In the first year of the Genesis Era, the gods, weary of the endless conflicts among the various races on the Continent of Heroes, opened up a supercontinent in an alternate dimension—a New World! As expected, all the races and nations of the Continent of Heroes ceased their large-scale wars and began a frenzy of colonization and exploration of the New World! However, only a handful of the strongest individuals from the Old World could reach the New World through the portals opened by mages. There was no way to transport large quantities of goods, weapons, or equipment, nor could the wealth of the New World be brought back in bulk. Coupled with the presence of many powerful monsters in the New World, the progress of its exploration was slow over the past hundred years.
In the 145th year of the Genesis Era, pioneers working at a New World port suddenly discovered a drifting bottle from the Old World, proving that there was a natural oceanic interdimensional gateway between the Old and New Worlds, allowing for the mass transport of goods by sea between the two worlds! Thus began the brutal “Grand Voyage” campaign to find a sea route to the New World!
On January 1st, Year 150, the well-prepared and elite crew of the Saint Anthony, under the command of the experienced navigator Captain Renoir, set sail from Saint Paul Port, carrying the Empire’s blessings and hopes, following in the footsteps of the pioneers, once again challenging the unknown and dangerous realms! The court astrologer Sir Mark Hall was also part of the expedition team.
On April 20th, Year 156, the Saint Anthony achieved a miracle by successfully returning from the New World! However, on the way back, they were attacked by an undead fleet! Sir Mark Hall became the last survivor who fought to the very end, and, stranded on a deserted island, held out until the Empire’s rescue team arrived! To commemorate this great achievement, the nameless island was named Miracle Island!
On January 1st, Year 157, the recovered Sir Mark Hall, in recognition of his outstanding achievements in opening the Grand Sea Route, was officially granted a noble title by the Empire, promoted to Duke, appointed as the Lionheart Empire’s Chief Court Astrologer, and became the greatest scholar, navigator, and explorer of the century!
In Year 159, the exploration of the New World’s sea routes was officially completed. The Light and Dark factions each controlled an oceanic interdimensional gateway to the New World, both heavily guarded. The New World colonization campaign was able to fully unfold.
In the 160th year of the Genesis Era, to accelerate the pace of exploration, the gods sent down the Children of Destiny (that is, the players) to the Genesis Era!
……
Now it is Year 160. This is the official website’s introduction to the game’s background and the Grand Sea Route. There is not a single mention of Mithril Island, nor is Mithril Island on the Empire’s New World map, let alone any underground sea. The cause of the accident is also a bit different from the blood-and-tears accusations written in the notebook. Of course, it’s precisely because of these differences that there’s a conspiracy, right? It’s nothing more than Mark Hall wanting to secretly claim that so-called Mithril Island for himself, isn’t it?
However, whether it’s an epic quest or a legendary quest, these are all distant dreams! They’re not things for a mere level 2 John to worry about right now. The most urgent task at hand is to figure out how to take down this Bloodsea Maelstrom! Besides, since John received this quest, the value of this account is sure to skyrocket a hundredfold, right? Just as he said, even if John gets so screwed that he can’t go on, at worst he’ll just log off right where he is, then contact someone to sell the account, and there will naturally be a boss who’ll send a ship to pick him up! So, John has no more worries—wahahaha!
The biggest gain right now is this Reconnaissance skill book.
—Basic Reconnaissance: Increases the hero’s vision range by 20%, and allows you to obtain information on enemy numbers, morale, and supplies.
—Intermediate Reconnaissance: Increases the hero’s vision range by 40%, gives a certain chance to detect hidden enemies nearby, and provides early warning of attacks from discovered hidden enemies, increasing the player’s chance to dodge attacks.
—Advanced Reconnaissance: Increases the hero’s vision range by 60%, allows map drawing, and gives a certain chance to discover hidden resources or treasures that normal people would find hard to detect.
—Expert Reconnaissance: Increases the hero’s vision range by 80%, allows you to view enemy heroes’ equipment from a distance, and enables the hero to train the unit: Scout, in their own castle.
Scout: Level 1 unit, Attack 0, Defense 0, HP 10, Damage 0-1, Attack Speed 10, Movement Speed 15, Leadership 1, Special Abilities: Advanced Reconnaissance, Stealth. Training cost: 500 gold coins (the most expensive level 1 unit).
—Master Reconnaissance: Increases the hero’s vision range by 100%, grants night vision, allowing normal vision at night. (Note: Night vision is normally reduced by 90%)
Sub-skills are as follows:
—Intelligence Gathering: When the hero fights unknown monsters, they can obtain the monster’s attributes and create an intelligence card. Selling the intelligence card to scholars or nobles can earn money, reputation, and favor with certain NPCs.
—Disarm Mechanisms: Grants the ability to pick locks and disarm traps.
—Camouflage: Counter-reconnaissance; enemy heroes or wild monsters will have difficulty discerning the exact composition of your army.
—Stealth: Allows the hero to avoid detection by enemy troops and monsters within a certain range. The effect depends on the level of Reconnaissance, the monster’s level, weather, and terrain. While using Stealth, the hero cannot lead any troops. Prerequisite: Advanced Reconnaissance.
—Ambush: The hero’s army can lie in ambush in the wild, making it difficult for enemies to discover them. The skill’s effect depends on weather, terrain, army size, and the enemy’s Reconnaissance skill level. During ambush, the army cannot move. Prerequisite: Must have mastered Grandmaster-level Reconnaissance.