Biodata

Feature Information
Name Vera (薇拉)
Alias(es) Second Sister; Number Two; Boss / Boss Lady; Demon King
Species/Race Sarkaz, through the Soul Knight Necromancer skin Orange Flame Demon Eye: Vera 5 33
Gender Female
Affiliation The four transported players; Hedley’s mercenary group; ally of Babel Tower
Occupation/Role Mercenary leader; later Demon King of Kazdel
Status Alive; recognized as Kazdel’s new Demon King 230
First Appearance Chapter 5

Power Progression

Stage / Realm / Level Chapter Notes
Orange Flame Demon Eye Necromancer 5 Awakens in the Necromancer skin’s body with a floating dark-crimson magic eye and cursed staff.
Chained Time Stop technique 33 Learns to use point-blank Hex Staff attacks on summoned imps to repeatedly trigger its five-second time-stop field.
Bullet Time 39 Her Necromancer talent manifests as accelerated perception, allowing her to perceive incoming projectiles in slow motion.
Crown awakening 81 Uses the Crown for invisibility and discovers a quiet inner realm containing the sleeping souls of Blood Butcher’s victims.
Black Crown / Wandering Soul Core 120 Allows the Wandering Soul Core to enter her Crown, turning it black and establishing a connection with its dormant soul power.
Demon King’s Oath 124 Obtains a black longsword bearing the name Demon King’s Oath, capable of releasing a massive crimson-purple sword wave.
King chosen by the souls 227 The departed Teekaz choose Vera as their king; their power breaks the crimson chains binding Demon King’s Oath.
Demon King of Kazdel 229 230 Uses the Oath and Kazdel’s wandering souls to defeat Qaisatusta and disperse the Catastrophe, after which the Sarkaz salute her as their king.

Background

Vera was one of four friends playing Soul Knight before a ten-pull in Arknights transported them to Terra. She awoke in the body of the Soul Knight Necromancer skin, Orange Flame Demon Eye: Vera, while her companions became the Paladin Gregor, Druid Gorth, and Vampire Vane 1 5.

After the group confirmed that the Doctor was still active in Kazdel, Vera volunteered to scout the war-torn nation alone. Her teleportation failed and placed her near Hedley’s mercenary camp, where she used the Void Sword and time-stop Arts to establish control before hiring Hedley’s group to locate Babel Tower 33 34 35.

Vera’s initial commission gradually became a larger effort to protect and equip the people traveling under her command. She provided mercenaries with food, medicine, armor, mounts, and weapons; freed slaves became trainees and cavalry under Hedley’s supervision 36 64 66 129. Her force became known in the field as the Ghost Team due to its rapid long-distance operations and lack of visible supply lines 197.

Her contact with the Black Crown and the wandering souls of Kazdel ultimately drew her into the succession of the Demon Kings. After entering the Dead Soul Furnace, she experienced the ancient Teekaz past, was chosen by the souls rather than the Crown alone, and returned to stop Qaisatusta’s Catastrophe 226 227 229.

Appearance

Vera’s form is based on the Orange Flame Demon Eye Necromancer skin: a tall Sarkaz woman with a striking, fiery silhouette and a cursed staff that floats beside her 5.

  • Midriff-baring outfit.
  • Torn black stockings.
  • Dark crimson magical eye floating near her.
  • Dusky-purple Hex Staff.
  • A golden Crown that later darkens into a Black Crown 81 120.
  • Uses the black, wing-guarded longsword Demon King’s Oath after acquiring it in the dungeon 124.

Personality

Vera is blunt, decisive, and easily exasperated by Vane’s antics, W’s provocations, and her mercenaries’ habit of treating her as an idealized savior. She initially insists that she has no interest in the loyalty of the incompetent, yet repeatedly assumes responsibility for those in her care 37 59.

Kazdel’s violence affects her deeply. She is unsettled by the mercenaries’ indifference to injury and death, disturbed by slavery, and openly disgusted by Blood Butcher’s treatment of his victims 39 55 79. Her harshness is tempered by practical compassion: she gives Rice a name after he attempts to assassinate her, accepts and shelters freed slaves, and refuses to treat people merely as disposable fighters 40 59 201.

Vera is especially protective of children and subordinates. She looks after Ifrit, Liz, Babel Tower’s injured children, Shining, and the members of her own group; she will personally take another’s place in a duel if she believes they deserve trust 63 178 195. Her view that Oripathy does not define a person challenges Flamebringer’s prejudice against the Infected 178.

Abilities & Skills

Necromancy and Summoning

Vera can revive defeated creatures and create combat units, though her own summons respond more slowly than Gregor’s revived knights 33 124.

  • Raises corpses into a fighting force.
  • Summons imps, which are central to her time-stop chaining technique.
  • Summons Boar Monsters and larger Berserk Boars; the latter serve as high-speed mounts for her entire group 64.
  • Revives monsters such as Fire Grand Knights, albeit with slower command response than Gregor’s versions 124.
  • Directs Plague Demons created by her meteor attacks to clear rubble 118.

Temporal Arts

The Hex Staff’s critical-hit effect creates a five-second time-stop field. Vera and Vane develop a method of refreshing the field by attacking a summoned imp at point-blank range during stopped time 33.

  • Freezes opponents in place to reposition, disarm, or strike them.
  • Can stop or evade incoming attacks, including bullets and crossbow bolts 39 177.
  • Uses time stop to end Flamebringer’s duel before he can perceive her movement 178.
  • Heavy use exhausts her energy; after the Blood Butcher battle, she returns to the Vitality Hall physically spent 81.

Bullet Time

Rather than slowing projectiles themselves, Vera’s Necromancer talent accelerates her perception of them 39.

  • Allows her to track arrows, drifting dust, and enemy movements at apparently slowed speeds.
  • Does not enhance her physical body; she must still react and move before an attack reaches her 177.

Crown and Soul Authority

Vera’s Crown develops from an invisibility tool into a vessel for wandering souls and a source of Demon King authority 81 120.

  • Makes herself and the Crown invisible 81.
  • Contains a calm inner space inhabited by sleeping souls, including Blood Butcher’s former victims 81.
  • Lets the Wandering Soul Core inhabit objects, including Mudrock’s earthen statue 140.
  • Connects Vera to Teekaz memories and the souls gathered beneath Kazdel 201 227.
  • Enables her to rally the wandering souls into a vast soul body against the Catastrophe 229.

Demon King’s Oath

A black longsword with a living demonic eye in its guard, obtained after the Grand Knight dungeon battle 124.

  • Releases a large crimson-purple sword wave.
  • Is bound by crimson chains until the Teekaz souls break them after choosing Vera as king 227.
  • Channels the wandering souls’ power in Vera’s battle against Qaisatusta and the Catastrophe 229.

Combat Ability

Despite identifying her own body as fragile, Vera displays exceptional reactions, physical control, and close-quarters combat skill 33 39.

  • Cuts down or captures attackers with the Void Sword.
  • Uses the Hex Staff as a blunt weapon in stopped time.
  • Defeats Flamebringer repeatedly through speed and time-stop tactics 178.
  • Fights Blood Butcher inside his crimson mist and summons a meteor shower against him 79.

Equipment

  • Hex Staff — Her primary staff; critical hits activate its time-stop field 33.
  • Void Sword — Blue-tier weapon gifted by Gorth; emits gravitational waves that draw nearby enemies together 31 33.
  • Black Crown — Vera’s evolving soul vessel and symbol of her Demon King authority 120 230.
  • Demon King’s Oath — Black longsword obtained from the Grand Knight dungeon encounter 124.
  • Wandering Soul Core — Soul entity housed within her Crown and used to animate statues or assist with construction 120 140 147.
  • Magic Crab Titanium Sword — Given to Vera by Lucky during the Catastrophe crisis for its invincibility effect 229.

Relationships

  • Gregor — One of Vera’s three fellow transported players. He is protective of her mental state, while Vera trusts his strength and plans for contingencies against his berserk state 38 121.
  • Gorth — Fellow player and source of much of the group’s food, materials, and equipment. He worries about Vera’s safety and attempts to forge armor for her 81 217.
  • Vane — Fellow player whose tactical suggestion enables Vera’s time-stop chaining. Their relationship is marked by teasing, arguments, and mutual reliance 33 121.
  • Hedley — Mercenary captain hired by Vera to locate Babel Tower. He becomes her principal field commander and adviser on Kazdel’s realities 35 66.
  • Ines — Hedley’s scout and Vera’s trusted intelligence operative. She accompanies Vera against Blood Butcher and repeatedly assesses threats on Vera’s behalf 39 79.
  • Wis’adel — Formerly known as W. Initially hostile and provocative, she becomes fiercely attached to Vera; Vera ultimately gives her the name Wis’adel 53 197.
  • Rice — Former assassin turned loyal subordinate after Vera gives him a name and a second chance 40.
  • Liz — Rescued healing Arts user under Vera’s protection. Vera relies on her medical abilities and respects her compassion 63 74.
  • Shining — Former Confessarius who entrusts her life and sword to Vera. Vera defends her from Flamebringer’s challenge 178.
  • Mudrock — Mercenary leader who becomes Vera’s escort and later joins her group with Mudrock’s Squad 141 212.
  • Ifrit — A child in Vera’s care. Vera seeks the Doctor and Babel Tower’s help for her condition 33 161.
  • Theresa — The incumbent Demon King who helps Vera enter Ifrit’s memories and later faces the implications of Vera becoming Kazdel’s new king 201 230.

Story Role / Major Arcs

Search for Babel Tower

Vera travels to Kazdel to confirm the Doctor’s whereabouts. After an unsuccessful teleportation, she coerces then employs Hedley’s group, using their local knowledge to navigate the conflict between Babel Tower and the Military Commission 33 35.

Building the Ghost Team

Seeing the mercenaries’ deprivation, Vera supplies food, medicine, weapons, armor, and Berserk Boar mounts. She takes in freed slaves, has Hedley train them, and builds a mobile force capable of operating independently in Kazdel 36 64 66 129.

Blood Butcher Hunt

Scar Eye offers a route to Babel Tower in exchange for missions, culminating in the pursuit of Blood Butcher. Vera enters his blood mist with Ines, fights his controlled victims, and calls down a meteor shower that devastates the area; the overuse of power leaves her injured 55 79 81.

Dungeon Expedition and Black Crown

Vera joins the others in a new dungeon, faces the Ancient Colossus and Grand Knight, and accepts the Wandering Soul Core into her Crown. She acquires Demon King’s Oath and begins actively collecting dungeon equipment for her growing faction 118 120 124.

Alliance with Babel Tower

After reaching Babel Tower, Vera earns the trust of its elite operators, meets Amiya, Theresa, and the Doctor, and supplies the organization with resources and Oripathy-suppressing potions 195 198 201.

Catastrophe and Coronation

When Kazdel’s energy fails and a Catastrophe approaches, Vera transports emergency energy to the city, enters the Dead Soul Furnace with Wis’adel, and is chosen by the wandering Teekaz souls. She defeats Qaisatusta, destroys the Catastrophe’s final meteor, and emerges as Kazdel’s new Demon King 225 227 229 230.

Notable Quotes

“I have no interest in the loyalty of the incompetent. You only need to do what I arrange.” 37

“Strange? Isn't it perfectly normal for the boss to look after her subordinates?” 178

“As long as we stand up, that's enough.” 229