the core is the violent witch Sophia and the ice maiden Xuef, supplemented by a group of blood elves and a large number of improved magic archers. With such strength, it is enough to deal with the provocation of the winter witches!
…………
The war that took place in the Northland excluded Greem from the very beginning.
Therefore, when a large number of crimson wizards rushed to the North to join the war, Greem, the instigator, returned to the Throne of Fire honestly and began his semi-reclusive life here.
After returning to his residence, he immediately began to test the first level 3 witchcraft he had mastered after upgrading - violent fireball!
Basically, fireball can be regarded as the most widely mastered public witchcraft of the fire system.
From the apprentice's 'small fireball' to the wizard-level 'witchcraft fireball', and then to the second-level 'lava fireball'... the power and attack range of the fireball are also rising in a straight line. Now, the second-level lava fireball has passed
The chip has been continuously optimized and strengthened, and it has been upgraded to level 3 violent fireball again, and the power increase is extremely significant.
Apprentice-level fireball, the spell chanting time is 3-7 seconds, the cooling time is 13 seconds, it consumes 2 points of mental power, and the attack power is 30-35 degrees. It is considered a high attack among witchcraft of the same level. Moreover, the fireball also has
It can kill in a range of 1-2 meters, which is considered a cost-effective attack witchcraft.
Level 1 witchcraft fireball, the spell chanting time is 1-5 seconds, the cooling time is 11 seconds, it consumes 2 points of mental power, the attack power is 90-115 degrees, the killing range is 3-5 meters...
Level 2 lava fireball, the spell chanting time is 1-3 seconds, the cooling time is 7 seconds, it consumes 2 points of mental power, the attack power is 220-240 degrees, the killing range is 5-10 meters...
Level 3 violent fireball, the spell chanting time is 1-2 seconds, the cooling time is 5 seconds, it consumes 2 points of mental power, the attack power is 310-330 degrees, the killing range is 20-30 meters, and it also comes with two kinds of witches: fire poison and ice flame.
Special effects...
This is just the basic attack power of the violent fireball.
If you include the 30% increase in power after Greem's Flame Specialization, as well as the professional special effects of halving the spiritual power consumption of flame witchcraft, halving the cooling time, and halving the spell-holding time, an ordinary level 3 violent fireball can be obtained by Greem.
After Mu is cast, the power will reach an astonishing 400-430 degrees.
This... is already amazing enough for an instant level 3 witchcraft!
With just this kind of violent fireball, Greem can easily instantly kill those level 2 wizards whose magic resistance is not too high.
Moreover, in Greem's place, this kind of violent fireball can still be fired instantly.
With Greem's current mental power of 36 points, a violent fireball only needs to consume 1 point of mental power to activate it. This means that Greem can activate 36 violent fireballs in one breath.
Excluding those monster-like powerful beings, there are almost no third-level wizards who can withstand the bombardment of 36 violent fireballs. Even the third-level wizard Sananza of the Sarupo family, if he does not transform into Venom
As for the flying dragon, it may also be tortured to death by the violent fireball.
However, once Sananza transforms into a venom flying dragon, with the opponent's excellent resistance to magic, the fire poison attached to Greem's flame witchcraft will be completely ineffective against the opponent, and even the effect of the ice flame will be greatly reduced.
In an all-out battle, if Sanazha breaks through to his side, Greem's probability of failure and death is over 70%. But if Greem can maintain a distance of 100-200 meters for a long time, he will always use long-range witchcraft to attack his opponent.
If so, Greem's chance of winning will be as high as 89%.
Of course, such a premise of victory is based on the possibility that the opponent will not escape.
Once the opponent sees that the situation is not good, he turns around and runs away. With Greem's current witchcraft ability, it is not enough to completely keep him!
Therefore, after the chip deduced and strengthened the violent fireball, the second derivation and strengthening task given to it by Greem was the lava shield.
One attack and one defense.
The attack with violent fireball is basically enough. In order to reach the level 3 standard for defense, a suitable level 3 defense witchcraft is also needed. Greem thought over and over again and felt that the lava shield has both elemental protection and physical protection.
These two characteristics far surpass the Flame Shield in terms of defensive power.
Therefore, after comprehensive consideration, Greem left the first defensive witchcraft to the lava shield!
You know, even the third-level wizard Sanazha, after transforming into a venom flying dragon, also has the ability to spit venom at a semi-long range. Without a qualified third-level defensive witchcraft bodyguard, Greem would become a
The skin is so big and crispy that it will be crushed into crumbs at the slightest touch.
Moreover, even with Greem's current physical constitution of up to 22 points, it must be combined with defensive witchcraft to achieve the best protective effect. So now that he has an attack method, Greem's most urgent thing is to master a method of the same level as himself as soon as possible.
Level 3 defensive magic that matches the attributes!
"Hey, the witchcraft derivation task has been established...the original witchcraft model is a level 2 lava shield...the prerequisite knowledge has been met, and the estimated time is 48 days, 22 hours, 37 minutes and 54 seconds..."
Greem couldn't help but let out a long sigh after hearing the feedback from the chip.
At level 3, the complexity of the knowledge and knowledge of the witchcraft system has also been elevated to a new level.
Now, even improving level 2 witchcraft often takes more than a month. If Greem wants to turn all the level 2 witchcraft he currently masters into new level 3 witchcraft, he may not have ten years to do so.
Time is simply hard to come by.
In the eyes of high-level wizards, the time dimension is no longer as urgent as that of low-level wizards.
With the lifespan of a level 3 wizard, there are hundreds of years that Greem can spend as he pleases. And those who are not determined will easily indulge in some pleasures and easy lives, and eventually forget their true intentions as wizards.
But Greem obviously wouldn't be like this.
After only resting and adjusting in his residence for a few days, Greem immediately devoted himself wholeheartedly to each witchcraft experiment! (To be continued)