Vol.1 The Beginning of the White Capital Official Clone Card (1)

(Note 1: Since the main character's adventure level has been sealed by the level lock, before the level lock is opened, all the experience gained by the protagonist from the system mission will be distributed to other clones in a certain proportion, and all clones can gain a small amount of experience through the battle of the protagonist or 'themselves' when the protagonist has a level lock, and the adventure level of all clones cannot exceed the level lock that embodies the adventure level and inherits the main body.) )

(Note 2: All attributes or abilities that have slipped due to the level lock will be temporarily sealed and invalidated, and the attributes and abilities that have been temporarily sealed will be restored when the combat rank returns to the original rank.) )

(Note 3: The weapon carried by 'Musketeer' Bordos is forced to return to reality at the end of the trial due to the soulbound attribute, but the armor originally equipped is not soulbound equipment, so it will not be brought back to reality because the trial ends.) )

(1) First doppelganger:

Name: Ansu

Gender: Male

Age: 17

Race: Darkborn· Blood Raven'

Adventure Level: LV.6 (212/840)

Rank: Blood Raven (Ancient Elfa Continent, Darkspawn Legacy Sequence)

Max Health: 98 (Recovery Speed: 0.132/s)

Max Mana: 242 (Recovery Speed: 1.187/s)

SP: 165 (Recovery Speed: 0.66/S)

Magic Damage: 2

Body Armor: 2.2

Equipment armor: 0

All Elemental Resistances: 0

All Elemental Affinity: 50 (Dark Elemental Affinity +10, Blood Affinity +10)

All Elemental Effects: 100% (Bloodline Effect +12%)

Mana Amplification: 0%

Tenacity Exemption: 1

Immunity of the will: 2

Movement Speed: 8

Jump Force: 16

Strength: 6 (Base 6)

Constitution: 11 (Base 8 + Class 1 + Blood 2)

Dexterity: 8 (base 8)

Dexterity: 6 (base 6)

Intelligence: 15 (base 9 + class 3 + bloodline 2 + plus point 1), attribute talent: Mind Law Network (extraordinary): All intelligence judgments gain +2 bonus.

Spirit: 11 (Base 9 + Class 1 + Blood 1)

Charisma: 5 (Base 5)

Talent: Crow's Feast (Active): Summons crows to damage all nearby enemies around you, dealing Dark Elemental Damage to up to eight targets, a portion of the damage dealt will be converted into healing to restore your own health, and the damage dealt by this skill and the proportion of recovery will increase with the increase of your related strength. (Intelligence, Spirit, Constitution, Dark Elemental Affinity, and Magic Damage will significantly affect this skill.)

Racial Talents:

Darkspawn (Passive) (cannot be upgraded): +2 Constitution, +10 Max Health, +20% Health Regeneration.

Blood Raven (Passive) (cannot be upgraded): Intelligence +2, Spirit +1, Max Mana +20, Spell Lifesteal +5%.

Traceability (Passive) (cannot be upgraded): Deals 5% increased spell damage and +10 Dark Elemental/Blood affinity.

Dance of the Blood Ravens (Active) (cannot be upgraded): Attacks nearby enemies with Blood Power inflicted with Dark Elemental Erosion, dealing damage equal to 120% of your Intelligence + 120% Constitution + 120% Magic Attack, and reducing the total armor of all hit targets by 30% for 10 seconds. Using this skill will deduct 10% of the caster's current health. Cooling: Half a natural day.

Specialty:

Dark Elemental Specialty (Passive) (LV.3): Increases damage dealt by 9% and release speed +5% when using Dark Elemental skills.

Bloodpower Specialty (Passive) (LV.3): Increases the effect of bloodline skills by 12%.

Mana Affinity (Passive) (LV.2): +2 magic damage, 7% increased mana regeneration.

Blood Conversion (Passive) (LV.1): Increases the healing effect of all abilities by 10%.

Skill:

Blood Claw (Blood Damage) (LV.3): Unleashes a Blood Claw that deals 90% magic damage + 50% blood damage to the target hit. Cooldown: 7 seconds, Cost: 8 mana.

Painful Torment (Dark Elemental Damage) (LV.3): Plant a mark on an enemy target within a 12 meter radius to afflict them, dealing 36% magic damage per second and a certain amount of pain, which is slightly amplified when the target takes other damage while the spell lasts. Duration: 12 seconds, Cooldown: 24 seconds, Cost: 16 mana.

Blood Drain (Blood Damage) (LV.1): Instantly and forcibly drains the blood of a traumatized target, causing them to lose a small amount of blood and take 60% of their blood damage, while recovering health equal to the damage of the time. Cooldown: 10 seconds, Cost: 10 mana.

Equipment: Not available

Permanent buffs obtained and permanent buffs used: Not available

(2) Second doppelganger:

Name: Bordos

Gender: Male

Age: 18 (Terran chronological age: 56)

Race: Pure-blooded Forest Elves

Adventure Level: LV.15 (Level Lock: 15/15)

Class: Musketeer (Eastern Kingdoms, Ancient Sequence) (LV.5 Musketeer→ LV.10 Musketeer→ LV.15 Musketeer)

Max Health: 108 (Regeneration Speed: 0.44/s)

Mana: 108 (Recovery Speed: 0.46/S)

SP: 281 (Recovery Speed: 2.86/s)

Body Armor: 2.2

Equipment armor: 0

Solid equipment: 0

All Elemental Resistances: 0

All Elemental Affinity: 12 (Nature Affinity +10)

All Elemental Effects: 100%

Mana Amplification: 0%

Ambulatory visual acuity: 18

Movement Speed: 33.6

Jump Force: 35.2

Strength: 16 (Base 7 + Talent 2 + Class 3 + Equipment 3 + Plus 1), Attribute Talent: Forger: When you are armed with a firearm, you are immune to the accuracy effects of action and recoil.

Constitution: 11 (base 7 + talent 2 + class 1 + equipment 1), attribute talent: iron lung (extraordinary): max stamina value increased by 30%, stamina cost reduced by 30%. (Temporary seal invalidation due to attribute slippage)

Dexterity: 16 (base 8 + talent 2 + class 2 + equipment 3 + plus point 1), attribute talent: Catwalk: Walks silently and ignores 20% terrain influence.

Dexterity: 16 (base 7 + talent 2 + class 1 + equipment 4 + plus 2), attribute talent: trap mastery: double the speed of creating and placing traps.

Intelligence: 7 (base 6 + talent 1)

Spirit: 8 (base 7 + talent 1)

Charisma: 9 (Base 7 + Talent 2)

Talent:

Breaking the Limit (Passive): Strength +2, Constitution +2, Agility +2, Dexterity +2, Max Health +20, Max Endurance +40.

Racial Talents:

Forest Guardian (Passive) (cannot be upgraded): Nature Affinity +10, Intelligence +1, Spirit +1, Movement Speed increased by 5%.

Ancient Noble (Passive) (cannot be upgraded): +2 Charisma, 1 extra point each time you earn a Specialty Point.

Nature Enhancement (Active) (cannot be upgraded): Instantly increases all of your base stats by 20% and restores 20% of your maximum health. Cooling: Half a natural day.

Specialty:

Forest Friends (Passive) (LV.12): When you are in a forest terrain, you will automatically gain 3 concealment modifiers and additional Nature Affinity, as well as a 12% increase in all recovery efficiency.

Concealment Grandmaster (Passive) (LV.MAX): Concealment modifier +10, your presence is greatly reduced when you are not being watched by the target, and when you are in the shadows, you are immune to the effects of Scouting skills that are lower than your agility target.

Rifle Master (Passive) (LV.MAX): When equipped with a Long Range Rifle, deals 10% increased physical damage and +10 hit modifier.

Precision Trajectory (Passive) (LV.12): Ignores 70% of all factors while the bullet is in range, +6 hit modifier, and locks up 43% more. (Temporary seal invalidation due to the slippage of the combat rank)

Armor Shattering Skill (Passive) (Lv.11): Bullets ignore the target's total armor for 11 points when they hit the target, increasing the armor piercing value by 4 points and increasing the durability of the equipment by 24%.

Trap Specialist (Passive) (LV.MAX): Reduces the time it takes for all traps to be placed by 40%, increases damage and effect by 20%, ignores the target's 10 all-elemental and all-ailment resistances.

Lethal Sniper (Passive) (LV.10): You can lock on to a target in your field of vision, dealing 25% more base damage to the target's next attack after aiming at that target for 5 seconds, increasing the damage amplitude by 5% for each additional second of aim, up to a maximum of 10 seconds. (Temporary seal invalidation due to the slippage of the combat rank)

Explosive Amplification (Passive) (LV.11): Increases damage dealt by all explosive devices and projectiles by 25%, ignores 10% of the target's total armor and 20% of the shield value and applies Critical Damage for 22 seconds.

Iron Man (Passive) (LV.MAX): Stamina drain rate is reduced by 30%, stamina recovery speed is increased by 30%, and stamina is increased by 30%.

Skill:

Charge (Buff) (LV.MAX): Charge up your next attack, starting after using the skill, and every 5 seconds will gain a stack of amplification, increasing the total damage dealt by your next attack by 4%, up to a maximum of 5 stacks. Cooldown: 25 seconds, Cost: 8 mana.

High Speed Action (Buff) (LV.MAX): Increases self's movement speed by 30% and instantly clears all slows from self for 12 seconds. Cooldown: 60 seconds, Cost: 10% stamina.

Focus (Buff) (LV.MAX): Greatly increases self's concentration and increases the reaction speed of one's dynamic vision by 25%, greatly reducing external influences in this state. Duration: 10 seconds, Cooldown: 120 seconds, Cost: 12% stamina.

Fatal Headshot (Musket Attack) (LV.10): A successful headshot on the next shot ignores the target's shield and 50% of total armor, and increases the damage of the weakness strike by 25%, killing targets below 20% health when successfully penetrating the target's total armor. Cooldown: 90 seconds, Cost: 15 mana.

Heavy Hit Shot (Musket Attack) (LV.12): Causes your shots to deal 24% more damage and strength, and each time you hit a target, you will add a layer of armor shattering to the target, reducing its total armor by 5 and stacking up to a maximum of 3 stacks. Duration: 12 seconds, Cooldown: 90 seconds, Cost: 12 mana.

Camouflage Armor (Musket Defense) (LV.10): Adds a camouflage coat to self, which will mislead all eyes looking at you when you are stationary, making it much less likely to see through your concealment. Duration: 20 seconds, Cooldown: 90 seconds, Cost: 18 mana. (Temporary seal invalidation due to the slippage of the combat rank)

Equip:

Fool's Wisdom (Growth Lv.15) (Rifle) (Soul Bind)

Weight: 8.6kg, Robust: 8, Durability: 125/125

Physical Damage: 40-40 (Type: Piercing)

Strength Effect: 22

Strength +3

Gain +1 Constitution

Dexterity +3

Dexterity +4

Soul Equipment (Passive): The attributes provided by this equipment will be treated as a direct increase in the naked attributes.

One Hit Piercing (Passive): If the weapon's shot successfully breaks through the target's defenses, it deals 15% increased Physical Damage and 15% Strength Damage.

Lock-on Strike (Passive): Aiming at a target with this weapon for 5 seconds will automatically lock onto the target and cause the next shot to hit, ignoring 40% of the shield and defense effect.

Finishing Bullet (Active): The next shot will use a special bullet that deals double the damage. Cool: 60 minutes.

Permanent buffs obtained and permanent buffs used: Not available