Chapter 1475 '100 million' little magic shock!
"The earth shakes!"
This rare and unpopular third-order battle spell was used by Anroth.
Don't look at it as just a third-order battle spell.
However, both the cost and cooldown time are more than the fourth-order battle spell of the Meteor Shower.
Because the effect of this spell 'against the city' is comparable to that of a fifth-order battle spell.
The most important thing is that this spell is not weakened by 'rules'.
Normally.
Strongholds are weakened when attacked.
For example, if you have 100 damage, you will only do a few points of damage when attacking a stronghold.
Yes, the weakening effect is so exaggerated.
This is the biggest reason why the walls of the fortress are so impregnable.
However, there are certain things that can be ignored and even extra harm.
For example, the cyclops!
The opponent's ranged attack has this special effect.
It is precisely because of this effect that the stronghold orcs can threaten the fortress without trebuchet.
Otherwise, no matter how strong the orc's attack power is, shrinking into the fortress in the face of their attack can directly make it lose its temper.
The third-order battle spell of Earth Shaking Mountain Shake is a rare place.
Spell damage can ignore stronghold rules for protection.
And the spell effect is not on 'people', but on 'buildings'.
Under the effect of the spell, the earth fluctuated as if some ancient giant was traveling underground.
Thundered!
The heavy earth shook like the sea during a storm.
As for the defender's spellcaster?
Although all kinds of disarming spells are used, in the face of this battle spell, it has no effect at all.
If you join forces to cast a disarming war spell, it may have an effect.
But with the cooperation of the other party... Or it's more convenient to fight on your own.
Even if the number of spellcasters around Morgan is not weaker than the mage group, it will even be stronger.
But the mage group is not just about strength, but also about tacit understanding, cooperation, and proficiency... Wait a minute.
Someone did parse the spell just now.
But there's no way to stop it.
A spell confrontation a few kilometers away, the mage group can try it, and if you say it personally, forget it.
French heroes have a lot of stats, health... and other losses, but they can completely make up for it on the 'Battle Spell'.
Individual spellcasters are extremely difficult to contend with battle spells, unless they are fighting in the form of a mage group.
Fighting against the mage group on your own, this is the strength of the legal hero.
The current Anlos shows this point vividly.
If it was an adventure, she wouldn't be so exaggerated.
But on the battlefield, the effect is not at all the same level as that of the individual caster.
Click, click!
Cobweb-like cracks have emerged in the walls and are still spreading.
In the past, even if you cast the earth shaking, it would take at least a dozen times to get the effect.
Anyway, it is also a main city-level fortress, and it is impossible to kneel directly with a battle spell.
But Anroth casts a different battle spell.
After the Earth Spirit Ball and Earth Spell Specialization Bonus, there has been a qualitative leap in power, which is different from the Earth Shaking Mountain Shake cast by others.
As a result, it was only one spell cast that caused the impenetrable walls of Behemoth City to collapse.
And that's not all!
The shaking of the ground and the shaking of the mountains is also a little too unfriendly for the people above the city walls.
"Ahh
"Help me!"
"Get out of this area!"
……
Under the fierce shaking, even if the city wall can withstand it, the people standing above the city wall can't withstand it.
At this time, let alone fighting, even standing firm is a luxury.
From time to time, people are 'thrown' off the city wall and add the word 'sauce' after their name.
The majestic and sturdy walls shook like straw.
Even the undead around the city walls were swallowed up by the earth in patches.
But even so, the undead did not mean to stop rushing forward, as if they were deliberately sending them to death.
Actually, it wasn't intentionally sent to death, but no one cared about it.
In the eyes of the command of the army of the undead, the lost cannon fodder undead are not worth mentioning at all, and it is not even worth letting them spend energy to direct them to avoid.
This is the undead!
If you don't have value, no one cares.
If it is the undead clan, maybe it will make the command more concerned.
The difference between the undead and the undead has already been mentioned.
Not to mention the loss of this amount of undead, no one will care if the loss is increased a thousand times.
It's like humans don't feel anything when they see ants die no matter how much they die.
The undead feel almost the same way when they look at the undead.
At most, you will find it inconvenient for the ants to die, and nothing else.
The earth shook and the mountain shook for three minutes before stopping.
When the spell ends, the effect is extremely impressive.
The earth seems to be like a towel that has been twisted by boundless power and then flattened, completely distorted.
Although the city wall still stands on the ground, it is already covered with countless huge cracks like cobwebs.
It's scary!
Anyone who sees this scene will think so in their hearts.
Everyone knows how exaggerated the walls of the main city-level fortress are, even if the gods themselves are there, they can block it for a while.
But now, in just a few minutes, it has become as if it was pushed and collapsed.
In the past, there was no way to succeed without paying huge casualties.
But the shaking of the earth has broken this.
A few more visits, and it may even be possible to destroy this section of the wall once.
The affected walls were also much wider than the previous ones.
Who made the spell range increase.
Shake the Ground: Consumes 500 mana and deals 1500000+ (knowledge*150000) damage to buildings in a 450*450 square meter area.
This is a change after having an expert earth-based spell mastery.
It used to be 150 meters, now it is 450 meters, and the width has been directly tripled.
You don't have to look at the damage!
Because data is just data, there is no way to reflect the real harm.
Even if it's more than 10 million damage, it's the same for the main city fortress.
The real damage is the shaking of the ground that tears the building.
As soon as the ground shook, it brought a small magical shock of '100 million' to Morgan and the strong men under his command.
It's not that they haven't seen the world.
It's that the battle spell of shaking the earth and shaking the mountains is too unpopular and chicken.
Even if it's not an expert Earth spell specialization that greatly increases the cast range, this spell will be greatly limited.
Because the cast distance of one kilometer is speechless.
At this distance, there are too many attacks that can be reached.
However, at a cast distance of three kilometers, the security is greatly increased, and it also makes its frontal use optional.
Otherwise, even if you want to use it, you have to find a way to create a usage environment first.
In the past, there were a large number of preconditions for the use of earth shaking and mountain shaking.
But now it doesn't need to be so troublesome, just do it head-on.
Simple and crude!
It's a great feeling.
Next, it is also to give Morgan one last chance.
Because as soon as the spell cooldown has passed, the next Earth Shake will destroy the already cracked city wall of several hundred meters.
So the opponent had no choice, so he could only give up his defensive advantage and take the initiative to choose to attack.
Desperately kill Anlos.
In this way, we can continue to defend it, otherwise we will have no chance to defend it in the face of the battle spell of professional demolition of the city wall, such as shaking the earth and shaking the mountains.
Obviously, Morgan himself knew this, so he made his choice.
(End of chapter)