Chapter 24 Zombie Sea
There is no doubt about zombies that can be magic. Although the magic fluctuations surrounding the staff have not been formed yet, the surging magic power on it has shown that this zombie MM is indeed magical, and I can be sure that this magic is released by the zombie MM itself rather than storage magic.
For example, the mobile angels in our guild use artificial souls and theoretically have the basic conditions for releasing magic, but in fact, there are still very few magics used by mobile heaven, and the only few are pre-stored touch-type magic. These pre-stored magic types are carved using magic arrays, and they can be released immediately as long as the magic array is charged. The advantage of this method is that it is quick to start and has a small burden on the soul, because there is no need to think about and call the magic structure at all. Just find the corresponding magic array interface and charge it to directly release the magic, and there is no need to think about and control at all.
Of course, this kind of magic also has its disadvantages, that is, this kind of magic is not flexible enough and cannot control the power and release range at will. Because magic is released by the magic array, the shape is fixed, just like an assembly line product. Under the premise that the concentration of magic power in the outside world does not change, the power of the magic array is exactly the same no matter how many times it is released, and the magic released by the biological soul itself will actually have some slight differences every time. However, if you think about it the other way around, this disadvantage is actually an advantage. After all, magic is mainly an attack method, just like a gun. If the power and range of each bullet fired by a gun is different, it is difficult to imagine what practical effect this weapon can have. On the contrary, a gun that can ensure stable performance is the best weapon.
When we confirmed that this zombie MM would release the magic, the magic was finally completed. The delayed magic was completed in just 0:5 seconds. The one that flew out was not the number of spells, but a very amazing fireball technique.
To be honest, zombies are already very strange in their own way. The spells that zombies should learn the least - the flame system. You should know that whether it is West or East, zombies are all creatures with yin attributes. Their characteristics should correspond to earth or water. Of course, the undead system is the main attribute, but the fire system is a bit unrelated. A zombie who knows flame spells is actually not much more reliable than a skeleton soldier who can use the great healing technique. Anyway, they are all weird existences.
Because Zhenhong's previous request was to let this zombie MM release all the spells she could in succession, so the zombie MM did not stop casting. After the fireball was flying out, she immediately began to prepare the second spell. At this time, I found another strange problem, that is, this zombie MM does not seem to have a casting interval. Most spells need to have a casting interval after being released. This interval is not a cooling time, but a simple interval. It is the minimum interval between two discontinuous spells called by the same magic. We are not clear about the reason for this phenomenon for the time being, but it does exist. Of course, it is not unbreakable, because Christina does not have such an interval. The world's first turret was not blown out.
After releasing his first spell, the zombie MM immediately began to prepare the second spell. This time the spell was not actually an attack system. It was a strange halo spell. According to Zhenhong's previous order, the magic released by the zombie MM should be released in the order of low to high. In other words, the magic consumption of the second spell should actually be above the first spell, but in fact, the effect after the second spell was used was very obscure, and we didn't even feel any obvious magic fluctuations.
Because there was no sound and light effect after the spell was released. There was only a breeze, Zhenhong had to let the zombie MM stop casting. She asked her to explain the functions and effects of this spell.
The IQ of the zombie MM is obviously enough to answer the questions, so we quickly learned the specific effect of the magic that the zombie MM just released.
This is actually a large-scale environmental control spell, with the effect similar to the basic ability of European zombies - pollution.
European zombies have a ability, that is, to pollute any creatures that it comes into contact with, especially divine creatures. If those high-level existences fight with zombies for too long, their power will continue to be lost, and in the end they will become unusable like ordinary people. Therefore, most light-type existences will consider borrowing other entities to fight, because they are not afraid of pollution, or have a high resistance to pollution and will not lose their combat effectiveness quickly.
However, the difference between the spell used by this zombie MM and the pollution of European zombies is that the spell of the zombie MM is an active skill and must be released independently, rather than a passive skill. The pollution ability used by European zombies is an instinct and cannot be controlled at all. As long as someone approaches a certain range, it will be affected and cannot stop at all. However, the ability of the zombie MM is always dormant, and it will not produce any effect if it is not used. In addition, the scope of the function of this skill is much larger than the pollution coverage area of European zombies, and can almost cover a radius of fifty.
The small battlefield of meter, and this ability can be superimposed, the maximum effect can always reach fifty times the power of this skill released by a single zombie. As for the specific function of this skill... it is very simple, it is to make all enemy non-undead creatures in the map of this area appear in some situations such as fatigue, inattention, and weakness of limbs. Of course, the power of a single zombie releases this spell is very weak and almost impossible to feel. However, once superimposed to fifty times the power... the person who is hit will probably become like a high fever, and his physical strength and combat power will drop significantly.
I have to say that this kind of field control ability is quite practical. The key is that this skill is very concealed and has almost no possibility of defense. It is said that the effect of this spell is similar to that of infectious diseases. Unless the enemy adds a sealed barrier that can isolate the exchange of internal and external air before contact, it will not be able to resist the effect of this spell. Moreover, this spell seems to be not affected by ordinary spell resistance, and the only attribute that determines the ability to resist this skill is physical fitness. In other words, this skill is really similar to that of infectious diseases. Only people with good physique can resist. Non-melee professions such as mages are simply not at all resistant.
Later, the zombie MM showed us her other magic one after another. She used about a dozen spells in total. In addition to the previous auxiliary system, there was also a protection spell called Death Cloud. The rest were attack magic. It can be said that zombie mages were professional turrets and basically had no other abilities. This was not like the characteristics of ordinary mages. Instead, it was more like artificially created existences, because their spells were all selective spells, and they were basically the kind of spells with huge lethality on the battlefield and were particularly practical. There were very few spells of minor uses.
The main feature we summarized for these spells is that they are almost all attack-type, and they are commonly used battlefield magic. In addition, we found that the speed of zombie MMs gathering magic seems to be much faster than that of ordinary mages, of course, not as exaggerated as Christina, but it is still very fast than that of ordinary mages. At the same time, these zombie MMs have a very perverted ability, that is, their magic recovery speed is obviously much faster than that of normal people. At least ordinary players cannot demonstrate more than a dozen magics in a row and still have half of the magic left.
After all the magic experiments were over, we made out all the zombies lying in the coffin. In view of the command needs, we handed all the mages to gold coins. Originally, Christina was a legion-level mage, and not only had a lot of experience in leading a mage group, but also could use legion-level spells. But now, because everyone's attributes in this mission are highly restricted, if Christina continues to lead a team, it may affect her personal spell casting ability, and the gold coins themselves are half-magic systems. In addition, the combat power of the gold coins cannot be exerted at all under the premise of wasting magic in the current mode, and they are basically playing soy sauce. It is better to make full use of human resources to directly command the mage group.
Although those ordinary male zombies do not have weapons, they feel that they are still melee combat types, so Zhenhong and I each received about half of them. The remaining part was left for Christina and the gold coins as self-defense meat shields. Anyway, these zombies are cannon fodder.
After all the zombies were taken out, we actually found a new sarcophagus in the passage ahead. After the last passage was completed, there were more than 200 spell-type zombie mages alone. The number of melee-type zombie zombies was also quite scary, and they were more than twice as many spell-type zombies, which was only 500. This number was really scary.
We felt very strange about the zombies that had been rewarded to us in this mission, but since we had given so many zombies, we couldn't want them! So in the end we could only bring all the zombies, and then turn into a mighty army to explore and advance in this mausoleum.
We originally thought that no matter how big a mausoleum was, we would be like that, but then we soon found that our thoughts were a bit too simple. This huge mausoleum was much larger than we thought. After collecting the zombies, we entered many passages of forks, but these passages basically had no dead ends. In the end, no matter how you go, you can connect to the main passage. Moreover, there are no dangerous devices such as mechanisms in these forks, and it feels like a simple passage.
It is actually very abnormal to have such a huge mausoleum without any mechanisms, but the forks here are not completely useless. At least we found many rooms in the forks, and most of them are burial objects, but most of them are clay pots, which look very ragged and completely useless. However, there are also good things. For example, we have collected a lot of medicines.
As mentioned before, the medicines brought from outside cannot be used in the BUFF mission, and it will be useless and will not produce any effect. However, the medicines obtained in this mission can be used normally. Therefore, the medicines we find in these small rooms have become the biggest receipts we have gone through this journey.
When we got a few pills from General Qiman before, we thought it was very profitable. Now we found that the pills are completely worthless. Although it cannot be said that they are everywhere in this underground palace, the number is really huge. We collected more than 300 doses of magic-replenishing potions alone. In addition, there are about 2,000 other pills, most of which are blood-replenishing potions, but there are also a few very important purifying potions that can eliminate BUFF attributes. Even more than a dozen precious potions that can ignore BUFF attributes within a certain period of time after taking them.
So many drugs make us feel very strange, because if we want to give players benefits in the task, we generally won't give so much. Besides, these drugs with very heavy tasks are only of very weak medicinal power, and can still be used even after bringing out the BUFF task. With the corresponding points supplemented by these drugs, it is useless for us who recover the complete body. Even if we swallow dozens of them in one bite, the supplemental value is not as good as a regular pill bought at any store. Therefore, these drugs are simply special drugs in the BUFF task and cannot be regarded as character rewards at all. Then, the problem arises here. Since these things are not mission rewards, they can only be necessities in the task.
After halfway through some tasks, some will temporarily provide players with some help because they are about to face the super difficult boss. For example, first give you a buffer period to allow you to fill all states, or directly prepare some benefits for you to improve your strength in a short period of time. Anyway, it is to arrange some benefits for you to increase your chances of survival in the next battle. However, this benefit is often not absolute. The advantage of the smart game system is that all settings are not dead. The system will regulate the difficulty of your task based on various variables during the game process of the player.
Everyone knows the strength of Christina and me. Compared with ordinary players, our combat power can be said to be very exaggerated. However, even in this case, the system still continues to give us benefits. First, a large group of zombies were sent to us as thugs. Then, he gave so many medicines, which was a real rhythm of eating a dead end! What kind of thing was so difficult before. Even our current strength made the system feel that it would be impossible to overcome if we didn't give more things. This is not just strong, but it is simply a perverted combat power!
As more and more drugs are found, our judgments are becoming more and more certain. There is definitely something very amazing in front of us, and that thing must be a big part of the sum of the four of us. Otherwise, the system would not be so kind to prepare so many things for us to increase our strength.
Although we were very worried, we could not give in at this time, so we could only bite the bullet and go on. The system probably felt that we had prepared almost the same thing, and soon we saw the thing that tested us.
"Mammy!" We walked well in the mausoleum below and suddenly we encountered a gate, and this was an automatic door. Someone stood up and opened the door automatically, and it would automatically close as soon as we walked down. When we stood at the door, the gate automatically opened, and we collapsed directly after seeing the situation inside.
Behind the gate was a downhill with an inclination of about thirty degrees. Behind this downhill is a very long corridor. The length of this corridor has grown beyond our sight and extends far beyond our sight. It is not because of the turn of the passage or because of the darkness, but because it is too long and the farthest end has exceeded our sight.
If it's just long, of course it's nothing. The key is that the corridor, which is twenty meters wide, is densely packed with a zombie that looks like the one in the movie that turns into a living dead due to biochemical viruses. These things are different from ordinary zombies. Most of them still look like humans. In addition to the fact that their clothes are a little torn, they basically maintain the basic appearance of humans. In addition to the empty eyes and bloodthirsty light, the only possibility that these guys are different from humans is that their expressions are more distorted.
Such an undead creature actually filled the entire passage, and it was not a general sense of crowding, but like a bus during rush hour, it was completely a situation where people were stuck. If ordinary people fell in, let alone fighting, I would be considered a disaster if you could turn around.
Such a secret zombie army starts from the slope in front of us and extends to the other side of the passage, which is at least a million. And this is only the part we can see, and I don’t know how many there are. Not to mention that our attributes are weakened, even if they are not weakened, it is definitely not easy to kill in such a place. However, now we do not have the attributes in a complete state, nor do we have enough helpers and circumference space. This is a death battle setting and does not give you any chance to take advantage of it. The twenty-meter-wide passage cannot be considered spacious at all. But it is not narrow, so there is no use of blocking intersections or flying kites, because there is not enough strategic space for you to fly kites, and the passage is not narrow enough to be a barrier. In this case, there is really no way to fight a real death battle.
Of course, some people may say that they can climb over the top of the passage, but zombies rarely jump.
We have thought of this method, and we almost immediately thought of it. However, in fact, this method is basically impossible to achieve. It is not that we can't climb up, nor that we can't hang upside down on the top of the top, and the height of this passage is indeed enough for us to hang on the top of the passage without being touched by the things below. However, everything is useless because we don't have the physical strength to hang upside down on the top of the passage, which is longer than a marathon track. Instead of being exhausted and falling into the pile of zombies, it's better to go down and fight with them directly. Although the width of the front twenty meters is not too narrow, as long as we plan to work together and cooperate with the zombies we've gotten before, we can actually form a neat
The front pushes hard. Of course, this process will definitely be very hard and requires rotation. The time will inevitably be very long. However, this is not a problem. Because theoretically, as long as we control the rhythm well, we can actually push it all the way. After all, I am different from ordinary people. In addition to those zombies, I still have tens of thousands of Death Guards to summon. With the supplementary speed of Death Guards, I can lead the team forward for a while, and then change the Death Guards to hold on for a while, slowly recuperate and recover. After we finish resting, we can replace the Death Guards and continue to push. Using this steady and steady method, we can predict that safe passage through the entire channel, which is much more reliable than crawling over.
In fact, before we completely decided what to do, the group of things in front suddenly became restless, but these guys seemed to be blocked by some unknown force under the slope in front of us, letting them roar in anger, but they just couldn't come over. It felt like there was a sea of fire in front of us, not that they couldn't enter, but that they dared not enter. Those creatures that looked like zombies seemed afraid of stepping on the slope. Even if they were accidentally pushed up by their companions behind, they would immediately scream and jump down, and they didn't dare to go up at all.
Of course we should make good use of this situation. The twenty-meter-wide passage is actually quite wide, so I directly summoned the tanks and all my magic pets who are good at long-range strikes first bombarded the zombie passage in front. The purpose of course is to try to reduce the density of some zombies as first as possible. We have no way to advance this situation of people being caught. As long as those zombies surge up, we will definitely be buried alive in an instant, so if we want to go through, we must first reduce the number of zombies.
Although my magic pet was weakened very much like me, after all, her original strength was there, and it was quite powerful to use the powerful skills to wash the floor in such an absolutely safe environment. At least one bombardment, most of my magic pets were exhausted, and the remaining zombies in the passage in front finally became a little sparse, and some places even had blank areas.
With these activity spaces, we can finally start fighting, but we still need to make final preparations before this.
Although I had already decided to fight, I didn't plan to just rush forward and fight. I'm different from ordinary players. I'm a beast trainer, and my summoned creatures are the main force, so what I'm best at is not one-on-one, but group fights. With many enemies like this, but the combat power is very average, the easiest way to deal with it is to set up a battle formation and charge a legion like a war. However, considering the terrain here and some other factors, I finally chose the Roman square formation.
The benefits of choosing this kind of battle formation are very obvious. With the complete front shield wall and the limitations of the channel walls on both sides, we actually only need to face the front enemies, and we don’t have to worry about being encircled or the problem of the two wings. The only thing we need to pay attention to is to maintain the complete structure of the front shield array, as long as it is not dispersed. Of course, it doesn’t matter if we are really washed away, because we have a group of advanced magic pets and our four super combat powers. If necessary, we can use the ultimate move to use the super mode to temporarily carry all the enemies down, and then the shield array can be quickly reorganized behind us. After the shield array is completed, we will run back. In this way, the position will become a piece of iron, so we don’t have to worry about the subsequent problems at all.
After thinking through the plan, I began to arrange the shield formation. This shield formation is actually very particular. First of all, since the shield formation is a formation, it is not something that can be accomplished by the courage of one or two people. This requires the cooperation of all personnel on the entire frontal contact surface. To meet this point, I cannot use my magic pet. Although my magic pets can also cooperate with each other, they are all elite combatants, and cooperation is also the kind of cooperation in combat skills. Don’t expect battle formations or something.
However, although the magic pet is not good, I still have many summoning creatures suitable for formation. The so-called formation is originally something used by the army, so it is best to use regular troops to set up formations.
There are three regular troops here, Death Guard, Kirin Warrior and Suzun Knight. These three regular troops have their own characteristics. Among them, the combat power of the Kirin Warrior and Death Guard are basically the same, but each has its own advantages.
Kirin samurai is a cavalry unit with strong discipline. It can also fight in infantry without a mount, and its combat power will not decrease, but will increase slightly, but its movement speed will be much lower. In comparison, the discipline of Kirin samurai is undoubtedly the best. However, the single combat power of this group of troops is actually not very good. Only by forming a large-scale battle formation can it exert its combat power. Once it is single, these Kirin samurai can be said to die very quickly.
The Death Guard and the Kirin Warrior are different. These guys are infantry themselves, but because they are too tall and they are half beasts and half-man shapes, their movement speed is actually not much lower than that of the cavalry. Compared with the Kirin Warriors, the combat power of the Death Guards can be said to be very strong. Not only does these Death Guards have their own combat power that exceeds the Kirin Warriors' combat power, they can also summon two summoning creatures to assist in the battle, so their combat power will be further improved. In addition, these guys themselves have magic, so their actual combat power is actually much stronger than that of the Kirin Warriors. If you engage in a small-scale battle, a Death Guard will almost want three Kirin Warriors to barely defeat, and in the end, most of them are Kirin Warriors who are injured, and even may lose personnel.
However, although the Death Guard has a lot of combat power than the Kirin Warriors, and the number of summons itself is quite considerable, these Death Guards are not suitable for formation. It is not that the Death Guards do not obey the command, after all, they are the Death Guards' personal guards, and their combat effectiveness and discipline are worthy of recognition. The only problem is that these guys have no experience in battle formations, and they don't know what formations are. In fact, when the Death Guards in Egypt fight, they play a wave of tricks, just a large group of troops roaring and rushing forward to fight, without any formation at all.
Because they have never used a battle formation and have no understanding of this system, the Death Guard is actually not suitable for formation. What these guys are best at is offense, and defense is not their strengths.
Apart from the above two troops, the remaining Ringyin Knights are basically the strongest troops. As a demon spirit, Ringyin Knight's combat power is born to surpass summoned creatures such as the Death Guard and the Kirin Warrior. Let's not talk about the Kirin Warrior. Even if the Death Guard, there is no way to cause any substantial damage to a single Ringyin Knight. To kill Ringyin Knight, there is no need to think about not having more than fifty Death Guards. In terms of combat power, Ringyin Knights completely outweigh the previous two troops.
In terms of discipline, the Ringyin Knight is also impeccable. The Ringyin Knights are transformed from the undead camp, and although the undead are evil camps, they belong to the orderly race. For higher undeads, discipline is very important. Moreover, the Ringyin Knights are originally high knights from the Dark Temple, and they all have identities. Such discipline is something engraved into the bones, and they can easily use it in any battle formation. However, the only problem here is quantity.
There are only twenty-one Knights of the Ringyin, and the number is obviously much smaller than the other two types of troops. Compared with the number of summoned five-digit numbers of Death Guards and the Kirin Warriors, there are only twenty-one Knights of the Ringyin. This number is really too cold. Although twenty-one people are enough to form a shield array to block the entire passage, after all, this passage is only twenty meters wide in total. If twenty-one people use a large shield, it is not a problem to block the front width of the twenty-meters.
However, it is impossible not to avoid damage in battle. Even if we use the shield formation, it only increases the resistance of the front row soldiers, which does not mean that these people are invincible. Therefore, the shield formation must be replaced by people in battle, and this is undoubtedly the biggest problem of the Lingyin Knight. The twenty-one Lingyin Knights all went into battle, which just formed a shield wall, and once the first wall was broken, the back became a flat river, which was completely unsuitable. Besides, even if the Lingyin Knight is strong, it can guarantee that it will not be broken through the shield formation, but someone is injured or exhausted? With such a long passage, even a god cannot hold the shield from beginning to end! However, there is no one to rotate the Lingyin Knight, so although in terms of combat effectiveness, the Lingyin Knight is undoubtedly the best choice. In fact, they are not suitable to form a shield formation alone.
The number of Knights of the Ringyin is not enough, the Kirin Warriors are too low, and the Death Guards are not good at fighting formations, so there are quite a lot of troubles here. However, these three types of troops are my summoning creatures, so the problems that ordinary troops are not easy to solve are not a problem for me.
There are indeed fewer Knights of the Ringyin and cannot be used as the main force of the shield formation. Otherwise, there will be no problem with the previous section, but once one or two of them start to get tired or injured, the front will completely collapse. So, I used a hybrid marshal.
First, I used the single-body combat power guards and the Kirin Warriors who are familiar with the battle formation to form the first row of shield formations. This shield formation uses a one-two-one structure. That is, a group of three people, and the center of this group is a Kirin Warrior. The ones on both sides are Death Guards. The Death Guards are not good at battle formations, but there are Kirin Warriors next to them. They just need to watch how the Kirin Warriors around them do it and follow them. The Death Guards are just not good at battle formations, and are not stupid. They can still complete the combination of battle formations when someone leads them. Moreover, after using the one-two-one mode, they can ensure that as many Death Guards as possible fill in the first row of shield formations to improve the overall combat effectiveness of the front.
Of course, a row of shield formations is not enough. I set up the second and third rows of shield formations behind the first row of shield formations in this way. They have two tasks. One is to go up and replace people when someone in the first row is injured or tired. The other is that if the first row of shield formations is broken, they will have to go up and replace the first shield wall as soon as possible to form a new defense system. As for the Death Guards and Kirin Warriors in front, it will be fine if they really die. Anyway, the summons of both are tens of thousands, and a row of twenty-one people is definitely enough.
The battle formation uses the Kirin Warrior and the Death Guard to form a mixed formation, but the super-strong Ringyin Knights cannot be wasted. The working position of these Ringyin Knights is also very forward, and they are right between the first shield wall and the second shield wall, tightly behind the first row of shield walls. Their task is to block the opportunity to attack the zombies outside with long weapons. Anyway, they are familiar with the battle formation and will not destroy the front line because of attacks. In case there is a problem with the defense line, Ringyin Knights can also temporarily seal the entrance as soon as possible to facilitate our follow-up actions.
Of course, in addition to the defense line composed of these three troops, we have other main forces. For example, behind the three shield walls is the mistress, which is a giant dragon with three heads, standing by behind.
Although the mistress is not the strongest among my dragon pets, he has three heads, and this advantage is irrefutable. The dragon's neck is relatively long and tall. If the defense line breaks, they can stretch their heads from above the defense line to the enemy behind the enemy, jet Dragon Flame. Although the time for the dragon Flame to ejaculate for too long, the mistress has three heads after all, and the shift is enough for us to reorganize the line while we are blocking it.
Chapter completed!