The Wizarding Age
Chapter 0147 Magic Pattern
As a quasi-witch, he was going to fight against a veteran wizard who had been promoted for more than 300 years. This idea was almost crazy. If there was no other way out, Grimm would never dare to think about it!
Counting on his fingers, there were only three heroes on his side.
The evil insect's body had been completely controlled by Anderson. Although the beetle incarnated by Entik's main consciousness repeatedly promised that it could take back its body in a short time, such words were not trustworthy! Therefore, in his heart, Grimm always regarded Entik as half a quasi-witch. It was good that he did not turn against Anderson at the critical moment. Grimm never dared to pin his hopes of winning on him.
Mary was a very reliable helper. Unfortunately, her vampire bloodline came from Anderson's hand. If Anderson did not reserve any backhands in it, then Grimm would really despise Anderson, an incompetent wizard.
Knowledge is power!
Really smart wizards rely on their brains and knowledge to defeat their enemies.
So Grimm was a little worried about using Mary. Like the evil insect Entic, when calculating the combat power, Grimm also calculated Mary as half a quasi-witch.
In this iron triangle that firmly resists Anderson, two of them are not so reassuring. It is conceivable how depressed Grimm is at this moment, and how great the pressure he is under!
It seems that at the critical moment, maybe only he can stand up!
As for the enemy they need to face, the first-level wizard Anderson, if estimated according to the chip, can at least stand up to the combat power of ten or eight quasi-witches. That is to say, even if the assistance of the swamp tower to him and the increase of his additional witchcraft equipment are put aside, Anderson alone can easily withstand the siege of 8 to 10 quasi-witches.
Of course, if there are really 10 quasi-witches, they may really force Anderson wizard to make concessions. Unfortunately, they didn't!
There are too many variables in the evil insects Entik and Mary. Once the war starts, they are more likely to become a burden than a help. If there is no other way, Grimm is unwilling to form an alliance with such teammates who may rebel at any time!
In this way, after the war, most of the pressure may fall on Grimm.
And Grimm's own strength has changed dramatically since the birth of the Flame Lord. He can already be regarded as a qualified quasi-witch. Whether in offense or defense, he is not inferior to ordinary quasi-witch. If he bursts out with all his strength, he can even support 2 Flame Lords to enter the battlefield at the same time.
And from the last comparison of the combat strength of the Flame Lord and Alice, it can be seen that the combat power exerted by a wizard-level Flame Lord can be equivalent to 2 to 3 elemental quasi-witches. Even if the two Flame Lords are calculated at their maximum combat power, they are only equivalent to 6 elemental quasi-witches.
And with such combat power plus Grimm, Entik and Mary, it can only be said that they have the strength to fight with Anderson. As for winning or losing? Grimm's chance of winning is less than 10%!
Even if there is this 10% chance of winning, it can only be achieved when all of Grimm's strategies are successful and Anderson Wizard has not arranged any amazing backhands.
It is precisely because the chance of winning is too low that Grimm has to work hard to increase his chips and try to reduce Anderson's advantage!
Seriously speaking, Grimm's side actually has some hidden means. The biggest good news is the enemy intelligence that the evil insect Entik can provide continuously. As the saying goes, knowing yourself and the enemy will ensure victory in a hundred battles! In Grimm's plan, it is the most reliable strategy and tactics to fully understand Anderson Wizard's layout and planning, and then carry out targeted counterattacks and counterattacks.
On the other hand, Grimm's camp also hides a super master-Alice. Although her relationship with Grimm is still very stiff, when her life is also threatened, she will surely become the main fighting force of Grimm's side. At least in Grimm's heart, Alice is much more reliable than Entic and Mary!
In order to increase the chances of winning the battle, Grimm must carefully plan and plot even if it is just some insignificant chips. Even the goblin Kirby has undertaken some extremely important tasks in his plan.
While planning a counterattack, Grimm is also working hard to enhance his survivability.
It is conceivable that once the two sides tear their faces and fight, Grimm, the core of the camp, will inevitably become the focus of Anderson Wizard. So it is far more important and more affordable for him to improve his battlefield survivability than to exercise his combat ability!
And through a lot of screening and comparison, there are not many ways to quickly achieve success in a short period of time and quickly improve your ability, but magic pattern drawing is definitely a special case.
According to the records of witchcraft books, the origin of witchcraft comes from the observation and copying of the natural magic patterns on the monsters by the ancestors of mankind. These magic beasts and monsters often do not know any witchcraft knowledge or any witchcraft principles, but they can master some mysterious abilities without a teacher by relying on their own talents and the harmony between heaven and earth.
Although these magic patterns are simple, they directly point to the rules of the world and are the embodiment of some underlying plane laws. Therefore, they all have astonishing and strange abilities!
The ancestors did not understand all this at first, but humans are the best race in the world at learning and creating. Some of the smart people among them observed and copied these natural magic patterns, and then painted them on themselves, forming acquired magic patterns.
This is also the original origin of the witch array!
Later, the ancestors learned and mastered more and more magic patterns, and after selecting them, they continuously combined and arranged them, so that they had unprecedented new abilities. These special runes extracted from natural magic patterns are the witchcraft runes that every wizard must master and understand now!
It can be said that the ancient wizards are actually a group of ordinary humans. They use special pigments to draw strange and weird magic lines on themselves, so that they have strange abilities similar to those of Warcraft and monsters.
With thousands of years of evolution, this group of humans who continue to study mysticism have finally gotten rid of their identities as ordinary people and become the leaders and protectors of the entire human race. They no longer carve magic patterns on their bodies, but etch them on weapons or special equipment, thus turning them into terrible witchcraft and witchcraft equipment.
They even learned to meditate, and were able to gradually transform themselves into magical creatures similar to Warcraft. They also analyzed the laws of the planes, and then left their own consciousness imprints in the operation of the plane world.
And what Grimm wanted most at this moment was the study of magic patterns, so that he could also quickly improve his basic combat power. The many discarded parchments that Alice saw in his room before were the magic pattern arrays that Grimm customized for himself.
Originally, Grimm thought that this task would not be too difficult. After all, he was a puppet master who could etch 7 magic arrays on a crystal core the size of a fingertip. Now he just moved the position to his body, and the area expanded by more than a hundred times, so the task should be easier!
Unfortunately, when he really gave the task to the chip, after a comprehensive physical examination and statistics, the area on the human body surface that could be used to engrave magic patterns was less than 1/7. And these areas were scattered all over the body, which seemed too fragmented and messy.
According to the distribution of these magic pattern areas, Grimm deduced that most of the magic energy areas on the surface of the human body are connected to the main vital organs in the body. For example, the heart, brain, and lower abdomen are all areas with dense magic energy, while the limbs and the edges of the body are areas with sparse magic energy.
Each area has different vital organs, and the magic energy it can support is slightly different. If you want to make good use of them, you really need a detailed and comprehensive dialysis test and a lot of data statistics and calculations.
This is no wonder that magic pattern masters are so rare, and drawing a magic pattern is so expensive!
According to the information Grimm learned, if an ordinary apprentice wants to engrave a magic pattern on his body, even if he only draws an agility rune array (agility 1) on his feet, the minimum charge of the magic pattern master is 1,000 magic crystals. As for drawing an energy-gathering rune array (double the element gathering speed) in the heart, the minimum charge is 3,000 magic crystals.
And drawing a rune array that can give binocular perspective eyes, the charge is as high as 5,000 magic crystals.
Seeing those high prices, Grimm felt his heart twitching. Maybe when you have nothing to do in the future, it would be a good choice to work part-time as a magic pattern master!
Since Grimm has completed the transformation of the flame body, the magic energy area on the surface of his body is much higher than that of ordinary apprentices, so how to make good use of these magic energy areas has become the biggest problem. Therefore, during this period of time, Grimm has not left his residence, constantly detecting the local characteristics of his body, and then using the chip to build the most complete magic pattern pattern.
From these works, it can be seen why Grimm has seen so many wizards, but rarely sees magic patterns engraved on them. If you want to engrave magic patterns, you need magic pattern masters to understand and master their body data in detail. Let me ask, which wizard is willing to let an outsider know all the secrets of his body?
Therefore, this is probably an important factor hindering the promotion of magic patterns!
And after a comprehensive and detailed calculation, Grimm made a magic pattern drawing plan for himself that was unprecedentedly large and complicated.
It is planned to carve an energy-gathering array on the bottom of both feet, a damage-doubling array on both hands and wrists (which can instantly increase the output of elements and double the elemental damage), a large element-strengthening array on the chest and abdomen, a large element-protection array on the back, and a spiritual light array on the forehead and temples (which can directly convert spiritual power into lethal fire magic).
Each array is tailor-made for Grimm! chapter;
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