Farming in a Parallel World and Becoming a God -
Chapter 552 - 452 Magic War_2
Chapter 552: Chapter 452 Magic War_2
The targets aimed at were indeed the Dwarves Elf spellcasters who had exposed their identities earlier by casting the Fireball Technique.
What they shot were not arrows, but rather thick, long spears.
Each Dwarves Elf spellcaster was targeted by at least two Golia Archers, and the chance of dodging two arrows at the same time was significantly reduced.
On the spot, several died instantly and many were severely wounded. Those who were hit would have their chances of casting spells again greatly diminished; with such heavy arrows lodged in their bodies, their movements and will were greatly affected.
Even if they could cast spells, the Dwarves Elf Commander dared not carelessly use the Fireball Technique to sweep the area again.
The previous wave of Fireball Techniques had limited lethality to the Golias, but it was absolutely terrifying to their own slave warriors.
The number killed by the blasts even surpassed the number the Golias had taken out in their initial charge.
If they were to be bombarded like this a couple more times, those slave soldiers would likely flee first.
Shadow Walker Night Shadow, concealed in the dense forest, watched the entire battlefield with a cold eye, leaning over to the beautiful snake beside him and saying, "Lord Lilith, isn’t it time for your people to enter the fray?"
Lord Medusa laughed charmingly, "You’re well aware of how many people I have, City Lord. Rushing out recklessly wouldn’t stand a chance against the Golias’ Berserk Jump Slash. Let your people completely entangle them first, then my people can unleash their true power and break the deadlock."
After hearing Lord Medusa’s explanation, Shadow Walker Night Shadow’s already dark face grew even darker.
This sly serpent was not willing to incur any loss.
She planned to use his people as cannon fodder, with her own following behind to reap the benefits.
But it couldn’t be denied that, tactically, what she said was indeed the most reasonable arrangement.
Shadow Walker Night Shadow gave a heavy wave of his hand and issued a new command, "All forces, attack."
Charge!
This time what surged out were not just the plain slave soldiers, but also the well-equipped Dwarves Elves, among them the pitch-black figures emanating a Chill Aura—those were the True Wraiths.
They still moved forward veiled by the Dark Arts, one after the other in succession.
The Golias had just dispelled the darkness with the Daylight Spell, but the Dwarves Elves were quick to replace it, not with the Dark Arts, but with the more potent Deep Dark Spell.
This third-circle spell not only covered a larger area than the Dark Arts, but it also neutralized any remaining Positive Energy from the Daylight Spell, shrouding the surroundings in darkness once again.
This spell was not a Spell-Like Ability of the Dwarves Elves, but a Spell Ability of the Velen Priests.
Normally, as both are third-circle spells,
the Positive Energy contained in the Daylight Spell should equal the Negative Energy in the Deep Dark Spell.
The two would cancel each other out upon contact, but since the Daylight Spell had already expended some of its strength countering the Dark Arts, it would be suppressed by the Deep Dark Spell and still reveal the initial effects of the Dark Arts.
However, the Fae Race Druids in the Golia camp were numerous, and Daylight Spells began to be cast frivolously.
In battle, the last thing to worry about is consumption.
To hurl down every spell available, creating an advantage for one’s own side, is key.
If there are powerful spells not yet cast, it means the time has not come to maximize benefit, leaving oneself a card up the sleeve.
Shadow Walker Night Shadow, the City Lord of Delnox City, has his reserves, and Gaven City Lord, the Rebooter of Mesnoel, likewise has his own.
Every war is a high-stakes gamble, and it’s a matter of who will see through the other’s hand first, ensuring they still hold an ace in the hole.
The ones fighting desperately on the battlefield are just the cards in the hands of two gamblers.
At this point, the situation was beginning to tip in favor of the Dwarves Elves.
The Dark Arts is a class Spell-Like Ability native to the Dwarves Elves, with each Elf able to cast it freely once a day.
Whereas Daylight Spells require a level six Druid casting level, and even among the Fae Race, Druids of this caliber aren’t so common.
As the battle comes down to the wire, the entire field is threatened to be engulfed by darkness, until a Daylight Spell bursts forth at a critical moment, revealing the melee within.
The Golias, having shifted from offensive to defensive, clustered together, guarding against stealth attacks from the dark.
At their feet laid a carpet of green vines.
This was an innate ability of many in the Fae Race, like the Pikespirit’s Entangle Spell, castable once daily.
Attempting stealth attacks in such conditions is perilous; one misstep and it’s not the enemy you ambush, but your own self ensnared beyond rescue.
But it wasn’t just their figures that the darkness concealed, making certain spells particularly targeted, and cries of rage from the Golias echoed intermittently through the dark.
"Death Cloud Spell! The Dwarves Elves have cast the Death Cloud Spell! Three Daylight Spells are covering it, it’s moving southeast, warriors along the path, evade!"
"I have one here too,"
"And one here."
The Death Cloud Spell is a fifth-circle spell.
It is a domineering area of effect spell.
Once cast, it creates a dense fog measuring seven to eight meters in length and width, and four to five meters in height, of a dingy yellow-green color with a strong poison. Upon entering it,
creatures with three or fewer Life Dice have no chance of survival, dying instantly.
Creatures with four to six Life Dice depend on whether their Constitution is robust enough to survive. If they can’t withstand it, death is also instant. Even if they do endure, failing to escape promptly means that the toxic substances within the fog continue to deal damage to the constitution of those caught inside (1d4 Constitution damage per round), which will eventually bring death once their Constitution drops to zero.
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