Chapter 160: Local tyrant-style play, first come to a pile of talismans to open the way

"Is this bad luck, or is it a burst of luck?"

Looking at the boss not far ahead, Ember looked strange.

Just airborne, the boss gets in the way.

The first monster encountered here was actually the highest level in the regular monster group, reaching the silver level, and it was the most weird and difficult necromancer.

For others, it's bloody.

But for Ember, it's luck.

Others are afraid of a strong BOSS, that's because of the lack of strength, if you can't beat it, you will be a fart, but Ember doesn't have this trouble, he is not afraid, but hopes that the more the better.

"This thing's magic attack is really good, but it can't be hit!"

The thief itself is crispy, especially the magic defense, it is the best of the la, even if the embers are blessed with a lot of equipment, it is still not enough, the upper limit of the magic attack of the necromancer has exceeded seven hundred points, even if it is a basic attack, it is also a third of the health value is gone, no carelessness!

"Whew......"

A ball of necromantic qi condensed magic bullets suddenly attacked, the speed was extremely fast, fortunately, Ember had been prepared and kept on guard, and the distance between them was a little far, giving time to react and buffer, so that he did not hit the trick and easily dodged.

"!"

Ember felt the magic bullet flying past his cheek, and his face was a little ugly.

With such close contact, he naturally felt the terrifying power contained in it.

"It seems that I have made an empirical mistake!"

In Ember's memory, necromancers are scum, and they are not much stronger than ordinary monsters that can be easily destroyed, the difference is whether they kill with one hit or two hits.

It is with this mentality that even if he is not paralyzed and careless, he can't help but start from his heart and look down on him slightly.

But now I found out.

Necromancer, it's not that simple.

It's not as weak as it seems.

Or rather, to be precise.

It's not that the necromancer is stronger than the one he remembers, it's that he, who has become weaker.

He is no longer the little powerful thief who came here to train in his previous life, but a fledgling newcomer, but only a level 12 scumbag.

He, level 12, has just gotten rid of the apprentice thief's hat!

Necromancer, level 18, silver boss!

The gap in strength is extremely disparity.

The level suppression alone is enough to drink a pot.

Even if Ember is a hanger, he must deal with it seriously, and he must not be negligent, otherwise, he will really die.

"Fireball Charm!"

Since the gap in hard power is too large, the conventional approach will definitely lag behind, and even if it can win, it will be difficult.

Ember is not an idiot, as a thief, he naturally knows the way of Gou and the way of sneak attack, as long as he can win, he can do anything.

It's not.

If the person does not move, the props will go first.

As a high-level talisman maker, he is also a super pervert with high mental power, which leads to an explosive increase in the success rate of drawing talismans, especially when drawing low-level talismans, as long as there is no distraction, the success rate is directly 100%!

For takeaways, the price is extremely high.

But for Ember himself, the rune seal is a cheap consumable, especially the primary rune seal that can be successfully drawn with his hand, and the value is even lower, just like an ordinary potion, and it is not distressing to use at all.

As a monster of the necromantic system, the necromancer is in the same vein, and is extremely afraid of the light and life energy, but as the boss of the magic system, the spiritual power is excellent, and the dark element and other elements, especially the five elements element, do not have the so-called restraint relationship, resulting in the general half-gram spark element of the dark system, for him, there is no special effect.

Ember uses the fireball charm, one is habitual, after all, most dark creatures that do not enter the stream, compared to other elements, the damage of fire elements is really much higher, and the other is cover, fireballs are far more inducing than small ice cubes, weak wind blades, etc., volume is one thing, and the smoke produced by the explosion of fireballs is another.

"It worked!"

More than a dozen galloping fireballs came in an instant, and even if the necromancer dodged a lot, he was still attacked by this dense fireball.

The flames came into contact with the body of the necromancy, and although the damage was not great, it left a scorched black trace, and the flames stirred, intertwining with the necromantic qi, stirring up curling white smoke.

"Here's your chance!"

Taking advantage of the moment when the necromancer's vision was temporarily obscured, the ember speed increase skill was fully opened, the thief's gallop walk, the [Shenxing] attached to the Shenxing Boots, and the skill Rushing Cloud comprehended in the Assassin's Treasure Book, the speed suddenly skyrocketed.

"Woo Woo ......"

A mage, in the face of a thief's reckless close-quarters, naturally it will not be so easy for him to succeed, he doesn't need to aim and lock, he can attack directly at the area in front of him, and in an instant, the necromancer magic ball replicates the fireball talisman tactics of embers, seven or eight in a row, roaring and rushing forward.

"It's so strong!"

The embers are also somewhat discolored.

He had killed the necromancer, but it was a crushing strength, and he didn't give a chance to perform at all, and the two daggers were killed.

Right now.

In the case of insufficient strength, you can't kill it as a monster, but you have to take it seriously and fight it as a BOSS, and the pressure comes up instantly, and I immediately understand the gold content of the silver BOSS.

There's something about it!

The existence of the magic class, and the existence of the melee physics class, the combat method score is two extremes.

Melee combat is close quarters recklessness!

Even though the magic class has the advantage of distance and hand length, it has a disadvantage, that is, it needs to be chanted, and in layman's terms, it is skill charging, which is completely incomparable with melee combat.

Especially in the early stage of the game, there are very few melee skills, and the effect is average, most of them are open and close skills, although they are instantaneous, but the flaws are huge, and the power is weak, most of them rely on flat A, that is, ordinary attacks.

But magicians are different.

Even if the magician is a beginner magic, he has to chant and charge, but the more familiar he is, the higher the degree of control over the skill, then the charging time will be extremely compressed, and in the end, he won't use it for a second, and it looks like an instantaneous.

To measure the strength of a magician, one is to look at his mental strength, and to look at the strength of his body in close combat, one is a truth, and the other is to look at his skill control, chanting speed, the faster, the stronger it is!

Necromancers are one of them.

This Nima, in a second or two, rubbed out seven or eight necromantic orbs, even if it was only a primary magic, it was enough to shock the embers, so that they were vigilant.

"It's kind of interesting!"

You have a good plan, I have a wall ladder.

If a thief is so easy to get hit, it's definitely a rookie.

Even if he lost the opportunity and did not use concealment to sneak attack at close range, the speed of the thief is not a decoration, and the dodge chance is also the best among other professions, not to mention, the thief faced by the necromancer is still a dog thief.