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Metis: Ability Overview
update icon Updated at 2026/4/15 5:00:03

Medith wields the continent’s strongest Lawbreaking Ability; at full state, her Magic Breaker lays a baseline 500‑meter anti‑magic field, like frost spreading across still water.

In normal state—full stamina, no extreme compression—the rings unfold as chalk circles on the earth.

1) Annihilation Zone: 100 meters, lasts 0.5S, a flash like lightning.

2) Destruction Zone: 400 meters, lasts 2S, a drumbeat in a storm.

PS: The Magic Breaker Circle’s area includes Annihilation; total equals Annihilation + Destruction. Parentheses mark each phase’s initial range.

3) Blastwind Zone: 500 meters, lasts 5S, a gale scouring reeds.

PS: Area totals are calculated the same, like stacking waves: 2 = 1 + 2; 3 = 1 + 2 + 3; 4 = 1 + 2 + 3 + 4.

In total, it forms a sphere of radius 1000 meters, a pale moon over the field.

All are radius‑based circles, three layers, three phases, like nested ripples.

Phase One: Summoning the pillar, lasting about three seconds, a beacon rising through mist.

While the pillar is called, Medith emits an invisible anti‑magic shockwave, a silent ripple under moonlight; range scales with how hard she compresses stamina.

Initial radius is a 100‑meter circle, a ring drawn by white fire.

First ring, Annihilation Zone: anything within it that carries magic or para‑magic—matter or person—vanishes at once, like ash in a sudden gust.

You can use the Breaker Light Pillar to block, but trials show it takes Haidra, fourth tier, [Tsunami] grade, to barely hold back Annihilation’s bite.

It ignores the [Absolute Defense Window] inside any Magic Breaker Circle below [Cyclone], cutting through shields like rain through paper lanterns.

PS: After Magic Breaker, the Destruction Zone grants a brief [Absolute Defense], a snow‑globe moment where even stronger foes can’t intrude.

Most casters summon the pillar and form the Circle together; Medith is an exception—hers unfolds in phases, like a flower opening.

If you can’t meet that grade, expect grievous wounds as the floor; any Magic Breaker at tier three [Earthquake] or below disintegrates into motes of light, like dust in sunrise.

In essence it is magic’s nemesis, a short‑window [Purge] over a set area, a whitewash across the field.

Anything in the Annihilation Zone sheds all magical material within five seconds, stripped like bark in a storm.

By rights, humans should be exempt; yet for unknown reasons, anyone who has used Impado or Regido is counted as “magical product” and erased all the same.

Phase One Summary:

1. It’s an indiscriminate absolute strike; don’t sweep allies into the tide, especially pure casters among the Elvenfolk—its Destruction layer alone can reap lives like a scythe through wheat.

2. Its tactical value is high; drop it without warning on key enemy figures, and the battle’s current may flip in an instant, like a river reversing.

3. The pillar marks her presence for three seconds, a lantern in the fog.

The Annihilation Zone lasts only about 0.5S, an almost instant shockwave; when that crest passes, Phase Two begins, like the sea drawing breath.

Phase Two: Impact.

When the three seconds end, the pillar swells fast into a white sphere, a cold moon blooming; initial radius 500 meters, integrating the Annihilation Zone.

The Impact Phase, also called the Destruction Phase, starts as the pillar shatters into white‑sphere flashes, wrapping everyone within like sudden snowfall.

For two seconds, a high‑pressure blast pounds the zone, a white‑light shockwave hammering like an avalanche.

Its force equals a [Earthquake]‑grade Magic Breaker Circle; if you don’t block—or can’t—the blow lands as a full [Earthquake] strike, a mountain‑fall to the chest.

You can cancel with your own Magic Breaker Circle; even a lowest‑tier [Downpour] Magic Breaker can ride the brief [Absolute Defense] to keep gear, weapons, and abilities intact, like sheltering under a bridge in a storm.

If not, taking the high‑pressure wave head‑on won’t kill immediately, but you’ll be blasted and tossed tens of meters skyward like a leaf, for all purposes out of the fight.

Phase Two Summary:

1. Anyone inside the Destruction Zone takes severe impact, a drumbeat that rattles bones.

2. You can’t budge a Regido Light Pillar, but a snap‑cast Magic Breaker can cancel it; it burns stamina like dry tinder, yet lets you weather the sweep cleanly.

3. Pure casters will have their inner mana dissolved within five seconds—Elvenfolk included; without full blocking, their fate matches the Annihilation Zone, like candles snuffed.

4. High‑tier Regido users can guard it fairly easily, but the shock to frontline formations is huge; it tears ranks like wind ripping banners.

Phase Three: Detonation.

When Impact ends, the white sphere reaches bloom and bursts, like a storm fruiting over plain grass.

Air compresses with Medith’s unknown force element, then unleashes a broad blastwind strike, a prairie fire of air rolling out.

Blastwind Zone: this region is the safest and the widest sweep, a wide riverbed after flood.

After the burst, the areas from the first two phases convert into Phase Three and suffer a thousand‑meter blastwind assault, a sandstorm over a basin.

Medith births a mushroom cloud over ten meters tall, a pale tree 50 meters wide; beyond it, the blastwind rolls outward like a typhoon’s skirt.

The wind’s killing power matches a [grade‑nine typhoon], snapping smaller trees clean and lifting rubble roofs a hundred meters into the sky, carrying small objects and animals like seeds on the gale.

The debris fall that follows has bite but limited harm; we don’t count it as a separate phase, like drizzle after thunder.

The mushroom cloud grants an [Absolute Defense Window]; from start to finish, Medith’s Magic Breaker spans ten seconds, a single held breath.

This phase barely harms people, but it inflicts [Silence], a hush laid by wind.

As the blast erupts, when the mushroom cloud compresses upward and sets its shape, a white‑line shockwave rings out, a halo skimming the ground.

The wave forms a circular ring—wide in reach, thin in body, almost a single line; you can dodge it like stepping past a whip crack.

If you’re caught by the white line, you temporarily lose magic and Lawbreaking Ability for 10–60S, your voice cut out by wind.

Duration depends on distance to the blast’s heart, like heat fading away from a hearth.

Phase Three Summary:

1. It won’t cause mass casualties, but it scatters formations and rains debris, breaking lines like a flock startled into flight.

2. It carries a decent chance to inflict [Silence], sealing enemy abilities for a time, a lid on a boiling kettle.

3. Its range is vast, and it paints Medith’s position for five seconds, a beacon on a dark plain.

When the three phases end, the mushroom cloud reels back like time reversed, shrinking at speed into Medith’s body, condensing into power, like a comet swallowed by night.

Afterward, her strikes and techniques carry effects equal to magic, yet they’re freed from weather and mana limits; only stamina binds them, a chain of breath.

Medith’s Magic Breaker doesn’t require both blood smeared on the brand and a shouted [Regido]; only the blood condition is needed, a single scarlet signature.

With extreme stamina compression, her ranges expand like drawing a bow to full length.

Annihilation Zone at 200 meters.

Destruction Zone at 800 meters.

Blastwind Zone at 1000 meters.

PS: Area totals are calculated the same, like piling stones: 2 = 1 + 2; 3 = 1 + 2 + 3.

Aside from the first Magic Breaker—costing only 5% total stamina—each extra 100 meters subtracts 10% stamina, like coins slipping from a purse.

Summary:

1. A flexible, shifting power: compress for a small tactical anti‑magic nuke, or use normally and step onto the field yourself, a blade and a bell.

2. Top‑tier in tactics and direct combat; still unknown to enemy forces, so ambush value is supreme, a thunderclap from clear sky.

3. Classified as the continent’s third Magic Breaker type: [Wallhack Class].