Among the Heavenly Dipper and Earthly Fiend that Yan Qing absorbed, the Orb of Harmonious Creation's effect was a passive that comprehensively increased combat power. The Secret Record of Through-Glow was also a passive, but its effect was astonishing—an ultimate skill that arguably shouldn't even exist in an MMORPG:
"Through-Glow World: At the instant you suffer a major attack, you enter the world of gods and ghosts. Within the slowly flowing time, you have enough time to rewrite your fate. Cooldown: 24 hours."
In short, it slowed time to an extreme degree!
In single-player games, effects like this were often quite common. For example, there was "Link Time" in The Legend of Zelda: Breath of the Wild and the "Time-Stop Dragon Shout" in The Elder Scrolls V: Skyrim. But "Messenger" was an online multiplayer game. Forget a Foundation Establishment Herald—even a fully leveled Ninth Rank Herald shouldn't possess such an ultimate skill. Otherwise, pausing time might feel great for you, but what about the other players? If time suddenly stopped while everyone was playing, they would probably think the game had frozen or disconnected.
Therefore, "Through-Glow World" had an extremely strict limitation: its activation probability was inversely proportional to the number of players.
The more people there were in the same scene, the lower the activation probability. Conversely, it became higher with fewer people. For example, in the open world, Through-Glow could appear at most once a day.
In other words, unless a player soloed a secret realm, they would rarely have a chance to trigger "Through-Glow World." But if players could all solo secret realms, why would they need "Through-Glow World" to save their lives?
On the game forums, "Through-Glow World" was often regarded as a show of skill by the official development team. It was clearly meant to