Chapter 239-2: Rule Analysis, Real world Crisis (2) |
A newly posted thread on the forum was surging rapidly in popularity.
[Regarding How to Make Special Inherited Souls, I’ve Compiled All Referable Materials and Interpreted Them According to My Understanding.]
Poster: Paper Umbrella Man.
Content:
Recently, I’ve noticed many voices on the forum asking how to obtain special Inherited souls.
The main reason is that some players discovered the leader of the top-tier team Kindergarten Squad actually possesses five hundred Darkborn warriors that he can command at will.
He even made this group of Darkborn warriors into an Inherited soul that can be carried anywhere.
He can be called the strongest summoner of the current version.
This also reminded me of an old meme.
Some say send them to an assembly line to work and give each one a hundred bucks a month, others say have them study and serve the nation, and there are all kinds of playful, jokey responses.
Back to the topic.
This Inherited soul, named ‘Darkborn Legion,’ cannot be purchased and inlaid by other players in the Inherited soul library; they can only view its trait effects.
Many brothers who love summoner builds, after comparing with Darkborn Legion, suddenly felt their own control-type Inherited souls were no longer appealing.
The Principal commands an entire legion and can keep increasing the number of warriors. It is simply the pinnacle of summoner play.
In the future, the Principal only needs to follow a tank and group-buff star-vein route to have a super army empowered by Inherited soul traits.
So there are many voices asking how to make special Inherited souls.
Guide’s answer is relatively complicated; I’ll interpret the specific method for everyone here.
Let’s use the two existing special Inherited souls as references.
Among player factions, the first to create a special Inherited soul were the Pain Brothers (I didn’t have qualification at the time; before posting, I carefully reviewed early threads. If there are errors, please correct me).
The Inherited soul they made is: Touch of Pain.
Its effect allows the target to feel extreme mental agony via a spiritual connection.
In terms of damage output today, it isn’t high.
But its advantage is that it deals true damage, ignoring the target’s armor and bodily defenses to deal damage directly on the spiritual level, and it can also interfere with the opponent’s emotions, achieving a damage plus emotional-impact effect.
It is a fairly strong half-damage, half-control ability.
But for our player system, a single Unyielding Inherited soul can effectively counter it.
It belongs to being strong outwardly but weak internally within the player base.
As for how it was made, an elderly person at the Colorful Mist Coast branded it for the brothers back then. It cannot grow via hunting, but its Inherited soul level can be raised by experiencing pain. It was categorized as pseudo-rule class strength.
The second special Inherited soul is the recently skyrocketing-in-discussion Darkborn Legion.
Comparing the two special Inherited souls, the strength gap is actually quite large.
Darkborn Legion is a high-growth special Inherited soul. Before the Principal made it into an Inherited soul, the Darkborn warriors had already built a solid foundation.
Each Darkborn warrior had undergone hundreds and thousands of death-point allocations; their talent stats were already high. After revival, they only need simple cultivation to be usable. In my view, their potential is limitless.
They don’t even need a painstakingly crafted war system. Just by raising the Darkborn warriors’ hunt level, they can automatically comprehend talent abilities that were exchanged for with battle merits in previous lives.
As for how it was made, the Principal obtained a Reincarnation rule fragment in advance and then made it into an Inherited soul.
It belongs to an already formed rule class strength.
Between the two, Darkborn Legion far surpasses Touch of Pain in both potential and current strength.
Ironically, though, Touch of Pain seems to perfectly counter Darkborn Legion.
The Principal has already established a spiritual connection with the Darkborn Legion and can convey his thoughts to them via a faith link, similar to a local chat channel.
Touch of Pain’s strongest point is its conductivity.
In theory, if the Pain Brothers fought the Principal, the Pain Brothers would only need to cast Touch of Pain on the Darkborn warriors to kill the Principal from afar via conduction (whether this is feasible remains to be verified; this is merely my conjecture based on reasoning).
This kind of systemic counter is very interesting.
Even rule traits have counters; one can find ways to target them.
Touch of Pain could even, through Evil Entities, inflict damage on command-type Evil Spirits from a distance. Its only shortcoming is low growth potential; without storing enough pain, the damage dealt is easily endured.
The elder who granted the Pain Brothers their special Inherited soul had also accumulated pain for several hundred years, which is why a single strike instantly killed the Evil Entity in the previous Evil Moon scenario.
So low growth potential is a hard flaw. Even if ordinary players possess it, it’s hard to bring out its power.
The restriction of having to endure pain to enhance the Inherited soul’s strength is something normal people cannot bear.
Having analyzed the concrete effects of these two special Inherited souls, let’s talk about how to make special Inherited souls.
At the current stage, there is only one confirmed method.
That is, while exploring the Monster World, a player obtains a pseudo-rule or a rule-type ability.
At that point, a hidden mechanism in the game can be triggered.
You can spend sacrificial power to seek Guide’s help, and have the pseudo-rule or rule-type ability in your hands made into a special Inherited soul that can be inlaid into your star-vein slots.
Reading up to here, many brothers are likely puzzled.
What exactly is a rule, and what is a pseudo-rule?
First comes the interpretation of rule class abilities; such abilities generally have three characteristics.
First, they possess a self-contained systemic logic and cannot be interfered with by external forces.
For example, Inkflame, Thunderburst, and a series of other elemental damage types: their damage values depend only on the Inherited soul’s level and the player’s mental power intensity. The damage and effects are not weakened by any external force. Whatever the damage should be, that is exactly the damage it deals. There is no such thing as being countered by attributes.
Every rule possesses an unalterable logic.
This is fundamentally different from other substances in nature.
For instance, certain substances can fuse and produce reactions on elemental or chemical levels.
But rule traits do not. They do not react with any substance in nature and are self-contained.
Second, they have carriers.
Every rule has a clearly defined bearer.
The bearer of Inherited soul traits is the Primordial Monster, and at a deeper level the bearer is the rule within the world’s operational framework, which can be understood as clauses of the world’s law.
Others include the Evil Moon controlled by the Black Tide. The Evil Moon is also a concrete carrier of rules within the Monster World.
The Darkborn Legion’s Reincarnation rule also has an external carrier resembling a cube-like crystal.
Rules such as Battle Soul and Ecstasy are similar in this respect.
Third, uniqueness.
Each rule ability is one of a kind in the Monster World. There are no two rule abilities that are completely identical.
At most their effects are similar, but the core mechanisms and rule carriers will still differ.
Next is an introduction to pseudo-rules, which have three notable characteristics by comparison with rules.
First, a pseudo-rule does not necessarily have a carrier in reality.
Touch of Pain used by the Pain Brothers has no concrete carrier. It exists as a kind of energy brand on the spiritual level.
Second, the effects of pseudo-rule abilities can be interfered with or weakened by external skills, items, or environmental factors. They cannot remain completely unaffected by the outside world the way rules do.
To illustrate with damage values: if Inkflame deals 50 points of damage, then it is 50 points.
If the opponent’s defense is 0, it deals 50 points of damage directly.
If the opponent’s defense is 60, it cannot penetrate the defense so the effective damage is 0, but the damage value is still 50.
For Touch of Pain released by the Pain Brothers, suppose the damage value is likewise 50 points.
If the opponent’s spiritual defense is 0, the direct damage dealt is roughly 50 points.
If the opponent’s spiritual defense is 49, the effective damage of this strike is not necessarily 1 and will most likely be 0.
This is because the damage calculation of pseudo-rule abilities includes many unknown variables.
For example, the opponent’s willpower, or any damage conduction and distribution mechanisms they might have mastered.
They cannot produce effects as directly as rule traits do, and the damage formula is extremely complex.
Third, pseudo-rules can be replicated.
At this point some brothers may wonder: don’t the Inherited souls we players master also get copied?
No. That is not replication, but sharing.
It is like the Anti-Tide Legion’s War God Seal. Only the Anti-Tide masters the War God Seal. Other warriors receive a portion of his war rule’s traits via the Anti-Tide’s bestowal.
But pseudo-rules are different. They are things that can be completely replicated.
In fact, the number of Touch of Pain pseudo-rules mastered by the Pain Brothers is two. Each of them possesses one, rather than both sharing a single Touch of Pain Inherited soul.
Lastly, pseudo-rules have the potential to grow into rules, but crossing this threshold is extremely difficult.
Guide’s answer is that a world is needed to bear this power. It can even be understood that a rule is the core law of a world.
Every rule is a clause stripped from a world’s law.
To create a rule apart from the natural gestation during a world’s birth, you would need the ability to create a world, shaping one like a creator deity to bear this rule power.
Rule level forces descending upon the Monster World have basically stripped rules from their native worlds and then descended carrying them.
That concludes this strategy interpretation for today.
One final note: in theory, all brothers have a chance to possess special Inherited souls. The Monster World contains infinite possibilities and is abound with rules and pseudo-rules.
Obtain one and you can make it into a special rule.
But I still want to remind everyone that pseudo-rule traits truly are not as strong as the Inherited souls in our player system.
The pseudo-rule in the Pain Brothers’ hands is rather special. Its mechanism is over-tuned, but its growth potential is far too low.
It was a method painstakingly devised by an old grandfather over several centuries specifically to counter the Black Tide.
For other ordinary pseudo-rules, once you get them, I suggest directly sacrificing them to the Emperor’s Sign for disassembly to cash in for a windfall.
Unless the mechanism of the pseudo-rule in your hand is as formidable as Touch of Pain, in which case you could try cultivating it and even ask Guide how to advance it into a rule-type ability.
This concludes the interpretation of rules and pseudo-rules and the making of special Inherited souls.
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