Vientiane Throne of Civilization

Chapter 2019: Nothing but audacity

Chapter 2019: Nothing but audacity

Inside the Hall of Diligent Governance, Zhou Xu, having sorted out his thoughts, immediately issued an order to arrange the matter.

Afterwards, he didn't forget to take a look at Ye Yan's report to confirm the preparation cost of this totem potion.

After all, the cost of the medicine and the difficulty in obtaining the medicinal materials are also very important influencing factors.

Recalling the previous battle with the orc tribe, Zhou Xu estimated that the totem warriors within the orc tribe were quite numerous, and that the cost and difficulty of obtaining the totem potion should not be too high.

Upon closer inspection, it was indeed so.

The preparation of totem potions requires more than a dozen medicinal herbs, but only two of them are considered rare. Fortunately, the Great Zhou Dynasty has both of these rare herbs and has already begun to cultivate them stably.

Although their growth and output efficiency are not high, as long as the timeline is extended and all the jackal tribes within their Great Zhou territory activate their totem power, there shouldn't be too much of a problem.

Meanwhile, at the test site in the rainforest area, the grappling hook that had successfully activated the totem's power did not rush to leave.

Normally, after breaking through a major bottleneck, both martial artists and mages will enter a period of growth. Those with sufficient talent and aptitude can easily cultivate to the point where they will only feel some resistance when they reach the minor bottleneck of the first star.

This is an excellent opportunity for improvement. If conditions permit, one should definitely seize the time to cultivate for a period of time and stabilize one's cultivation level before making any further moves.

The same applies to the grappling hook now.

However, unlike ordinary Vajra Realm warriors, Flying Claw is currently consolidating his cultivation and adapting to the methods of Vajra Realm warriors, while also researching the abilities he gained after activating the totem power.

For orcs, the abilities they gain after activating totem power are actually close to their instincts. They don't need to study them deliberately; with just a little feeling, they can roughly understand what abilities the totem power grants them.

This activation of the totem's power not only enhanced Flying Claw's physical attributes and senses, but also granted him an ability called 'Hunting'.

Simply put, within a certain range, the more gnolls that have activated totem power, the stronger the gnolls' combat power will be.

Orcs' abilities have always been based on their racial characteristics and are simple and brutal.

After all, they wouldn't understand how to use it if it were too complicated.

The ability to 'hunt' itself fully leverages the gnolls' strength in group combat.

It's worth mentioning here that while the enhancement of physical fitness by totem power is almost comprehensive, the degree of enhancement to various physical abilities still varies.

Take the grappling hook for example; its claws have become sharper and harder, while its explosive power and speed have also increased.

This improvement, combined with the inherent "Assault" talent, further enhances the character's abilities.

His sudden burst of speed is enough to put him firmly in the top tier among Vajra Realm warriors.

In addition, the sensory enhancement is also significant.

Orcs' senses are already more acute than those of other races, and after reaching the Vajra Realm, their senses are further enhanced, making them arguably the most acute of all known races at this stage.

The results were quickly compiled into a follow-up report and sent to Zhou Xu.

Despite the gnolls' talent for 'hunting' and the fact that they need as many totem warriors as possible within their tribe, Zhou Xu did not change his original plan.

After all, the Great Zhou Dynasty doesn't have a high demand for the jackals' combat strength.

At this stage, the gnolls are primarily focused on expanding their population and improving individual combat capabilities. Meanwhile, in the summer of that year, the Ripper mechs produced by their Great Zhou, after being put into daily training, underwent more than ten optimizations and adjustments based on feedback from various border troops, finally confirming the start of mass production.

Meanwhile, the Destroyer Mech, also derived from goblin technology, was also completed and adjusted.

Compared to the previous Ripper mech, the process of developing and adjusting the Destroyer mech was actually much smoother and more efficient.

After all, the most complex part of this mech is its operating system.

Having gained experience in successfully developing and adjusting the Ripper mech, the development and adjustment of the Destroyer mech became much simpler.

The reason it took so long to finish is simply because their Great Zhou had too many projects piling up over the past two years. These things had to be done one by one, otherwise they wouldn't be able to keep up with the financial and manpower needs.

Compared to the Ripper's role, the Destroyer's mech has officially begun production, which means that the dwarven steam tanks currently in service will be gradually phased out.

Regarding this matter, Sorin, as the developer, felt somewhat uneasy, but he had been given a few years to recover, so he wasn't too bothered by it now.

In contrast, the dwarven tank soldiers who were the users did not have much of this emotion; all they had was enthusiasm for the new weapon!

"Wow! This thing's pretty good!!"

The original tank soldiers have all been reorganized and transformed into mecha soldiers.

Inside the Destroyer mech's cockpit, the loader responsible for loading shells didn't seem to have changed much. His main job was the same: loading shells and assisting the gunner in calibrating the main cannon's firing angle.

But for the gunners responsible for aiming and firing, and the drivers responsible for operating the vehicle, the changes are enormous.

The main cannon of the original dwarven steam tank was basically unadjustable; only the secondary cannon on the second floor was equipped with a rotating turret.

However, the adjustment range of this rotating turret is still very limited.

The dwarven steam tank requires precise targeting, which necessitates close coordination and simultaneous adjustments between the gunner and driver.

Even so, the firing angle is often limited.

Not to mention that gunners and drivers are two independent individuals. Even if they have great chemistry, mistakes are inevitable when coordinating on the battlefield, often resulting in missed opportunities.

However, the Destroyer mech gives the gunner a wider range of adjustments. Sometimes, even if the pilot's operation is not perfect, as long as the gunner reacts and operates quickly enough, they can quickly lock onto the target.

The same applies to drivers.

The previous dwarven steam tanks were not very maneuverable or flexible. The gunners felt that they were slow to cooperate and had sluggish reactions, and the drivers themselves were also frustrated.

Am I the slow-witted one? The slow-witted one is the tank!

However, once you sit in the cockpit of this Destroyer mech, the whole situation changes instantly.

The Destroyer mech isn't fast, but its agility is truly exceptional, finally giving the pilot's driving skills a chance to shine.

Although they didn't have the lightning speed of the Ripper mechs, the dwarf pilots still performed all sorts of extreme maneuvers in their Destroyer mechs on the training field.

What stands out most is their audacity; nothing but audacity! They're truly unafraid of getting into trouble!
The instructors watching from the sidelines were swearing incessantly; in the time it took to complete a single simulation training session, they had practically cursed the instructors' ancestors for eighteen generations…

(End of this chapter)

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