Lander
Date of entry: December 31, 2536
Ability 1: Gender Switching
Can switch the gender at any time, and the clothes on body will also be switched. Switching the gender does not consume any vitalistic power. After switching to a girl, all attributes increase by 10000% (excluding vitalistic power, the vitalistic power increase is only 1000), and restore 1 vitalistic power every 10 seconds. When a gender is injured, it will not disappear after switching genders, and internal injuries and diseases are also included.
*Cannot be used under certain circumstances.
Ability 2: Plants
Can use 1 spiritual power to grow vines within a 100-metre radius of self-centred cuboid to attack or protect enemies and friends, up to 10 at a time, each one is calculated separately, and the plant is up to 50 metres. If the plant is burned, it will be attacked by the corresponding number of times according to the size of the fire, and the vitalistic power will be reduced by 10 per second. If water covers the whole body, the attack will increase by 50%, while plant attack will not consume vitalistic power.
*Can only be used in the state of girls.
Ability 3: Multiple Personalities
Can consume 1 vitalistic power per second to switch personality, and make yourself enter the "second personality" state. In the "second personality" state, all your attributes can be increased by 100000% (excluding vitalistic power, spiritual power is only increased by 1000), and the movement speed is increased by 100%. At the same time, water attacks can be added when attacking, and plants can also add water attacks
At the same time, when the plants of power 2 are in the "second personality" state, they can ignore the rule that water covers the whole body, directly increase by 500%, and increase an additional 10000%. During use, you can lock the opponent and make the opponent enter the "target" state. The locking does not require the use of vitalistic power and the time is unlimited. Up to 100 locks at a time, and the damage caused to all enemies in the "target" state is increased by 100000%.
After the opponent dies, the opponent's "target" status will be automatically cancelled, or it can be cancelled by itself. When the vitalistic power is consumed, the second personality state will be automatically cancelled. When the "second personality" state is eliminated by itself or eliminated, it will enter the "third personality" state. At this time, the attack power is reduced by 500000%, the speed is reduced by 100%, and the Defence power is reduced by 50000% (the bottom is reduced to the "first personality" and then reduced). The duration is equivalent to the time of the "second personality" used this time ÷ 100.
Return to the "first personality" state after the time is over.
If you turn on the "second personality" in the "third personality" state, you will enter the "fourth personality" state. In the "fourth personality" state, all your attributes will be increased by 50000% (excluding vitalistic power, spiritual power will only be increased by 1000), and the movement speed will be increased by 50%. The effect will be improved after the "first personality" , self-stop or be stopped will enter the "fifth personality" state. In the "fifth personality" state, the attack power will decrease by 1,000,0000%, the Defence power will be reduced by 1,000,0000%, and the speed will decrease by 200%. The effect will decrease after the "first personality". In the second, fourth and fifth personality states, it cannot be opened except for the first person. Other personalities.
*Can only be used in the state of girls
Ability 4: Starry Galaxy
It can consume 1 spiritual power per second to summon a "galactic space" with a cuboid range of one thousand metres. "Galaxy space" is an independent space, and only selected people will enter. In the "galactic space", the maximum attack of ten selected people, including themselves, will increase by 100000%, and restore 10 vitalistic power per second.
Branch 1 of Ability 4: Time and Space
In the "galactic space", you can consume 1 vitalistic power per second to control the time of your selected range, resulting in time distortion.
Branch 2 of Ability 4: Space
In the "galactic space", you can consume 1 vitalistic power per second to control the space of your chosen range, resulting in spatial distortion.
Branch 3 of Ability 4: Air Pressure
In the "galactic space", you can consume 1 vitalistic power per second to control the size of the air pressure in the range you choose, or you can cause gas explosions, or you can shape the air, causing damage to the enemy or protect your teammates.
Power Four Branch Four: Wind Element
You can control the wind element or consume 1 mental power each time to make up to five people of your choice hang the "Typhoon". The "Typhoon" will increase the speed of the person who is hung by 25% and attack the wind effect. The effect is 10% of the teaching wind effect. The duration of the wind effect is reduced to 60 seconds, and the acceleration effect lasts for 10 seconds. Each person is calculated separately. Calculate.
Power Four Branches Five: Ice Element
You can control the ice element or consume 1 mental power each time to make up to five people you choose to hang up "too cold". "Too cold" will reduce the speed of the person who is hung up by 75%, and if the person who should be hung up is attacked by 10, it will cause the person who should be hung to freeze for 10 seconds, and each person will calculate separately, and cause a The temperature in the "absolute domain" within the "absolute domain" of the 100-metre radius of the person who should be hung will drop to absolute zero, and the biological velocity within this range will be reduced by 100%. This effect will not be superimposed on "excessive cold".
*Can only be used in the state of girls.
Additional effect: perception
The perception ability is 100000%more than normal.
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Hades
Entry date: January 2, 2433
Ability 1: Void
Can use 500 vitalistic power to create a "virtual space", a 10-metre cuboid space centred on yourself, and copy the items and quantities you want to copy in the space. Living things cannot be copied, and the space can only be maintained for two hours. Space will not move with anyone.
Branch 1 of Ability 1: Summon
Can consume 100 to summon a void warrior, and the ability of the void warrior is 20000% of the master. Up to 10 at a time.
Ability 2: Spiritual Supplement
Can consume 1 vitalistic power to replenish 100 vitalistic power for people within a 50-metre cuboid range centred on yourself. Each person is calculated separately, with a maximum of 10 people at a time, which cannot be supplemented by herself. If you don't have vitalistic power to supplement others, Can be subject to a powerful attack to supplement others' 500 vitalistic power. Each person is calculated separately and cannot be supplemented by herself.
Ability 3: Spiritual Breakthrough
Those who can consume 100 vitalistic power to break through the self-centred 50-metre cuboid range are attached to the "breakthrough" state. The vitalistic power is up to 2000, lasting 5 hours, up to 5 people at a time, each person is calculated separately. When the time is over, the additional vitalistic power consumed is reduced to the current vitalistic power, up to 0, which can be used for herself.
Additional effect: Immune to falls
Won't receive any fall damage.
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Orange
Date of entry: May 31, 2430
Ability 1: Transmission
Can consume 100 vitalistic power to ignore all obstacles and teleport to the place you want. The maximum range is 100 metres of cuboid centred on yourself. Each time, you can transfer up to 10 people together, and each additional person consumes 10 vitalistic power. If it is transmitted into the obstacle, all the people who follow the transmission and themselves will be automatically transported to the nearest safe location by a strong attack and consume 300 vitalistic power. If there is not enough vitalistic power to automatically teleport, it will be automatically transmitted to the nearest safe distance without consuming vitalistic power after four powerful attacks.
Ability 2: Ghostization
Consume 10 vitalistic power per second, increase all your attributes by 50,0000% (except for vitalistic power) and add fire attacks. After 300 seconds of use, enter the "complete ghost" and "complete ghost" state, all attributes will be increased by 100000% (except for spiritual power). If it is disabled at this time, it will be subjected to three powerful attacks. After 120 seconds of use, enter the "True Ghost", and you will die immediately after nine powerful attacks.
Ability 3: Shadow's Split Body
Can consume 100 spiritual power to summon a split body within a cuboid radius of ten metres centred on yourself, up to 5 split bodies at a time, and the split body is 10000% of the original owner's attribute. It can consume 1 essence to poweren the split by 10000%, up to 10000%, and summon up to 10 splits at a time, and each split is calculated separately. The split body can only exist for 5 hours.
Ability 4: Bindness
Can use 1 vitalistic power per second to turn the self-centred 100-metre square cuboid range into the "Absolute Black Field". At this time, no one can see any object except himself.
Additional effect: fire protection constitution
Won't be harmed by fire.
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Professor
Date of entry: June 29, 2310
Ability 1: Game Life
You can directly let yourself enter the "game life" state. The basic attributes in the "game life" state are 5000 for attack, 35,000 for life, and 10000% of the attack that does not consume spiritual power, and you can choose to attach additional elements. The added elements are: fire, water, ice, electricity, wind, quantum, Abyss, in the "game life" state, any target locked by itself is attached to the "game" state, and the enemy with the "game" effect will have a self-visualised health bar (with numbers).
Branch 1 of Ability 1: Fire Enchantment
Attach fire to the sword, and the attack is fire sword gas. The sword gas is 500% of the swing force. "Burning" is attached to the enemy. "Burning" can burn the enemy for 3 seconds, causing damage every 1 second. The damage is 20000% of the attack power, and the number of layers cannot be superimposed. Before the "burning" is over, it cannot be attached again.
Branch 2 of Ability 1: Water Enchantment
Attach water to the sword, and trigger "confinment" when attacking the enemy. "Confinment" can generate a water chain to tie the enemy's attacked area. At this time, the enemy's area cannot move for 1 second. Multiple areas can be imprisoned at the same time, and the same area cannot be imprisoned many times at the same time.
Branch 3 of Ability 1: Ice Enchantment
Attach ice to the sword, and trigger "freeze" when attacking the enemy. "Freezing" can slow down the enemy by 25% and slow down the attacked area by 50%. Moreover, the attacked area will be frozen, but it cannot be moved. After 5 seconds, trigger "broken ice", and "broken ice" will produce "ice explosion" in the area, causing surrounding damage, the damage is 10000% of the attack power, and at the same time, it will produce broken ice fragments, and the damage of fragments depends on the fragments themselves.
Branch 4 of Ability 1: Electric Enchantment
Attach electricity to the sword to trigger "conductivity" when attacking the enemy. "Conductivity" can electroct the enemy and trigger "thunderfall" every 5 seconds. The damage is 2000% of the attack power and lasts for 60 seconds.
Branch 5 of Ability 1: Wind Enchantment
Attach the wind to the sword to trigger the "dragon roll" when attacking the enemy. The "dragon roll" can cause a lot of "wind erosion" damage in the enemy's attacked area. "wind erosion" every 0. Cause 10 cutting damage in 1 second, each time the damage is 100% of the attack power, lasting for 120 seconds, up to 10 layers.
Branch 6 of Ability 1: Quantum Enchantment
Attach the quantum to the sword to trigger "wave" when attacking the enemy. "Fluctuation" can cause spatial distortion, and distortion can cause spatial distortion within the enemy's ten-metre cuboid range and carry out "distortion explosion". The damage of "distortion explosion" is 30000%.
Branch 7 of Ability 1: Abyss Enchantment
Attach the abyss to the sword, and trigger "abyss erosion" when attacking the enemy. "Abyss erosion" can cause the enemy to suffer damage of 40000% attack power every 1 second for 30 seconds.
Branch 8 of Ability 1: Fire and Water Synthesis
Attack with water first, then use fire to trigger "evaporation". "Evaporation" will cause gas expansion in a 100-metre cuboid range, slowing down the enemy's area by 75% for 30 seconds, and causing explosive damage with 30,000% attack power.
Branch 9 of Ability 1: Thermoelectric Synthesis
First use fire/electricity to attack, and then use electricity/fire to trigger "overload". "Overload" will cause explosion damage of 40000% attack power in a ten-metre cuboid range, and stun enemies in this range for 5 seconds. If it is not the whole body, it will slow down by 50%.
Branch 10 of Ability 1: Wind and Fire/Water/Ice/Electrosynthesis
Attack with fire/water/ice/electricity first, and then attack with wind to trigger "diffusion". "Diffusion" can make enemies within a 100-metre cuboid range stain the element and cause the effect of the element. The wind element cannot be triggered.
Branch 11 of Ability 1: Quantum Abyss Synthesis
First attack with the abyss, and then with quantum attack, triggering "tearing". "Tearing" will cause space tears, but will not cause enemies. Space tearing will cause tiny black holes for 1 second, and cause 10000% of the attack power at the edge of the black hole.
Branch 12 of Ability 1: Differentiation
When using 1 vitalistic power to cause damage to the enemy, trigger the "micro". "micro" will deduct 40% of the enemy's current health (excluding the basic value). It cannot be used at the same time as the branch thirteen, and up to 10% of the enemy's current maximum health value will be deducted.
Branch 13 of Ability 1: Subtract five and divide by full
When using 10 vitalistic power to cause damage to the enemy, trigger the "Reduce the Five to Full". The "Reduce the Five to Full" will deduct 20% of the enemy's current maximum health (excluding the basic value). The cooling time is 30 seconds, which cannot be used at the same time as the branch twelve, and the maximum health value of the enemy is 10%.
Branch 14 of Ability 1: Hacker Reorganization
Using 5 vitalistic power, you can directly attach negative effects to the enemy. The negative effects include: attack reduction by 35%, life reduction by 30%, speed reduction by 25% and lifting the positive effect of the evil, or you can directly attach the positive effect to yourself or the selected person. The positive effects include: basic attack power increase by 5000%, life increase by 50 0%, 50% speed increase and remove negative effects. All positive and negative effects are equally divided. Positive and negative effects last for 60 seconds, and the same effect cannot be superimposed.
Branch 15 of Ability 1: Extreme Dodge
Dodge at a distance of two centimetres from the enemy's attack, trigger the "extreme dodge". After triggering the "extreme dodge", all its attributes will be increased by 5000% and the speed will be increased by 25% (excluding vitalistic power), which will last for 60 seconds, and the effect cannot be superimposed.
*The above effect will not affect the scene itself.
Ability 2: The Last Breath
When you are fatally injured, it will be automatically used by consuming 1000 vitalistic power, which will adjust the state to the best state. If there are any negative effects, diseases or injuries, you can also take the initiative to use 800 vitalistic power to relieve them.
Power 3: Insight
You can remember what you want to remember.
Three Branches of Power I: Understanding the Rules
You can use 200 mental strength to view or listen to the information of the twenty rules, including but not limited to the meaning of the rules and the truth of the rules. Before viewing or listening to less than or equal to the twenty rules, you do not need to use mental strength to view it again, and the effect lasts for 25 hours.
Additional effect: Science Brain
Familiar with all science knowledge.
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