As A Vampire, I Am No Longer A Human Being.
Classification Of Types Of Superpowers And Realms Of Cultivation. Division Of Vampire Abilities.
Basic abilities: metal, wood, water, fire, earth, spirit
The spiritual system can be seen as controlling air; metal, water and soil control physical objects; fire system controls temperature; wood system controls vitality in the early stage, and late stage can control plants.
The others are all mutation abilities, similar to the ice system (the mutation of water as the main force and the assistance of fire), the fire system (the mutation of fire as the main force and the assistance of earth, magma), and the thunder system are more complicated (I haven't thought about it yet)... (I think of adding others. )
Superpowers can be regarded as spiritual roots in fairy tales.
The system also tends to cultivate immortality, like the beginning of the birth of an 'Immortal Cultivation World'. There are no mature exercises, skills, weapon refining, formations, elixirs, etc. of the traditional Immortal Cultivation World. The Late Stage protagonist may also develop these independently. thing.
First Grade to Ninth Grade
Each First Grade is divided into: Early Stage, Intermediate Stage, Late Stage, and Peak
The total amount of spiritual energy stored in each First Grade is equivalent to 100%, then the stages are broken down into:
Early stage (1%-30%)
Mid-term (31%-60%)
Late Stage (61%-90%)
Peak (91-100%)
(This is just a difference in energy accumulation and has nothing to do with specific strength)
First Grade Awakening: The power is weak, the metal, water, and earth spiritual system controls objects under 200 grams, the fire system weakly increases the intensity of the fire, and the wood system can make the fingers glow green (it is useless, the therapeutic effect is not as good as taking medicine)
Second Grade Foundation Building: The spirit of gold, water and earth: there are fluctuations in the early stage (100g~1kg), mid-term (1kg~20kg), Late Stage (20kg~60kg), and peak (60kg~100kg). Under normal circumstances, the spiritual system is inferior to other physical systems. Ninety percent performance; the fire element can simply control the power of the generated flames; the wood element's healing ability can be easily controlled.
Mastered by the Third Grade, the first qualitative change point, the temperature of the fire system reaches the level of manifesting flames, the water system can condense the water vapor in the air, the wood system can quickly promote the growth of plants (the combat power is still stretched), the spirit system can stay in the air, The gold system can extract metals and deform metals, and the earth can control the dust in the air (but there is dirt under your feet, so there is no need to do this thankless task).
Fourth Grade proficiency, energy accumulation, the power of fire to generate flames, the range of speed at which water can gather water vapor, the speed of wood to spawn plants, etc.
Fifth Grade volley, the second qualitative change point, can fly for a long time without relying on external objects. Other manifestations include an increase in power.
(Later realm, Late Stage will be added)
………………
Vampire ability division
It first appeared more than two thousand years ago.
1. Blood Ancestor: Possess all superpowers (five attribute basic superpowers plus spiritual system, mutant superpowers require self-exploration).
Able to walk in the sun like a normal person (aversion), silver has minimal effect on it.
2. The first generation has six kinds of abilities, and the abilities have been weakened.
Sunburn will occur if you stay in the sun for a long time (twelve hours or more), and the effects of argyria are minimal and can be eliminated by metabolism (one day).
3. The second generation has five random series, the third generation has four random series.
Sunburn will occur when exposed to the sun (more than three hours), silver poisoning is weak and has little impact, and can be eliminated by metabolism (more than five days).
3. Four generations and five generations, three series randomly.
Minor burns in the sun (more than one hour) and argyria will lead to a slightly weak state, which can be eliminated by metabolism (more than ten days).
4. Six generations - nine generations, two random series. (Negative effects increase with each generation)
Exposure to the sun (more than an hour) will cause severe burns, argyria, and weakening of various abilities. Blood Transformation needs to be excreted within five days, otherwise the foundation will be affected and death will occur within seven days.
After 5 and ten generations, a random series will appear (mutations may occur) (the negative effects will increase with each generation)
Appearing in the sun is like an ordinary person being roasted by a small fire. It can only stay for a short time (half an hour). The impact of silver poisoning is huge. The small dose requires a large Blood Transformation within 48 hours. There is a large amount of silver remaining in the body that has not been removed. It can last for an hour and kill you. (Non-fatal injuries).
6. There is no way to survive after the eighteenth generation.
(All negative impact descriptions are generated quantitatively. If you are continuously attacked, the status will be superimposed.)
It would be very troublesome to write these things in the main text. The number of words is too small, so just make a single chapter explanation.
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