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Chapter 321 - Chapter 318: Gamblers Get No House

The game came to its final chapter.

Dac led his companions to the abyss, preparing for the final battle.

At this point, Dac had completed the main quests for 8 different races, successfully replaced his dice with two 20-sided dice, and with the 9 Soul Stones he obtained, he could now roll a terrifying maximum value of 49.

Dac and his companions faced the Dac abyss ahead, their hearts filled with tension and unease. They knew this was a battle of life and death; only by defeating the demons in the abyss could they save their world.

"Are we ready?" Dac asked, his voice echoing in the abyss.

"We are ready, Dac," his companions replied in unison.

Thus, they began their final decisive battle.

Demons surged from the abyss, their eyes gleaming with evil light, their weapons glinting coldly.

Dac and his companions stood tall, meeting the demons' attacks.

The battle was fierce; the demons were powerful, but Dac and his companions did not flinch.

They fought a fierce battle with the demons, using all their strength.

Finally, Dac successfully defeated the Destroyer King, and all the demons in the abyss were annihilated.

They successfully saved their world, but they also knew this was only a temporary victory, and they would face more challenges.

However, no matter how difficult the future, Dac and his companions would bravely move forward, because they knew that only by doing so could they protect their home and their world.

In the final CG after the game ended:

Dac placed the 9 Soul Stones on the final sacrificial altar of the abyss, and a dazzling light shot up into the sky.

This light pierced the Dac night sky, as if to illuminate the entire world.

At this moment, people felt a powerful energy surging, as if the wheel of fate was changing.

The surrounding creatures were all shaken by this powerful energy; they stopped fighting, knelt on the ground, and prayed for the gods' blessings.

And those souls who had once been imprisoned regained their freedom at this moment; they looked at Dac gratefully, thanking him for bringing them new life.

As the light dissipated, a powerful force began to emerge from the bottom of the abyss.

This force was like a giant dragon, circling above the abyss, illuminating the entire sky as if it were daytime.

And that Soul Stone, nourished by this force, gradually became even brighter; the light it emitted even made the sun pale in comparison.

Dac stood at the edge of the abyss, feeling this powerful force.

He knew he had completed his mission, and the rest would be arranged by fate.

He held the Soul Stone high, praying to the sky, hoping that this world would become more beautiful because of this stone.

And those lands that had once been corrupted by evil forces were also purified at this moment.

Sunlight once again covered the earth, and all things revived, full of vitality.

People cheered and looked at Dac gratefully; they knew that from then on, they would live a happy and peaceful life.

However, Dac did not stop.

He knew there were still many places in this world that needed him to save.

So, he took one of the Soul Stones and embarked on a new journey.

Behind him, he left a world full of hope and faith, and his figure became an eternal legend.

[THE END]

The main storyline of the game was relatively simple.

This was probably also a characteristic of the team that produced Diablo.

The game abruptly ended here.

This final scene left a suspense for the birth of a sequel.

Where Dac went with the Soul Stone and what kind of story would unfold remained unknown.

But behind him, everything had turned to Eternal Ashes.

The engraving of the Soul Stone left such a trace, allowing people to compose the related journey into legends, endlessly circulating.

Immediately, the credits appeared on the screen:

[Development Team: pokeni America]

[Producer: David Brevik]

[Story: David Brevik / Marcos Skaff / Eric Skaff]

[Music: …]

At this point, Dac stared blankly at the screen, feeling a sense of unfinished business.

He even looked back and felt an urge to start a new game and play again.

Because the game's freedom was truly high.

Take the Kaka Clan, for example; if you chose Red Kaka, you would inevitably lose Green Kaka. Would you want to try a different route in the next game?

Dac certainly had this idea.

And it was very strong.

Everything in the game was designed very well; the distinctive dice core gameplay ran throughout.

And the structure was grand, even making Dac truly feel like he was playing a tabletop role-playing game.

The characteristics of different races were very distinct and unique.

No matter which race was pulled out, it could become the protagonist of a story, even a small piece of their history, Dac felt, could become an epic chapter.

If written as a novel, it would definitely be very interesting.

But at the same time, this also exposed the development team's lack of experience.

Because under such a magnificent framework, the game mechanisms were done quite well, and the gameplay aspects were also very interesting, but the story was not told as delicately.

Or perhaps limited by capacity, it was impossible to include so much content in one game…

From a plot perspective, Dac felt it was not satisfying enough.

However, the flaws did not obscure the virtues; this game truly made people unable to put it down. Just rolling dice to recruit companions, craft equipment, strive to obtain god-tier equipment with more affixes, and build skills based on dice… was enough to keep people endlessly entertained.

Dac felt that the content he experienced now was just the tip of the iceberg of the game's gameplay.

He had only experienced the Mage, and even within the Mage, only one build's fun, and he already felt dopamine surging in his brain.

After completing the game, he wanted even more to see what kind of novel experiences other professions and different builds could bring.

The initial game design seemed simple—

Just keep rolling dice.

But upon closer study, Dac found it was truly profound.

Not only did you have to combine your profession and the skills you drew to build an effective skill combination, but you also had to match the corresponding dice to this set of skills.

Then, match the corresponding equipment and affixes.

Team composition was also a very important part.

Just thinking back, Dac felt that this game was bursting with information.

"Jesus, this game feels like it's not enough to play for a year."

About 10 days after the release of Eternal Ashes, its reputation suddenly exploded.

Online, Europe and America players flocked to pokeni America's official forum, actively discussing the game.

"Oh my god, Eternal Ashes is so much better than I imagined."

"I just can't believe this is a game with such depth and complexity. Its character development, plot design, and combat system are all excellent."

"I'm already addicted to this game. Every day I'm exploring new places, solving new puzzles, and interacting with various characters. I look forward to seeing more storylines and character development."

"I must give a thumbs up to the Developers. They created such a wonderful world that I'm completely immersed in it. I highly recommend this game to all players who love role-playing games."

pokeni's like function had been developed more than half a year ago.

Japan players were already used to it, but in Europe and America, they were the first to discover that such a function existed.

However, they searched around but found no corresponding dislike function.

Only likes.

Other games might not be so, but Eternal Ashes players' enthusiasm for liking was very high.

In just one day, they gathered over 5000 likes.

This indicated that the game itself was indeed of high quality.

"I've played dozens of hours, but I still feel like there are so many places I haven't explored, so many stories I haven't heard. This is a true masterpiece."

"I am deeply attracted by the art style of this game. Every scene is full of details and life. The music is also excellent, perfectly matching the game's atmosphere."

"I look forward to seeing more updates and expansion content. I hope the Developers can continue to bring us more stories and challenges."

Such comments were endless on the official forum, and players' love and praise for Eternal Ashes were overflowing. The success of this game undoubtedly proved its position in the players' hearts.

"Thanks, pokeni, thanks to the production team for bringing us such an interesting game. I feel like with it, I won't need to buy any other games for the next year."

In addition to short praise comments, there were also many long comments:

"The game truly exceeded my expectations.

As an experienced tabletop role-playing player, being able to play such a computer game is a very happy and joyful thing.

At first, I was particularly afraid that this game would ruin the DND model.

And instead cause many players who had never played tabletop role-playing to shy away from it, or even think that tabletop role-playing was nothing special.

But after actual experience, I found that Eternal Ashes was truly excellent.

My concerns truly vanished completely.

And when playing with dice, you can truly forget time and completely immerse yourself in it, unable to extricate yourself.

My personal experience is that once you get into this game, you'll find time flies by, feeling like it's been stolen by someone.

How come I just started playing after work, and then it's already morning?

Even when going to work the next morning, all I could think about was what kind of companions to recruit today, what kind of equipment to get, what kind of skills to draw…

It's particularly captivating."

"Eternal Ashes tells a story of selling one's soul to the abyss to gain power, and then returning to the abyss to find the soul after gaining power.

On the surface, it seems like that, but in reality, it's not.

[Finding the soul] Wrong!!!

[Finding the dice] Correct!!!

The game is a good game, and it's truly addicting.

But then again, it's not very friendly to players like me who have bad luck.

Because there are too many elements in the game that rely on luck. Drawing skills requires rolling dice.

Recruiting companions, rolling dice.

Crafting equipment, rolling dice.

Picking locks, rolling dice…

This is a world controlled by dice.

Even now, when I sleep at night, I dream of constantly rolling dice.

But it is precisely this simple and crude dice game, full of randomness and uncertainty, that possesses an extraordinary magic, keeping your butt firmly glued to the chair.

Every time you roll the dice, your heart rate speeds up, and your blood pressure rises.

It even makes you pray to God.

This is probably the only game I've ever played that requires constant prayer to God.

I feel like I've never been this devout in my daily life."

"Hahahaha, praying to God is too funny.

But… T-T me too… seeing the person upstairs is like seeing myself.

This game truly makes it hard not to get addicted.

I feel like I've entered a magical world's grand casino.

It seems like there aren't even any gambling tables, but it somehow makes you spend every single gold coin you earn.

I was quite poor for a while until I remembered that I could LOAD saves."

"Some things can be reloaded, some cannot.

For example, equipment. Even if you reload, you might not necessarily get it next time, so you can only keep farming for equipment until you're satisfied.

The companions in the tavern are the same.

Every time you enter the tavern, you never know what kind of recruits will appear next."

"Hahahaha, too real. You never know who's in the tavern.

You never know what kind of equipment you'll craft.

You never know what monsters will drop.

You never know what kind of skills you'll draw.

You never know…

But I think it's precisely these unknown things that make this game full of endless fun.

What I want to do now is to find a way to get all the skills in the game, and then assemble different builds to try them out.

Although it's a turn-based game, I haven't played such an interesting game in a long time."

"Turn-based games actually have certain advantages in terms of combinations, strategies, and various complexities. This time, Eternal Ashes has taught other game companies a lesson."

"The game, indeed, is a good game.

The world view is grand enough, and the various different races are actually very distinctive and interesting.

I personally really like the Akashic Insectoids.

The Insectoid Queen truly fits my aesthetic.

But then again, the game really makes me feel bitter. Can you understand how unlucky a jinx can be?

4-sided dice, I roll 1 point.

When fighting, I roll the maximum value, and the enemy can also roll the maximum value, which means it's like not rolling at all.

Whenever it's time for a lucky draw, I always roll the lowest number.

Even when recruiting companions, I have a bunch of 20-sided dice, and I can still roll 2 points!

And not just once.

Often, when a particularly powerful hero randomly appears and requires you to roll 40 points, I often roll 2 points.

When the tavern is full of trash, I can roll the maximum value of 40 points!!!

I deeply suspect that this game is targeting me.

By the end of the game, relying on save/load didn't seem to be very useful, so I had no choice but to add all the Soul Stones to the lowest numbers.

For example, with two 20-sided dice, I would scatter 9 Soul Stone points across the lowest few faces, ensuring I could roll at least 6 points or more.

In short, this game made me deeply realize one thing—

Gamblers have no future."

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