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The Astral Shadow

A young teen forges her own path apart from her elders within the stage of virtual reality

konrad_dunbar · Ciencia y ficción
Sin suficientes valoraciones
101 Chs

85 || The Power Of Retention Techniques

"Retention Techniques are either natural Martial Arts replicable in the virtual world," Tanisha answers from outside of the arena square, with Tara cycling through her Body and Weapon Arts she's learned. "Or virtual Arts you've acquired in the virtual world that can, albeit much weaker, be used in the natural world. The former greatly boosts capability but costs more resources to compensate, while the latter consumes less resources but increases survivability."

Tara sighs and relaxes her body as she finishes her display for her aunt. "Is it because of a lack of ambient energy like Essence?"

"Yes and no. Your virtual body can innately infuse a world's energy, while your natural body needs to be at least Expert level to even begin. That is to say your virtual body is stronger and, ironically, many people attempt breakthroughs into Expert in for this very reason."

Tanisha has already analyzed her niece's moveset. The Hufang Sword Arts are swift and deadly while the Riversword Blade Play is flowing and winding; the Solar Body Arts are explosive and domineering while the Lunar Body Arts are gentle yet disarming.

"I'm still not sure why they're so powerful though?" Tara says as she sits down on the floor.

"Who will do better on a test? The one who studied for one hour or the one who studied eight?" Tanisha asks as she sits across from Tara.

"The one who studies for eight, probably? They have more time to understand things." Tara answers immediately.

"It's a similar idea for Retention Techniques. A person can practice in the natural and virtual worlds, giving them a fuller understanding and comprehension of the necessary. It's not solely combatants that use this principle as well, many Artisans use virtuality as a way to hone their talents while many Alchemists are even scientists and doctors naturally."

Tara's eyes widen as something finally clicks. Virtual reality gave humanity the one thing they needed more of: time. With enough time any skill could be advanced towards perfection. And since specific talents, whether they be martial or manufactured, are able to be used in both worlds it allowed an explosion of potential and mastery. But then something that was said caught her attention.

"But wait, you said only virtual Martial Arts can be learned both ways? What about Spell Crafts?"

Tanisha's eyes flash with pride at her niece asking good questions. It took her a lot longer to ask that and only through painful personal experimentation before figuring out how Spells work in the natural world. Maintaining a stoic face, Tanisha waves off her question. "That'll be something to worry about later once you've figured out how to use Earth's energy as your own. As you've awoken as an Apex, you'll have an easier time doing so. Now, let me show you how we categorize Retention Techniques."

Tanisha rose, flicking her wrists as black needle point daggers appeared in her hands. Tara watches with rapt attention as she witnesses the three forms. First was the offensive, which either made a person physically stronger or a weapon sharper and tougher. Second was defensive, bolstering a person's endurance or reaction time. Finally was movement, or footwork, Techniques which Tanisha used to split her body into tangible afterimages similarly to Illusory Circle Walk. Movement Retention Techniques were used for escape or confusion.

Inner members of Upper Organizations are taught a single set of offensive, defensive, and movement natural Techniques at the start. Meanwhile, lower organizations could only hope they found strong martial Skills to turn into natural Techniques. Masters could use natural Techniques virtually but not vice versa. Furthermore, though they could fuse Arts and Crafts together, which was an advanced, tier jumping talent, Masters struggled fusing Techniques with Skills. The common knowledge was that only Experts had the ability to flawlessly combine the two with enough practice.

However, Blue River wasn't common. In fact all of the foundational movesets that River Crosser had bestowed onto Tara's friends were fledgling combinations of different Techniques fused with Arts and Crafts. River Crosser had personally broken these down to these sets to their bare essentials, only to rebuild them based on ease of learning and compatibility.

How long could that have taken? Even more so that each moveset had been devised for different classes and elements!? As long as they kept practicing and growing, they'd eventually have a unique move to execute even if they didn't become Experts. They'd be able to survive against the best of their generation.

"Now I was asked to teach you some of the ones I've learned but how about we make your own set. I'm sure you have a movement Technique you'd like to use, no? Plus your two Body Arts could sync well with your two Weapon Arts, there's just something that is missing to link them together." Tanisha appraises, only to catch Tara's mind reeling with a solution. Support types and their processing. Well, no need to make this so easy. "As you do this I also want you to practice your force concentration."

Tara flinches before she stands. Tanisha laughs to herself at this with a shake of her head. Things were only beginning.

***

As Tara and her classmates are furthering their training and abilities, Syringa Fang enters a special hall within her Academy. This was called the Archetype Advancement Hall, a unique building simply made for Academy students. When Explorers' sought to advance at the Adventurer's Guild, they would have to fight and survive against a random member of that higher tier.

Regular Vanguards had to fight against Warriors or Ruffians. Forefends had to stop Guardian or Paladin attacks. Pugilists had to choose the Path of Body or the Trail of Soul as their starting point. Infantries crossed weapons with Mercenaries or Hunters. Witches had to contest against Druid or Ariolate spells, while Mages could become Mavens or Acolytes. Finally Summoners would either be Conjurers or Eidolites once they passed. The first labeled for each class were called Balance classes which dealt higher singular and area physical or magical damage, while the second defined as Order and aimed more towards healing or defenses.

This was the case for most people's advancement, unless you were an Enforcer. Once a certain number of player kills were achieved, they would have access to the more deadly and violent class Archetypes. Once that number was hit, the Enforcer would be notified of the available change, however the test was the same.

They had to fight an unknown archetype for several minutes. In some ways it was easier than the first test, as they'd have to fight an Obsidian tier as an Obsidian tier. Very few Enforcers would have to fight these classes as a Porcelain. Syringa Fang and all her friends, for instance, who had read the History of the Banished Country were able to view these Archetypes on the list.

Vandal for Warrior, Soldier for Forefend, Way of the Mind for Pugilists, and Adroit for Infantry. Witches had Enscroller, Mages became Fanatics, and Summoners were Incantists. These were burst damage focused and had many control Skills to interrupt or stun foes. They were considered Chaos classes.

Syringa Fang, after looking up the perks displayed by the system window upon entering the Advancement Hall, chooses to go with Vandal. She felt it would compliment her abilities and Ancestral Skill, Drain.

Each Advancement Hall located within the various Academies was special. Students would similarly fight a foe one Tier above them. However they were magical dolls that would mirror Skills, Elemental Resonance, and Equipment. The Stats would be the same except for the Vitality and Spirit, while using several additional Skills from the new Tier. Surviving for the set time still passed, but defeating the Advancement Doll counted as a Special Academy Quest. This gives a useful single Equipment or Skill of that new Archetype!

[You are now entering the Tier Chamber!]

[You have 30 seconds to make your own preparations.]

Syringa Fang deliberates for a moment before taking out one of her Tier Crystals. One of them came from farming during the Event while the other was a reward they got. Now was a good time to see its effects in play. Crushing the item, 8 colored lights flow into her but other than this effect there wasn't a prompt from the server nor any indication that something has changed. Syringa frowns but opens the door.

She steps through an invisible film that ripples as she crosses. It is a basic training ground with a weapon rack and bench on the left side. A black and white checkered sparring arena sits in the middle. A cloudless blue sky extends in the horizon while a featureless figure made of Obsidian metal stands motionless in the arena.

Syringa approaches the arena with each step changing something on the doll. A familiar armor, weapon, and body slowly morph onto the doll as Syringa gets closer.

The facial features seem altered however: the doll's ears were larger and more pointed while her eyes were lilac with rectangular irises. The full presence of a higher tier washes over Syringa, buffeted slightly by her Twin Sphere energy.

Syringa sighs tiredly. After giving her all to reach level 20, the first among their Kingdom if the System reward she got was to be believed, she was getting close to the cut off time for her session. Following the Trial Dungeon Syringa had pushed herself to the limit, but level 20 was a major advancement and did not come cheaply with Experience even with her Soul Realm.

Furthermore she was still getting used to her boost in senses in the natural world, Pakeeja and her friends taking the time to spar with her in person. Syringa could have gone to her family's Super Guild, Golden Arrow, but she wanted to keep her progress a secret. Their region's Youths' League will begin soon and she wants to astonish everyone.

Syringa brandishes Layla on her back with the doll taking a defensive stance with their weapon. Syringa jettisons forward with the [Alter Weight] ability she acquired previously, combining it with her movement Retention Technique <Huma's Flight>. As if her feet have never touched the ground nor ever will, Syringa shuttles forward.

The doll braces for impact, the floor beneath its feet caving in from its higher usage of [Alter Weight]. Coupled with an Obsidian defensive Art [Twirling Guard] for all melees, even as Syringa shifts the weight of her weapon, much of the force is dispersed and the doll doesn't move an inch.

Syringa ducks her head and rolls to the side three times. Thanks to her senses after breaking through to Expert, she preemptively dodges three chains of lilac and black energy chains. This was the Vandal exclusive control skill [Grasping Chains], formed from Stamina and Spirit. If someone is caught, not only are their movements sealed for 3 seconds, they also take Elemental Damage of the user. As a Dark Ifrit, there was a chance to trigger Syringa's [Drain], which would take her resources and make the Doll stronger.

Syringa quickly rights herself and they begin to trade slashes and Skills. After a few bouts, she has a better idea of what she's dealing with. The doll is a tough opponent, able to take more blows thanks to the higher Vitality and deal out stronger Arts because of a qualitative change in Spirit. The Vandal Archetypal skills are tricky to deal with, halting her moves from strange angles and dealing short yet powerful bursts of damage overriding her Twin Sphere barrier.

Still, Syringa has a grin on her face. The doll can't copy everything she knows.