Chapter 201: The Elves' Frontier Army Assembles at the Rear(1/2)
Aldo Delantham eliminated three holy druid masters from the Delantham family, and then went to the mercenary union to hire six holy swordsmen. After all, in the Elf Kingdom, mercenaries
The holy power of the union is not as strong as in the human kingdom.
Moreover, the Elf Kingdom will not allow too many holy orders to enter their territory.
However, Aldo still recruited a lot of scout-type mercenaries.
The main one is the dragon clan. Aldo Delantham found a golden dragon elder in the Elf Royal Court.
It is responsible for almost all dragon arrangements in the Elf Royal Court. It was originally a fairy dragon, but she went to the front line, so she had no choice but to let him stay.
"Aldo Delantham, how many dragons do you want to seconded to guard the Elf Royal Court? How much can you pay?"
"Not much, two hundred is enough! As for the price, one hundred units of gems and fifty units of crystals! How about it?" Aldo saw Jin Long's disapproval, and immediately spoke again, "I'm just assisting the border troops and intercepting the demons.
The top demons don’t need them to rush into battle!”
"Oh? In that case, no problem."
Elder Jinlong also thought it was appropriate. After all, there was no need to charge, so the casualties would be much smaller. Even if the ground troops died in battle, dragons like them could fly, so running would not be a problem.
Soon, Aldo Delantham gathered 120 green dragons and 65 golden dragons, plus twenty fairy dragons, to form a mixed team of dragons in the Elf King's Court.
Fairy Dragon (seventh level unit)
Attack 250, defense 290, HP 3200, damage 34-500. Magic value 400. Large size.
flying unit.
Spellcaster (allowed to cast "Advanced" Continuous Fireball, "Advanced" Confuse Mind, "Expert" Thunderbolt, "Expert" Fire Wall).
Magic mirror.
Confuse the Mind (Level 3 Dark Magic): Makes the target lose the ability to attack and counterattack remotely. If it is not an expert level effect, it will reduce the damage of these actions.
Original:50%
Base:70%
Advanced:90%
Expert: 100%
The magic duration is half the magic power multiplied by minutes.
Mana cost: 9.
Fire Wall (Level 3 Magic) Summoning and Destruction: Arrange a wall of fire on the battlefield. Those who pass by it and those who stay in it for 0.2 seconds will be damaged. The damage is refreshed every 0.5 seconds. The magic maintenance time is multiplied by 0.5 minutes. The minimum value is
Lasting for one and a half minutes, the length of the fire wall is 30 meters and the height is 10 meters. If you specialize in summoning magic, you have a chance to turn it. Otherwise, the magic is linear and does not distinguish between friend and foe.
Damage: original 50+9 times magic, basic 50+11 times magic, advanced 50+13 times magic, expert 75+15 times magic.
Mana consumption: 16 mana points.
Druid Master (seventh level arm): Druid is promoted and is an expert in natural magic.
Attack 240, defense 180, blood 2330, damage 18-280. Small size. Magic value 1050. 14 rounds of ammunition, two rounds recovered every five minutes.
Marksman unit.
Spellcaster (allowed to cast "Expert Level" Stone Stab, "Expert Level" Thunderbolt and Lightning, "Expert Level" Super Resistance and "Expert Level" Magic Purification).
Spell Resonance (Each Druid Master adds a magic value to the Druid on the battlefield, up to seven Druid Masters, and the resonance will dispel other magic-blessing skills and magic).
Magic Link (Druid Saint can link the magic value of spell-casting units on the battlefield to provide magic value supply for units without magic value, and can also consume the magic value of the linked person).
Nature Saint (natural magic damage is reduced by 75%, this unit can teach natural magic to other units).
Aldo Delantham didn't dare to be careless this time. You must know that he could be chased and chopped down by Ye Hai's demon team all the way. There was no way, there were no seventh-level arms in his army, and the big demon could teleport.
It's mobile, so it's no problem as an assassin.
If he shows up, the two hundred demons will not turn a blind eye to him.
Due to the problem of dispersion, the frontier army was dispersed several times by the Demon Squad. Although there were losses, it was because Aldo accidentally suffered more losses at the beginning, and then the losses were basically smaller.
The west of the Elf Kingdom is different from the territory of the False Grand Duke. There are few real official roads in the Elf Kingdom, and some are not wide paths. This greatly slows down the marching speed of Ye Hai's demon team. Although there is pathfinding technology, it is reduced by 50%.
of marching losses.
The Elf Kingdom was somewhat at home, marching very fast. Under Aldo's order, they quickly gathered five hundred miles to the east of Ye Hai's demon squad.
There are more than 3,100 tree spirits, nearly 2,000 ancient tree spirits and about 2,220 wild tree spirits.
There are more than 5,400 unicorns, about 2,200 silver unicorns, about 3,700 sacred unicorns, and 124 great druid elders.
More than 3,700 silver pegasus, more than 6,500 pegasus cavalry, 6,030 druids, 4,011 elder druids, and 1,120 high-level druids.
Twelve thousand elf hunters, seven thousand hunter leaders, and six thousand six secret archers.
Twenty-five thousand sword dancers, eight thousand wind dancers, and seven thousand war dancers.
Thirty thousand forest demons, ten thousand five-flower demons, and twenty thousand five-flower fairies.
The assembly has been completed, and we are waiting for the holy dragons led by Aldo Delantham to arrive.
Elf Hunter (Level 3 unit)
Attack 40, defense 20, HP 100, damage 4-70. Small size. Ammo 12.
Marksman unit.
Two arrows are fired in volley (the default is continuous fire when shooting, the ammunition consumption is one, and the damage of each arrow is calculated independently).
Hunter Leader (Level 3 Arms)
Attack 50, Defense 40, HP 140, Damage 5-80. Small size. 16 ammunition.
Marksman unit.
Both arrows fired in unison.
Guard Arrow (has a certain chance of knocking back the opponent, a small chance of stunning the target).
Secret Archer (Level 3 unit)
Attack 60, defense 50, HP 140, damage 8-90. Small size. 16 rounds of ammunition.
Marksman unit.
No range penalty.
Force field arrow (ignores 50% of the target's armor defense, and has a chance to knock the target back one to ten meters).
Sword Dancer (Second Class)
Attack 30, Defense 20, HP 120, Damage 2-60. Small size.
War Dancer (Second Class)
Attack 50, Defense 30, HP 120, Damage 3-50. Small size.
War dance combination skills.
Wind Dancer (secondary unit)
Attack 60, Defense 60, HP 120, Damage 4-60. Small size.
Wind Dance Agility (Passive: Every five meters you move, you will increase your own extra magic defense by 10 points. The duration is before your next action. If you do not take action, it will be canceled after one minute).
Flower Fairy (first level soldier)
Attack 10, Defense 10, HP 50, Damage 1-20. Small size.
flying unit.
Swipe attack.
Not subject to counterattack.
Flower Demon (first level unit)
Attack 20, Defense 10, HP 60, Damage 2-20. Small size. Magic value 100.
flying unit.
Swipe attack.
Not subject to counterattack.
Spellcaster (allows "Original" Swarm Harm and "Advanced" Magical Purification).
Bee Swarm Nuisance (Level 2 Summoning Magic): Summons bees to nuisance the target, causing magic damage while slowing down its movement.
Original: 10+2 times magic power, no reduction
Basic: 20+4 multiplied by magic power, reducing mobility by 20%
Advanced: 30+6 multiplied by magic power, reducing mobility by 40%
Expert: 40+8 multiplied by magic power, reducing mobility by 60%
Maintenance time: before the enemy's next action.
To be continued...