The previous volley, though it only killed over two thousand units of Cerberus, left the remaining Cerberus units with varying degrees of injuries in order to break through the blockade of the Death Cloud.
Under these circumstances, it was understandable that the second wave of Death Cloud coverage would yield far greater results than the first.
That wasn't all.
As the remaining Cerberus units struggled to get back on their feet and prepare to charge again, a series of scorching fireballs rained down from the sky, landing precisely in their ranks.
Level 3 Destruction Magic: Fireball!
"Boom! Boom! Boom! Boom! Boom!"
Deafening explosions echoed across the battlefield, and searing flames, accompanied by powerful shockwaves, mercilessly consumed the Cerberus.
At this moment, Moros, having just finished visiting all the outdoor hero enhancement buildings, possessed a formidable 36 points of Mana.
With such immense Mana, the Fireball he cast was incredibly powerful, no less than the saturation bombardment of an MK71 203MM naval gun.
Fire and shockwaves intertwined, ruthlessly devouring a large number of Cerberus.
Under the successive blows, the number of Cerberus steadily declined.
By the time the remaining Cerberus, under the influence of the Slow spell, engaged in close combat with the Vampires and Ghosts, their numbers had already dropped below 2000 units.
When the numbers were comparable, wild monster units without hero leadership were naturally no match for Moros's army of Vampires and Ghosts.
After fierce combat, Moros's forces, at the cost of over a hundred units of Vampires and Ghosts, successfully annihilated the wild monster unit guarding the Gem Mine.
As the last Cerberus fell, Moros gained a wealth of experience once again.
With this experience, his level rose to 20.
[Moros]
[Level: 20]
[Attack: 15+3]
[Defense: 57+3]
[Mana: 30+8]
[Knowledge: 19]
Closing the Hero Panel, Moros cast Raise Dead to revive the fallen Vampires and Ghosts on the battlefield.
[Raise Dead]: Revives fallen creatures of one's own army. If the target is an undead creature, the revived portion will be retained after the battle; otherwise, it will disappear.
Coupled with the Skeleton Soldiers summoned through expert-level Necromancy, Moros's death legion had not only avoided weakening but had instead become even stronger.
This was the terror of Necromancy.
As long as major defeats could be avoided, a Necromancer could continuously strengthen their power in war.
Chapter 28: Sweeping Demiplane and Legend
After raising nearly 4000 units of Skeleton Soldiers, Moros did not immediately lead his death army into the next battle.
Firstly, as he had not yet learned the Skeleton Archer skill exclusive to Necromancers, he could currently only convert the most basic Skeleton Soldiers.
To upgrade Skeleton Soldiers into Skeleton Archers, Moros had to return to his Graveyard city.
Secondly, Moros had consumed a large amount of Mana in the previous battles.
Unlike the status recovery upon leveling up in typical online games, in the world of Heroes of Might and Magic, leveling up only increased stats or skills; it did not restore the hero's condition.
To recover his Mana, which was as high as 190 points, relying on natural regeneration alone was clearly inefficient.
Therefore, traveling to another Vitality Magic Well for recovery was necessary.
Moros deeply understood the principle of "sharpening the axe does not delay the woodcutting."
To ensure he could handle the upcoming battles with more ease, he decided to spend some time restoring his army's condition.
This way, in the next battle, his troops would exhibit greater strength and efficiency.
Four days later.
In the Boneyard, Moros converted all the Skeleton Soldiers into the more advanced Skeleton Archers.
Subsequently, he led all the undead forces in the city on a path to sweep through wild monster units.
After all, in this demiplane, no faction would launch an attack on the Graveyard city, so Moros did not need to leave any troops to guard it.
As it turned out, Moros's decision to recover his condition before the battle was wise.
After restoring his army to peak condition, attacking a Sulfur Deposit guarded by a number of monsters similar to the previous Cerberus became significantly easier.
This was not only due to the addition of 4000 Skeleton Archers but, more importantly, because Moros, with his Mana fully restored, no longer hesitated to expend it, fully unleashing his campaign spells.
Under continuous magical attacks, most wild monster units were eliminated before they could even engage the melee undead units composed of Vampires and Ghosts.
Furthermore, with the phantom units summoned by Phantom Forces, the damage inflicted by the wild monster units on the undead army was negligible.
Even if some wild monster units engaged in a chaotic melee with the close-combat undead units, their remaining numbers were insufficient to inflict significant damage on the Vampires and Ghosts.
Due to the existence of the level 2 summoning spell Raise Dead, any casualties inflicted by the wild monster units were almost negligible once the battle concluded.
The leap from level 20 to level 21 was a massive chasm between the Exemplar tier and the Legendary domain.
Therefore, even though Moros slew far more monsters in the subsequent series of battles than in the previous campaign to capture the Gem Mine, his level still did not reach 21.
However, Moros was not in a hurry about this.
After all, although the experience required to advance to Legendary was immense, as long as he continued to kill his way forward, he would soon accumulate enough experience to meet the requirements for advancement.
In fact, after successfully capturing the third high-level resource building in the wild, Moros's experience had already touched the threshold of the Legendary domain.
Without any visual or auditory effects, in an instant, Moros's hero level smoothly increased to 21.
[Moros]
[Level: 21]
[Attack: 15+3]
[Defense: 57+3]
[Mana: 30+8]
[Knowledge: 20]
[Skills: Necromancy (Expert), Enlightenment (Expert), Dark Magic (Expert), Summoning Magic (Expert), Destruction Magic (Expert), Sorcery (Novice)]
After quickly selecting the skill upgrade options that came with leveling up, Moros was overwhelmed by the intense pleasure brought by the leap in life tier.
The pleasure was so intense that he could barely control himself, immersing himself wholeheartedly in this immense joy.
Moros felt that both his body and soul had been sublimated at this moment.
So this is the Legendary realm…
He clenched his fist, feeling a power far beyond anything he had experienced before, and a smile he couldn't suppress spread across his face.
After a long while, Moros finally adjusted his mindset and began to cast Necromancy, using the corpses obtained from the previous battles to summon Skeleton Soldiers.
Then, he led this newly formed undead army, joined by 4,000 units of Skeleton Soldiers, on a journey towards the next Vitality Magic Well.
After three consecutive fierce battles, Moros's magic was almost depleted, and he urgently needed to recover.
At the same time, Moros also planned to lead his undead legion back to the Graveyard city.
The more than ten thousand newly raised Skeleton Soldiers needed to be advanced into Skeleton Archers in the Boneyard.
Over the next three months, Moros's schedule was exceptionally tight.
He led his ever-growing death legion unimpeded through the demiplane, constantly campaigning.
He annihilated all monster units he could defeat and captured all wild buildings he could capture.
Each victory brought Moros substantial experience and made his troops even more formidable.
By the time Moros finally brought the last wild building under his control, his level had risen to 24.
[Moros]
[Level: 24]
[Attack: 15+4]
[Defense: 57+4]
[Mana: 33+8]
[Knowledge: 20]
[Skills: Necromancy (Expert), Enlightenment (Expert), Dark Magic (Expert), Summoning Magic (Expert), Destruction Magic (Expert), Sorcery (Expert)]
At this point, except for the three Sylannas Ancients that Moros had deliberately left unvisited, there were no more uncaptured wild buildings in this demiplane.
[Sylannas Ancients: Collect resources or get a free hero level up.]
Just by looking at the description of the Sylannas Ancients, it was not difficult to understand why Moros had specifically left these three unvisited.
It was obvious that as the hero's level increased, the benefits obtained from the Sylannas Ancients would become even more substantial.
According to Moros's plan, he intended to visit these three Sylannas Ancients one by one after he reached level 37.
After all, the level cap for the Hero Panel was 40, so it was very reasonable for him to have such a plan to maximize his benefits.
However, the rapid increase in hero level was not without its drawbacks.
Although the rapid advancement allowed Moros to achieve unprecedented growth in his power, making him a legendary being, this excessively fast rate of progression also caused Moros's control over his own power to drop to a dangerous level.
As for how dangerous?
Without the assistance of the Hero Panel, Moros wouldn't dare to cast spells casually right now.
With only his barely qualified power control at the Exemplar tier, he simply couldn't cast spells stably.
This situation made Moros deeply worried. He understood that to truly control this power, he would have to put in more effort and time.
Therefore, he decided to spend his time in the Mage Guild from now on.
Chapter 29: The Founding of the Fire Moth
Although Moros had decided to dedicate significant effort to studying the magical knowledge stored within the Mage Guild, this didn't mean his schedule was entirely filled by this single task.
As a Necromancer of the Graveyard faction, a large portion of Moros's strength originated from his undead legions.
Therefore, when the Capitol was completed, he temporarily set aside the parchment detailing the principles of the Sorrow spell.
The establishment of the Capitol not only meant a daily income increase of 2,000 gold coins for the Graveyard city, but its completion also signaled a potential improvement in Moros's hero quality.
Currently, his hero quality was merely White Common, which was the lowest level for heroes in the Ashan World.
Thus, when the opportunity arose to improve his hero quality, Moros's mood was understandable.
However, it was only within the Capitol that a lord was qualified to accept tasks to promote their own hero quality.
No matter how impatient he was, Moros first needed to head to the lord's hall on the top floor of the Capitol.
He strode into the luxurious and dazzling hall, sat upon the bone throne reserved for lords, and Moros began to carefully study the information regarding hero quality promotion.
According to the records instilled in Moros's mind by the Graveyard, the hero quality promotion tasks were extremely challenging.
More importantly, heroes who accepted these tasks would be sent to another world to complete them.
This meant that unless Moros's spellcasting skills reached the level of teleporting an entire army to another plane, he would have to face the unknown challenges alone.
With Moros's current level of power control, such a task was unrealistic for him.
His current power control was still quite limited, only allowing for rigid and rough power manipulation through the Hero Panel.
Once he left the Hero Panel, Moros at this moment couldn't even cast the simplest Level 1 combat spell.
Therefore, now was not the appropriate time to undertake the hero quality promotion task.
To deal with this challenge, Moros understood that he needed more thorough preparation and improvement.
Thus, he decided to temporarily suppress his desire for hero quality improvement and instead focus on enhancing his spellcasting skills and power control.
He knew that only when his own strength was sufficiently powerful could he handle such extremely challenging tasks.
Two years later.
Before you continue
Explore the wiki