Volume 2 The Thousands of Worlds and the Complete Continent Leave of absence.
Intelligence Summary:
(1)
Health and health recovery rate: Represents the individual's vitality and trauma recovery rate
(When an individual takes damage and the damage breaks through the defenses, the subject will deduct health based on the final damage dealt by the attack, the strength damage taken, and the damage to the body.)
Energy and energy recovery speed: It represents the amount of energy in the body and the speed of energy recovery
(If there are multiple energies in the individual's body, the value of the specific energy is displayed separately.)
(2)
Body Armor + Equipment Armor: This is the total armor value
(The total armor value can be directly deducted to cancel all forms of physical, strength, and energy damage, and any physical, strength, and energy damage damage that is not greater than the individual's total armor value will be considered unbroken.)
Body Armor + Elemental Resistance: This is the magic resistance of the corresponding element
(The magic resistance value can directly cancel the elemental damage of the corresponding element by deducting it, and any corresponding elemental damage that is not greater than the individual magic resistance value will be regarded as not breaking the defense)
Damage Reduction: Direct reduction of the corresponding type of damage
(Before deducting armor or magic resistance, the corresponding damage value is reduced, and the true damage can be reduced)
Tenacity Waiver: Adds value to all situations that require a physical judgment
Will-Immunity: Adds value to all situations that require mental and volitional determination
Block: Only works with a shield equipped. All attacks blocked by the shield will be deducted by the block reduction for the corresponding percentage of the value, with the exception of the shield effect, which takes precedence over all reductions and pre-defense calculations
(3)
Physical Damage: A form of injury that directly inflicts trauma on the target's body with bare hands or a weapon
Force Damage: This is the form of damage in which the force attached to all attacks inflicts trauma on the target's body
Energy Damage: A form of damage such as pure arcane energy that inflicts trauma on the target's body with no elemental energy attached
Elemental Damage: A form of damage that causes trauma to the target's body with energy that is primarily composed of elements
Mixed Damage: A form of injury that combines multiple forms of damage that traumatize the target's body
True Damage: A form of damage that directly deducts health from all of the target's defenses and reductions except for shields
(4)
Mana Amplification: Increases the damage, effect, and strength of all spells that use mana
Elemental Affinity: Communicate the strength of elemental ability, which is related to the success rate and efficiency of learning elemental skills, the higher the ability to control the corresponding element, the faster the elemental skill is cast, and the lower the vice versa.
Elemental Effect: The strength of the elemental ability used, the higher the elemental damage and effect dealt, and the lower the elemental damage and effect, the vice versa.
(5)
Armor Piercing: The amount of armor that all attacks have to break through armor.
Sturdiness: Offsets the armor piercing value carried when attacked with bare hands, weapons, or spells, the higher the difference, the less damage all attacks do to the body's armor, and the less likely it is to penetrate the armor.
(6)
Strength: The amount of strength under the current body type. Increasing this stat can effectively increase your strength, strength effect, weight, and slightly increase your attack speed, movement speed, and tenacity immunity
Physique: the embodiment of vitality and the strength of the body. Increasing this stat can effectively increase your health, stamina, health regeneration, stamina regeneration, physical strength, tenacity immunity, and slightly increase your ailment resistance.
Agility: How fast or slow you are at your current size. Increasing this stat can effectively increase your movement speed, jumping power, and balance, and slightly increase your dynamic vision, attack speed, reflexes, and strength effects.
Dexterity: The degree of flexibility under the current body type. Increasing this stat can effectively increase your shooting speed, balance, flexibility, and reflexes, and slightly increase your dynamic vision and movement speed.
Intelligence: the use of energy intensity and control. Increasing this attribute can effectively increase the spell damage, elemental effects, and cast speed of the caster, and slightly increase the caster's energy capacity, energy regeneration speed, cast confrontation judgment, and will immunity
Spirit: The embodiment of will and energy. Increasing this attribute can effectively increase the caster's mental strength, energy capacity, energy recovery speed, cast confrontation judgment, will immunity, and slightly increase the caster speed and energy.
Charisma: The embodiment of affinity and skill effects. Increasing this attribute can effectively increase your own monster affinity, elemental affinity, and skill effects, and slightly increase your own intelligent creature affinity and ailment resistance.
(All of the above basic attributes will be given the power to choose attribute talents once when they reach 12, 25, and 40 respectively when naked, and from the second choice onwards, they will get a new choice item based on the reverse of the previous choice, and the original entry will be overwritten after the selection)
(The specific bonuses and related buffs of all of the above attributes will vary depending on the class and the sequence in which they are employed, depending on the specific situation of the class.)
(7)
Talent: A talent that is randomly acquired and awakened at the moment of birth
Racial Talent: Talent closely related to one's own race brought by bloodline, racial talent will not be awakened before the bloodline is awakened
Specialty: The vast majority of the relevant buffs are passive effects, and a few can be used in a similar form to active skills
Skills: Skills that can be mastered and used, with different types, most of which are active skills, and a few are active/passive skills and special skills such as aura
(8)
Body Armor: Head, chest, shoulders, hands, waist, thighs, calves, feet, a total of eight armor slots. Among them, the shoulders, hands, thighs, and calves are all considered as two components into one piece of equipment
Primary/Off-Hand Weapons: All hand-held weapons, including shields, will be considered to occupy both the primary/off-hand weapon slots when using a two-handed weapon
Wear jewelry: rings, necklaces, bracelets. Multiple rings can be worn, but a maximum of four can be worn at the same time, and rings cannot be worn if hand armor is equipped. Bracelets can be worn and active for up to two pieces, but cannot be worn when hand armor covers the forearm
Special Equipment: There is no limit to the number of pieces that can be held, but a maximum of four pieces can be equipped and effective at the same time
Set: When equipping the same noun prefix, it is regarded as a suit, and the corresponding set effect will be activated after a certain number of pieces are equipped, as long as it is still in the equipment state, the damage of the equipment will not invalidate the set effect
(9)
Permanent Buffs: All gains from permanent buffs will be treated as nude boosts and will not disappear due to skill effects or ailments
Constant Buff: A buff that exists until death, will not be cleared by most dispel skills or ailments, is not considered an equipment buff, and will not be blessed by the effects of other skills
(10)
Combat Professional: The full name of the combat profession is divided into a total of ten mainstream categories based on the basic combat class of the initial awakening, namely 'Warrior', 'Mage', 'Knight', 'Archer', 'Stalker', 'Priest', 'Druid', 'Possession', 'Defender' and 'Summoner'. In addition to these 10 mainstream categories, there are also nearly 100 partial categories or categories with a small spread.
Sub-Job: A class that specializes in Life Skills or Combat Support Skills, and there are eight main categories: 'Blacksmith', 'Apothecary', 'Enchanter', 'Mechanical Engineer', 'Trap Master', 'Esoteric Scholar', and 'Logistic'. In addition to these seven mainstream categories, there are about 20 kinds of partial and niche categories.
(Being a combatant does not mean that you cannot become a deputy, and the same is true for those who become deputies, the difference is only in the division between the main and the balance.) )
(Among them, both the combatant and the deputy have a level, the combat officer is the adventure level, and the deputy is the mastery level, and the rank division is the same: the first order (LV.5-LV.10)→ the second order (LV.10-LV.15)→ the third order (LV.15-LV.20)→ the fourth order (LV.20-LV.25), → the fifth order (LV.25-LV.30), → legendary (LV.30-?) ))
(Each tier needs to complete the first tier to progress to the first tier of the next tier, which is the same level but represents a different level.) Among them, the third level is the elite level, the fourth level is the mentor level, and the fifth level is the grandmaster level, and reaching LV.30 but not stepping into the legendary level is called the quasi-legendary level)
(11)
General term for basic combat positions: For example, 'warriors' refer to those who use their basic combat positions as 'warriors' for subsequent transfers. For example, if the current combat class is 'Lorain Berserker', if others do not know the specific combat job name, it will generally be referred to as the "Warrior" combat class.
'Road' general name: as long as the basic combat positions are the same, even if the sequence of subsequent inauguration is different, but as long as the ability is similar and the combat methods are similar, they will be collectively referred to as a certain 'road', and each basic combat job will extend into two or three mainstream 'roads' at least seven or eight, for example, the follow-up mainstream roads of the 'warrior' are 'swordsman', 'berserker', 'technical fighter', 'demon warrior', 'heavy warrior', 'combat master' and ' There are eight types of weapon masters, and a hundred other 'paths' that are called non-mainstream or extremely niche.
Generic name for the inauguration sequence: For example, a fighter who has been inaugurated in the 'Nightmare' sequence and subsequently transferred to a career can be referred to as 'Nightmare' no matter what level they reach and what the name of the profession at that stage is.
Segmentation of combat positions: Under the same large category, because the sequence of employment after LV.5 is different, the subsequent job transfers are naturally different, and many distinctively homologous combat positions will be developed and extended, so the names of all combat positions in different races and under different circumstances are not uniform most of the time.
(Take a chestnut.) Chen Yuan can be called the 'defender' directly, or he can be called the warrior of the 'defender' department, or he can be called the 'shield armor' in the four mainstream 'paths' of the defender, and of course, he can also be directly called by the sequence name of 'absolute defense'. )
(However, in most cases, if you don't take the initiative to reveal your sequence name or the chosen 'road', others will generally use the general name of the basic combat class or the guessed name of the 'road' based on the characteristics revealed on your body, for example, when the enemy target sees the large tower shield in Chen Yuan's hand, they naturally think that Chen Yuan is a 'defender' based on their first impression, and guess that the selected 'road' is from the fact that he first opened the shield array for protection.) Of course, these subjective or guessed 'titles' are sometimes wrong, and this is also common. )
(12)
Natural elements: wind, fire, water, earth, and thunder.
Eternal Element: The three systems of light, darkness, and chaos.
Energy: Arcane and Psychic powers.
Special: i.e. soul, poison, cause and effect, truth, etc.
(In addition to energy and particularity, each of the natural elements and the eternal elements has a more or less extended secondary system, for example, the extension of the 'water' system has the 'ice' system and the 'fog' system.) )
(13)
The quality of equipment: from low to high, there are seven divisions: gray inferior, white common, green excellent, blue perfect, purple rare, red legacy/legendary, and orange epic, of which epic is also called 'artifact'. In addition to these seven divisions, there are three special grades: Silver Special, Black Curse, and Color Growth, all of which are equivalent to Purple Rare at the lowest level, and the highest upper limit is greater than Orange Epic.
(Red Legacy: Soul binding is required, and it cannot be used by others unless it dies after use, it must be a set.) /With the exception of the Red Legacy, only a small number of Red Legendary and Orange Epic equipment require Soul Binding. )
(Silver Special: i.e. special equipment/Black Curse: Generally ominous equipment with a curse or constant negative effects/Color growth: i.e. growth equipment/These three types of equipment must be soulbound to equip and use)
(14)
The 'main ten-line combat jobs' in the 'world' :(only include all the 'mainstream roads' in the 'main ten-series combat jobs', and the wide variety of 'side roads' or 'niche roads' will not be recorded.)
1. 'Warrior' is a combat officer.
Introduction: Most of the roads are based on the purpose of 'hand-to-hand combat', and they are often fearless people who charge ahead.
Main Paths: 'Swordsman', 'Berserker', 'Skill Fighter', 'Demon Warrior', 'Heavy Warrior', 'Battle Master', 'Weapon Master'
'Swordsman': Specializes in the use of 'sword' as a weapon, and is specifically divided into 'light swordsman' and 'heavy swordsman'. The 'Light Swordsman' is known for his speed, while the 'Heavy Swordsman' is more powerful.
'Berserker': A representative who has mastered and skillfully used 'rage', strong offense and weak defense is the biggest characteristic, and he must master 'berserk' skills.
'Skill Fighter': A 'warrior' who flexibly masters a variety of combat techniques, has no fixed weapon class, and has a variety of acquired skills, most of which are good at heads-up and skirmish.
'Demon Warrior': A 'warrior' who awakens 'magic' and can use spells to assist in battle, often wielding a variety of 'enchanted weapons' spells.
'Heavy Warrior': A sluggish 'warrior' wearing heavy armor, who is good at charging and counterattacking with strong defenses, and although it can't compete with the orthodox 'defender' in terms of defense, it has an attack ability that far exceeds that of the average 'defender'.
'Battle Master': Also known as 'Ace', the seeker of the path of the perfect hexagonal warrior, with balanced abilities, both offensive and defensive, and his unique specialty 'Balanced Stance' allows 'Battle Master' to tackle any situation.
'Weapon Master': The unique specialty 'Weapon Master' allows you to use all types of weapons perfectly and learn related skills, with a variety of combat styles, the only difference from 'Skill Fighter' is that 'Combat Master' focuses on weapon coordination.
2. 'Mage' is a warlord.
Synopsis: Spellcasters who control a variety of elements, although they tend to be vulnerable, have powerful multi-faceted combat capabilities, among which area of effect is the most prominent.
Mainstream Paths: 'Natural Element', 'Light and Darkness', 'Spirit Master', 'Discord Dharma'
'Natural Elements': 'Mages' who are proficient in using 'Natural Elements' will have different aspects of focus and combat styles depending on the aspect of the element they are focusing on.
'Light and Darkness': A 'mage' who is proficient in using the 'light' and 'dark' elements, and the damage dealt is mostly pure elemental damage, and can even be compatible with some effects that simulate other natural elements.
'Spiritual Master': A spellcaster who specializes in 'spiritual power', his attacks can often directly hit the target soul, and his abilities are strange and diverse, and he can interfere with reality to a certain extent.
'Discord Spellcaster': A spellcaster who uses other types of special elements, and has a wide variety of tactics depending on the elements used, also known as 'Wild Mage'.
3. 'Knights' are warriors.
Introduction: A highly mobile fighter who fights on a mount, and his combat style is not limited to melee and range, and he often becomes a good fighter with his mobility.
Mainstream Paths: 'Blue Knight', 'Heavy Knight', 'Sky Knight', 'Sea Knight', 'Wandering Knight'
'Green Knight': Also known as 'Light Knight', he has ultra-high mobility and comes and goes like the wind, making his tactics often harass, attrition, and one-hit kills.
'Heavy Knight': A 'knight' in heavy armor, once he starts to charge, it is extremely difficult to stop, and he is the best at breaking through the formation of all combat classes, although he cannot match the orthodox 'defender' in terms of defense, but he has the mobility and ability to attack the fortifications far beyond the ordinary 'defender'.
'Sky Knight': A collective name for all 'knights' who ride flying mounts, the most famous of which are 'Dragon Knight' and 'Pegasus Knight', which ignore the terrain and have extraordinary mobility, but their weakness is that they are afraid of high-damage penetrating weapons, and their combat power will be reduced when fighting on the ground.
'Sea Knight': A 'knight' whose home is the 'sea', but its movement range is not limited to the 'ocean', and it can actually be moved on land, creating a 'water' terrain to fight, but its combat power is much lower than in the ocean.
'Ranger Knight': A 'knight' who specializes in long-range strikes, and can skillfully use the 'bow' to fight while running on his mount, and can also use the 'sword' or 'scimitar' to defend against enemies at close range.
4. 'Archers' are warriors.
Introduction: Since ancient times, archers have been hanging*, proficient in weapons such as 'bows' and 'scimitars', and are good at long-range strikes, with flexible skills, and are generally located in the rear of the team to provide fire support.
Mainstream Paths: 'Ranger', 'Arrow', 'Hunter'
Ranger: Specializes in the Scimitar and has an extremely high dual speed, which is one of the nightmares of all ranged fighters, but the disadvantage is that it is extremely vulnerable to area damage and lacks ranged means.
'Arrow Feather': Specializes in 'bow', which is completely based on long-range attacks, and can provide powerful long-range firepower suppression, but is extremely weak in close combat.
'Hunter': There are 'Battle Hunters' and 'Companion Hunters', 'Battle Hunters' mostly rely on themselves to form combat effectiveness, both near and far, and also cultivate traps and spells; 'Companion Hunters' mostly rely on animal partners to form combat power, and their own combat power is limited to a certain extent.
5. 'Stalker'
Synopsis: Assassins hidden in the shadows, with a single and weak defense, and extremely poor survivability, in contrast to their powerful one-hit killing ability and silent killing methods.
Mainstream Paths: 'Assassin', 'Bloodthorn', 'Darkness', 'Wanderer'
'Assassin': A fighter who pursues the perfect one-hit kill, with extremely powerful 'stealth' and 'kill' methods, is one of the nightmares of all ranged fighters, and lacks the ability to attack head-on.
'Bloodsting': A 'mad' fighter who abandoned the shadow and chose to fight his way out of the blood, extremely good at suppressing continuous attacks, with no effective means of defense, and the disadvantage is that it is easy to be countered by the 'controller'.
'Dark Eclipse': A 'stalker' who is proficient in using 'poison' and 'traps', can kill targets invisibly, and is particularly powerful in positional warfare, taking into account a certain amount of active offensive ability.
'Wanderer': Weak in combat, also known as 'Treasure Hunter', with strong 'lockpicking' and 'formation disarming' abilities, first-class reconnaissance methods, and extremely strong perception ability.
6. 'Pastor'
Introduction: A combat class known for its healing ability, most of which are related to 'healing' and 'buffs', usually based on the use of 'light' elements, often have good resistance to light elements and the ability to kill evil, and are mostly in the rear of the team to provide support.
Main Paths: 'Sacrifice', 'Life', 'Light', 'Warhammer'
'Sacrifice': A 'priest' who prefers to strengthen the 'buff' ability, has a high overall blessing ability, but also takes into account a certain group healing ability, his own combat effectiveness is extremely weak, and his defense ability is mainly a shield.
'Life': A 'Priest' who prefers to enhance his 'healing' ability, has the ability to master all healing methods, can effectively protect the lifeline of all his targets, and can use some other types of spells while taking into account a certain 'buff' ability.
'Holy Light': 'Priest', which focuses on pure lethal spells, has a strong ability to kill evil, and often comes with a powerful 'penetration' ability in attack, which can effectively suppress the enemy's vulnerable targets and targets with no magic resistance or weak magic resistance.
'Warhammer': The 'Priest' of the melee genre, who generally wears 'chain mail' and can use 'shields' and 'chains', has fairly good melee abilities, and also has certain 'healing' and 'buff' spells.
7. 'Druid'
Synopsis: The darling of nature, with the ability to directly manipulate natural elements without having to construct spell models, and at the same time, it can also be used to 'animalize' or 'transform' with the help of natural will.
Mainstream Paths: 'Elemental Messenger', 'Nature's Might', 'Shaman'
'Elemental Messenger': A 'druid' that strengthens the ability to use natural elements, the ability to use all elements without barriers, and the variety of tactics and destructive abilities that can be formed can elementalize oneself to a certain extent.
'Nature's Might': The unique specialty 'Animal Domain' and the unique skill 'Transformation' are its symbols, and the different types of 'Transformation' also represent the difference in tactics, the only drawback is that the growth time is too long, and the cultivation is difficult.
'Shaman': The exclusive holder of the 'Totem' ability, who can wear 'Chain Mail' and use 'Totem Weapons' to enhance their melee abilities, depending on the 'Totem' ability, the tactics will change accordingly.
8. 'Control the energy'
Introduction: The combat duties formed after the mutation of the brain and the spiritual sea have the ability to directly use 'energy', and have a strong ability to interfere and change various 'physical properties' of reality.
Mainstream Path: 'Plastic', 'Change'
'Plastic energy': directly form 'energy' and provide corresponding ability of 'energy control', the use and embodiment of all 'energy' in and out of the 'energy' is quite proficient, regardless of the distance and near combat power is considerable.
'Change': Distort and reconstruct 'energy' and provide corresponding abilities of 'energy control', and is quite proficient in the use and embodiment of 'inner' in all 'energy', which can form strange damage, alteration, and restriction on the target.
9. 'Defender'
Introduction: The fighter at the forefront of the battle is the most reliable 'shield' for all teammates, and can effectively block the enemy's assault while having strong defensive capabilities.
Mainstream Paths: 'Thorns', 'Shield', 'Enemy Lead', 'Iron Guard'
'Thorns': A 'defender' who relies on various reflex skills to become a 'hedgehog' and makes people afraid to attack, and his powerful anti-damage ability is a nightmare for all mid-to-close combat players.
'Shield Armor': The perfect self-defender, the most self-survivable type of all fighters, and its ultra-high defense ability can even make it face most of the damage of the same tier without being injured.
'Enemy Lead': A 'Defender' who specializes in the use of the 'Forced Change of Attack Target' type of skill, which can effectively 'absorb' enemy attacks, create opportunities for teammates, and create a favorable environment for safe output.
'Iron Guard': A 'defender' who specializes in protecting teammates, unlike 'enemy lead', 'Iron Guard' mainly uses group protection skills for passive defense, which can create an iron bucket-like defensive formation.
10. 'Summoner'
Introduction: Special fighters who contract real species or summon otherworldly species to fight for themselves tend to have fragile combat abilities and mostly rely on summons to fight.
Mainstream Paths: 'Contract', 'Alien', 'Self'
'Contract': A 'summoner' who binds to various 'magical beasts' or strange species that can sign contracts, and is good at using numerical superiority to defeat enemy targets.
'Alien Current': While mastering a certain degree of spell ability, you can communicate with 'different dimensions' at any time to summon to assist yourself in combat, and the combat power fluctuates greatly, and the tactics are also extremely random due to the different types of summoned targets.
'Self': A 'summoner' who is combined with a summon or contract target, and whose ego power is greatly enhanced by the increase in 'merge', and can inherit the abilities of most 'merge' targets.