Power system notes¶
Every rule, number and mechanic the story states about wizard levels, cultivation, laws and advancement, in chapter order. One fact per line; set your spoiler cutoff before reading.
Chapters 1-100¶
- The wizard world has no spiritual qi; Jie Ming's cultivation methods that draw qi of heaven and earth, or need spirit herbs and spirit stones, are useless there. 1
- Jie Ming equates Golden Core with second-level wizards; a Qi Refinement cultivator is immobilized by the slightest pressure from them. 1
- Refining Essence into Qi is a near-obsolete method that cultivates by "eating," consuming vast food and energy. 1
- Aptitude test scale runs to ten; level five is excellent, level six surpasses ninety percent of candidates and is the threshold of "genius." 2
- Wizards ignite a spiritual flame and forge a Ring of Truth. 3
- Wizard levels: First-level, second-level, third-level formal wizards wear badges; apprentices below them (two returnees still at third-level apprentice). 4
- "Aptitude can be altered, but wisdom is innate." 5
- Wizards once screened apprentices for wisdom with perilous ship voyages to the academy on the Origin Plane; the Great Expansion's need for manpower replaced that with the promotion trial. 5
- Contract breach costs credits and damages the soul's origin, from mental strength decline to soul collapse; wizards are not killed because they are valuable research material. 6
- The Basic Meditation Method inscribes simplified Truth Runes in the mental sea by visualization; the first pattern has five components forming a triangular pyramid. 7
- A failed Truth Rune releases its stored mental strength as a backlash; apprentices below level five need long recovery, level six about an hour, level eight or nine barely notice. 7
- Aptitude determines trial-and-error cost and fault tolerance, not just speed. 7
- Credits are the sole currency for advanced knowledge, materials, lab rentals and mentor guidance; a private lab can be secured long-term with credits. 8
- The central pattern of each basic Truth Rune is a discipline core rune: alchemy's "transformation," "fusion," "refinement"; the meditation method is tailored to each path. 9
- A completed Truth Rune becomes an anchor in the mental sea and draws ambient elemental forces, forming a flame-like spiritual flame. 9
- Elemental energy filtered through Internal Circulation converts to true essence at a low rate. 9
- Gold is not rare to wizards; at a certain level alchemy can transmute other materials into gold; gold is the safest shaping material. 10
- Elective basic knowledge of any logistics school costs five credits. 10
- Until all three alchemy Truth Runes are inscribed, apprentices need an alchemy disc; after that alchemy can be done bare-handed. 11
- Misguided mental strength can imbue metal with flesh-corroding properties. 12
- Apprentice monthly allowance of ten points is prorated and refunded by contract. 14
- Low-level lab: Ten hours for five points, a month for two hundred. 14
- Low-level lab defensive arrays withstand spells below the first level; labs have an anti-detection array and a magic network terminal that allows material trading between labs with free delivery. 13
- Insulating materials resistant to energy and mental erosion are in high demand and semi-consumable; advanced ones cost astronomical points. 15
- A cubic meter of non-transcendent metal (gold, white iron) costs one point. 15
- Products must pass academy testing before listing on the magic network. 15
- Inscribing three Truth Runes is the peak of a first-level apprentice; a fourth makes a second-level apprentice; a level-six apprentice exhausts his innate mental foundation at first level, level eight or nine around second level. 16
- Mental energy (spirit), essence (constitution) and qi (true essence) reinforce one another under Refining Essence into Qi, so the two systems feed each other. 17
- Material inspection tests physical strength, energy conductivity, elemental erosion, chemical reactions, stability, curse resistance and more; standard instruments test up to Ring Five resistance. 18
- Ring One to Ring Five are used as wizard grades in the inspection center (an early term the author used for "level"). 18
- Qi Refinement has bottlenecks only at Layer Three to Four, Six to Seven and Nine to Foundation Establishment. 19
- Apprentices have three levels with no bottlenecks; only the jump from third-level apprentice to formal wizard is hard. 19
- Qi Refinement Layer One grants a disease-free life of up to 160 years; wizard apprentices are capped at about 70 years and weaken with age unless they become formal wizards, whose lifespans can exceed Foundation Establishment cultivators. 19
- Three alchemy Truth Runes make the soul "evolve" toward naturally inscribing the first wizardry, Alchemy. 19
- Purple Qi of the East: A trace of pure primordial qi at the sun's core at sunrise under specific celestial conditions; it purifies mental energy and so can raise wizard talent, which depends on soul purity and mental sea depth. 20
- Cultivation refines "concepts": Essence Gold is gold stripped of "mundane" and "changeable" concepts, with "eternal constancy" condensed into a fraction of the mass; the lost mass is dissipated concept. 20
- Purple Qi is the manifested concept of "dawn," "hope," "rebirth" at the yin-yang crossing of sunrise, made perceptible as purple qi by cultivation techniques. 20
- Material creation needs deep knowledge, effort and overwhelming luck; an apprentice stumbling onto an exceptional material is not unthinkable. 21
- Wizards of at least fourth level show potent mental fluctuations; an incident panel scores apprentices' reactions. 22
- Fate and time wizardry are so complex that such inspections need at least a sixth-level wizard and are nearly impossible to falsify. 23
- The highest verification touches the plane origin, which only the dean, master of the plane, can do. 23
- A ninth-level wizard is a legendary Speaker whose power is theoretically infinite; current theory holds nothing surpasses one. 23
- Jie Ming's insulating material is only a fifth-level material; an academy super genius once made a sixth-level material as an apprentice. 23
- Level-Two Cultivation Protocol: Expanded purchasing authority (nearly all non-restricted and some regulated items), the right to a private lab, and sales on the Federation's cross-plane network; no credits or subsidies. 24
- Ordinary apprentices may buy only items and knowledge tied to first-level formal wizards. 24
- Wizard knowledge is living: Even "corrupted" knowledge is absorbed; devouring the indescribable deities birthed a ninth-level wizard. 25
- Lab rents per month: Low-level 200 to 1,000 credits, mid-level from 2,000, high-level from 20,000; mid-level labs have rest areas and cafeteria delivery. 26
- Refining gold into Essence Gold consumes over ninety percent of the mass; pure Essence Gold is a fifth-level material priced at 10,000 credits per standard unit. 26
- Mid-level lab mana network terminals project holograms; high-level knowledge costs strings of zeros. 26
- The Book Pavilion can present a phantom of a similar material for inspection within consciousness. 26
- Ordinary materials are countless; extraordinary materials carry unique energies, laws or concepts. 27
- Spying on a wizard's laboratory is a grudge deeper than wiping out a family. 27
- An apprentice inscribes nine core Truth Runes; potioncraft's three core runes include Stability; logistics wizards usually add combat runes such as Amplification, Energy, Shield, Casting or Elemental after three to six of their own. 28
- Spell models are built in the mental sea and are unique to each wizard; orthodox models evolve with knowledge, while memorized "unorthodox" models cannot improve and may fail under incompatible plane rules. 28
- Combat wizards favor unorthodox models and provide plane data; logistics wizards adjust models, so logistics is the orthodoxy and combat the cannon fodder. 28
- A completed Alchemy spell model allows barehanded casting; with Analysis it could in theory control any attack entering its range. 29
- Talismans have a registry (lu) and a symbol (fu); talisman crafting needs at least the Third Layer of Qi Refinement; Essence Gold is the base material; simplified artifact forging needs late-stage Qi Refinement. 29
- A talisman is a program keyed by faint spiritual energy that draws environmental spiritual energy; without spiritual energy its output is only the infused essence, weaker than a direct spell. 30
- Wizard artifacts store a complete spell with its energy, triggered by faint mental energy; reliable and rechargeable but fixed in power and form; spell scrolls cost 10 credits, a rechargeable artifact at least 100. 30
- Wizards prefer building elemental pools over drawing external energy; cultivators store a great figure's strike in jade talismans. 30
- Talented apprentices pause at peak third-level apprentice to avoid the contract's frontline clause until the ten-year term is up. 31
- Elemental energy converts efficiently to Qi Refinement progress in the element-rich wizard world. 31
- Wizard naming convention includes the inventor's name in a creation. 32
- Shields of different attributes conflict; stacking three yields about two shields' worth; recasting fast enough lets even a low shield block a high-level attack. 33
- A third-level apprentice can destroy a three- or four-story building; a first-level wizard can demolish a street. 33
- Each spell model permanently lowers the mental power cap; a collapsing model causes mental shock. 34
- Converting pure energy into matter (the escape rings) is beyond apprentice alchemy. 34
- Volatile elements make energy wizardry more destructive but demand far more control. 35
- Ordinary beasts use brute force or venom; only creatures that manipulate elemental forces are magical beasts. 36
- Spatial knowledge is open only to third-level wizards and above; spatial pouches work only in charted planes; a spatial ring, made by a sixth-level wizard, works anywhere but is rarely in stock. 36
- Purchased spell models need casting time; self-developed ones can be instinctive. 36
- Combat apprentices who take alchemy electives are the capable ones; ordinary ones barely reach third level without proper third-level spells or gear. 37
- Overuse damage is rare for wizard artifacts because floating-city arrays use redundancy or modular swaps; finer inscription needs more mental energy, a dead cycle. 38
- Rapid elemental casting drains the local element and acts as artificial magic suppression. 38
- Limestone natives enhance their bodies knight-style and cast rudimentary spells (speed bursts, earthen walls, paralyzing poison arrows); spatial power there belongs to gods. 39
- Senior apprentices with five extra years still cannot construct spell models independently. 40
- Teleportation rings have a hidden forced-escape function at the brink of death, a high-level wizard's power beyond crude spatial lockdowns. 41
- Wizards do not scorn failure; they despise those who lack self-awareness or cannot read a situation. 41
- A kilometer-wide spatial lockdown would normally take at least a fourth-level wizard. 42
- Talisman-Rune Artifacts have low energy consumption and near-infinite use as long as core materials hold and ambient elemental energy keeps up; they overheat under sustained output. 43
- Native tactics relied on attrition of wizards' limited mental energy. 43
- Thousands of apprentices under unified command could out-destroy Jie Ming, but they will not follow another's lead and waste single-round bursts. 44
- Alchemy wizards sell proprietary-technique artifacts only one level below their own; ordinary artifacts are commissioned from a wizard of the corresponding level. 45
- Apprentices fear military service, but the higher a formal wizard's level the more eagerly they seek plane battlefields; wizards above third level must spend military merit or contribution points for the right to go. 45
- An apprentice who independently constructs an offensive spell model is an exceedingly rare prodigy. 45
- Every unit shuttled between planes consumes enormous resources. 45
- Ninth-level soul purity talent, with the right wizardry, allows detection, concealment and mental control beyond ordinary imagination. 46
- Logistics apprentices generally construct only one or two auxiliary spells and are not built for fighting. 47
- Standard detection spells (Magic Sight, Life Sense, Energy Detection) are actively cast, give real-time results, and are easily noticed. 47
- Detection spells split into enhancement type and probing type; probing spells work like radar, one use one result; continuous versions have smaller range. 48
- Probing-detection range climbs exponentially per level and information volume faster still; a wizard's information processing, not energy, is the limit. 48
- Artificial souls are the pinnacle of alchemy, impossible below sixth level; runic AI and living spirits are only slightly easier. 48
- Cultivation raises only hardware (computing power, thinking speed), not software like logical reasoning. 48
- Artificial products such as spatial rings work only on specific planes unless a sixth-level wizard fixes the rules in place. 48
- Most wizard detection runes extend the caster's mental energy, so fixing them in an external artifact cuts effect or keeps drain high; detection artifacts mostly give enhancement effects or cast light and shadow over an area. 48
- Planar resonance theory: Every substance generates a faint resonance with every other in a plane's deep structure. 49
- The seventh layer of Qi Refinement is the late stage; it brings more true essence and a leap in divine sense strength and range. 49
- Jie Ming's Noren Workshop contract makes the wizard system unsuitable for his formal-wizard breakthrough for now; the cultivation system has no such restriction. 49
- Late-stage Qi Refinement allows auxiliary skills such as artifact forging; its only true product is the magical treasure, a natal object embodying a cultivator's Dao that grows with him. 50
- Magical treasures need true essence, divine sense and a thread of spirit-soul origin fused in, spirituality tempered by True Fire, and a Dao-bearing array; some forging cauldrons require Golden Core Stage just to produce. 50
- High-level wizard artifacts and runic AI possess spirituality and can even give birth to wisdom. 50
- Cultivation civilization can extract concepts, loosening material constraints. 50
- A cultivator's True Fire is true essence condensed to high purity carrying his spiritual power; it smelts impurities and rouses spirituality, and normally takes years to first condense. 52
- Artifact forging formula: True Fire for the guide, divine sense for the craft, materials for the bones, concepts for the soul. 52
- Concepts of light are turned into Light-Infused Spiritual Dew or Light-Condensed Crystal Sand by special technique before fusion into an embryo. 52
- Morning-glow light belongs to Wood and Fire and is gathered at first dawn, around the turn of the hours of Yin and Mao, before the Purple Qi of the East disperses. 52
- Light-Form Escape turns the user into light with no attack or defense, enormous drain in fixed proportion at any level, straight-line travel until the Nascent Soul stage, and soul harm if the light form is shattered; even the rudimentary Mirror reaches sublight speed. 52
- The five light concepts: Morning glow (speed, piercing), moon radiance (Serenity of Concealment, Enduring Continuity), stars (Distant Anchor, Constant Guidance), splitting thunder (Momentary Force, Tearing Might), rainbow (Bridge of Crossing, Illusion of the Real and Unreal). 51
- Noren Academy is a stable sealed little world where moonlight, starlight and rainbows do not occur naturally. 53
- Wizards hold the whole civilization's productivity with delicacy: everyone can eat if they work, few grow wealthy; basic education and medical care reach every village. 53
- The political figures of every town and city on Noren Plane No. 13 are alchemy-made artificial humans. 53
- Each region's cities and towns form one enormous aptitude-detection array, which is how lords learn of wizard talent. 53
- Wild species in the field are strictly controlled; two forests thousands of kilometers apart have identical creature populations. 53
- Each light concept must be condensed three to five times to give a treasure enough weight. 53
- The wizard world is a plane cluster; most planes are round-heaven-square-earth, few are planets; sun and moon are usually projections of the Fire and Water Elemental Planes; stars may be native gods' divine kingdoms or projections of neighboring planes. 53
- A full moon comes once every three months on Noren Plane No. 13. 54
- Rootless pure water is dew holding spiritual qi, made by simulating dew conditions and steeping the area in true essence. 54
- Starlight needs a moonless night; where the water element is too thin the Water Elemental Plane's projection cannot be cast, so there is no moon. 54
- A treasure embryo is condensed in the upper dantian, which wizards call the spiritual sea, from pure true essence and a thread of spirit-soul origin; a late-stage Qi Refinement cultivator normally needs an array, secret medicines, or years of contemplation. 55
- Condensing an embryo closely resembles building Truth Runes or spell models: abstract rules built into a stable mental structure. 55
- Apprentices can inscribe extra Truth Runes beyond nine, but they do nothing and hinder advancement to first-level wizard. 55
- Truth Runes run without attention, absorbing elemental force and generating true essence; Alchemy Technique was Jie Ming's first independently constructed spell model. 56
- Concept conflicts in forging are a matter of mind, like reading comprehension, not material processing. 56
- Third-Level Soul Restoration Potion perfectly heals soul damage for beings below third-level formal wizard, 10,000 points a vial, delivered within a minute via the lab's teleportation platform. 56
- A finished embryo absorbs its master's true essence and soul origin, shrinks, turns tangible and manifests at the Laogong acupoint in the palm. 56
- Academy points to low-level military merits exchange roughly ten-to-one; high-level merits about a hundred-to-one; ten high-level merits equal 1,000 academy points, enough for formal-wizard-level knowledge. 57
- High-level wizards need high-level military merits to qualify for frontline deployment. 57
- High-level military merits cannot be bought with points or low-level merits; only Star Orbit Tribunal tasks, open to seventh-level wizards, earn them. 58
- The higher a wizard's level, the wider the gap over same-level beings of other civilizations. 58
- Plane wars are for knowledge and resources; a plane that surrenders is taken as a vassal; resistance is welcomed because war catalyzes new knowledge. 58
- A sixth-level being can access its plane's origin and crudely drag the plane into mutual destruction; exceptional fifth-level wizards can beat one head-on. 58
- Three answers to a sixth-level native deity: an eighth-level wizard suppresses a plane's self-destruction; keep sending forces to weaken the origin; or a wizard advances to sixth level inside that plane. 58
- Eighth-level wizards are the ceiling; ninth-level wizards transcend the world's concepts; eighth-levels usually follow ninth-levels on major fronts. 59
- One high-level wizard is worth more than many thousands of low-level ones; apprentice losses are an accepted cost. 59
- A sixth-level being who ascended within a plane, even an outsider, can restrain its origin; advancing to sixth level has a pitifully low success rate per generation. 59
- A plane typically falls to one batch of Noren seniors, yielding several third-level-plus wizards; needing more than one batch marks an exceptionally hard plane. 59
- Fifth-level wizards are key assault forces holding significant authority; third- and fourth-level are elites. 60
- A fifth-level wizard's presence reads as fully merged with rules, with no detectable energy fluctuations. 60
- Exploring a new plane is far riskier than a scouted one; a unique-rule plane can wipe out a vanguard without a message. 60
- The Mirror's safety system removes flight inertia when the escape ends; residual energy still harms an inexperienced user. 61
- Three conditions for advancing from apprentice to first-level formal wizard: a sufficient mental energy reserve, an advancement potion, and a Ring of Truth. 62
- Only apprentices of fifth-level talent or above naturally accumulate enough mental energy; fourth-level needs one to three spiritual sea expansion potions, third-level more than five, but a body withstands at most four, so third-level talent theoretically cannot advance without rare potions or body-strengthening treasures bought with military merits. 63
- The advancement potion stimulates latent potential for a leap in life essence; its damage exceeds the expansion potions', advancement has a success rate, and a failure does not reverse the damage. 62
- A seventh-layer Qi Refinement cultivator roughly equals a third-level apprentice; a first-level formal wizard equals a Foundation Establishment cultivator and surpasses one in some aspects; cultivators pass the eighth and ninth layers first while wizards jump straight across. 62
- Every spell is the end product of an experiment or phenomenon with its principles and processes pared away; wizards replicate any phenomenon they understand. 63
- The Ring of Truth condenses the nine Truth Runes in the spiritual sea into a ring bound to the core soul; choosing runes that form a complete spell model makes it far easier to build. 64
- Elixir crafting is a philosophy of True Fire control, divine sense guidance and medicinal principles with no fixed recipes; potioncraft relies on external tools and precise ratios, and its deep principles are reserved for high-level wizards. 64
- Foundation Establishment brings a qualitative leap in true essence, a surge in divine sense and heightened sensitivity to spiritual qi; the Foundation Establishment Pill mainly stabilizes the advance and has countless variant recipes, any herb of Foundation Establishment energy serving as principal ingredient. 65
- Internal Circulation's true function is to create an internal cave heaven; isolating inside from outside is a side effect; it manifests only at Foundation Establishment. 66
- Crafting a spatial ring requires a sixth-level wizard skilled in both Alchemy Technique and spatial magic. 66
- The wizard world's foundational particles are the four elements: earth forms matter, fire energy, wind space, water time, each with dozens of variants; other elements are combinations. 67
- Spiritual qi is the cultivation world's foundational particle, in yin and yang types only ("spiritons"); its matter particles combine two to nine of them, wizard-world particles four to five elemental ones. 67
- The cultivation and wizard worlds have tangible time and space as entities; higher-level wizards access elemental particles of lower activity thresholds. 67
- All cultivation methods decompose some entity into spiritual qi; the wizard world has none, so Refining Essence into Qi there is "extracting water from gold." 68
- Three creation-from-nothing cases: Spiritual qi produced by Jie Ming's converter technique, concept materialization (Purple Qi of the East generates energy; Essence Gold consumes matter), and the internal space. 68
- Ninth-level wizards' power is considered infinite; only the nine top-level ninth-level wizards wield creation from nothing, whereas cultivation civilization built it into basic techniques. 69
- The cultivation world is a universe of planets dotted with cave heavens; its spiritual qi depletion is caused by undying high-level cultivators absorbing everything into their domains, so the world shrinks and likely ends in destruction. 69
- A magical treasure's spirituality, once initial, can serve as an auxiliary intelligence for simple information processing. 69
- Aptitude enhancement potions are diluted and dispersed like rainfall over ruled planes to raise average aptitude across generations; "population optimization." 70
- Core planes No. 1 to 10 have universal, high transcendent aptitude and sci-fi-level technology; newly developed planes such as No. 13 (two to three hundred years of transformation) are kept at medieval standards with transcendence concealed until enough people can meditate. 70
- Vassal races often reach one hundred percent transcendents; wizards phase out knowledge that turns ordinary people transcendent because weak transcendents are not cost-efficient. 70
- An alchemy wizard with human transmutation and artificial soul techniques can mass-produce transcendent armies; a sixth-level one can produce fourth-level-strength transcendents, elites at sixth. 70
- Wizard aptitude is tied to innate mental energy and soul strength; intelligent people never have low aptitude. 70
- Residents of transforming planes are encouraged to have many children; apprentice families receive hidden subsidies via "nobles." 71
- Tenth-level aptitude appears only in the top ten academies, which recruit annually; thirteen such geniuses in a decade. 72
- Mass gatherings of wizards excite ambient elements, making artifacts and robes hum and glow. 72
- Mastery over flesh and souls normally requires a high-level alchemist; Jie Ming's Alchemy Technique cannot yet handle organic matter even at Foundation Establishment. 73
- A plane sealed by native gods requires their permission to enter; wizards tear a temporary passage with overwhelming force. 74
- Wizards hide their full strength against native gods and stage "fallen" high-level wizards to keep a stalemate rather than trigger a plane self-destruct ritual. 74
- Elosia's elements have lower affinity with mental energy and higher activity than Noren's: casting is slower but stronger; standard artifacts cast stored wizardry in any environment, while rune-linked artifacts risk overload. 75
- Energy bolts are pure physical projectiles unaffected by gravity, immune to spell countermeasures, compressible for piercing or detonable for blast. 76
- Automated production systems that endlessly manufacture from materials and data are made only by sixth-level wizards and above at exorbitant prices. 77
- Apprentices stay third-level apprentices until their ten-year contract term; every test-taker is a seasoned third-level apprentice, and all-out war leaves room to work around the restriction. 78
- Formal wizards exceed apprentices in mental energy reserves, control precision, elemental activity thresholds and natural purification of spell models. 78
- The wizard civilization trains apprentices by granting authority and qualifications, never resources; earning wealth is counted as strength. 79
- Soul Search can be built by first-level wizards; at first level it is slow and yields fragments, at fifth it is fast and targeted; the subject's soul collapses afterward. 80
- Jie Ming's framing: Alchemy Technique is physics, runes are mathematics, potioncraft is chemistry; once a formula is known and Extraction Technique built, brewing is simple. 81
Chapters 101-200¶
- The advancement potion's core function is combustion: it burns residual life to force life essence higher, and the wizard must build the Ring of Truth in that instant; failure means lost life essence, spiritual sea collapse or death. 82
- The Ring of Truth links the nine core Truth Runes into a ring; their conflicting power laws must be resolved, which is why the academy recommends forming all core runes into spell models first. 82
- Advancement to first-level wizard multiplies mental energy dozens of times and expands the spiritual sea. 82
- A first-level wizard's advancement fluctuations attract powerful magical beasts and can draw divine scrutiny. 82
- Wizards excel in individual or small-team combat, which defines their invasion strategy. 83
- Even the weakest wizards carry soul-deep protection that defeats mind-reading, torture and enchantment. 84
- The Noren Academy enrollment contract keeps most workshop wizards trustworthy to each other on the planar battlefield. 85
- Wizardry resonance is the ambient elemental disturbance of meditation techniques and spell models; the workshop has a standard pattern. 85
- Attack and defense artifacts cast at their own level, but logistics and soul spells scale with the controller's level: a fifth-level Soul Search artifact in a first-level wizard's hands works like a third-level cast. 86
- Third-level wizards master stronger law forces, a qualitative leap. 86
- Unitary potions form indivisible doses, a trait of high-level harmonious potions. 86
- Aptitude still helps formal wizards comprehend laws and advance, but even tenth-grade talent stops helping beyond the fifth level. 86
- Wizard-world humans, after centuries of aptitude enhancement, look taller and more elf-like than Elosia's rugged humans. 87
- Higher artifact level means longer activation delay for lower-level wizards; artifacts above sixth level cannot be activated by a first-level wizard; against any third-level enemy a first-level wizard normally has no chance. 88
- First-level wizards dominate other planes' first-level beings and the best can match ordinary second-level beings. 88
- Elosia honors third-level beings as demigods, the strongest beings below the gods; angels are the weakest demigods. 88
- Elosia's planar rules bar beings above a certain strength from the mortal world, so its gods cannot descend. 89
- Elosia calls second-level beings legends, pinnacle figures of countless miracles. 90
- Second-level beings in Elosia's war have fallen only to heretic cultists. 91
- Elosia's gods, apart from the God above gods, depend on devotees' faith power; their true fear is losing faith to the wizards. 92
- A spatial ring needs a sixth-level spatial wizard; simple spatial expansion is within a third-level wizard's reach. 93
- Mortal Dust is harvested from mortal emotion; it tempers the mind, breaks inner demons, tempers magical artifacts, feeds illusion arrays and can be reversed to forge golden bodies or repair souls; Noren planes are too ordered to yield it. 94
- Cultivation's special techniques work across planes and worlds, unlike its spells, which need spiritual power. 94
- A deity distills a plane's rules and is worth nearly eighty percent of the plane; the divine faith network splits into energy transmission, information transmission and energy conversion. 95
- Anything able to threaten Jie Ming at first level must be beyond a second-level being; legends are rare even at a royal banquet and stand in conspicuous places. 96
- Every Noren Academy enrollment contract forbids betraying the wizard civilization and is linked to ninth-level wizards, so every wizard has an indirect karmic tie to one. 96
- Divination uses the world's origin, impossible in a new plane until its rules are understood; hiring a fate wizard is usually more direct. 96
- The gods of Elosia and the wizards both want the native alliance, because slaughtering natives is the most effective way to weaken a plane's origin. 97
- A lower deity is barely at the fourth level, yet the fall of any deity is unimaginable to mortals. 98
- The contribution leaderboard updates monthly; each update is a high-level wizard projection tearing the sky and "dying" against the gods. 98
- A single angel equals a third-level being; a first-level formal wizard's combat strength matches at best this world's legendary powerhouses. 99
- The Elosia plane holds tens of thousands of angels and hundreds of deities ranging from fourth to seventh level. 99
- Three ways to seize a stalemated plane's origin: a higher-level wizard, weakening the origin, or a wizard reaching sixth level inside the plane; all prevent sixth-level-plus beings from triggering the origin. 99
- Novice wizards earn contribution four ways: killing, enlarging native armies for the wizard camp to kill, indirectly affecting deities via mortals, or directly targeting deities. 99
- Wizards generally seize a plane's deities as high-level experimental subjects. 99
- Mortal Dust Qi can make even immortals lose themselves; it is tailor-made against faith-based deities. 100
- Contaminated faith only erupts when deities draw on faith under heavy strain. 100
- Body-modification potions were used in the wizard civilization's early expansion to convert other planes' humanoids into wizard-world humans; now rare since cloning and cultivation technologies emerged. 101
- The wizard civilization's social structure has no nobles. 102
- Chaotic emotions yield more but unstable Mortal Dust Qi; calm states yield less but safer. 102
- True gods grasp one of their plane's special rules at birth; Primordial Gods are living embodiments of rules, and studying one can carry a wizard to the sixth level. 103
- Faith Gods are rarer than Primordial Gods; an efficient energy transmission and conversion system comes first, then faith, then gods. 103
- A wizard's mental energy manipulates external elements at about 1:1, multiplied by knowledge; a cultivator's one unit of force resonates with hundreds or thousands of units of heaven and earth. 104
- Astral and baleful qi of flowers and plants is a heterodox cultivation concept; the Twelve Floral Baleful Astral Arts nurture it in the twelve meridians. 105
- The highest contributor in the trial gets first pick of any plane in the cluster except the main plane. 106
- Demon planes are the Elosia natives' name for hostile volcanic planes rich in minerals and energy-charged creatures. 106
- Apprentices who complete a war get a rest period of six months to five years; the Elosia trial offsets part of conscription. 107
- Treasures from the Great Dao Book Pavilion are either fixed-form, easy to refine but hard to improve, or formless like the Five Aggregates Rainbow Mirror, improvable without limit through reforging. 107
- Purple Qi of the East raises soul aptitude; Mortal Dust Qi raises mental energy purity, lowering the elemental activity threshold for casting. 107
- Mortal Dust Qi is a near-universal cultivation material second only to spiritual qi; transformed, it loses its harm and its deep cleansing trait. 108
- Hundred Flowers Dew carries and harmonizes formless conceptual materials and raises potion success rates. 108
- Apprentices who fail to reach first level go to the plane wars; by now the main gap between a first-level formal wizard and an apprentice is mental energy and lifespan. 109
- Wizard towers evolved from towers to floating cities to planar fortresses; full control of a plane needs sixth level, contact with the plane origin; a sixth-level wizard is a war system, a fifth-level wizard an individual. 110
- Among earth, fire, wind and water, "fire" stands for energy. 110
- Elemental pools: A fifth-level large-scale pool links to the four elemental planes; sixth-level projects an elemental plane; seventh-level creates a small elemental plane and exists only on top wizards' private commission lists. 111
- Essence Gold is a fifth-level material with sixth-level erosion resistance and cannot be mass-produced because it needs spiritual qi. 112
- Mortal Dust Qi's gain scales with the user's base, a percentage increase, unlike the fixed gain of Purple Qi of the East; too much returns even an immortal to the mortal world. 112
- Wizards hold equivalent exchange in high regard; a potion with no cost would be suspected of a hidden flaw. 112
- Treasures that raise a sixth-level wizard's soul essence to the seventh level are not rare; large powers have regular channels for them. 113
- Wizards whose research bottlenecks go to the battlefield; staying in research shows aptitude. 113
- A wizard's body is tempered by elemental force during meditation; body modification via alchemy, bloodline wizardry, surgery and body runes exists, but physical power is linear with no amplification and few bottlenecks. 113
- Charles' Elemental Body Tempering Technique is the ancient basis of more than half of all elemental tempering techniques. 114
- Cultivation body methods alter the structure of the spiritual power making up the body; the two worlds' fundamental particles (spiritual qi vs elements) differ, so cultivation methods fail unconverted. 114
- The Qi Refinement Method unites essence, qi and spirit so that improving one drives the others, ignoring the particle difference. 114
- Body cultivation methods evolve endlessly in battle and boost training with resources, chiefly spiritual qi. 115
- Baleful qi is a conceptual material born where ley lines are severed and many beings die violently; natural deadlands yield more than artificial environments. 116
- Arrays amplifying communication with the plane origin need a sixth-level wizard's mental energy. 116
- Conceptual materials can produce and consume themselves and grow out of thin air. 117
- Light transformation at Foundation Establishment carries Jie Ming a thousand miles in a blink; after the First Turn the distance doubles. 117
- Activating a Talisman-Rune Artifact takes slightly more mental energy than a wizard artifact of the same level; mental energy originates in the soul. 117
- A strong body speeds mental energy recovery. 117
- Every high-level wizard is a complete war system: himself and his plane-scale wizard tower, artificial humans or bio-beasts, and servant armies of sheltered races. 118
- Otherworldly delicacies nourish mental energy and flesh as a supplement to cultivation. 118
- Core research on plane-level laws is almost never sold; the alchemy lineage captured gods in the Elosia trial. 119
- Most wizards build new spells by studying predecessors' knowledge; rarely, the Ring of Truth constructs a core rune on its own once knowledge reaches a critical point, yielding the spell that suits the wizard best. 119
- A spell model is a few core runes plus basic runes whose energy ports connect; over a thousand basic runes and over ten billion specialized runes are known. 120
- The Alchemy Technique's core runes are the alchemy discipline's three basic runes with over a hundred basic runes added. 120
- Nearly every specialized rune is on record in Noren Workshop's magic network database. 120
- Mortal Dust Qi comes from the free social activity of a civilization; wizard-ruled planes become farms and stop producing it. 122
- Plane wars are a duty shared by all wizards; after conscription, joining one requires registering at a mission hub like a mercenary. 121
- Combat wizards handle early invasion; logistics wizards handle mid-stage sieges and late-stage cleanup. 123
- Plane coordinates are a faction's most core strategic resource. 123
- Knowledge, not points, is the real hard currency among wizards. 124
- Goods at the Junction are priced in high-level or low-level military merit. 124
- Fourth-level and above alchemy wizards can begin human transmutation; replicating a body with a soul imprint needs life, soul and fate studies. 125
- Expedition forces are mostly first- and second-level wizards; third-level wizards command squads, fourth-level wizards draw crowds. 126
- The chaotic void outside planes is rich in scattered elements but its time, space and rules are chaotic; only sixth-level wizards, via law solidification, can roam it briefly. 126
- A plane forms when ordered elements accumulate past a limit and spontaneously form a plane barrier that assimilates or expels outside matter. 126
- Low-level wizards cross the void on a leased plane used as a ship; high-level wizards without planes lease them from the Junction. 126
- Wizard campaigns skip mobilization speeches; orders are simple and efficient. 127
- Bio-beasts and golems form the first cannon-fodder wave; combat wizards follow. 127
- Sixth-level beings resonate with the plane origin, which makes them visible as beacons from the chaotic void. 127
- Third-level wizards are qualified to touch spatial power. 127
- Planes with orderly rules suit wizard towers; peculiar planes like the Shadow Plane cause non-combat losses. 128
- Chaotic time flows in the void let natives muster armies during a wizard fleet's "instant" of arrival. 129
- Wizards fight above their level increasingly up to the seventh level: second-level wizards challenge third-level beings, third and fourth touch plane laws, fifth and sixth solidify and distort laws; an eighth-level wizard cannot fight a ninth-level being above level. 129
- Standard plane war strategy: Appear stronger than one monster king but weaker than two combined, so natives keep feeding forces into the meat grinder and deplete their origin. 130
- Logistics wizards are under 1% of the expedition (about 270 of over 30,000) and are worked relentlessly. 131
- Live lava giants are walking treasures for low-level wizards: slaves, experimental subjects, bio-beast stock, or sale to a faction for military merit. 132
- Souls and flesh are materials for many wizards; soul wizardry users collect soul remnants on battlefields. 132
- Offensive spells destroy macroscopically; targeted destructive spells deconstruct a specific target without harming the plane. 133
- A spell can still be manipulated after release; forcing a monster king too far would make him detonate the plane origin. 134
- A plane invasion has intelligence-gathering, initial invasion and tug-of-war phases. 134
- The magic network terminal issued at sign-up records every wizard's contribution as merit: spell strength, kills by level, support effects and live captives; spoils are divided by that data. 135
- Wizards produce almost no Mortal Dust Qi in daily life, but fighting over spoils rouses greed and resentment that yield a thin trickle; wizard society's emotional contest has moved to the battlefield. 136
- Mortal Dust Qi comes from intense emotion interacting with the concept of society; it was nearly everywhere on the Elosia plane. 136
- Targeted destructive wizardry demands the highest knowledge of any spell of its level and leaves few spoils, so combat wizards avoid it except at critical moments. 137
- Influencing an elemental plane's projection is a high-end technique that even the best wizard schools manage only after the sixth level. 137
- Wizards fear a desperate enemy more than a stubborn one; a race that resists pressure is less likely to choose mutual destruction. 137
- Mortal Dust Potion lets the user live through what the Mortal Dust Qi's producer experienced; other wizards rationalize it as a by-product of Jie Ming's divine faith network research, since faith energy resembles Incense Fire Power. 138
- Conceptual materials can be obtained wherever basic conditions are met; the Great Dao Book Pavilion records Mortal Dust Qi collected in demonkin settlements. 138
- Wizards are poor at army-group warfare but good at small-team coordination; strangers form teams quickly on the battlefield. 139
- Combat wizards learn downgraded Lava Annihilation by rote without understanding it, losing none of its power but much casting speed and control. 140
- Disposable wizard artifacts self-destruct after one use and cost about a third of a reusable one of the same level. 141
- Crushing a magic network crystal terminal sends a distress beacon even out of normal contact range; the camp issues rescue missions, wider and stronger as more terminals are crushed. 141
- A first-level wizard can operate different Talisman-Rune Artifacts hundreds of times a second; activating a fourth-level wizard artifact costs Jie Ming nearly a full second of delay. 142
- Targeted destructive wizardry is highly lethal to the soul; victims leave no fragments for Soul Search. 143
- Wizards cooperate rationally but turn on teammates when a single prize outweighs all gains from cooperation and no witnesses remain. 145
- A forbidden magic field crystal seals both sides' spells for a short time, reducing a fight to a physical duel; combat wizards modify their bodies with runes and secret potions. 144
- Power scale by level: A first-level wizard can destroy a street, a second-level a town, a third-level a small country. 146
- Spatial expansion pouches are military supply sized to contribution; a logistics wizard's quota is double a combat wizard's of the same level. 146
- Deaths in the field are routine; crushed beacons with no bodies are simply registered as killed in action. 146
- Mortal Dust Qi is lethal even to high-level beings while the same amount of astral and baleful qi hurts low-level beings more. 147
- The wizard world's dense elements, converted by his cultivation method, plus constant life-and-death fighting speed Qi Refinement cultivation far beyond the cultivation world's norm. 147
- Formal wizard levels have no minor stages; advancing from first to second level means filling the Ring of Truth with mental energy, rebuilding its structure with knowledge, and fitting soul and body to it. 147
- A wizard's strength rests on knowledge, not mental energy alone; a knowledgeable wizard beats a stronger-energy ignorant one. 147
- Internal Circulation's internal space should grow with the middle stage of Foundation Establishment. 147
- Reserved sealed camp laboratories have alloy walls meters thick with runes against fourth-level spells and independent ley-line cores. 147
- Concepts run through every cultivation method; body cultivation gains differ by the concept of the environment. 148
- Deeper into either realm the temperature extreme grows; at the outpost the cold equals constant exposure to a second-level apprentice's low-temperature spell. 148
- A medium snow monster stronghold is normally run by one or two third-level snow monsters with several hundred second-level elites. 148
- Semi-elemental races, lava giants and snow monsters alike, produce no Mortal Dust Qi even in cities with plantations, councils and training grounds; Jie Ming concludes something is wrong with the world itself. 149
- Snow monsters melt and become helpless under sufficient sudden heat but re-condense around their cores once it disperses; lava giants stiffen under sudden cold. 149
- Yin baleful qi forms only from masses of corpses fermenting for ages; it is inert, spreads slowly without a driver, and is the purest erosion of the soul, while Mortal Dust Qi pollutes the mind and shakes the Dao heart. 150
- Absorbing yin baleful qi would give the Mysterious Astral Mortal Dust Barrier both mind-bewildering and soul-destroying properties. 151
- Yin baleful qi and Mortal Dust Qi of equal quality are equally lethal to high-level souls. 151
- Primary conceptual materials such as yin baleful qi are like coal: not spiritual qi but convertible into it, self-propagating from a primer; secondary conceptual materials such as Essence Gold, Mortal Dust Qi and Hundred Flowers Dew require spiritual qi in their making. 152
- Wizard records of the two races' history go back only a little over ten thousand years; the Sea of Baleful Qi would need hundreds of thousands to millions of years and far higher-level deaths. 153
- Pain school and biology school are academy schools with mentors; Viola was a genius of both before taking up potioncraft. 154
- The ship-plane is transport, energy hub and communication relay; without it an expedition is an isolated army. 155
- Chaotic time flow between planes means one ship-plane round trip lets ten years pass on the Flame-Frost Plane; a one-second delay in the outer layer may skip days. 155
- Interplanar communication from another plane uses the camp's liaison system and is very expensive. 155
Chapters 201-300¶
- Wizard wealth scale: Apprentices hold dozens to thousands of points, first-level wizards tens of thousands, second-level several hundred thousand, third-level several million; military merit to Noren school points is about 1:10. 156
- Essence Gold is rated only a "fifth-level material", yet its refining technique matches a fifth-level wizard's core product. 156
- Mortal Dust Qi rises with anxiety and speculation among wizards. 156
- Plane repulsion: A sixth-level wizard's solidified rules can shelter allies from it; without that, outsiders' elemental leverage falls about 30%. 157
- Flame-Frost "cycle": One elemental pulsation, about four standard wizard-plane years. 157
- Under plane repulsion a wizard's spiritual sense sharpens. 158
- The four basic elements stand for high-level concepts: fire is "energy", water is "time". 159
- Lava giants hold outsized energy reserves and move ley lines; snow monsters have a time talent (self-acceleration), which lava giant energy amplified into a time-pause field. 159
- Body cultivation seeks strength through destruction and remolding; every survivable injury grants an adaptive evolution. 160
- Enslaved or "farmed" races under wizards produce no Mortal Dust Qi, since they form no true society. 161
- Seventh-level wizards can tear a plane barrier; plane collision is a greater commotion still. 161
- Life in the wizard world is a miracle of mental energy; a soul is whatever carries consciousness, and elements massed without collapsing can form a plane-sized life. 162
- Even a legendary eighth-level wizard would envy a living plane. 162
- Promotion from third to sixth level has two conditions: mental energy standard and rule mastery, 0.1% for third, 1% for fourth, 10% for fifth, 100% for sixth; a sixth-level wizard is the rule made manifest. 163
- Only third-level and above wizards hold law power and can hide information from a plane's origin. 163
- Living plane: Sixth-level at birth, holding millions to hundreds of millions of complete basic rules; sixth-level wizards amplify power several hundred thousand to several million times, but the plane's rule count lets it hold down a sixth-level wizard. 164
- Living planes can crush a same-level wizard and even strike down one a level higher. 164
- A wizard can only bring to bear rule power up to the next level's threshold. 165
- Soul Sublimation Potion can lift the drinker up to sixth-level mental energy with no side effects, provided advancement succeeds before it fades. 165
- Living planes have no moral education; they create races for amusement and reset them on a whim. 166
- Wizards keep knowledge as their core secret; asking about another's is taboo. 167
- Plane development runs sixth-level wizards into debts of hundreds of millions of military merit. 167
- Elosia natives who reach first-level live no more than about a hundred years; fifty years is two or three generations. 168
- Second-level wizard advancement needs mental energy filling the Ring of Truth, a larger knowledge store to rebuild it, and body and soul in "extreme activation", fixed permanently by the life sublimation of advancement. 169
- Extreme activation sharpens rule perception, lowers the elemental threshold and allows brief "body elementalization", which is fragile against large-yield, rule-bearing or same/counter-element attacks. 169
- Advancement rebuilds the Ring of Truth from runes of truth; the spiritual sea expands many times over. 170
- At the third level a wizard may manipulate matter directly with pure mental energy on stable planes (Jie Ming's estimate). 170
- First-level wizards live one thousand to fifteen hundred years; second-level four to five thousand; sense of time stretches accordingly. 172
- Spatial knowledge is normally third-level study; "spatial gaps" are a minor branch of the spatial discipline. 171
- Logistics wizards advance slowly (years of integration); combat wizards can advance in days on the battlefield; a "child of destiny" is one in ten billion. 171
- A "fast-tracked" sixth-level wizard built from resources has little real combat power; level raises the ceiling, knowledge fills it. 173
- In wizard civilization a wizard's debt measures recognized potential. 173
- A second-level wizard's lifespan is three to four times a first-level's, but felt time makes the subjective span fifteen to twenty times longer. 174
- Every meditation wizard artifact is locked without contract authentication, so no one becomes a wizard without the civilization's contract. 175
- Heavy-armor wizard artifact sets cost two notches above same-level sets but hold more runes and suit body-strengthening wizards. 175
- Illegal wizards advance without signing the standard contract, usually in a plane's early transformation period before monitoring arrays cover it. 176
- The soul contract's two core clauses: Never betray the wizard civilization; never disclose transcendent knowledge to unsigned beings of other races; loopholes are tolerated to keep wizards' thinking free. 176
- Nine ninth-level existences stand at the civilization's pinnacle. 176
- Native remnants are modified into human form because it suits the initial meditation method. 176
- A sixth-level being can make short voyages through the chaotic void; a seventh-level can make long journeys outside the planes. 177
- Wizards leave no survivors, so their name does not spread; a civilization that knows and fears them must have fought them and survived. 177
- Plane origin, the aggregate of a plane's information, is infused into low-level wizards' souls to grant law knowledge; it is the top strategic material for second- to sixth-level advancement. 178
- Only a sixth-level wizard can touch plane origin and a seventh-level is needed to extract it; the Primordial Plane was destroyed by over-extraction. 178
- The nine ninth-level wizards published their law research, so law knowledge is semi-public in academy databases. 178
- Before sixth level a wizard should specialize in one core rule; a strand raises comprehension by 0.1 percent and guarantees a second-level's advance to third; ten strands guarantee fourth. 179
- A strand costs one hundred million internal points or ten million low-level military merit; an ordinary second-level wizard's fortune is tens of thousands of military merit. 180
- Cultivation realms were subdivided from a single Qi Refinement realm; each can be cultivated without end, unlike wizard levels whose cap is fixed until advancement. 181
- Knowledge is the highest hard currency; outdated technology is normally packaged and sold. 181
- Magic network intellectual property sells at a ten percent platform commission. 182
- The Junction contract gives first- to third-level wizards at most two hundred years of rest before mandatory conscription. 183
- Only strategic-grade teleportation arrays carry plane-level objects; otherwise a sixth-level wizard steers them through the chaotic void. 184
- Each plane war requires a fresh contract signed in person with a soul imprint. 185
- Ship-planes are planes drained of origin and converted into mobile war fortresses; the Junction sends out expeditions once or twice a year and a small or medium plane takes twenty to a hundred years. 186
- Each of the three Junction factions sends at least a fifth-level overseer per expedition; a seventh-level commander needs none. 187
- Time and space exist as real elemental structures in the wizard world; time from water, space from wind, gravity from earth. 188
- A plane without sixth-level creatures cannot mobilize its laws to perish together with invaders. 190
- Elemental creatures' energy is both their mana and their health, and their upper limit is fixed at birth. 189
- A plane war commander may issue Mandatory Missions only under strict rules; signal markers must be set every thousand kilometers. 191
- One second-level wizard can control as many deep soul contracts as ten first-level wizards. 192
- Detection beasts under deep soul contracts feed back images losslessly, but their deaths shock the wizard's mental energy and can permanently damage the soul; most wizards prefer detection spells. 193
- Wizards divide a day into ten standard hours. 194
- Soul-curse-type illusion is a curse that works like an illusion, muddling the soul; weak singly, overwhelming from a population of a million. 194
- A second-level Talisman-Rune Artifact releases a second-level spell instantly and can fire dozens of energy bolts per second. 195
- Void Plane natives are often half matter, half energy, and see solid-matter wizards as a feast. 195
- Spatial equipment that can carry living things is extraordinarily expensive, beyond ordinary low-level wizards. 196
- The gap between levels is an all-round superiority in life level, physique and energy reserves. 197
- A third-level wizard's soul can leave the body and survive briefly. 198
- Plane origin is extracted by seventh-level wizards or condenses naturally in special energy bodies; natural origin is about fifty percent effective rule information. 199
- Unstable plane origin can be "exchanged" out by sacrificing high-quality matter and information; the best information carriers are intelligent souls, above all wizard souls. 198
- Advancing on pure plane origin is safe only if the origin comes from different planes; single-source origin lets a World Lord replace the absorber's consciousness, which is what "review" screens for. 198
- Wizard civilization forbids killing one's own kind; the exposer and escort of a criminal wizard shares permanently in everything squeezed from him. 198
- A "review" is secret and triggered on suspicion of thought contamination, soul replacement or mental incubation; a "trial" is public. 198
- Twenty strands of pure origin equal two hundred million military merit; many low-level wizards lack even the standing to borrow for one strand. 200
- A spatial fluctuation detector costs ten thousand military merit after camp subsidy. 200
- The logistics discipline is stronger but demands more aptitude and advances slowly; the combat discipline absorbs resources fast and yields immediate combat power. 201
- Black Giants advance by piling up resources and digging out potential, not by comprehending rules; they are attuned to the "energy" and "time" law threads. 202
- Mandatory Mission Expedition-001 carries neither reward nor penalty; disobedience counts as desertion. 203
- A peak Holy Spirit needs to condense a godhead and ignite the divine flame to become a god. 204
- A fourth-level wizard can kill a fifth-level being above his level. 205
- Elite Holy Servants are second-level, Holy Spirits third-level beings, Holy Gods fifth-level beings. 205
- Wizards are told from apprenticeship of the multiverse's vastness, which keeps them from the arrogance of self-styled gods. 206
- The white mist's cognitive interference has an upper limit likely below the fifth level. 207
- A battle between two seventh-level beings darkens heaven and earth; a World Lord's dying origin can be broken into mist that revives if it returns to its birth world. 208
- The white mist of two merged seventh-level origins evolves toward the eighth level but, lacking a governing consciousness, stays "half-step eighth-level"; studying it shows the seventh-to-eighth leap. 208
- Qi Refinement grants 180 years of life, Foundation Establishment 800; the longest documented Golden Core cultivator lived 1,120,000 years and died of soul weakening, not bodily decay. 209
- Golden Core true essence becomes "spiritual power," closer to the essence of the laws of heaven and earth. 209
- Every material plane receives an energy projection from a basic elemental plane like sunlight; collection arrays can multiply the usable share without raising the total. 210
- One plane's resources can give birth to a sixth-level being at most; higher levels need other planes' resources. 212
- Low-level wizard teachers get their rest period doubled; fifth-level and above owe mandatory rests of over a thousand years that teaching shortens. 211
- Two routes from sixth to seventh level: Expansion widens a law's scope (temperature to energy to fire element, or toward abstraction); deepening raises precision, such as acting through fate threads on related events. 213
- Decision-makers count a strategy implemented within a few thousand years as swift; rapid change signals a grave threat. 214
- Wizard numbers form a pear, not a pyramid: fourth- and fifth-level wizards outnumber third-level ones, since fourth-level wizards survive ordinary plane wars. 214
- Only the top tenth of graduation trial passers may enter Noren Workshop's elite selection. 214
- Noren Academy No. 147's second hidden entrance test is the half-displayed contract scroll; four academy rules are safety, no private fighting, respect knowledge, points as sole currency. 215
- Crimson Gold refines gold's concept of immortality, Essence Gold its concept of eternity; purification needs at least ten rounds. 216
- An apprentice's natural lifespan is about sixty years; formal wizards count life in centuries and millennia, which is why high-level wizards seem indifferent. 217
- A medium plane expedition mobilizes about a hundred thousand wizards, hard planes two or three hundred thousand; this one exceeds a million. 218
- Below third level the chaotic void is suicide without shelter; third-level and above endure briefly under their laws; sixth-level wizards master rule solidification and extend domains that let lower wizards fight in the void. 219
- A wizard's first plane war has under five percent survival; a whole expedition's death rate is held to about one in ten; fourth-level wizards and above fight above their level by law mastery. 221
- A plane barrier is a boundary layer tens of thousands of kilometers deep that heals any torn passage. 220
- Three seventh-level wizards split roles: One holds the ship-plane, one storms hard points, one guards information outside. 222
Chapters 301-400¶
- Twelve sixth-level wizards defeat fifty-odd seventh-level God-Kings by law use and spells. 223
- The Giant Spirit Realm calls its seventh-level powerhouses gods and God-Kings. 224
- A same-level illusion cannot normally affect soul perception; the Dreamscape gives real feedback. 225
- Wizard cannon fodder is often a level or two stronger than its master; a servant army is conquered natives driven into service. 226
- Wizards use knowledge as a lever to move power rather than evolving the flesh. 226
- Soul crystals raise mental energy, repair souls and make cannon-fodder cores; wizards rarely produce them because living creatures keep producing value. 227
- Time is a branch of the water element; tenfold acceleration that leaves elements unaffected is half-step ninth-level technique. 228
- The four major powers are the Star Ring Federation, Crimson Court, Void Architecture Academy and Anti-Entropy Alliance. 229
- A ninth-level wizard crushes a ninth-level god by quality of mastery, not level. 230
- Fifth-level and above can expel bacteria by energy and mental energy. 231
- In a plane cluster, plane origins counterbalance; one World Lord's self-detonation can be delayed by the others. 232
- A second-level wizard can finely control a million cannon-fodder units. 233
- Formal wizards temper their bodies by biochemistry, elemental tempering, genetics and mechanics; close combat is a hidden trump card. 234
- Large wars come down to resource reserves and energy output. 235
- A seventh-level wizard can erase half a plane with a thought. 235
- The ship-plane's main cannon pierces a plane-sized body and the plane behind it. 236
- The Civilization Security Contract judges carriers of contamination perpetrators of a hostile act, to be wiped out. 237
- The Purification Protocol: No recovery, no samples, destruction down to information. 237
- 100,000 high-level military merit converts to about a million low-level; high-level merit buys other powers' internal resources and shortens high-level wizards' post-war recuperation. 238
- Divine faith network knowledge: An eighth-level exposition costs 100,000, a sixth-level set 10,000 high-level merit. 238
- First-line battlefields are overseen by ninth-level lords; second-line battlefields hold no ninth-level beings and have an eighth-level wizard presiding; rear battlefields sweep remnants. 239
- Wizards seat themselves by level; each level is an abyss in wisdom. 240
- Top geniuses advance slowly: Lingering at a level means inspiration and knowledge still welling up there. 241
- A wizard advances only after exhausting current resources; plane origin must be bought, often on debt. 243
- Nascent Soul Realm makes lifespan theoretically unlimited; each major realm expands the Internal Circulation internal space. 242
- Third-level advancement needs mental energy up to standard and 0.1% grasp of a law. 244
- Sixth level is law solidification (stable across planes); seventh needs deepening or expansion; eighth fixes one's law and warps the plane's matching law into one's own image. 244
- A law is a summation of regularities, not an energy, so a foreign law can be mastered. 244
- Incense Fire Divine Dao arose when Mortal Dust Qi degraded as cultivators became "keepers" of mortals; playing gods restored the social bond and raised Mortal Dust Qi output and quality. 244
- Incense Fire Power converts nearly losslessly to spiritual qi and serves as a universal catalyst and building material. 244
- Orthodox talismans and god descent are long-range energy transmission across space from the Divine Dao's store. 244
- Cultivation-world Divine Dao start-up needs a second sun or a resident Three-Legged Golden Crow. 244
- Each major promotion adds aptitude: Plus ten at formal wizard, twenty at second level, thirty at third; a tenth-level genius keeps his edge only to the third or fourth level. 245
- More than ten aptitudes exist besides elemental affinity. 245
- Apprentice aptitude of fifth level plus ten becomes fifteenth level. 245
- Wizards never forget anything once seen; soul spells can briefly veil that. 246
- Mind protection splits into enhancement, awakening and isolation types with known trade-offs. 247
- Isolation artifacts of the sixth level can differ enormously in upper and lower limits. 248
- Illusions on the giant-beast plane manifest believed injuries in reality. 249
- An eighth-level wizard's will spans half a plane and fixes laws to turn a target into a specimen. 250
- Reciting a ninth-level lord's True Name fragment tests whether one is in an illusion; the caster shares what the subject leaks. 250
- The giant beast sample suggests a law phenomenon converting unreal to real. 251
- A sixth-level wizard's mandatory rest after a plane war exceeds four thousand years; elite status and high-level merit shorten it. 252
- Later wizard levels are refinements of mental energy, not rebirths; the first two are the critical leaps. 253
- A normal third-level wizard's destructive limit is city-destroying. 254
- Only from the third level can a wizard directly sense spatial folds; below that, spells like the All-Purpose Eye read space through an instrument. 254
- The ninth-level wizards pulled every plane with ninth-level power as the front moved forward. 254
- The eternal contract signed at becoming a wizard allows remote life monitoring. 254
- Memory overwriting on the galactic-type plane is not mental hallucination, since the Barrier never triggers. 255
- The illusion builder uses only very familiar people or strangers; "met once" faces risk alerting the subject. 256
- Entering stillness is a cultivation realm of mind, not a mental-energy level, so it survives suppression. 257
- An internal space with rudimentary plane rules partly cancels an outside plane's suppression. 257
- The Justice plane's technology leans on gravity manipulation, spatial folding and matter-energy conversion, a self-consistent tree distinct from elemental rune technology. 258
- Nearly two million wizards are suppressed and embedded in the Justice plane's society. 258
- Wizards describe demi-plane evolution and large barriers with "closed system", "periodic entropy fluctuation" and "breathing"; "law" and "void" replace "rule" and "universe". 259
- Rule recognition: Anything whose manufacture and form this world's technology could in theory reproduce runs normally under the "rejection of the transcendent"; much wizard knowledge can be reproduced by technology. 260
- In the Justice plane, intelligent beings who die by accident are reborn with wiped memories; natural deaths seem not to revive. 260
- Wizards capture Void Predators near spatial rifts and use cheap contracted creatures and elemental beings as plane-war cannon fodder. 261
- The blue-skinned devils have a meridian-like channel system for transcendent energy and likely innate transcendent power, wiped out by the plane's suppression. 262
- Most wizards must pick the one technique their talent suits to advance to third-level wizard. 263
- An eighth-level wizard can rescue signalers in an instant even in a universe-type plane. 263
- Justice's Absolute Fairness Field seals transcendent power; its "hope" reads each individual's ultimate longing and arranges a life that fulfills it, and it sets non-humanoid organisms as the hostile camp. 264
- Justice suppresses power and pursuit of power is Jie Ming's wish, so his core parameters conflict with its directive and it cannot comprehend him. 265
- Immortal cultivation pursues longevity: Golden Core Stage seeks an immortal body and Nascent Soul Stage can in theory live forever; wizard civilization pursues knowledge: second-level wizards begin studying laws and third-level wizards perceive spatial fluctuations. 265
- The Substitute Death Doll uses causal reversal and soul anchoring to move the soul into a pre-grown clone on instant death; the clone is cultivated from the host's genes and mental imprint. 266
- The Body Forging Method's adaptive evolution is branded on the life origin or soul, so its resistances survive a change of body. 266
- Wizards settle accounts even between mentor and disciple; a discount is possible but the price is never waived. 267
- A Substitute Death Doll lists at ten billion high-level military merit, roughly a hundred billion ordinary military merit at the unofficial rate, with century-scale production; alternatives for causal reversal, soul anchoring or instant-death avoidance are costlier or harsher. 267
- High-level military merit buys adjusted rest periods and rare resources. 267
- A seventh-level alchemist who makes Substitute Death Dolls earns faster than many eighth-level combat wizards. 267
- Racial-adaptation modification can assimilate a conquered plane's humans into wizard-world humans to produce apprentices. 268
- With no ninth-level present, an eighth-level wizard is invincible in the known chaotic void. 268
- Ninth-level "authority" is twisting laws, directly modifying the world within a limited scope; ninth-levels also hold near-infinite power. 268
- Eighth-level law solidification fixes the law foundation of the wizard's own existence, so a ninth-level cannot tamper with or erase him; several eighth-levels can stack Law Solidification Domains through joint arrays into an "absolute domain" that locally cancels law-twisting. 268
- Infinite power still has a limited instantaneous output; three to ten coordinated eighth-level wizards can out-output most known ninth-level beings and force them to back down, negotiate or fall. 268
- Wizard education is built around beating the few with the many and leaping levels; rumor says nine ninth-level wizards lead armies of eighth-levels on unknown frontiers. 268
- Mandatory rest periods can be shortened by spending high-level military merit. 269
- Plane management is reckoned in centuries; a protection-and-faith relation with a resident race lets Mortal Dust Qi arise. 270
- Advancement to fourth-level wizard requires one percent mastery of a law; mental turbulence from an experience of death stimulates mental energy growth. 270
- Wizards worry about lifespan before the sixth level; the Nascent Soul Realm removes that worry. 270
- Jie Ming's rest period runs four hundred years. 270
- Raising an embryo's aptitude costs far less than an adult's; the embryo procedure guarantees tenth-level elemental affinity but only average fourth- to fifth-level mental energy potential and soul purity. 270
- A spatial-level tear from Spatial Distortion needs sixth-level energy intensity to withstand without dedicated spatial resistance. 271
- An incubation pool mass-produces one standard Black Giant warrior per minute; the first priest took a full day. 272
- Faith energy from the Black Giants is purified by the Incense Fire Divine Dao network into golden Incense Divine Power. 272
- Spatial Slash shears space rather than clashing energies, so a sixth-level force field offers almost no weakening; sixth-level beings have keen spatial perception. 273
- Sigils cannot boost spatial spells with outside elemental power because of their instability. 273
- Noren Workshop has only one eighth-level wizard; the ninth level is the summit that creates and twists rules. 274
- With advancement at one in ten thousand, a plane where everyone has aptitude yields astronomical numbers of formal wizards. 275
- Sufficient accumulation of knowledge can change starting talent. 276
- Sixth-level beings that could stir calamity on any plane are kept as pets by a peak seventh-level. 277
- Formal wizards live several thousand years or longer. 278
- High-level wizards do not spar with mid- and low-level wizards by tacit rule; sixth level is the threshold of high-level wizard. 279
- Most wizards only pack cannon-fodder units for plane wars; a prolonged fight gives an opponent time to unfold a wizard tower phantom or lay a rune position. 280
- The Acceleration Talisman-Rune Artifact bracelet multiplies perception and reaction dozens of times at the cost of cellular aging and soul pain. 280
- Spatial spells are a computing-power black hole: sustained ones on the caster scale with the caster's own energy level, so splitting the mind three ways for spatial spells is held impossible before the seventh level, when the soul's essence leaps. 281
- A pulverized heart is a minor injury for a fifth-level wizard, who can regrow it. 281
- A natal treasure's minds in harmony shares computation with its host's soul with zero delay, unlike a chip, which must transmit data to the main consciousness. 282
- Elemental storms on the horizon mark surviving wizards switching from hiding to head-on clearing. 282
- Black Giant priests gain accelerated time for themselves and slowed time for enemies; their black liquid metal swallows energy attacks. 283
- A Black Giant leader's body withstands sixth-level attacks; its self-destruction rivals a fifth-level wizard's explosion. 283
- An ordinary spatial lockdown is a formality before an eighth-level wizard. 283
- Wizards' bodies at formal level survive vacuum; the suffocation in spiritual qi is cognitive rejection of alien rules. 284
- Conventional detection built on the elemental system cannot identify spiritual qi. 284
- Studying a normal law may need one wisp of plane origin; fabricating one needs origins from many fields. 285
- Different Imaginary Elements can improve potion stability, trigger benign mutations or give potions temporary law properties. 286
- Eighth-level advancement requires one successful law solidification, branding one's principle into a plane's rules; afterward it can be done at will. 287
- Law solidification is a castrated version of ninth-level authority: both modify the world, but an eighth-level can only modify along mastered laws. 287
- A law's interchange with a plane makes every creature feel wrongness; wizards below fourth level stagger under the peak pressure. 287
- Alchemy at sufficient depth can recreate extinct things perfectly from their material, energy and information imprint. 288
- Low- and mid-level wizard advancement is a quiet qualitative change when mental energy and law understanding meet the threshold; it raises the ceiling, not immediate strength. 288
- Under the Qi Refinement Method, a leap in spirit pulls essence and qi up after it. 288
- Prowlers moving in phase space must stay below the speed of sound or spatial turbulence tears them apart. 288
- Owning a fully controlled private plane marks strength and status; a sixth-level wizard can touch the plane origin and crush internal threats with a thought. 289
- Soul contracts may bind spirituality's free development at the subconscious level. 290
- Only nobles have surnames; a noble surname comes from the founder's name or title. 291
- Enlightenment of creatures is a great divine ability normally reserved for immortals; Starfall reaches it by research in decades. 291
- By the cultivation framework, enlightened light orbs are demonkin: each enlightened individual can form its own tiny race, which explains their rapid specialized divergence. 292
- Phase space mirrors the shape of real space; passing a phase-shifted body through a sixth-level being's law-marked body collapses the phase space and releases a Spatial Slash. 293
- Life force attraction weakens in crowds because overlapping life fields form a torrent. 293
- Wizards with extreme life affinity have bodies as the deepest part of their power system. 293
- Animating a plane means endowing a material world with spirituality so it becomes a living, self-evolving super-lifeform; a failed one could unleash a rampaging plane consciousness. 294
- Cultivation realms were founded on the longing for long life: Qi Refinement, Foundation Establishment (unifying essence, qi and spirit), Golden Core (imperishable body), Nascent Soul (imperishable self), Spirit Transformation (power to protect the Dao, reunifying the three treasures). 295
- Wizard civilization springs from craving for knowledge; a sixth-level wizard's life is limited without Longevity Pills or biochemical modification. 295
- Spirit Transformation gives near-inexhaustible spiritual power, far finer mental control, and a cognition that reads the principles of things directly. 295
- The wizard system shoots one arrow and strengthens it; the cultivation system shoots more arrows; combining them past one's control capacity disperses the power. 296
- Jie Ming's inner world, after Spirit Transformation, draws matter and energy from the endless chaotic void and could seal itself off as an independent plane if his connection weakens. 296
- Black Giants need no food or sleep; ordinary ones live several thousand years, fourth- and fifth-level ones tens of thousands. 297
- Incense Divine Power is the collected afterglow of beings' stray thought fragments, ranked beside Mortal Dust Qi as a top all-purpose resource in the Great Dao Book Pavilion. 297
- The Divine Thought Sympathy Art overclocks thought (brainwave activity up more than eight hundredfold) but distorts time perception and breeds edge-case errors; the Pavilion warns it serves only as a guide. 298
- Spiritual qi crystals must be released through a decompression array or they cause an energy rampage. 299
- Mandatory rest periods are forcibly extended once a wizard reaches the fifth level. 299
Chapters 401-500¶
- Zero-fatality plane wars signal an enemy that conventional means cannot handle; the Justice plane was one. 300
- A civilization-level time reversal resets all matter, energy and memory inside the plane; outside observers are unaffected and eighth-level law solidification preserves memory. 300
- The cultivation world's "sect reboot grand arrays" reverse time once at the cost of a world's origin or hundreds of millions of lives. 300
- Wizards crush same-level transcendent systems through "elemental multiplier" reinforcement; spells use an encapsulate-trigger pattern allowing a dozen casts a second, while cultivation magic needs real-time regulation and a charge. 301
- Traditional wizard artifacts pre-store a complete spell model in solidified runes, trigger on a trace of mental energy, and recharge from the environment or crystals. 301
- Ship-planes are small planes modified into mobile war fortresses with multiply expanded interiors disguised as terrain. 302
- Eighth-level Great Wizards wear a badge of eight silver stars in a ring; seventh-levels a seven-star medal. 303
- Any eighth-level wizard resists the time loop through law solidification, and an eighth-level alchemy master's artifacts would too; wizards may take loans even between mentor and disciple. 304
- Memory anchoring: Phase One keeps only loop awareness plus intense emotional fragments; Phase Two weakly binds knowledge packets; Phase Three (Time Anchoring) is a self-cast spell that keeps full memory. 305
- Mass projection projects part of one's mass, energy and consciousness information to a distant place; its presence can be shown only to chosen targets. 306
- For an eighth-level wizard, physical destruction barely counts as harm; only attacks on the soul or existence are wounds, and healing time measures depth; three seconds of healing implies a life-threatening wound. 307
- An eighth-level wizard's death can be revived from, but costs face for the lifetime; social death can be harder than real death for the unlimited-lifespan. 307
- A wizard's immortality strengthens as level rises and self-modification deepens. 307
- The camp's Fundamental Law Anchoring Arrays and Anti-Spatial-Disruption Generators shut out small-scale spacetime manipulation but not plane-level reversal. 308
- Inside a timeline-branch world, the rules of space can be overridden by a higher authority, so Phase Space fails. 309
- The sphere's mental-pollution and information-overload attack could work on fourth- or fifth-level creatures and mentally weak sixth-level beings. 310
- Reclaimed high-level Sickle-Skull husks are sixth-level at minimum and serve as research material and biological-weapon bases. 311
- Military merit yield per plane war: A first-level combat wizard a few thousand low-level points, second-level tens of thousands, third-level a hundred-odd thousand to several hundred thousand, an ordinary fourth-level a little over a million; Jie Ming's haul is about thirty million plus knowledge worth over a hundred million. 312
- Logistics research departments are where a plane war's real profit lies; the front line earns only the turnover. 312
- The Ring of Truth shows laws as light bands; a light band forms only past a minimum threshold of knowledge. 312
- Time afterimage training artifacts cost around a billion low-level military merit each and can be bought with low-level merit alone; 5.46 billion would arm a legion of three thousand fourth-level wizards. 313
- A wizard's combat strength is knowledge, not combat experience; sparring an afterimage mainly exposes tactical flaws. 313
- Jie Ming's Body Forging Method evolved thirty-seven times faster than usual against an afterimage; with medicinal baths he projects fifty to a hundred times. 313
- One medicinal-bath soak costs close to ten million low-level military merit, most of a fifth-level wizard's take from a plane war. 314
- Wizard advancement from third to sixth level requires only law understanding and mental energy strength; cultivators at the Nascent Soul Realm have endless lifespans, and Spirit Transformation to Void Refinement requires seeing through one's path, equal to 100 percent mastery of one law. 314
- Spirit Transformation cultivators who steep for over a million years can fight Great Ascension Realm cultivators and often ascend directly to immortality; those of ordinary aptitude advance to Void Refinement instead. 314
- Wizards generally fight one level above against other civilizations but are out-leveled by living planes, which have next to no civilization level. 315
- On the Flame-Frost Plane a sixth-level living plane nearly destroyed a sixth-level wizard piloting a strategic-grade ship-plane. 316
- A wizard's combat power is directly proportional to accumulated knowledge. 316
- A natural living plane commands itself as easily as its own arm; an artificially catalyzed one with a newborn consciousness resists far less. 316
- Only a sixth-level wizard with full law solidification can move and cast freely in the chaotic void for a short time. 317
- Living plane awakening: Spirituality sprouts first, then internal conflict and external stimulus catalyze a soul core built from the plane's own elements, which organizes the chaotic spirituality. 318
- A plane soul can be read emotionally by the warship's equipment once it coalesces. 319
- A living plane can open and close its own barrier at will, beyond any plane administrator's authority. 320
- Wizards multiply the effect of energy through knowledge; a living plane's terror is sheer quantity, beyond any individual below the ninth level, and a plane that also learned wizard knowledge would be unprecedented. 321
- The Contract every wizard signs before formal study chiefly requires keeping secret knowledge and not betraying the civilization; outsiders of high intelligence who sign voluntarily can become wizards, usually after bodily modification toward human form. 321
- Rebuilding a body for a wizard takes some resources and a few days; the techniques are widespread. 322
- Seventh- and eighth-level wizards account for over ninety percent of a faction's deterrence and fighting strength; one new eighth-level wizard nearly doubles a faction. 322
- Even an ad hoc wizard squad may turn on comrades in a "rational betrayal" over a precious enough resource. 322
- Federation mediation sets a time and region for a showdown; the loser cedes interests or is exiled to open new territory on a dangerous front. 322
- The Level-Three Cultivation Protocol is basic welfare for every formal wizard; Level-Two is for seeds likely to reach the seventh level and above; Level-One is for figures who may drive a step-change for all wizard civilization, with unconditional funding and near-total resource access. 323
- A seventh-level living plane wizard could do what three eighth-level wizards do; an eighth-level one could rival regular ninth-level existences. 323
- Ninth-level creatures can rewrite the rules of the world. 323
- Wizard civilization copies alien phenomena by recording structural changes and reproducing them in its own system; first make it work, then ask why. 324
- Artistic conception is groundwork for the cultivation world's conceptual technology; consuming plane origin gives knowledge of what, not why. 325
- Fifth-level wizard requires mastery of at least one law above 10% and mental energy intensity up to standard; level is hardware, knowledge is the program. 326
- Cultivation bottlenecks are man-made shortcuts; Qi Refinement has nine layers and twenty-six minor bottlenecks, Foundation Establishment four stages, Golden Core and Nascent Soul three, and Spirit Transformation is close to primitive with no clear signpost. 326
- Apprentice to formal wizard lights the spiritual flame and condenses the Ring of Truth; first to second builds an energy circulation system; second to third begins deep contact with laws; fourth and fifth are quantitative steps. 326
- Sixth-level wizards have completed law solidification and undergone a qualitative change in life form; the fifth-to-sixth gap is a major realm gap. 326
- Flower God Baleful Qi and Hundred Flowers Dew come from Jie Ming's garden; Hundred Flowers Dew is a harmonizer for elixirs and potions. 327
- Incense Divine Power is the aggregate afterglow of intelligent beings' thoughts; the unfiltered mix erodes the user, which ancient cultivators called Incense Fire Poison, and later systems added filtration. 328
- Faith energy knowledge is cheap in wizard civilization because it is valued below laws, souls and spacetime. 329
- A super-large abandoned plane is pieced from exhausted fragments so neither side can use battlefield resources. 329
- Talisman-Rune Artifacts give unlimited firepower from environmental energy but cannot carry composite magic techniques; traditional wizard artifacts are stable but limited, so Jie Ming uses numbers and fast recharge. 330
- High-level military merit redeems strategic items such as rule fragments, forbidden inheritances, life-saving talismans and law-interference devices, often at a million each. 331
- Wizards below the third level are excluded from the coordinated war as weak links. 332
- Black Giant priests mutate at one in ten million and each starts as a sixth-level being. 332
- A ship-plane is a plane heavily modified by wizard civilization for void voyages or as a mobile war fortress. 333
- Advancement from third to sixth level requires only mental energy up to standard and law mastery. 334
- Wizards below the sixth level face mandatory conscription into plane wars; high-level wizards have a genuine mandatory rest period. 334
- A fifth-level wizard's battlefield task is to withstand several to a dozen sixth-level creatures and pin seventh-level creatures. 334
- 100% law mastery is only the minimum threshold for law solidification; mastery piled up with plane origin is a rigid database. 334
- Below the sixth level logistics wizards outrank combat wizards; at the sixth level they are equal. 334
- Costly one-shot curses aimed at enemy geniuses at the start of a war are a classic tactic. 335
- Seventh-level wizards resist pressure from the eighth level because their laws are deepened and expanded. 336
- Releasing cannon-fodder units is the norm in wizard warfare; ten thousand wizards release over a hundred million. 337
- Modifying a low-level creature to a high level means rebuilding its essence, almost creating a new species. 338
- Medium element decomposition cannons fire faster and cheaper than the super-heavy main cannons and turn anything below the sixth level into elementary particles. 339
- A super-heavy element decomposition cannon has over seven million runes, converts pooled elemental energy into pure decomposition power, and one shot drains a fifth-level wizard; lower-level wizards must pool mental energy. 339
- Mental energy exhaustion feels like needles in the brain and leaves an ordinary wizard limp for a minute or two. 340
- A wizard one level higher has about ten times the elemental output and ten times the mental energy, so over a hundred times the destructive power; about a hundred fifty coordinated lower-level wizards can hold down one wizard a level above, ninth level excepted. 341
- Eighth-level wizards possess law solidification. 341
- Not understanding an opponent's method means his academic attainment exceeds yours, and academic superiority is combat superiority. 341
- Any wizard's normal-state power comes down to mental energy levering elements; attacks whose intensity, frequency and complexity exceed the information-flow ceiling suppress even the strongest. 342
- Positional warfare favors the defender: A line not broken at the start grows ever harder to break. 342
- Turret fire takes a fifth-level wizard's full mental energy, ten fourth-level wizards pooled, or over a hundred third-level wizards. 343
- Battle is the best catalyst for a body cultivator's advancement. 343
- Privately speculating about another wizard's core knowledge is taboo in wizard civilization. 343
- Law counters normally require deeper research into the same law; a living plane is an aggregate of world laws, and Clark's all-laws path makes him a living plane in human form. 343
- A new law can be learned by analogy once enough basic laws and their patterns of connection are mastered. 343
- Training a seventh-level wizard takes thousands of years and resources enough to pile up a plane. 344
- The three factions were matched because their high-level technology is on a par. 344
- Fifth-level wizards who survive reconnaissance this intense qualify to advance to the sixth level. 345
- A fifth-level wizard can implant a deep-sea behemoth bloodline gene at advancement; full release gives five minutes of strength at the cost of human form and death by genetic collapse. 346
- A fifth-level wizard can survive a destroyed heart but can be killed by stacked traps. 346
- Equivalent exchange: A saved wizard pays with the techniques he is best at, and unique core knowledge is often unbuyable even for military merit. 348
- Most fifth-level wizards are old monsters of three or four thousand years. 347
- The sixth level begins to solidify laws, moving from borrowing to mastery; a wizard's first principle is rationality. 349
- True elites rarely move in packs; a thirteen-man hunting team signals wizards making up for weakness with numbers. 349
- The Chaos Secret Cult's crystal modification discipline modifies the whole body between the biological and the mineral. 350
- A fifth-level wizard operating alone on the Noren side carries a magic network terminal showing friendly signals and danger zone markers. 351
- A sixth-level wizard at the peak surrounded by an army has barely one chance in ten of surviving. 352
- Mortal Dust Qi carries the distracting thoughts of the mortal world; a large dose plunges a weak-willed seventh-level wizard into a Mortal Dust Tribulation and comatoses sixth-level wizards without dedicated protection. 353
- Light-Form Escape travels at light speed but only in a straight line, so a sixth-level wizard can teleport onto the path's extension to cut it off. 354
- A sixth-level wizard's short-range space leap is as natural as breathing. 355
- Soul damage over sixty percent should kill even a sixth-level survival specialist; potions lose most of their power on a shattered soul. 356
Chapters 501-600¶
- Body cultivation's core is adaptive evolution; its ultimate form is adapting to, even immunity to, death; sect geniuses could grind this with revival treasures. 357
- Wizard magic splits into "release-and-forget" (fireball, ice spike, Trigram Fire) and "manipulation" types (Soul Search, alchemy, curse implantation); wizard artifacts almost all store the former as a safety net for wounded casters. 358
- Prowlers reach over fifty times the speed of sound. 358
- Wizard society's status differences come from strength, knowledge or research seniority, not servitude; servile deference is abnormal. 359
- For fifth-level wizards, under a kilometer is face to face. 359
- Four wizards can link mental energy threads to cast with the equivalent of sixth-level power. 360
- Fifty Trigram Fire beams from Black Giant priests count as fifty sixth-level attacks. 360
- Delaying tactics against an unbreakable defense: physical-impact spells, force-field walls, mire spells, spatial stagnation. 361
- Soul deficit does not refill under healing arrays; the array only stitches the remainder; sixty percent soul loss would kill many sixth-levels. 362
- A wizard's knowledge is protected by the ninth-level wizards. 362
- Intelligence rewards: 700,000 low-level military merit for precise main-base coordinates. 363
- "Elite fifth-levels": Fifth-levels whose skill lets them survive or hold a sixth-level. 363
- Epithets: Ordinary sixth-levels carry epithet plus name ([Shadow Curse] Karon); a unique epithet replaces the name; a True Name with no title is rarer still. 364365
- Two ways to keep a True Name: Show no classifiable characteristic, or leave no enemy witness alive. 365
- Soul wizards take reconnaissance missions under different requirements, and are ill suited to teaming. 365
- Presence obscuration styles: Erasing one's existence versus matching one's existence attributes to the environment. 366
- A dying fifth-level soul wizard's backlash is a near-physical mental shock. 367
- Light crosses a hundred kilometers in 0.0003 seconds; light speed is the information limit of a material plane. 368
- The wizard civilization records tens of thousands of obscure laws; attack-erasing laws number only tens of thousands. 369
- Ninth-level wizards hold "infinite" power and distort laws at will. 370
- Eighth-level wizards complete law solidification and can resist even ninth-level distortion; a sixth-level's solidified-law artifact works at any distance; a sixth-level's mental control covers over a thousand kilometers. 370
- Research by-products often outweigh the target result. 370
- Imaginary Element environmental fields normally affect only third- and fourth-level wizards. 371
- Wizards' neural reaction speed rises exponentially with level; a second holds dozens of tactical decisions. 372
- Plane-war battlefields are resource-drained wastelands of inert gray-white rock. 373
- A fifth-level magnetic wizard manipulating non-metallic matter marks the threshold of a sixth-level qualitative change. 373
- Body elementalization turns flesh into element; a second-level wizard can learn its basics after body activation; Jie Ming's Light God Transformation is the reverse, forging substance from energy. 374
- An energy body moving at light speed has near-zero kinetic energy; its threat is the energy it carries. 374
- Wizards of the same level fight head-on only when confident; war never matches level for level. 374
- Fifth-levels who escape a sixth-level mostly owe it to luck or a countering style; winning twice is a different matter. 375
- Titled wizards give up their own names for codenames and are the elite of their level; a True Name is for "monsters" who keep their own names, and a fifth-level who beat two titled wizards qualifies to bid for one. 376
- Eighth-level wizards have law fixation and are immune to world modification; their showdowns are beyond conventional wizardry. 378
- Trump cards for an eighth-level battle are chips to break the balance; a near-eighth-level power without law fixation still cannot resist ninth-level world modification. 377
- Alchemy's transmutation array decomposes and resynthesizes matter; a plane-wide one can convert antimatter or emotional energy. 378
- Battlefield planes are spliced from dozens of abandoned planes; the Chaos Secret Cult can collect a dead plane's death wail as plane-death-level emotional energy, an ocean beside the brook of millions of wizards' emotions. 379
- The Awakening Technique needs a target with a whole, connected self; incubation of plane spirituality normally takes centuries, over ten thousand years for a huge plane. 381
- A living plane is in theory only a sixth-level creature, but one this size can affect an eighth-level battlefield; its controller decides how much power it brings. 380
- Eighth-level wizards fight millions of kilometers apart; their attacks warp laws, alter cause and effect or annihilate as pure nothingness, restrained so as not to shatter the plane. 382
- Eighth-level battles have moved beyond conventional elements but cannot be wholly free of them; a living plane drawing off elements can force a concession. 383
- Under the coordinated battle contract the loser's search regions pass to the winner and the loser withdraws within a year. 383
- Black Giants grow by devouring enemy life in battle; survivors reach seasoned sixth level. 384
- Reforging a magical treasure gets harder each Turn; the Five Aggregates Rainbow Mirror's Third Turn needs cultivation-world resources. 384
- The Noren Workshop stations wizards on planes as "nobles" on guardianship missions starting at two hundred years. 385
- Innate aptitude helps less the higher the level; from the fourth to fifth level tenth-level aptitude is already of little use. 386
- Abandoned planes used to end as ship-planes, spell test grounds or warehouses; the Awakening Technique raises their value enormously. 387
- Many fifth-level wizards measure study time in millennia. 388
- From fifth to sixth level a wizard must raise law mastery from ten to a hundred percent and then comprehend law solidification; this step is harder than the whole climb from apprentice to fifth. 389
- Elite combat units get a rest period between conscriptions; Jie Ming's mandatory conscription was due in under fifty years, then ten. 390
- Planes with no wizard deaths are the most troublesome; the Information Plane's enemies incapacitate instead of kill. 391
- Wizards can lead a plane war from the rear so low-level wizards trip the pitfalls first and do not provoke enemies into detonating the plane origin; law fixation makes an eighth-level unable to feel such attacks. 392
- Spells are a multiple transformation across information, energy and matter layers; acting on the information layer destroys them before they form unless their complexity exceeds the enemy's short-term computation. 392
- Silencing means all output ports are blocked while thought stays active; plain information turbulence should only knock a target out, so the natives' real method is unknown. 393
- Any creation built on rune arrangements and energy formulas is transparent to the information beings; they read the core and nudge a parameter so it destroys itself. 394
- The level of the natives' counterattack depends on how complex the attack's information is. 394
- Incense Fire Poison is a byproduct of generating Incense Fire Power, condensed from believers' stray thoughts, obsessions and resentments. 395
- Wizards uphold equivalent exchange; a method like Jie Ming's can earn high-level military merit. 396
- Space is built from wind elements and time from water elements; the Information Plane has neither, and a visitor's own information builds a temporary space and time to suit his perception. 397
- In the Information Plane distance means nothing; nearness is similarity and quantity of information. 397
- An information being is outer energy built from the four elements with a core of condensed information, the same structure as Light God Transformation. 398
- Return to Ruins is the embryo of a law that devours everything and holds everything; Spirit Transformation Stage cultivators spend thousands of years on one technique. 398
- The theory of the Four Elements is closer to the essence than the information beings' technology; ninth-level wizards have probably touched a layer deeper than the Four Elements; wizard civilization mastered the Four Elements before leaving the Origin Plane. 399
- Information beings cannot be killed conventionally: on death their information transfers home by quantum entanglement and is rebuilt. 399
- Information beings may replace a wizard's soul information (possession), so the core camp screens for it. 400
- Information chaos, not information quantity, triggers the natives' stress response; the five chaotic materials rank Incense Fire Poison, faith energy, demonic spirit fragments, death baleful qi, Mortal Dust Qi. 400
- Information beings revere entropy reduction; order is friendly to them and chaos is rejected, and they ignore orderly intruders until fighting or leaked information makes them chaotic. 401
- Cultivators prize severing cause and effect; fate wizards lean toward going with the tides of fate, and forcibly severing cause and effect is beyond an ordinary seventh-level fate wizard, common only at the eighth level. 402
- Information beings purify the endless chaotic void into pure weapons and revive from it; past a certain number they form a local network and revive within it. 403
- Information beings can format the souls of cannon-fodder creatures and control hubs and turn them on their masters. 403
- Fate Subsystem computing power is a fixed value plus an amplification coefficient; the fixed value's ceiling is set by the ten billion believers of the Incense Fire Divine Dao. 404
- A formatting attack wipes arrays to blank and reverse-reads elemental pool runes for sympathetic detonation. 405
- Wizard civilization tames high-intelligence races (void demon eyes, brain horrors) as biological computing machines and grows modified brain tissue in culture tanks for computing output. 405
- The information beings' civilization is one biological quantum network; perfectly flat, no leaders, every decision from a consensus algorithm. 406
- An Entropy Brain combs a user's existing knowledge into order, unlike plane origin, which pours in jumbled knowledge; best used after a large batch of new learning. 406
- Wizard population is gourd-shaped: Apprentices and first- and second-level wizards at the base, fourth- and fifth-level wizards second most numerous because they live almost indefinitely with biochemical modification or Longevity Pills, sixth-level wizards sharply fewer. 407
- Fourth to fifth level requires ten percent law mastery; fifth to sixth requires one hundred percent. 407
- One strand of plane origin raises law mastery by 0.1 percent; nine hundred strands cost ten fifth-level family fortunes, and forced advancement gives little combat strength. 407
- Wizards below the high levels are compulsorily called up for plane wars at regular intervals; sixth-level wizards may use their privileges to stop answering. 407
- The magic network has been managed by high-level artificial souls from birth and has never suffered viruses. 408
- Every information being is a complete server node; killing any number leaves the rest running. 408
- Virus spells replicate on the enemy's own computing power and spread through its help requests; the flat network has no firewalls or quarantine zones. 409
- The highest consensus algorithm converges all nodes in a crisis and executes at once; it can isolate and abandon infected sectors as necrotic. 410
- The information network pushes updates: A Harmful Information Shielding Patch and a Link Line Camouflage Protocol. 410
- The natives evolve screening of incoming information, which blunts the Information Plague but slows their reactions. 411
- The absolute zero barrier halts every particle; it can be broken by exceeding its total computing power, attacking the bodies behind it, or one overwhelming strike, and releases all imprisoned energy when it collapses. 413
- A single information being's computing power approaches a fourth-level wizard's. 412
- High-level wizards detect planes only after merging with a plane origin; an extreme entropy-reduction plane blends into the chaotic void's background noise. 412
- Every wizard is branded with the contract protecting individual knowledge; prying or stealing without permission draws the Star Orbit Tribunal's judgment. 414
- The essence of a wizard is exploration, parsing and expansion, itself a kind of entropy increase. 414
- Silence is a living being caught in the entropy reduction cycle: thoughts and spiritual sea still run, but every output port is blocked. 415
- The information beings reached "something from nothing" and infinite power without the ninth level, through racial talent, and have no desire to expand. 415
- A cultivator plunders heaven and earth for his own use; the plundered world becomes the Internal Circulation inside him, making a cultivator absolute entropy reduction. 415
- Every wizard carries a contract branded into the soul, laid down by ninth-level wizards and backed by the whole civilization; its backlash strips life and seals off every means of revival. 416
- Wizards are rational to the point of inhumanity: maximizing benefit outranks revenge, so a surrender is accepted without a single objection. 416
- Wizards woken from the silence gain more condensed mental energy, sharper elemental perception, faster casting, and an instinct to absorb and control external elements, which raises the base of elements they can mobilize; a wizard's strength is knowledge levering the output multiplier of the elements. 417
- At the high-level wizards' level a "limit" means unable to improve further under present conditions, not a bottleneck. 417
- Entropy Brains are bid up to two hundred thousand to five hundred thousand high-level military merit each by the time Jie Ming leaves the Information Plane. 418
- In the immortal cultivation system, Void Refinement follows Spirit Transformation. 418
- A Talisman-Rune Artifact uses a trickle of mental energy as a key to draw elemental energy and release spells; a fourth-level one is stronger than a regular fifth-level spell and can fire in succession. 418
- The highest standard of the Alchemy Technique, creating complete living bodies and souls, normally needs a sixth-level alchemy wizard. 419
- Lifespans: A first-level formal wizard lives one thousand to fifteen hundred years, a high-level wizard ten thousand and more; Golden Core brings physical immortality and Nascent Soul an unlimited lifespan. 419
- Wizards extend life by biochemical modification or by the Longevity Pill, one dose every thousand years; refining it is a main income for many alchemy wizards of the sixth level and above, and its knowledge sells for low-level military merit. 419
- Jie Ming's Ring of Truth was built on three core spells: the Alchemy Technique, the Analysis Technique and the Extraction Technique; the All-Purpose Eye was sublimated from the Analysis Technique with the other two. 419
- Guardian Dao soldiers are tamed from demonic beasts, modified from death-sworn warriors or evolved from puppets; Dao soldier enhancement and Longevity Pill solidification share the same underlying logic. 420
- The Longevity Pill belongs to alchemy, not potioncraft: a wizard artifact that works continuously in symbiosis with the body, equivalent to a biochemical modification. 421
- Conceptual materials such as Imperial Flow Paste, Mortal Dust Qi and Incense Divine Power can be created from nothing by collecting a concept and mixing it with spiritual qi. 422
- Most planes' "sun" is the projection of the Fire Elemental Plane and their "moon" the projection of the Water Elemental Plane; the Infernal Sulfur Plane is too small for a water projection. 422
- The Incense Fire Divine Dao captures a believer's beneficial mutations and copies them to the whole race through the faith network; Divine Daos run for ten million years produce residents born with Golden Core lifespan and strength. 423
- The Incense Fire Divine Dao allows two-way communication with believers; a command through it is what mortals call a divine oracle, and watching every believer costs massive computing power. 424
- Moonlight essence comes from a concept; the stronger the believers' recognition of the moon, the larger the harvest, and each area has a collection limit. 424
- Many wizards modify themselves beyond human form but keep a human size in daily life because facilities are built for it. 425
- Resistance must be fed with real damage type by type, while bodily strength can be trained with arrays like the time afterimage. 425
- Elemental creatures' bodies can strengthen without limit but their souls are limited by birth; the sixth-to-seventh threshold is a soul problem. 426
- Wizards forced to advance in war have weaker auras for their level. 427
- Apprentices finishing their ten years must join a plane war on graduating; a high-level wizard working with an academy takes a plane far more cheaply than hiring an army. 427
- A prodigy is reviewed at the soul, mental, thought, origin-plane and behavioral levels to rule out spies or replaced souls; Jie Ming was vetted the same way when he first produced Essence Gold. 427
- A confirmed prodigy apprentice is placed under the Level-Two Cultivation Protocol. 428
- Parallel worlds are a question of probability: if every element's arrangement and motion on two planes match, the planes are identical; the chaotic void very likely holds many. 429
- Ninth-level wizards converge their own probability and have no counterparts; ninth-level creatures apparently cannot. 429
- The greatest value of a parallel wizard civilization is each wizard's counterpart: a contracted research assistant and reference point for one's own path; cultivation calls such a person a Dao companion ("wealth, companions, methods and land"). 430
- Early wizard expansion modified human-looking natives into wizard-civilization humans, so only a minority can find counterparts; older high-level wizards from the Great Wizard Expedition are likelier. 430
- The leaked mental pressure of many gathered high-level wizards can kill unprotected low-level wizards; only eighth-level wizards fly above the crowd. 431
- Four great artificial intelligences, one per major power, jointly reshape the merged ship-planes into a banquet hall and balance the pressure. 432
- The four powers' war machines: Quantum Entanglement Flagship, Perfect Ecological Mother Nest, Folded Palace, Flood Star Ring. 433
- The handshake is one of wizard civilization's oldest courtesies, standing for equality, respect and temporary peace. 434
- Wizard civilization laid down its knowledge-protection treaty only after its "First" reached the ninth level; reaching the ninth level is extraordinarily difficult even for the present civilization. 435
- The dueling arena suppresses all participants to the same level, bodily strength and mental energy; the present-world advantage lies in knowledge. 435
- The counterpart contract is an academic cooperation agreement: Party A gives knowledge and resources, Party B serves as research assistant for agreed years, then peaceful dissolution. 436
- An eighth-level wizard can gather the four elements into a real star and compress it into a man-sized black-hole shuttle; since wizard civilization worked out the nature of the four elements, its fighting is simpler and relies on raw numbers. 436
Chapters 601-700¶
- Wizards below the sixth level cannot use law solidification to stay stable in the endless chaotic void. 437
- High-level wizards' cannon-fodder units are sixth-level at the lowest, mostly seventh. 437
- Ninth-level pressure pins sixth- and seventh-level beings and tugs at consciousness; eighth-level wizards shield others by spreading their auras. 438
- A ninth-level being's power has in theory no upper limit and can create matter and energy from nothing, but the power it can release per unit of time is capped, so burst output from peak eighth-levels can overwhelm it. 439
- Eighth-level wizards' law fixation makes their existence unmodifiable, so a ninth-level's world modification cannot erase them. 439
- Over seventy percent of sixth-level wizards never obtain a plane of their own. 440
- A medium-sized plane's surface area is roughly that of a large gas giant. 441
- A plane origin left intact lets a drained plane recover over millennia. 441
- Cultivation: The bottlenecks of Qi Refinement through Nascent Soul are man-made and passable with resources; from Spirit Transformation on, progress depends on comprehension. 442
- Comprehension is logic of thought, way of thinking, perception and cognition; raising it permanently rewrites the personality, "no different from being possessed." 443
- Dao Integration makes the rules of heaven and earth instinct ("a rule turned spirit"); failure is Dao Transformation, once eight or nine in ten. 443
- The Void Refinement Realm was forced open between Spirit Transformation and Dao Integration to modify the life form in advance, named after "Refining the Spirit and Returning to the Void." 443
- Void Refinement needs essence, qi and spirit up to standard plus a specific technique; it deliberately breaks "returning to unity," inviting the Heart Demon Tribulation. 444
- Natal dharma bodies fit perfectly but have uncertain limits; fixed dharma bodies are near-perfect heirlooms used at sixty to seventy percent compatibility. 444
- Wizards above the sixth level must tear extra-large spatial rifts, suggesting they have "true body" traits (Jie Ming's inference). 445
- A living plane is born able to beat ordinary seventh-level wizards. 446
- Entropy Brains have risen from 200,000-500,000 to a billion high-level military merits apiece. 447
- Void Refinement runs from entry through great completion to perfection; the Body Condensation Pill can finish it in a day. 448
- Dao Integration fusion runs both ways; the laws fuse with the cultivator. 450
- The Level-One Cultivation Protocol is the Federation's highest technology support policy. 450
- A fifth-level wizard with enhanced techniques can match sixth-level neural reaction speed. 449
- The Public Covenant is wizard civilization's bottom-line rule; violators face sanctions even at the eighth level. 451
- Sixth-level wizards' mental energy, capped at third-level output, still saves a curse victim with ease. 452
- A mechanism needs numbers behind it; wizards' numbers crush the Stranges'. 453
- The Law Solidification Domain is the defining ability of a sixth-level wizard; high-level wizards can contract a barrier evenly from a hundred-kilometer radius to a few meters. 454
- Stranges in this plane are graded by maximum destructive power: Hazard, Threat, Disaster, Catastrophe, Destruction. 455
- Spirit Mediums seal a Strange in their body for power; ceilings are high but backlash is constant and they die young. 455
- Gene drugs are body-enhancement drugs made from Strange properties; most have under ten percent success; the great Spirit Medium families control supply. 456
- High-speed flight is taboo: Sonic booms draw sound-sensitive Stranges and the upper air has its own; the deep sea is forbidden ground. 455
- Tamed marine Stranges make the ocean the lifeline of this plane's civilization. 455
- Lecture theory: Stranges borrow symbols of human civilization, ignore animals, and are born from an "intelligence field" of crowded humans. 457
- A complete sealed Strange can be sealed into one's own body through a ritual to become a Spirit Medium, with a high death rate. 458
- Stranges do not affect one another, like signal towers on separate channels. 459
- Deep fusion with a Strange usually assimilates the host into a mindless monster. 460
- The Association's sealing array works better on Stranges than wizard barriers of the same energy level. 461
- Strange strength and intelligence are not in proportion. 461
- Three kinds of wizard could win Austin's thousand mission slots: the powerful (sixth-level at least) who keep attention on the magic network terminal, the lucky and strong enough, and fate-discipline manipulators. 462
- Stranges rendered one per unit time per area are a fixed resource; the plane's wizards compete for them under Austin's eye. 462
- Spatial expansion applied where residual Strange energy is dense destabilizes space and disorders the laws inside. 463
- Following a Strange's nature subdues it even without a sealing array. 464
- The Strange grade ladder runs Hazard, Threat, Disaster, Catastrophe, Destruction; a Catastrophe Grade erupting at sea throws the Association into alarm. 465
- The Shadow Strange's grade shifts with the hour: Disaster Grade by day, Catastrophe Grade in absolute midnight darkness, complementary to the Night Strange. 464
- Stranges can fuse; incompatible pairs coexist with a third mediating; in theory all could fuse into one unclassifiable being. 466
- A Threat Grade Spirit Medium is the upper echelon of regular fighting strength; Disaster Grade Spirit Mediums are a city's cornerstone and rarely act. 467
- "Prophet" is headquarters' formal title for Spirit Mediums with fate-type Strange abilities; fate-type Stranges are extremely rare. 467
- Strange fusion into a human host fails as the host's will is devoured; a Strange needs human spiritual intelligence as soil, and without the host's restraint fragments tear the body apart. 467
- Too complete a sense of self lowers a fusion subject's guard and makes devouring easier. 467
- Ghost Ship Stranges move, hunt, and are usually manipulated from behind. 468
- A fate-type Strange captures a target's location through causal entanglement, ignoring distance and barriers. 469
- In the Step's sub-space the rules are incomplete, so Stranges that merge into rules in the real world are stuck half-material and catchable. 470
- Stranges target "humanity" itself: Vegetative humans die, trained apes never do; Stranges never attack one another. 471
- Victor's "identity authentication": Dress a human in a Strange's coat so the world reads him as a Strange. 471
- Traditional sealing erodes the host's soul like water through a dam; Jie Ming's improved seal slows it and his separation technique reverses it. 472
- Jie Ming's fusion path: Let several Stranges form a stable self-regulating system first, then merge the system into the soul; a strong-enough fused human could become a base for extracting Strange power to fuse into others. 473
- Austin's fusion of the plane's Stranges into his life form is in essence Dao Integration; extracting Stranges pulls bones from the plane, and the plane origin spawns new ones, Destruction Grade among them, under the black lines in the purple sky. 474
- Every Spirit Medium in Mist Capital is struck down by the purple sky; the keener the spiritual sensitivity, the worse the reaction. 474
- Stranges act like the plane's immune system, hostile to any foreign power; crude force against them provokes rejection, which is why wizards make the best stabilizers. 474
- Destruction Grade compared to lower grades: torch, bonfire, forest fire, sun. 475
- A city-type Strange cannot move or expand beyond its city limits; secondary Stranges inside share its energy and must be cleared before sealing. 475
- Law mastery is a progress bar toward the sixth-level standard, not a share of all knowledge of a law; one hundred percent is only the foundation for advancing to sixth level. 476
- High-level wizards overwrite death as it happens, growing a new body; the higher the level and age, the harder to kill. 476
- Studying a law entity at this level in the wizard world costs enormously or means queuing centuries in a big shot's private plane. 476
- A time afterimage copies energy and low-level knowledge but nothing bound to laws above the sixth level; the mirror Strange's replica copies all knowledge but at reduced strength. 477
- Dao Integration is confirmation, not fusion: trying to merge in reinforces the illusion of being outside and invites Dao Transformation, which is self-negation; one must neither forget the self nor forget one is integrating. 478
- The Incense Fire Divine Dao works as the last fuse, reminding the practitioner when he has forgotten completely. 478
- Dao Integration with a plane and with an entire world are different in scale. 478
- Replicas sustained by a Strange city collapse within seconds of leaving it. 478
- The Anti-Magic Disk's constraint slows shockwaves, shrinks blast radii and lets wizards cut loose without wrecking the world. 479
- A Destruction Grade main body can be sealed down to a ping-pong-ball crystal and split by share among the sealing wizards. 479
- Dao Integration is not an advancement but an irreversible change in the nature of one's life, with no visible portents. 480
- The Great Dao Book Pavilion's Dao Integration records warn "the Dao will not follow your preparations." 480
- Three hundred years is a somewhat long seclusion for a wizard; high-level wizards live thousands of years. 481
- A mountain is a mountain, is not a mountain, is still a mountain: the three stages of a cultivator's perception. 481
- Mastery beyond one hundred percent of a law lets a wizard attempt law solidification and advance to the sixth level. 481
- A sixth-level wizard's life form is solidified; time leaves no mark. 482
- Sixth to seventh is the leap from law solidification to law expansion or deepening; the seventh level resembles the Void Refinement Realm, preparation for the eighth. 482
- The more powerful the wizard, the bigger the commotion on advancing and the more trouble it draws. 482
- Stranges merge into the rule structure of their world, pairing well with information-being conversion. 483
- A rule seal cuts off techniques that use the world's rules; it was developed specifically against the Stranges. 483
- Beings of the sixth level and above, or spatial detection equipment, can detect phase-switch ripples. 483
- Under the right conditions in the Strange world even inanimate objects gain a will; cross a line and a real Strange is created. 484
- Wizard puppetry, manipulation techniques and animation spells move matter by mental energy; the matter has no will. 484
- A world fragment keeps a complete law system and plane origin; plane wreckage decays within tens of thousands of years. 485
- A world fragment is a separate world needing its own door; sub-spaces and expanded spaces belong to the host plane. 485
- The Great Dao Book Pavilion records a dozen ways to cultivate with or refine treasures from world fragments. 485
- Elemental turbulence in the endless chaotic void tears apart anything below sixth-level energy intensity; time and space there are chaotic, so civilizations are found only by coordinates. 486
- The wizard civilization is a natural-disaster civilization; no other civilization deals with it as an equal. 486
- A high-level wizard is both a complete research system and a strategic-grade strike force; wizards win by dragging war into fields the enemy cannot comprehend. 487
- Tech-side civilizations exploit resources efficiently but cannot turn the world into a weapon; their basic education makes them good believers. 488
- A normal sixth-level wizard finds alien civilizations by fusing laws with the plane origin and searching the void for decades to a thousand years, then needs federal approval; hundreds of years before war. 489
- Opening a spatial gate to another civilization's coordinates needs a sixth-level navigator fused with the plane origin. 489
- Within the wizard system Jie Ming stays fifth-level until he holds the law solidification ritual. 489
- Mainstream barrier breaching (penetration, resonance, erosion, forced coverage) relies on a Law Solidification Domain; law weapons and natural rifts are weaker alternatives. 490
- Dao Integration merges with the Dao of the whole wizard world, not a single plane's laws, so it cannot fuse with a plane origin but can force open a barrier. 490
- A normal plane barrier is a three-dimensional structure tens of thousands of kilometers thick. 490
- After Dao Integration a cultivator deepens his own Dao and can re-modify the Void Refinement method; a Dharma Form's size scales with the true body. 491
- A standard seventh-level attack destroys an ordinary planet; a wizard's seventh level affects most of a planet's matter, orders of magnitude more energy. 492
- Black Giants are lava giants modified with snow monsters; sixth-level Black Giants in numbers can defeat wizards of the same level. 492
- A Plane Lord can merge with the plane origin and drag the world into mutual destruction; tech civilizations usually need the seventh level to touch the plane origin. 493
- A thirty percent combat loss rate puts any army on the edge of collapse. 493
- A normal civilization's theory should run ahead of its practice; synchronized development signals an external source. 494
Chapters 701-800¶
- A sixth-level technological civilization normally loses fifteen to thirty percent of its population to full invasion, mostly from secondary disasters. 495
- Wizard civilization's three main enemies in the endless chaotic void are the Multiracial Alliance, the Sentience Calamity and the Reflection Dimension; Sentience Calamity details need eighth-level clearance. 497
- The Reflection Dimension reflects the mind, not matter: every conscious being's mental activity projects there; main world and Reflection Dimension are two sides of a coin. 497
- Reflection Dimension creatures crave life will; draining and mixing life force throws it into disorder, which hurts them like molten iron in the ears. 497
- Seventh-level wizards pay honestly for knowledge; a Reflection Dimension creature can bear on a seventh-level breakthrough. 496
- A Reflection Dimension attack is a short-lived channel; the pressure differential crushes all matter on its path, and only an eighth-level wizard's law fixation withstands it. 498
- Several hundred thousand years ago the Reflection Dimension and main world kept apart; some creatures then began attacking in a frenzy for reasons even ninth-level wizards have not found. 498
- Catching a Reflection Dimension creature means locating its dimensional ripple and stripping that section of dimensional interlayer; ordinary magic passes through. 498
- Mandatory conscription excludes passive defensive wars; high-level wizards in mandatory rest cannot join high-risk operations. 499
- A True Name Wizard without a title is unusual; Broadleaf is one among seventh-levels. 500
- The Dragonman plane's free-element concentration is at least three times the Infernal Sulfur Plane's. 501
- Dragonmen naturally reach the third or fourth life level as adults; Black Giants have the fourth from birth; most ordinary humans never pass the first; in transcendent civilizations the third is elite. 502
- Low-bloodline Dragonmen carry contracts and mental restrictions that collapse the consciousness under Soul Search; ex-nobles carry none. 503
- The two traits of a ninth-level being are infinite power and "thought becomes reality". 504
- Reflection Dimension creatures cannot enter the main world; their laws are incompatible, and sealed specimens are only peeled dimensional interlayer. 505
- Contact across a dimensional surface seeps information into a main-world creature; knowledge gained in battle is the fighters' payment. 505
- Reflection Dimension creatures form when projections gain autonomy under extreme conditions, such as mass shared emotion or a powerful individual's concentrated will. 506
- Dimensional sealing has single-point, area and dimensional stripping tiers; wizard civilization's channel-building methods are several thousand years optimized. 506
- Life wills from different sources mixed together are both tonic and poison to Reflection Dimension creatures. 506
- Reflection Dimension knowledge makes the student ignore the main world. 507
- Dao Integration means integrating with the Great Dao; in the wizard world the Dao is laws. 508
- Two special states meeting cause law-level resonance. 508
- Advancing to the seventh level can spill a law structure into a projection. 508
- Law threads in the Ring of Truth wind together to form a Law Solidification Domain. 508
- Wizards settle knowledge gains by equivalent exchange in military merit. 509
- Prying into core knowledge is a great taboo. 509
- Formal salute: Fingertips to the heart, for advancements, apprentice ceremonies and breakthroughs. 509
- Fifth to sixth needs law mastery beyond most geniuses; resources can force it, yielding weaker wizards. 509
- Sixth-level wizards are exempt from mandatory conscription. 509
- Seventh-level wizards hold True Names; eighth-level are Great Wizards. 509
- Cultivation realms: Qi Refinement, Foundation Establishment, Golden Core, Nascent Soul, Spirit Transformation, Void Refinement, Dao Integration; each works as a separate state. 509
- Wizards' knowledge system narrows the higher it goes. 509
- A wizard tower (plane) amplifies progress as much as law strengthening. 510
- The all-laws route costs orders of magnitude more; Clark spent about a hundred thousand years at the sixth level. 511
- High-level wizards have no lifespan cap and no compulsion to war. 511
- Incense Fire Divine Dao subsystems: Divine Descent System, Fate Subsystem, Dao Soldier System, then Creation System. 512
- A main-sequence star can be refined into Supreme Yang True Fire plus Star Power; mass drops, light grows. 513
- Supreme Yang True Fire: A wisp burns a Spirit Transformation Dharma Form; refines pills and artifacts; refinable into "Supreme Yang", peer of "Supreme Yin". 514
- All-Heavens Star Grand Array: Thirty-six flags at minimum; full version 365 star array eyes plus 129,600 auxiliary stars; best cast from Supreme Yin and Supreme Yang. 515
- Several hundred million stars per main array eye; sixty-odd billion for all 365. 516
- Tenth level is the ceiling of innate mortal talent; beyond it transcendent power arises. 517
- Elemental spirits take tens of thousands of years to gain awareness. 517
- A sixth-level titled wizard has earned a title among sixth-levels. 518
- Most sixth-level wizards retire to run planes and families; battlefield sixth-levels are the elite. 519
- Gaps widen per level; eighth-level adds law fixation and output multiplier. 519
- Ninth-level wizards' prohibition bars unpermitted use of others' knowledge; giving it away signals it is for sale. 520
- Fifth-level wizards fight a plane war every eight hundred years and may chain wars; sixth-level wizards rest two thousand years after each, one thousand for elite combat units. 521
- Conquest is followed by plane origin fusion. 521
- A Law Solidification Domain can steer a plane to coordinates for a rift. 522
- A standard small plane is planet-sized, round heaven over square earth. 522
- A plane barrier filters fluctuations and "lowers the dimension" of outside beings; sixth-level and higher presence still crushes through it. 523
- Time turbulence in the Endless Chaotic Void can make a scan and the present diverge; this is why wizards keep cannon-fodder units and combat wizards for opening skirmishes. 524
- Whoever controls a plane origin can trigger plane self-destruction; a short occupation leaves control open to infiltration. 525
- Ninth-level beings have two signature capabilities: limitless power, creation from nothing, and having whatever one conceives come true. 526
- Among wizards spoils go to the finder unless both put in the work; handing over the battlefield cedes surface finds. 527
- Only a ninth-level being can permanently invest a conceptual effect like creation from nothing into a creation. 527
- Wizard civilization has eight ninth-level wizards on the main front, each with over two million eighth-levels and hundreds of millions of seventh-levels. 527
- A civilization with a ninth-level being is at the peak of the void's pyramid. 528
- A Law Solidification Domain is a simplified plane: the core golden thread is its origin, the domain its body; it lets a wizard breach barriers without a tower and contest plane origins. 529
- The domain's rough form comes from the spiritual flame tempering will, amplified by the Ring of Truth; it is thought made real. 529
- Elements entering a domain are combed into the wizard's rules at no cost, with amplification, and the wizard is not suppressed by alien plane laws. 529
- Sixth-level is the first rough form of thought-becomes-reality, which Jie Ming had assumed began with eighth-level law fixation. 529
- A domain grows by time or by raising law mastery; it is not consumed by investing artifacts, a faint beginning of limitless power. 530
- Only wizards above the sixth level are called high-level wizards; their fighting above level is ninth-level properties striking the non-ninth-level. 530
- Low-level military merits buy materials, debts, planes and wages; high-level merits cannot be exchanged for them and carry a heavy premium beyond the nominal factor of ten. 530
- Sixth-level textbooks cost about a thousand high-level merits or over a hundred million low-level. 531
- Sixth-level alchemy, runes and space knowledge are bound to the Law Solidification Domain; many sixth-levels cast through or fight with their domain. 531
- Every reconstructed wizard plane emits a marker signal readable only by wizard plane-level arrays. 532
- After fusion a wizard perceives the void as colored points of turbulence with orderly points for planes. 533
- Every wizard plane has a relative movement function and keeps a fixed safe distance ahead of the expanding white light. 534
- Plane-search territory is divided by angle from the origin coordinate, rules set by the ninth-levels and written into every apprentice contract. 535
- An unmarked plane is nearly indistinguishable from turbulence; finding one takes patience, luck and time. 535
- Between sixth and seventh level a wizard deepens or expands the core law; mental energy fed by a plane-level array is the other limit. 536
- Alchemy at its highest level has no degree of skill, only cognition, perception and control, and can create life. 537
- Dharma Form techniques are biological modification: at each layer's peak the Dharma Form becomes the new true body. 538
- A conventional plane-war rift is only about a hundred kilometers across. 539
- The cultivation world is one near-infinite cosmos where size is no bar; secret realms restrict by cultivation, not size. 539
- A sixth-level wizard's life level rises with the Law Solidification Domain; speed of thought outstrips lower levels so far that conversation feels slowed dozens of times, which is why high-level wizards prefer written messages. 540
- By Star Ring Federation regulation a seventh-level wizard who completes a long frontline assignment rests ten thousand years, halved if he spends it cultivating the next generation or building an academy; seventh-level wizards then earn high-level merits on frontline support work lasting centuries or millennia. 540
- Every academy must keep at least one high-level combat unit as garrison; in practice the garrison acts as dean. 541
- A sixth-level wizard pushed up by family resources (Anya) is a civil-service type who teaches rather than fights; wizards above sixth level fight on plane battlefields. 542
- Enrollment testing: Elemental affinity pillars run to a tenth level maximum; alchemical instruments measure mental energy, soul stability, elemental control and law perception potential. 543
- Combat system versus logistics system: Logistics values precision, combat values burst and reaction; at low levels logistics is safer, but combat-system high-level wizards usually beat logistics peers in instinct and law application, and mandatory conscription catches everyone. 543
- A cultivator able to practice the Mustard Seed Dao-Holding True Body Art would normally be Dao Integration at minimum, with one-in-ten-thousand aptitude. 544
- Cultivators excel at strengthening and uniting the soul but treat soul division as near forbidden; wizards treat the soul as an energy structure to be cut, copied and remade, so soul division is routine and the only obstacle is cost. 545
- Under the Blood Sacrifice Method, kin sacrifice retains about one percent after purification; identical multiples count as one person so the gain is full superposition. 546
- Karma does not exist in the wizard world; it is part of the cultivation world's laws of heaven and earth, not a conceptual material. 546
- Sacrifice effect depends on number of individuals, not flesh intact or mass; the return drops as the recipient's cultivation outstrips the sacrifice's; each realm has an aptitude ceiling, beyond which surplus converts to life energy that raises cultivation. 547
- A mortal's mental energy talent tops out at the tenth level because a mortal's life level carries ten levels; every wizard advance raises the ceiling. 547
- Spiritual aptitude is spirituality, a being's capacity to perceive and receive external rules (the Dao) and its medium of connection to spiritual qi; spiritual roots are its outward name; intelligent beings have roots from birth but mortals' spirituality is too weak to cultivate. 548
- Cultivators who raise aptitude by external means mostly stop at the God Transformation Realm. 548
- A sixth-level being (sixth-level mental energy and body, no knowledge) costs under a tenth of a Dao Integration clone; a wizard's power comes from knowledge, so such clones are only energy-rich beasts. 549
- Mental energy can convert from a same-level sacrifice at roughly half a percent to three percent of cultivation each; wizards who reach high level have no aptitude deficiency left, since all are topped up with resources at low levels. 550
- Eighth-level wizards lack mental energy most after advancing; outside combat refining law fixation drains vast mental energy, potions stop working, and many spend millennia on small gains; the Soul Sublimation Potion only works below sixth level. 550
- Intelligence cannot be permanently raised without replacing the self; the Dao Integration state raises comprehension briefly and the Entropy Brain is the wizard world's closest equivalent. 550
- Past the eighth level, only raw mental-energy-strengthening materials in bulk still work. 551
- A mid-sized plane is at least the volume of a medium star; the largest continental planes approach a solar system and universe-type planes a galactic spiral arm. 551
- Veteran eighth-level wizards hold over ninety-eight percent of the wizard civilization's combat power; a Level-One Cultivation Protocol requires a qualitative change in war potential. 551
- The Star Ring Federation holds a quarter of the wizard civilization; a 0.03 percent open-market price move counts as a data anomaly. 552
- A wizard's law mastery is reckoned in percent; a plane origin batch adds a fixed hundred points, and Dao Integration techniques demand far more Dao comprehension than God Transformation ones because they apply the rules of the Great Dao directly. 553
- The higher a wizard goes, the more combat returns to raw output; a sufficiently strong attack breaks any technique. 554
- A combat wizard like Augusta grows mid-fight, mastering electromagnetism, gravity and the strong and weak forces to their limit; unification needs further knowledge. 555
- Two seventh-level wizards marrying across factions is a matter of shared resources, technical exchange and balance of power, not of two people. 556
Chapters 801-900¶
- Wizard civilization's contracts bind only betrayal of the race, collusion with the enemy and harm to the civilization; academic and resource competition is left alone as a sifting mechanism. 557
- A century is like a few months to a long-lived high-level wizard; weddings delayed centuries are unremarkable. 557
- Cross-power academic conferences normally issue invitations at least ten years ahead. 558
- Teleportation across tens of thousands of powers' territory requires changing at public junction points because spatial blockade and interception are as mature as teleportation. 559
- A sixth-level wizard shows a complete Law Solidification Domain; a loose one marks a civil-service wizard who reached the level on years and resources. 559
- Federation-certified sixth-level standard protective wizardry is rated to take one sixth-level strike head-on. 560
- When knowledge you cannot understand appears mid-fight, wizards run at once. 561
- A wizard's tenacious vitality keeps bodies severed at the waist alive and trying to reconnect. 561
- In the public zone humans are the ruling race; a second-level human warrior orders third- and fourth-level aliens about, and status rises with resemblance to wizard-civilization humans. 562
- Outside wizard territory, human has become a name for calamity; some races have the fear encoded genetically. 562
- The Strife Star Region is rated Hazard Grade; twenty-three sixth-level-and-above wizards vanished there in a century, all genuine combat wizards. 562
- High-level transcendent toxins can slip past sixth-level perception, saturate flesh, cross into the soul and track the puppet-to-main-body link. 563
- Wizards who sign contracts cannot be interrogated; soul-searching another wizard risks the Star Orbit Tribunal's knowledge protection. 563
- Knowledge contracts pay the living creator a share of every derivative technology's proceeds. 564
- Only two ways into the Broken Bone Corridor: a sixth-level Law Solidification Domain holding off the elemental turbulence, or a smuggling fleet's corpse-bought channel. 565
- Dimensional fissures are invisible to conventional detection and erase matter and energy on contact through the dimensional differential. 565
- Anything touching the Reflection Dimension is wizard civilization's most tightly controlled research category. 566
- The snail race is hermaphroditic; the Birthgiver is the kin who brought one into being; a secret art disperses power into one's young and reclaims it by devouring them. 567
- Member races of the Multiracial Alliance without a ninth-level ancestor cannot claim to represent it, though they cannot decline its invitation. 567
- A Dharma Form is an energy body whose size can be adjusted before conversion to a true body; combat power scales with size. 568
- A record of advancement from eighth to ninth level is beyond any resource valuation; wizard civilization sells such records in portions at astronomical prices and is enlightened for having an open market at all. 569
- Ninth-level creations are worlds unto themselves, plainly distinguishable to a Law Solidification Domain after the sixth level; one can be jammed by another's opposite-phase output. 570
- Mustard Seed coordinate resets before the third step let outside spatial fluctuation strike the inner world in step. 570
- The Body Forging Method adapts to spatial storms through repeated damage and begins to preserve gains through Ash Return to Origin Hand reversal. 571
- Public junction points outside the great powers skip identity checks but record every wizard passing through, sixth-levels with particular care; payment in energy crystals preserves anonymity. 572
- Attacking an attendee at the four great powers' doorstep during the conference invites destruction of the attacker's whole family. 572
- Spatial stabilization arrays are basic, but nested layers can smooth millions of kilometers. 572
- Wizards acknowledged by a spatial school titan are expected to reach eighth level; a family may sacrifice a junior to dissolve such a wizard's enmity. 573
- An Interval of Temporal Rhythm lets a wizard work over two hundred hours per day. 573
- Law mastery is measured against full mastery as one; Jie Ming's spatial law exceeds twenty. 573
- Operating a flesh puppet outside is ordinary for wizards; existing spatial mapping techniques need vast external arrays and cannot overlap two spaces without interference. 574
- Only a seventh-level-plus spatial specialist can detect the Mustard Seed coordinate even when exposed. 574
- Eighth-level wizards consider borrowing the seed of a junior of outstanding talent when marriage is beneath him. 575
- The conference gathers several hundred sixth-level, over a thousand seventh-level and some eighth-level wizards; wizard opening ceremonies are extremely brief. 576
- A senior eighth-level like Savien and a conventional eighth-level are not the same concept; a family with an eighth-level elder has more than one eighth-level. 576
- Wizards do not save; resources go straight into research, so desk-bound sixth-levels who feed resources back are a family's true foundation. 577
- A spatial ring able to hold a star's worth of material needs at least a seventh-level high-level alchemist; each All-Heavens Star Grand Array array eye costs material equivalent to a star. 577
- Combat wizards fall short of logistics wizards in research; the difference shows mostly in bearing. 579
- Mental energy fluctuation fine-tuning: Adjusting mental energy frequency to each rune raises casting speed and power without extra cost, but each rune combination needs a different frequency with no known pattern. 578
- Wizards can go months without sleep, so conferences run nearly without pause. 580
- Below the sixth level, wizards entering an unfamiliar plane must adapt by brute force; many vanguard wizards die from mental energy imbalance in the first seconds. 581
- A Law Solidification Domain takes the spiritual sea and law as its core and has body and soul bear the law, forming a simplified plane barrier; its stability depends on body and soul. 582
- Breaking through to the eighth level depends on control over law; a wizard without the wisdom cannot be pushed over the bottleneck by a technique. 582
- The whole cultivation system derives from the unification of essence, qi and spirit; the Self-Stabilizing Field Regulation Protocol came from Internal Circulation's side effects. 582
- An ordinary sixth-level cannot detect altered public teleportation coordinates; breaking off a teleportation midway risks a spatial crevice. 583
- A seventh-level Law Solidification Domain shakes space for several million kilometers. 584
- Before an eighth-level wizard a seventh-level is no different from an ant. 585
- Law Fixation: Space stops responding, mental energy congeals, Law Solidification Domains fail and flesh modifications unwind. 585
- Law mastery is measured with full mastery as a base of one. 586
- A soul cannot be searched directly, but wizard civilization has many ways to learn information. 586
- A newly promoted seventh-level can still be at the sixth-level stage in domain use and knowledge, with only law and mental energy volume at the seventh baseline. 586
- Campaigns matter to high-level wizards because of the mandatory rest period. 587
- Cultivation-system magics rise in power with level and can be reworked with higher-level knowledge. 588
- An ordinary sixth-level logistics wizard calculates a plane's coordinates in one or two years. 588
- A Wonder is wizard civilization's term for a disaster vast enough to affect a region of the void; it always means trouble and resources. 588
- Ordered element convergence births a plane, disordered births a disaster; wind, fire and water convergence give spatial storms, energy tides and time turbulence, while earth element forms a stable zone that can seed a plane. 589
- A new element formed from a ratio of elements should birth a new plane; a failed birth yields the most dangerous kind of Wonder. 589
- The Origin Plane went out of control from a ninth-level wizard's experiment and became an ever-expanding sphere of light; all of wizard civilization sails away from it. 589
- An eighth-level's law solidification grants immunity to special effects; two eighth-levels let a power garrison in rotation, since one mission can last a thousand-odd years. 589
- A fifth-level wizard carries tens of thousands to a few hundred thousand cannon-fodder units, a few thousand of them fifth-level, with a few sixth-level leaders. 590
- Elemental crystals form when the earth element wraps other elements and derives matter around them. 590
- A continental plane has a round sky and square earth with no horizon; planes receive light projected from the fire elemental plane. 591
- Seconds outside a plane barrier can be months or years inside. 592
- Family-line wizards fight battles already going their way and lose the ability to judge a battlefield alone. 592
- A high enough earth-element concentration disturbs space and blocks spatial escape. 593
- Pre-war elemental spectrum reconnaissance reads mineral lines and element concentrations off a plane. 594
- Mushroom-men advance by devouring their own spore-born descendants, with no bottleneck; forced advancement destroys intelligence. 595
- Offspring of one mushroom-man can devour each other for a poorer gain. 596
- Relative to a fresh sixth-level wizard's law base and mental energy base of one, an ordinary seventh-level needs one hundred of each; the elite route of extension and deepening at once needs ten thousand. 597
- Seventh level is an artificially drawn line with no uniform ceremony; the next qualitative change is Law Fixation at eighth. 597
- A Plane Origin raises law base only to a dozen-odd points. 597
- The Law Solidification Domain is born at sixth level, opening a true life-level gap. 597
- The Dao Integration Realm exists to comprehend the Great Dao. 597
- Ordinary-person soul sampling cost nearly equals duplicating a first-level wizard's soul; fetal sampling removes that cost. 598
- Major wizard powers manage ordinary planes through standardized artificial human systems. 598
- The Blood Sacrifice Method kills a person with no wizard talent by over-strengthening the body. 599
- Aptitude optimization potions raise a population's average aptitude across generations. 599
- Eighth-level-and-above wizards and mortals in vast numbers matter most; ninth-levels plus mortals could rebuild the civilization. 599
- Tenth-level talent is the theoretical limit the Blood Sacrifice Method forces apprentices to. 600
- A veteran seventh-level wizard raised his law base to ten thousand at sixth level. 600
- Disputes between wizard powers are settled by challenge rather than open war. 601
- The four great powers install fixed spatial arrays as public transport. 601
- Eighth-level wizards do not take the field in juniors' contests. 602
- Below eighth level, entering the Reflection Dimension unbidden is near suicide, and return needs outside coordinates. 603
- A spatial fold beast mirrors any opponent except an eighth-level wizard with Law Fixation. 604
- A spatial fold beast reflects whoever it meets but hides from any eighth-level presence, so one must be lured out without an eighth-level wizard present; a reflected individual almost never wins. 605
- Plane Origin can raise a law's mastery count to a little over ten points at most; each base equals a hundred percent increase in mastery, against 0.1 percent per strand of Faint-Life Origin, and costs upwards of ten billion low-level military merit. 606
- In the immortal cultivation system a spell's power is limited only by the caster's comprehension of its Great Dao; even Qi Refining magic can serve as an immortal art. 606
- A first-level servitor civilization receives the Black Giants' level of treatment. 606
- Knowledge verified against other knowledge raises mastery, but returns fall fast, so most wizards keep one core law and a few supporting ones. 607
- A living plane need only reach the third level to advance straight to the sixth; one that reaches the seventh with full knowledge might surpass most eighth-level wizards. 607
- The Level-One Cultivation Protocol is granted for developing a technology that appreciably raises the whole wizard civilization's combat strength. 608
- Plane Origins with rare properties have a price but no market, even for high-level military merit. 608
- A wizard wedding's key rite is witnessing by two eighth-level wizards, followed by an exchange of tokens. 609
- Natural plane clusters form when planes close together with similar core elemental structures link under a spatial storm or jump; the chaotic period before birth can last over ten million years and cannot be crossed safely. 610
- To reach such a region, wizards seed power-transmitting media through the coordinates and induce the natives to open a portal; media should be durable, inconspicuous, and at first carry consciousness only. 610
- Cultivators above the Spirit Transformation Stage hone magic through Great Dao comprehension; in the wizard world those concepts must first be placed within its system of laws. 611
- Elite seventh-level arrays are scarce because their materials and builders are rare; the ten-thousandfold scale gap is easy to simulate, but an elite seventh-level wizard's special law power is not. 612
- Mushroom-men, being fungus, absorb the power radiated by an All-Heavens Star Grand Array eye and advance far faster. 612
- Wizards lay out strategy centuries or millennia ahead as normal practice. 613
- Studying a Wonder's causes lets wizards reproduce it, so even a purely destructive one yields a new means of attack. 614
- Three veteran eighth-level endorsements can lift a wizard clear of his level's constraints in assignments. 614
- Law Solidification Domains of several wizards can be linked by an array into one mutually bracing net. 615
- A singularity is a point where regularities, models and laws fail; a plane is order converging in the chaotic void, a singularity its opposite pole. 616
- An Elemental Black Hole devours elements themselves, so for element-based wizards it is deadlier than a physical black hole; its spacetime distortion is milder. 616
- Waking a half-light-year singularity would detonate its compressed elements and erase dozens of nearby plane clusters. 616
- A technology-side civilization can mass-produce eighth-level warships that match the level only in attack, defense and output, relying on numbers. 617
- Any method once used is countered by an eighth-level mechanical fleet with spatial lockdown and spacetime anchors. 618
- Wizards polish output multipliers from apprenticeship, so eighth-level machinery cannot out-push an eighth-level wizard head-on. 619
- Law Solidification Domains and Law Fixation make showy abilities useless at high levels, and ninth-level creatures have "whatever it wills comes to pass," so raising output intensity is the only general solution; the whole civilization's combat style grows simpler and cruder. 619
- The mechanical civilization calls the eighth level Holy Spirit level and the ninth Supreme level. 620
- A ninth-level presence in its power-saving mode already dismantles a sixth-level puppet; the residual momentum of a ninth-level battle alone is unbearable. 621
- High-level wizards prepare one or two means of resurrection and are very hard to kill. 621
- Wizards are short of neither knowledge nor geniuses, but research talent and time; only top-level wizards can run surplus research projects and teams. 622
Chapters 901-1000¶
- Engineering-type magics amplify themselves by laying a large array linked to an external energy source rather than carving the caster's own spiritual power. 623
- The earth element represents matter and the four fundamental forces; mastering a magic for it would complete Jie Ming's elemental cycle. 623
- The Great Annihilation Divine Light reaches fifteen hundred kilometers, close combat for a Dharma Form two hundred fifty thousand kilometers tall. 623
- Jack's world: Apprentices run first to fifth level; above that a true transcendent must awaken an extraordinary ability; transcendents are counted in stages. 624
- A medium induces natives to open a portal and send coordinates, as devils do; Jie Ming's keeps only emotion absorption and cross-space mental transmission, waking on strong negative emotion to avoid exposure. 625
- Hosts are screened by emotion: Too weak means no drive, too strong means transcendent power or a higher watcher. 626
- Accepting the System constitutes a contract, letting Jie Ming draw the host's life force. 626
- Alchemy stresses equivalent exchange; remote body reconstruction needs an energy source such as life force. 626
- One enhancement puts Jack at roughly an unmodified first-level wizard apprentice. 627
- Enhancements open a door; the body keeps strengthening if fed enough. 628
- A sixth-stage transcendent old general is the finest sacrifice for a passage; the array core withstands a sixth-stage full blow. 629
- Testing instruments read extraordinary ability and life force; 9.6 ability is top first stage, life force 50 equals fifth stage; 62/65 is sixth stage; 81/95 is eighth stage. 631
- A plane cluster in violent change is "living": its origin rejects any outside power, so the Descent Faction covered outside power with native life force. 630
- Power repeatedly used to remake a native becomes acknowledged by the plane; at about third-level formal wizard Jie Ming could lay a teleportation array himself. 630
- A wizard's fighting strength derives from knowledge; mental energy only sets the output ceiling; fifth-level formal wizard power equals thirteenth to fourteenth stage. 632
- Wizards absorb other races' geniuses if they sign a contract and join wizard civilization; Jack's humans are a human subspecies close to standard humans. 633
- Eighteenth stage equals a seventh-level elite wizard; the giant runed tentacle is at most a seventh-level creature. 634
- A ninth-level creature's value is enough to call eighth-level wizards in support; the Mentor's mandatory leave can be shortened by paying a fine. 634
- Degraded Trigram Fire Annihilation Divine Light; runes painted on armor let ordinary fighters fly. 635
- Enough plane clusters form a world cluster revolving like a galaxy around a Central World; advanced civilizations each hold many plane clusters. 636
- Insect-men souls form a distributed node network; larger insects preserve more memory. 636
- Wizard Standard Prisoner-of-War Treaty: Four hours' work a day, one rest day in five, three sick days a month, balanced food, free care and education for young and old, compulsory evening basic education for adults. 637
- Basic wizard alchemy turns stone or air into food. 637
- Race commanders burn life for power with ore, spores or gland fluid. 638
- The ceiling on projected mental energy rises with the physique of the body on the far plane; the gap from first-level to third-level wizard physique matters. 639
- The Prisoner-of-War Treaty: Converts who join the wizard civilization get free food, lifelong medical care and education, and a transcendent advancement channel; promotion is by ability alone. 640
- The Holy Spirits call eighth-level beings "king-level"; a king cannot pass a fresh rift until low-level creatures widen it, but advanced civilizations hold portals that send kings directly. 642
- Opening a passage into a world needs power steeped in that world; the wizards used the strongest one's. 642
- An ordinary seventh-level wizard earns about one Longevity Pill a year; one extends life two thousand years and can be renewed. 642
- Eating Holy Spirit bodies purifies mental energy. 641
- A native strongest one's acknowledgment makes a Plane Origin accept invaders as legitimate and eases its suppression. 643
- Wizards below the sixth level are never brought to a battlefield with eighth-level creatures by the tens of thousands. 643
- Perception in advanced creatures is prediction; the Indescribable works by unmatching prediction and signal, and such beings only get eighth-level wizards excited. 645
- Once a race's fundamental elemental structure is deciphered, targeted countermeasures follow in hours and the war becomes slaughter; wizards excel at research, not fighting. 644
- Breathing Soil must be refined from a whole world and sealed in Essence Gold, because it expands into soil on contact with matter or energy; its concept is "bearing". 646
- Seventh-level wizards can crush eighth-level creatures of advanced civilizations; the Seven-Race Alliance falls in half a minute. 647
- Curses are elemental at base; break the basic elemental structure and the curse vanishes, so wizard curse techniques keep only concealment and associative lethality. 648
- Space can have "density"; the compressed core laboratory presses on a creature like the deep sea and even strains a reinforced Return to Ruins Armor. 649
- World Nesting Technology compresses a complete plane with its laws inside another; the wizards' expanded spaces and artificial planes merely hang alongside a plane. 649
- A seventh-level wizard can destroy stellar bodies only if they do not fight back; a living plane-sized body with seventh-level mental energy is a threat to three seventh-level-equivalent geniuses. 650
- Jack's plane is a super-large continental plane nearly one light-year across. 650
- Remodeling to the standard wizard-world human constitution lets a native practice meditation; a human subspecies barely feels the change. 651
- Black Giant priests are born around sixth level with high mental control and rarely advance further; the Black Giants are the servant race with no obvious weakness. 652
- In theory an eighth-level being has no upper limit before the ninth level; the Three Great Sovereigns have accumulated for ages. 653
- Engineering magic such as Breathing Soil Creation is slow and cumbersome but refines even eighth-level lifeforms by force; like the Great Annihilation Divine Light it sacrifices the spoils. 653
- Every collision between eighth-level lifeforms can destroy an ordinary plane; ten years of such fighting turns a patch of void into a dead zone. 654
- Digesting a plane cluster of nearly ten thousand planes takes close to a thousand years; one seventh-level wizard with luck can supply a faction's graduation-trial wars for over a thousand years, and ordinary low-level wizards can do the clean-up. 655
- A Level-One Cultivation Protocol recipient draws on nearly limitless resources and is guarded by a legendary wizard. 656
- A sixth-level activated plane can beat a seventh-level wizard; combined with knowledge it could pin an eighth-level wizard. 657
- Insect-men keep parasitized creatures as fighting strength, while Holy Spirits consume them, so insect-men extract fewer resources and have fewer eighth-levels. 658
- Amplification spells such as Body Enhancement, Perception Enhancement, Mental Activation, Elemental Adaptation, Elemental Resistance, False Life and Phantom Shield are routine; the energy ray is a wizard's basic attack. 658
- Graduation trials did not exist before Jie Ming's cohort; the four great powers reformed education to select a battlefield main force. 659
- Nine ninth-level wizards exist, numbered by birth order as Star Orbit Tribunal seats. 659
- A small plane the size of a planet is over ten thousand kilometers across; a large plane is measured in light-years; a plane wizard's energy reserves, Law strength and recovery exceed ordinary high-level life. 660
- Dharma Form cultivation has no endpoint: Fourth and fifth layers follow the third, each growing the true body in proportion. 660
- Wizards are invaders, not saviors, from the natives' standpoint. 661
- Wizards stationed on alien planes research adaptation spells and enrich wizard civilization's knowledge on return. 662
- Entering the Central World needs a continuously sustained protective spell, so only wizards can go, not legions. 662
- The Central World's mental pull drains protections, works through the puppet link to the soul, varies in strength per target and barely affects plane wizards, whose minds are bound to their plane's mass. 663
- Rune vision: The Ring of Truth is each wizard's core; a plane barrier is an elemental rune network that a tiny interference at a key node can cascade open, also disturbing the plane's weather; naturally evolved creatures have chaotic runes while able wizards modify themselves; law fixation is an interlocked rune structure. 664
- Genetic sequences accumulate redundant mutations over generations, so a perfectly clean sequence means a laboratory state. 665
- A ninth-level creature has "thought becomes reality" and infinite power; its aura makes eighth-levels lose the will to fight and grinds lower levels to dust; it cannot normally stay wounded after a battle. 666
- Law fixation by an eighth-level wizard keeps a ninth-level creature from manipulating fixed outside runes, confining its wish-fulfillment to its own body; it still redefines its own wounds away. 667
- More than three eighth-level wizards together can resist or defeat a ninth-level lifeform, but capturing or killing one is extremely hard, so ninth-level specimens are rare. 669
- One eighth-level wizard leading two or more plane wizards can face a ninth-level creature alone; three plane wizards beat a wounded ninth-level by forcing it to spend power faster than it generates it. 668
- Plane integration: Planes repel, so their spatial relationship is adjusted step by step before one absorbs the other's spatial and material structures. 670
- A wizard's strength is total mental energy times knowledge-driven efficiency, but his own power is still a hard limit; wizard towers draw external energy, so a wizard weakens off his own plane; the cultivation system instead guides vast external power with a small portion of one's own. 671
- The entropy reduction cycle reorders surrounding energy at a cost below the usable effect, a relative perpetual motion machine. 671
- Different planes' laws give elements different properties, so one cycle structure does not fit all energy; Leap Power needs a structure that judges and adapts to external energy. 672
- Leap Power lets a wizard's mental energy mobilize several times more external elements, including the elements of matter, space-time and rules, without changing his power system; the gain depends on control, mastery and ambient element density. 673
- Technology submissions go through automated review; one that spans fields gets a special review conference with senior researchers. 674
- Savien's combat power estimation model: If the gap between an ordinary person and a seventh-level wizard is one, an ordinary eighth-level wizard is about 10,000, a senior eighth-level about 15,000, and an uncharged ninth-level creature about 30,000. 675
- A senior eighth-level wizard leading two to ten ordinary eighth-levels usually hunts a ninth-level creature, which grows far stronger once it finishes charging up. 675
- The four major artificial intelligences enforce the administrative rules under the ninth-level wizards' guidelines, and institutions have authorized room for adjustment within higher-level limits. 676
- A hundred years is short for a high-level wizard, whose projects and seclusions often run for centuries. 676
- High-level wizards treat a powerful enemy as a source of knowledge and greet conscription with excitement. 677
- A Dharma Form expresses the practitioner's understanding of the Dao and his power; at perfection the usual path refines it into a true body of the same scale and builds the next layer on that, true body and Dharma Form rising in turn. 677
- The Great Ascension Realm follows the Dao Integration Realm and requires completing the dual cultivation of nature and life, perfection in both power and temperament. 678
- Life cultivation covers essence, qi and spirit, all raising of one's own life and power; nature cultivation concerns temperament and spirit, seeing one's true nature and steadying the mind. 678
- In the iron ball analogy, life cultivation enlarges or densifies the ball while nature cultivation raises the usable share of its metal from ten or twenty percent toward all of it, until the ball is a hollow frame. 678
- Nature cultivation is an independent multiplier zone, separate from the wizard system's knowledge leverage and the cultivation system's mobilization of heaven and earth. 678
- Jie Ming long ago judged wizard technology half a step below the cultivation civilization's, largely because of the Great Ascension Realm. 678
- Sword cultivators put nature cultivation first, prize will and sword intent over body and spiritual power, and often kill enemies above their level. 679
- Jie Ming theorizes that nature cultivation binds will to power to gain a higher-order power akin to the ninth-level "thought becomes reality," much as high-level wizards gain ninth-level traits through their Law Solidification Domains. 679
- A single sixth-level wizard can start a plane war in normal times. 680
- On the front, planes are wiped out and void teleportation nodes do not last, so legions cross the endless chaotic void by ship-plane. 680
- A behemoth can fight a wizard one level below it to a draw; three or four leader-level eighth-level behemoths match an ordinary eighth-level wizard without Leap Power. 681
- Battle aftershocks strong enough destroy the energy circulation of elemental storms, leaving blank, calm regions of the void. 682
- Ninth-level behemoths are so huge that a blow that would gravely wound another ninth-level being only lightly injures them. 683
- Reliably suppressing one ninth-level behemoth used to take five or more eighth-level wizards, and a stronghold like the Scaled Beast camp close to twenty; with Leap Power one each suffices. 684
- Under wizard management regulations the discoverer of an enemy gets a share of it as spoils, and a Level-One Cultivation Protocol holder shares in the spoils of the legion he is with. 684
- Engineering-type magic draws most of its energy from the target once it starts. 685
- Destroying a mass of matter beyond a certain scale requires obliterating all of it, so clearing a plane-fragment stronghold costs either vast energy or manpower, time and casualties. 685
- A ninth-level creature heals grave wounds with "thought becomes reality" whenever it can concentrate its will, and can heal another ninth-level at the cost of opening its own defense. 686
- Ninth-level creatures are very hard to kill on a battlefield, because one can pay a price to let the others slip free; four eighth-level wizards still could hardly kill one of three. 686
- High-level elemental creatures' body size and energy density are not proportional; an elemental civilization would need dozens of generations to understand a natural breakthrough. 687
- Most wizards of the sixth level and above prepare Substitute Death Dolls or spare bodies, so permanent deaths are fewer than battlefield deaths suggest, except among newly advanced high-levels. 688
- Behemoths are rare and slow to multiply but advance from the eighth level to the ninth at an absurdly high rate. 688
Chapters 1001-1100¶
- The mastery of all the laws means basic study and mastery of every fundamental law in the wizard civilization's theoretical system, not the power to command every law at will. 689
- Nature cultivation means illuminating the mind to see one's true nature; at the Great Ascension Realm a cultivator needs no testing after the breakthrough. 689
- After the Great Ascension Realm comes becoming an immortal, which in cultivation lore requires crossing a tribulation and obtaining a fruit of the Dao; neither wizards nor creatures show a tribulation when they reach the eighth level. 690
- A fruit of the Dao is a perfect understanding of one Great Dao, in wizard terms complete mastery of one law, which a seventh-level wizard also needs before attempting law fixation. 690
- An elite seventh-level wizard needs a mastery count of ten thousand points in a law plus sufficient mental energy. 690
- The seventh level is an artificial stratum marked by mental power, knowledge and law mastery, with no ritual boundary between the sixth and eighth levels; reaching it brings no phenomena or special ability, only a higher output multiplier per unit of element. 691
- Some seventh-level wizards expand their laws' mechanisms, while others only raise their own values. 691
- Without law fixation, even a strong seventh-level wizard dies to a ninth-level creature's glare unless an eighth-level wizard cancels its "thought becomes reality". 691
- The wizard civilization uses concepts only at a rudimentary stage; ordinary wizards cannot observe a concept, and only an eighth-level wizard's costly law fixation domain can touch a conceptual entity. 692
- In the cultivation system concepts build matter directly; Purple Qi of the East, one of the most basic conceptual materials, is made at the second layer of Qi Refinement. 692
- The wizard civilization has only nine ninth-level wizards; alliances muster many only by joining countless civilizations. 693
- Teleporting across a plane barrier normally needs a fixed permanent array; otherwise a teleportation array reaches only the barrier's vicinity. 694
- A plane usually gives birth to only one or two kinds of intelligent life at a time; many kinds usually means they gathered from different planes of one plane cluster. 695
- The desert plane's own levels run Elite, Transcendent, Lord (third level), then Morning Star, Reflected Moon and Radiant Sun (about fourth to sixth levels). 696
- Above Radiant Sun come Holy Domain and Deity, which Jie Ming takes for the seventh and eighth levels; nothing above Deity is known locally. 697
- Resources are defined by the needs of living things, so a plane whose resources grow richer toward its center is very unlikely without artificial interference. 697
- Any conceptual entity has outrageous combat power from the moment its spiritual intelligence is born, "born divine". 698
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Chapter 1: At the Gate of the Novice Village, Big Shots Everywhere ↩↩↩
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Chapter 2: The Aptitude Test ↩
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Chapter 3: Promotion and Concealment ↩
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Chapters 3-4 ↩
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Chapter 7: Enrollment ↩
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Chapter 9: The Cafeteria ↩
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Chapter 13: Alchemy ↩
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Chapter 14: Tasks ↩
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Chapters 15-16 ↩
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Chapter 18: Points, Oh Points ↩
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Chapter 19: Victor ↩
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Chapter 25: Calm Before the Storm ↩
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Chapter 26: Investigation (Part 1) ↩
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Chapter 29: Cleared ↩
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Chapter 36: Talisman-Rune Artifacts ↩
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Chapter 40: Limestone Realm ↩
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Chapter 43: Shock ↩
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Chapter 45: The Natives ↩
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Chapter 48: Ambushes and Geniuses ↩
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Chapter 53: Intelligence ↩
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Chapter 56: Full Firepower ↩
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Chapter 60: Rankings ↩
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Chapters 65-67 ↩
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Chapter 75: Light Transformation ↩
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Chapter 80: Foundation Establishment ↩
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Chapter 85: Severing Mortal Ties ↩
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Chapter 88: The Geniuses ↩
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Chapter 91: Adaptation ↩
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Chapter 92: Sudden Encounter with a Giant Beast ↩
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Chapter 93: Test ↩
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Chapter 95: Coordination ↩
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Chapter 96-97: The Small Stronghold ↩
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Chapter 100: Preparing for Advancement ↩
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Chapter 102: Movements of All Sides ↩
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Chapter 103: The Conference ↩
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Chapter 109: Trap (1) ↩
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Chapter 112: Full Power Form: Grand Radiance ↩
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Chapter 113: Annihilation ↩
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Chapter 115: Unyielding Spirit ↩
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Chapter 118: Intelligence ↩
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Chapter 119: Transforming the Laboratory ↩
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Chapter 121: Probing and Acceptance ↩
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Chapter 132: Runes and the Sage’s Disciple ↩
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Chapter 138: David’s Ranking ↩
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Chapter 142: This Is What Numbers Look Like! ↩
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Chapter 143: A New Conceptual Material ↩
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Chapters 147-148 ↩
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Chapter 149: Predicament ↩
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Chapter 154: Body Refining and Brawling ↩
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Chapter 158: First Turn and Autonomous Floating Cannons ↩↩↩↩
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Chapters 162-163 ↩
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Chapter 162: Crisis and a New Journey ↩
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Chapter 165: The Substitute Death Doll ↩
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Chapter 168: Arrival and the Flame-Frost Plane ↩
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Chapter 170: The Work of the Logistics Discipline (1) ↩
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Chapter 171: The Work of the Logistics Discipline (2) ↩
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Chapter 174: Targeted Destructive Spells and a Rout ↩
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Chapter 176: Turtle Shell and Spoils ↩
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Chapter 181: Forming a Team ↩
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Chapter 183: Cavern Battle (1) ↩
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Chapter 186: Cavern Battle (4) ↩
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Chapter 188: The Incubation Pool ↩
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Chapters 189-190 ↩
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Chapter 189: A Rational Betrayal ↩
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Chapter 191: The Middle Stage of Foundation Establishment ↩↩↩↩↩↩
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Chapters 196-197 ↩
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Chapter 197: Unexpected Harvest ↩
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Chapters 197-198 ↩
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Chapter 199: The Witch of Pain ↩
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Chapter 204: March and Death Sense ↩
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Chapter 206: Mission and the Eve of Battle ↩
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Chapter 215: Wrath of Flame and Frost (8) ↩
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Chapter 218: A Small Social Ecosystem ↩
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Chapter 223: Knowledge and David’s Return ↩
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Chapter 226: Miscellaneous Affairs ↩
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Chapter 236: The Choice ↩
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Chapter 237: The Final Step ↩
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Chapter 241: Self-Stabilizing Field Regulation Protocol ↩
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Chapter 242: Making a Fortune! ↩
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Chapter 243: The Seventh-Level Large-Scale Elemental Pool Arrives ↩
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Chapter 244: Re-Registration and a Trade ↩
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Chapter 245: Old Acquaintances ↩
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Chapter 246: The Expedition ↩
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Chapter 247: Anomaly Upon Anomaly ↩
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Chapters 248-249 ↩
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Chapter 248: The Feast ↩
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Chapter 250: Mandatory Mission and Ambush ↩
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Chapter 254: The Spatial Distortion Zone ↩
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Chapter 255: Search and Battle ↩
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Chapter 258: Plan ↩
-
Chapter 262: Another One Who Took the Bait ↩
-
Chapters 263-264 ↩
-
Chapter 266: Thirty Years ↩
-
Chapter 267: Found It ↩
-
Chapter 268: Prelude to Another Expedition ↩
-
Chapter 269: Another World ↩
-
Chapter 273: Feeble Gods ↩
-
Chapter 275: White Mist ↩
-
Chapter 278: A Golden Core’s Lifespan and the City-Destroying Class ↩↩
-
Chapter 279: Research Objectives ↩
-
Chapters 280-281 ↩
-
Chapter 280: Academy ↩
-
Chapter 282: Expansion and Deepening of Laws ↩
-
Chapter 288: The First Student ↩
-
Chapter 289: Crimson Gold and Graduation ↩
-
Chapter 291: The Prowler ↩
-
Chapter 292: The Nest and the New Expedition ↩
-
Chapter 294: The Void Battlefield ↩
-
Chapter 297: Holding the Line ↩
-
Chapters 297-298 ↩
-
Chapter 299: Truly Fortunate ↩
-
Chapter 301: Battle Rekindled ↩
-
Chapters 301-308 ↩
-
Chapter 302: Dreamscape ↩
-
Chapter 306: Harvest ↩
-
Chapter 307: The Void Architecture Academy and a Research Mission ↩
-
Chapters 307-323 ↩
-
Chapter 310: A Single Palm ↩
-
Chapter 314: The Second Phase and Mortal Dust Qi ↩
-
Chapter 315: Strategy and Unexpected Developments ↩
-
Chapter 316: Unimaginable Cooperation and Reinforcements ↩
-
Chapter 318: How Should Wizards Allocate Points? ↩
-
Chapter 320: World Annihilation ↩
-
Chapters 324-325 ↩
-
Chapter 324: Conference ↩
-
Chapter 326: Old Friends ↩
-
Chapters 327-328 ↩
-
Chapter 327: Nascent Soul Realm ↩
-
Chapter 330: Contact from an Old Classmate ↩
-
Chapter 331: The Commission ↩
-
Chapter 333: The Giant Beast ↩
-
Chapter 334: This Can’t Be Right?! ↩
-
Chapter 336: The Beginning ↩
-
Chapter 338: The Visit ↩
-
Chapter 339: Third-Level Wizard ↩
-
Chapter 343: Unlearned Knowledge and Trouble ↩
-
Chapter 346: A Familiar Face and an Arrangement ↩
-
Chapter 352: Another Awakened One ↩
-
Chapter 354: The Frontline ↩
-
Chapter 355: Questions ↩
-
Chapter 357: Justice ↩
-
Chapter 361: A Portion of the Truth Behind Wizard Civilization ↩↩↩↩↩↩
-
Chapter 362: Harvest and Death by Old Age ↩
-
Chapter 364: Technique: Spatial Distortion ↩
-
Chapter 367: A Summons ↩
-
Chapter 368: Noren Academy No. 1 ↩
-
Chapter 369: Miscellaneous Matters ↩
-
Chapter 371: Anton Buchanan ↩
-
Chapter 372: The So-Called Direct Lineage of the Sect ↩
-
Chapter 373: Reward ↩
-
Chapter 379: Fictional Laws ↩
-
Chapter 380: Fate ↩
-
Chapters 384-386 ↩
-
Chapter 386: Rebellion? ↩
-
Chapter 391: Infiltration and Deviation ↩
-
Chapters 395-400 ↩
-
Chapter 396: Advancement, the Spirit Transformation Stage ↩↩↩
-
Chapter 397: A Difficult Problem and the Development of the Inner World ↩↩
-
Chapters 398-399 ↩
-
Chapter 403: Assembly ↩
-
Chapters 403-405 ↩
-
Chapter 409: Cooperation ↩
-
Chapter 424: Breakthrough and New Problems ↩
-
Chapter 425: Starforger ↩
-
Chapter 428: Chaos and Action ↩
-
Chapter 429: Timelines and Descent ↩
-
Chapter 430: True Body and Data ↩
-
Chapter 435: The Final Loop ↩
-
Chapter 440: An Invitation and a Visitor ↩
-
Chapter 444: The Moment of Awakening ↩
-
Chapter 446: Soul ↩
-
Chapter 447: Freaking Out ↩
-
Chapter 448: Entry ↩
-
Chapter 452: Choice and the Starfall Awakening Technique ↩
-
Chapter 455: A Big Purchase ↩
-
Chapter 456: The Fifth-Level Wizard, Bottlenecks and Levels ↩↩↩↩
-
Chapter 458: Training and Protective Treasures ↩
-
Chapter 459: Incense Fire Poison ↩
-
Chapter 461: Final Preparations ↩
-
Chapter 462: War Preparations ↩
-
Chapter 465: Teleportation ↩
-
Chapter 469: A Curse and the First Round of the Showdown ↩
-
Chapter 471: The Reaction on the Other Side ↩
-
Chapter 472: Deployment ↩
-
Chapter 474: Enemy Assault and Response ↩
-
Chapter 477: Evolution ↩
-
Chapter 483: The Cruel Battlefield ↩
-
Chapter 487: More Enemies ↩
-
Chapters 487-489 ↩
-
Chapter 490: Palpitations ↩
-
Chapters 491-495 ↩
-
Chapter 494: Reconnaissance and the Unexpected ↩
-
Chapters 496-497 ↩
-
Chapter 497: Pursuit ↩
-
Chapter 498: A Last Stand ↩
-
Chapter 500: Gravely Wounded ↩
-
Chapter 501: Adapting to Death ↩
-
Chapter 505: Crisis and the Arrival of Reinforcements ↩
-
Chapter 508: Records and Battle Results ↩
-
Chapter 512: Decision ↩
-
Chapter 513: The Expected Powerful Enemy ↩
-
Chapter 514: Astonishment and a Head-on Exchange of Fire ↩
-
Chapters 515-516 ↩
-
Chapter 518: Adaptation and Adaptation ↩
-
Chapter 519: The Situation Begins to Turn ↩
-
Chapter 526: Rendezvous ↩
-
Chapter 527: The Qualification for a True Name ↩
-
Chapters 530-532 ↩
-
Chapter 532: A New Eighth-Level? ↩
-
Chapters 533-535 ↩
-
Chapters 533-534 ↩
-
Chapter 535: The Battlefield of the Eighth Level ↩
-
Chapter 539: A Mission and Differences in Ways of Ruling ↩
-
Chapter 540: News of the Fallen and a Plan ↩
-
Chapter 541: Follow-up ↩
-
Chapter 542: Route Decision ↩
-
Chapter 543: Adjustments and the First Modification Target ↩
-
Chapters 545-546 ↩
-
Chapter 548: The Fate Subsystem and the Information Plane ↩
-
Chapter 551: Probing ↩
-
Chapter 553: Splashing Filth ↩
-
Chapter 554: Mission ↩
-
Chapter 560: A New Spell Design ↩
-
Chapter 562: War Is Coming ↩
-
Chapter 564: An Interim Victory ↩
-
Chapter 569: An Unexpected Rout ↩
-
Chapter 572: Ash and the Wall ↩
-
Chapter 573: Absolute Zero and Casual Chat and Light God Transformation ↩↩
-
Chapters 573-574 ↩
-
Chapter 581: Dao Soldier System ↩
-
Chapter 582: Refining the Longevity Pill ↩
-
Chapter 584: Evolution and Moonlight Essence ↩
-
Chapter 587: Researching Molten Mountain and a Sudden Request ↩
-
Chapter 589: The Meeting and Refinement ↩
-
Chapter 594: Oppressive Pressure ↩
-
Chapter 595: Convergence and the “Gathering” ↩
-
Chapter 597: War Machines and the Meeting ↩
-
Chapter 598: Contact ↩
-
Chapter 606: Ninth-Level! ↩
-
Chapter 610: Rewards and Harvests ↩
-
Chapter 614: The True Bottleneck ↩
-
Chapter 615: Void Refinement Realm and Dao Integration Realm ↩↩↩
-
Chapter 618: Advancing to Void Refinement ↩
-
Chapter 619: Visit ↩
-
Chapter 620: A Genius’s Intuition ↩
-
Chapter 621: The Nest’s Second Modification and the Great Completion of Void Refinement ↩
-
Chapters 624-625 ↩
-
Chapter 625: The Strange and the Restrictions ↩
-
Chapter 629: First Probe ↩
-
Chapter 632: The Second Strange ↩
-
Chapter 633: Flipping the Table ↩
-
Chapters 637-639 ↩
-
Chapter 641: Lecture and Purpose ↩
-
Chapter 642: An Auction and a New Strange ↩
-
Chapter 644: A New Means of Detection and News of a New Strange ↩
-
Chapter 648: Monster and Escape ↩
-
Chapter 653: Research and Action ↩
-
Chapters 656-657 ↩
-
Chapter 657: Conjectures on Fusion and the Visitors ↩
-
Chapter 660: Assault of the Ghost Ship ↩
-
Chapter 661: Assembly and Assault ↩
-
Chapter 662: The Sub-Space and the Treasure Vault ↩
-
Chapter 667: Ten Years ↩
-
Chapter 668: Fusion Technology and a Great Upheaval ↩
-
Chapter 672: Replica ↩
-
Chapter 688: Interrogation ↩
-
Chapters 688-694 ↩
-
Chapter 692: Second Layer Dharma Form ↩
-
Chapter 699: Divine Armament ↩
-
Chapter 703: Changes and Reflections ↩
-
Chapters 707-708 ↩
-
Chapter 710: New Mission ↩
-
Chapters 711-712 ↩
-
Chapter 712: Dragonman Civilization ↩
-
Chapter 714: Middleman ↩
-
Chapter 716: Making a Move ↩
-
Chapter 720: The Resurgent Dragon ↩
-
Chapter 726: Emerging from Seclusion and Emerging from Seclusion ↩
-
Chapter 729: Powerful Viola ↩
-
Chapter 731: Thoughts and an Audience ↩
-
Chapters 732-733 ↩
-
Chapter 733: All-Heavens Star Grand Array ↩
-
Chapters 733-734 ↩
-
Chapter 734: Creation System ↩
-
Chapter 739: Welcome ↩
-
Chapter 746: For Sale ↩
-
Chapter 751: Apostles of the End ↩
-
Chapter 752: The Multiracial Alliance ↩
-
Chapter 754: The Play Is Like Life ↩
-
Chapters 759-764 ↩
-
Chapter 762: Taking Stock, and the Apostles of the End ↩
-
Chapter 764: Refinement, Payment, an Attempt, and a Thought ↩↩↩
-
Chapter 767: Doubts ↩
-
Chapters 767-768 ↩
-
Chapter 768: The True Form of the End ↩
-
Chapter 771: A Lesson, and a Gain ↩
-
Chapter 772: Transmuting Life ↩
-
Chapter 773: The Second Layer Dharma Form Completed ↩
-
Chapters 778-779 ↩
-
Chapter 779: An Old Friend ↩
-
Chapter 781: The Blood Sacrifice Method ↩
-
Chapter 782: The Experiment ↩
-
Chapter 787: Verification ↩
-
Chapter 789: Willows Set Without Thought Grow into Shade ↩↩↩
-
Chapter 791: Rich ↩
-
Chapter 793: Raising and Mastering the Law of Time ↩
-
Chapter 796: Probing ↩
-
Chapters 797-798 ↩
-
Chapter 800: Getting Married?! ↩
-
Chapter 802: Black Wizards, and Preparations ↩
-
Chapter 804: The Ambush ↩
-
Chapter 808: Clues and Deduction ↩
-
Chapter 810: Smugglers ↩
-
Chapter 814: The Hour of Annihilation ↩
-
Chapter 815: A Scalding Haul ↩
-
Chapter 817: Evolution ↩
-
Chapter 825: An Idea ↩
-
Chapters 828-829 ↩
-
Chapter 828: The Practical School ↩
-
Chapter 829: The Breakout Sessions ↩
-
Chapter 830: Transition and a New Technique ↩
-
Chapter 833: Robbery ↩
-
Chapter 834: Fighting a Seventh-Level ↩
-
Chapter 838: An Agreement and New Spells ↩
-
Chapters 844-845 ↩
-
Chapter 849: Desperate Straits ↩
-
Chapter 850: Reinforcements and an Anomaly ↩
-
Chapter 851: Information ↩
-
Chapter 853: Other Intelligence and Finding the Target ↩
-
Chapter 865: Cycle ↩
-
Chapter 868: An Accident? ↩
-
Chapter 869: Spatial Fold Beast ↩
-
Chapter 876: Trump Card ↩
-
Chapter 881: The Wedding ↩
-
Chapter 883: Research and Improvement ↩
-
Chapter 886: The Meeting ↩
-
Chapter 890: The Core ↩
-
Chapter 891: The Investigation and the Astonishing Truth ↩↩↩
-
Chapter 894: A Terrifying Technological Civilization ↩
-
Chapter 895: A Bitter Fight, and Fifty-Three Seconds ↩
-
Chapter 897: The Grand President ↩
-
Chapter 899: Gains and Ideas ↩
-
Chapters 902-906 ↩
-
Chapters 903-904 ↩
-
Chapter 906: System, Enhance! ↩
-
Chapter 909: Weapon Enhancement and Pursuit ↩
-
Chapter 912: System, Drain It All! ↩
-
Chapters 914-916 ↩
-
Chapter 918: Descent ↩
-
Chapters 919-920 ↩
-
Chapters 921-922 ↩
-
Chapter 925: Scheming ↩
-
Chapter 926: Shifting Position ↩
-
Chapter 927: The Strongest One and the Legions ↩
-
Chapters 928-946 ↩
-
Chapter 928: An Exchange, a Frightened Retreat and the Descent ↩↩↩
-
Chapters 932-947 ↩
-
Chapter 932: The Indescribable ↩
-
Chapter 933: Breathing Soil Creation ↩
-
Chapter 935: Predators ↩
-
Chapter 937: Core Ruins ↩
-
Chapter 943: Post-War Arrangements, a New Goal ↩
-
Chapter 949: Encirclement, and Turning the Tables ↩
-
Chapter 950: Breathing Soil Creation, and the End of Worlds ↩↩
-
Chapter 951: An Exhausting Battle ↩
-
Chapter 952: Loose Ends, Spoils, and an Impending Arrival ↩
-
Chapter 953: Wizard Fate ↩
-
Chapter 954: The Parasite, the Plane Wizard ↩
-
Chapter 958: Invaders ↩
-
Chapter 960: Attraction and a Trap ↩
-
Chapters 961-963 ↩
-
Chapter 964: Anomaly and Target ↩
-
Chapter 965: The Truth ↩
-
Chapter 966: Engagement and Gains ↩
-
Chapters 968-969 ↩
-
Chapter 968: The State of Wizard Civilization ↩
-
Chapter 969: Aftermath and Conjecture ↩
-
Chapter 972: Difficulties ↩
-
Chapter 974: Feeling, Shock, Trial ↩
-
Chapter 975: Submission, the Fourth ↩
-
Chapter 987: Encountering the Enemy ↩
-
Chapter 989: Reconnaissance ↩
-
Chapter 992: A Ninth-Level Battlefield ↩
-
Chapter 995: The Best Way to Settle Street Fighting Is to Flip the Table ↩↩
-
Chapter 999: Molten Mountain’s Breakthrough ↩
-
Chapter 1000: Return After Death, the Coming of the Decisive Battle, the Goal ↩↩
-
Chapter 1002: The Requirements for Immortality, Improvement ↩↩↩
-
Chapter 1010: Surprise and Fright ↩
-
Chapter 1013: Alert Mode, the World on the Other Side ↩
-
Chapter 1015: The Scorpion Race ↩
-
Chapter 1017: An Odd Feeling, and Something Forgotten ↩
-
Chapter 1020: The Possibility ↩