Myriad Online Game Guide

Welcome to [Greed Online]

To prevent offensively unnecessary info-dumps, I've compiled a 40+ page, ultra-tedious, poorly edited game guide you can reference at any time. You're welcome.

Please forgive grammar mistakes and minor story lapses, as this is an unofficial, soul-crushing endeavor I had zero motivation to do from the start and still don't. I won't update it often, but I will accept praise for writing it. *Ahhhhh! We love you, Margrave! Ahhhhh!* Ahem.

I recommend everyone read Section I. Myriad Online Leveling System: Keep it Simple before reading Grey's stats. Be aware his stats contain spoilers.

Please note that everything in this guide is a *spoiler. Naturally, it only talks about things that are relevant, yeah? Well, if you're still down, let's get started!

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Table of Contents

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I. Myriad Online Leveling System - Keep it Simple.

─ i. Myriad Online's Goal

─ ii. Progress

─ iii. Demigod Power

─ iv. Flexibility

─ v. Stat Gap Bonus

─ vi. Level System Simplicity

─ vii. Conclusion

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II. Classes

III. Class Benefits

IV. Location Classifications

V. Weapon Series

VI. Transcendence [Entity Type]

VII. Experience Points

VIII. Experience Points System [Technical and Unnecessary]

IX. Skills

X. Skill Costs

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XI. Contracts and Pacts

─ i. Forced Servitude - No Benefit

─ ii. Party Contracts

─ iii. Exclusive Servant Contracts

─ iv. Devotion Contracts

─ v. Soul Pacts

─ vi. Blood Pacts

─ vii. The Myriad Record

─ viii. Myriad Record Requests

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XII. Party Experience Share

XIII. Death Penalty & PVP Fighting

XIV. Health / Energy

XV. Gold

XVI. Special Beast Types

─ i. Divine Beasts

─ ii. Esper Beasts

─ iii. Nightmare Creatures

─ iv. Third, Fourth, and Fifth-Evolution Beasts/Monsters

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XVII. **Spoilers** Grey's Stats

XVIII. **Super Spoiler** [Grey's Legacy]

XIX. **Super Spoiler** [Grey's Sub Legacy]

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I. Myriad Online Leveling System - Keep it Simple.

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i. Myriad Online's Goal

The Myriad Online leveling system reflects the game's purpose—to create demigods.

Gods are not reflected just by physical power but also by skills and trades. There are gods of wealth, power, and creation, so a person can win the game through countless strategies as long as they progress.

Progress. Demigod Power. Flexibility.

These three attributes define Myriad Online's leveling system.

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ii. Progress

The goal of Myriad Online is to guide humans into becoming demigods. Thus, the leveling system in the game must be progress-oriented, and the game reflects that.

Without quest experience, a player [must] kill enemies two levels below their level or higher to progress. A Level 100 player can kill ten thousand Level 90 creatures and not hit Level 101.

However, a person can kill one Level 150 creature and instantly move to level 148. (Good luck with that).

Progression makes leveling simple; stagnation makes leveling impossible.

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iii. Demigod Power

Demigods are naturally incomparable in strength to humans. Therefore, it doesn't make sense that humans would slowly accumulate petty stats that eventually made them [gods].

To address this, Myriad Online created a transcendence (evolution) system.

There are thirteen transcendence points, much like Cultivation Realms, that double-stats. If a person has 10 STR before the first transcendence, it becomes 20 on the next. By the thirteenth, they will have 81,920 STR by becoming a higher demigod [if they don't earn more].

Since leveling is exponential, so is the power between levels. The power level between 175 and 176 is literally double, giving an enemy or player upward of a 100k stat advantage. It's not a joke.

Therefore, the game gets exponentially harder the more someone plays. So while Grey's fast to level at the start, it slows down quickly.

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iv. Flexibility

There are many types of gods, not just gods with strength. Therefore, instead of physical stats, players can earn stats for Finance, Beast Taming, Political Science, Strategy, Modifications, Combat, etc.

Players can exchange these stat points for skills, giving them immediate access to knowledge and muscle memory in the game.

Myriad Online allocates stats based on how often a player uses a stat to promote this end and doesn't [fix] stats until a person [chooses] to transcend to the next phase.

For example, a person gets ten stat points for each of the first 15 Levels. Those 150 points will shift around to reflect a person's stats until the player transcends and makes them permanent.

The system helps prevent an issue where a person kills a beast with a super-powerful weapon, and then all their desired stats get ignored.

That's a problem for Grey, as he levels up quickly without using a single Esper skill. As a result, his INT is 0 because he's never used energy (mana) before!

That problem becomes exponential over time, and he has to manipulate his stats to correct it.

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v. Stat Gap Bonus

Like every other game, killing a stronger enemy than oneself gives the user an experience multiplier.

Myriad Online's user-optional growth system allows Grey to keep his stats artificially low and use cheat weaponry to grow and milk the stat gap bonus like a boss.

While it's awesome, I don't show his stats initially because showing intentionally *manipulated stats will confuse readers because #manipulated. They're artificial; thus, they'll warp the reader's understanding of the leveling system.

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vi. Level System Simplicity

The leveling system is simple in practice.

As a general rule, killing an enemy yields roughly the experience necessary to level up to two levels below the enemy's level (without the stat gap bonus).

If an enemy is Level 99, killing it will bring Grey to at least Level 97. Stat gap bonus aside, it doesn't matter if he's on Level 1 or Level 96. At a minimum, it'll bring him to level 97.

That's extremely simple, right? Keep it that way.

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This strangely convenient system is possible because experience requirements double at every level, and stats double every transcendence (evolution).

Imagine it starts at 20 exp.

Level 1: 20 exp.

Level 2: 40 exp.

Level 3: 80 exp.

Level 4: 100 exp.

Level 5: 200 exp.

Level 6: 400 exp.

Once Grey kills a Level 6 enemy, it'll give him ~200 exp. That will put him on Level 4 (remember that he has to pay out the experience for each level).

Note: Stat gap bonuses multiple stats. If Grey were a solo power-leveler, a 2x stat gap bonus would land him on the enemy's level.

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vii. Conclusion

Myriad Online's leveling system promotes progress, various strategies, and growth toward becoming a god.

To promote progress, players end up around two levels lower than a higher-level entity without a stat gap bonus. It's practically impossible to level up killing enemies five levels lower than the player.

To create demigods, each of the thirteen transcendence points (evolutions) doubles stats to create demigods.

Lastly, to promote flexibility, players get non-physical related stats they can exchange for knowledge instead of physical power.

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II. Classes

Classes relate to skill areas; a person can earn stat points for each.

The following menu shows the non-legacy classes open for all players.

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┌─┈━═[Skills Menu]═━┈─┐

├○

├═[User: Greed]

├○

├═[Class: ____]

├○

├═[Free Skill Points: ____]

├○

├═[Combat]

├○

├═[Esper]

├○

├═[Strategy]

├○

├═[Political Science]

├○

├═[Beast Taming]

├○

├═[Mods]

├○

├═[Finance]

├○

├═[Business & Logistics]

├○

├═[Science]

├○

├═[Vehicles & Equipment]

├○

├○

└═─┈─═─┈─═─┈─═─┈─═

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III. Class Benefits

Classes provide a one-time 25-point stat boost and five full skill unlocks for a specific path. After that, players can pursue any stats and skills, and the game customizes their leveling.

That's it. There's nothing more to it.

However, there is a major benefit to classes. The system benefits those who build up stats first, as the five full-skill unlocks are comically useful.

Top-level skills require (3) skill stat points or 50 stat points (amount doubles every transcendence), and a player gets (1) per level except on transcendence levels, where they get (5). Those levels get harder to build as well.

Therefore, a person that uses those (5) full-skill unlocks can become the equivalent of 15 levels, far more for stat points.

That number never changes, as the 50-skill stat costs double every transcendence. So those (5) full-skill unlocks can represent millions of stat points. It's a big deal.

The catch is that a person must use them all at once. Therefore, Grey saves up his class until the last moment, when he can unlock the lower-level skills before using his class unlocks.

It's a cheat strategy he employs that the reader wishes he could've pursued longer.

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IV. Location Classifications (With Examples)

There are labels for significant locations to maximize shameless world announcement opportunities.

Locations can be planets or as small as a restaurant.

─ Famous - Hollywood

─ Prestigious - John Hopkins University, MET Gala (event)

─ National - The White House

─ World - International Space Station CERN

─ Galaxy - Planets/locations that are critical for galactic stability

─ Rumored - The Silk Road [DWeb] (When it existed) - Renowned areas that few have visited because they are dangerous or not easily accessible.

─ Fabled - A place the world widely believes exists, but the location isn't confirmed. Lil Wayne's The Carter V (before confirmation) [Not a location, but it's the concept].

─ Mythical: Surprise! That storybook location actually exists. Eldorado, Laputa.

─ Legendary - If you go here, you're a serious boss.

─ Divine - Mount Tai

─ Celestial - River Styx

─ God - Mount Olympus / Heaven / Hell

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V. Weapon Series

─ Legendary Series

─ Diamond Series

─ Gold Series (Gravity Plasma Railgun [Pre-modification])

─ A Series

─ B Series

─ C Series

─ D Series

─ E Series (Starter Guns)

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VI. Transcendence [Entity Type]

Each transcendence doubles the stats the user has accumulated. There are thirteen obtainable by an average player, and after level 16, they take 20 levels each.

Note: Technically, there is a point break point where the doubling system makes one of these 19 levels. However, I won't destroy the ease of the leveling system for technicality.

─ Lv16 - Primed Entity [PE]

─ Lv36 - Lesser Spirit [LSP]

─ Lv56 - Spirit [SP] - Level +20

─ Lv76 - Greater Spirit [GSP]

─ Lv96 - Lower Divine [LD]

─ Lv116 - Divine [DI]

─ Lv136 - Higher Divine [UD]

─ Lv156 - Lower Celestial [LC]

─ Lv176 - Celestial [C]

─ Lv196 - Higher Celestial [GC]

─ Lv216 - Lower Demigod [LDG]

─ Lv236 - Demigod - [DG]

─ Lv256 - Upper Demigod [UDG]

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Experience doubles alongside levels. So Divine Entities give out DI experience. If an individual isn't earning experience at or above their level, they will not progress.

For example, if a player is a Divine Entity and kills 10,000 Greater Spirits, they won't level up. They must kill Divine Entities and get DI experience or higher to progress.

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VII. Experience Points

Important! Please read the "ii. Progress" section at the top.

This leveling system was designed to give players enough experience to catch up two levels below the entity they kill. It's that simple.

There are 13 transcendence entities and 13 corresponding experience points. If a person is a Divine Entity [DI], they need experience in [DI] to progress.

While the following is hard to conceptualize, it's very simple in practice. So if you're not a numbers person, keep it simple.

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VIII. Experience Point System [Technical and Unnecessary]

Experience requirements for level doubles. Naturally, that produces insane experience points.

As a result, like a dollar bill representing 100 pennies and a one hundred dollar bill representing 100 dollars, the experience gets larger [bills] as a person levels.

Every 20 levels, the experience points necessary for one level reach 1 million, the experience [bill] changes, and resets to zero.

For example:

Level 15 → Level 16: 1,638,400 Exp | None → Primed Entity | PE (1 million Exp each)

Level 35 → Level 36: 1,717,986 PE | Primed Entity → Lesser Spirit | LSP (1 million PE each)

Level 55 → Level 56: 1,801,439 LSP | Lesser Spirit → Spirit | SP (1 million LSP)

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Reminder! If Grey's a Celestial, he needs LC experience points or higher, or he's not leveling. It's not that complicated. This system just prevents the experience requirements from ever exceeding 2 million.

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IX. Skills

Players get (1) skill stat point for each level and (5) on transcendence levels (16, 36, 56, 76… 256).

Additionally, they get stat points for each level that get split between classic physical and skill stats that can be used to unlock skills.

Therefore, a person can become powerful with knowledge at every level in Myriad Online.

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Note: This example uses manipulated stats. Notice that he is [Untranscended]. That means his stats will double three times when he transcends from this level.

The story goes a great job of making that reality simple to understand. However, it's difficult to conceptualize without context, i.e., here, right? That's why I don't show his stats until it's time to cash in experience points.

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Name: Greed

Legacy: None

Title: None

Entity Type: Untranscended

Level: 72

STR: 41

AGL: 86

DEX: 83

INT: 0

STA: 85

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Combat: 32

Esper: 0

Strategy: 40

Political Science: 10

Beast Taming: 0

Mods: 40

Finance: 161

Business & Logistics: 102

Science: 0

Vehicles & Equipment: 30

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[Exchange Stats for Skill Points]

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Each one of those skill stat categories has a direct class associated with it.

Take combat, for example. Grey has 32 Combat skill stats and can use them to unlock skills in the below tree ↓.

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┌─┈━═[Skills]═━┈─┐

├○

├═[Combat]

├○

├═─═[Combat Foundation] (5 Skills)

├○

├═───═[Combat Foundation I - (1)]

├○

├═───═[Combat Foundation II - (1)] (Locked)

├○

├═───═[Combat Foundation III - (2)] (Locked)

├○

├═───═[Combat Foundation IV - (2)] (Locked)

├○

├═───═[Combat Foundation V - (3)] (Locked)

├○

├═─═[Martial Arts] (21 Skills)

├○

├═───═[Martial Arts Primer - (1)]

├○

├═─═[Gun Handling] (8 Skills)

├○

├═───═[Gun Handling Primer - (1)]

├○

├═─═[Bladed Weapons] (13 Skills)

├○

├═───═[Bladed Weapons Primer - (1)]

├○

├═─═[Mech Combat] (7 Skills)

├○

├═─═[Spaceship] (9 Skills)

├○

├═─═[Mounted Artillery] (5 Skills)

├○

├═─═[Explosives] (5 Skills)

├○

└═─┈─═─┈─═─┈─═─┈─═

Players can buy skills with skill points or stat points.

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─┈━═━┈━═━┈━═━┈─

Would you like to unlock [Combat Foundation I] for (1) skill point? [Yes/No]

─┈━═━┈━═━┈━═━┈─

-

─┈━═━┈━═━┈━═━┈─

Would you like to unlock [Combat Foundation I] for (10) Combat Stat Points? [Yes/No]

─┈━═━┈━═━┈━═━┈─

-

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X. Skill Costs

There are three tiers of skills. Starter, Novice, Intermediate, and Advanced.

Starter: (1) skill point or (5) stat points.

Novice: (1) skill point or (10) stat points.

Intermediate: (2) skill points or (25) stat points.

Advanced: (3) skill points or (50) stat points.

However! The stat cost requirements for unlocking each double at every transcendence; otherwise, people would just unlock all the skills when they became a Divine Entity.

A person can [technically] earn a maximum of four advanced skills per transcendence (one every five levels) if 100% of their stats go in one category.

Skills are super cheats that download skills and knowledge into a person's brain. Naturally, the game wouldn't let people just become killing machines.

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XI. Contracts and Pacts

To promote players protecting their servants and building them up, players' servants can level up at the same speed and earn skill points.

In exchange, it becomes difficult for the servant to betray the patron. It's a wholesome system where people exchange power for care.

The deeper the contract, the stronger the protections for both the patron and servant become.

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i. Forced Servitude - No Benefit

Forced servitude is buying a servant or beast. There is no benefit to simply buying an individual or beast.

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ii. Party Contracts

Parties incentivize support classes to join a party. It's a huge benefit, as the only practical way players can level quickly is through skilling, something that support roles cannot do.

Entities who join the player's parties will lose all their skill experience for betraying a party member unless the person has broken the agreement.

This disincentive is a mammoth deterrent to betraying party members.

Party contracts are temporary, and the parties define the boundaries of the relationship at the beginning. So betrayal is contractual.

Patrons can force their servants into [template] party contracts, which benefit the servant with protections. They are not flexible, so the patron can't harm someone with fine print.

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iii. Exclusive Servant Contracts

Exclusive servant contracts are contracts where a servant voluntarily pledges their temporary exclusive support for a patron. The servant cannot make the contract under duress—it must be [desired] by the servant.

They must also know what type of work they will do upfront, whether it's combat-related, housework, or fulfilling other desires. It's transparent.

Beyond party contract benefits, Exclusive Servant Contracts allow servants to gain (1) stat point for every five levels, (2) on transcendence levels.

Additionally, exclusive servants lose their stats if they take action intending to betray their patron.

Simply providing information to a person seeking to harm their patron will remove their power, entity status, and skills. It even locks muscle memory and knowledge—it goes hard.

In exchange, the patron cannot engage in [cruel] actions that destabilize their servant's mind to an irreversible degree.

Any action that does so will forfeit the contract, and the servant will retain their powers.

Cruelty includes malicious intent, apathy, and sadistic fulfillment.

Therefore, a relationship where a patron has a servant fighting as a servant and them becoming destabilized during a job is not an issue.

However, sending the servant on a suicide mission or making them do something for heinous sexual pleasure is off the table.

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iv. Devotion Contracts

Devotion Contracts are contracts where a servant pledges their lifetime devotion to their patron.

By doing so, the servant must follow their patron's commands for life and may never leave unless the patron ends the contract.

Betrayal results in instant death.

In exchange for such benefits, the patron must provide a reasonable life, within their power, to their servant.

Abusing them for sadistic pleasure or cruel treatment results in losing all stats and skills that a player has acquired since the contract began.

The servant gains full player leveling benefits, which the patron can allocate or give them the option to allocate.

—Devotion Contracts Require Intensive Consent—

Various Devotion Contracts have minimum requirements but allow individuals to exchange vows for the service.

Devotion contracts require extreme levels of consent, and patrons cannot trick prospective servants into them.

Initiating a Devotion Contract to deceive an individual for personal gain has heavy penalties.

Moreover, it's an expectation that the contracts fail due to not meeting the consent levels necessary to bind two people.

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v. Soul Pacts

Soul Pacts are Devotion Contracts linking a player to a divine being (beast, monster, dryad, fairy, etc.). Divine is lowercase, as opposed to Divine Entities, which are transcendence points.

The link allows players to share power with their servants, including sensory sharing, advanced communications, and magical abilities.

There are multiple types of soul pacts, but generally, they're more relaxed than the requirements for humans unless they're contracting with a human-like entity (fairy).

However, the link connects the soul of the divine beast and the player.

A wounded soul entity damages the soul of the player, which causes their body and mind strain. That includes mentally unstable entities.

Soul wounds from soul entity deaths are extremely slow or difficult to heal naturally. However, healing an injured soul entity heals a player's soul immediately.

In short, Soul Pacts are self-regulating because players won't harm themselves.

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vi. Blood Pacts

Blood pacts are general contracts that two parties agree upon that must be fulfilled, or the offending party will die. Players who break a blood pact have their player deleted and get banned from Myriad Online.

These contracts are exceedingly rare because broad conditions can easily kill a person. For example, a mercenary saying they'll protect a player from harm will die if the player gets a paper cut. Therefore, a minimum requirement is clear, unambiguous language and a narrowed scope.

Naturally, players quickly misuse blood pacts for dark things.

However! Three conditions prevent blood pacts from getting abused.

1. A blood pact must contain an [exchange] both parties deem equal. The requirement of exchange forces anyone who creates one to risk their life. The more conditions a contract has, the more lethal it gets.

2. Unequal exchanges fail. The blood pact will fail if a person making a contract is trying to [work] as a servant to get a house loan, but the patron expects to abuse their body.

Failed blood pacts indicate that the two parties weren't aligned and expose deceit.

3. Servitude exchanges require the patron to make the blood pact.

4. Blood pacts require consent and are expected to fail when used against servants and people under duress. A person cannot abuse a servant for failing a blood pact, as it'll guarantee it will fail forever thereafter. It's a natural protection.

5. Death is the only consequence. It must be [you will do this or you'll die], not [you will do this, or you'll be my plaything or die].

Therefore, an evil contract must explicitly state that Party A is exchanging something for Party B's body, mind, soul, or whatever. That doesn't eliminate loopholes, but it provides clarity and understanding.

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SIMPLY PUT, there is hella plot armor to prevent these things from getting used for heinous crimes against players and NPCs.

Moreover, an auto-kill policy prevents in-game assault and auto-bans players if they are the culprit. Myriad Online doesn't play, and neither do I.

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vii. The Myriad Record

All contracts get enforced by the Myriad Record, the [database] for the game that tracks every action a person makes. It's always listening and reading things people write, so it can judge whether a person is withholding a contract.

Suppose a player asks the Myriad Record for arbitration and severability. In that case, it will compile a user profile of the party and use all the information that a person ever says, does, and performs to make an informed decision about the contract's enforcement.

It's similar to law enforcement investigating a person for breaking the law. However, it's always watching everywhere. Therefore, getting away with a crime is nearly impossible.

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viii. Myriad Record Requests

A lesser-known benefit of blood pacts is asking for information required to uphold a contract. Using a blood pact, a person can get raw data about a person and their actions.

It's abstracted information in the form of a seal. However, a person can use a [blood seal] to make Esper technique, create deeper contracts, or personalize weapons.

For example, if a blood pact involves a person being conscious, an individual can request a blood seal of whether a person is awake.

Grey can then take that information and bind it to a weapon, allowing it to turn off if he falls unconscious automatically.

While it's cool, it's important to remember that the contract must be live to have an active seal, and while it's live, it can kill the user for failing to meet requirements.

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XII. Party Experience Share

The [Full Info] screens in this novel are great at speaking for themselves.

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─┈━═[User's Party Member Has Killed Enemies!]═━┈─

Full Information? [Yes/No]

—Full Information—

Primary Weapon: The Triumvirate (Illegally Modified)

Primary Weapon Type: Stabilized Rifle (Three Round Burst) | Piercing/Conductive/Plasma

Total Damage: 23,500 (Successful Triple Attack [Capped])

Enemy Type: Malla Beast [Spirit] | (x1)

-

Total Enemies Killed: x1

Total Exp: 56,000 LSP

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—Experience Bonuses—

Most Damage Bonus: Valeria Yessa (20%)

Most Support Bonus: Valeria Yessa (20%)

Critical Action Bonus: None

Bonuses: 22,420 LSP

Shared Experience: 33,980 LSP (56,000 LSP - 22,420 LSP)

-

—Party Share—

Party Share: 3,731 LSP (33,580 LSP / 9 members)

.

Valeria Vessa: 26,151 LSP (3,713 + 22,420)

Mark Rammath: 3,731 LSP

Reaper: 3,731 LSP

Whitney Pyre: 3,731 LSP

William Yama: 3,731 LSP

Raymond Milton: 3,731 LSP

Able Dearmore: 3,731 LSP

Emma Kline: 3,731 LSP

Greed Share: 3,731 LSP

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Total Player Share: 3,731 LSP

─┈━═━┈━═━┈━═━┈─

-

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XIII. Death Penalty & PVP Fighting

Death is harsh in Myriad Online.

Whatever a person is holding or wearing when they die is lost upon death.

A player killing another also obtains 50% of the held money, a random weapon, and an item in their possession.

Additionally, death can void servants and contracts, and one's soul beast is set free or killed, depending upon the contract.

The player also loses five levels and all the skills and knowledge they obtained in those last five levels.

It's important to note that armor is finite, so most gear is unsalvageable after PVP fighting.

PVP fighting is extremely lucrative, but it's illegal in most of the Universe and has consequences. The death penalty is hard both ways, so making hundreds of enemies for petty gains and getting hunted down later is not good form.

In Myriad Online, there are consequences. So short-term gains result in life-long problems.

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XIV. Health / Energy

Myriad Online doesn't make swords and gold explode from monsters. #realism

Instead, kills give the player rewards in the form of Gold, Health, and Energy that the player can exchange in a god marketplace.

Rewards are user-specific and cannot be transferred, and items from the store cannot be sold for a refund. Therefore, health potions, energy potions, and weapons must be bought by a skilled player.

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─┈━═[Reward Options]═━┈─

Blessings: None

Gold: 12,363,938

Health: 1,523,831

Energy: 1,289,381

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Would you like to exchange rewards for items now? [Yes/No]

─┈━═━┈━═━┈━═━┈─

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Health Potions are extremely rare and expensive, adding to the game's realism. They're exorbitantly expensive, so the only way to earn them is through grinding and exchanging health points.

─┈━═━┈━═━┈━═━┈─

What would you like to exchange?

-

[Health → Health Potions]

[Health → Detox Potions]

[Health → Revival Options]

[Health → Blessings]

[Health → Attribute Modification]

Options: [Health → Health Potions]

1. Minor Health Potion: 25,000

Description: Stabilizes mortal wounds of moderate severity, heals muscle and fiber cuts and mends dislocated and fractured bones. Heals all wounds to a certain degree and expedites healing for major injuries.

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2. Standard Health Potion: 50,000

Description: In addition to minor healing effects, it will instantly heal organs and mend moderately broken bones.

─┈━═━┈━═━┈━═━┈─

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The same is true of energy, which creates potions for esper techniques.

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XV. Gold

Gold is a reward, like health and energy, that allows players to buy weapons in a god shop.

The shop does not have guns; it contains bladed weapons and bows, which become practical as monsters become bigger and modern annihilation weapons become the only things that can kill them (without modifications).

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Gold » Purchase » Weapons » Swords

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├═[Swords]

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├═─═[Arming Swords] (183)

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├═───═[Arming Sword (Arming Sword) [Common] (1,000)]

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├═───═[Tempered Arming Sword (Arming Sword) [Quality] (10,000)]

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├═───═[Cursed Ingot (Arming Sword [Dark Element]) [Unique] (1,125,000)]

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├═───═[Hell's Revenge (Arming Sword [Flame Element]) [Unique] (1,583,000)]

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├═───═[Demon Slayer (Arming Sword [Light Element]) [Unique] (2,173,000)]

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XVI. Special Beast Types

i. Divine Beasts

Divine beasts have unlimited growth potential and other special attributes. Unlike normal beasts, they can make soul pacts and often have [legacy]-esque skills.

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ii. Esper Beasts

Esper beasts are beasts that can use esper skills. While esper-type beasts aren't particularly rare, they can be if the creature isn't already an esper class.

For example, a Thunder Wolf is an esper beast class. However, the Tri-tail Shadow Pup is not an esper-type beast, so a Tri-tail with an esper-class is ultra-rare.

Unique esper types have player-flexible esper leveling and development.

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iii. Nightmare Creatures

Nightmare Creatures feed upon Spirit Energy released through cortisol and other stress hormone equivalents for monsters and beasts to produce energy.

These creatures have an unlimited supply of power. However, they are extremely weak without it and have heavily restricted esper energy conversion. As a result, they must terrorize their prey.

Encountering a Nightmare Creature can trigger auto-kill for minors and those that do not consent to in-game trauma risks without attacking.

Grey doesn't take Nightmare creatures seriously and gets a rude awakening about just how horrifying their skill sets can be.

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iv. Third, Fourth, and Fifth-Evolution Beasts/Monsters

Beast evolution resets a monster's level at certain points and increases level-up requirements. Over decades or even centuries, these demi-beasts grow into beasts that individual humans shouldn't be capable of handling.

At the fifth evolution, beasts become demigods at Level 0, giving rise to Mythical creatures known as God Killers.

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XVII. **Spoiler** Grey's Stats Through Ch 50.

Note: The stats are directly tied to Grey's activities, so reading the stats is a spoiler. So keep that in mind.

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Untranscended - Level 72

Ten Stat Points Per

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Name: Greed

Legacy: None

Title: None

Entity Type: Untranscended

Level: 72

STR: 41

AGL: 86

DEX: 83

INT: 0

STA: 85

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Combat: 32

Esper: 0

Strategy: 40

Political Science: 10

Beast Taming: 0

Mods: 40

Finance: 161

Business & Logistics: 102

Science: 0

Vehicles & Equipment: 30

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[Exchange Stats for Skill Points]

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Untranscended After the Mods Class

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Name: Greed

Legacy: None

Title: None

Entity Type: Untranscended

Level: 71

STR: 41

AGL: 86

DEX: 83

INT: 0

STA: 85

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Combat: 32

Esper: 0

Strategy: 40

Political Science: 10

Beast Taming: 0

Mods: 40

Finance: 161

Business & Logistics: 102

Science: 0

Vehicles & Equipment: 30

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[Exchange Stats for Skill Points]

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Primed - Level 72

Twenty Stat Points Per

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STR: 82

AGL: 172

DEX: 166

INT: 0

STA: 170

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Combat: 64

Esper: 0

Strategy: 80

Political Science: 20

Beast Taming: 0

Mods: 80

Finance: 322

Business & Logistics: 204

Science: 0

Vehicles & Equipment: 60

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Lesser Spirit

Forty Stat Points Per

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STR: 164

AGL: 344

DEX: 332

INT: 0

STA: 340

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Combat: 128

Esper: 0

Strategy: 160

Political Science: 40

Beast Taming: 0

Mods: 160

Finance: 644

Business & Logistics: 408

Science: 0

Vehicles & Equipment: 120

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Spirit - Level 72 - (*Spoiler)

Eighty Stat Points Per

*Note: These stats have been slightly modified to prevent spoilers.

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STR: 328

AGL: 688

DEX: 664

INT: 0

STA: 680

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Combat: 256

Esper: 0

Strategy: 320

Political Science: 80

Beast Taming: 0

Mods: 320

Finance: 1288

Business & Logistics: 816

Science: 0

Vehicles & Equipment: 240

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Greater Spirit - Level 83 (*Spoiler)

320 Stat Points Left from Spirit (Four levels)

160 Stat Points Per Level

1280 Points Gained (Eight levels)

Notes: Gains beast taming in bulk due to the soul binding. The INT and Esper are minimum requirements for interacting with the soul beast.

*Note: These stats have been slightly modified to prevent spoilers.

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STR: 656

AGL: 1,376

DEX: 1,328

INT: 100 (+100)

STA: 1,460 (+100)

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Combat: 912 (+200)

Esper: 50 (+50)

Strategy: 740 (+100)

Political Science: 160

Beast Taming: 850 (+320 + 530)

Mods: 200 (+200)

Finance: 1,576

Business & Logistics: 1,632

Science: 0

Vehicles & Equipment: 480

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Lesser Divinity - Level 101

320 Stats Per Level

1,920 stats from GSP (12 levels)

1920 LD (6 Levels)

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STR: 1,312

AGL: 2,752

DEX: 2,656

INT: 600 (+400)

STA: 3,120 (+200)

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Combat: 1,824

Esper: 340 (+240)

Strategy: 2,480 (+1,000)

Political Science: 320

Beast Taming: 2,700 (+1,000)

Mods: 1,400 (+1,000)

Finance: 3,152

Business & Logistics: 3,264

Science: 0

Vehicles & Equipment: 960

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XVIII. **Super Spoiler** False Deity

False Deity is a *Silver Class Legacy practiced by a cult leader named Phillip Jones on Lasco.

The legacy is a despicable skill set that promotes a cult-style multi-level marketing scheme that can transpose into true religion profiteering.

Its skills provide deplorable, non-stat-related functions, including:

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1. Increased trust and influence.

The user creates a philosophy or policy and gets believers to [subscribe] to it. After indoctrination, the user gives the believer a small bit of their power to spread the word.

Over time, they recruit new members in a multi-level marketing scheme.

Legacy holders have increased influence over believers, and their widespread influence increases population-wide at every milestone.

It's a numbers racket.

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2. Increased understanding of broken promises… lol.

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3. False Miracles.

False Miracles brings out innate skills to claim that the user has performed miracles.

Grey believes this part of the legacy is a party trick to get people on board and doesn't plan to use it, but it turns out to have overpowered capabilities.

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4. The [Truth]

Like False Miracles, the Truth turns out to be an extremely convenient skill that helps his people quite a bit.

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4. Temporary contracts.

Probably the sketchiest part of the skill, False Deity allows the holder to create temporary enforceable contracts with the Myriad Record that bypass contract restrictions.

It's a mixture between a blood pact and a Party Contract and can even grind into the Exclusive Servant Contract.

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5. ???

There is another hidden skill and another tier that gives the Silver Class Legacy the *.

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False Deity is truly a reprehensible skill set in the hands of someone that avoids all the conventional purposes and exploits it ruthlessly at scale for simple profit.

Grey couldn't care less about stat-related skills or manipulating people. He's only interested in the first category, increased trust and influence, which a person develops through making people [believers]. Believers then spread the word and recruit others to spread the word.

Most call the skill set multi-level marketing, cultism, or abusing religious practices. He calls it an effective marketing strategy riddled with game-puncturing loopholes.

Prepare for Grey to exploit a poorly designed legacy like a cheat code.

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XIX. **Super Spoiler** Glitch Class & Zero Day Legacy

Zero Day is a sub-legacy that gives players access to the Glitch Sub-Class. It is a Mods derivative, allowing the user to modify weapons and objects.

However, it's unique in that it's [literally] cheating.

Glitch skills allow players to modify the Myriad Online source code for objects. With the right code, Grey can modify game mechanics and create a grenade that hits the ground with 80 G's of gravity.

Absolute chaos.

The sub-class is comically powerful but requires an equally comical amount of work and practice. He has to hide his weapons, and the stat requirements force him to play the game to obtain more skills.

Glitch is one of those classes that gets satisfyingly powerful over time.

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