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It was a vibrant sound.

Sujene decided not to sleep anymore.

He opened the system space.

Inside, there are still unopened treasure chests.

Item chest one, material selection.

Chest two, random.

Chest one, open random chest.

You have obtained a costume blueprint.

High heel blueprint one.

High heels.

Costume type equipment limited to female wear.

Male wear has no additional attributes.

Sugene immediately sat up.

Chapter 70.

High heel attributes.

First came the stockings blueprint and now there's a blueprint for high heels.

Is it really going to get further down the women's clothing path? Sue Jean clicked to learn.

Instantly the method for making high heels was imprinted in his mind.

The true vision I also revealed two additional pieces of information.

Fashion name high heels fashion type.

Women's footwear fashion fashion description can increase the wearer's morale by five points.

Can be dyed.

Crafting materials: cotton, leather, ironing, its crafting time, eight hours.

Upgrade one, bouncing high heels.

Redesign the stress structure of the high heels and increase the strength of the toe and heel, allowing it to better transmit force and also serve as a temporary weapon.

Increases balance ability and foot attack by 10.

Requires shadowwood upgrade to balanced high heels.

Improve the internal structure of the high heels to make them fit better with the foot, providing more comfort and even stress distribution.

Has certain adaptability to various terrains.

Can increase all-terrain adaptability by 10.

Reduce foot fatigue by 10 and decrease fall damage by 20.

Requires continuation glue.

The high heels did not increase appearance attributes.

Instead, they added five points to morale.

This can be understood upon reflection.

If every type of fashion could increase appearance attributes, it would be too easy to enhance those attributes, significantly lowering their value.

After all, every point in appearance attributes represents a whole level of enhancement.

It wouldn't be possible to easily increase by many points.

Of course, appearance attributes are very useful for Sugene, but not necessarily for other players.

Perhaps for other players, increasing morale by five points is a more practical bonus.

In this world, the default morale lower limit is zero points and the upper limit is 100 points.

Morale is combat power.

When morale is low, soldiers will lose their fighting spirit.

They will avoid combat if possible and fight less if they can.

Even when forced to fight, their combat power will be very limited.

At this time, regardless of the soldiers levels or strengths, they cannot perform effectively and are often defeated by enemies weaker than themselves.

When morale is even lower, desertion occurs, and there may even be a complete route.

Conversely, if morale is high, soldiers will bravely charge forward.

Even if the commander issues a fatal order, soldiers will dare to execute it.

Even when heavily wounded, they will grit their teeth and continue fighting.

Morale affects not only combat but also work.

When morale is low, work will be done half-heartedly.

If they can avoid work, they will always looking forward to the end of the shift.

When morale is high, they can become workaholics.

Feeling that even 24 hours of work is too little.

Therefore, morale can directly influence both combat and work.

Morale is determined by multiple factors such as one, higher soldier levels, skills, and adequate training lead to higher morale.

Two, sufficient food, abundant supplies, complete and highquality equipment will also raise morale.

Three, if soldiers receive higher wages or increased rewards, morale will improve.

Four, good relationships among soldiers or between soldiers and commanders will also boost morale.

Five, the commander's leadership talent or other skills can enhance morale.

Six, high intelligence or its branch attribute social can also raise morale.

Seven, if our side has the advantage in numbers and kills, morale will also increase.

Besides these, there are other factors that can boost morale.

To improve morale, attention must be paid to all aspects in battles against enemies.

It comes down to who can balance everything more comprehensively.

Therefore, Su Jyn's secret skill incentive is very practical.

High heels are also very practical.

Now, it can be seen that the high heels also have two types of upgraded versions.

The first type, bouncing high heels, has two enhancements.

First, the high heels themselves are strengthened.

The toe and heel can serve as backup weapons.

Once the toe is reinforced, it acts like a small hammer.

A whip kick thrown out feels like tossing a meteor hammer.

When the heel is reinforced, it resembles a short gun.

The heel of the high heel is already sharp and long.

After enhancement, its penetrating power greatly increases.

A sidekick creates a bloody hole.

If paired with the enhancement of high elastic stockings, the legs and feet of female soldiers become dangerous weapons.

This is only one aspect.

The other aspect is that it can increase jumping ability.

Jumping ability not only refers to how high one can jump but also how far.

If originally one can push off 2 m, now it can become two 2 m.

Plus with the enhancement of high elastic stockings, it becomes two 4 m.

This directly increases movement speed.

If Sue gene further uses tactical sprint for enhancement, then the movement speed of the entire female soldier team will be astonishing.

Infantry chasing cavalry is not impossible.

Bouncing high heels are excellent.

The second type, balanced high heels, has three enhancements.

First, all-terrain adaptability is improved.

This includes grasslands, mountains, snowy terrains, ice surfaces, sandy grounds, muddy areas, swamps, water bodies, etc.

Although it does not directly increase movement speed, it helps maintain more speed in complex terrains.

It is also effective against sprained ankles in the mountains, slipping on ice, getting stuck in swamps, etc.

Additionally, it is effective for climbing trees, going up roofs, or even walking on tight tropes.

After all, this is an improvement in all-terrain adaptability.

Furthermore, it can reduce foot fatigue.

Fatigue recovery is relatively slow with sleep or medication being the most effective.

Reducing fatigue is equivalent to increasing available action time.

Moreover, it will decrease the production of some foot waste such as bacteria.

This assists in maintaining foot cleanliness and can reduce unpleasant odors.


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