Chapter 19: Lord of Darkness

"What's the situation?"

Counting the robot K2, the five people present can be said to be confused.

This signal can't be so unstable!

But each of them agreed to the proposal to return to the battlefield, after all, the fleet of the Rebel Alliance had only come after they had been called for help.

Now this situation dictates that they cannot be left alone, even if they can't play a big role, they must go back there and hand over this blueprint to the head of the fish.

So K2 set the target of the spaceship as Scarlife, who had managed to escape with great difficulty.

The freighter entered hyperspace again, crossed the distance in a whirling starlight, and appeared on the battlefield in a burst of swift starlight.

"What kind of mess do you think we're following an Imperial cargo plane?"

It's really not K2's mouth, it's that they played a thrilling game as soon as they appeared, and before the spacecraft could stop steadily, more than a dozen red, red, blue, and blue blasts bombarded it.

K2 and Bodhi immediately forcibly flipped the spaceship, but it was still knocked off, and the two wings on the diagonal, the spacecraft suddenly lost control.

"Call the main ship, call the main ship, S-0608 request connection!"

Bodhi forcibly sent an application to the main ship of the Rebel Alliance, and after sending a request politely, the spaceship spun and rushed headlong towards the main ship of the Rebel Alliance.

K2 only shouted urgently, "We're about to land!" Sit tight and hold ......"

"Bang! Bang bang bang~"

S-0608 collided with the main ship of the Rebel Alliance, bounced up, and then collided, sparks and lightning along the way, breaking the remaining two wings and finally stopping at the door of a ferry cabin on this main ship.

And the second captain in the bridge of this main ship began to report the loss: "Admiral, there are more than thirty percent of the deflection shield left in our ship. ”

The fish head general didn't say anything, but ordered to the back: "Go and get them in, and, continue to attack, and give me that broken Star Destroyer!" ”

In fact, during the time when Wang Yonghao and the others started the speed flight and left, a lot of things happened.

For example, the Empire's TIE bombers and star destroyers bombarded the main ship of the Rebel Alliance, directly knocking out about 50% of their shields.

For example, the attack frigate of the Rebel Alliance was stunned to push a Star Destroyer whose shield was broken and hit another.

Now all the ships of the Red Squadron are using ion torpedoes under the orders of the general to attack the shield of the remaining Star Destroyer.

And the problem that Admiral Fishhead said that had to be faced by Wang Yonghao, a Jedi Knight, was what happened after the Death Star destroyed the signal transmission device of the Fortress Tower.

The fleet of the Rebel Alliance had already been evacuated en masse under the orders of Admiral Yutou, because Wang Yonghao and they had already left, and the attack on the empire had a chance to withdraw.

But suddenly, another Imperial fleet appeared out of hyperspace, directly causing a third of the Rebel Alliance ships to crash on the suddenly appeared Star Destroyer before starting to speed into hyperspace.

[Yesterday I was busy until I went to bed at one o'clock, and I got up at three o'clock to pick up the groom, and it was a 100-kilometer drive from the groom's house to the bride's house, and I still took the highway.

Now I'm sleepy.,I can't write anything today.,Send anti-theft.,Change it tomorrow]

First of all, it's not a good idea to call a mage. It should be better to call the alchemist ~ with super baby summoning (pet) skills.

The main stream is the summon stream, as it achieves the highest DPS, unlike Torch 2. (The mage of 1 relies entirely on the additional attributes of the baby and equipment to maintain its high output, unlike the ice method of 2, which can integrate control, escape, and DPS. Without further ado, let's analyze the alchemist of Torchlight 1.

Elemental mages such as poison magic, electric law and other non-mainstream mages, many high-end players hope that the skill damage of mages can surpass that of pets, (it is really difficult, but it is an expectation, if it is realized, how can the warrior archer love be hehe).

Although the summoning flow should be the best way to play for warlocks, after all, there are 2 powerful robots, as well as skills that strongly increase pet damage, and they are effective for skeleton zombies, plus many of the equipment that are hit have +X% pet damage, so basically let the pet army go up and slash (and crit), just watch the play yourself. But I always feel bored like this.,So I have to put the skill.,At this time, I found that the damage of my skill was too low compared to the other 2 professions.,The skills of the other 2 professions are 150%200% weapon damage.,And the alchemist's skills are only a pitiful 20% at most linked to the weapon.,And the elemental damage is high and the weapon damage is not linked.,It's all absolute damage.,Although there is a mana bonus, the mana bonus is only a few hundred at most, and you can basically ignore it.。 But to be honest, if the mage's own skills do affect the balance when they are strong and powerful pets, the other 2 classes are not comparable.

If you add skills, it is really recommended to summon the flow (1 is best like this), (agility is not added!!) It's not that you don't add strength! They are all added according to the attributes required by the equipment. The main thing is to add magic and prevent blood.

Reason:

If you take a two-handed staff then it's a melee weapon damage, then you have to pursue more power equipment, in fact, it doesn't conflict with the warrior, (when you play the warrior, you will find that some equipment is very good, strength + a lot but there are high magic requirements, nondescript, I didn't understand what power is used for mages at that time, now I understand), attribute points should also + strength can increase physical damage, and gems on equipment such as +13POISON damage both increase magic and physical damage, in fact, magic also increases mage physical damage, But there is no power to improve much.,Some people think that then I'll + strength and defense not + magic.,Actually, it's okay.,But considering that good equipment has high magic requirements.,And two-handed staff basically have high magic requirements.,No power requirements.,Personally, I recommend using the addition of 2 strength, 2 magic, 1 defense, when upgrading.,After all, magic also adds physical damage.,It's not that you don't add.。

However, the mage mainly puts cold arrows in the back, so it can't be surrounded, and the common problem of mages is brittle, very brittle. If you like hand-to-hand combat, you might as well choose a fighter. The essence of the mage lies in the defense and HP of the neglected advanced DPS, and the essence of running and extreme escape is his essence.

It's a magic wand and a wand, right?

Wands are two-handed weapons, and their physical attacks are generally very high. The attack speed is generally very slow.

The wand is dual-wielded, and the attack speed is fast, but the attack in the house is not impressive, and it is relatively low. Generally, if the weapon has better attributes, which one will be used, there is no need to worry about it. Generally, if the additional attributes are better, don't hesitate to choose him~

Immature recommendations are for informational purposes only. Hope my answer is helpful to you~~

Playing Torch 2 more, a lot of 1's have forgotten

"Less! Money and honor await me! ”

Despite years of warfare among the northern tribes, the berserkers' desire to fight was never satisfied, and gradually they came to the southern kingdomsβ€”to a place full of danger in every corner.

Berserker's power comes from belief in the gods of the north: Vur, the wolf god; Dralk – Dragon; Krax – The God of Ravens. These three totems give them different powers, believing in the wolf god, the berserker is able to gain wholehearted and indomitable perseverance; Believe in the dragon and gain pure energy from the ancient dragon; Belief in the god of crows can make better use of the insidious and vicious.

It's clear that Berserkers are good at hand-to-hand combat: raw power unleashed through fists and claws. Their attacks can stun enemies and make them more vulnerable, even leaving them to their own retinue beasts – or killing them with a single hit. When Berserkers are fully engaged in battle, they can unleash the power of their totem, erupt with dragon's breath of fire, or summon ghostly wolves to turn the tide of battle.

These characteristics of Berserkers determine their fighting style: strength, speed, cruelty, and the power of nature. All of this turned the Berserker into a killing machine.

Born to wander around, the castaway's life is one of constant exploration and adventure. Each castaways have different backgrounds, cultural traditions, and even ethnicities – but what they all have in common is a desire for adventure and thrill experiences, a hatred of the dignitaries, and a fear of self-inflicted danger. "Those officials and people of the empire like to pretend that I don't exist - and now, here I am. ”

Drifters travel in search of ancient relics and sealed knowledge - the more dangerous the better! However, because they sometimes do whatever it takes to achieve their ends, they are perceived by the majority of the population as a lawless mob. After all, despite the fact that the Castaways are the most skilled adventurers in the world, they are still an unofficial organization; Anyone can be a rafter. Many of them started out as thieves, robbers, pirates and even murderers.

The true strength of the castaways lies in their knowledge of ancient knowledge, which many castaways pass on to their next generation, and in doing so, these unique magics, battles, and technologies have been practiced for hundreds of years and have become very powerful. In addition to this, they often learn different martial arts techniques from other races and exchange the treasures they find for more valuable relics.

That said, to get the most out of these powerful skills and relics, the castaways must do everything they can to survive the harsh environment, so each castaways undergo rigorous physical training to make themselves faster and stronger. A good drifter can travel back and forth between enemies, inflicting fatal wounds on each enemy while fleeing with his own body, and can quickly recover from his own injuries through herbal knowledge. Muskets and daggers are very lethal weapons in the hands of the drifters, because they can not only pierce the sun with a hundred steps, but also use the dagger.

These traits define the role they play in combat: fast, accurate, and lethal – and the arcane knowledge that makes an otherwise deadly castaway even more terrifying.

The backbone of the Empire, the Engineers, comes from Ember and steam-powered high-tech armor - a cutting-edge technology that scientists at Imperial Research have been working on day and night. "If a problem is too big to fix... Then break it into small pieces and repair it again. ”

Wearing this armor, the Engineers are tasked by the Empire to solve a single technical problem within the Empire, from building huge airports to studying ancient knowledge within the ruins, and sometimes even being sent to the front as part of the Imperial army. Over time, the role of the Engineer began to change, and they began to study forbidden theories, such as dwarven relics sealed deep underground.

Engineers can find numerous dwarven relics on the continent of Vilderan, and they are tasked with maintaining the Empire's day-to-day transportation and overseeing mine operations. But the environment forced engineers to adapt their methods and equipment. Gone are the leather armor, replaced by sturdy full-body plate armor and a massive hammer. The Engineer has now become a feared warrior rather than a suave scientist.

The Engineers' technology allows them to use Ember's power to strengthen their weapons and armor, and unleash devastating shockwaves with their immense energy.

The combination of technology and force has made the Engineers an absolute mainstay of the Empire, invincible in close combat.

At the forefront of the Imperial colonial wars, there are ash mages everywhere, highly trained spellcasters known for their combat skills, dedication, and powerful arcane powers. The Imperial Army without these ferocious battle mages as the vanguard is not worth mentioning.

The people of the Empire widely agree that the Ember Mages are a special group of people who have revered and respected the rigors of their training and the extraordinary skills they can display. Chosen by the Ash Council in their early adolescence, these mages have undergone extensive arcane control and occult learning, while maintaining hours of physical and combat skills each day. They work in tandem with the Conquerors (class in Torchlight 1) and will crush the Empire's enemies with graceful yet overwhelming power if the situation calls for it. When the Ember Mage is on a mission, they can be a qualified mage, a powerful military man, and a far-sighted strategist. "Ash is dangerous for the untrained – lethal in my hands. ”

As their name suggests, the Ash Mages learn to study magical minerals called "Ashes", and through this study they learn to become more proficient in the subtle laws of magic. However, unlike the Imperial Alchemist Legion, the Ash Mage does not draw power from the Ash itself, but instead creates different magical effects through the application of the Ash through extensive observation, research, meditation, and experimentation. Not only can they manipulate the destructive power of fire, frost, and lightning, but they also study how to use the laws of time and space to disrupt spells and move themselves or their enemies in the blink of an eye.

The use of magic determines the way the Ember Mage fights: attacking as a means of delivering pinpoint strikes from a certain distance or teleporting enemies to specific locations to inflict damage. In battle, just as a duelist wields a sword, an Ember Mage can also flexibly use all aspects of the Ash's energy, quickly switch between ice, fire, thunder and lightning, and emerge from behind the enemy at an hour's notice.

The magic and physical training of the Ash Mage makes for the perfect long-range display: powerful and highly mobile...... Most importantly, flexible and lethal

[That's it, change tomorrow]