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!]

deconstruction has increased from

mental damage increased the degree of deconstruction by

analyzed two pieces

First piece of information:

Bombardment inflicts a stable 529 points of damage to

the Tide Guard was 332

Guard had no permanent mental shield nor a Mental Protection

Second piece of information:

length of the ‘mental health bar’ of a

could cast 15 Psychic Bombardments in one second, it would take him around 13 seconds to

single sea monster using Psychic Bombardment

same method to wipe out 1,000 sea monsters one by one, that would be

approximately 4 hours

annihilate sea monsters is highly

had to resort to Plan

gave up on the current Tide Guard and looked towards the outer armor layer of the

array that allows the pirate ship to travel underwater was

gap of the outer armor layer, discovering a narrow

light emitting magic array lines twisted and

on the

some Energy Points and

Pirates’ Diving Magic Array” has reached 10%

the

Pirate Ship’s Diving

Sea

[Array Level] Level 60

Status] Operational

Deep Sea

Source] Pirate Ship’s

[Array Effect]

mechanical ships, which do not come with dedicated

grants the pirate ship the ability to dive and navigate at depths up to 100

deeper the diving depth, the higher the load

meters, the

meters,

depth exceeds 160 meters, the array may

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