Both Eva and Shuangtian had displayed superior prowess. In fact, it seems that the theme of the entire Rank Up for Rank 5 yielded greater changes than all the previous Ranks combined.
This wasn't surprising really, as Rank 5 was a huge threshold for NPCs more than players. If you thought about it, it made sense.
Rank 1 was called Adventurer, Rank 2 was Lord, Rank 3 was King, Rank 4 was Emperor and Rank 5 was Demi-God.
Like damn, going right from mortal titles to godly ones? It meant that those between Rank 1 to Rank 4 still possessed power within reasonable limits that the average weakling would see and kneel to call them Emperor or King or whatever.
But if a Rank 5 were to come and display prowess, it would cause the weakling with no power to feel that they were in the presence of a Demi-God.
And as you could imagine, there was a big gap between an Emperor and a Demi-God.
Eva also decided to homogenize her fighting style and reduce her ranged fighting since the trio were going to be using their class abilities more. However, it was difficult to return to the era of Riveting Night where she could hide in the shadows.
Evaterasu was not capable of that. She was the light that shone upon the world and brightened the universe for the mortals and the weak. Her presence should be seen, felt, and heard at all times.
And so, she decided to become a swordswoman like Draco, dual-wielding Kusanagi no Tsurugi which had the ability to double reflect all damage on its blade like Ghostpro's bloodline, and then Fragarach which was given to her by Draco which could break all defenses.
With her knowledge of all of Draco's swords skills and techniques, plus their shared mental connection, she was just as good as him in terms of fighting with two blades.
Shuangtian was straightforward, sticking to her ancestral path of punching everyone in the face until they begged for mercy. To that end, she had slightly fewer items but that was only because she had joined the game later.
In time, her repertoire would build up, and with Draco able to make Divine Items easily, she could easily gain anything she would ever desire.
Next up was Draco's title, which was of course, the Mage God one. As usual, before we talk about what he recently gained, let's see the history of the title in 4D.
「Mage God (Rank 5) – Special Rank
Able to use Subjective Magic without limits. Opens the willpower and concentration stats. Spells cost 40% --> 60% fewer resources to cast. This Special Rank title is always equipped without occupying a slot.」
At Rank 2, it had granted him the ability to imbue the most basic applications of the pinnacle elements into his spells and techniques!
At Rank 3, he could use advanced applications of the pinnacle element in various spells and combinations!
At Rank 4, he could power spells with Aetheric Energy as long as it was available.
And at Rank 5… yep, you guessed it. It was the very thing that made Richmond stand out and become the most powerful Titled God in the world!
The ability to imbue Divine Energy into spells!
Now it must be noted that the acquisition of this ability had nothing to do with the Divine Draconic Source Origin they had. It was purely a power granted from the progression of the title and the quantity used was far lower than one could muster with a Divine Source Origin.
If a Divine Source Origin could provide 100 points, then the Mage God Special Title's Cause and Effect Theory could only provide 0.1 points. Of course, they were not comparable, but comparing them was dumb anyway.
One was a cheat they got due to their powerful bloodlines and the favor of the AI while the other was a natural progression that Richmond had discovered and condensed into this title/legacy.
(Author's Note: I know you nerds get horny when I display changes efficiently like below, so enjoy.)
Types of Elements
Pinnacle elements included Gravity, Space, Time, Order, Chaos.
Rare elements included Lightning, Light, Dark, and Poison.
Normal elements were the basic Fire, Water, Wind, and Earth.
Examples of Spells
Offensive Normal Element (Basic): Fireball, Water Gun, Wind Blade and Earth Spike.
Offensive Normal Element (Advanced): Flame Pillar, Water Cannon, Wind Blast and Earth Crush.
Offensive Normal Element (Ultimate): Armageddon, Tsunami, Tornado and Earthquake.
Offensive Rare Element (Basic): Lightning Bolt, Searing Light, Shadow Spike, and Toxic Mist.
Offensive Rare Element (Advanced): Thunderbolt, Light Beam, Shadow Wave and Noxious Spear.
Offensive Rare Element (Ultimate): Overcharge, Arclight, Shadow Veil, Debilitating Plague.
Offensive Pinnacle Element (Basic): Gravity Crush, Spatial Slash, Time Skip, Reality Crush and Chaos Blast.
Offensive Pinnacle Element (Advanced): Gravity Force, Space Collapse, Time Control, Reality Warp and Chaos Spear.
Offensive Pinnacle Element (Ultimate): Universal Force, Space Destruction, Time Stop, Divine Order and Chaos Control.
At Rank 1, he could only use Worldly Energy and had just unlocked his Cause of Effect Theory.
Offensive Normal (Basic): Could single and double-cast more than 20 offensive spells. When he got Devil's Guile, he could cast hundreds.
Offensive Normal (Advanced): Couldn't cast more than 20 of them. Could double this amount to 40 with Devils Guile.
Offensive Normal (Ultimate): Unable to cast at all.
Offensive Rare (Basic): Could single-cast 5 spells each and double-cast 2 at once. Devil's Guile boosted this to 50 spells.
Offensive Rare (Advanced): Unable to cast at all.
Offensive Rare (Ultimate): Unable to cast at all.
Offensive Pinnacle (Basic): Only able to reach 65% cast before failing. 95% with Devils Guile added.
Offensive Pinnacle (Advanced): Unable to cast at all.
Offensive Pinnacle (Ultimate): Unable to cast at all.
Defensive Normal: Could single and double-cast for 10 minutes under bombardment. Devil's Guile boosted to more than 30 minutes and even allowed the spawning of multiple barriers.
Defensive Rare: Could only single cast for 30 seconds under bombardment. Devil's Guile boosted this to a period of 2 minutes.
Defensive Pinnacle: Could cast one spell for 3 seconds (not under bombardment). Devil's Guile boosted this duration to 15 seconds.
Support Normal: Could maintain buffs of a non-elemental nature for a 2-minute duration. Could not cast elemental buffs, even of the Normal category. Devil's Guile boosted duration to 5 minutes. but could still not perform elemental buffs.
Support Rare: Unable to cast at all.
Support Pinnacle: Unable to cast at all.
Curse Normal: Could maintain debuffs of a non-elemental nature for a 2-minute duration. Could not cast elemental debuffs, even of the Normal category. Devil's Guile boosted duration to 5 minutes. but could still not perform elemental debuffs.
Curse Rare: Unable to cast at all
Curse Pinnacle: Unable to cast at all.
At Rank 2, all cast capabilities directly doubled in terms of usage and duration.
Offensive Normal (Basic): Rank 1 benefits doubled.
Offensive Normal (Advanced): Rank 1 benefits doubled.
Offensive Normal (Ultimate): Could only cast it once a day and never do Subjective Magic at all. (NEW!)
Offensive Rare (Basic): Rank 1 benefits doubled.
Offensive Rare (Advanced): Could only cast 20 of them through single cast.
Offensive Rare (Ultimate): Unable to cast at all.
Offensive Pinnacle (Basic): Could now cast one attack per element but would need to recharge. (NEW!)
Offensive Pinnacle (Advanced): Unable to cast at all.
Offensive Pinnacle (Ultimate): Unable to cast at all.
Defensive Normal: Rank 1 benefits doubled. Now gained the ability to overlay barriers, casting about 10 of the normal elements at once, as well as the ability to spread out the protection between the caster and up to 5 other allies. (Update!)
Defensive Rare: Rank 1 benefits doubled. Could now overlay 2 shields over the caster and cast up to 5 over nearby allies. (Update!)
Defensive Pinnacle: Rank 1 benefits doubled.
Support Normal: Rank 1 benefits doubled. Could now buff up to 5 allies for a duration of 10 minutes and had unlocked elemental buffs. (Update!)
Support Rare: Unlocked healing spells and could single target heal 30% HP in one go.
Support Pinnacle: Unable to cast at all.
Curse Normal: Rank 1 benefits doubled. Could now cast basic elemental debuffs like <Starving>, <Thirsty>, <Enraged>, etc. Could cast unlimited basic debuffs, but duration was capped at 30 minutes. (Update!)
Curse Rare: Could cast around 10 of them in a single battle for up to 20 minutes maximum. Examples include <Slowed>, <Stunned>, <Confused>, etc.
Curse Pinnacle: Could only cast 1 per engagement, and it would only last 1 minute. Examples include <Decaying>, <Weakened>, <Silenced>, etc.
At Rank 3, total prowess with magic had doubled compared to Rank 2 and quadrupled from Rank 1.
Offensive Normal (Basic): Rank 2 benefits doubled. Could now unlimited cast, both single and double. (Update!)
Offensive Normal (Advanced): Rank 2 benefits doubled.
Offensive Normal (Ultimate): Could now cast 5 times a day and wouldn't completely shut down depending on the power placed in the spell. (Update!)
Offensive Rare (Basic): Rank 2 benefits doubled.
Offensive Rare (Advanced): Could now cast 50 single-cast spells of each and 5 double cast spells. (Update!)
Offensive Rare (Ultimate): Could cast them once a day and would be completely out of commission magically. (NEW!)
Offensive Pinnacle (Basic): Could now single-cast their basic spells 10 times and double-cast twice. (Update!)
Offensive Pinnacle (Advanced): Could now single cast 2 in a day. (NEW!)
Offensive Pinnacle (Ultimate): Unable to cast at all.
Defensive Normal: Rank 2 benefits doubled.
Defensive Rare: Rank 2 benefits doubled.
Defensive Pinnacle: Rank 2 benefits doubled.
Support Normal: Rank 2 benefits doubled.
Support Rare: Rank 2 benefits doubled.
Support Pinnacle: Unable to cast at all.
Curse Normal: Rank 2 benefits doubled.
Curse Rare: Rank 2 benefits doubled.
Curse Pinnacle: Rank 2 benefits doubled.
Meanwhile, Rank 4 was where he could first imbue Aetheric Energy into spells. Spells were boosted 10 times from Rank 3 if using Worldly Energy and 50 times if using Aetheric Energy!
Offensive Normal (Basic): Rank 3 benefits decupled. With Aetheric Energy, Rank 4 benefits quinquagintupled (= 50x). (Update!)
Offensive Normal (Advanced): Rank 3 benefits decupled. With Aetheric Energy, Rank 4 benefits quinquagintupled. Can now cast infinitely using Worldly Energy. (Update!)
Offensive Normal (Ultimate): Can cast 50 times a day with Worldly Energy and 1x a day with Aetheric Energy, but the Aetheric version is truly cataclysmic. (Update!)
Offensive Rare (Basic): With Aetheric Energy, Rank 4 benefits quinquagintupled. Can now cast infinitely using Worldly Energy. (Update!)
Offensive Rare (Advanced): With Aetheric Energy, Rank 4 benefits quinquagintupled. Can now cast infinitely using Worldly Energy. (Update!)
Offensive Rare (Ultimate): Can now cast them ten times a day, but not with Aetheric Energy. (Update!)
Offensive Pinnacle (Basic): Can now cast stably within battle, almost endlessly with the use of Worldly Energy. Cannot be powered with Aetheric Energy yet. (Update!)
Offensive Pinnacle (Advanced): Can now cast 20 times in battle but would need to recharge. Cannot be powered with Aetheric Energy yet. (Update!)
Offensive Pinnacle (Ultimate): Unable to cast at all.
Defensive Normal: Can now create an infinite layer of barriers over each other if given the time and can sustain them all. Can now sustain a permanent single barrier that acts passively, defending the user from magical harm. Can grant up to 1,000 allies a barrier. (NEW!)
Defensive Rare: Can now create up to 500 layers of barriers in total and sustain them with enough time. Can grant up to 40 allies with a barrier. (Update!)
Defensive Pinnacle: Can now create up to 5 layers of barriers in total and sustain them barely under bombardment. Cannot share with allies yet. (Update!)
Support Normal: Can now grant permanent buffs. Permanent buffs can only be given to one person at a time and only once a day by the caster. Can sustain timed buffs for up to 7 days nonstop for up to 5,000 people. (NEW!)
Support Rare: Cannot grant permanent buffs. Can sustain timed buffs for up to 3 hours for up to 200 people. (Update!)
Support Pinnacle: Cannot grant permanent buffs. Can sustain timed buffs for 10 seconds. (NEW!)
Curse Normal: Can now place permanent debuffs. Permanent debuffs can only be given to one person at a time and only once a day by the caster. Can sustain timed debuffs for up to 7 days nonstop for up to 5,000 people. (NEW!)
Curse Rare: Cannot grant permanent debuffs. Can sustain timed debuffs for up to 3 hours for up to 200 people. (Update!)
Curse Pinnacle: Cannot grant permanent debuffs. Can sustain timed debuffs for 10 seconds. (NEW!)
And now, the almighty Rank 5. A silent watershed or power and a great increase to the prowess of the budding Mage God thanks to Divine Energy. Here again, the power growth was 10 times, and using Divine Energy granted a 500 times power boost!
Offensive Normal (Basic): Rank 4 benefits decupled. With Aetheric Energy, Rank 5 benefits quinquagintupled. With Divine Energy, Rank 5 benefits quincentupled. (Update!)
Offensive Normal (Advanced): Rank 4 benefits decupled. With Aetheric Energy, Rank 5 benefits quinquagintupled. Can now cast infinitely using Aetheric Energy and infrequently with Divine Energy. (Update!)
Offensive Normal (Ultimate): Can cast 500 times a day with Worldly Energy and 10x a day with Aetheric Energy. Can cast once a day with Divine Energy, and it is enough to ruin entire continents. (Update!)
Offensive Rare (Basic): With Aetheric Energy, Rank 5 benefits quinquagintupled. Can now cast infinitely using Aetheric Energy and infrequently with Divine Energy. (Update!)
Offensive Rare (Advanced): With Aetheric Energy, Rank 5 benefits quinquagintupled. Can now cast infinitely using Aetheric Energy and infrequently with Divine Energy. (Update!)
Offensive Rare (Ultimate): Can now cast them 100 times a day with Worldly Energy, and once a day with Aetheric Energy. Cannot use Divine Energy. (Update!)
Offensive Pinnacle (Basic): Can now cast endlessly with the use of Worldly Energy. Can be powered with Aetheric Energy up to 10 times in a single day. Cannot use Divine Energy yet. (Update!)
Offensive Pinnacle (Advanced): Can now cast 200 times in battle with Worldly Energy, but would need to recharge. They can now be powered with Aetheric Energy up to once per battle, and would need to recharge. Cannot use Divine Energy. (Update!)
Offensive Pinnacle (Ultimate): Can finally cast up to 10 with Worldly Energy per day. Cannot use Aetheric or Divine Energy yet. (NEW!)
Defensive Normal: Rank 4 benefits decupled. Can grant up to 10,000 allies a barrier. (Update!)
Defensive Rare: Can now create up to 5000 layers of barriers in total and sustain them with enough time. Can grant up to 400 allies with a barrier. (Update!)
Defensive Pinnacle: Can now create up to 50 layers of barriers in total and sustain them barely under bombardment. Can share with up to five allies. (Update!)
Support Normal: Can now grant permanent buffs. Permanent buffs can only be given to ten people at a time and only once a day by the caster. Can sustain timed buffs for up to 70 days nonstop for up to 50,000 people. (Update!)
Support Rare: Can now grant permanent buffs. Permanent buffs can only be given to one person at a time and only once a day by the caster. Can sustain timed buffs for up to 30 hours for up to 2,000 people. (Update!)
Support Pinnacle: Cannot grant permanent buffs. Can sustain timed buffs for 100 seconds. (Update!)
Curse Normal: Can now place permanent debuffs. Permanent debuffs can only be given to ten people at a time and only once a day by the caster. Can sustain timed debuffs for up to 70 days nonstop for up to 50,000 people. (Update!)
Curse Rare: Can now grant permanent debuffs. Permanent debuffs can only be given to one person at a time and only once a day by the caster. Can sustain timed debuffs for up to 30 hours for up to 2,000 people. (Update!)
Curse Pinnacle: Cannot grant permanent debuffs. Can sustain timed debuffs for 100 seconds. (Update!)
Whew, the power of the Mage God was not a joke. Draco often used its power since it was his own real way to use magic. His class allowed him to learn any skill that was of the elements related to his bloodline sure, but most of them were skills and not spells.
Unlike Eva who had a natural magical class and could use any magic aside from the light element, and Shuangtian who had her Elemental Golem side that could also use any element freely, Draco was the only one constrained without a way forward unless he used Subjective Magic, so its value to him did not diminish at all even with 100% bloodline purity.
Besides, Subjective Magic was far more versatile and useful than what Shuangtian or Eva had. That was without even taking in consideration that Draco was not limited to the Cause and Effect theory but also had access to Control and his State of Being.
It should be noted that all the improvements above are the base values, assuming that one only used the rules of the title. If Draco added Control or his State of Being, all those limitations would disappear like smoke.
His Tier 6 Control could easily influence Divine Energy and his Divine Source Origin from his State of Being could supply it too. In other words, he could release any spell of any type with full Divine Energy and watch the world burn.
If the fellow wanted to be a bastard, he could enter his Inner Universe and charge up a huge spell with Divine Energy from the atmosphere and then pop out and launch it.
That would be peak bullying, and likely no one below True God would be able to withstand that. If Draco could find some way to gain the ability to infuse a Law into his attacks like Eva, he could take on True Gods on equal grounds.
However, that was for the near future. Right now, most of the details of their Rank Ups had been covered except for one last thing, which was the upgrade to their pets.
Naturally, there was also the matter of opening their Divine Treasure Chest rewards and then establishing some details with regard to their problem with stats.
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