After sixty-seven years of honing, Greem is only one step away from Tier 2.
But this step has the taste of being so far away.
If he can't pass this level, his spiritual origin will shrink due to the backlash of the ritual. When the body's potential has been exhausted, it is very difficult to recover from such an injury.
In the world of wizards, there are so many Tier 1 wizards, but just a random gathering in the middle of the mainland can gather 20,000 to 30,000 Tier 1 wizards. And the strength of the three major wizarding organizations is even higher than that of the central part of the mainland. Calculated in this way, the number of wizards in the entire wizarding world is definitely more than 100,000.
Among these 100,000 wizards, no more than 2,000 could successfully advance to the second level. And among the 2,000 second-level wizards, less than 300 were able to advance to the third level. As for Tier 4, it is even below 50.
With such a harsh advancement environment, why can the wizarding world still become a giant in the plane world? It depends on the accumulation of years and years.
As long as the wizard inheritance system is sound and wizard resources are sufficient, there will always be Tier 4 wizards. Even great wizards beyond the fourth level will continue to emerge. And as the strength of wizards grows, the lifespan of high-ranking wizards also increases expansively.
Due to different races, different witchcrafts studied, and different directions of evolution, there is no fixed number of lifespans for wizards. But for a long time, the wizard system has compiled a rough range based on the template of human wizards.
The basic lifespan of ordinary human beings in the wizarding world is about 120 years, while the lifespan of Tier 1 wizards is 200-300 years, that of Tier 2 wizards is 300-500 years, that of Tier 3 wizards is 700-800 years, and that of Tier 4 wizards is thousands of years...
This is just a simple estimate of the basic value. With the racial differences and the erosion of witchcraft energy, there will be quite a lot of ups and downs when it comes to individuals.
For example, Mary, although she is only a level 1 wizard, she is from the vampire branch of blood wizards. And the vampire family is known as the typical longevity species, so it is not a problem to easily live for seven or eight hundred years.
And the mechanical wizard Sabrina under Greem belonged to the mechanical variant branch of the blood wizards. Since the erosion of the flesh and blood by mechanical variants requires a large amount of blending agents to maintain the balance, after they advance, their lifespan will be 1/3 or 1/4 shorter than that of normal wizards.
But in exchange for the powerful attack ability, it is also worth it!
As for wizards like Greem who play with magic elements, if they don't find a way to improve the elemental affinity of their body after being promoted to wizard, then the magic elements used for a long time will inevitably erode the original life energy system. Therefore, the elemental body is the only and inevitable way for them to avoid elemental erosion.
However, most wizards complete the elementalization of their bodies step by step after advancing to the rank of wizard, so their basic lifespan is obviously not as good as that of Greem, who completed the elementalization of his body during his apprenticeship.
And advancing from Tier 1 to Tier 2 is actually more about transforming from an element controller to a rule controller.
Level 1 wizards may still be using their personal talents and witchcraft abilities to induce the free elemental energy in the space to achieve the effect of amplifying the power of witchcraft. As for the second-level wizards, they are actually using the power of the plane law to tilt the elements in the target area.
It's just that the laws of the planes that a second-level wizard can come into contact with are very superficial, and it's not even possible to talk about becoming a real rule master. Even those level 3 wizards are only slightly better than level 2 wizards, and they still can't achieve the purpose of proficiency in mastery.
On the Wizard Continent, only Level 4 wizards can be regarded as a group of people who have truly mastered the laws of the plane.
As for level 5 wizards, since they have jumped out of the shackles of the plane world and have a deeper understanding of the rules of the world, they are qualified to call themselves rule wizards starting from level 5 wizards. And below the 5th level, 1st to 4th level wizards, they can only wait and call themselves elemental wizards.
However, with the gradual development and maturity of the wizarding world, the basic strength of the current Tier 4 wizards is also steadily improving. Many wizards have begun to classify them as regular wizards intentionally or unintentionally.
It is precisely because the strength gap between each rank in the wizarding world is too large, so any wizard holding a promotion ceremony is not 100% sure that it will be successful. And the failure to advance to the wizard can only bring damage to the spiritual origin and atrophy of mental power. Although all of these can be recovered after a long period of conditioning, the psychological blow to the wizard is unprecedentedly serious.
Moreover, the wizard's lifespan is limited, even if the journey goes smoothly, it is impossible to give him enough time to repeatedly hit the next level. So one of the most important reasons why wizard families favor those 'young' wizards so much is that they have the capital to start over from failure!
Therefore, even though the threshold for advancing to the second level has been reached, Greem is still collecting the necessary resources and knowledge in a calm manner, and strives to increase the success rate of advancing. And his biggest advantage now is that after such a long time of sorting and summarizing, the 28 strange runes brought back from the knight plane have been successfully analyzed one after another.
Among them, the three runes related to the fire element are the most useful to him.
The mutant fire rune burst!
Rare Fire Rune Cold Flame!
Rare Fire Rune Poison Fire!
The burst rune is just like its name, it can really burst. As long as it is an area rich in fire elements, wherever Greem's spiritual consciousness sweeps, it will burst like an elemental fireball.
The cold flame rune is a very clever use of flame energy. When the caster tries to take away the temperature in the elemental flame, then as the internal temperature of the flame decreases, it can even reach a level of minus one or two hundred degrees.
In this case, although it is still a flame, it can cause a strange freezing effect.
Moreover, after Greem's test, the cold flame has higher piercing power and magic penetration effect than the high-temperature flame, which is more suitable for breaking elemental protection and energy shield.
The poisonous fire rune is a trace of foreign energy mixed with the elemental flame, resulting in a flame effect similar to poisoning. This poison is different from ordinary biological toxins, plant toxins, mineral toxins and other toxins, and is a kind of energy toxin.
As long as the target can't isolate the energy flow in the body, then he can't stop the rapid spread of energy toxins. For those who lack the means to deal with it, energy poison is almost unsolvable!
These runes have been gradually etched into the core of his consciousness by Greem. In this way, even though Greem's knowledge of them is still very primitive and ignorant, it does not prevent him from being able to use them as he pleases. The reason why this happens is entirely due to the chip.
Seriously speaking, the 'person' who has fully grasped these runes is actually not Greem, but the chip. Greem is just a capitalist who stole the fruit of chip labor.
When it comes to the knowledge of runes represented by each stroke of these runes, Greem can only read out the data transmitted by the chip into his brain according to the scriptures. But the real meaning behind these things and the spiritual perception in the process of analysis are all abstract and illusory, and it is difficult to describe and describe them with a simple language system.
And the integration of the three fire runes also made three different fire lines appear in front of Greem: the burst type, the cold flame type, and the poisonous fire type. The appearance of each lineage has greatly enriched Greem's flame witchcraft form and witchcraft attack effects.
After reaching the second level, Greem will even spare some time to create a complete list of witchcraft for each lineage. In this way, Greem is equivalent to establishing three completely different fire witch recruitment systems at the same time, and the feedback from the planes obtained from this must be very impressive.
In addition to the fire runes, Greem also has 25 witchcraft runes of other pedigrees, all of which belong to the same level of rare knowledge. In view of their great auxiliary role for wizards, Greem selectively opened some of them to wizards of his own camp.
Among them, Alice, who was far away in the tower of destiny in the north, obtained the rune of "dream", which gave her the strange ability to manipulate other people's dreams at will.
The Poison Woman Endor obtained the 'Venomous' rune, so that when the poisonous witchcraft she casts in the future is dispelled or healed, all the damage accumulated in the previous period can be instantly burst out. This kind of rune effect is perfect for dealing with those who don't know why!
Blood Queen Mary was even more fierce, and even got two runes of 'Phantom' and 'Shadow Strike'.
Among them, the phantom rune allows Mary to create 2 phantoms while moving at high speed, each phantom lasts for 3 seconds, has 35% of Mary's attack ability, and the buffer time of the skill is 7 seconds.
The Shadow Strike Rune allows Mary to simultaneously launch a shadow attack when attacking an enemy.
In this way, any of Mary's attacks will have dual-attribute attacks of blood and shadow added. If physical attacks are added, it will be considered a three-attribute attack.
Although this attack power may not be much higher, but it is definitely difficult to deal with.
After all, shadow attacks often ignore defense!
Meryl is a typical academic wizard who is not good at fighting, so she couldn't find a suitable rune after picking and choosing. Greem could only send a 'Wisdom' rune.
In this way, she has a photographic memory and the ability to obtain knowledge clues anytime and anywhere.
In fact, this ability is very effective when used to identify strange objects!
No matter what item falls into her hand, as long as she keeps her eyes on it for more than 5 seconds, she can get a faint hint of witchcraft information from the law of the plane. This is simply an open treasure appraiser!
Gargamel is good at herbalism and is good at concocting witchcraft, so what Greem gave him was the 'disintegration' rune. This rune can decompose any witchcraft material into smaller and purer energy crystals.
It's just that this process requires the help of an alchemy laboratory and the assistance of a rune array, so it cannot be used in battle!
And the last one to get the rune was Mechanical Wizard Sabrina. What she got was the 'Strength' rune, which can make part of her body double the hardness. Since this rune can only act on metal substances, she is the only one suitable among wizards.