Divine Glitch: I Regressed With Endgame Knowledge

Chapter 90: The Third Encampment Must Not Fall



The Finger of Death—as Ryan remembered—had only ever been wielded by three bosses in the game, each with incredibly strict activation conditions.

Whether it was the area‑of‑effect Finger of Death triggered during a berserk state, or the single‑target version unleashed when the aggro target strayed too far, the result was always the same: a total party wipe. Still, the ability wasn't completely unbreakable.

There had been that one legendary moment when a warrior managed to reflect a single‑target Finger of Death with a perfectly timed Shield Counter. The boss's health bar had plunged by more than thirty percent in an instant. The raid still wiped in the end—cooldowns ran out before they could finish the fight—but that single move changed everything. Overnight, the Protection‑spec warrior, once the least‑played tanking build, became the most coveted in the game. People who had never looked twice at Protection were suddenly rolling alts just to try it.

Of course, Shield Counter could only reflect single‑target spells, making it useless against the AoE version of Finger of Death. Most bosses favored the area‑wide strike. The few with single‑target variants eventually became manageable without needing such high‑risk counters.

But now… Fallen Illyria was using the single‑target Finger of Death. And Ryan—who had just acquired Resilience Armor, an ability strikingly similar to Shield Counter—felt a surge of excitement. The spell's casting time was notoriously fast, less than a second, but Resilience Armor lasted three seconds. That meant he wouldn't have to worry about the buff expiring before the spell hit.

Illyria's abilities were becoming more terrifying by the minute, yet her kill rate had slowed. Finger of Death was considered a high‑priority move—bosses would normally use it the instant its cooldown ended. But Illyria's version seemed to have no cooldown at all. She could fire it off again and again, the only trade‑off being that she rarely used her devastating area‑of‑effect spells anymore.

The reduced casualties made the Orc faction's luring operation run smoother than ever. The next target—another Human encampment—was less than ten minutes away.

Meanwhile, forums across the game's servers were in chaos. Every other piece of news had been shoved aside. Luring a boss to massacre an entire city? It was something no one had ever seen before, and missing it would be unforgivable. Players who couldn't join in were glued to live streams. Even Orc and Human players who had just unlocked their official dungeon‑class advancements were abandoning their runs to watch, hearts racing at the sight of an event that would affect both factions.

The reactions split cleanly along faction lines. Orc players were celebrating every moment, riding the high of watching their enemy burn. Other races looked on with detached curiosity. But the Human faction? They were watching in grim silence. If their forward encampments fell, the only option would be to pull back into the heartland and abandon the contested zones entirely. Some were already thinking about rerolling as another race. It would only cost them a day or so of progress.

Feeding on the endless "offerings" of Orc players throwing themselves into her path, Fallen Illyria grew monstrously large. She'd started out barely two stories tall—now she towered twice that height. Moments ago, she had razed the second Human encampment, Elmer's Watch. The Orcs erupted into cheers again, while the Humans sank into despair. Several desperate charges had been organized, and all had been obliterated in seconds. When surrounded, Illyria simply unleashed her area‑of‑effect magic, wiping the field clean in an instant.

Even if they tried to harass the Orc faction's sacrificial players, it made little difference. Those players had already accepted their fate. Any interference would only draw Illyria's attention for a few moments at best, delaying the inevitable by a sliver. And the longer the delay, the worse it became—every revived player that appeared within Illyria's combat range counted as a fresh "+1" to the besieging player count mechanic.

Ryan knew he couldn't let this continue. Illyria had already annihilated two Human encampments, leaving damage that couldn't be undone. Most players might not grasp the long-term consequences of NPCs being slaughtered and encampments razed, but Ryan did. Once a fixed encampment was wiped out, it would take twenty-four hours before it respawned.

Wandering NPCs came back in an hour. But for those full twenty-four hours, a destroyed encampment was a dead zone. No NPCs meant no quest turn-ins, no equipment repairs, no loot sales—nothing.

The Human faction had only four encampments in Blood Gorge. The quests available there could take players all the way to level 20. But the first two had already been erased, cutting off content for anyone above level 15. If a third encampment fell, even level 13 players would be locked out of quest progression.

And if the Gantai Encampment went down… it wouldn't just cripple Blood Gorge—it would wipe out every Human NPC on the map. The effects would be brutal: a 20% reduction in experience and currency gains, plus a 20% chance of losing an equipment drop in dungeons. Meanwhile, the Orc faction would gain a 10% bonus to rewards and a 10% boost to attack and health. That would tilt the balance so far in the Orcs' favor that Human players in the Gorge would be completely overpowered.

Twenty-four hours might sound short, but in the early stages of a contested map, those hours were priceless. If the Human faction stalled here, the entire Alliance of Light would fall behind the Dark Horde. They'd be crushed in the level‑20 disputed territory—a battleground where all six factions clashed at once. If the Blood Gorge elites couldn't advance on schedule, the Alliance's overall combat strength would drop by a fifth. That would leave them unable to challenge the Orc elites, and once the Dark Horde seized that foothold, the Humans might never recover.

That was why two lost encampments was the absolute limit. If a third fell, it would create a one-day gap in progression. Level 13 players would be stuck—unable to quest, unable to keep up. Many would give up, either turning to profession grinding or quitting outright to reroll as another race. Unlike higher‑level Humans, they couldn't grind their way forward in dungeons; they were forced to farm monsters in the open world, constantly competing for kills while watching for Orc ambushes.

Ryan glanced down at his map, tracing Illyria's route from the live footage. His jaw tightened. He pivoted, squaring himself toward the path she would take.

It was time for a god‑slaying battle.


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