Ten Dusk

Ten Dusk is a quiet Guardian who enters the story as one half of a durable, guildless two-player team with Female Raid Covent. His defensive control, reflexes, and B-class Steely Spike Inheritance earn him a place in Lone Desert Smoke, where he develops into a trusted secondary tanker for raids, competitive parties, and the final demonic invasion. (Chapters 713, 719, 773, 799–801, and 828)

Biography

Demonic Invasions and the Final Championship

Ten Dusk first appears at Level 144 fighting thirteen Contra players beside Female Raid Covent. Their Guardian-and-Holy-Knight combination lacks quick finishing power but is so defensively stable that the larger, poorly equipped group cannot kill them. Ten Dusk remains serious while his companion provokes strangers, speaks plainly about a Level 175 Holy-tier boss they cannot defeat alone, and joins a negotiated expedition with Zhang Yang's party. During the Ghostface Monkey King battle, he validates that trust by stunning all twelve summoned elites with Blast Wave and slowing half of them with Thunder Strike while the group establishes aggro. (Chapters 713–716)

He and Female Raid Covent survive a large forbidden-magic attack by combining Zhang's instruction to reduce Ten Dusk's maximum health with Female Raid Covent's focused healing. Ten Dusk then reveals Steely Spike Transformation, a B-class Inheritance that covers him in protruding spikes. Zhang immediately sees recruitment value in the pair, and they enter Lone Desert Smoke's sub-guild; soon afterward they form a new party with Galileo and other strong sub-guild players. (Chapters 719, 723, and 744)

Ten Dusk's performance turns the new recruit into a regular raid anchor. Mountain Mover assigns an entire group to follow him, and Ten Dusk repeatedly kites spawned Skeleton Patrollers far enough apart to prevent their Resonance mechanic. His skill, control, and reflexes earn guild points quickly enough to win contested Holy-tier Guardian gauntlets. He also refuses loot when he believes his contribution does not justify a share, showing that advancement does not override his sense of fair distribution. (Chapters 771–773 and 780)

Zhang later places Ten Dusk and Galileo in a stronger senior formation, then restructures the second party so Ten Dusk and Endless Starlight can share tanking pressure. In the Ambross dungeon, Ten Dusk competes for aggro through Charge, Thunder Strike, and Blast Wave, although Endless Starlight's superior weapon and equipment let the latter hold more targets. By Chapter 828, Zhang names Ten Dusk alongside Endless Starlight as one of his two best tankers and deploys them to isolate invasion bosses from massed players. (Chapters 799–813 and 828)

Appearance and personality

Ten Dusk's ordinary avatar receives little physical description beyond his consistently serious face, which leads the narration to call him the “cold face.” Steely Spike Transformation supplies his clearest altered appearance: his body becomes covered in spikes until he resembles a hedgehog. His equipment is heavy Guardian armor and a shield, but the corpus does not establish a permanent color scheme or real-world appearance. (Chapters 713–714, 719, and 777)

He is mature, restrained, proud, and fair-minded. Ten Dusk speaks much less than Female Raid Covent, frowns at his friend's excesses, and gives direct tactical information rather than boasting. His pride makes him join an aggro contest when other tanks show off, while his refusal to claim undeserved loot and his rapid accumulation of guild points show discipline and respect for contribution-based rewards. (Chapters 714, 773, 780, and 810)

Abilities and gameplay

Ten Dusk is a defensive Guardian whose core job is to stun, slow, separate, and hold groups of enemies. His build sacrifices offense for durability, making the partnership with Female Raid Covent unusually hard to kill but slow at finishing opponents. In larger parties, his value depends on controlled aggro generation and positioning rather than raw damage. (Chapters 713, 716, 771–772, and 801)

Guardian control and formation tanking

Blast Wave supplies a four-second area stun in its demonstrated use against twelve Ghostface Monkeys, while Thunder Strike slows six of them before they can close on Hundred Shots. Ten Dusk also chains Charge, a normal attack for Rage, Thunder Strike, and Blast Wave to build threat quickly. These tools can control a dangerous opening, but they do not automatically transfer aggro: the monkeys initially continue toward Hundred Shots because his pull has already generated more threat. (Chapters 716 and 810)

His positioning is equally important. Ten Dusk leads a raid subgroup through shared-damage mechanics and kites individual Skeleton Patrollers roughly ten to fifteen meters apart so their Resonance cannot amplify one another. He can hold several ordinary enemies near his limit, but equipment still governs how much threat and punishment he can handle; Endless Starlight's stronger gear lets him take three monsters while Ten Dusk receives one, and Zhang later pairs them because Ten Dusk should not be the second party's only tank. (Chapters 771–772, 801, 811, and 813)

Steely Spike Inheritance

Steely Spike Transformation is a B-class Inheritance Transformation that changes Ten Dusk into a spike-covered creature. It gives him a transformation-grade survival option during regional warfare and helps explain why an otherwise guildless player is immediately attractive to a major guild. The supplied chapters do not name unique Steely Spike attacks or give transformation-specific percentages, so its exact offensive effect and cooldown should not be inferred from the appearance alone. (Chapter 719)

Defensive passives and aura

Radiance of the Brave has a one-percent chance when Ten Dusk is hit to restore health equal to three times the triggering damage. The low trigger rate makes the recovery irregular; the narrative estimates its long-run value as approximately three percent of incoming damage and notes that healing suppression such as Destructive Smash still counters it. (Chapter 745)

Ten Dusk later wins Shadow Aura. At Level 1 it reduces hostile targets' damage or healing rate within forty meters and occupies the user's single active-aura slot; at Level 10 the reduction reaches ten percent. The effect is modest against one target but scales in value across crowded monster packs or player groups, fitting his role at the center of a formation. (Chapter 819)

Power progression

Stage / Realm / AbilityChapter(s)Notes
B-class Steely Spike InheritanceBy 719Reveals the completed spike-covered transformation that brings him to Lone Desert Smoke's attention.

Relationships

  • Female Raid Covent: Ten Dusk's best friend, healer, and original two-player partner. Their dual-shield composition combines Guardian mitigation with Holy Knight recovery, and Holy Blessing lets Female Raid Covent heal himself and Ten Dusk simultaneously during a crisis. (Chapters 713–714 and 719)
  • Zhang Yang: Initially an opportunistic ally against the Ghostface Monkey King and later Ten Dusk's guild leader. Zhang recognizes his B-class Inheritance, incorporates him into senior parties, and ultimately deploys him as one of Lone Desert Smoke's two best tankers. (Chapters 714–719, 799–801, and 828)
  • Endless Starlight: Ten Dusk's fellow secondary tanker and frequent mechanical benchmark. They divide spawned enemies and later share the second party; Endless Starlight's superior equipment produces more threat, but Zhang trusts both for the final invasion. (Chapters 771–772, 801, 811, and 828)
  • Hundred Shots: A ranged teammate whose initial monster pull gives Ten Dusk a difficult aggro handoff. Zhang later places both in the reorganized second party, combining Hundred's damage with Ten Dusk's control. (Chapters 715–716 and 799–801)

Items

  • Radiance of the Brave skill book: A boss reward assigned to Ten Dusk that teaches his low-probability reactive heal. Its recovery is useful over many incoming hits but unreliable as an emergency heal. (Chapter 745)
  • Gauntlets of Impenetrable Dignity: Level 170 Holy-tier Guardian gauntlets that Ten Dusk wins through guild-point bidding. His ability to outbid longer-standing tanks reflects the points earned through strong control and reflexes after joining Lone Desert Smoke. (Chapter 773)
  • Shadow Aura skill book: An aura reward Ten Dusk wins from a later boss. It teaches the scalable hostile damage-or-healing reduction that complements his formation-tanking role. (Chapter 819)