Volume 1 The Beginning of the White Capital Chapter 107 Cultivation Improvement
Name: John Joe
Gender: Male
Age: 16
Race: Tya Rock Mixed Race
Adventure Level: LV.15 (Level Lock: 15/15)
Class: Traceless Iron Wall (Eastern Kingdom, Unique Sequence) (LV.5 Shield Spirit→ LV.10 Shield Armor Guard→ LV.15 Traceless Iron Wall)
Max Health: 986 (Regeneration: 2.88/s)
Max Mana: 190 (Regeneration: 1.68/s)
SP: 979 (Recovery Speed: 8.4/s)
Body Armor: 20
Armor: 40
All Elemental Resistances: 40
All Elemental Affinity: 40
All Elemental Effects: 120%
Mana Amplification: 30%
Solid equipment: 30
Block modifier: 25
All damage reductions: 30%+30
Tenacity Exemption: 11
Will-Immunity: 6
Movement Speed: 15.6
Jump Force: 18
Strength: 21 (Base 8 + Talent 1 + Class 3 + Equipment 7 + Buff 1), Attribute Talent: Giant's Grip (Extraordinary): All strength judgments gain +2 bonuses.
Constitution: 35 (base 10 + talent 2 + class 6 + equipment 14 + plus 3), attribute talent: stacked armor (extraordinary): -2 for all damage taken.
Dexterity: 10 (base 8 + class 1 + buff 1)
Dexterity: 6 (base 6 + class 1 + buff 1)
Intelligence: 5 (base 6 - talent 2 + buff 1)
Spirit: 12 (Base 8 + Class 3 + Equipment 1)
Charisma: 4 (Base 4 - Talent 1 + Buff 1)
Talent:
Staunch (Passive): Immunity to Armor Piercing, Ignoring Defense, Ignoring Calculations, True Calculations, and Lethal Effects. Immunity to bodily damage (still taking damage) and related ailments.
Eternal (active): Makes self 'eternal', ignores time, cuts off space, is immune to all damage, clears all states, and immobilizes the body so that it cannot deal damage.
Racial Talents:
Alpine Blessing (Passive) (cannot be upgraded): Strength +1, Constitution +2, Max Stamina +20, Max Health +10, Will Immunity +2
Resilient Body (Passive) (cannot be upgraded): +1 Body Armor, +2 All Elemental Resistance, +5 Max Health, +1 Tenacity Immunity
Reckless (Passive) (cannot be upgraded): -2 Intelligence, -1 Charisma, -10 max mana, min/max spell damage dealt -2
Earth Guardian (Active) (cannot be upgraded): Gain a shield equal to 10% of your Max Health, and reduce all damage and strength taken by 20% for 5s. Cooling: Half a natural day.
Specialty:
Extreme Shield Armor Enhancement (Passive) (LV.MAX): When equipped with Plate Armor and holding a shield, equip Armor +8, equip Fortity +8, and take all damage -4.
Pole Steely Iron Bone (Passive) (LV.MAX): Your Body Armor +7, all damage taken by -4, increased max health by 16%, and increased max stamina by 16%.
Alloy Ring (Extraordinary) (Passive) (cannot be upgraded): 30% reduction in all damage taken, -10 damage taken and +20 all Elemental Resistances.
Will of the Stubborn Stone (Extraordinary) (Passive) (Unupgradeable): Ignores all mental control effects below the caster's current level, reducing all mental damage taken by 20%.
Heavy Shield Master (Passive) (LV.MAX): When equipped with a large shield, block/strength effect reduction is increased by 15% and block modifier +10.
Path of Guardianship (Transcendental) (Passive) (LV.MAX): While holding a shield and maintaining a defensive stance, the stamina cost is halved, the ailment resistance is increased by 40%, the toughness is increased by 40%, and the next attack is immune, ignoring its collateral every 10 seconds.
Barbed Shield (Passive) (LV.MAX): Inflicts 50% of the caster's total armor and bleeds for 3 seconds to the source of the physical and energy attack, dealing (3 + 1% of the target's max health) of bleeding damage per second, ignoring the shield.
Indomitable Soul (Passive) (LV.1): Each time you take damage, you will receive a stack of 'Unyielding' effects, each of which will give you a 10% health regeneration bonus, a 20% stamina regeneration bonus, a 1% max health increase, and a 2% full damage health steal, up to a maximum of 5 stacks.
Ten Directions (Transcendent) (Passive) (LV.5): When equipped, a colorless shield will spawn in all directions that the shield cannot defend, and all blocked attacks will be blocked as if they were currently equipped with the shield. All shield defense skills gain a 10% cooldown reduction.
Molten Ring (Transcendent) (Passive) (LV.3): The scorching fire elemental will protect you at all times. When the 'Molten Ring' is not displayed, it will deal (7+17% Constitution) Ignition Elemental DMG per second to all enemy targets within a radius of 3 meters. After manifesting the 'Molten Ring', the aura's damage radius is doubled, the damage dealt by the fire elemental is increased by 30%, and every 5 seconds, it will also give the self the power to use the 'Burst Scorch' once, designating a fixed location within the aura's damage radius, and the burst fire elemental will blast the location after a slight delay, creating a high damage and continuously killing all enemy targets in a small area.
Skill:
Traceless Shield (Shield Defense) (LV.MAX): Strengthens the shield to block three upcoming attacks, shielding you from damage from that attack and 50% of its strength. Duration: 4 seconds, Cooldown: 16 seconds, no consumption.
Impregnable (Buff) (LV.MAX): Immune to all attacks and powers, and clears all of your ailments. Duration: 10 seconds, Cooldown: 120 seconds, no cost.
Extreme Iron Rose (Shield Defense) (LV.MAX): When taking physical and elemental damage, reflects true damage equal to 12% of the attack's damage to the attacker and causes them to bleed for 5 seconds, dealing 20% of their own Constitution Bleeding damage per second, with a maximum radius of 100m. Duration: 60 seconds, Cooldown: 60 seconds, Cost: 8% stamina.
Holy Shield Strike (Shield Attack) (LV.5): Wields a shield that deals 1.5 times the physical damage of 1.5 times your own strength to a target and stuns the target for 0.5~2.0 seconds. (The strength and weight of the shield also significantly affect the damage of the blow, and the duration of the stun is determined by the difference between the strength of the shield and the target's constitution.) If the target race is an evil faction race, the damage dealt this time is increased by 140%. Cooldown: 8 seconds, consumes a small amount of stamina.
Shield Company Camp (Shield Defense) (LV.1): Instantly transfers the effects of the shield defense skill you are carrying to any ally within a 20 meter radius, and grants them a shield equal to 10% of your maximum health when all the transfer effects are gone. Cooldown: 20 seconds.
Mountain Body Armor (Buff) (LV.3): Amplifies the caster's body by 60% and enters the Overlord state, immunity to all strength effects, immunity to all transformation control effects below the caster's adventure level, increases all damage reductions equal to 110% of the caster's Constitution value, and reduces the caster's movement speed by 45%. Duration: 60 seconds, Cooldown: 600 seconds.
Heavy Ring Gravitational Field (Weakening) (LV.1): Centered on the self, all enemy targets within a 20 meter radius are affected by the effects of 'Heavy Pressure' (Heavy Pressure: Movement Speed is slowed by 12%, Attack Speed is slowed by 8%, and Jump Speed is reduced by 5) and Traction (Traction: Pulling the target affected by this effect towards the caster) The effect of this skill ignores judgment and is immune to resistance, and the effect will continue to consume the caster's stamina for the duration of the effect. Cooldown: 120 seconds, Cost: 1% stamina/sec
Spell:
'Weapon of Light' (Light Auxiliary Spell) (LV.1): Converts the light element into a blazing light and blesses it on the weapon in hand, giving it the effects of 'Destroying Evil' and 'Defeating Darkness', and makes each attack of the self have an additional (11 + Spirit*125%) Light Elemental Damage, and each time it hits the target, it has a 10% chance to increase the damage it takes in the next 10 seconds by 12%, and will inevitably add the 'Damage Amplification' effect to it when inflicting a critical attack. Duration: 120 seconds, Cooldown: 120 seconds, Cost: 20 mana.
'Drain Touch (Damage Over Time) (Buff) (LV.1): Marks up to three targets within range and uses Wood Elemental to continuously drain their 'Life Force', all drained' Life Force's targets will be deducted based on their maximum HP and stamina per second, and they will also recover the same amount of health and stamina per second as the total amount deducted, and when these targets are drained for more than 30 seconds, they will also temporarily deduct one of their stat values and buff themselves, and will deduct their attribute values every 30 seconds, up to a maximum of 2 times. Cooldown: 30 seconds, Cost: 2~4 mana/s. (The base range of this skill is two meters, and the specific range is affected by the affinity of the wood element and the increase in mana; The deducted attribute value takes precedence over the highest attribute value of the target)'
Equip:
1. Absolute Defense (Growth LV.15) (Full Body Armor) (Soul Binding)
Weight: 66kg, Rugged: 13, Durable: ∞/∞
Armor: 13
Strength +4
Gain +6 Constitution
Max Health +80
Soul Equipment (Passive): The attributes provided by this equipment will be treated as a direct increase in the naked attributes.
Indestructible Armor (Passive): After all the essence of this equipment is destroyed, it will continue to be equipped on the bound person in the form of Soul Armor and provide all attributes except for Strength Protection. After the end of the battle, the substance will be slowly restored. (Providing equipment will reduce the recovery time by a certain amount.)
World Armor (Passive): -4 damage taken, +7 armor equipped, +4 fortified equipment, +13 All Elemental Resistance, +13 Ailment Resistance, +3 Tenacity Immunity, +3 Will Immunity.
Absolute Defense (Active): Immunity to all damage for 60 seconds, but halves the damage, movement speed, and healing gained. Cool: 60 minutes.