[Contest for the Stone of the Gods (Plane Version): The twelve fragnts of the Stone of the Gods will reveal each other’s locations to their respective owners. Owners of a Divine Stone Fragnt can persuade the Heaven’s Chosen Ruler of their Lord World to launch a "Plane War" and use it to seize the remaining fragnts. Alternatively, they can perform an "Immigration" operation to travel to the corresponding Plane World and seize a Divine Stone Fragnt directly from its owner, but this is subject to conditions like "Immigration Protection" and "Immigration Limits"... All Lord Players have the right to contend for the Stone of the Gods. Whether Native Powers join the fight and offer aid depends on the degree of friendship between the Lord Players and the Native Powers.]
[Alliance Headquarters System: The "Alliance Headquarters" system is now open. Each Player Alliance can establish its own Alliance Headquarters in a Plane World and relocate their Lord’s Hall within its bounds. This grants a massive boost to Attribute and Ability Values, and accelerates resource acquisition, population growth, Unit Upgrade speed, and more. The Alliance Headquarters has a "capture-and-destroy" chanic similar to the Lord’s Hall. Enemy forces must occupy a completely cleared Alliance Headquarters for a certain period to destroy it, which will cause the territories of alliance mbers under its Shelter to lose their various bonuses. However, due to the internal layout, space, and chanical limitations of the Alliance Headquarters, both sides can only dispatch a limited number of Divine Chosen Soldiers or Divine Chosen Heroes to enter. The side with stronger individual power and more powerful elite units will gain final control or the right to destroy the Alliance Headquarters.]
[Sky City System: The Sky City System is now open. Sky City will be fully unlocked after the majority of Lord Players in a Lord World reach level 75. It is extrely difficult to clear, as the interior is filled with the Illusory Remnant Souls of Lord Players and Divine Chosen Armies who have died throughout history... A Lord World that successfully clears Sky City will qualify to advance to the fourth stage... If a Lord World’s Lord Players lack the average strength or unity to successfully clear Sky City, they will remain stuck in the third stage. (Note: The challenge to clear Sky City does not prevent other Plane Worlds from launching an "Invasion." At that ti, you will not only have to fight the Illusory Remnant Souls of Lord Players and Divine Chosen Armies descending from Sky City, but also the Divine Chosen Armies of other invaders.)]
[Otherworldly Divine Chosen Team chanic: Lord Worlds in the third stage will occasionally encounter Space-Ti Turbulence and run into various strange Otherworldly soldiers and heroes. These Otherworldly soldiers and heroes can be subdued directly by Lord Players or by Native Powers. Once subdued, they will beco new Native Creatures and, according to the "Allegiance chanic," grant the corresponding Lord Player an Extraordinary Camp building... Of course, these Otherworldly forces can also choose to remain independent and grant the corresponding Extraordinary Camp building to the Lord Players who swear allegiance to them. The specific outco will vary based on the style of the Otherworldly force and the style of the Native Creatures.]
"This is insane!"
"How can there be so much new content in the third stage?"
"And there are way too many PvP events!"
"First the Plane War, then the Contest for the Stone of the Gods, and an Alliance Headquarters siege... and on top of all that, they even threw in a Sky City raid?"
After his initial astonishnt, Qin Feng carefully read through the dense wall of system announcents. Drawing on his vast experience as a top-tier gar, he quickly organized the complex information into a general frawork.
The Plane War was a permanent event. Its activation depended entirely on the "Heaven’s Chosen Ruler" of each Lord World. If they wanted to wage war on another Plane, they could launch it directly by activating the Special Skill "Plane Gate," opening a channel between two Lord Planes.
But this kind of large-scale planar warfare was, in essence, an extrely high-risk "gamble."
Not only did invaders have to fight on unfamiliar "away turf," but they also couldn’t benefit from the various exclusive bonuses of their own territory.
The most typical example was the "King of Territory." Their defensive towers and garrisoned troops would all receive a significant Attribute Enhancent to their Attack and Defense Attributes while inside their own territory.
But once they were in the Void Realm or another Lord Plane, these extra bonuses would be completely nullified.
Even if a King of Territory’s deployed towers and troops still had better base stats than comparable units from most Kings of War and Kings of Tactics, the loss of power after leaving their "strongest" state was glaringly obvious.
More critically, once a Plane War began, it was an Undying and Unyielding conflict that could not be canceled midway.
Even if the Heaven’s Chosen Ruler of the weaker side chose to surrender, all participants on the losing side would pay a heavy price, and the Heaven’s Chosen Ruler’s own power would be drastically weakened.
For this reason, Plane Wars were rarely initiated lightly.
The exception was when an overwhelmingly powerful Lord Plane targeted a "pushover" Lord Plane they were certain they could defeat.
Beyond that, the internal unity of a Lord Plane was also crucial.
If a Lord Plane suffered from severe infighting, "traitorous" factions whose interests conflicted with the Heaven’s Chosen Ruler’s camp would exploit the Chaos of a Plane War. They would constantly backstab, attack, and harass their own ruler while secretly aiding the enemy’s victory.
After their own Heaven’s Chosen Ruler fell, these "traitorous" Lord Players would then prop up the strongest Native Power they were loyal to, helping it ascend to the position of Heaven’s Chosen Ruler. In return, they would receive massive bonuses to Attributes and Ability Values, among other benefits.
As for the Lord Plane "cooperation" chanic...
The core of it was simple: it expanded the original 1v1 Plane War into a massive team battle of up to 8v8.
However, it was important to note that the more Lord Plane factions that participated, the greater the reduction in Ability Value for all combatants.
For example, in a 1v1, neither side would lose any Ability Value.
But in a 2v2, everyone would lose 20% of their Ability Value.
In a 3v3, everyone would lose 30% of their Ability Value.
The loss capped out at 50% of their Ability Value.
In an imbalanced fight, the outnumbered side, after their initial Ability Value deduction, would receive a bonus calculated from the enemy’s surplus number of Planes. For instance, in a 2v8, the two-Plane side would lose 20% of their Ability Value, but they would gain a bonus based on the enemy team’s larger size, ultimately resulting in each mber on the smaller side receiving a 130% Ability Value enhancent.
One side would have an advantage in numbers, while the other would have an advantage in Ability Value, making it impossible to predict the winner.
Next was the Contest for the Stone of the Gods.
He had already gone over this part.
Although Plane factions and Lord Players who didn’t possess a Divine Stone Fragnt couldn’t obtain the current location and Plane coordinates of the fragnt owners...
...many large, well-established Lord Alliances had their own subordinate alliances and training organizations for recruiting new mbers.
These subordinate alliances and training organizations would share the coordinates and information of any Divine Stone Fragnts they found with the high-level veterans in the main Lord Alliance. These veterans would then organize a Plane Alliance Army that t the "Invasion" criteria and use the "Invasion" chanic to seize the fragnts.
Therefore, although there were only twelve Divine Stone Fragnts, the number of Lord Planes competing for them was far greater than twelve—numbering in the hundreds, or even thousands.
Furthermore, as long as the Divine Stone Fragnts had not all been collected,
if the Lord World of a Divine Stone Fragnt owner suddenly advanced to the fourth stage,
it could still continue to "Invade" third-stage Lord Worlds that also possessed fragnts.
Therefore, owners of the Divine Stone Fragnts couldn’t just lay low and hope for the best. They had to find a way to withstand the constant invasions from other "Plane" factions and advance their own Lord World to the fourth stage as quickly as possible.
Only then could they securely seize all the Divine Stone Fragnts, obtain the critical "entry ticket to the Divine Domain after level 100," and finally reach the fifth-stage world that only a tiny minority would ever attain.
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