Chapter 61: First Visit to Zuma Temple

The three eyes finally belonged to the Womar suit? There must be something wrong with my brain. I don't care what equipment it belongs to now.

As long as you can carry it, it's good equipment! What's more, it's a small top-grade item with main output attributes, so why are you still hesitating about it?

"Equip the three-eyed bracelet."

The increase of 2 points in Taoist magic is not the most important thing. Now the duration of poison spell is extended by 30%. You can also go to WoMa Temple and use poison spell to make a comeback, right?

"Use the Dungeon Escape Scroll."

Well, you can go to the WoMa Temple anytime. While your spirits are lifted by the new skills and the three eyes, go and try out the Zuma Master first.

In the 1.5 version of the original legend, it was the one that produced the most good stuff. Now if you can beat it, it would be a sin to ignore any one of them!

As for whether the gold ring in the bag is top-grade or not? Even if it adds 5 points to your magic, can it be as good as the equipment of Wo Ma or Zu Ma?

I got a lot of potions from these 12 evil pincer worms, so it shouldn't be a problem to go there.

The entrance hall of the Zuma Temple is a small room-like map. Monsters will not spawn here, and there is only one stair leading downwards.

Going down the stairs is the first floor of the Zuma Temple, and turning out from the exit is a spacious square. The map is very large.

On both sides are spaces as large as the central square, with densely packed small rooms on the edges.

From the layout point of view, if the square in the middle is an activity venue, then the two sides are resting places.

If you look closely, you will see that these resting places are fully equipped with tables, chairs, beds, and even things like bookshelves.

The map layout of the first four floors of the Zuma Temple is the same, except that the entrances and exits of each floor are different. Zuma monsters begin to appear on the third and fourth floors.

Go straight up along the exit square, and after passing a well, there are two similar doors.

These two doors are only on the first and second floors. Behind these doors are different libraries. There are no monsters inside, only some library infrastructure.

There are no NPCs in the two libraries on the first floor, but there is an additional clothing vendor in the library on the second floor who can repair and sell clothes.

In addition to the same layout, the monsters that refresh on the first and second floors are also the same, and there are only three types of small monsters that are relatively easy to fight individually, namely: wedge moth, horn fly, and giant rat.

The first two types have been encountered in the pig cave.

Big Rat: Level: 24, Experience: 330, Attack: 12-23, Defense: 3, Magic Defense: 5, Agility: 15, Accuracy: 14, Attack Interval: 2.5, Movement Interval: 1.2.

Its strength is also very small, and any standard team can easily deal with it.

The challenge difficulty of the first and second levels of Zuma is less than that of the Pig Cave and Centipede Cave.

Even if you are alone, you can come here and just find a horn fly, and then slowly chop and brush out the little bees.

Although the experience is only a little, it's a little every second. Compared with those who don't kill monsters, it's already very lucky. You just need to pay attention to whether there are other monsters spawning around you.

He forgot the exact coordinates for the second floor, but thanks to the bonus of the teleportation ring, it didn't take him too long to run over.

After running to the end of the square, run to the right along the path. The entrance to the next level is in the small room at the corner.

During the run, I didn't see even a single monster, but I did meet a few players who were running around looking for monsters to fight.

It’s much easier after reaching the second floor. Although I don’t remember the coordinates to the third floor, it is in the passage behind the exit.

Just change the coordinates and use teleport to fly. If you really run, your feet will smoke.

After recording the coordinates of the first two floors in the notebook, I plunged into the third floor of Zuma.

From this level on, the map becomes deeper and the monsters include the three Zuma brothers: Zuma Guard, Zuma Statue and Zuma Archer.

The entrance to the next level was in the upper right corner of the square. Before he could teleport, he saw a dishevelled team running towards him.

Being chased by a hammer with 998 health points was indeed a bit tragic. In just a dozen seconds of watching the show, they died or flew away.

Zuma Guard: Level 43, Experience 480, HP 1000, Attack 44-68, Defense 25, Magic Defense 25, Agility 17, Accuracy 17, Attack Interval: 1.5, Movement Interval: 0.5

Zuma Guards have three types of health points. The normal health point is 495, the attack point is 12-23, both defense points are only 15 points, the agility point is 17, the accuracy point is 15, the attack interval is 2, and the movement interval is 0.7.

The one with the highest health is 1400 points. Killing it will give you 2000 experience points. Its attack is 35-60, defense is 15, magic defense is 20, agility is 25, accuracy is 18, movement speed interval is 0.5, and attack speed interval is 0.7.

But the most powerful one is not the last Captain Zuma, but the top-grade hammer with 1000 health, so many people do not believe this written attribute.

If we follow the sledgehammer algorithm:

This 495 is a small hammer, 40 per hammer, it is OK for slipping seams;

1000 is a sledgehammer, one hammer weighs 80, and the sledgehammer can push a wall;

1400 is an old hammer, it looks powerful, but it is actually a silver gun with wax tip.

In the old version of Legend, only two Thunder Mages, one on the left and one on the right, could easily deal with the 1400 Zuma captain.

But if you only have two mages to deal with a 1000-level top-grade hammer, they will be easily defeated if you are not careful.

"Poison Hidden Technique."

The hatred range of this top-grade sledgehammer is also quite large. As soon as the team left, it came running towards him.

You must fight it if you encounter it, even if there is no first kill reward for the BOSS. After all, in the old version, it will even drop Zuma equipment.

"Poisoning."

After being infected with the green poison, he immediately took a step back.

"Poison Hidden Technique."

Halfway through the run, the top-notch hammer began to brake, and the blood loss prompt of -6-6-6 began to appear above his head.

"Equip yellow powder."

Before the poison spell could be used, a team of five came running over, with a wizard running in the front.

Just as his casting distance was about right, a fireball came flying towards him.

Before he could react, the hammer, which had not found its target, had already rushed over, and the little mage was naturally the first to be hit.

One level 80 killed this irritable mage brother.

Another mage in the team kept throwing small fireballs, but the Zuma Guards moved too fast and he couldn't aim at them.

When he stopped and started to attack his teammates, the fireball finally hit the monster.

It's a pity that no damage was caused and a big MISS was left on the monster's forehead.

The provoked hammer seemed to teleport and appeared directly in front of the Laughing Mage, and swung another 80 at him.

The Taoist brother who had made preparations early, his healing magic also returned to drawing circles above his head. The little wizard whose health had been reduced to zero could no longer benefit from the healing magic.

After Zuma Guard killed two players, the hammer just pointed at the Taoist priest closest to it...