Building a sect from scratch.

Chapter 276 Healing and "Healers"

After a short while, all the members of the group except those in charge of logistics arrived at the ruins.

"Alright! Now that everyone's here, let's set off!" Nietzsche stood up, clapped his hands, and said, "To improve efficiency, we'll explore in small teams. Contact us immediately if there's any danger!"

Nietzsche's group was a relatively mature pioneering group with a reasonable division of labor. The pioneering group consisted of 32 people, two of whom were assigned to logistics, while the remaining 30 were the members who were responsible for the actual pioneering and exploration.

Of course, this number is not fixed; sometimes it's more, sometimes it's less. In most cases, Nietzsche will round it up and then have the extra people take charge of logistics. The players in charge of logistics are all members of the community who take turns.

While everyone was waiting, Nietzsche had roughly estimated the abilities and professions of each player and adjusted the team for a while—forming a team of 6 small teams of 5 people each.

Each team consists of one alchemist and one support-type player, such as a weapon master or talisman master. The remaining three players are mostly damage dealers, such as those skilled in magic or weapon crafting, which ensures the team's combat balance.

Strictly speaking, the profession of "wet nurse" does not exist in "Ten Continents Chronicle".

After all, this is a real world, not virtual data. The so-called health bar and status bar, including buffs and debuffs, are all designed by Fang Xianyu to "fool" players and are not absolute.

For example, if someone is attacked and their wound bleeds continuously, they may eventually bleed to death for various reasons. However, no one knows exactly how long they can survive—a person with strong willpower might endure a long time, while a timid and pessimistic person might quickly succumb to shock and blood loss. It's all unpredictable. Since it's unpredictable, there's no way to visualize a "health bar," nor can a specific number be assigned to the process of blood loss. Therefore, all health bars, attack numbers, and various specific values ​​related to physical attributes are fictitious values ​​assigned by Fang Xianyu through automatic calculation.

Since this value is false, there will naturally be times when the value does not match the actual situation. And often, these are the two situations that are discussed a lot in the forum: "invincibility" and "fatal attack".

The term "locked health" refers to a situation where the target's health bar is empty, but the target remains alive with only 1 point of health. Furthermore, the interactive and combat behaviors that occur after locking health are referred to by players as "plot kills"—either the target dies after the plot unfolds, or the player dies after the plot unfolds.

The term "fatal attack" is easy to understand; it means exactly what it says. The attack is aimed at the target's fatal point, so even though the health bar isn't empty, you can still win.

In response to these two situations, many gaming experts on the forum have conducted tests and calculations, but no rigorous answer has been found. The debate continues to this day, with many players vying for dominance.

So, in a world where even health bar values ​​are fake, how could there possibly be a "healer" class that can heal in real time?

However, if an MMORPG doesn't have a healer, it'll probably get a lot of flak. So Fang Xianyu went to great lengths and used special methods to design a "healer," who is the famous alchemy-based professional player.

In the Realm of Returning to the Void, alchemy cultivators, as the name suggests, are those who practice alchemy. Their daily routine involves studying alchemy and also taking into account pharmacology. If they are too poor to afford spiritual herbs and plants, they may also be skilled in agronomy—mainly to grow their own spiritual materials.

Due to the objective existence of spiritual energy, many pills cultivated through alchemy can replace the "healing" function in games, with the most important being pills primarily focused on healing and regeneration. For example, the well-known [Bone-Breaking and Muscle-Regenerating Powder] requires a certain level of skill to make; its main function is to heal wounds and regenerate bones and flesh.

For cultivators in the Guixu Realm, this medicine can only heal; it can't suddenly restore health like in a game, making them appear perfectly healthy again. However, for players, it perfectly replicates the game's effect, mainly because players can block their five senses and are almost unaffected by any damage affecting their soul.

Even if a leg is broken and then repaired, the pain from the break remains, creating a psychological fear of future injuries. Most gamers, however, block out pain; they could even commit suicide on the spot and find the coolest pose, let alone a broken leg. They experience no psychological trauma or lingering memory effects whatsoever.

As for souls... everyone's souls are perfectly fine on Earth. Do you think your various attack methods can crawl across the interdimensional network and come looking for them?

For all these miscellaneous reasons, players can use drugs that heal wounds and accelerate flesh regeneration after being injured, and then charge in again as if they were not injured. They might even get more excited as they charge in – after all, it doesn't hurt or itch, and at worst they just die and have to wait for the resurrection cooldown, so what's so scary?

Therefore, in "Ten Continents Chronicles", the most practical healer class is generally recognized as Danxiu, and the most popular support class is Fuxiu.

Of course, in actual combat, alchemy is not very useful, because all kinds of pills can be made in advance. In actual combat, players have to use the pills themselves, and it all depends on their own hand speed. It has nothing to do with alchemy players. Therefore, when going into a dungeon, few people are willing to take alchemy players with them.

Nietzsche equipped each squad with alchemists, partly to provide assistance before and after potential battles. After all, while alchemists themselves didn't play a significant role in combat, the pills they refined and the various medicines they prepared were highly sought after.

Does the "Ten Continents Chronicle" not contain any skills that can "heal"?

Yes, there are some, and quite a few.

There are magic arrays that can heal wounds over a wide area regardless of friend or foe, and there are also talismans that can stimulate potential and indirectly restore the body. However, these either require a high level of cultivation and knowledge, or they are extremely time-consuming to set up, and it is impossible to complete them in less than an hour or two.

In addition, they can be roughly divided by their spiritual roots. Among them, the wood spiritual root naturally possesses vitality, so players with the wood spiritual root can consume spiritual power to "heal" players of other classes.

However, in general, what players call "healer" usually refers to alchemy cultivators. Even the most famous NPC alchemist, Du Cihuai, has earned the title of "healer dad" because of this!

(End of this chapter)

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