Chapter 138 Rare Characteristics: Shadow Incarnation
——Although the explosion rate of the New Moon Ceremony is very high, it is too high!
Or is it 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 spear - its effect is to be able to exempt from the "fear" and "shock" effects that have a higher priority than one's own. Whether it is the suppression of energy level or the bonus of extra priority, it can be triggered, and its characteristic is that it can ignore the 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. Takes damage from effects as well 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 the fear comes from the situation 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 target the environment... But unless you are a lone wolf with no teammates at all and no one to help you, the benefits of removing control will definitely be high.
Once many spells are cast, their saving throws have nothing to do with their nature.
For example, if a certain curse is difficult to remove, it is only because the curse itself is so strong that it is difficult to remove it. But it is impossible to infer the caster's energy level based on how difficult it is to remove a low-level curse - because the immunity caused by energy level suppression has actually been calculated at the time of the hit.
Controls such as sealing, binding, freezing, and petrification are also in a similar situation.
Unless the spell effect 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 was still his regular mechanism even after he entered the original version. Players who are already level 70 by then will still be petrified with a glare.
That copy fully demonstrated what it means to avoid control as opposed to removing 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, or even a gradual petrification process. As long as you are locked with his gaze, you will be instantly petrified.
Asparvaton's petrification is instant control with no forward swing, no reading bar, and no trajectory. In the game, this is a special action that will be triggered every 5% of the life lost; the main countermeasure is to turn around everyone except the tank before the health is about to drop, and then petrify those who have dedicated their lives to the road. Players solve it in seconds.
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 petrified after being petrified, and the tank is not released from control as soon as possible, and the tank is hit with a powerful hammer right after being petrified - basically it will be destroyed this round. Even if it doesn't die immediately, the tank will be as brittle as paper later.
As an ancient giant born before the birth of "profession", Asparvaton walks multiple paths in parallel. This is the innate power that the giant chief received from the Dusk Path.
The term "silent dead" is commonly known as "zombie" among players.
It looks like an entry for the Dusk Path, but it is actually an exclusive entry for the Beyond Path.
This is an undoubted 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 form of the silent dead is regarded as undead, and will automatically remove all conditions imposed by others, and obtain the resistance state of "Beyond Death", which can 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 you feed, you can live for at most ten seconds longer, and then the milk won't come back. In PVE, many dungeons may be cleared by just 1% or even 0.5%. The few seconds of standing up and being able to output furiously without feeding may determine the outcome.
In PVP, most demons prefer this entry.
Because Demonologist is too fragile. As a back-row spellcasting profession, if you can be cut to death by the opponent, you will probably be cut to death a second time if you stand up.
But the devil is different.
The professional characteristic of the Demon series professions is that when seriously injured, a large amount of blood will be restored in one breath, and then the blood will be quickly depleted into a demonized state. Most of the demon's abilities can only be used in the demonized state. Therefore, most of the abilities in the healthy state are self-destructive blood skills. While burning blood, he rushes over and gets beaten in order to quickly enter the demonized state.
After being resurrected by the "Silent Dead", the demonized state will still be maintained.
In other words, the demon has three lives - and the third life is directly in the burst state.
After entering the demonization, the demon who was immediately controlled and killed stood up again. At this time, the opponent's brain usually crashed and entered a dilemma:
Because even if you leave it alone, he will die soon. The dual decay speed of demonization and silent dead is very fast, and killing it again will waste time.
But if you really leave it alone and go around, you will be held down and beaten by the demon in the demonization state - because the demon knows that he will die again soon, so the few seconds of crazy output from standing still is really unstoppable. After all, the characteristic of the path of transcendence is that the conditions for damage are harsh... But as long as the conditions are met, it is the highest level in terms of value.
"Beyond Death" also provides resistance. If you want to control and wait for him to die, the control may be resisted, which is very disgusting. As a melee profession, the tankiness of the demon is obviously much stronger than that of the demon scholar. If you kill him again in one second, it will waste too many skills.
The biggest significance of this entry is to lower the intelligence and force the opponent into a dilemma. As long as the opponent reacts quickly enough, the demon who can only live for five or six seconds after standing up is not a big threat.
But usually players will be confused when they see the person who just killed him in seconds standing up again 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 resurrect after death is really useless.
Its biggest 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 that the opponent is a demon, they will doubt whether the opponent has this feature.
But the natives of this world don't know. Seeing the person who was killed stand up again will be a little bit caught off guard. It can even serve as a sneak attack.
- Although this world actually has a lot of resurrection abilities. But at least in this version, the resurrection conditions are still relatively harsh, or the resurrection is incomplete.
The Dusk Path has the most resurrection methods, but they are all a bit weird.
The Preservationist can preserve the memories of others and implant them into the body of a baby to play a role of rebirth, but that is only a partial memory, not a real soul; the Amber Craftsman can make something similar to the Lich's Life Box for himself, but currently it can only be used for specific puppets, golems or corpses, because they cannot make normal physical backups; the Necromancer can also pull the dead up, but the resurrected dead must not only obey the Necromancer's orders, but also be stripped of the adaptability of the Way.
The most complete resurrection at present is the high-level ability of the Dedication Way.
There is a ritual magic that can exchange one life for another - as long as the opponent's soul has not dissipated or is preserved in the first time, the priest can save the opponent through self-sacrifice, specifically by giving his body to the opponent. The rituals beyond the Way have all kinds of messy possibilities, anything is possible.
The resurrection spell that all healing professional players have, and can even be used after a short reading in battle, does not actually exist in the plot, and it is even more impossible to have it in the early stage.
This is a spell purely based on the game mechanism. The proof is that all NPCs killed by the sword cannot be resurrected.
The above two characteristics are both beautiful in ideal conditions, but in fact they are not very useful.
The only option Aiwas can choose is the third one.
Or rather, he came for the third one - Aiwas deliberately used Shadow Fiend throughout the whole process just to see if he could get this entry.
——This is the best purple entry that a demon scholar who has a contract with Shadow Fiend can get in the first promotion ceremony!
[Shadow Incarnation (Purple): You are a container and an incarnation. Shadows are no longer your enemies. ]
The effect of this entry is similar to "Container of Burning and Shining", which is a two-in-one of the lower-level options. The difference is that this is a specialization feature that specifically strengthens a single attribute, so it is slightly stronger than the attributes of multi-attribute enhancement.
Its default effect is to provide both the first-level shadow affinity and the first-level dark container. But if you have at least one level of Dark Container in addition to this entry, you can use the ritual to convert its effect to provide two levels of Shadow Affinity; if you have at least one level of Shadow Affinity, you can convert it to provide two levels of Dark Container.
Its effect can be converted or not. The attribute can be adjusted once every new moon and full moon.
In other words, this is a specialization feature specifically used to make up for weaknesses.
Because if you specialize in a pure attribute, you need both the container and affinity entry of this attribute. This entry is actually not very useful for players, it mainly saves points... But for Aiwass who doesn't have a point reset item, this entry can effectively solve the problem of wasting entries!
At present, its effect on Aiwass is to allow Aiwass's "Shadow Affinity" level to reach two levels and also add a level one container entry. This allows Aiwass to use Shadow Fiend more conveniently, and he has mana to make "Venue Card: Shadow Vault"!
In this way, no matter if Aiwass gets the dark attribute "affinity" or "container" item in the transcendence ritual next time, he can change the shadow affinity to level 3 - this way, Aiwass can get rid of the wheelchair!
It is best to get the dark container, so that this feature can be fully utilized.
If Shadow Fiend is cultivated by Aiwass into a higher-level phantom and sealed in a card, he will not need Shadow Affinity and can get rid of the wheelchair. At that time, he can also convert the specialization into the container item to increase his mana.
And if he is preparing for a difficult battle, so he needs to specialize Shadow Fiend... He needs to increase the "Shadow Affinity" item to increase the upper limit of combat ability, and then he can use the ritual to convert the "Dark Container" item back.
Although it is only a purple item, because of its flexibility, it can theoretically be regarded as adding a fourth-level basic item!