Age of Adepts

Chapter 280 Core Magic

Local knowledge is inevitably gathered everywhere.

This has become an instinct that has been etched into the soul of every wizard!

While much rare and special knowledge is not possible, some geographic popular knowledge is enough to satisfy Grimm.

In Sigma City, they stopped for just two days and waited for the ship to reach Castle in the Sky.

So after a brief glimpse of the characteristics of the Silver Alliance, Grimm and others began to travel to the Holy City in the Heart of the Wizard, the City of Sky.

It's night.

Grimm, dressed in a black robe, sat at the table, and the white feather pen in his hand was constantly calculating on a pile of parchment paper, and the dense and numb symbols, formulas, and data were crowded with paper. And while the tip sand sounded, the blue flashes in his black eyes, apparently the chip also speculated quickly and synchronously.

Seriously, most of the computational and projection work is actually done on the chip, and all Grimm needs to do is collate the data out of the chip and think about the way forward.

His sensing and manipulation of other lineage particles has become weaker since he chose Flame Specialty, but the power of Fire Witchcraft has once again gained room for rise.

Whether it's the distance of a flame jump, the splash damage of a lava fireball, or the power of the central area of a nuclear meltdown, he has reached the limit of his current mental capacity. Fire nukes explode up to 115 points of fire damage, making him one of the best in the ranks of first-order wizards, while ordinary wizard sorcery attacks mostly hover between 80—100, making them one of the hundred to break.

As the chip gained more and more knowledge of witchcraft, the prototype of a fire witchcraft system was also built in the database. Grimm also glimpses the ways and directions to continue to strengthen herself as the transcendental script is gradually deciphered and incorporated.

According to chip statistics, Grimm's utilization of his own resources has been at an inefficient level in past battles. Whether it's the power of fire witchcraft or the surge in physical qualities brought about by the demonic transformation of flames, Grimm has never used them to their fullest potential.

Instead, it is in a state of extreme waste!

Whether you take a remote element wizard route or a close combat, witch-assisted route, or both, make different choices based on different enemies.

So far, Grimm has not developed a working model of combat. More often than not, they crush each other with excessively powerful physical advantages based solely on the extravagant use of their own resources!

This is good for occasional use when you have the advantage, but in case you encounter enemies that outweigh you in the future, wild boar rackets will only harm you. So with this opportunity to wash cards, Grimm wanted to identify some core witchcraft for himself, and then build his own way of fighting around it.

Based on countless battle experiences in the past, Grimm is acutely aware of the importance of mobile witchcraft to a combat witch. So when it comes to determining core witchcraft, Grimm's first thought is to use the most frequent flame jumps.

Without the ability to jump, I'm afraid Grimm has no chance of surviving any of the previous wars. It is precisely because of the flame jump that Grimm will not be forced to die by the other side when he encounters powerful enemies.

So if there's any tactics that need to be arranged, I'm afraid everything can only be done around the flames.

Maneuvering witchcraft already exists. What about attacking witchcraft?

Once upon a time, Grimm believed that his core attack witchcraft should be a nuclear meltdown. Because of all fire system attack witchcraft, its attack effect is the most powerful. But according to the statistics from the chip, Grimm's most frequent use of fire-based witchcraft in battle turned out to be a lava fireball.

With Grimm's current fire-type capability, it only takes 12 seconds to agglomerate a lava ball. But considering the frequency of vibrations that mental forces can withstand, combined with the speed of element agglomeration, he summoned 2 lava fireballs in 3 seconds to do it!

The lava fireball itself possesses 45 degrees of flame element damage, combined with around 15 degrees of lava burst physical damage, and is accompanied by 10 meters of lava sputtering. With a 30% bonus to the Flame Damage gained by Upper Grimm's Fire Specialty, the Lava Fireball reaches a terrible 60 degrees of Attack.

This attack is a little less powerful than a nuclear meltdown of up to 115 degrees, but it can't hold the lava ball.

In a fierce battle, where do you find a safe place to sing spells from Jung-chun and guide those big sorceries slowly? In contrast, instant witchcraft such as Lava Fireball is easier to control the pace of battle.

Even if powerful witchcraft is really needed to break each other's defenses in battle, Grimm has six pre-stored powerful witchcraft in his voodoo scroll that can be used without risking being struck hard by the enemy.

So the first wave was identified with three core witchcraft, maneuverable flame jumps, attacking lava fireballs, and defensive flame boundaries.

There is also a reason to choose Flame Barrier over Lava Shield in Defense Witchcraft!

In terms of physical defense, the flame junction may have a lot of low-color lava shields. You can talk about both offensive defense and preparedness. The harmful effect of the flame junction is to throw lava shield on more than three avenues.

Covering a flame junction of up to 100 metres, no enemy dares to easily step into the area while fighting Grimm. Otherwise, nearly ten degrees per second of flame damage is endless, and as long as you're within the confines of the flame junction, you'll never get rid of it.

And as Grimm unifies the three core witchcraft into one system and tailors a set of tactics around them, there is room for the three witchcraft to continue to grow in battle potential.

However, just as Grimm was busy and nervous calculating the three core witchcraft models that could be optimized for correction, the wooden doors of the room rang.

dōng dōng.

“Who!”

Grim's emotions cannot be too good to be disturbed at the most critical time.

“Lord Grimm, it's me!” Outside the door came the voice of the Angus Wizard.

Grimm hesitated for a moment, briefly sorted out the information on the table and covered up the parchment paper that involved him, which led him to the door to remove his witchcraft protection and open the wooden door.

The Angus wizard who came to visit late at night turned ugly and looked like he had stopped talking.

“Dear Angus, after a long journey, we have become friends. Is there anything else you can't say to your friends?” Grimm saw his difficulties and asked voluntarily.

“This…” Angus hesitated for a moment and finally opened his mouth: “I just got a message from the family that this puppet competition may be in trouble! ”

“What happened? ”

“The wizard in the family who challenged us actually created an Iron Knight. Heard it was incredibly powerful and had defeated the Oui Wizards sent by the two comptoirs. Now the family is in a mess...”

Grimm gazed: “Are you going to make peace with each other? ”

Angus nodded harshly, "Very likely. The family has secretly sent someone to contact each other, if the other's conditions are not too harsh, the family may give up this fight and directly admit to losing! ”

Seeing a thoughtful look on Grimm's face, Angus quickly consoled: “Don't worry, Your Excellency, even if this fight fails, the reward promised to you by our family will be honoured. I can still make up my mind about that! ”

Grim shook his head and smiled, “That's not what I'm worried about. Instead, I regret that I lost an opportunity to interact with other Oracle wizards. ”

Angus chuckled, “When you get to Sky City, do you have to worry about that? Although the battle for shops takes place only once every 10 years, the arena has not been vacant for a day. All you have to do is be confident in your puppet and bet on it, soaking in the arena every day! ”

Just say it, they chatted a few more words, and Angus just left.

After sending Angus away, Grimm sat back at the table and couldn't help but plot in silence.

As originally planned, he wanted to help the Byrons win the game, and then he left Kabi there for the other side to take care of. After all, he is unlikely to remain in Sky City for long periods of time, while Kabi, a heterogeneous goblin, has almost zero chance of being left here alone to fight.

If the anticipated Olympic Games were cancelled, the other party would have paid the promised remuneration, and he would have been reckless and abrupt to make such a request.

What other way to leave Cabby in the Sky Castle then?

You know, the Byrons have second-degree wizards sitting in town! Even in Sky City, it's hard to keep one's face, and how can a wizard-grade goblin with little fighting power survive in this tiger wolf land?

The deeper you think, the more Grimm feels reckless.

After all, he is now alone, with two nominal subordinates, one with only quasi-witch power, and facing an uncertain "battle for destiny”. Another has a wizard level of spirituality, but no fighting power.

When it comes to hiring people, the two of them can hardly handle it.

He is also now on the rise, and he needs to muster all his strength and resources and build on them. Instead of throwing around like a chess game, paving the way ahead.

If you don't have a smaller power, you might be able to do so, making your way more open. But now, instead, it should be to retract all the fingers that stick out, hold them into fists, and make every punch you punch out more powerful!