Volume 2 Thousands of Worlds and Complete Continents Comprehensive Protagonist Cards (This mode will be used for all protagonist cards in the future)
Name: Joe John
Gender: Male
Age: 17
Race: Tya Rock Mixed Race
Adventure Level: LV.20 (Level Lock: 20/20) (Main Plane Tier: 4th Tier, Mentor Level)
Panplane Level: LV.3 (Minor Hero)
Class: Shield Armor (Eastern Kingdom, Unique Sequence) (LV.5 Shield Spirit→ LV.10 Shield Armor Guard→ LV.15 Traceless Iron Wall →LV.20 Shield Armor)
Max Health: 2000 (Regeneration Speed: 4.08/s)
Max Mana: 237 (Regeneration Speed: 2.1/S)
SPURIA: 1650 (Recovery Speed: 14.4/S)
Body Armor: 30
Equipment Armor: 70
Psychic Resistance: 40
All Elemental Resistance: 70
All Elemental Affinity: 40
All Elemental Effects: 120%
Mana Amplification: 40%
Solid equipment: 40
Block modifier: 20
Block/Strength Effect Reduction: 50%-87.5%/62.5%-100%
All damage reductions: 50%+50
All Ailment Resistance: 75
Tenacity Immunity: 20
Will-Immunity: 10
Movement Speed: 23
Jump Force: 26
Strength: 27 (Base 8 + Talent 2 + Class 4 + Equipment 12 + Buff 1), Attribute Talent: Giant's Grip (Extraordinary): All strength judgments gain +2 bonuses.
Constitution: 40 (base 10 + talent 3 + class 8 + equipment 15 + plus 4), attribute talent: stacked armor (extraordinary): -2 for all damage taken.
Dexterity: 13 (base 8 + class 2 + equipment 2 + buff 1)
Dexterity: 7 (base 6 + class 2 + buff 1)
Intelligence: 4 (base 6 - talent 3 + buff 1)
Spirit: 13 (Base 8 + Class 4 + Equipment 1), Attribute Talent: Mystic Stone Helm (Extraordinary): Immune to stun and silence.
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:
Mountain Body (Passive) (cannot be upgraded): Strength +2, Constitution +3, Max Stamina +10%, Max Health +5%, Will Immunity +4
Body of Rock (Passive) (cannot be upgraded): +3 Body Armor, +5 All Elemental Resistance, +5% Max Health, +2 Tenacity Immunity
Weak (Passive) (cannot be upgraded): Intelligence -3, increases mana cost by 10%, and reduces all spell damage by 10%
Zhenyue (Active) (cannot be upgraded): Gain a shield equal to 20% of your Max Health, and halve all damage and strength taken for 10 seconds. Cooling: Half a natural day.
Specialty:
Chogokin Unbreakable Armor (Exclusive) (Extraordinary) (Passive) (LV.MAX) :(1): Regardless of the type of attack and effect taken, only half of the damage will be taken, and this effect will be considered 'Absolute' first. (This priority will also apply to all damage reduction numerical options.)
(2): Body Armor +10, Equip Armor +10, Equip Sturdiness +10, All Elemental Resistance +30, All Damage Taken -30, Max HP Increases by 20%, Max HP +50, Max Stamina Increases by 20%, Max Stamina +100.
Shield Master (Transcendent) (Passive) (LV.MAX): When equipping a shield, block/strength effect reduction is increased by 20% and block modifier +20.
The Way of Guardianship (Transcendent) (Passive) (LV.MAX): While holding a shield and maintaining a defensive stance, stamina cost is halved, ailment resistance is increased by 50%, toughness is increased by 50%, and the next attack is exempted every 10 seconds, ignoring its collateral effects.
Reflected Armor (Extraordinary) (Passive) (LV.MAX): Inflicts the same type of damage equivalent to 80% of the caster's total armor value to the source of physical, energy, and elemental attacks and makes them bleed for 5 seconds, dealing (5 + 1% of the target's max health) of bleeding damage per second, all of which ignore shields, with a maximum radius of 200 meters.
Chime Will (Extraordinary) (Passive) (LV.MAX): Mental Resistance +10, immune to all psychic ailments and control effects below their own level, and each time they receive damage, a layer of 'Chime' effect will be stacked, each layer will make you gain 30% health regeneration speed bonus, 40% stamina recovery speed bonus, 3% max health increase, and 2% full damage health steal, up to 10 stacks.
Ten Directions (Extraordinary) (Passive) (LV.MAX): When equipping a shield, a colorless shield will be generated in all directions where the shield cannot be defended, and all blocked attacks will be blocked as if they were currently equipped with the shield. All Shield Defense Skills gain 20% Cooldown Reduction.
Molten Ring (Transcendent) (Passive) (LV.MAX): The scorching fire elemental will protect you at all times. When the 'Molten Ring' is not displayed, it deals (10+25% Constitution) Ignition Elemental Damage per second to all enemy targets within a radius of 15 meters. After manifesting the 'Molten Ring', the aura's damage radius is doubled, the damage dealt by the fire elemental is increased by 50%, and every 5 seconds it will also give the self the power to use the 'Burst Scorch', designating a fixed location within the aura's damage radius, and the burst fire elemental will explode the location after a slight delay, causing a high damage while continuously killing all enemy targets in a small area.
Skill:
Eternal Shield (Shield Defense) (LV.MAX): Strengthens the shield to block the three upcoming attacks, shielding the self from the damage, strength, and collateral effects of that attack. Duration: 5 seconds, Cooldown: 10 seconds, no cost.
Impregnable (Buff) (LV.MAX): Immune to all attacks and powers, and clears all of your ailments. Duration: 10 seconds, Cooldown: 120 seconds, no cost.
Barrier Rose (Shield Defense) (LV.MAX): When receiving physical, energy, and elemental damage, it reflects true damage equal to 15% of the attack's damage to the attacker and causes them to bleed for 5 seconds, dealing 30% of their own Constitution Bleeding damage per second, with a maximum radius of 200 meters. Duration: 60 seconds, Cooldown: 60 seconds, Cost: 5% 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.
Symbiosis of Guardianship (Shield Defense) (LV.1): Target up to two targets, and all skills used by the target will be synchronized for the next 15 seconds, and a shield equal to 15% of the target's maximum health will be applied to the target after the specified time ends, with a maximum radius of 50 meters. Cooldown: 30 seconds.
Mountain Djinn Armor (Buff) (LV.3): Amplifies your body size by 100% and enters the Overlord state, gaining a full body size amplification and immunity to all power effects, immunity to all transformation control effects below your own adventure level, increasing all damage reduction values equivalent to 120% of your Constitution, and reducing your movement speed by 40%. Duration: 60 seconds, Cooldown: 600 seconds.
Heavy Ring Gravitational Wave (Weakening) (LV.MAX): All enemy targets within a 50 meter radius of the self are affected by the effects of 'Overweight' (Overweight: 20% slowed movement speed, 20% reduced attack speed, and 10 reduced jump power) and 'Gravitational Wave' (gravitational wave: the target affected by this effect is constantly pulled in the direction of the caster), and the effect of this skill ignores the 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: 2% 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)
Real Name:
(1) Combat Awakening Ability: 'Legacy of the Torch: Realm of Calamity Ashes'
'Legacy of the Flame: Realm of Ill Ashes: When you fight the Abyss, you will be immune to all negative effects from the Abyss, and every Abyss killed by your faction on the battlefield will restore a certain amount of health, energy, and stamina, and the effect will still apply against non-Abyssal enemies, but the amount of recovery will be greatly reduced'
(2) Combat Awakening Skill: 'Burning Realm of the Wall'
'Wall Burn Boundary: The battlefield will be shrouded in its own realm, all 'Black Abyss' within the range will receive real burn damage proportional to the sum of their armor and resistances, this damage will be applied to both the soul and the body, the closer you are, the greater the damage will be taken by the target, and each 'Black Abyss' who dies due to the burn will cause you to inflict a very small increase in the damage you deal to the 'Black Abyss', and there is no upper limit to this bonus'
Equip:
1. Absolute Defense (Growth LV.20) (Full Body Armor) (Soul Binding)
Weight: 66kg, Robust: 15, Durable: ∞/∞
Equipment Armor: 15
Strength +5
Gain +6 Constitution
Max Health +100
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): -10 damage taken, +10 armor when equipped, +5 sturdiness for equipment, +20 all elemental resistances, +30 ailment resistance, +5 immunity for tenacity, +5 immunity for will.
Absolute Defense (Active): Immunity to all damage for 60 seconds, but halves the damage, movement speed, and healing gained. Cool: 60 minutes.
2. Fortified Barrier (Growth LV.15) (Large Shield) (Soul Binding)
Weight: 60kg, Robust: 15, Durable: ∞/∞
Equipment Armor: 15
Strength +2
Constitution +4
Max Health +50
Block/Strength Effect Reduction: 20%-50%/30%-60%
Soul Equipment (Passive): The attributes provided by this equipment will be treated as a direct increase in the naked attributes.
Unbroken Barrier (Passive): Equip armor +10, equip sturdiness +5, block modifier +20, block/strength effect reduction increased by 25%, and all ailment resistance increased by 30%.
Void Shield (Passive): While holding the shield, your vision is not affected by the shield. Once all of the essence of the equipment is destroyed, it will continue to be equipped on the bound person in the form of a Void Shield 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.)
Eternal Barrier: Creates an impenetrable curved barrier that negates all intercepted attacks, and the strength of its own armor significantly affects the size of the barrier. Duration: 120 seconds, Cooldown: 60 minutes.
(Absolute Defense: Despair under Barriers: 2/2), Absolute Defense: Desperate Fortress Set Effect has been activated:
1. -8 for all damage taken, +15 for armor, +10 for solidity, +5 for body armor, +5 for constitution, +10% for max health.
2. Each time you take a hit, you have a 10% chance to be immune to that attack.
3. Every 10 seconds without taking damage, you will refresh and gain a shield equal to 10% of your maximum health, and be immune to one attack.
4. Every calendar day, you will get a chance to be immune to lethal damage, and if the immunity is successful, you will retain 1 health and be invincible for 3 seconds.
3. 'Life Plus' (Legendary) (Amulet) (Soul Binding)
Weight: 0.25kg, Robust: 5, Durability: 110/110
Max Health +100
+1 health regeneration per second
Strength +1
Spirit +1
Wind Protector (Passive): Increases the wearer's movement speed by 20%, increases resistance to all ailments by 20%, and reduces the effect of Strength taken by 20%.
Mori no Yu (Passive): When the wearer takes damage from the Elemental Elemental, there is a 20% chance to be immune to this attack and restore 5% of the caster's maximum health.
Life Core (Passive): Increases caster's max health by 20%, increases caster's max stamina by 20%, and is immune to curses.
Ember Afterglow (Passive): Each jump of damage taken by the caster has a 30% chance to restore 10% of the caster's maximum health and maximum stamina, and can only be triggered once within 30 seconds.
Stars (Active): Centered on the self, all allied units within a 50 meter radius immediately recover 30% of their maximum health, and for the next 10 seconds, they will recover 3% of their maximum health every second for the duration of this effect, removing a negative effect from the beneficiary every 2 seconds. Cooling: 1 hour.
4. 'Demon Heart' (Growth, Lv.20) (Special Equipment) (Soul Binding)
Weight: 1kg, Robust: 10, Durability: 40/100
All Elemental Affinity +LV*2(40)
Ultra Magic Convergence (Passive): +40% Max Energy, +250% Energy Regen per Second, +20% All Spell Damage, +20% All Elemental Effects.
Essence of Ten Thousand Years (Passive): Returns 25% of mana consumption when using skills; Each time you use a skill, you have a 20% chance to increase your skill effect by 10% and release speed by 20% for 10 seconds, stacking up to three times.
Amethyst Heart (Passive): Each Adventure Level grants you 2% Mana Amplification, and every 10% Mana Amplification increases your Max Energy by 3%.
Natural Nature: Different Rules (Passive): This equipment will provide an amplification effect according to the binding person's spell qualification and current magic side attributes (the current qualification is: low and with a constant debuff), the current effect provided is: your learning speed for support spells is greatly increased, continuous damage skills will be immune to the effects of their own or received debuffs, whenever they use a spell amplification or healing themselves, the effect produced by each spell amplification or healing themselves is increased by 25%, immunity to forbidden spells, and ignoring intelligence requirements when learning spells.
Extreme Energy (Active): Immediately detonates all of your remaining mana, and the next skill you cast will be forcibly converted into a damage skill and lock onto the target, dealing an additional damage equal to 300% of the burning mana. This damage is affected by Mana Amplification, ignoring 50% of the target's shield value and damage reduction. Cooling: One natural day.
5. 'Dragon's Breath Grip' (Epic) (One-handed Axe) (Soul Binding)
Weight: 15kg, Robust: 12, Durability: 240/240
Equipment Requirements: Health 1200 Strength 20 Constitution 15 Agility 10
Physical Damage: 50-71 (Type: Splinter, Scorch)
Strength Effect: 35
Strength +4
Dexterity +2
Max Health +100
Dragon's Wrath (Passive): Each attack hits the target with an additional 'Dragon's Breath' damage, which is an area of effect splash damage that ignores 40% of all targets hit, dealing physical damage equal to 2% of the caster's maximum health.
Health Withered (Passive): All damage dealt with this equipment will apply 'Critical Injury' to the target, halving the amount of healing from all sources the target receives, and when the target drops below 35% Health, the 'Critical' effect will become 'Forbidden Heal', rendering the target unable to heal from any source.
Burst Piercing (Passive): Armor Piercing +10, each time damage is dealt, a layer of 'Burst of Fire' will be added to the target, which will be detonated after accumulating to 5 stacks, dealing physical damage equal to 20% of the target's maximum health; It is not possible to add stacks of 'Scorch' to the same target for 15 seconds after the effect is detonated.
Suffocation Scorch (Passive): Each time you deal damage with this equipment, you will add a 'burn' effect to the target for 8 seconds, reducing the target's total armor by 2 and taking fire damage equal to 2% of the caster's max health per second, up to a maximum of 3 stacks.
Roar Shatter (Active): Activates the internal core of the device to form a powerful dragon roar that deals massive combined physical and fire damage to all targets in a fan area in front of you, ignoring 50% of total armor, block, shield, and damage immunity for 3 seconds. If the target's health drops below 20%, they will be killed immediately. Cooling: 6 hours.
Permanent buffs obtained and permanent buffs used:
(1) 'Divine Tree Gift': Permanently increases the user's maximum health by 100 points, maximum first energy by 10%, health regeneration speed by 20%, stamina recovery rate by 20%, and all elemental resistance by 5 points.
(2) 'Emerald Gilded Fruit': Permanently increases all of your attributes by 1 point, and this item can only be used once. (Invalidated due to the awakening of mana, constitution and mental improvement)
(3) 'Steel Ancient Essence': Creates a layer of transparent armor composed of metal elements on the drinker's body, causing the drinker to have an additional 10 equipment armor and 10 all-element resistance by default.
(4) 'Lava Core Elixir' (Broken): Gain the transcendent specialty 'Molten Ring'.
(5) 'Fana's Wish' (Passive): Max HP +200, Heal Effect +20%, Mental Resistance +10
(Pets)
Nickname: Stupid
Adventure Level: LV.15 (Growing Normal)
Race: Earthguard
Attributes: 80% Earth Element/20% Dark Element
Status: Adulthood
Health: 2419/2419
Mana: 270/270
SP: 780/780
Strength: 29 (Base 12 + Growth 14 + Gear 3)
Constitution: 29 (base 12 + growth 14 + equipment 3)
Dexterity: 18 (base 8 + growth 9.8)
Dexterity: 11 (base 6 + growth 5.6)
Intelligence: 6 (Base 3 + Growth 2.8)
Spirit: 6 (Base 3 + Growth 2.8)
Charisma: 6 (Base 3 + Growth 2.8)
Body Armor: 35
Equipment Armor: 12
All Elemental Resistances: 15
Movement Speed: 36
Tenacity Waiver: 17
Immunity of the will: 11
Talent:
King of Nature (LV.MAX), Intrinsic Evolution (LV.MAX), Deficiency Supplement (LV.MAX)
Ethnic Expertise:
Earth Royalty (LV.MAX), People of Gaia (LV.MAX), Tyrannical Instinct (LV.MAX)
Skill:
Rock Gaia Armor (LV.1), Boulder Blockade (LV.1), Rock Crushing (LV.1), Shadow Pursuit (LV.1), Rage Bite (LV.1), Rock Claw Domain (LV.1), Rock Earth King Domain (LV.1)
Pet Equipment:
(1) Brilliant Yas Ring (Rare) (Wrist and Foot)
(2) Moonlight: Nature's Favorite Seed (Rare) (Special)
(3) 'The Shell of the Earth Royals' (LV.15)
(4) Comfortable saddle (excellent) (back)
Permanent Buff: 'Forbidden Crystal': +50 Mana.
(Doppelganger)
First doppelganger:
Codename: Ansu (male)
Race: Darkborn· Blood Raven'
Adventure Level: LV.20 (Level Lock: 20/20)
Rank: Lord of the Ravens (Ancient Elfa Continent, Darkspawn Legacy Sequence) (LV.5 Blood Ravens→ LV.10 Raven Commander→ LV.15 Dark Veil Commander →LV.20 Raven Lords)
Max Health: 259 (Regeneration Speed: 2.24/s)
Max Mana: 495 (Recovery Speed: 2.418/s)
SPUR: 240 (Recovery Speed: 3/S)
Strength: 7 (Base 6 + Class 1)
Constitution: 15 (base 8 + class 4 + talent 2 + equipment 1), attribute talent: health recovery (extraordinary): health recovery per second +1, health recovery speed increased by 20%.
Dexterity: 9 (Base 8 + Class 1)
Dexterity: 7 (base 6 + class 1)
Intelligence: 26 (base 9 + class 7 + talent 2 + equipment 5 + plus 3), attribute talent: Mind Law Network (extraordinary): All intelligence judgments gain +2 bonus.
Spirit: 18 (base 9 + class 4 + talent 1 + equipment 3 + plus point 1), attribute talent: mana mastery: all mana cost reduced by 15%.
Charisma: 5 (Base 5)
Second Doppelganger:
Codename: Bordos (male)
Race: Pure-blooded Forest Elves
Adventure Level: LV.20 (Level Lock: 20/20)
Class: Musketeer (Eastern Kingdoms, Ancient Sequence) (LV.5 Musketeer→ LV.10 Musketeer→ LV.15 Musketeer→LV.20 Musketeer)
Max Health: 204 (Regeneration Speed: 0.6/s)
Mana: 118 (Recovery Speed: 0.5/s)
SP: 448 (Recovery Speed: 3.9/S)
Strength: 17 (Base 7 + Talent 2 + Class 4 + Equipment 3 + Plus 1), Attribute Talent: Forge: When you are holding the Torch, you are immune to the accuracy effects of movement and recoil.
Constitution: 15 (base 7 + talent 2 + class 3 + equipment 3), attribute talent: iron lung (extraordinary): Increases maximum stamina by 30% and reduces stamina consumption by 30%.
Dexterity: 21 (base 8 + talent 2 + class 5 + equipment 5 + plus point 1), attribute talent: catwalk: Moves silently and ignores 20% terrain influence.
Dexterity: 21 (base 7 + talent 2 + class 4 + equipment 6 + plus 2), attribute talent: trap mastery: double the speed of creating traps.
Intelligence: 7 (base 6 + talent 1)
Spirit: 9 (Base 7 + Talent 1 + Class 1)
Charisma: 9 (Base 7 + Talent 2)