Chapter 138 Rare Trait: Shadow Incarnation
——Although the drop rate of Crescent Moon Ritual is very high, this is too high!
Or is it because I have enough points and have obtained special victory conditions, so the explosion rate is directly maximized?
Aiwass recognized all three of these characteristics.
The first trait, "Challenger's Courage," is the same trait found on the Holy Lance. Its effect is immunity to "fear" and "stun" effects with a higher priority than the player's own. This can be triggered by either power suppression or bonuses from additional priorities, and its unique feature is that it can ignore priority and be immune to some control.
It looks very useful, but it is actually the most useless.
The basic idea of this world is that it's better to break control than to avoid it. All resistances can be penetrated by items 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 the extraordinary people with the same energy level, their skills can affect each other normally without being affected by the effect reduction and immunity resistance.
Moreover, the application scope of this resistance is very narrow. It is only effective against people with higher energy levels than oneself. However, it is ineffective when facing the fear effect used by extraordinary people with the same or even lower energy levels than oneself.
And if the fear comes from the scene rather than the enemy, the resistance is ineffective.
For example, if you create a ritual field that frightens everyone who enters the environment, the resistance it provides will be ineffective.
Of course, there are other types of resistance that are specifically used to target the environment... but unless you are a lone wolf with no teammates and no one to help you, the benefits of releasing control will definitely be higher.
Once many spells are cast, their saving throws are no longer relevant to the spell itself.
For example, if a curse is difficult to remove, it's only because of its inherent strength. However, it's impossible to infer the caster's energy level based on the difficulty of removing a low-level curse—because the immunity granted by energy level suppression is actually calculated at the time of impact.
The same situation applies to controls such as sealing, binding, freezing, and petrification.
Unless the spell effect is still being maintained - such as continuous freezing, uninterrupted curse, or permanent seal achieved by magic circle, control is just control at the end of the spell.
Just like Aspervaldon's petrifying gaze, even after he entered the dungeon, it was still his normal mechanic. Even players who were already level 70 at that time would still be petrified by a single glare.
That copy fully demonstrated what it meant that being immune to control was worse than being able to break through it - because ordinary petrification resistance was ineffective against Aspervaton's petrification ability.
And it is different from low-level petrifying rays and petrifying magic eyes.
His petrification ability doesn't trigger rays that can reflect, block, or absorb, nor does it require direct eye contact to complete the petrification process. There's even no gradual petrification process. Anyone locked in his gaze will be instantly petrified.
Aspervaldon's Petrify is an instantaneous control with no pre-roll, no cast bar, and no projectile. In-game, it's a special move that triggers every 5% of health lost. The primary countermeasure is to have everyone except the tank scramble back just before their health drops, allowing the Dedicated Path player to instantly remove them after the petrify.
Otherwise, if you are killed in the petrified state, you will not be able to fight and revive; and if you are injured in the petrified state, your maximum health will be lost, and this negative state can only be cleared by dying once.
If the nurse is distracted after being petrified or is petrified together, and does not immediately release the tank, and the tank is petrified and hit by a massive hammer, the round is basically over. Even if the tank survives the first blow, it will be as fragile as paper.
As an ancient giant born before the birth of "profession", Aspavaldon walks on multiple paths. This is the innate power that this giant chieftain gained from the Path of Dusk.
The term "silent dead" is commonly known as "zombies" among players.
It looks like an entry for the Dusk Path, but it is actually a special entry for the Transcendent Path.
In the game, this is undoubtedly a magical skill. However, there is one problem: its resurrection is actually a fake resurrection.
Its effect is that after death, you can immediately regenerate with full health and enter the "Silent Dead" state. The Silent Dead form is regarded as an undead, automatically releasing all statuses imposed by others, and gaining the resistance state of "Beyond Death", which can temporarily resist most control.
However, the life will decay faster and faster, and will be affected by spells such as "Dispel Undead" and "Rebuke Undead".
Generally speaking, a resurrected player can survive for seven or eight seconds without healing. With healing, they can survive for a dozen seconds at most, but then the healing is useless. In PVE mode, many dungeons can be cleared by just 1% or even 0.5%. Those few seconds of frantic damage without healing can be the difference between victory and defeat.
In PVP, demons generally prefer to use this entry.
Because the Demonologist is too fragile. As a back-row spellcasting profession, if he can be killed by the opponent, he will most likely be killed again after he stands up.
But the demons are different.
The Demon class's defining characteristic is that upon critical injury, they rapidly recover a significant amount of health, then enter a demonic state where their health rapidly decreases. Most of a Demon's abilities require this state, so most abilities in healthy states involve self-destructive damage. They rush forward while taking damage, hoping to quickly enter their demonic state.
Even after being resurrected by the "Silent Dead", the demonized state will still remain.
In other words, the demon has three lives—and the third life is directly in an explosive state.
After entering the demonic transformation, the demon who was immediately controlled and killed stood up again. At this time, the opponent's brain usually crashed and fell into a dilemma:
Because even if you leave it alone, it will die soon. The dual decay rate of Demonization and Silent Dead is very fast, and killing it again will waste some time.
But if you simply ignored it and went around it, you'd be pinned down and savaged by the demonic demon once again—because the demon knew it would soon die, so the few seconds of frantic standing still and dealing damage were a bit overwhelming. After all, the characteristic of the Path of Transcendence was that the conditions for dealing damage were stringent... but as long as the conditions were met, the damage values were at the highest level.
"Beyond Death" also provides resistance. If you try to control him and wait for him to die, the control might be resisted, which is quite frustrating. As a melee class, the Demon is significantly more tanky than the Demonologist, and killing him in one round would be a waste of skills.
The biggest significance of this entry is to reduce intelligence, forcing the opponent into a dilemma. As long as the opponent reacts quickly enough, the demon who can only survive for five or six seconds on his feet is actually not a big threat.
But usually players will be a little confused when they see the person they just killed stand up again with full health. And in this moment of hesitation, the demon who has been mentally prepared has already completed the attack.
In the real world, this ability to briefly resurrect after death is indeed useless.
Its greatest significance is probably to perish together with the enemy who killed you - after all, players are more or less aware of the term "Silent Dead", and 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 this. Seeing someone killed stand up again can catch them off guard, and it can even serve as a sneak attack.
——Although this world actually has quite a few resurrection abilities, at least in this version, the resurrection conditions are still quite harsh, or the resurrection is incomplete.
The Dusk Path has the most resurrection methods, but they are all a bit strange.
Preservators can preserve the memories of others and implant them into infants to allow them to be reborn, but that is only a partial memory, not a true soul; Amber craftsmen can make something similar to a lich's life box for themselves, but currently they can only supply specific puppets, golems or corpses for use, because they cannot make normal physical backups; Necromancers can also raise the dead, but the resurrected dead must not only obey the Necromancer's orders, but will also be stripped of their adaptability to the path.
The most complete resurrection at present is the high-level ability of the Path of Dedication.
There's a ritual that trades one life for another—as long as the other's soul hasn't dissipated or is saved immediately, the priest can sacrifice themselves to revive the other, giving up their body. Rituals of the Transcendental Path offer all sorts of wild possibilities; anything is possible.
The resurrection spell that all healing players possess 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 possess it in the early stages.
This is a spell built purely on game mechanics. The proof is that all NPCs killed by the sword cannot be resurrected.
The above two features are both beautiful in ideal conditions, but in fact they are not very useful.
The only option Aiwass could choose was the third one.
In other words, he was aiming for the third one - Aiwas deliberately used Shadow Fiend the whole time, 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 Fiend can obtain in the first promotion ceremony!
[Shadow Incarnation (Purple): You are both a vessel and an incarnation. Shadows are no longer your enemy.]
This entry's effect is similar to "Container of Burning and Radiance," combining two lower-level options into one. The difference is that this one specifically strengthens the mastery of a single attribute, making it slightly stronger than multi-attribute enhancements.
Its default effect is to provide both level 1 Shadow Affinity and level 1 Dark Vessel. However, if you possess at least level 1 Dark Vessel in addition to this entry, you can use the ritual to change its effect to provide two levels of Shadow Affinity; if you possess at least level 1 Shadow Affinity, you can change it to provide two levels of Dark Vessel.
Its effect can be rotated or not, and its properties can be adjusted once every new moon and full moon.
In other words, this is a specialized feature specifically used to make up for weaknesses.
Because specializing in a single attribute requires both a container and an affinity entry for that attribute. This entry isn't particularly useful to players, primarily saving them from having to reset their points... But for Aiwass, who doesn't have any reset items, this entry effectively solves the problem of wasted entries!
Its current effect on Aiwass is that it increases Aiwass's Shadow Affinity to level two and adds a level one container attribute. This allows Aiwass to use Shadow Fiend more conveniently and also provides mana for the "Venue Card: Shadow Vault"!
In this way, no matter whether Aiwass obtains the dark attribute "Affinity" or "Container" entry in the Transcendence Ritual next time, he can change his shadow affinity to level three - in this way, Aiwass can get rid of the wheelchair!
It is best to be able to obtain a dark container so that this feature can be fully utilized.
If Shadow Fiend is nurtured by Aiwass into a higher-level phantom and sealed in a card, he will no longer need Shadow Affinity and can get rid of the wheelchair. At that time, he can also turn to convert the mastery into a container attribute to increase his mana.
And if he is preparing for a difficult battle and needs to specialize in Shadow Fiend... he will need to increase the "Shadow Affinity" attribute to raise the upper limit of his combat ability, and then he can use the ritual to convert the "Dark Vessel" attribute back.
Although it is only a purple entry, due to its flexibility, in theory it can even be regarded as adding a fourth-level basic entry!
(End of this chapter)
Continue read on readnovelmtl.com