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“Somra, if a being from Azeroth interacts with you, can it learn the hero magic from the Magic Guild?” Rhodes asked.
“No problem, Master. However, since the other party is not a hero and their unit is different from ours, I can only teach one person a day, and only one spell at a time. As for whether they can comprehend it, it depends on their aptitude. This is a limitation similar to the Wisdom spell. We can give it a try, Master.” Soram nodded and said.
“Very good. I’ve just leveled up the Magic Guild in Elemental City to level 1. They have a Spirit Protection spell and a Magic Arrow spell. I’d like you to pass them on to the person I want to send them to,” Rhodes said.
Rhodes plans to have Uther learn Holy Protection, Jaina, and the high elf mage learn the Magic Arrow skill.
Tyrande, Malfurion, and even the demigod Cenarius, according to Rhodes's estimation, should be able to learn level 3 magic, or even level 4 magic, or even higher.
Unfortunately, Somra can only teach level 1 and 2 magic at present, and basic academic skills can only have this effect.
Rhodes suppressed his curiosity for the time being. He could test his academic abilities later; there was no rush now, as he hadn't finished examining his spoils yet!
Previously, it was just a reward for leveling up, and there were also resources in the wild! This time, the harvest is truly abundant!
Chapter 156 Lucky Treasures, Abyss Horn Treasure House, Mercenary Camp
The Burning Legion's hero units were wiped out by themselves, resulting in dozens of rare wild resources being dropped.
Most of these were rare and high-grade resources, which allowed Rhodes to obtain a large amount of sulfur, mercury, gems, and crystals.
Upgrading a city to the maximum level is no longer a problem; in addition to wild resources, there are three treasures.
The first treasure is a random magic scroll. The magic recorded on this random magic scroll is called Thunderous Ice, and the power of this attack magic is second only to Thunderbolt among level 2 magic.
Belonging to the water magic category, Thunder Frost's damage is slightly lower than Thunder Lightning in the early stages of magic. However, Thunder Lightning isn't always available after completing a level 2 magic guild. In such cases, having Thunder Frost is also a good option. Moreover, using Thunder Lightning to eliminate a small number of enemies sometimes seems a waste of mana, making Thunder Frost more suitable.
It also has a double effect against fire and energy elements, and works well in special situations.
This move is particularly effective against fire mages and fire elementals. If you use this move against Ragnaros, you can get critical hits, and every hit will be a critical hit.
The damage dealt by Thunderous Frost is 20 times the Strength, plus 10 points of damage.
Moreover, it consumes very little IP value. Without the basic water magic bonus, it requires 8 mana points, while with the basic water magic bonus, it only requires 6 mana points.
Intermediate water magic adds 20 points of damage, and advanced water magic adds 50 points of damage. With Rhode's current strength of 12 points, plus the intermediate water magic, he can deal more than 200 damage. If he were to fight a fire-type creature, it would directly deal more than 400 damage. This move is very practical.
The second treasure is called the Hell Crown, a level 3 treasure. Its effect is simple and straightforward: it directly adds five points to knowledge, without any other attributes. Although the description is simple, its power is considerable; five points of knowledge are stronger than anything else.
A mad wizard, utterly foolish, targeted you. His power came from the crown atop his head. You drew your bow and shot down the crown, restoring him to normal. Out of gratitude, he gifted you the crown.
Rhode immediately equipped the treasure on his head. The equipped item would not be displayed in the Heroes of Might and Magic interface, but would increase Rhode's attributes in the virtual interface. It would not overlap with the Azerothian equipment he was wearing outside, which meant that he could equip two sets of equipment and increase his base attributes at the same time.
Rhodes's knowledge increased from 13 to 18, his base mana reached 180 points, and with the addition of intermediate intelligence, the blessing of wisdom, and the mage's arcane wisdom, Rhodes's mana soared to 280. It was so awesome.
The third treasure is a level 1 treasure called Lucky Clover, which increases luck by one point.
Luck is not a very important attribute in the world of Heroes of Might and Magic. There is no place for lucky treasures to provide a bonus in the five miscellaneous inventory slots of heroes.
However, things are different in Azeroth. Rhodes has already experienced the effects of impending doom and good fortune in Azeroth; sometimes you just can't stop luck.
This thing can permanently increase your luck by a little bit, it's so awesome, Rhodes accepted the equipment almost without hesitation.
While crossing the dry grassland, you find a type of clover.
Next, Rhode checked his wilderness building rewards, which included two minerals, a monster treasure house, a hero enhancement, and a special golden orb.
There are even two mines: a gold mine that can produce a thousand units of gold per day, and a gem mine that can produce one unit of gem per day.
These two mines are very important to Rhodes. There is always a shortage of gold units, especially as more cities will be built in the future. The gold production of a single city will simply not be enough to recruit troops.
The hero enhancement this time is a mercenary camp. Visiting the mercenary camp will increase your attack power by one point.
The Monster Treasure House surprised Rhodes, because it wasn't the treasure house that appeared in the Heroes of Might and Magic III movie, but rather a Monster Treasure House from a player-made expansion.
This special building is called the Experimental Workshop. It appears in the Abyss Horn version and contains a brand new type of golem called the Steel Golem. It is stronger than the Iron Golem but weaker than the Golden Golem.
Attack power 10, defense power 11, health 45, damage 6~8, speed 6, and can resist 80% of magic damage.
This special unit can only appear in the experimental workshop; players cannot recruit it using any other buildings.
After visiting this building, there is a 30% chance of encountering 25 Steel Men. Defeating these Steel Men will reward you with a Giant.
There is a 30% chance that 50 Steel Men will appear, and defeating them will spawn two Giants. There is also a 30% chance that 75 Steel Men will appear, and defeating them will spawn three Giants.
There is a 10% chance that 100 Steel Men will appear. Defeating them will reward you with a maximum of 4 Giants, and you can get at least one Giant. Now there is the Mountain Fortress.
Rhodes can directly upgrade these giants into Titans, which is very cost-effective. As for how to fight this Steel Man, Rhodes said he has no problem.
With his own Golden Man army, Diamond Man army, Iron Man army, two Titan Giant angels, and the summoned fire elemental cannon fodder, he can clear this dungeon without taking any damage.
Rhodes immediately placed Titans, two Archangels of Light, and hundreds of Diamonds and Goldmen in his formation and went directly to the experimental workshop.
Rhodes was lucky this time, encountering 75 Steel Men with a 30% chance. He used the same strategy: after he could move, the two Archangels of Light became a pair and went straight in for a combo, the Titan fired a shot, then Rhodes summoned 48 Fire Elementals, and then it was the classic kiting strategy.
These steel men only have a movement speed of 6, so it's still easy for them to escape with two archangels around.
This time, unlike when dealing with the Griffin, there's no need to use skeletons to fight head-on. With advanced units available this time, Rhodes can employ tactics.
The only downside is that these guys have a magic immunity of 80%, otherwise Rhode would have liked to try out the new magic he learned to torment them.
After consuming all the fire elementals, Rhodes's angelic diamond man and the Titan giant, with zero losses, directly took over the monster treasure house.
You conquered the testing workshop and rescued the three giants imprisoned there, in gratitude for their loyalty to you.
Three giants appeared directly in Rhodes's troop inventory. He would take them to the mountain fortress to upgrade them, and they would become Titans. His Titan count would reach four, surpassing Angels among level 7 units.
"Haha, not bad," Rhodes nodded with great satisfaction. After eliminating the steel men, Rhodes exited the system space.
Unfortunately, these were enemy units eliminated through the system interface, so I can't use the Necromancer spell because the Steel Men are not considered living units.
Furthermore, Rhodes couldn't retrieve the corpses of these Steel Men because, in the system space, just like in the battle scenes of Heroes of Might and Magic, they disappeared immediately after the battle.
Rhodes had originally wanted to collect these people's remains to see if he could upgrade his Iron Man, but now it seems that plan has fallen through.
In fact, Rhodes is currently considering a new anti-magic metal for mass production to equip his troops, and even for export to goblins.
Previously, Rhodes had been exploiting the Gold Man and Diamond Man, but actually, Rhodes had a more suitable option: the Iron Man.
Ironmen are produced more than the other two units because of the presence of mountain fortresses, so recruited stonemen can also be upgraded to ironmen.
Rhodes can harvest 12 Iron Men per week, while Gold and Diamond Men can only harvest two and three respectively. It is more suitable to use medical accounts and recovery on Iron Men and then collect special anti-magic steel.
Iron Man's magic resistance is only 75%, but its production volume is large now, and steel is a less conspicuous material than gold, making it more suitable for mass production as standard equipment in the future.
The Iron Man has a defense of 10, while the Gold Man has a defense of 12, a difference of 2 points. The only difference is that the Iron Man produces slightly less valuable metals than the Gold Man.
Moreover, Rhodes can sell this anti-magic metal to any faction, whether it's the Horde, the Alliance, or any other power, in the future.
Because they have better products, they can create a technological gap, making it a very lucrative arms deal. Moreover, it's an exclusive market, and the pricing is entirely up to them.
This plan can be dealt with after we return to Galiya. Rhodes thinks it has great potential, as the metals produced by the Gold and Diamond people can be used to supply his elite troops in the future.
Actually, when it comes to metal, Rhode has his eye on his four Titans. These four should be considered the top-tier puppet creations, but Titans don't have magic immunity, so the metal on them is useless.
Alternatively, one could use the anti-magic metal of the Golden Man to create four giant suits of armor for these four Titans, which should have the same effect when worn by them. The armor could also be inlaid with some Diamond Man gems to increase magic resistance to over 95%.
The Titans are about 20 meters tall. Rhodes estimated that he would need to collect four such giant armors, which would take him at least several days to harvest the Titans. However, this idea was feasible.
It only requires the dwarven craftsmen to do the work, and then the high elves to enchant it, and your Titan will be equipped.
The last reward from the wild was dropped by Archimonde.
Congratulations, host, on obtaining the Awakening of the Gods. You can strengthen a city, produce level 8 troops, and have an upgrade option for the first seven levels of troops.
Chapter 157 Heroes of Might and Magic: Awakening of the Gods - Tier 8 Units, Enhancement of Units from Both Races
The city's enhancement introduces level 8 troop types, and the previously created opportunities will also unlock special buildings that allow for a third type of recruitment, resulting in a comprehensive enhancement.
This reward shocked Rhodes. Was he kidding? Strengthening a city and unlocking level 8 units—this was something from God's Awakening!
But upgrading all units from level 1 to level 7 will unlock a third option, which is quite impressive.
In Awakening of the Gods, there are indeed upgraded versions of units from level 1 to 7, and they are all incredibly powerful, far stronger than their unupgraded counterparts.
For example, the upgraded version of the level 8 unit, Ghost Dragon, is Blood Dragon Demon in Awakening of the Gods. In terms of physique, it is still a weakling among level 8 units, with only 400 HP, 25 attack, and 23 defense. It still doesn't change its weak attributes.
The problem is that he has gained a Vampire King skill: his attacks can steal other people's life points to revive them. This ability is extremely overpowered, essentially making him an enhanced version of the Vampire King.
Even so, thanks to this skill, the Blood Dragon Demon is still at the bottom of the level 8 unit rankings and has not escaped its fate as the strongest level 7 unit.
Because the Holy Angel of the castle is even more powerful than his own Archangel of Light. First of all, in terms of attributes, his attack and defense are both 40, his health is 500, his damage is 75~75, and his speed is 18.
Unit special skill: Increases morale by 1. If there is a hero leading the unit, morale is increased by another 1.
Each battle can revive friendly units twice. Each Holy Angel revives 100 health points, and enemies cannot retaliate. They are immune to fear.
First of all, the ability to not retaliate against attacks is already ridiculously powerful when it's assigned to a holy archangel. Add to that two resurrections and an incredibly terrifying physique, and it's beyond words to describe how powerful it is.
The Titan in the tower has also been upgraded to the Thunder Lord, with an attack and defense of 32 and a health of 600, twice that of the Titan. Its speed is 12 and its damage is 68-75.
Ranged units fire twice; in melee combat, attacks inflict additional lightning damage; they possess an atmospheric shield magic, are immune to mental magic, and resist fear.
What does this mean? First, you gain the abilities of a sharpshooter, then the abilities of a thunderbird, and you even have your own atmospheric shield. What can Blood Dragon compare to that?
The Great Demon has been enhanced into Hellboy, with an attack of 35, defense of 37, health of 400, and speed of 17.
Unit characteristics: Flying units (teleport) inflict fear on the enemy and reduce the enemy's luck by 1.
If the enemy has a hero as their leader, luck is reduced by 1, and there is a 50% chance to steal the enemy's soul (i.e., petrify), preventing the enemy from retaliating.
The Great Demon's strength did increase significantly after being enhanced, but Hellboy still couldn't defeat the Holy Archangel, as his attributes and special skills were inferior.
The Golden Dragon has been upgraded to the Diamond Dragon, a flying unit. When attacking, it has a 50% chance to blind the enemy for 3 rounds, is immune to all magic, and gains 1 gem per day.
The power boost is absolutely insane! It has control, defense, and even resource boosts—it's like a human gem mine.
The Phoenix of Elemental City has been upgraded to the Divine Phoenix, with an attack and defense of 28, health of 400, damage of 45-60, while its speed remains unchanged at 21.
At first glance, its ability seems very weak, perhaps even weaker than Blood Dragon, but it produces 4 per week.
Furthermore, it is immune to fire magic, has a 100% chance of resurrection, comes with a fire shield, and has a built-in dragon-slaying spell. (If all level 8 units are resistant to fear, it won't work; other stats are not listed.)
Ghost Behemoth instills fear in the enemy, increases the player's luck by 1, and increases luck by another 1 if a hero is leading the team. It ignores enemy defenses, allows two counterattacks, and disregards obstacles.
This ability to reduce luck is incredibly powerful; it would be extremely useful in the world of Azeroth. It's a pity I don't have a stronghold city.
Dark Dragon, an upgraded version of the Black Dragon, is a flying unit that instills fear in the enemy, returns to its original position after attacking, is immune to all magic, and grants the hero the Dark Cover ability.
The Black Dragon's vitality directly stole the Shadow Banshee's skill, Dark Cover. In the game, this skill releases a dark curtain, which is somewhat similar to the Dark Sky Curtain, but it is used on the battlefield.
The Hellfire Hydra attacks all surrounding enemies with an acidic attack that enemies cannot retaliate against. It has a 40% chance to recover 50 HP each turn. This is just average, and it ranks at the bottom along with the Blood Dragon.
These are all incredibly powerful Tier 8 units, with strength and effects that are practically insane.
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