Page 5
Page 5
Jaina assumed the other party was just an evil necromancer with the same name.
"Mr. Rhodes, how did you come to know about Kolsugard?"
"Is there even a question? He already introduced himself, and he was able to leave calmly in front of the two of you. With that kind of strength, he is undoubtedly Kel'Thuzad!"
"I sensed the powerful magic within him at the time, and I didn't even dare to make a move. I only dared to save you after he left." Rhodes shrugged and began to spout nonsense with a straight face.
Actually, Kel'Thuzad had already retreated when I arrived.
“How about this, Arthas? I’ll return to Dalaran immediately and ask my mentor, Archmage Antonidas, for help. I’ll have him send men to deal with Kel'Thuzad,” Jaina said.
To be honest, she wasn't confident about dealing with even a member of the Kirin Tor Council of Six!
With this group of people, it's hard to say whether they can win.
She had heard her teacher say that before Kel'Thuzad was banished from Dalaran, he was the second most powerful mage in Dalaran after his teacher, Antonidas.
During the Second War, he became obsessed with necromancy after witnessing the evil necromancy of orc warlocks, and was expelled from the Council of Dalaran for researching necromancy.
"No! Gina, I want to deal with this guy myself!" Arthas said.
As the prince of Lordaeron, he had his own pride, this sinner who had harmed the people of other nations.
He must kill it himself, rather than handing it over to the Dalaran Council for trial.
If people from Dalaran come, then even if Kel'Thuzad is defeated, he will be taken away by the people of Dalaran, rather than being judged by Lordaeron.
“Actually, I think the three of us together should be able to deal with him. My magic is incredibly powerful; if we can hit him, we can kill him,” Rhodes said.
“Mr. Rhodes is right, Gina, don’t worry! We will definitely win. Mr. Rhodes has mastered the power of both arcane magic and holy light, he will definitely help us defeat Kel'Thuzad,” Arthas said.
Under no circumstances should Dalaran be allowed to interfere in this matter; it is an internal affair of Lordaeron, not a diplomatic one.
Jaina didn't say anything more after hearing this, but nodded silently. Arthas was still too proud, as proud as ever!
That night, everyone rested together in the wilderness, and Rhodes was assigned a single tent.
There were single tents here, occupied only by the Arthas mage Jaina and Rhodes, while the other soldiers had to huddle together.
During his evening rest, the soldiers brought Rhodes a wild mushroom soup and a piece of toast, giving him his first meal since his transmigration.
Before eating, Rhodes used a holy light spell to check for any undead plague, so that the holy light spell could dispel it immediately.
Arthas and the female mage were astonished to see this.
“As the saying goes, better safe than sorry, especially since we’re in the territory where the Cult of the Damned operates. It’s always good to be cautious. Let’s test it with holy light magic. I’m worried that the surrounding land has been corrupted by the Cult of the Damned’s evil magic, and the food we eat might also contain the plague,” Rhodes said.
“Mr. Rhodes is right, we should indeed be careful.” Arthas nodded, and also cast a holy light spell to shine on the food for everyone. Only after confirming that it was safe did he allow all the soldiers to begin eating.
After this little incident, everyone fell asleep. Rhodes slept soundly, but Arthas and the female mage couldn't sleep all night.
Arthas is worried about Kel'Thuzad. Regardless of whether you are a member of the Kirin Tor Council of Six, if you dare to harm the people of Lordaeron, I will kill you.
For Lordaeron! I must not let my father down, nor let Uther down.
Jaina glanced at Rhodes' tent every now and then.
The female mage now desperately wants to go there and learn some spell techniques from this master who controls both holy light and arcane magic.
However, for some reason, the other party seemed very distant from her, which made the female mage doubt her own charm for the first time.
Even a high elf prince who has lived for thousands of years can be taught magical knowledge without reservation if you use your cuteness and charm.
The others in Dalaran were the same, but this time, he was the only one who ran into a wall.
Silent all night.
The next morning, the first thing Rhodes did after waking up was to open the system city interface. Thanks to the effect of the Internal Affairs Hall, his gold units increased by 1000, but other resources remained unchanged.
Rhodes nodded in satisfaction, then spent 2000 units of gold, 5 units of wood, and 5 units of ore to build a level one magic guild.
Five random spells, let me see them!
Chapter 9 Legion Magic: Hero Mana Increase and Regeneration
The level one magic guild was successfully built, and a gray-white building appeared in the city list. Rhode clicked on it directly.
A level one magic guild has a total of 5 random spells. As long as you have a spellbook, you will automatically learn these 5 spells upon entering the magic guild. There are absolutely no barriers to entry.
The magic tower in the cemetery city generally does not produce healing spells or spells similar to those found in human castles, but it has a high probability of producing earth magic.
The five spells that appeared this time were Divine Shield, Fire Control, Slowing Spell, Stone Skin, and Curse Possession.
Three of these five spells are earth-based, and two are fire-based. They are all quite practical, and there isn't a single useless spell. They're really good!
First is the Protective Shield. Without earth magic bonuses, it consumes five mana points and reduces the damage taken by your selected unit by 15% when it engages in combat.
Basic earth magic costs 4 mana points, and the damage reduction remains unchanged at 15. Intermediate earth magic also costs 4 mana points.
Melee damage taken is reduced to 30%, while high-level earth magic grants a protective shield to all allied units, reducing damage taken by 30%.
It's important to understand that magic in Heroes of Might and Magic is primarily for legions, not for individuals. Even if you cast it on a squad of soldiers, that squad can number in the hundreds or even thousands.
According to the description of the spellbook, if used in the world of Azeroth, it will select a force within a region, with a size ranging from 1 to 9999 people.
The unit 1 is the minimum number of troops in Heroes of Might and Magic, while 9999 is the maximum number of troops a single hero can have.
In other words, as long as the number of people does not exceed 10,000 and they stand close together, Rhodes can cast a spell that can directly give 10,000 people the blessing of a protective shield.
If you obtain advanced earth magic, then all units within Rhodes' field of vision will receive the protective shield.
The duration has also changed from a turn-based system to a specific time frame.
One point of power lasts for 3 minutes. Rhode can now cast a protective shield on an army for 6 minutes. (All other spells last this duration, one point of power for 3 minutes.)
The second earth-elemental spell is Stone Skin, which directly increases defense. It consumes mana and has the same duration as Protective Shield.
Increases defense by 3 points, reduces mana cost of basic earth magic by 1 point, increases defense by 6 points at intermediate level, and increases defense by 6 points for the entire army at the highest level.
The Protective Shield can only reduce melee damage, but the Protective Stone Skin can directly increase defense, protecting against both magic and melee damage as well as ranged damage.
Generally speaking, if you have a protective stone skin, then this move is actually superior to the protective shield.
In a decisive battle, when ranged magic is flying everywhere, this move is even more effective.
The third spell is Slow, which reduces the enemy's movement speed by 25%. The basic version reduces mana by one point, the intermediate version reduces movement speed by 50%, and the advanced version reduces the movement speed of all enemy units by 50%.
This move is very effective. It is extremely advantageous when all enemies are hit, and even if the enemy uses magic to dispel it, it can buy the enemy a turn to cast a spell.
Next up are two fire spells. The first is Curse Possession, which is similar to the Slow spell and is also a spell that puts the enemy into a negative status.
Consumes 6 mana points. Reduces the maximum damage of the selected unit to the minimum damage value. Basic fire magic reduces mana cost by 1. Intermediate fire magic reduces the damage of the selected unit to the minimum damage value minus 1.
Advanced fire magic applies a stacked buff to all enemy units. In future battles, a slow spell or a curse can be cast, making the enemy incredibly happy.
The last spell is the Fire Control Technique!
Consumes 5 mana points. Reduces fire magic damage taken by the selected unit by 30%, with each point of mana lasting for one minute.
The basic level reduces mana cost slightly, the intermediate level increases resistance to 50%, and the advanced level provides a bonus to all units.
These 5 spells are absolutely amazing!
All of them are legion-level defensive magic, are you scared yet?
Including the magical arrow that comes with his own spellbook, Rhodes now has eight spells recorded in his spellbook, six of which are from the Heroes of Might and Magic III world, and two are spells he just stole.
However, the Legion-level magic in Heroes of Might and Magic 3 is indeed quite powerful, but the frustrating thing is that each hero only regenerates 1 mana point per day.
I have a total of 20 mana points. I used 7 mana points yesterday, and with the mana points I recovered last night, I now have a total of 14 mana points.
This mana is only enough to unleash two magical arrows, or auxiliary spells, or to cast Flash of Light and Frostbolt.
Now, Frostbolt is actually the most suitable spell for me to deal damage, since ten Frostbolts only consume one mana.
What a pity! I can only recover a little bit of mana each day, and there are no magic wells or anything like that here.
Wait, quickly restore mana!
Suddenly, a thought flashed through Rhodes' mind, and his gaze immediately fell upon the female mage who had just gotten up.
In Warcraft 3, the Archmage has a very useful aura skill called Brilliance Aura, which can continuously restore mana to all units around him.
In the game World of Warcraft, mages can make magical bread and magical spring water to restore mana and health to their teammates.
It's incredibly effective in five-player dungeons; basically, before engaging the boss in a raid, everyone has to sit together and have a big meal.
The world of Azeroth also has various potions that can restore mana, which can help you quickly recover your magic power.
In addition to these, there are skills. Mages also have Arcane Wisdom, which can increase the target's Intelligence attribute, meaning they can increase their own knowledge and mana.
In this way, your maximum mana will exceed 20! Furthermore, the Paladin's various blessing skills, such as Blessing of Wisdom, can help you continuously restore mana.
If my guess is correct, these two skills will be available to both mages and paladins.
One can increase your maximum mana, and the other can help you regenerate mana. If you add a potion that can restore mana as well.
That's absolutely awesome!
With the ability to quickly restore mana, Rhodes is a super turret even when he stands at a distance and releases his magic arrows, and his firepower is quite terrifying.
"What's wrong, Lord Rhodes? Is something amiss?" Jaina asked curiously, noticing Rhodes staring intently at her.
Chapter 10: The Teachings and the Magical Book Copying Function
“Lady Jaina, I have something I’d like to ask you. Do you know the mage skill Arcane Intellect?” Rhodes asked.
“Oh! Arcane Wisdom! I can use this magic.” Jaina sat down next to Rhodes and nodded.
Strange! Why would the other party ask about Arcane Wisdom? Doesn't he know that trick? It's a basic skill for mages.
"So what are the effects of Arcane Intelligence? Can Lady Jaina cast it on others?" Rhodes asked.
"Arcane Wisdom is a kind of enlightening spell. When a mage has a problem that needs to be solved, he can cast this spell on himself!"
"It can make your thinking more agile, more intelligent, and your memory better. It can even help you understand things you don't understand at all," Jaina said.
"Then can it increase the maximum amount of mana? For example, when fighting someone? Use this move in advance to increase your mana?" Rhodes asked.
"??? Increase mana cap! Mr. Rhodes, where did you hear this rumor from? Arcane Wisdom is just an enlightening spell."
"It can make a mage's mind more agile. It can help us better with magical research, but it doesn't increase the maximum mana!" Jaina said.
Are you kidding me? Increase a mage's maximum mana? Isn't that the same as increasing your own mana?
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