Under the display of rod, a more intense black cloud of death appeared in the tower.

As soon as the black cloud appeared, it quickly spread to other areas of this layer. The dark green cloud of death, originally cast by other necromancers, is quickly covered by the black cloud in front of us.

There is nothing in the field that can stop the black cloud from spreading, and the black cloud itself represents the extreme death energy, far more than the existing death cloud around.

The cloud of death cast by the necromancer is not so much covered by this black cloud as swallowed by it.

After swallowing the original death energy around, the dark cloud grew stronger and stronger. In a twinkling of an eye, it quickly covered the ground full of corpses and witches. Finally, only the dark death cloud was left in the whole soul tower.

As the original releaser of this spell, rod seems to have considered something when casting it. In the process of black cloud diffusion, it does not involve the top of this tower.

When the black clouds spread completely, this layer of the soul tower will subside, and there will be no sound except the sound of the cloud of death when it corrodes things.

If any necromancer can see the existence of this cloud of death, he will understand in his heart the power of swallowing life in this cloud of death.

As the cloud of death diffuses in this layer of the soul tower, some of the cloud of death, after absorbing enough death energy, enters the connecting tower where Rodley was, but it doesn't spread for long. These clouds of death seem to be restricted by some restrictions, and can't make any movement in the connecting tower.

Whether the cloud of death works depends on the caster's level of necromancy. Even the necromancer who is the best at the cloud of death among the undead creatures will also be affected by this spell cast by rod.

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After the scene completely calmed down, rod did not intend to let these clouds of death continue to exist. Under rod's control, all the clouds of death soon dissipated.

Unlike the corpse witches, the dark green cloud of death is cast. The cloud of death released by rod shows a kind of pure black in appearance, which naturally has a better effect on covering the sight.

When the dark cloud of death completely dissipated, under the illumination of the ritual lines on the tower wall, the situation in this layer of field appeared in rod's eyes again.

Through the erosion of the cloud of death, there are no corpses left in the field. The only ones left are the broken black robes they wear and the white bones all over the ground.

In addition to the dead witches, many bats are hanging on the ceiling of the evocation tower by the barbs of their claws.

Because the cloud of death in the original covering field deliberately avoided the top of this layer, these bats were able to survive under the cover of the cloud of death. Otherwise, according to the strength of these bats, they might melt into the cloud of death in an instant.

When the cloud of death completely dissipated, the bats would no longer stay at the ceiling. However, for the position near rod, the bats still had some hesitation and did not dare to act.

Not far away, rod didn't feel any concern about the bat's reaction. Rod's attention had already been attracted by another thing.

Rod noticed that when he cleaned up a large number of necromancers in one fell swoop by relying on the existence of death cloud, he didn't get a lot of experience value as expected.

Among many kinds of creatures, they are also creatures with casting ability, which can provide higher experience value. As early as in previous games, this point spread among players, and rod naturally knew it.

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Before becoming a real level 6 creature, no matter how powerful the level 5 creature is, the experience value provided after killing cannot exceed 5000 points.

The hero's identity, of course, can greatly increase the experience value that a creature can provide, but this kind of improvement is more an integral multiple improvement on the basis of the experience value that the creature originally provides. The basic experience value provided by this creature still follows this limit and cannot be surpassed.

As a fifth level creature, no matter what kind and strength it is, as long as it reaches the fifth level, it can provide at least 1000 experience points, which will not be affected by any factors.

Except for the fifth order creatures, the other creatures of each order should follow the same restriction, but the empirical value is different.

Compared with high-level creatures and legendary creatures, which have a great leap forward in strength, the experience value they can provide is not as different as expected.

Even if you kill a real legendary creature, the experience gained is only equal to that gained by killing more five level creatures.

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Because of the abilities possessed by legendary creatures, even players who are also promoted to legendary creatures can't defeat them alone, let alone kill them, if they don't fight properly to restrain them.

Compared with the huge experience value required for the later upgrade, for the players in the game, even if they try their best to kill legendary creatures together with several players, they can only get so many experience values, and they have to be separated by other players who participate in the killing, so they can't improve themselves immediately. Over time, there will be no players, Put the idea of upgrading on legendary creatures.

For this reason, in rod's impression, most of the objects selected by players in previous lives to gain experience value are level five creatures in the game, rather than high-level and legendary creatures that can provide more experience value.