不死族
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Entity Info
Original Name:不死族 (bù sǐ zú)Gender:NeutralKind:ConceptScope:Novel-specificStatus:ActiveSource:AIOccurrences:10489Chapters:1651
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Context UptoCh. 2432
Wiki ModelGPT-5.6 Terra
Image ModelGPT Image 2
Updated

Biodata

Feature Details
Name Undead (不死族)
Alias(es) Players; God-Blessed Race
Species/Race Player-like Undead with elemental bodies
Gender Varied
Affiliation William; the Space-Time Pantheon
Occupation/Role Quest-takers, mercenary army, explorers, builders, and adventurers
Status Active across multiple worlds
First Appearance 8

Power Progression

Stage / Realm / Level Chapter Notes
Legendary 477 479 The strongest players cleared the Legendary Trial within five days. Shared strategies then enabled most participants to advance after one or two attempts; ten thousand eventually passed. Legendary Knights must choose elemental power or one of the Eight Virtues, with Virtue paths imposing binding moral laws.

Background & History

The Undead appeared in Salar under William’s command, initially numbering over a thousand and expected to grow into the tens of thousands. Their souls and bodies are separate, while their replaceable elemental bodies were created or supplied through the God of Space-Time’s power. Their communication system allows immediate coordination and direct reporting to William. 8

Native societies initially regarded them as an incomprehensible mercenary force: reward-driven, fearless, difficult to bribe, and loyal to William despite accepting outside commissions. Attempts by Salar nobles to buy the allegiance of high-ranking Undead failed; the players accepted payment for quests but still joined William’s side when conflict began. 38

Their arrival destabilized established military, economic, and religious systems. They became builders in Central City, mass-produced alchemical goods, fought large-scale wars against Demon Beasts and Demons, and later crossed the Star Gate into other worlds. 126 281 376 428

The Undead’s continued expansion transformed them from a disruptive force within Salar into a cross-world military and economic power. By their campaigns in Toril, they were influential enough that rulers, temples, merchants, and nobles adjusted their policies around them rather than attempting to control them directly. 982 2118

Appearance

The Undead have no single fixed appearance. Their bodies can be altered between worlds and are often treated as customizable avatars rather than permanent biological forms. In Oaisis, William permitted changes to height and build, though facial expressions remained limited; some players became taller than two meters, while smaller character models were increased in size. 1401

  • Names float above them, though ordinary non-professionals cannot see these identifiers. 20
  • Their clothing is usually practical equipment designed for movement, but individual fashion and visual effects remain highly important to them. 157 900
  • Major families use distinctive banners to keep members from becoming lost in enormous crowds. 864
  • Some factions use short Elemental Bodies, while others adopt race-specific appearances when entering new worlds. 2083 959
  • Their colorful clothing, mounts, magical animals, and unconventional equipment make them visually conspicuous even when their behavior is more alarming than their appearance. 281 854

Personality

The Undead are fearless, competitive, impulsive, and intensely motivated by quests, rewards, experience, rare materials, and spectacle. They readily turn disasters into experiments or entertainment, including testing enemy abilities while repeatedly dying and reviving. 368 869

Their apparent chaos conceals strong collective habits. They share tactics, form large-scale defensive formations, wait for missing teammates before entering major encounters, and redistribute merit or loot through their Space-Time Divine Artifact. 477 857 2343

They are not uniformly cruel. Some refuse to kill pleading enemies or civilians even when those targets are marked hostile, while others choose to remain outside such battles rather than interfere. They can also become fiercely protective of companions, animal partners, Hill, and Edna. 451 897 1277 2115

Their morality is nevertheless highly pragmatic. They rely heavily on name-color alignment markers, quest rules, and reward calculations; enemies who attack them or are judged Evil become preferred targets. 494 642

Abilities & Skills

Resurrection and Persistence

The Undead’s defining advantage is their ability to return after death.

  • Their souls and bodies are separated, allowing destroyed bodies to be replaced or restored. 8
  • They can use death strategically to return to a city, escape an area, or reinforce a battlefield. 350 864
  • Death still carries costs, including pain, lost experience, resurrection delays, and occasionally expensive materials. 368 479 857
  • A Resurrection Formation powered by a copy of the God of Space-Time’s artifact allowed them to revive after entering a new world through the Star Gate. 428
  • Specialized Undead Priests can resurrect fallen comrades with golden, teardrop-shaped crystals; the ritual requires a corpse, lengthy chanting, and appears limited to once per day. 709

Law Talents and Class Builds

Each Undead has access to a game-like skill panel and specialized combat path.

  • Even a Magus can cultivate only two skill types and use up to twenty skills, encouraging combinations such as Fire-Element Law with another discipline. 38
  • Temple talent changes introduced Water Law, Lightning Law, and defensive talent options. 428
  • Legendary Knights may choose elemental abilities or the Eight Virtues; Virtue Knights gain greater power but risk punishment, sealed abilities, or permanent loss of their path if they violate its law. 477
  • Their individual casting is often rigid and slow by native standards, making a single native Mage potentially capable of defeating many players in a direct duel. 38

Mass Warfare

The Undead compensate for individual limitations through numbers, communication, replaceable equipment, and synchronized spellcasting.

  • More than one hundred thousand Mages froze a thousand-meter tidal wave into an ice wall during the defense of Spencer City. 126
  • They use layered shield formations, mass-produced Frost Barrier shields, cheap replacement equipment, and coordinated spell barrages. 126
  • Their armies are divided among Knights, Mages, Priests, Law Mages, support classes, commanders, and specialized resurrection personnel. 709 854 869
  • They may deliberately sacrifice allied front-liners to area attacks when doing so destroys a larger enemy force. 1439
  • Mana-draining environments, poor positioning, friendly fire, and reckless spell use remain serious weaknesses. 825 854 897

Quest, Alignment, and PvP Systems

The Undead operate under rules enforced by William and the Space-Time Divine Artifact.

  • Killing without cause can create a Red Name, while guilds can formally declare war within designated PvP areas. 38
  • Their Divine Artifact reviews employment missions; they cannot accept quests judged Evil, even when the issuer is evil. 300 1504
  • Red Names are generally more valuable targets than Yellow Name Neutral figures, though hostile Neutral forces may be reclassified as enemies. 494
  • Players who massacre civilians risk punishment, including account bans, while bounty rewards encourage other Undead to kill Red Names. 494
  • Their loyalty to William is reinforced by his rewards, authority, and the continuing favor of their Supreme God. 38

Detection Resistance

The Undead challenge conventional magical categories of life and death.

  • Demons struggle to sense their souls, fear, sorrow, or flesh as meaningful prey. 481
  • Some magical defenses fail to identify them properly because they appear humanoid without qualifying as living intruders. 2383
  • Their existence has forced local Mages to reconsider detection methods and security around hidden Mage Towers. 2383

Equipment, Resources, and Logistics

  • Communication devices and tablets — Used for instant coordination, livestreaming battles, checking missions, and sharing strategies. 8 126
  • Mass-produced shields and weapons — Cheap, specialized, and replaceable gear supplied through alchemists and factories. 126
  • Mana and healing potions — Essential supplies, especially in mana-draining environments and prolonged campaigns. 825 837
  • Temporary magical horses — Summoned for charges instead of risking expensive animal companions. 709
  • Spatial bags and alchemical tools — Used for transportation, construction, battlefield cleanup, and exploration. 764 907
  • Partner Space — A protected environment containing mountains, water, grasslands, and flowers, where animal companions can remain safe during dangerous divine or Demonic conflicts. 2115
  • Cave-Exploring Ring — An Alliance prospecting item capable of locating ore within thirty kilometers, granting Darkvision, limited shrinking magic, and the future ability to summon Earth Elemental Spirits. 898

Economic and Social Impact

  • Their interest in alchemy flooded Magic Town with beginner products, raised material prices, and drove low-ranking Alchemists out of the market. 376
  • After being insulted, they bought nearly all basic alchemical materials in Magic Town, preventing local Alchemists from working for a week. 376
  • Their construction efforts helped establish Central City using earth magic, ice structures, compacted soil, and obsidian foundations. 281
  • Their presence made Undead-style practical clothing fashionable among professionals in Keslote. 157
  • In Faerûn, fear of an “Undead Calamity” pressured nobles to reduce oppression, free some slaves, and avoid creating the resentment that Necromancers could exploit. 982
  • In Imbutu, they indirectly curtailed exploitation and slave trading without formally taking control of the government. 2118

Story Role / Major Arcs

Arc Role
Arrival in Salar Entered as William’s reward-driven workforce and military force, alarming nobles through resurrection, magical power, and immunity to bribery. 8 38
Defense of Telashir Defended cities from sea Demon Beasts, fought Demons beyond the Abyssal Gate, and supported the construction and defense of Central City. 126 281 423
Star Gate Expedition Crossed into a Demon- and Devil-ravaged world, where a new Resurrection Formation enabled continued campaigns. 428
Legendary Expansion Shared trial strategies on a massive scale, allowing thousands to reach Legendary rank and begin campaigns against the Black Moon, Blood Moon, and God of War kingdoms. 477
Toril Campaigns Fought at Hellgate, explored the Underdark, confronted Liches and monstrous armies, and became a decisive military force across Faerûn. 709 854 864
Oaisis Conflict Entered Oaisis with altered bodies, cooperated and clashed with local powers, and resisted the Moon Clan through repeated resurrection waves. 1401 1439
Later Cross-World Operations Continued operating as an organized but unruly force whose mere arrival unsettled divine realms, Mages, and local governments. 2083 2383

Relationships

  • William — Summoner, Supreme God, quest issuer, and primary authority. The Undead may curse and challenge him, but remain fundamentally aligned with his side. 8 38 2410
  • God of Space-Time — Co-creator and protector of their bodies; opposed their permanent departure from the original world because their creation consumed immense elemental and divine resources. 423
  • Hill — Observer, ally, occasional supplier, and battlefield supporter. He trusts the Undead to protect Edna and supports them with buffs, materials, and information. 709 897 898
  • Xue Yunfeng / Snow Old Dog — Widely trusted battlefield commander and coordinator. His authority is based on competence and collective support rather than formal rule. 864 2085
  • Asking Sword Family — Major allied faction with ties to Lathander’s Church of Dawn and a prominent role in large-scale campaigns. 126 688
  • Black Rose — Major faction associated with the Wild Boar Legion; frequently participates in vanguard operations and large-scale defense. 688 1439
  • Animal Companions — Treated as valued partners rather than expendable combat assets; players often keep them in Partner Space to prevent permanent harm. 2115
  • Edna — A protected ally whose emotional growth and survival are strongly supported by the Undead. 837 1277

Notable Quote

“The Undead have no leader, only people who speak on behalf of the group's collective will.”
— Xue Yunfeng 2085

Trivia

  • The term “Undead” is provocative to Death God factions, but William retained it even after the group entered Toril. 2330
  • They are notorious for treating enormous sea Demon Beasts as cooking ingredients, arguing over cuts of lobster, king crab roe, and tuna belly during battle. 126
  • Their preference for fun can override profitable objectives; new players have abandoned leveling tasks simply because something more entertaining appeared. 285
  • Although they can defeat armies and gods through numbers, they are famously prone to getting lost, even when members possess Wayfinding abilities. 897 1564
  • Their social bonds combine insults, fights, rivalry, and loyalty; outsiders repeatedly struggle to understand how players can openly dislike a commander while still trusting that commander in battle. 999