Sixth Ring Wizard-Chapter 678: Preparations Before the Campaign

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Chapter 678: Chapter 678: Preparations Before the Campaign

If Herag were to unleash all of his abilities now, his power could reach the pinnacle of Level 6 creatures.

But even so, it is hard for him to participate in the Star Realm’s level of battles.

After all, this time it’s an operation joining forces of three true Ancestors, so naturally, the level of the battle is very high. Herag, who hasn’t even stepped into the Legendary level, can only tag along.

The Thousand-Eyed Ancestor invited Herag over, naturally not expecting him to participate in the battle, but just hoping he can grow up quickly to become another pillar power of the Abyss Plane.

Then, the three of the Thousand-Eyed Ancestor began to discuss the subsequent plan in detail, involving a lot of secret information, none of which was hidden from Herag.

Herag listened attentively from the side, barely speaking, with no topics he could participate in.

During his observation, he noticed that the Wizard Plane and Boundary Land were also occasionally mentioned.

The Thousand-Eyed Ancestor and others seem to be very troubled because they’ve been stuck with Boundary Land and the Wizard Plane, causing the Abyss Plane to be unable to leave and unable to go conquer other planes.

Originally, if they were to launch an offensive against the Star Realm, they could directly move the Abyss Plane near the Star Realm, which would make many things much more convenient.

But now they can only establish a space passage over a distant distance, which is actually very troublesome, taking much effort and a lot of time to complete.

To solve this problem, the most direct way is naturally to eliminate the Wizard Plane and Boundary Land.

The Wizard Plane is just a Middle-tier World, and Boundary Land can barely be considered a High-tier World as well.

Strictly speaking, Boundary Land is also just a Middle-tier World because its high-end combat power is severely lacking, far inferior to the Abyss Plane.

On the surface, it seems like it’s also a simple matter for the Abyss Plane to deal with the Wizard Plane and Boundary Land.

This was what the Thousand-Eyed Ancestor and others thought at first, but when they actually tried to do it, they found it extremely difficult.

The wizards in Boundary Land have too many tricks, always able to discover some little moves of the Abyss Plane and nip them in the bud.

The Thousand-Eyed Ancestor and others still use very primitive methods to enter other planes, which is still finding stable space coordinates, setting up a space passage, and then invading. This has been the way for countless tens of thousands of years, and they are long used to this method.

As a result, this didn’t work on the Wizard Plane side. Even after seducing some people from the Wizard Plane to obtain some stable space coordinates, it was useless.

Just as they began to establish a space passage, it was discovered and destroyed by the wizards of Boundary Land.

It was like this every time, and the Thousand-Eyed Ancestor and others didn’t have much of a solution.

This is also why Fegar initially decided to use a summoning ritual, understanding that establishing a space passage might be impossible.

Fegar speculated that Boundary Land might have global monitoring over the Wizard Plane, so as soon as a space passage started being established, it would be detected.

So he decided to take a different approach and go the summoning ritual route.

Fegar naturally guessed wrong, as Boundary Land doesn’t have such capabilities, just using a very high frequency of patrol detection to check if a space passage was being set up, which in practice also results in some oversights.

For example, if Herag hadn’t actively alerted them last time, Boundary Land wouldn’t have discovered that a space passage was being established, resulting in the future fragment Herag had once seen.

The Thousand-Eyed Ancestor and others have no solution for now, so they temporarily put aside matters of the Wizard Plane, intending to first take some advantage from the Star Realm and then slowly devise a way to solve the issue with Boundary Land.

The space passage from the Abyss Plane to the Star Realm has been established, and a vanguard has already been sent over, with some demons skilled in stealth and reconnaissance having infiltrated the Star Realm to secretly gather much information.

The main purpose is to determine the current state of the Star Realm and whether there are any dangers near the space passage.

Now these issues have been checked, confirming that there’s no problem and didn’t alarm the Star Spirits and Titans in the Star Realm, only then did the Thousand-Eyed Ancestor and the others prepare for a formal invasion.

Since the Star Realm is also a High-tier World, the three of the Thousand-Eyed Ancestor don’t need to descend into the Star Realm using projection methods; they can personally go over.

This way their power, although suppressed to some extent, is still countless times stronger than using projections.

The Thousand-Eyed Ancestor and others’ operation this time is mainly low-key, trying to avoid large-scale, high-level battles.

Their target is the Well of the Star Realm, not declaring full-scale war with the Star Realm, with their strategic intent very clear.

And since it’s an away game, their overall strength is already somewhat affected, so they don’t dare engage in total warfare with the Star Realm.

This time the Abyss Plane decided to take action only after identifying the target location.

The Thousand-Eyed Ancestor and others have obtained accurate intelligence, learning the location of a Well of the Star Realm, making meticulous preparations directed at it.

The Star Realm, unlike many planes in the Endless Plane, most planes have only one planet within them where civilization and life exist, and this is generally the primary cradle of civilization for that plane.

The previous difficulty for the Abyss Plane in obtaining stable space coordinates for the Wizard Plane lay here, as what spread before them was the entire Wizard Plane, which is a whole universe of the Wizard Plane.

Trying to extract stable coordinates for that planet where the Wizard Plane is located from such a universe is undoubtedly difficult.

Over the years, only a few stable coordinates were ever obtained.

Some planes’ civilizations, after developing to a certain degree, expand to other planets, spreading more widely.

But this relates to the specific type of civilization within the plane. Some civilization types, even without high combat levels, can extend to broader cosmic regions, dispersing civilization seeds further.

But some planes, even if individuals can reach very high levels, their overall civilization development isn’t high.

The result is that even if powerful individuals can traverse the void and reach other planets in the realm, it’s only a tiny number.

But the Star Realm is different; the Star Realm doesn’t have a so-called civilization cradle planet.

Their native inhabitants are distributed throughout various parts of the Star Realm Plane.

This is related to the two special life forms in the Star Realm—Star Spirits and Titans.

Star Spirits and Titans are born within some special planets and stars in the Star Realm. For them, certain planets are like a womb.

On some planets are born Star Spirits, with various forms, each different. Initially, their power isn’t very strong, only possessing the strength of Level 4 Creatures.

But their upper limits are extremely high, and their growth has no bottleneck. As long as there’s time, they can reach the levels of Level 8, or even Level 9 Ancestors.