Stupid broken.

(massive info dump and I mean Massive so a good deal of recruitments. 1 of 12 )

The Opal light burst out of the chest comparatively. granting not items but recruitments.

(Opal chest 12 guaranteed recruitment orders).

The swaths of information enter his head. As the recruitment orders are added to the tab 1 by 1.

1 [Ulollas']

[Grade Green] (system scale)

[Description: a psychokinetic force within the netherworld of the natives each of their members born with a trait of Psyche ability these range vastly and all awaken at 12 years of age.]

[Trait 1: Random psyche ability] .

2 [Zlatolpirms']

[Grade: Gold.]

[Description: A Sizeable beast comparable to that of an Orcs in Size scales covered in scales. They possess a long muscled lizard tail that can change size according to current needs. They're often the same in appearance as they're all covered in green scales with yellow eyes.]

[Trait 1: Reptilian. An amphibious race capable of surviving underwater and grand for amphibious assaults,]

[Trait 2: Adaptable. Innately adaptable to the environment.]

[Trait 3: weapons mastery. they have already been taught to use weapons with great efficiency.

[Trait 4: infection immunity. This race is by nature not human in anatomy or immune system, making them capable of fighting against the zombie virus. ]

[Trait 5: CQC professional. Using their already great natural strength and agility, they can adaptively use. CQC without a weapon against anything. ]

[Rune socket. Rescanning… I.R.T Innate racial trait]

[I.R.T 1: Enhanced Strength The Reptilian races naturally have greater strength than humans]

[I.R.T 2: enhanced maneuverable. All Stats related to movement are greatly enhanced. As Reptilian Races are larger and more evolved. ]

[I.R.T 3: Druids path. The Lizardmen are naturally more inclined towards nature and as such are better off to become a shaman or druid within the army or village. ]

3 [Purifier]

[Grade Diamond]

[Description: A human-made unit with zealous belief capable of using the holy magics of the world to combat zombies in the most brutal of ways they naturally afflict zombies with debuff of the world].

[Trait 1: Aura of the world. Commonly mistaken for druid and shaman classes. this is an aura produce by the world's innate holy abilities.]

[Trait 2: Phobic. as per their zealous belief, the scum of zombies are to be exterminated as heretical]

[Trait 3: holy retribution. A vitality theft spell this is to be activated as a last stand against Heretical Zombies. it fires out an Aoe of Holy energies. killing all zombies of T4 and below and heavily damaging T5s. ]

[Trait 4: burning blood. The blood of the Purifier does not boil but burns the disgust of viruses away. the purifier's veins have a golden hue because of the burning temperatures inside their circulatory systems. ]

[Trait 5: Valour. The Purifiers possess unparcelled valour and mental strength, immune to the whispers of the gates Devils. They can not be corrupted. ]

[Trait 6: holy Right. The Purifiers are 1 of the few members of the Holy Family capable of Word of law. The ability to apply a word to manifest in reality. ]

[ I.R.T… Rescanning. Homosapien Identifying I.R.T >Blessings]

[Blessing 1: holy will. Possessing the indomitable will of a fortress of light corruption from the Gate is impossible. ]

[Blessing 2: Mastery of the holy weapons. Capable of using any weapon blessed, they have extreme. Almost inhuman mastery over it. ]

[Blessing 3: Prowess of the lord. The Purifiers worship the Lord. An entity only slightly weaker than the planet will. This grants them a complete buff to strength. ]

[Blessing 4: Worlds Reign. The Purifiers as blessed by the planet gods having abandoned long ago. Having given their very soul to it. The plants will run through them, changing them in a dryad becoming a vessel of the Planet. ]

4 [NelMamolth.]

[Grade Platinum]

[description: A monster comparable to Leviathan only 1 can be recruited at any time being immune to all semblance of corrupt and utterly loyal to its Queen]

[ Trait 1: core of the hive. Capable of control monster and creation monsters and beast it can produce an army in hours/ it is a walking fortress of grand stature.]

[ Trait 2: Walking factory. This fortress on legs is completely self-sustaining and plausible to make create or store any army. It can be equipped with many facilities.

[ Trait 3: Biometrics Planet connection. The monster is connected to the Planet's energy and nutrients. This is how it sustains itself. ]

[ Trait 4: terraform. Anywhere this creature walks is terraformed according to the Planet Will. ]

[ Trait 5: walking Yggdrasil. The monsters produce an aura of healing with it terraforming, boosting the production of terraforming. ]

[ Trait 6: Colossal immunity. The creature's size is unhindered by gravity only held by enough to keep it on the planet. ]

[ Trait 7: Forest fortress. The Creature is the guardian of all nature, the produce of the planet's last attempt, an ability designated for a last stand. It turns the creature into an unmeasurable ancient tree. ]

[ Supreme trait 1: Ancient remorse. A wide area domain around the creature allowing it to produce targets anywhere within its radius. These attacks can house any element or shape. ]

[ I.R.T 1: fortified. The creature will dig into the crust of the planet to activate its production abilities incapable of movement unless it digs out. ]

[ I.R.T 2: Magic resistances. naturally having a high, almost invulnerable magic resistance. its hard body is covered in scales comparable if not stronger than dragons. ]

[ I.R.T 3: Unsurmountable strength. The Creatures' immense strength is unfathomable, capable of crushing a T8 Zombie with little issue. ]

[ I.R.T 4: Psychic Connection. The creature's mind can connect to a mortal being as long as it gains their approval. This allows for the production of unique creatures from the mortal mind's imagination. ]

[ I.R.T 5: Immortal. The creature is immortal as long as the planet lives, unable to die to anything. This walking mountain of a fortress is a weapon incomprehensible. ]

[ I.R.T 6: Adaptive. having superior adaption to any environment created by terraforming leaves it unhindered. ]

[ Innate magic… re-scanning. ]

[ Bloodline 1: Superior titan. The bloodline of the first creation of the world. The superior titans are only 1 entity in itself, the rest are from evolution. ]

[ Bloodline 2: vindicator. The Judge of the world this bloodline grant it powers directly correlating to the world itself. ]

{requested by ????: Take it as a gift to fix this forgotten world.}

Akiyama stumbles back, having spit out the coffee he was drinking from the terrible long reading of the recruitment orders. "WHAT THE HELL?!"

"IS THIS GACHA BULLSHIT CONTROL BY SOMETHING" Sonia looks at him weird. "Akiyama?" he stands up. "sorry something ridiculous just came out"

he reads over the next item.

5 [Foldren hydra's]

[Grade Bronze]

[Description: the Hydra of Foldren are a sub race of Hydra native to the radioactive swamps. They have hyper regeneration in all members of their race. With murky green scales. ]

[ Trait 1: Generals Mount. The creature can only be mounted by generals of the army and only listen to commands and do not have to obey. ]

[ Trait 2: Rapid breeder: the Hydra's breed rapidly when under a certain number of their race. And slow down the greater their number is. ]

[ Trait 3: dull sentience. Capable of Cognitive thought they can remember people and use very efficiently.]

[ I.R.T 1: Hydra's breath. The entire race possesses a breath relative to the swampy environment full of poison and capable of being launched in bomb like forms or a wide range mist. ]

5 [Qitdae]

[grade Blue]

[description: A plant like race that uses poisonous leaves with razor-sharp edges has an innate ability to manipulate the surrounding wind to turn their leaves into weapons]

[ Trait 1: Uproot the creature can root itself to expand range and number or Uproot itself to move according to orders. ]

[ Trait 2: Sync. The Qitdae have a plant-like sync capable of launching in sync with others like an artillery unit. Command to fire at once. ]

6 [Apir]

[Grade green]

[ A flying creature that specifically places all details of its evolution into intelligences.]

Akiyama gains a twisted, almost psychotic smile staring at it. "He-he." Sonia backs away.

[ Trait: high intelligences. Possessing an advanced and calculative conscious they are capable of complex tasks similar to humans.

"I found the monster for paperwork." She stares at him. "an entire race dedicated to paperwork" Akiyama's grin gets wider. "I DON'T HAVE TO DO PAPERWORK ANYMORE." Sonia shivers, felling guilty for this race of Monsters."

7 [ Flock of the ash hounds]

[Grade Silver]

[ Description: A band of mercenaries that grew into a renowned power. This specialized group comes with armored vehicles and heavy weaponry having had access to the American arsenal.]

[ Trait 1: professionalism. Never mixing personal feelings when on the field, the only time they cry is at the loss of a comrade. ]

[ Trait 2: field funeral. The men and women of this band are professionals at funerals in combat, having the time to bury their dead even under fire. ]

[ Trait 3: Commandants aura. Each of the members of this band turn family has an aura around them that naturally makes those weak-willed want to follow them. ]

[ Trait 4: have you back. The group always has the back of their Lord or own squad members never letting a single casualty go unknown their dog tags specialized to make them immune to all forms of damage. ]

[ Blessing 1: Wrath for the fallen. each Member fallen in battlefield is grants a charge of Wrath of the fallen to each remaining member this ability grants infinite ammo no recoil and insane fire rate for a short duration of a minute. ]

[ Blessing 2: weapons Modder. capable of modifying their weapons on the move. They are naturally good gunsmiths, each of their weapons different from each fight won or lost. ]