Those planets sucking up for protection hover at the edges. Sometimes, one or another planetary ambassador breaks off to chat to these orbiting ambassadors as another deal, another agreement is worked out. But the center of these empires hold still as the worlds revolves around them.

The Erethrans have their own section, though it’s smaller, quieter. They’re standing and sitting around, focused and watching, their guard up. None of them bother to interact much, and the few who approach are rebuffed. Even in terms of volume, the Erethrans are smaller, but unlike the Movana or Truinnar, the Erethran Empire is more homogenous. Fewer planets need to have a seat here, passing their votes up the chain. Of course, the standoff nature of the Empire is getting more than a few side-eyes.

Especially by their ostentatious allies like the Fist or the Expansionists, all of whom have their own loose clumps. The political factions, unlike the Empires and Kingdom-based powers, are less clustered, more organic in their movements. But under Society’s Web, their secrets, their alliances, the flow of power is all an open book to me.

In the end, the vote is called for the poor vegetable-creature. A sphere, a giant shimmering globe, appears. Not that it ever left, just hidden from sight until now so as not to distract others.

The globe shifts in size, shrinking as the request is small, just a motion to restrict trade. He barely needs a tenth of the people to vote for his request to pass. If his request passes, it has to be paid for somehow, and the System enforces such payment on the planets and governments of the Council itself. To make a change, there has to be sacrifice. In this case, of System Mana to empower the choices that are being made.

It’s an interesting system, one that favors Dungeon Worlds like ours with our overabundance of Mana and thus an overabundance of weight to our potential actions. Of course, on a galactic scale, a single Dungeon Planet is worth only a few dozen other planets—less if one is lacking in System infrastructure, as is Earth. But it can still matter, especially if one is able to gain a significant number of Dungeon Worlds.

The voting sphere fills with pure System Mana in bursts and dribbles, as those who decide to support its cause pour in their efforts. Unfortunately, another aspect of the voting is that a vote, once cast—once System is dedicated—can never be taken back. A failed vote is just a waste, like the one below.

The Kapre-varient trundles off in failure, another speaker soon taking his place. The globe disappears, the Mana gone.

I watch, taking it all in, tracing the votes, the reactions of those below, their deals. With Ali’s help, I mark the votes, the voters, and the expected results of our own vote, tapping into my Neural Link to do the math, display the graphs. Watch as the numbers flow and bump, adding or subtracting as I mentally adjust the calculated percentages.

Trying to decide how close we are to succeeding. Trying to work out if we can hope to win.

***

Behind me, Harry comes out of the Sanctum. He looks… worse for wear. He’s holding on by the tips of his fingers to some form of sanity, some form of calm. He stumbles over to a chair near the windows and sits, staring at the assemblage below, his hands shaking. I jerk my head to Ali and the little Spirit floats over to have a quiet chat with the reporter, soon followed by Mikito.

Feh’ral stands, watching beside me. His eyes dart strangely at first, before I realize he’s reading unseen notification screens. Taking in information, though he declines to explain what kind when I ask. In fact, he seems disinclined to speak at all, even when I probe him for further information on the Questors.

The silence from within the domain stretches while the buzz of conversations and votes being made below permeate the room. Occasionally, I notice that the system puts in a vote for Earth, obviously a preset voting system. I leave it alone, choosing not to interfere.

Watching the votes pass by me, I can’t help but shake my head at many of them.

Condemnation of the destruction of the Dawn Will Guild

Registration of the boundary lines between the Kingdom of Ius and the Republic of Qx13

Application for Galactic Quest (localized) for destruction of the Tier II dungeons in PK-space

Budget Approval for the 248,815th Expedition to non-System space

Deployment request for Galactic Troops to the xv-138 region to reduce planetary dungeon overflows

And on and on. The hours grind past, and even when it seems there’s supposed to be an order to the votes, somehow, other motions, other bills and clauses and requests sneak their way in. It’s a bewildering array of bureaucratic magic, where planets trade voting rights or hand over speaking opportunities or offer to bring up a slate of previous issues, all to get their own areas voted upon.

A couple of times, sapients get a little too aggressive. Someone calls forth a rock, crushing an opponent. He in turn gets impaled on a rock spike and has to extract his mangled body from it by himself. Another pair, screaming at one another, find themselves suddenly unable to speak, the flesh of their mouths sealed shut, stitched over. Someone tries to interrupt for a third time when it’s not their turn. They’re teleported out of the Council chamber entirely and a penalty added to their planet’s Mana total, deducted immediately.

All of that is overseen by a wizened, twisted knot of string and hair. The Secretariat of the Council runs the Galactic Council with complete impartiality, holding to only one thing and that is the laws of the Council. Nothing, and no one, tells him how to run the hall.

Not even the Inner Council.

Of course, that he’s actually the puppet of the Weaver is a not-so-hidden secret. One that the powers that be—people like the Erethrans and, thus, me—know and the smaller players don’t. It’s why no one in the Inner Council objects when he runs roughshod over their own powerplays. So long as they play within the stated rules, they know he won’t interfere.

In a corner of my mind, I watch it all, absently noting that every single one of my Hands have now expired. I make sure to call them up, now that we’re here. Now that we have time. One wanders off to cook and eat, another to the study to read, and the last sits in a corner, brooding. I’d protest at the caricatures of my behavior if it wasn’t so damn accurate.

In time, I ignore them. I watch the proceedings below with interest in the beginning, before boredom takes me and I turn away. Harry watches and records, muttering explanations to himself and his viewers—eventual viewers—doing his best to provide commentary. He throws himself into his work, though I note the way his foot never stops bouncing, the occasional stuttered pause.

More than once, I note Harry cursing or muttering in bewilderment as a political maneuver catches him by surprise. A lot of the time, he mutters things about needing more research.

I leave him to it, glad that work has the reporter absorbed, and walk over to find Mikito seated in lotus position, hands clasped before her, and meditating. I sit across from her, only for the Samurai to crack an eye open.

“You should try it. It’ll calm your mind and center you.”

“Calm might not be the best option. They’ve killed all my doppelgangers. They must be wondering where we are by now.” I drop my voice lower, leaning in and adding, “And I don’t know how long the others will stay distracted.”

Mikito sighs, exhaling roughly before she fixes me with both eyes. “Will worrying change things?”

“No.”

“Then as you like to say, what is, is. There is nothing more that we can do. So eat some chocolate, meditate, and stop bothering me.”

She shuts her eyes and I find myself alone once more. Forced to stew in my own thoughts. With nothing better to do, I focus within, playing with not the System but my Elemental Affinity, gently sensing the flow of bonds, the force of attraction and repulsion that makes up the Affinity. I consider the weakness shown, my lack of ability. And I explore new concepts, new ways of interacting with the system—gently.

Time passes slowly, inching forward as votes and new clauses and constitutions are put into play. We’re forced to wait, until finally, finally, Harry speaks.

“It’s time,” Harry says, gesturing down below.

“You sure?” I say.

“Yes. This bill needs to be voted upon. Afterward, it will be yours, with no others set to speak.”

I look at Ali, who shrugs and nods at the same time, as if to say he’s as sure as he can be.

When I dither for a second more, Feh’ral speaks up. “Go.”

I stand, looking around at the group. A part of me wonders if this is the right thing to do. The right course of action. But I’ve gone this far. Sacrificed too much.

I close my eyes, then nod. “Fine. Let’s go save Earth.”

Chapter 25

The votes go as expected. The numbers climb fast then slow down, as those who hesitate, who are compromised by Earth or me hover between opposing or abstaining. The simple sphere fills with liquid blue Mana for each positive vote, sloshing around the sphere as some hesitate. The sphere itself is large, many times larger than the Kapre-variant’s and most other votes’. This is a long-term vote, one meant to enforce itself across the entire Galactic System, and is subsequently large.

The votes come, and while I wait for those who hesitate, I look upon the notification that hangs above the sphere. The one that holds all the hopes of Earth.

Motion to restrict Dungeon Planets from the Galactic Council

Requires 2398Q Unites of System Mana.

Effect: Strips Dungeon Planets of the Planetary System Network, foregoing voting rights on the Galactic Council and all System-enabled Planetary Upgrades.

Prior purchased System-enabled planetary networks will be refunded and/or modified to suit new restricted framework.

Eventually, the Mana stops entering, leaving a clear amount of space for liquid to enter. There’s a small demarcation line and the liquid filled is below that by a few hundred thousand Mana points. I’m surprised that we made it that far. That the abstainers have held out for so long, that the pressure and horse trading has done so well that the liquid sloshes near the edge of completion but does not cross it.

Yet.

The Erethrans, the Duchess, a few of our other allies hold the line. Refusing to throw their votes for the motion. Direct vassal states follow their lead in most cases, though I note a few quick glances, a couple of surprises that are revealed. Ramanner, amongst his people, gestures more than once to a few hard-eyed compatriots who look with glinting malice upon the ones who have betrayed them.

The liquid trembles on the edge of crossing. I watch as those who abstained are turned on or toward. The vultures and the grifters, the deal makers and the Negotiators arrive, ready to sway. I know some hold off for the better deal.

I wonder if I’ll make more enemies by what I do next. Cutting their deals short, making all their hard work and plans just so much wastepaper.

Then I grin. Because it doesn’t matter. I never gave a damn anyway.

***

My voice cuts through the hubbub, and the aliens’ attention is drawn to my figure on the stage. The hair-and-string-ball of the Secretariat allowed the speech as per my right as one of the affected parties. The only affected party with a seat. It’s a little unusual to speak while the voting is happening, but not impossible.

As the Council stares at my figure, my words keep coming. Keeps pouring out, as if a dam is unleashed.

“I invoke my right, as proxy holder for the Dungeon Planet Earth, to speak about the motion.”

The Secretariat of the Council spins tendrils of hair and flesh together then pulls it apart creating a minor thunderclap. It silences the hall, the entire Council no longer able to make themselves heard to one another. A simple Skill.

“Thank you.”

The Secretariat doesn’t care, impassive eyes shifting to the timer that has appeared, indicating how much time I have to speak. Fifteen minutes. More than sufficient.

“You know, a decade or so ago, I was a barbarian with a stick in the middle of nowhere, watching the sunset on a beautiful lake. A nobody to the great and powerful personages before me. And then, you and your System came along. Rather than give us a chance to integrate peacefully, normally, you made us a Dungeon World.”

In the pause, in the silence, the aliens shift. I feel the information flow, the data passing and bouncing between Ambassadors and Diplomats and Bodyguards, as my presence is located. As they get ready to take me down when my time is up. Favors are called in and confirmed, bounties marked as pending collection. All this information flows, and attached to all that data streaming out of the Galactic Council, I sense the familiar touch of a friend’s Skill.

“You killed us. Billions of us humans. Transformed even more animals, some who might have become something more in a few tens of thousands of years. Altered the path of our destiny.” Exhale. Wry tone, almost amused. “Some of the survivors these days, some of them are grateful. Because when you made us a Dungeon World, you gave some of us strength. Power. Perks.

“You gave us a leg up, and some of us have taken it all the way to the stars. We’ve got Heroics now, and soon, we’ll have some of them in truth. Not a cheaty bastard like me, but people who earned it the hard way, wading through streets filled with blood, tearing through dungeons, and making it all the way through.”

I can see the speech is losing them. Some of them are shifting, turning away, getting bored. They’re wondering when I’ll get to the point, and I get it. I wonder about that too.

“We even did things you didn’t expect. United a Dungeon World before you realized it was possible. Made it our own and took our seat here. And then…” I gesture upward. “You try to take it away. Because we got too uppity, because we threatened your local cliques.”

A pause. A dramatic pause. Then, laughter, harsh and filled with bitter humor. It catches their wandering attention, brings their focus back to that small figure on the stage. The one taunting them, lecturing them.

“At least that was what you were told. Fed little lies, as if you were children, and satisfied with those little lies, thinking you were adults, you ran around with the sharp scissors of vindication and tore into us. Thinking that what you learnt is the truth.”

The Secretariat shifts, hair and tendrils twitching. But it makes no move to stop me. And so long as he doesn’t, no one else can, even if there are guards pounding at the shield surrounding the stage, trying to get in. Covert and not-so-covert attempts at breaching the shield are blocked with lazy ease. Some of the too obvious ones even die for their presumption.

“But it was easy to feed you those lies. Because all of you, coming light years across the galaxy to fight for scraps of power, for a chance to get ahead of everyone else, are too blind to see. You, who are meant to serve those who voted you in or those who you rule could not find the monster from the forest when you were too busy looking out for your own desires.

“And all the while, out there, people cry and die, struggling for some form of normalcy. Entire solar systems, billions of lives lost because you are all looking out for number one. Forget peace or social responsibility or justice.

“You people disgust me.”

I watch as the Counselors try to shout me down and fail. They’re all muted, but the looks I’m given tell me that my grandstanding is less than loved. I don’t care.

“Justice shouldn’t just be for those who can pay for it. For those who can spend the time and expertise to get it. You shouldn’t have to be willing to sacrifice everything to find it. It certainly shouldn’t be coming at the hands of an unhinged lunatic without any safeguards behind it.”

A slight dig there at myself. At Classes and Levels and the entire concept of might is right. Because sadly, that seems to be the only way the System works. At least, not without deep sacrifice.

“Justice is meant to be for everyone, at any place. And if the universe doesn’t work that way, well, what’s new? It’s never worked that way. But that’s your job in this chamber. To fix the wrongs an uncaring System creates, to offer a vestige of fairness that the slavering jaws of monsters do not.

“That’s what you chose to do. To make the galaxy a little fairer, a little brighter. A little more just. And you all failed. Because you’re so damn desperate for power.”

Voice, lower. The next words are said almost at a whisper. “But that’s all right. If you want power, if you want to know the truth, I’ll give it to you.”

More people are moving, some trying to approach the platform only to be rebuffed by the Secretariat’s shield. Others are leaving, as if they sense the danger of what is to come. More send out messages while others have never stopped recording what I’m saying, alerting their people, the guards.

“But first, let’s get this over with.”

I will my answer to the System and watch as the sphere hanging above the chamber darkens. As my vote for Earth floods in. Liquid System Mana pours into the globe, pushing the vote over the edge. There are gasps, shouts. More than a few of my allies look shocked as I finish what my enemies started.

I betray Katherine and Rob and Earth before the Council itself, taking away Earth’s seat.

In the shocked silence, I find myself grinning savagely. I watch as the galactic ensemble scrambles, as they work out the implications of what I’ve done. A small notification appears in the corner of my eyes, informing me that we no longer have the room, the embassies within seven days.

My allies are shocked. Some are barking orders to others, all of them closing ranks as they wonder what is happening.

“You think this matters? It doesn’t. You think Earth is that easy to take? Then try it. But you won’t find me there. You all seem to think it matters to me, so I figured I’d show you. Remind you.

“There are further secrets to be found. More power to acquire. Truths more important than some stupid, useless planet of uplifted apes.”

Above my all-too-cocky body, the timer shifts and reduces while the sphere pulses. Some others throw in their votes now, fulfilling vows and promises. Many others hold off, confusion warring with avarice.

And still, my voice drones on. “Real power. Not this sham.” A hand waves over the surrounding seats, taking them all in. “Because you’ve been lied to all your life. For millennia, you’ve been spoon-fed a lie, as if your broken, warped seats matter.

“But this is the truth.”

I push my Status Screen outward. Fighting the Title, making it turn off. There’s a block, a System Administrator-level block against what I’m trying to do. I pitch myself against it, feel the security responses from the administrative block flood into my body, tearing at it. I burn, body twisting and nerves flooding with Mana. My knees give way, my nose bleeds, my eyes squeeze shut. Pain racks my body as the Administrators’ security systems attempt to stop what I’m doing.

I pitch myself against their defenses and find myself failing. Failing—until something deeper, something hard-coded into the very bonds of the System itself takes action. It comes like a tsunami wave of System Mana that takes no prisoners, that cares not for the swimmers on the beach. My health drops precipitously again as it “helps.”

My body glows blue, green, white as directed System Mana floods into me from outside, healing my body. My friends aid my efforts, keeping me alive as the System and I battle the Administrators, changing the code.

Finally, the barrier, the permissions that were blocking me from showing this to the vast public give way.

John Lee, Redeemer of the Dead, Monster’s Bane, Redeemer of the Dead, Duelist, Explorer, Apprentice Questor, Galactic Silver Bounty Hunter,…, (Junior System Administrator Level l6)

HP: 4138/6300

MP: 8674/6350

My voice, speaking to them all. I’m being carried away, hands gripping me, pulling me aside as regeneration kicks in, patching me together even as the overabundance of System Mana slowly flows away, slowly breaks down.

“A lie. Because you are but pawns in a world you’ve never seen and yet still insist is real. If you want answers, ask your Inner Council. Ask them why they’ve hidden this secret from you. Ask them about the shadows behind the throne, the ones who manipulate everything you believe in, that change the very fabric of the System. Ask them why the System is theirs to manipulate—and not yours.”

Voices rise, shouting, screaming, asking questions and demanding answers. The voices are as diverse as the audience, and fights have begun. So much so that even the shield around the stage is failing as the massed volume of the Council take action.

“Ask them how many lies they’ve really told and how many Classes they’ve rendered useless. What they’ve hidden from you by hiding away this Class.” A pause. “And what it means that the System itself fights them.”

A small timer in the corner of my eyes ticks over.

Time’s up.

Explosions of Mana. Skills and spells thrown at one another, at the stage. An assault and retaliation, and the council chambers devolve into pure chaos. Some, the more opportunistic, lash out at rivals. The Secretariat disappears, leaving the Council to deal with itself.

Spells and Skills wash over the figure on the stage, taking down its Soul Shield within seconds, consuming its health. That it laughs, as though the destruction is but a small matter. I feel the snap of the doppelganger’s death, the flood of knowledge as information returns to me.

Information, long suppressed, breaks free. And like any dark truth, any secret long held close, its revelation leaves chaos and hurt behind. There are some secrets, some knowledge that can only ever bring pain and tragedy.

And I’ve just revealed the galactic-sized version of one.

###

THE END

John and his team are on the run, from former friends and new enemies. There’s only one place of safety for them now. Only one option. To finish the System Quest in the Forbidden Zone (Book 11 of the System Apocalypse).

Epilogue

We run.

After dropping the bombshell and setting the entire Council chamber alight with speculation and recrimination, we run.

There’s no going back for us now, no home to return to. I’ve betrayed not just the Council and the Administrators, but Earth too. It’s all for a good cause—to take the target off Earth’s back and place it firmly on mine. The betrayal probably stings just as much even if they realize that truth.

I’ve completed my commitments, even if it’s not the way they expected it. Perhaps the Duchess and the Lady are happy. Most likely not.

In either case, there’s no turning back now. We have to find the answer or die.

So we run. Attempting to escape the death trap that is the Council Hall and Irvina itself. To locate a single Administrative Center in the middle of the Forbidden Zone, where perhaps…

Perhaps there are answers.

We run, with the hounds baying at our feet, ritual glyphs forming over our heads and Skills flying. Toward hope, toward danger, toward an end.

Finally.

Author’s Note

Broken Council starts the final arc of the System Apocalypse series. Having drawn the ire of the Galactic Council, and revealed one of their greatest secrets, there is nowhere left for him to run. John’s only hope, only goal now is the System Quest. In finding the answer, he might find a solution.

This book was rather complex to write. I had to fit multiple plot threads in, close off some and work in some character arcs that I’ve wanted to do in a while. Trying to make sure it all made sense while giving a satisfying conclusion was tough, especially figuring out where the end of this book was meant to be.

As always, I’m grateful for everyone who has followed me on this long journey. I’ve received more support for this little story in my head than I could ever expect. I truly do hope that you’ve enjoyed the journey thus far.

If you enjoyed reading the book, please do leave a review and rating. Reviews are the lifeblood of authors and help others choose to continue with the series or not.

In addition, please check out my other series, the Adventures on Brad (a more traditional young adult LitRPG fantasy), Hidden WishesHidden Wishes(https://readerlinks.com/l/971659)

(an urban fantasy GameLit series), and A Thousand LiA Thousand Li(https://readerlinks.com/l/971660)

(a cultivation series inspired by Chinese xianxia novels).

To support me directly, please go to my Patreon account:

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About the Author

Tao Wong is an avid fantasy and sci-fi reader who spends his time working and writing in the North of Canada. He’s spent way too many years doing martial arts of many forms, and having broken himself too often, he now spends his time writing about fantasy worlds.

For updates on the series and other books written by Tao Wong (and special one-shot stories), please visit the author’s website:

http://www.mylifemytao.comhttp://www.mylifemytao.com(http://www.mylifemytao.com)

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About the Publisher

Starlit Publishing is wholly owned and operated by Tao Wong. It is a science fiction and fantasy publisher focused on the LitRPG & cultivation genres. Their focus is on promoting new, upcoming authors in the genre whose writing challenges the existing stereotypes while giving a rip-roaring good read.

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Books in the

System Apocalypse Universe

Main Storyline

Life in the North

Redeemer of the Dead

The Cost of Survival

Cities in Chains

Coast on Fire

World Unbound

Stars Awoken

Rebel Star

Stars Asunder

Broken Council

Forbidden Zone

System Finale

Anthologies

System Apocalypse Short Story Anthology Volume 1

Comic Series

The System Apocalypse Comics (On-going)

Glossary

Erethran Honor Guard Skill Tree

John’s Erethran Honor Guard Skills

Mana Imbue (Level 5)

Soulbound weapon now permanently imbued with Mana to deal more damage on each hit. +30 Base Damage (Mana). Will ignore armor and resistances. Mana regeneration reduced by 25 Mana per minute permanently.

Blade Strike (Level 5)

By projecting additional Mana and stamina into a strike, the Erethran Honor Guard’s Soulbound weapon may project a strike up to 50 feet away.

Cost: 50 Stamina + 50 Mana

Thousand Steps (Level 1)

Movement speed for the Honor Guard and allies are increased by 5% while skill is active. This ability is stackable with other movement-related skills.

Cost: 20 Stamina + 20 Mana per minute

Altered Space (Level 2)

The Honor Guard now has access to an extra-dimensional storage location of 30 cubic meters. Items stored must be touched to be willed in and may not include living creatures or items currently affected by auras that are not the Honor Guard’s. Mana regeneration reduced by 10 Mana per minute permanently.

Two are One (Level 1)

Effect: Transfer 10% of all damage from Target to Self

Cost: 5 Mana per second

The Body’s Resolve (Level 3)

Effect: Increase natural health regeneration by 35%. Ongoing health status effects reduced by 33%. Honor Guard may now regenerate lost limbs. Mana regeneration reduced by 15 Mana per minute permanently.

Greater Detection (Level 1)

Effect: User may now detect System creatures up to 1 kilometer away. General information about strength level is provided on detection. Stealth skills, Class skills, and ambient Mana density will influence the effectiveness of this skill. Mana regeneration reduced by 5 Mana per minute permanently.

A Thousand Blades (Level 4)

Creates five duplicate copies of the user’s designated weapon. Duplicate copies deal base damage of copied items. May be combined with Mana Imbue and Shield Transference. Mana Cost: 3 Mana per second

Soul Shield (Level 8)

Effect: Creates a manipulable shield to cover the caster’s or target’s body. Shield has 2,750 Hit Points.

Cost: 250 Mana

Blink Step (Level 2)

Effect: Instantaneous teleportation via line-of-sight. May include Spirit’s line of sight. Maximum range—500 meters.

Cost: 100 Mana

Portal (Level 5)

Effect: Creates a 5-meter by 5-meter portal which can connect to a previously traveled location by user. May be used by others. Maximum distance range of portals is 10,000 kilometers.

Cost: 250 Mana + 100 Mana per minute (minimum cost 350 Mana)

Army of One (Level 4)

The Honor Guard’s feared penultimate combat ability, Army of One builds upon previous Skills, allowing the user to unleash an awe-inspiring attack to deal with their enemies. Attack may now be guided around minor obstacles.

Effect: Army of One allows the projection of (Number of Thousand Blades conjured weapons * 3) Blade Strike attacks up to 500 meters away from user. Each attack deals 5 * Blade Strike Level damage (inclusive of Mana Imbue and Soulbound weapon bonus)

Cost: 750 Mana

Sanctum (Level 2)

An Erethran Honor Guard’s ultimate trump card in safeguarding their target, Sanctum creates a flexible shield that blocks all incoming attacks, hostile teleportations and Skills. At this Level of Skill, the user must specify dimensions of the Sanctum upon use of the Skill. The Sanctum cannot be moved while the Skill is activated.

Dimensions: Maximum 15 cubic meters.

Cost: 1,000 Mana

Duration: 2 minute and 7 seconds

Paladin of Erethra Skill Tree

John’s Paladin of Erethra Skills

Penetration (Level 9—Evolved)

Few can face the judgment of a Paladin in direct combat, their ability to bypass even the toughest of defenses a frightening prospect. Reduces Mana Regeneration by 45 permanently.

Effect: Ignore all armor and defensive Skills and spells by 90%. Increases damage done to shields and structural supports by 175%.

Secondary Effect: Damage that is resisted by spells, armor, Skills and Resistances is transferred to an Evolved Skill shield at a ratio of 1 to 1.

Duration: 85 minutes

Aura of Chivalry (Level 1)

A Paladin’s very presence can quail weak-hearted enemies and bolster the confidence of allies, whether on the battlefield or in court. The Aura of Chivalry is a double-edged sword however, focusing attention on the Paladin—potentially to their detriment. Increases success rate of Perception checks against Paladin by 10% and reduces stealth and related skills by 10% while active. Reduces Mana Regeneration by 5 Permanently.

Effect: All enemies must make a Willpower check against intimidation against user’s Charisma. Failure to pass the check will cow enemies. All allies gain a 50% boost in morale for all Willpower checks and a 10% boost in confidence and probability of succeeding in relevant actions.

Note: Aura may be activated or left-off at will.

Beacon of the Angels (Level 2)

User calls down an atmospheric strike from the heavens, dealing damage over a wide area to all enemies within the beacon. The attack takes time to form, but once activated need not be concentrated upon for completion.

Effect: 1000 Mana Damage done to all enemies, structures and vehicles within the maximum 25-meter column of attack

Mana Cost: 500 Mana

Eyes of Insight (Level 1)

Under the eyes of a Paladin, all untruth and deceptions fall away. Only when the Paladin can see with clarity may he be able to judge effectively. Reduces Mana Regeneration by 5.

Effect: All Skills, Spells and abilities of a lower grade that obfuscate, hinder or deceive the Paladin are reduced in effectiveness. Level of reduction proportionate to degree of difference in grade and Skill Level.

Eye of the Storm (Level 1)

In the middle of the battlefield, the Paladin stands, seeking justice and offering judgment on all enemies. The winds of war will seek to draw both enemies and allies to you, their cruel flurries robbing enemies of their lives and bolstering the health and Mana of allies.

Effect: Eye of the Storm is an area effect buff and taunt. Psychic winds taunt enemies, forcing a Mental Resistance check to avoid attacking user. Enemies also receive 5 points of damage per second while within the influence of the Skill, with damage decreasing from the epicenter of the Skill. Allies receive a 5% increase in Mana and Health regeneration, decrease in effectiveness from Skill center. Eye of the Storm affects an area of 50 meters around the user.

Cost: 500 Mana + 20 Mana per second

Vanguard of the Apocalypse (Level 2)

Where others flee, the Paladin strides forward. Where the brave dare not advance, the Paladin charges. While the world burns, the Paladin still fights. The Paladin with this Skill is the vanguard of any fight, leading the charge against all of Erethra’s enemies.

Effect: +45 to all Physical attributes, increases speed by 55% and recovery rates by 35%. This Skill is stackable on top of other attribute and speed boosting Skills or spells.

Cost: 500 Mana + 10 Stamina per second

Society’s Web (Level 1)

Where the Eye of Insight provides the Paladin an understanding of the lies and mistruths told, Society’s Web shows the Paladin the intricate webs that tie individuals to one another. No alliance, no betrayal, no tangled web of lies will be hidden as each interaction weaves one another closer. While the Skill provides no detailed information, a skilled Paladin can infer much from the Web.

Effect: Upon activation, the Paladin will see all threads that tie each individual to one another and automatically understand the details of each thread when focused upon.

Cost: 400 Mana + 200 Mana per minute

Immovable Object / Unstoppable Force (Level 1)

A Paladin cannot be stopped. A Paladin cannot be moved. A Paladin is a force of the Erethran Empire on the battlefield. This Skill exemplifies this simple concept. Let all who doubt the strength of the Paladin tremble!

Use: User must select to be an Immovable Object or Unstoppable Force. Effect varies depending on choice. Skill combines with Aura of Chivalry to provide a smaller (10% of base effect) bonus to all friendlies within range.

Effect 1 (Immovable Object): Constitution, Health and Damage Resistance (All) increased by 200% of User’s current total. All knockback effects are mitigated (including environmental knockback effects).

Effect 2 (Unstoppable Force): Agility, Movement Speed, Momentum and Damage Calculations based off Momentum increased by 200% of User’s current total. Damage from other attacks increased by 100%. Only active while user is moving.

Cost: 5 Mana per second

Domain (Level 1)

With chains that bind, and threads that extend from one to another, a Paladin is the center of events. In his Domain, enemies will break and allies will bend knee. Let the enemies of the Empire tremble before a Paladin with his Domain.

Effect 1: All enemy combatants receive -10% attribute decreases, a +10% increase in Mana cost and lose 25 HP per second while within range of the Domain.

Effect 2: All allies receive a +10% increase in health regeneration, a 10% increase in attributes, and a reduction of -10% in Mana cost (semi-stackable).

Range: 10 Meters

Cost: 500 Mana + 5 Mana per Second

Judgment of All (Level 6)

An Emperor might sit in judgment of those that defy them, but a Paladin sits in judgment of all who fall before his gaze. Desire bends and debases itself. Duty shatters under the weight of ever greater burdens. Morality shifts under the winds of circumstance. In the eyes of those he serves, a Paladin’s judgment must be impeccable. Under his gaze, those underserving will fall. So long as his honor holds true, judgment will follow.

Effect: Skill inflicts (Erethran Reputation*$HonSysCal*1.5 = 442) points of on-going Mana damage to all judged unworthy within perception range of user.

Duration: 65 seconds

Cost: 1000 MP

Grand Paladin Skills

Grand Cross (Level 2)

The burden of existence weighs heavily on the Paladin. This Skill allows the Paladin to allow another to share in the burden. Under the light of and benediction of the Grand Paladin, under the weight of true understanding wayward children may be brought back to the fold.

Effect: Damage done equals to (Willpower * 2.2) per square meter over radius of (1/10th of Perception2) meters. Damage may be increased by reducing radius of the Grand Cross. Does additional (Willpower) points of damage per second for 11 seconds.

Cost: 2000 MP

Extra Hands (Level 1)

A Paladin can never be everywhere he needs to be. But with this Skill, the Grand Paladin can certainly be in more places. Mana Regeneration reduced by 5 permanently.

Cost: 5000 Mana per duplicate.

Upkeep cost: 5000 Mana per day per duplicate. Must be paid by original Skill user.

Effect: Creates maximum two duplicates of the user. Duplicates have 90% of all (unboosted) Attributes, gain no effects from Titles and may not equip Soulbound weapons but has access to all (non-purchased) Skills of user. Each duplicate has their own Mana pool but regenerate at 50% of normal regeneration levels. Mana levels take the place of health points for duplicates.

Original Skill user has a telepathic connection to duplicates at all times and will receive a download of duplicate memories upon their destruction or cessation of upkeep costs.

Note: This Skill cannot be used by duplicates

Junior Administrator Skills

System Edit

A core Skill for System Administrators.

Effect: Make trivial to minor amendments to System processes

Cost: Variable (HP & MP)

Other Class Skills

Frenzy (Level 1)

Effect: When activated, pain is reduced by 80%, damage increased by 30%, stamina regeneration rate increased by 20%. Mana regeneration rate decreased by 10%

Frenzy will not deactivate until all enemies have been slain. User may not retreat while Frenzy is active.

Cleave (Level 2)

Effect: Physical attacks deal 60% more base damage. Effect may be combined with other Class Skills.

Cost: 25 Mana

Elemental Strike (Level 1—Ice)

Effect: Used to imbue a weapon with freezing damage. Adds +5 Base Damage to attacks and a 10% chance of reducing speed by 5% upon contact. Lasts for 30 seconds.

Cost: 50 Mana

Instantaneous Inventory (Maxed)

Allows user to place or remove any System-recognized item from Inventory if space allows. Includes the automatic arrangement of space in the inventory. User must be touching item.

Cost: 5 Mana per item

Shrunken Footsteps (Level 1)

Reduces System presence of user, increasing the chance of the user evading detection of System-assisted sensing Skills and equipment. Also increases cost of information purchased about user. Reduces Mana Regeneration by 5 permanently.

Tech Link (Level 2)

Effect: Tech Link allows user to increase their skill level in using a technological item, increasing input and versatility in usage of said items. Effects vary depending on item. General increase in efficiency of 10%. Mana regeneration rate decreased by 10%

Designated Technological Items: Neural Link, Hodo’s Triple Forged Armor

Analyze (Level 2)

Allows user to scan individuals, monsters, and System-registered objects to gather information registered with the System. Detail and level of accuracy of information is dependent on Level and any Skills or Spells in conflict with the ability. Reduces Mana regeneration by 10 permanently.

Harden (Level 2)

This Skill reinforces targeted defenses and actively weakens incoming attacks to reduce their penetrating power. A staple Skill of the Turtle Knights of Kiumma, the Harden Skill has frustrated opponents for millennia.

Effect: Reduces penetrative effects of attacks by 30% on targeted defense.

Cost: 3 Mana per second

Quantum Lock (Level 3)

A staple Skill of the M453-X Mecani-assistants, Quantum Lock blocks stealth attacks and decreases the tactical options of their enemies. While active, the Quantum Lock of the Mecani-assistants excites quantum strings in the affected area for all individuals and Skills.

Effect: All teleportation, portal, and dimensional Skills and Spells are disrupted while Quantum Lock is in effect. Forceable use of Skills and Spells while Skill is in effect will result in (Used Skill Mana Cost * 4) health in damage. Users may pay a variable amount of additional Mana when activating the Skill to decrease effect of Quantum Lock and decrease damage taken.

Requirements: 200 Willpower, 200 Intelligence

Area of Effect: 100 meter radius around user

Cost: 250 + 50 Mana per Minute

Elastic Skin (Level 3)

Elastic Skin is a permanent alteration, allowing the user to receive and absorb a small portion of damage. Damage taken reduced by 7% with 7% of damage absorbed converted to Mana. Mana Regeneration reduced by 15 permanently.

Disengage Safeties (Level 2)

All technological weapons have safeties built in. Users of this Skill recklessly disregard the mandatory safeties, deciding that they know better than the crafters, engineers, and government personnel who built and regulate the production of these technological pieces.

Effects: Increase power output from 2.5-25% depending on the weapon and its level of sophistication. Increase durability losses from use by 25-250%.

Cost: 200 Mana + 25 Mana per minute

Temporary Forced Link (Level 1)

Most Class Skills can’t be linked with another’s. The instability formed between the mixing of the aura from multiple Mana sources often results in spectacular—and explosive—scenarios. For the 02m8 Symbiotes though, the need to survive within their host bodies and use their Skills has resulted in this unique Skill, allowing the Symbiote to lend their Mana and Skills. (For more persistent effects, see Mana Graft)

Effect: Skill and Skill effects are forcibly combined. Final effect results will vary depending on level of compatibility of Skills.

Cost: 250 Mana + 10 Mana per minute (plus original Skill cost)

Hyperspace Nitro Boost (Level 1)

When you’ve got to win the race, there’s nothing like a hyperspace boost. This Skill links the user with his craft’s hyperspace engine, providing a direct boost to its efficiency. Unlike normal speed increases for hyperspace engines, the Nitro Boost is a variable boost and runs a risk of damaging the engine.

Effect: 15% increase in hyperspace engine efficiency + variable % increase in efficiency at 1% per surplus Mana. Each additional 1% over base raises chance of catastrophic engine failure by 0.01%

Cost: 250 Mana + (surplus variable amount; minimum 200 Mana increments) per minute

On the Edge (Level 1)

Shuttle racers live their lives on the edge, cutting corners by feet and dodging monsters by inches. There’s only one way to drive a ship with that level of precision, and no matter what those military Pilots tell you, it’s with On the Edge.

Effect: +10% boost in ship handling and maneuverability. +10% passive increase in all piloting skills. +1% increase per increment of surplus Mana

Cost: 100 Mana per level + (surplus variable amount; minimum 100 Mana increments) per minute

Fate’s Thread (Level 2)

The Akashi’so believe that we are all but weavings in the great thread of life. Connected to one another by the great Weaver, there is not one but multiple threads between us all, woven from our interactions and histories. Fate’s Thread is but a Skill expression of this belief. This Skill cannot be dodged but may be blocked. After all, all things are bound together.

Effect: Fate Thread allows the user to bind individuals together by making what is already there apparent. Thread is made physical and may be used to pull, tie and bind.

Duration: 2 minutes

Cost: 60 Mana

Peasant’s Fury (Level 1)

No one knows loss more than the powerless. The Downtrodden Peasant has taken the fury of the powerless and made it his own, gifting them the strength to go on so long as they Manage to make others feel the same loss that they did. -5 Mana Regeneration per Second

Effect: User receives a 0.1% regeneration effect of damage dealt for each 1% of health loss.

Spells

Improved Minor Healing (IV)

Effect: Heals 40 Health per casting. Target must be in contact during healing. Cooldown 60 seconds.

Cost: 20 Mana

Improved Mana Missile (IV)

Effect: Creates four missiles out of pure Mana, which can be directed to damage a target. Each dart does 30 damage. Cooldown 10 seconds

Cost: 35 Mana

Enhanced Lightning Strike

Effect: Call forth the power of the gods, casting lightning. Lightning strike may affect additional targets depending on proximity, charge and other conductive materials on-hand. Does 100 points of electrical damage.

Lightning Strike may be continuously channeled to increase damage for 10 additional damage per second.

Cost: 75 Mana.

Continuous cast cost: 5 Mana / second

Lightning Strike may be enhanced by using the Elemental Affinity of Electromagnetic Force. Damage increased by 20% per level of affinity

Greater Regeneration (II)

Effect: Increases natural health regeneration of target by 6%. Only single use of spell effective on a target at a time.

Duration: 10 minutes

Cost: 100 Mana

Firestorm

Effect: Create a firestorm with a radius of 5 meters. Deals 250 points of fire damage to those caught within. Cooldown 60 seconds.

Cost: 200 Mana

Polar Zone

Effect: Create a thirty-meter diameter blizzard that freezes all targets within one. Does 10 points of freezing damage per minute plus reduces effected individuals speed by 5%. Cooldown 60 seconds.

Cost: 200 Mana

Greater Healing (II)

Effect: Heals 100 Health per casting. Target does not require contact during healing. Cooldown 60 seconds per target.

Cost: 75 Mana

Mana Drip (II)

Effect: Increases natural health regeneration of target by 6%. Only single use of spell effective on a target at a time.

Duration: 10 minutes

Cost: 100 Mana

Freezing Blade

Effect: Enchants weapon with a slowing effect. A 5% slowing effect is applied on a successful strike. This effect is cumulative and lasts for 1 minute. Cooldown 3 minutes

Spell Duration: 1 minute.

Cost: 150 Mana

Improved Inferno Strike (II)

A beam of heat raised to the levels of an inferno, able to melt steel and earth on contact! The perfect spell for those looking to do a lot of damage in a short period of time.

Effect: Does 200 Points of Heat Damage

Cost: 150 Mana

MudWalls

Unlike its more common counterpart Earthen Walls, Mud Walls focus is more on dealing slow, suffocating damage and restricting movement on the battlefield.

Effect: Does 20 Points of Suffocating Damage. -30% Movement Speed

Duration: 2 Minutes

Cost: 75 Mana

Create Water

Pulls water from the elemental plane of water. Water is pure and the highest form of water available. Conjures 1 liter of water. Cooldown: 1 minute

Cost: 50 Mana

Scry

Allows caster to view a location up to 1.7 kilometers away. Range may be extended through use of additional Mana. Caster will be stationary during this period. It is recommended caster focuses on the scry unless caster has a high level of Intelligence and Perception so as to avoid accidents. Scry may be blocked by equivalent or higher tier spells and Skills. Individuals with high perception in region of Scry may be alerted that the Skill is in use. Cooldown: 1 hour.

Cost: 25 Mana per minute.

Scrying Ward

Blocks scrying spells and their equivalent within 5 meters of caster. Higher level spells may not be blocked, but caster may be alerted about scrying attempts. Cooldown: 10 minutes

Cost: 50 Mana per minute

Improved Invisibility

Hides target’s System information, aura, scent, and visual appearance. Effectiveness of spell is dependent upon Intelligence of caster and any Skills or Spells in conflict with the target.

Cost: 100 + 50 Mana per minute

Improved Mana Cage

While physically weaker than other elemental-based capture spells, Mana Cage has the advantage of being able to restrict all creatures, including semi-solid Spirits, conjured elementals, shadow beasts, and Skill users. Cooldown: 1 minute

Cost: 200 Mana + 75 Mana per minute

Improved Flight

(Fly birdie, fly!—Ali) This spell allows the user to defy gravity, using controlled bursts of Mana to combat gravity and allow the user to fly in even the most challenging of situations. The improved version of this spell allows flight even in zero gravity situations and a higher level of maneuverability. Cooldown: 1 minute

Cost: 250 Mana + 100 Mana per minute

Equipment

Hod’s Triple Fused Armor

The product of multiple workings by the Master Blacksmith and Crafter Hodiliphious ‘Hod’ Yalding, the Triple Fused Armor was hand-forged from rare, System-generated material, hand refined and reworked trice over with multiple patented and rare alloys and materials. The final product is considered barely passable by Hod—though it would make a lesser craftsman cry.

Core: Class I Hallow Physics Mana Engine

CPU: Class B Wote Core CPU

Armor Rating: Tier I (Enhanced)

Hard Points: 9 (6 Used—Jungian Flight System, Talpidae Abyssal Horns, Luione Hard Light Projectors, Diarus Poison Stingers, Ares Type I Shield Generator, Greater Troll Cell Injectors)

Soft Points 4 (3 Used—Neural Link, Ynir HUD Imaging, Airmed Body Monitor)

Battery Capacity: 380/380

Active Skills: Abyssal Chains, Mirror Shade, Poison Grip

Attribute Bonuses: +93 Strength, +78 Agility, +51 Constitution, +44 Perception, +287 Stamina and Health Regeneration per minute

Note: Hod’s Triple Fused Armor is currently under limited warranty. Armor may be teleported to Hod’s workshop for repairs once a week. All cost of repairs will be deducted from user’s account.

Skills in Hod’s Armor:

Abyssal Chains

Calling upon the material connection to the shadow plane, chains from the abyss erupt, binding a target in place.

Effect: Target is bound by shadow chains. Chains deal 10 points of damage per second. To break free, target must win a contested Strength test. Abyssal Chains have a Strength of 120.

Uses: 3/3

Recharge rate: 1 per hour

Mirror Shade

Mirror Shade creates a semi-solid doppelganger using hard light technology and Mana.

Effect: Mirror Shade create a semi-solid doppelganger of the user for a period of ten minutes. Maximum range of doppelganger from user is fifty meters. Doppelganger has 18% physical fidelity.

Use: 1/1

Recharge Rate: 1 per 4 hours

Silversmith Jeupa VII Anti-Personnel Cannon (Modified & Upgraded)

This quad-barrelled anti-personnel weapon has been handcrafted by Advanced Weaponsmiths to provide the highest integration possible for an energy weapon. This particular weapon has been modified to include additional range-finding and sighting options and upgraded to increase short-term damage output at the cost of long-term durability. Barrels may be fired individually or linked.

Base Damage: 787 per barrel

Battery Capacity: 4 per barrel (16 total)

Recharge Rate: 0.25 per hour per GMU

Ares Platinum Class Tier II Armored Jumpsuit

Ares’s signature Platinum Class line of armored daily wear combines the company’s latest technological advancement in nanotech fiber design and the pinnacle work of an Advanced Craftsman’s Skill to provide unrivalled protection for the discerning Adventurer.

Effect: +218 Defense, +14% Resistance to Kinetic and Energy Attacks. +19% Resistance against Temperature changes. Self-Cleanse, Self-Mend, Autofit Enchantments also included.

Silversmith Mark VIII Beam Pistol (Upgradeable)

Base Damage: 88

Battery Capacity: 13/13

Recharge Rate: 3 per hour per GMU

Tier IV Neural Link

Neural link may support up to 5 connections.

Current connections: Hod’s Triple Fused Armor

Software Installed: Rich’lki Firewall Class IV, Omnitron III Class IV Controller

Ferlix Type I Twinned-Beam Rifle (Modified)

Base Damage: 39

Battery Capacity: 41/41

Recharge rate: 1 per hour per GMU

Tier II Sword (Soulbound Personal Weapon of an Erethran Honor Guard)

Base Damage: 397

Durability: N/A (Personal Weapon)

Special Abilities: +20 Mana Damage, Blade Strike

Kryl Ring of Regeneration

Often used as betrothal bands, Kyrl rings are highly sought after and must be ordered months in advance.

Health Regeneration: +30

Stamina Regeneration: +15

Mana Regeneration: +5

Tier III Bracer of Mana Storage

A custom work by an unknown maker, this bracer acts a storage battery for personal Mana. Useful for Mages and other Classes that rely on Mana. Mana storage ratio is 50 to 1.

Mana Capacity: 350/350

Fey-steel Dagger

Fey-steel is not actual steel but an unknown alloy. Normally reserved only for the Sidhe nobility, a small—by Galactic standards—amount of Fey-steel is released for sale each year. Fey-steel takes enchantments extremely well.

Base Damage: 28

Durability: 110/100

Special Abilities: None

Enchanted, Reinforced Toothy Throwing Knives (5)

First handcrafted from the rare drop of a Level 140 Awakened Beast by the Redeemer of the Dead, John Lee, these knives have been further processed by the Master Craftsmen I-24-988L and reinforced with orichalcum and fey-steel. The final blades have been further enchanted with Mana and piercing damage as well as a return enchantment.

Base Damage: 238

Enchantments: Return, Mana Blade (+28 Damage), Pierce (-7% defense)

Brumwell Necklace of Shadow Intent

The Brumwell necklace of shadow intent is the hallmark item of the Brumwell Clan. Enchanted by a Master Crafter, this necklace layers shadowy intents over your actions, ensuring that information about your actions is more difficult to ascertain. Ownership of such an item is both a necessity and a mark of prestige among settlement owners and other individuals of power.

Effect: Persistent effect of Shadow Intent (Level 4) results in significantly increased cost of purchasing information from the System about wearer. Effect is persistent for all actions taken while necklace is worn.

Ring of Greater Shielding

Creates a greater shield that will absorb approximately 1000 points of damage. This shield will ignore all damage that does not exceed its threshold amount of 50 points of damage while still functioning.

Max Duration: 7 Minutes

Charges: 1

Simalax Hover Boots (Tier II)

A combination of hand-crafted materials and mass-produced components, the Simalax Hover Boots are the journeyman work of Magi-Technician Lok of Irvina. Enchantments and technology mesh together in the Simalax Hover Boots, offering its wearer the ability to tread on air briefly and defy gravity and sense.

Effects: User reduces gravitational effects by 0.218 SIG. User may, on activation, hover and skate during normal and mildly turbulent atmospheric conditions. User may also use the Simalax Hover Boots to triple jump in the air, engaging the anti-gravity and hover aspects at the same time.

Duration: 1.98 SI Hours.

F’Merc Nanoswarm Mana Grenades (Tier II)

The F’Merc Nanoswarm Grenades are guaranteed to disrupt the collection of Mana in a battlefield, reducing Mana Regeneration rates for those caught in the swarm. Recommended by the I’um military, the Torra Special Forces and the No.1 Most Popular Mana Grenade as voted by the public on Boom, Boom, Boom! Magazine.

Effect: Reduces Mana Regeneration rates and spell formation in affected area by 37% ((higher effects in enclosed areas)

Radius: 10m x 10m

Daghtree’s Legendary Ring of Deception (Tier I)

A musician, poet and artist, Daghtree’s fame rose not from his sub-standard works of ‘art’ but his array of seduction Skills from his Heartthrob Artist Class. Due to his increasing infamy, Daghtree commissioned this Legendary ring to change his appearance and continue Leveling. In the end, it is rumored that his indiscretions caught up with the infamous artist and he disappeared from Galactic sources in GCD 9,275

Effect: Creates a powerful disguise that covers the wearer. The ring comes with six pre-loaded disguises and additional disguises may be added through expansion of charges

Duration: 1 day per charge

Charges: 3

Recharge via ambient Mana: 1 charge per Galactic Standard Unit per week

F’Merc Ghostlight Mana Dispersal Grenades (Tier I)

The F’Merc Ghostlight Mana Dispersal Grenades not only disperse Mana in the battlefield, the Ghostlight Dispersal Grenades degrade all Mana Skills and spells within its field of effectiveness. Used by Krolash the Destroyer, the Erethran Champion Isma (prior version) and Anblanca Special Forces. Five times Winner of the Most Annoying Utility Item on the Battlefield.

Effect: Reduces Mana Regeneration rates, Skill and spell formation use in affected area by 67% ((higher effects in enclosed areas)

Radius: 15m3

Evernight Darkness Orbs

When the world goes light, the Evernight Darkness Orbs will bring back blessed darkness. If you need darkness, you need Evernight!

Effect: Removes al visible light and mute infrared and ultraviolet wavelengths by 30%

Radius: 50m3

Seven Heavenly Spire Wards

Quick to set-up, the Seven Heavenly Spire Wards were crafted by the Thrice Loved Bachelor’s Temple of the Sinking Domain as their main export. Using the total prayer and faith of the temple, they produce a set of wards every month.

Effect: Set’s up a 30’ by 30’ defensive ward; protects against both magical and technological attacks and entry

Fumikara Mobile Teleport Circles

These one-off use mobile teleport circles allow connection to existing and open teleport networks.

Effect: Connect to open teleport networks within a 5,000 kim radius of the teleport circles. Allows teleportation of individuals to the networked teleport centers

PoenJoe Goleminised-Mana Generator Mark 18

The latest Mana Generator by the infamous PoenJoe, the Mark 18 is guaranteed* to not blow up on you in optimal conditions. This partially sentient Mana Generator can extract up to 98% of a Mana Crystal’s saved energy in 0.003 seconds. Currently loaded in an Adult Kirin Mana Core.

Effect: It’s a Power Generator. Guaranteed to provide up to 98 x 10*99 Standard Galactic Mana Units

*Not actually guaranteed. In fact, we’re 100% certain that containment failure will occur.

Payload (Level 2) (Embedded in Anklet of Dispersed Damage)

Sometimes, you need to get your Skills inside a location. Payload allows you to imbue an individual or item with a Skill at a reduced strength.

Effect: 71% effectiveness of Skill imbued.

Secondary Effect: Skill may be now triggered on a timed basis (max 2:07 minutes)

Uses: 22

Recharge: 10.7 charges per day in SGE

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