
Warlock Yig
术士伊格
- Status
- Ongoing
- Length
- 237k Words
- Genre
- Western Fantasy
- Audience
- Male
- Subgenre
- Sword & Sorcery
- Updated
- 8y ago
- Source
- Qidian
Stats
0Monthly votes
578Recommends
1.2kFans
97Chapters
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No cheats, plain\weak\cannot become stronger quickly o features\cannot attract readers
As a time traveler, how can you survive without a cheat? There are two realistic outcomes: living a mediocre life and doing nothing, or spending a lot of time slowly becoming strong and becoming a strong person but probably becoming an old man in the end. Neither of them can attract a large number of online readers with a fast food culture. There is also a big cheat if the protagonist has super good luck and ignores the rules and suddenly becomes strong.
The twist and coercion in Chapter 32 is very bad, it can be said to be the most unpleasant kind, and it is generally called the "poison point" in the starting point. The previous Adamantite Incident could be said to be a matter of bad luck and being involved in a big conspiracy. At least the protagonist got money and Adamantite as a benefit. But being coerced to go to the south this time can be said to be completely malicious: his future was ruined and he lost the opportunity to experience, his family and his sister were threatened, and his life was forced to work in danger of death. It can be said that the author's description of this part is blunt, which may cause a considerable number of readers to abandon the book. I suggest that the author re-revise the plot, and do not be afraid of revision because of the chapters that have been written. The longer the time is delayed, the lower the chance of saving the book.
DND Warlock
A magician casts spells just like a poet writes poetry, it is the result of talent and training. Warlocks have no spellbooks, no mentors, no theories, they rely only on pure willpower. Some warlocks claim to have dragon blood, and this may be true. As we all know, dragons with powerful magic may turn into human forms and even fall in love with humans. It is also difficult for you to verify whether a certain warlock is really a descendant of dragons. Warlocks usually have an outstanding appearance, with a touch of alien sentiment. However, in the eyes of others, this kind of claim is often regarded as a big lie by some sorcerers, or a vicious rumor originating from jealous people. Adventure: The main reason for warlocks to participate in adventure is to improve their abilities. Warlocks wish to test their abilities and expand upon them. A warlock's power comes from his inner nature, and no matter where he wants to use his power, he must develop his own potential. Some good warlocks want to prove their talents, gain recognition from society, and prove their worth. Evil warlocks also think that they are different and that their abilities are superior to others, so they want to gain the power to defy others from taking risks. Traits: A sorcerer casts spells through natural power rather than through training and study. Their magic relies less on logic than on intuition. They know fewer spells than wizards and acquire powerful spells more slowly than wizards, but they can cast spells more often than wizards and do not have to choose or prepare spells before casting them. Warlocks also don't specialize in a particular school of magic. Since warlocks have not studied for many years, they are not as familiar with arcane knowledge as mages, but they have more time to learn combat skills. They are proficient with all improvised weapons. Alignment: To a sorcerer, magic is an art, not a science. Warlocks prefer freedom, chaos, and creative souls rather than conformity, so warlocks tend to be slightly more chaotic than lawful. Religion: Some sorcerers worship Bocabu, the god of magic, while others worship Verjess, the goddess of death and magic. However, there are still many warlocks who believe in other gods, or none at all (magicians usually follow a mentor to believe in Bokabu or Vejes, but most warlocks are self-taught and do not have a mentor to guide them into a religion). Background: Warlocks begin to manifest their raw magical powers in adolescence. The first spells may be cast inadvertently, which may not be controllable by the warlock at that time, and sometimes even lead to danger. The young warlock's house is often filled with strange sounds and lights, making it look like a haunted place. But one day, the sorcerer will understand his unique power and begin to practice and improve his spellcasting skills. A lucky few young sorcerers are taught by older sorcerers how to use their natural powers. However, a more common situation is that young warlocks live in isolation because their friends are afraid of misunderstandings with their families. Warlocks do not understand what teamwork is. Unlike mages, they find it difficult to share knowledge with others and have little incentive to cooperate with others. Race: Most sorcerers are human or half-elf. However, the inner magic power is really unpredictable, so warlocks can appear in any common race. Among the savage humanoid races, warlocks are more common than mages. Warlocks are especially common among kobolds, and they are also strong supporters of the "dragon blood theory". Relationships with Other Classes: Warlocks find the most common ground with other self-taught classes, such as druids and rogues. They sometimes feel at odds with more disciplined classes, such as paladins and monks. Because they cast the same spells as mages, but in different ways, the two parties are sometimes in competition. Role: The sorcerer's role in the party is determined by the spells he chooses. Warlocks, who focus on damaging spells, are the main force of the team's attacks. Those focusing on charm and illusion play a supporting role. Even if you have a warlock in your party, you should consider recruiting a second spellcaster, such as a bard, priest, druid, or even a wizard, to supplement the warlock's lack of spell variety. Since a warlock's appearance can usually give people a strong impression, he can become the team's representative for external communication or negotiation. Many sorcerer spells can manipulate others to gain information, so sorcerers often serve as spies or diplomats for adventuring parties.