Ordinary fantasy adventure in Faerûn

Chapter 19 Mercenary Tactics

Chapter 19 Mercenary Tactics

Nohir flapped his wings and flew away from the place. The big commotion just now may attract some creatures to come and check. Although the probability of this being on the outskirts of the forest is not high, it is better to stay away from here first.

The violent time was about to end, and he planned to go back to the broken house to rest for ten minutes, waiting until the violent weakness passed before considering his next move.

Precisely because he would fall into a weak state after being violent, Nohir developed the habit of not using violent fighting easily without the help of his teammates. He would only use violent fighting in a desperate situation.

If you are really forced into this state, the power of anger will cause a huge change in your fighting style, and it will be very easy for you to do some impulsive things.

When not being violent, Nohir can fight clearly and calmly using his weapons, wings, tail and various available conditions. Whether it is attacking or dodging, he can easily achieve it with his excellent physical attributes.

In normal battles, he relies entirely on his basic physical fitness and the beast-hunting attack method (that is, sneak attacks from high altitudes) that he has developed through years of survival in the wilderness.

But once the rage is turned on, under the influence of anger, one's own fighting style will undergo earth-shaking changes.

Dodge attacks basically rely on intuition, and never spare any effort when attacking the enemy. This violent fighting style is the barbarian fighting technique called reckless attack!
  I have to say, it's really reckless.

The core idea of ​​​​playing is to rely on my body to be stronger than yours and have a longer health bar than yours, to bear the damage without dodging attacks, and then directly use my maximum strength to kill you with an axe.

To be honest, Nohill doesn't like this fighting style very much. It's a bit too seeking death. Although he has strong attack power, he is completely undefended when attacking. If he encounters a strong person, this style of fighting is very difficult. It's easy to make yourself die suddenly.

But strictly speaking, Nohill is indeed suitable for this style. His health is several levels higher than his opponents at the same level. His strength and physique are both high, and his agility is not bad. With a heavy weapon and a giant axe, With this configuration, when he faced humanoid creatures of the same level, he basically had no one-match enemy.

When he was at Baldur's Gate, he relied on this method to defeat the criminal gang that tried to kidnap him, and before the duration was about to expire, he relied on the surge of power to directly grab their leader and fly away.

"But the Wild Surge doesn't have this flaw. The anger caused by the violence is neutralized by the magic of the wilderness. The two achieve a perfect cycle and balance. Entering the violent state will not treat me like it once did." Combat Mode has had a huge impact (although it still has an impact)."

"And once you obtain the bear totem, the high damage reduction during rage can make this fighting method feasible and effective!"

"With this combination, not only does it have the attribute increase brought about by the rage, but it also comes with unique magic effects, which can be flexibly adapted to the battle situation and freely chosen."

"From now on, rage is no longer a life-threatening skill that can only be used in a desperate fight, but has officially become a normal skill! This is a huge breakthrough!"

By the way, there are also two natural abilities given when establishing a connection with the Feywild.

"Among them, I have learned the animal conversation spell before in the Druid camp. Obtaining this spell again has enhanced my understanding of this spell, and the duration of the original spell has been changed from one hour to two hours. It cannot be said that it is not wrong. Use it."

"But this beast consciousness is very interesting."

[Beast Sense]
  You touch a willing beast.

For the duration of the spell, you can switch your sight and hearing to those of the affected beast, and you can return to normal consciousness at any time during this time.

When you sense the surroundings through the beast's senses, you will also gain the special senses of the creature itself, but you will be blinded and deafened to the situation around the body.

"I feel that these two spells can be paired together. First, find animal allies who are willing to help you through animal conversations, and then use this spell to obtain the intelligence observed by the animal allies in real time."

"Pairing the two together can bring about huge advantages in your adventure career!"

In this real world, if you casually walk into an unfamiliar place without reliable information, whether it is in a city or a wilderness, it can be said to be very dangerous and detrimental to your own life. Responsible.

There are various cult groups, criminal gangs, black-hearted workshops, and various shady and dark corners in the city, the most famous of which are the "Nine Fingers" of Baldur's Gate and the world-famous "Zhentarim".

The wilderness is even more dangerous, and Nohill has ample practical experience in this regard.

"If I can really make effective use of these two natural abilities, even if I form an adventure group myself, there will be no problem. With these two tricks, I am confident that I can lead the group members to survive most dangers."

"..."

"Oh, forget it, let's talk about the adventure group later. I used to be a sociopath, and I have been playing wilderness survival for more than ten years in this world. I haven't made many friends in Baldur's Gate. Alto Not to mention Riel, the city is gone.”       “The teammates in the game don’t know where they are, and almost all of them are problem children. In this real world, I don’t necessarily know where they are. Get along with them.”

"Oh, just let it go. Don't think about these things that are too far away for now."

Nohill then began to think about how to pair these two skills to maximize their use.

"If you want to play the role of these two spells most reliably, you can't just temporarily look for animals to help during adventures every time. That would be too unreliable."

"...Want to raise some birds of your own?"

Nohir fell from the sky, and the duration of the violent rage had long ended. The totem disappeared under the skin and no longer appeared, and the essence returned to the wolf's fangs.

Now he feels a little tired all over his body, but it does not affect his combat effectiveness. Even if the strength and constitution attributes are temporarily reduced by 2, Nohir also has a strength attribute of up to 16, which is no problem against ordinary creatures.

After checking the surrounding area again to see if there were any other creatures, and finding no danger, Nohir walked into the house and sat down, and began to think carefully.

"First of all, this spell clearly tells me that only wild beasts can be affected by this spell."

In the world view of Faerun, civilized and intelligent creatures such as humans, elves, and dwarves are all divided into humanoid races, while non-humanoid races are divided in more detail.

In the Monster Manual of Faerûn, any individual or group that may cause harm to the social order and life safety of humanoid creatures is divided into 13 different categories.

They are: beasts, monsters, aberrations, celestial creatures, undead creatures, constructs, elemental creatures, dragons, fey, demons, giants, plants and oozes.

People often confuse beasts and monsters, but in fact the two categories are different. Most beasts are just ordinary creatures without supernatural abilities that people can see in daily life, or creatures with only a little supernatural ability, and almost All have extremely low IQs.

The representative creatures are wolves, bears, eagles, saber-toothed tigers, mammoths and dinosaurs.

Yes, dinosaurs are considered beasts.

Most monsters are powerful species with supernatural abilities.

For example, wargs, griffins, cockatrices, tauren, gorgons, hydras, spider elves, and green-footed dragon snakes are all considered monsters, and monsters cannot be affected by this spell.

"This is a bit nerve-wracking. Beasts that are too weak will easily die in the adventurous life. In this case, if an accident does occur, there will be almost no remedy, and I have no medical ability."

"But if you choose a powerful beast, the meaning of this spell will be lost. Is this beast used for fighting or for reconnaissance?"

"And I'm neither a ranger nor a druid. I'm good at hunting creatures, but you asked me to raise creatures..."

"Damn, this spell seems useless!"

I didn't think much of it before, but now I realize that the two skills given by the Fairy Wilderness are completely useless.

Although Nohir has beast-taming skills up to level five due to his experience in the Druid camp, his beast-taming experience is all experience in appeasing creatures, not in cultivating creatures. The professional skills of barbarians are also There is no amplifying effect for animal companions.

These two skills are not as good as the Red Flame Slash that awakens from his purgatory bloodline. At least this move can cause real damage.

"Well, in that case, let's go back to the beginning."

"Although it is unstable, this is currently the only way to make full use of this skill."

"Mercenary Tactics (Critter Version)."

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  (End of this chapter)

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