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Attribute table up to chapter 957

Race: Jungle Elf

Rune: Level 4 Shadow Mage [increases long-range defense by 20%]

Damage 27-28, melee attack 76, ranged attack 64, melee defense 77, ranged defense 77, speed 16, magic 130, life 208 Talents: Luck (level 10) Health (level 1) Regeneration (level 3)

Skill tree: Expert combat, advanced natural magic, expert lawful magic, advanced death magic, advanced life magic

Control magic skills: ① represents the first-level magic in the series ② represents the second-level magic ③ represents the third-level magic

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Natural Magic:

①Acceleration (Level 8 1120/2560): Personal speed +2.4, duration is nine minutes.

①Terrain Cognition (Level 9 780/5120): Eliminates the additional loss suffered when fighting on unfavorable terrain such as snow, swamps, deserts, etc., lasting 4 minutes and 30 seconds.

① Pathfinding (Level 7 458/1280): Reduces the additional loss suffered when moving on any terrain by 70%. It can only be used for marching and cannot be used when entering combat. Lasts 12 hours

① Body protection stone skin (level 7, 625/1280): The caster gives the recipient the protection of the earth, enhancing melee and long-range defense by 17%, lasting ten minutes.

② Luck spell (full level 10): Luck +10, Luck improves the body’s resistance to blows, with a constant amplitude of one-third, lasting for 10 hours

② Giant Strength (Level 6 260/1280) increases the health of the target by 12% and the damage by 12%. Duration: ten minutes

② Bee Swarm (full level 10): Summons illusory bees, causing the target to suffer mental effects, temporarily suspending the action, and can randomly eliminate the influence of a certain buff and auxiliary magic of the opponent. It initially consumes three points of magic to maintain the illusion.

Bee, consumes one point of magic every five seconds.

[Note 1: If the target is hit, the mental effect will be interrupted]

[Note 2: This magic cannot affect mechanical or undead creatures, but can affect elemental creatures]

[Note 3: The magic level must be equal to or greater than the level of the target creature to be affected by the spell, so that the opponent can bear the normal magic effect. If the magic level is lower than the level of the target creature, there is a high chance that the release will fail or the maintenance cost of magic will increase. 】

[Note 4: Some multi-headed creatures will consume magic points at an accelerated rate. The further away from the creature, the weaker the spell casting effect will be. 】

[Level 2 magic percentage increase mode] 1+1+1+1+1+2+2+3+3+5%

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Lawful magic:

① Accuracy (Level 8 450/2560): Increases the target's long-range attack power by 21%, and reduces the impact of distance and obstacles on long-range attacks. Duration: ten minutes

①Dispel (Level 7 0/1280): Remove the status magic attached to ourselves or the enemy, whether it is positive or negative.

[Note 1: The level of dispelling magic must be greater than or equal to the magic level of the subject's physical condition before the magic can be dispelled. 】

[Note 2: For second-level magic, the dispersion ability is reduced by one level, for third-level magic, the dispersion ability is reduced by two levels, for fourth-level magic, the dispersion ability is reduced by four levels, and for fifth-level magic, the dispersion ability is reduced by eight levels]

[Note 3: The dispersing magic level is lower than the subject's physical state magic level, which can cause the subject's state magic time to be shortened to a certain extent. 】

[Note 4: It cannot be used to relieve poisoning and plague conditions]

[Note 5: Can be used to expel manipulated corpses and illusions. 】

① Push (Level 0/10): Push the subject away. The direction of push is chosen by the caster. Currently, the distance that can be pushed is: 1 meter.

[Note 1: Transition is affected by magic resistance. 】

[Note 2: The movement is affected by the size and weight of the subject. 】

[Note 3: Do not force the move if there are obstacles. 】

①Magic Fist (Level 5 35/320): Transform into a punching fist, attack a single enemy, magic basic lethality is three, magic cooldown recovery time: six seconds.

②Flying (level 10): Gives the subject the ability to fly, and can adjust the direction during flight. It consumes three magic points initially to maintain the flying state, and consumes one magic point every five seconds.

②Illusion (Level 8: 1050/5120) creates copies of various items or life forms. Repeatedly casting magic can increase the life or duration of the previous illusion. (Level 8 can copy the Mantis Elite - 9 Silver Heroes - 10 command limit)

[Note 1: Creatures that are immune to magic cannot be copied, such as black dragons, ferocious tooth beasts, etc. 】

[Note 2: Beings with immortal qualifications, lord-level creatures and above, super treasures, artifacts, or certain special treasures cannot be copied. 】

[Note 3: Copied treasures do not have their special effects. 】

[Note 4: Different levels of mana are required depending on the level of the copied item or creature. 】

③Teleport (Level 7 0/1920): Teleport the subject to the designated location. The current moving distance is: 90 meters.

[Note 1: Magic can bless the caster itself, and can also force other units to teleport. 】

[Note 2: Forced teleportation will shorten the movement distance by half. 】

[Note 3: Magic resistance will affect the distance of forced teleportation, which varies depending on the strength of the opponent. 】

[Note 4: Forced teleportation of certain large creatures will result in increased mana consumption. 】

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Death magic:

① Disintegration ray (level 5 0/320): Reduces the enemy's melee and long-range defense by 15% for five minutes.

② Quagmire (level 7 0/2560): The movement of the affected party is reduced by 30%. The effect lasts for ten hours and cannot be dispelled.

[Note 1: The distance between the performer and the recipient is at least fifty meters, and the performer must be within sight.]

[Note 2: This magic can affect creatures within ten meters of the subject]

[Note 3: This magic cannot be cast when entering combat]

[Note 4: Entering combat will not cause the original magic effects to disappear]

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Life magic:

① Mental Armor (Level 7, 0/1280): The caster gives the recipient spiritual protection, enhancing melee and long-range defense by 17%, lasting ten minutes.

① Healing (Level 7 0/1280): Restores a certain amount of health of the recipient. It is suitable for treating external injuries. The current base number of health points for treatment is seven.

[Note: The number of treatment life points is related to the level of the subject. The higher the level of the subject, the lower the lower limit of the treatment base. The lower the level, the higher the upper limit of the treatment base. 】

② Retribution (level 5 0/320) causes the enemy to suffer a certain amount of damage when attacking the subject. The current reflected damage is 0.5, duration: ten minutes.

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Dream Possessions: Stingy's Purse, Saint's Staff (Treasure), Tainan Dagger (Treasure), Shadow Dagger (Treasure), Scales of Strength (Treasure), Shackles of War (Treasure), Agility Halberd, Horned Bow (Treasure)

), Spider Silk Arrow, Medal of Honor, Energy Helmet (defective), Ugly Mask, Ring of Light.

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Relics belongings: Ring of Ceremony, Lord of the Rings (inferior quality), Vulcan Sword, Crystal Ball: 2, one Star Axis Positioning, one Pursuit Crystal Ball

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real world

Xu Zhi: Expert-level junior practitioner, good at stick skills and claw skills

Kung Fu: Changchun True Yang Kung 7 layers Thick Tu Xuan Sutra 3 layers

Martial skills: Hidden Dragon Claw, Qianjun Stick Technique, Crazy Demon Stick Technique, Overlord Stick Technique

Auxiliary martial arts: Phoenix Leading, Killing Leading, Golden Head Kung Fu

Light martial arts: Scud

Weapons: Blue Steel Rod X1, Pure Steel Rod X1, Alloy Rod


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