Chapter 17: The Killing Zone

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Chapter 17

The Killing Zone

It was a chaotic scene. While looking at the sight of the now unorganized all out brawl of the TGG and the Sylphs, Cramer felt that this was all the fault of the masked intruder.

He was fighting the Masked Organization now, with nothing to defend himself.

Basing on the display of abilities he had earlier, he assumed that he was a Mage. No weapons, not even a single knife in him. The man was just wearing formal clothes as if going into a conglomerate party.

He was an S-ranked hunter himself, but he had never seen a Mage who did not use any visible medium to cast his magic.

Is that even possible?

For Mages, it was common to use wand, a scepter, a staff, or an orb as the medium to cast magic. That will be the Weapon at which the Talismans that had the spells will be linked to take its effect on the physical world.

Talismans hosts the Ability, at which in a Mage’s case, their Magic Spells. Every player are only allowed to have a maximum of 10 abilities/magic spells/skills and it was up to them how they will use it and improve themselves until they reach this point.

But for normal players, having five abilities in their arsenals are already considered lucky, in addition to being brave. 

Talismans and Accessories take the same maximum 15 slot limitations (both hands, the earrings, bracelets, headgear/eyeglass). Creating them means one had to hunt strong monsters, find the rare materials that make up the components, and actually find the right Temple that can create them (since temples and NPC shops are not the same and they are separated by their respective facility’s grade). 

Simply put, high grade items and materials requires high end facilities to create high end equipments and gears. And not all walled cities hosts the same facilities.

There are cities, like Aarun and Hagonoy, who are more prominent on their Tech Shops (NPC Shops) than their Magic Temples (Enchantment Temples). And so even if the player has the right materials to create the equipment they want, they also must find the right place to create that desired equipment. Terroa was designed so as to not spoon feed the power to those players and also force them to experience adventure by going out to seek these facilities and materials themselves.

And putting all of these facts, along the simple logic of “a medium” for the Mage to use to be able to release the magic spell, the masked man with the red and black mask does magic without actually using any medium!

Cramer is an Archer, with his DEX +40% from the time when he first played the game.

He had a tendency to be arrogant since in real life, he was an esteemed huntsman from Colorado, an expert on using a bow and a gun at the same time. He had won contests after contests and his games are always top notch.

On Terroa’s first three months of release, he bought the console and software as soon as it became available in his hometown. His reason for playing the game is because he wanted to challenge himself.

Hunting wild animals had become so boring and so with the monsters roaming around the hunting fields, he had found the perfect hunting spot to test the limits of his hunting skills. And then, after five in-game years in being one of the best Archers in Terroa, and also one of the first real players to ever design and use guns, about a year ago, with a stroke of 70% luck and 30% skills and resources, he obtained a MOD, Light of Artemis. 

It’s a Legendary MOD (Magic Ornamental Device), once used, allows one to harness the moon’s blessings to power an ability called Transcendence.

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