Chapter 1414: Chapter 1414: Strange Rules
The High Elves are not renowned for many things, but they have an abundance of Mages.
The Withered Sun Legion consists of one-third Mages, and even has a few leaders who are of race-level status.
Establishing consecutive teleportation could at least save a lot of Demon Crystals, especially since Magicians consume increasingly more of them with distance when teleporting people, particularly beyond the range of teleportation gates.
Although Starfire is wealthy, they would not recklessly waste resources.
As the Legion’s leader, Li Yao naturally has a Guard group for protection.
Since the Withered Sun Legion is currently in a difficult situation and needs a large number of troops, Li Yao’s personal guard is much simpler compared to other High Elf Legion leaders.
Elite Divine Guard Magicians numbering thirty thousand, an Elite Divine Guard Ranger sect of ten thousand (now dedicated Dark Rangers led by those who originally followed Li Yao), each of the Elite God-guard Warlocks, Priests, and Breakers numbering five thousand, and a special magical force of five thousand as well.
All in all, there are fifty thousand individuals in his Guard group, following wherever Li Yao goes, while the main force of the Legion stays garrisoned where needed.
This is how all existing High Elf troops operate, each with their respective missions and objectives.
Therefore, Li Yao doesn’t lack for Mages. Despite having only fifty thousand High Elves, their presence greatly strengthens the overall combat ability of Li Yao’s Frame Space Legion.
Their offensive power is significantly enhanced. Coupled with the super-tank abilities of the Worm Tribe, the High Elves’ offensive might can be exerted to a remarkable degree.
The main quest dungeon has also officially started. The four factions, now with the neutral faction playing a reconciling role, cannot eliminate each other, leading to a temporary peace.
Players from various factions are heeding the call to arms to participate in this grand event.
On a hillside, members of Starfire are gathering together.
Looking around, there are crowds everywhere–the number of players is overwhelming. Although most are under level fifty, there’s still a substantial number who have reached it.
Those gathered here are striving for the first kill. Those who aren’t competing for the first kill or challenging the highest real-world difficulty can join through the dungeon portals found in each town, without the need to be present at the location.
The so-called real-world difficulty is the highest level of difficulty, meaning the system will not adjust the data for monsters within the city, unlike other dungeons.
This treats the event as if it were a real-world incident. However, if there are leaders of lead-level or higher in the team, special events and boss fights might be triggered, offering unique rewards and items. Essentially, it is an indirect increase in difficulty, ensuring that dungeons can’t be steamrolled with ease.
This dungeon also features an interesting setup, with three different first-kill modes to contend with.
The first is the pure Adventure Mode, designed for casual but powerful players. Players can gather in groups of forty to participate in what is a relatively normal adventure mode.
The second is War Mode, catering to players who enjoy war gameplay. Their task is to engage in siege warfare, and anyone with a force of over a hundred troops can participate. Naturally, the mission varies depending on personal Legion strength.
Although it’s the same scenario, the facing conditions and missions differ.
The third is Mixed Mode, where teams of forty players must summon their Legions in numbers according to the requirements of each stage to tackle both adventure and war tasks–of course, this is the more challenging option.
The style of the city is reminiscent of Dwarves, with a circular layout partitioned into the Outer City, Middle City, and Inner City.
Players refer to this main quest dungeon, based on a single map, as “Battling Through Three Gates.”
The Starfire group browses through intelligence provided by the faction. The city’s schematic is rather vague and only gives a rough idea–its inner complexities and layers make it appear less like a city and more like a terrifying underground kingdom.
Limited information on bosses is provided, but various colors mark different zones on the map, with large swaths of red dots and circles signifying detected monster congregations. However, the specifics of these creatures remain uncertain, other than a few identified ones; other areas show black figures marked with question marks, denoting the unknown.
Moreover, innumerable stars pepper the map, each indicating a boss–with their numbers potentially in the thousands.
This could mean facing thousands of bosses, whose strengths are undetermined.
Everyone is stunned by the prospect. What a joke, thousands of bosses. Will it take ten thousand years to progress through this? One should note that individual dungeons typically have just one or two bosses, while small group dungeons have about three to four bosses.
Even having six to seven, or even eleven to twelve bosses is considered a lot for team dungeons.
But this dungeon? Thousands of bosses. Plus, it’s stated there are numerous hidden events and undetected bosses. How many are hidden is anyone’s guess.
The dungeon’s slogan is “An Expedition for All,” where everyone can benefit, even if normal players can only stall at the first gate. They can still obtain relevant sets by killing monsters and bosses at the perimeter. Of course, with the exception of those few requiring drops specific to a boss, for the average player, it’s already a great boon.
Of course, the prerequisite to join the battle is to be level fifty. In truth, it’s an expedition activity geared towards top-level players.
“Damn, how do we play this? Thousands of bosses, will we progress till next year?” Angel, rubbing his forehead, is flustered. Aside from leading the main quest dungeon, he also oversees the guild’s normal secret realms and dungeon activities, hence his wealth of pioneering experience. Yet even he feels overwhelmed.
Li Yao merely smiles, “Why the rush? You can’t expect one team to handle so many bosses. And what is the real-world mode? It means this dungeon won’t be like before, with bosses stationed in one place, simply waiting for players to progress through each stage. We still have an hour before the officials announce the real gameplay and rules, so there’s no need to hurry.”
Li Jie, Demoness, and the rest still try to deduce more information from what little they have.
Over an hour later, the rules are announced. The battle will officially begin before dawn, which in game time is six o’clock in the morning.
The rules for the first gate are simple and called the Qualification Battle.
At the time of registration, there’s no need to specify the type of combat–instead, it’s a scramble for the entrance. One hundred and eight entries for Adventure, War, and Comprehensive modes each.
What the player teams need to do is break through the monsters at the outer periphery, then enter the corresponding gate for the first-kill type they aim for.
Entry through the gate signifies passing into the second gate, which has more brutal rules. After a reduction in combat ranks, if Combat Resurrection cannot revive a teammate, they are temporarily eliminated, unable to continue, and if the corpse is too shattered or devoured, even Combat Resurrection is futile.
The team, if wiped out, temporarily loses qualification and collectively reappears at the periphery.
And this team’s route will become available once more, with outsiders continuing to fight for occupancy, to enter the second gate…
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