Any rational person would find it hard to refuse acquiring some of these cost-effective, high-value assets.
The second special purchase option for creatures was the Berserker Bruiser, possessing terrifying full-plate armor defense, capable of briefly channeling the power of Sauron to bless themselves for an instantaneous, high-speed charge, completely ignoring terrain effects during the rush. Clearly, once the breach was made, these creatures would be the vanguard force surging into the gap.
The third special creature purchase option was the Warg.
Wargs significantly surpassed common wolves in appearance and size. An adult Warg stood about six feet tall at the shoulder (1.8 meters), stretched roughly ten feet long (3 meters), and weighed an average of 1000 pounds (270 kilograms). They typically presented a stout, grey or black exterior.
While average human intelligence is rated at 10 and a wolf’s at 2, the Warg scored a 6. Wargs possessed their own unique language: Wargish. Some Wargs could also speak Common and Goblin tongues. When hunting, Wargs would track prey for hours, sometimes an entire day, choosing terrain and timing that offered maximum advantage for the final attack.
Despite the Warg’s steep price tag of 75 Contribution Points, and despite appearing utterly useless in a siege, it was more importantly noted that even ten Wargs purchased for seven hundred and fifty Contribution Points combined could not match the combat power of a single Ogre valued at three hundred and eighty Contribution Points.
However, the arrival of the Wargs signified something else: the Orc legions now possessed potent cavalry capabilities. Individually, wolf riders lacked the sheer impact of Human heavy cavalry charges, but heavy cavalry couldn't breach the two-hundred-thousand-strong Orc formation in one go either. Once their momentum slowed, the Wargs' claws and fangs proved significantly more dangerous than a warhorse’s hooves.
“It seems Noah Space C is truly doing everything possible to patch up the weaknesses,” Fang Senyan mused.
The current relationship between the Space and the Contractors was rather unique; it resembled the relationship between a government and its army: the army obeys the government's command, while the government strives to maintain logistics. The two were mutually dependent, inseparable, and could even be described as being tied by fate.
Next, Fang Senyan opened the War Machines tab. It was much the same as before, with Ladders, Catapults, and Siege Towers listed in ascending order of complexity. Since there was no modern automation available, War Machines were driven by manpower—or rather, beast power. The Ladders required at least one Berserker, the Catapults needed four Berserkers to push, plus two loaders and windlass operators. The Siege Towers were even more demanding, requiring a minimum of two Ogres or twenty Berserkers, not even counting the soldiers housed within.
Describing War Machines as prohibitively expensive was no exaggeration; thus, barring unforeseen circumstances, these machines were unequivocally privileges reserved for the team, likely inaccessible to individual purchases.
But, in the final entry under War Machines, San Zai had a special purchase option—a privilege reserved only for his status as the Chosen One + Summoner!
It was the terrifying Demonized Mammoth!!
A Demonized Mammoth was far more than a mere war elephant. Beyond having a frontal charge ability, it terrifyingly offered twenty-four available riding slots! Its vitality was incredibly resilient, capable of drawing tearing strength from the souls of slain enemies. Every time a creature died, the Demonized Mammoth recovered 3–10 Health Points (the amount recovered varied based on the Mammoth’s current level of injury; the more wounded it was, the higher the recovery).
Under the default configuration, the Demonized Mammoth’s twenty-four slots would be filled with Haradrim Archers and Spearmen, identifiable by their distinct black serpent and red shield insignia. These natives from the South specialized in fighting while moving, and more critically, they utilized bizarre and potent poisons on their arrowheads.
If the Demonized Mammoth carried Contractors, it could even gain partial talent bonuses from them!
Seeing this feature, Fang Senyan and his group resolved immediately to acquire one, despite the weapon of mass destruction costing a staggering three thousand Contribution Points and three Sauron Medallions!
Finally, they navigated to the Item tab. Aside from various Mordor Potions that shared no cooldowns with recovery items, the best potion they had previously seen was Saruman's Gaze.
This potion could boost critical hit chance by a full 3–8 points, depending on the user’s attack speed (faster attack speeds resulted in a lower boost), and upon landing a critical hit, granted the Saruman's Gaze effect.
If the user’s health was not full, 35% of that critical strike damage would convert into healing. If the user was at MAX health, the critical strike would deal an additional 70% damage.
This item could be carried out of this world, and its effect lasted a full twenty-four hours.
However, Fang Senyan and the others were now confronted by an entire row of items under the Special Purchase options! Seeing these items, they realized true treasures were only obtainable when facing a do-or-die situation!
Among these, three items left the deepest impression on Fang Senyan.
Morgoth’s Blood. This was the terrifying crystallized blood essence where Morgoth’s life force converged. No living creature could withstand its fiercely volatile power. It had to be smeared onto one's existing items; if the item was sufficiently robust, its tier would be elevated, but there was also the risk of it being corrupted and destroyed by the Morgoth’s Blood.
Acquiring Morgoth’s Blood cost two hundred Contribution Points, with a fifty percent discount on the first purchase.
Magma of Mount Doom (Icy Version).
As the only substance in the world capable of destroying the One Ring, it still possessed magical and immense power. However, only the Nazgûl—those who resided in shadowy realms yet walked the mortal world—could process it into a drink harmless, yet beneficial, to the human body.
Yes, you had to drink it for it to take effect.
Each serving of Magma of Mount Doom (Icy Version) could sustain up to ten individuals. The souls of all warriors who drank this Magma would be bound together by its potent, fiery force. No matter how severe their injuries, they would not die but enter a near-death state, simultaneously protected by the power of Mount Doom. As long as one person who had consumed the Magma remained alive, the other nine could be defeated without dying.
Under the protection of Mount Doom’s power, those near death were immobilized and unable to self-rescue, but they could be aided by others. Furthermore, even after recovering from the near-death state, they would remain under Mount Doom’s protection as long as they did not move, cast spells, or use items.
Only two methods existed to break this enchantment: first, to destroy Mount Doom; second, to defeat every person who had consumed the Magma. However, if the distance between any two drinkers exceeded one hundred meters, the special effect of the Magma would fail.
The duration of the Magma of Mount Doom (Icy Version) was twenty-four hours.
To acquire the Magma of Mount Doom (Icy Version) required two thousand Contribution Points and one Sauron Medallion.
The first purchase required no Sauron Medallion.
Gríma Wormtongue’s Saliva.
Gríma Wormtongue was the advisor to the King of Rohan and the pawn of the White Wizard Saruman in The Lord of the Rings. Through his incessant rhetoric, he gained the King’s trust, using Saruman's spells to weaken the monarch.
After consuming this item, the probability of successfully persuading plot characters would increase drastically, though higher-ranking officials would naturally be more stubborn and harder to sway.
To acquire Gríma Wormtongue’s Saliva cost five hundred Contribution Points, with a fifty percent discount on the initial purchase.
Note: Yes, you have to drink it for it to work; forget that indescribable taste. However, taking multiple doses at once will not stack the effects.
Sauron’s Eye Potion.
Upon drinking this potion, there was a chance during an attack or spell cast to summon the direct gaze of the Eye of Sauron, inflicting an instant-kill effect on plot characters and a five-second stunning effect on Contractors.
The appearance rate of Sauron’s Eye was influenced by the drinker’s attack speed and the strength of the plot character being attacked. The stronger the target, the lower the chance of occurrence.
Certain characters would be immune to the instant-kill effect of Sauron’s Eye, but they could not resist the subsequent stun.
This potion lasted fifteen minutes, required five hundred Contribution Points, and offered a fifty percent discount on the first purchase.
After reviewing these descriptions, Fang Senyan’s expression shifted constantly, as if questioning the Space about something, before he nodded in satisfaction, having seemingly found a shortcut. Immediately afterward, they noticed that the Equipment Exchange section, which previously only allowed the purchase of gear for subordinates (the best exchangeable gear for Contractors being merely Deep Blue quality), now featured sub-options for Black Equipment / Silver Plot Gear / Dark Gold Equipment! While these sub-options all displayed "Currently Forging," even more shockingly, the Special Exchange section now showed an option for Legendary Equipment!
“Exchangeable Legendary Equipment will arrive soon!!” Even Fang Senyan was utterly shell-shocked by this news—the Space was truly throwing down the gauntlet! Unquestionably, once this news spread, people would follow the lure of fortune, and many would certainly choose to stay and fight for this chance.
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