Chapter 769: 245. "Teammate" assists
Chapter 769: 245. “Teammate” assists
“I’ll start by testing the length of these sea monsters’ ‘mental health bars’.”
Noland Lee spotted a sea monster guarding the entrance to the lower deck’s water cabin within his magical vision.
This sea monster was carefully chosen as his test subject.
It was a 56th-level Tide Guard with a combat level of 56, possessing various defense and surveillance deep sea spells from the Dread Sail series.
Beside this Tide Guard were its two summoned creatures.
They were two dark green glowing stinging jellyfishes.
They hung in the air, monitoring both sides of the walkway left and right.
Noland Lee locked onto the solitary Tide Guard and launched his first Psychic Bombardment.
The Tide Guard’s reaction was sluggish.
It barely responded to the Psychic Bombardment, only glancing left and right at the walkway.
Noland furrowed his brows, sensing that something was not right.
There was no Mental Protection Pendant on this Tide Guard.
How could it have a nonchalant reaction after being subjected to Psychic Bombardment?
Shouldn’t it react like a startled grasshopper, hopping around?
Noland accessed the combat information within his mind.
[System Message:]
[You’ve inflicted 332 mental damage on the “56th level Tide Guard”.]
[Passive Deconstruction Activated!]
[Your target’s degree of deconstruction has increased from 3% to 3.5%.]
332 points of mental damage increased the degree of deconstruction by 0.5%.
Noland analyzed two pieces of information.
First piece of information:
A single Psychic Bombardment inflicts a stable 529 points of damage to a target with 0% resistance to mental damage.
The mental damage inflicted on the Tide Guard was 332 points.
Although the Tide Guard had no permanent mental shield nor a Mental Protection Pendant, it had about 40% resistance to mental damage.
Second piece of information:
The length of the ‘mental health bar’ of a 56th level Tide Guard is approximately 66,000 points.
As Noland could cast 15 Psychic Bombardments in one second, it would take him around 13 seconds to “wipe out” a 65-level Tide Guard.
In other words, forcibly killing a single sea monster using Psychic Bombardment is feasible.
However, if he intends to use the same method to wipe out 1,000 sea monsters one by one, that would be practically impossible.
That would take approximately 4 hours to accomplish.
So, using Psychic Bombardment to annihilate sea monsters is highly challenging.
Noland had to resort to Plan B.
He gave up on the current Tide Guard and looked towards the outer armor layer of the pirate ship.
The magic array that allows the pirate ship to travel underwater was hidden within the outer armor layer.
Intercepting the angle, Noland inserted the “Tracking Mark” into the gap of the outer armor layer, discovering a narrow dark green glowing area.
The green light emitting magic array lines twisted and wriggled like earthworms across the metal plates.
Noland cast Deconstruction on the magic array pattern.
He consumed some Energy Points and obtained delightful Deconstruction Results.
[Your deconstruction of the “Dread Sail Pirates’ Diving Magic Array” has reached 10% completion.]
[You have obtained the target’s panel information:]
[Name] Pirate Ship’s Diving Magic Array
[Type] Deep Sea Magic Array
[Array Level] Level 60
[Working Status] Operational under normal load
[Energy Used] Deep Sea Magic Power
[Energy Source] Pirate Ship’s Magical Engine
[Array Effect]
Pirate ships are modified from magic mechanical ships, which do not come with dedicated diving water cabins for underwater navigation.
The Diving Magic Array grants the pirate ship the ability to dive and navigate at depths up to 100 meters underwater.
The deeper the diving depth, the higher the load on the magic array.
At a depth of 100 meters, the array reaches full load.
At a depth of 150 meters, the array reaches excessive capacity.
When the depth exceeds 160 meters, the array may collapse and self-destruct at any time.
(Due to insufficient degree of deconstruction, you are unable to obtain more information.)
…
If he could somehow increase the pirate ship’s diving depth to over 160 meters, Noland could use the massive water pressure to destroy the magic array or even the pirate ship itself.
Without the pirate ship for shelter, would the sea monsters be able to withstand the pressure of the sea water?
Noland narrowed his eyes and pondered this question.
He pulled up the interface for ‘Deep Sea Scales’ Meditation, and found the answer.
For some unknown reason, even though sea monsters and merfolk both belong to Sea People, their approach to dealing with water pressure varies.n/o/vel/b//in dot c//om
Merfolk possesses the ‘Water Pressure Immunity’ feature, which exempts them from the water pressure.
However, sea monsters rely on their robust bodies and unique physiology to withstand the water pressure.
Noland’s Deep Sea Scales Meditation had just started, and currently had only reached Level 10.
After transforming into a sea monster, he could already withstand the pressure of water 100 meters deep.
So, obviously, water pressure could not be his weapon to kill sea monsters.
Noland didn’t feel discouraged.
He looked up at the sky, his gaze piercing through the cold lunar-lit sea surface and resting on the dark clouds, which blended with the night sky.
“Since Psychic Bombardment doesn’t work and neither does water pressure, I have to force the sea monsters to the surface and resort to Plan C.”
Noland touched his magic pouch, where the energy of the 20 elemental reactors inside it had been drained and transformed into thunderclouds hovering thousands of meters in the night sky.
A staggering 5,600,000 points of thunder and lightning energy were poised to strike.
Even if a Tenth Ring Battle Wizard appeared on the scene, Noland was confident of confronting them.
With a settled mind and brushing aside distractions, Noland looked back at his magical vision once again.
By using ‘Vision Leap’, he patrolled the periphery of the 10 pirate ships in a circle.
What do you think?
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