Super Righteous Player -
Chapter 483 - 24: Ritual: Unifying the War_1
Chapter 483: Chapter 24: Ritual: Unifying the War_1
According to Eck Shattered’s description, the rules were not complex.
Wizards could launch a "skill" or actively kill a person each night. If they chose to kill, they could not launch a skill;
If two wizards chose to kill each other the same night, or if one of the wizards chose to do nothing and skipped a turn, it was considered a stalemate, and neither of them would die.
Civilians could also kill.
If civilians fought each other, or the defender chose to do nothing, it resulted in a stalemate; if a civilian fought a wizard, or the civilian did nothing when attacked by a wizard, the civilian would die;
Only if civilians acted after the wizards, and the wizards had already chosen to attack someone else, could a civilian kill a wizard;
If multiple people tried to kill the same person at the same time, the kill would go to the first person, and the second would discover the body and be able to identify the killer.
During the day, everyone would have a one-minute speech opportunity, in the order of their actions from the previous night;
After everyone had spoken, there were three minutes for private chats. By pressing a button, one could choose someone to chat with; if the other party agreed, they could press the other’s button to establish a private conversation. If the other party did not pick up the "phone" or hung up after picking up, the person who called could not call again that day but could still answer calls from others.
After the private chat time had ended, everyone had one minute to vote to execute someone. The person with the most votes would be executed; in the case of a tie, the vote would be invalid.
The "Idol Wizard" could reveal their identity actively to initiate a special victory condition. After the private chat time ended, they could give a summary speech or choose not to speak... This was because the "Idol Wizard" had a special victory condition.
In this "game" similar to Werewolf, players chose their own factions.
There were three winning conditions—
If a killer was successful in killing two people and survived until the end, then everyone who had killed would win, and the innocent who had not killed anyone would lose;
If no killer managed to secure two kills, then all the innocents who had not killed would win, and the killers would all lose.
And the special victory condition for the Idol Wizard was to reveal their identity and then use a skill to guess "four identities"—two dead and two alive. As long as their guess was completely correct at the end of the game, they would win, and all others would be deemed losers.
"Now announcing the ’Spells’ held by all wizards in this round of the game:"
Eck’s voice rose from all directions, "Wizards of the School of Prophets could verify a person’s specific school each night.
"The Decree School could verify every night whether someone had already killed.
"Wizards of the Disabling School would not be affected by spells of Soul Reaping or those that disrupt wizards; when actively using a spell, they could delay the action order of a designated target to be last.
"The Soul Snatching School could permanently silence a ’puppet’ and control their vote, and they could also release control at any time. But after all, this was a ’simulation game.’ The controlled person would still retain their memory and would not truly be brainwashed. However, if the Soul Snatching Wizard had a controlled target and chose to kill, the witness would see the controlled ’puppet’ as the killer, not the Soul Snatching Wizard; when the Decree Wizard checked the ’puppet,’ the result would be innocent, but if they checked the Soul Snatching Wizard themselves, they would show as guilty.
"Wizards of the Destruction School, when successfully killed, would take their killer down with them. During the day, if voted out, they could choose someone to die with them.
"Shapeshifting Wizards could take on the identity of another, receiving an identity and kill record identical and synchronous with the target, valid at the conclusion of the game, but they would not gain the other’s abilities; if the Alchemy School used their skill, they could revive the person who died first that night.
"The kill of the Idol Wizard counted as two kills, meaning killers only had to kill the Idol Wizard to fulfill the winning condition; but the killer of the Idol Wizard would have their number and identity exposed on the following dawn. If the puppet controlled by the Soul Snatching Wizard made the kill, the Soul Snatching Wizard themselves would be revealed.
"Your voices have been specially processed so that they do not sound like your own. However, when speaking, the button of your corresponding number will flash. Remember the numbers on the left side of the room; those are your numbers. The papers on the right side hold your identities. Whether using a spell or choosing to kill, you simply need to press the corresponding button, but if you leave your seat in a special manner, it will be deemed as suicide.
"Those who die in this ’game’ will also be killed in reality. The losing side will wait here for the next round of the game, while the winners... will become real wizards!"
As he had begun to suspect...
—It really was a game of Werewolf.
Or rather, it was the "Wizard’s Slaughter" rules formulated by "Eck Shattered"!
Succulent Goose suddenly thought of something, glancing at the identity plaque to his right.
Rogue... It’s a civilian card.
In this game, undoubtedly the worst identity!
"Hiss..."
Succulent Goose immediately drew in a breath of cold air.
...Damn it, why!
Anything would do, at least give me a wizard card!
But Annan furrowed his brow slightly.
He had noticed something else.
This ritual was called... "Unified War"?
Commonly known as the "Wizard’s War," it was a global conflict that, although not very large in scale, involved only the elite. Alchemists, necromancers, ice-veined sorcerers, silent casters—all lost their heritage in that war, merged with each other in pairs, or three into one, four into one, forming what were called "schools."
Before the Unified War, different Wizard’s Towers might only have one core profession to pass down. Professions like ice-veined sorcerers and silent casters were not born within the Wizard’s Towers but came from among the common folk.
Back then, mages and sorcerers were not completely reliant on the organizational structure of the Wizard’s Towers. Rather, spellcasters within the Wizard’s Towers were actually in the minority.
But after the Unified War, things changed.
The current eight major schools were formed during the Unified War.
Post-Unified War, almost all spellcasters integrated their knowledge together. Originally, silent casters would never be able to learn the spells of ice-veined sorcerers, let alone study alchemy... But now, there’s no longer a barrier of "profession." They can definitely find books to learn from if they wish.
Although this was due to the knowledge inheritance mechanisms reliant on the Wizard’s Towers, it also directly led to the necessity for all spellcasters to depend on the Wizard’s Towers for adequate training.
From a historical perspective, the Unified War caused substantial chaos at the time, but it was precisely this event that directly promoted the flourishing of modern spells.
And the ritual held by Eck Shattered... the "Wizard’s Slaughter" game named [Ritual: Unified War], if it could really turn the victor into a wizard, it would mean the ritual was effective.
In other words, he has indeed borrowed power from it.
The circumstances of the original Unified War might not have been as simple as the history books recorded...
...Let’s just watch for now.
Once this nightmare is over, there should be answers to all questions.
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