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I Shall Remain (A LitRPG Isekai)
REFERENCE PAGE (Not a Chapter)

REFERENCE PAGE (Not a Chapter)

REFERENCE PAGE

This is not a chapter and unnecessary to read. Please click next to get to the story.

I Quick reference list of Orbments II Stats III Game progression IV Regular progression V Brief summary of The Book of Job

I

ORBMENT LIST

Quick reference list of mentioned Orbments (or most of them)

Back Stab [First Rank] (Utility Orbment, Common, unique-equipped, passive): Attacking an opponent from behind grants your attacks more damage and a small chance to do critical damage. Higher ranks increase damage of qualifying attacks and chance to inflict critical damage. Landing an attack on a critical weakness greatly increases the chance of causing critical damage.

BALLAD OF PRESERVATION (Support Orbment, Legendary, unique-equipped, active): After you sing a ballad of preservation for 2s all members of your party are provided with the BALLAD OF PRESERVATION status effect, which mitigates taken damage by 3% while you sing and lingers for 7s. Higher ranks double effect and length the effect lingers. Only the highest rank of BALLAD OF PRESERVATION status will take effect on any target. Diminishing returns past 50% damage mitigation from all sources including Orbment Bonus and Barrier status effect and can never exceed 65%. High mana cost, no cooldown.

Barrier [First Rank] (Power Orbment, Epic, unique-equipped, active): Casting this invocation on yourself or others grants the Barrier status effect which mitigates taken damage by 6% for a duration of 32s. Only the highest rank of the Barrier status will take effect on any target. Diminishing returns past 50% damage mitigation from all sources including Orbment Bonus and BALLAD OF PRESERVATION status effect and can never exceed 65%. Higher ranks increase mitigation effect by 6%, duration by 16.3s, and reduce cast time by .09s. Medium mana cost, 1.6s cast time, no cooldown.

Bash, Cut, Penetrate, Pierce, Slash – see Smash and switch out weapon type and some verbs and functionality but same idea.

Beam [First Rank] (Power Orbment, Rare, unique-equipped, active): Casting this invocation channels a beam in front of you for 1.6s that drops in power beyond 28.4 meters. The beam is of your mana-type but always increases in damage the longer it hits the same spot of a target. Higher ranks increase damage by a low amount, damage range by 1.1 meters, channel duration by .16s, mana cost by a medium amount, and reduce cooldown by 2.7s. Medium-high mana cost, instant cast, 54s cooldown.

Bind and Recall* (Utility Orbment, Epic, unique-equipped, active): Modified for Game. You can create one bind point at any normal area of the Game per rank and recall yourself to any bind point within a range of 7.83 kilometers per rank. Additional ranks lower cast time by .3s and cooldown by 1m:53s. Only one bind point can be removed per day. Medium mana cost, 2.7s cast time, 56m cooldown.

Bleed [First Rank] (Power Orbment, Epic, unique-equipped, active): Casting this invocation causes a bleeding wound that causes medium-low damage for a duration of 6.2s. Higher ranks increase damage and mana cost by a minor amount, duration for by 1.16s, and reduce cast time and cooldown by .09s and 3.4s respectively. Medium mana cost, 1.4s cast time, and 46s cooldown.

Blink [First Rank] (Utility Orbment, Uncommon, unique-equipped, active): Casting this invocation instantly teleports you to a visible location within 1.89 meters. Higher ranks increase range by 1.89 meters, mana cost by a small amount, and decrease cooldown by 1.2s. Low mana cost, instant cast, 17s cooldown.

Block [First Rank] (Defensive Orbment, Common, unique-equipped, passive]: This Orbment completely nullifies 1 damaging attack made against you every combat instance. Higher ranks add charges, nullifying one additional attack per rank. Must be out of combat for 1:27s for charges to reset.

BOMBARDMENT [First Rank] (Power Orbment, Legendary, unique-equipped, active): Casting this invocation targets a 2.17-meter circumference up to 15.38 meters away that is lambasted with a barrage of high-damage force attacks over a 1.26s duration. Higher ranks increase damage, circumference, range, and attack duration by 10% and reduce cast time and cooldown by .15s and 8s respectively. Very-high mana cost, 6.9s cast time, 3m:03s cooldown.

Charge [First Rank] (Physical Orbment, Uncommon, unique-equipped, active): Casting this invocation while having a clear path to a visible targeted enemy within a range of 3.3 meters causes you to quickly rush towards that enemy as if your Speed Stat was at max grade with 1,400 points applied to it. Higher ranks increase range by 1.67 meters, reduce mana cost by a low amount, and reduce cooldown by .91s. Medium mana cost, instant cast, 32.3s cooldown.

CROSS BEAM [First Rank] (Power Orbment, Legendary, unique-equipped, active): Casting this invocation channels two beams of destruction energy that cross in the center in front of you for .6s and extend out to 8.1 meters. The beams start with a width of .1 meters but widen to 8.1 meters. Higher ranks increase damage by a medium amount, damage range by .61 meters, channel duration by .09s, mana cost by a medium amount, and reduce cooldown by 4.4s. Medium-high mana cost, instant cast, 2m:34s cooldown.

CROSS CUT (Physical Orbment, Legendary, unique-equipped, active): You must be holding a weapon that causes slashing damage to cast this invocation. Casting this invocation creates two crossed beams of high-damage slashing energy to extend out 5.7 meters in front of you in a 180-degree cone. Higher ranks increase damage by 10%, range by 5%, mana cost by a medium amount, and reduce cooldown by 5.3s. Medium mana cost, instant cast, 1m:44s cooldown.

Darts [First Rank] (Power Orbment, Uncommon, unique-equipped, active): Casting this invocation creates two low damage physical missiles that home in on a targeted enemy within 6.53 meters. Higher ranks increase the number of missiles by 2, reduce cooldown by .49s, extend range by .42 meters, and increase mana cost by a medium amount. Medium mana cost, 1.44s cast time, 19s cooldown.

Dodge (Defensive Orbment, Uncommon, unique-equipped, passive]: You can immediately and instantaneously travel up to .9 meters away in any direction 1 times per combat. Higher ranks increase charges by 1 and maximum distance traveled by .66 meters. Must be out of combat for 1:27s for charges to reset.

Enhance Reaction (Support Orbment, Rare, stackable (3), passive): Increases your Reaction Stat by 3 per rank. Ignores Stat cap. (Same for other Stats)

ENRAGE (Physical Orbment, Legendary, unique-equipped, active): Casting this invocation grants you the Enraged status effect for 1m:12.6s which increases your Agility, Reaction, Speed, and Strength Stats by 5 times your tier. This effect overrides and removes most other mental effects, ignores Stat caps, grants immunity to most mental effects including positive mental effects for the duration, and makes you mentally unstable, as likely to lash out at friends as enemies. When the invocation ends, you become Drained, gaining the Clumsy, Mind Fog, Slowed, and Weakened status effects for 36.3s. No bonus from any source can increase effect past Tenth Rank. Only the highest rank of Enraged status will take effect on the same target and can only stack with the Zerker Hymn status effect. Higher ranks increase Stats by 1, the power of all effects (including mental instability), the duration of the Enraged and Drained effects by 6s and decrease cooldown 6s. High mana cost, instant cast, 1m:49s cooldown.

Floating Orbs [First Rank] (Defensive Orbment, Epic, unique-equipped, active): Casting this invocation creates two floating orbs under your control that can be used to block incoming attacks until destroyed. Orbs float within .35 meters of your body. Higher ranks increase the amount of damage each orb can sustain by a medium amount, the distance orbs can move from your body by .09 meters, and reduce cooldown by 3s. Medium mana cost, instant cast, 46s cooldown.

Hail of Mana [First Rank] (Power Orbment, Epic, unique-equipped, active): Casting this invocation targets a 5.33-meter circumference up to 12.11 meters away that is continuously hit by small fragments of your mana-type over a duration of .9s. Higher ranks increase damage by a small amount, range by 1.6 meters, circumference by .46 meters, mana cost by a medium amount, reduce cast time by .22s, and cooldown by .88s. High mana cost, 3.4s cast time, 22s cooldown.

Heal [First Rank] (Power Orbment, Common, unique-equipped, active): Casting this invocation heals a target within 8 meters a by a medium amount. Higher ranks increase healing and mana cost by a small mount, range by 1.6 meters, and decrease cast time and cooldown by .09s and 1.4s respectively. Medium mana cost, 1.78s cast time, 23.3s cooldown.

Healing Song (Support Orbment, Common, unique-equipped, active): After you sing a song of healing for 2s all members of your party are provided with the Healing Song status effect, which provides minor healing while you sing and lingers for 9.2s after you stop. Higher ranks increase effect by 15% and length the effect lingers by 3.5s per rank. Only the highest rank of Healing Song status will take effect on any target. Medium-low mana cost, no cooldown.

Indomitable (Defensive Orbment, Rare, stackable (2), passive): You’re able to shorten the duration of or resist negative status effects. The amount duration is lessened, or effect resisted, depends on species, level, tier, durability attributes, and other factors.

Intercept [First Rank] (Defensive Orbment, Rare, unique-equipped, active): This invocation can only be cast when a non-hostile target within 6.9 meters is in imminent threat of harm. Target must be in line of sight. When invoked, you immediately appear in a position to take, block, or otherwise intercept what imminent harm would’ve otherwise been inflicted on selected target. Higher ranks increase range by 11% and reduce cooldown by 2.7s. Medium-low mana cost, instant cast, 33s cooldown.

MANA ARMOR [First Rank] (Defensive Orbment, Legendary, unique-equipped, active]: Casting this invocation surrounds you with an invisible shield of mana lasting 15.1s or until shield absorbs a medium amount of damage. Higher ranks increase the amount of damage absorbed, mana cost, and shield duration by 10%, and reduce cooldown by 6%. Medium-low mana cost, .39s cast, 1m:6s cooldown.

MANA BATTERY [First Rank] (Support Orbment, Legendary, stackable (3), passive): Your meditative and breathing techniques gather and refine 50% more qi per rank (currently 50%).

Mana Bow [First Rank] (Physical Orbment, Uncommon, unique-equipped, active): Must have two empty hands to cast this invocation. Casting this invocation creates a bow weapon out of your mana-type. Arrows of your mana-type can also be made of your created. Created arrows last 49m. Bow lasts until dismissed. While bow is in creation it constantly draws a very low amount of mana. Higher ranks increase the damage of arrows loosed from this bow and reduce mana drawn and the cost to create arrows by a minor amount. Medium mana cost to create bow, 7.7s cast time, no cooldown.

Mana Weapon (Any), Hand Shield, other – see Mana Bow and switch bow for something else and ignore arrow part.

Meteorites [First Rank] (Power Orbment, Epic, unique-equipped, active): Casting this invocation targets a 3.09-meter circumference up to 8.45 meters away that is continuously hit by many small low-damage physical missiles over a 2.37s duration. Higher ranks increase damage by a low amount, range by .82 meters, circumference by .23 meters, mana cost by a medium amount, reduce cast time by .19s, and cooldown by 1.95s. High mana cost, 4.2s cast time, 1m:41s cooldown.

Mind Fog (Power Orbment, Common, unique-equipped, active): Casting this invocation on an enemy gives them the Mind Fog status effect which reduces their Reaction Stat by 2 times your tier for 19s. Higher ranks increase Stat reduction by 1 point and casting time by .1s. Only the highest rank of the Mind Fog status will take effect on any target. Medium mana cost, 1.6s cast time, no cooldown.

Missiles [First Rank] (Power Orbment, Rare, unique-equipped, active): Casting this invocation creates 1 medium damage missile made out of force that quickly projects to a targeted enemy up to 12.98 meters away. Higher ranks increase the number of missiles by 1, reduce cooldown by .89s, extend range by 1.03 meters, and increase mana cost by a medium amount. Medium-low mana cost, 1.98s cast time, 16s cooldown.

Needles [First Rank] (Power Orbment, Rare, unique-equipped, active): Casting this invocation creates six to nine mana-type needles each doing very low damage that are quickly propelled at a targeted area within 5.85 meters. Higher ranks increase the number of needles by two to four, reduce cooldown by 1.27s, decrease cast time by .14s, extend range by .83 meters, and increase mana cost by a low amount. Medium mana cost, 2.58s cast time, 22s cooldown.

NULLIFY (Defensive Orbment, Legendary, unique-equipped, active): Casting this invocation grants you the Nullify status effect which completely negates the next damaging attack received. Only one instance of the effect can be on any target at any time. Higher ranks reduce cast time by .1s, cooldown by 1s, and mana cost a slight amount. Medium mana cost, 1.8s cast time, 14s cooldown.

This text was taken from Royal Road. Help the author by reading the original version there.

Parry [First Rank] (Defensive Orbment, Uncommon, unique-equipped, passive): You must be holding a weapon capable of parrying for this Orbment to function including off-hand weapons and most shields. When not using it to attack, this Orbment directs a held weapon to intercept the first 2 damaging attacks made against you it can every combat. Higher ranks add 1 charge, parrying one additional attack per rank. Must be out of combat for 1:27s for charges to reset.

PLUS VOID DAMAGE [First Rank] (Utility Orbment, Legendary, stackable (3), passive): All your damaging attacks also cause a set amount of extra and scaling void damage. Tap here to see scaling formula. Higher ranks increase extra void damage.

Regeneration [First Rank] (Power Orbment, Rare, unique-equipped, active): Casting this invocation at a living target within a range of 4.46 meters grants it a minor-high healing effect every second for a duration of 6.1s. Undead targets are inflicted with a minor damage effect per second. Higher ranks increase duration of effect by 1.1s, reduce cooldown by 1s, and extend range by 1.13 meters. Medium mana cost, 0.56s cast, 12s cooldown.

Reprisal Hymn (Support Orbment, Epic, unique-equipped, active): After you sing a hymn of reprisal for 2s all members of your party are provided with the Retribution status effect, which returns 1.5% of all damage taken to attackers while you sing and lingers for 5s. This does not lower or mitigate taken damage. Higher ranks double effect and length the effect lingers. Only the highest rank of Retribution status will take effect on any target. Diminishing returns past 30% damage return from all sources including Orbment Bonus and Retribution status effect and can never exceed 40%. High mana cost, no cooldown.

Resilient (Defensive Orbment, Epic, stackable (2), passive): You’re able to withstand some damage from void and primordial (diabolic, demonic, divine, and holy) attacks, increasing per rank. The amount of damage withstood depends on species, level, tier, durability attributes, and other factors. One of very few sources providing any sort of protection against void and primordial damage.

Resistant (Defensive Orbment, Uncommon, stackable (3), passive): You’re able to withstand some damage from elemental attacks, increasing per rank. The amount of damage withstood depends on species, level, tier, durability attributes, and other factors.

Resolute (Defensive Orbment, Uncommon, stackable (3), passive): You’re able to withstand some damage or resist the effects of mental attacks, increasing per rank. The amount of damage withstood, or effect resisted, depends on species, level, tier, durability attributes, and other factors.

Retribution (Defensive Orbment, Epic, unique-equipped, passive): You gain the Retribution status effect permanently returning 3% of all taken damage to the attacker per rank. This does not lower or mitigate taken damage. Retribution status effect cannot be overwritten and can only stack with the Reprisal Hymn status effect.

Revenge (Power Orbment, Rare, unique-equipped, passive): Casting this invocation on yourself or others grants the Retribution status effect which returns 4% of all taken damage to the attacker for 32s. This does not lower or mitigate taken damage. Retribution status effect cannot be overwritten and can only stack with the Reprisal Hymn status effect. Only the highest rank of Retribution status will take effect on any target. Diminishing returns past 30% damage return from all sources including Orbment Bonus and Reprisal Hymn status effect and can never exceed 40%. Higher ranks increase mitigation effect by 4%, duration by 16.3s, and reduce cast time by .09s. Medium mana cost, 1.6s cast time, no cooldown.

SIXTH SENSE [First Rank] (Utility Orbment, Legendary, stackable (2), passive): You perceive more and are more aware of your surroundings and possible threats, both seen and unseen, in a circumference of 8.09 meters around you. This can manifest as a precognitive flash of impending danger. Higher ranks slightly increase effect and double circumference.

Smash (Physical Orbment, Common, unique-equipped, active): You must be holding a blunt weapon to cast this invocation. Casting this invocation causes your next attack with a blunt weapon to be empowered and slam down forcefully onto your target. The empowerment component is a Strength enhancement of 50 x tier. Higher ranks increase mana cost, empowerment by 10 Strength, and add an area of effect of .39-meters 145-degree cone in front of you per rank. Medium mana cost, instant cast, 11s cooldown.

Sneak Attack [First Rank] (Utility Orbment, Uncommon, unique-equipped, passive): When hidden from your opponent, all your attacks do more damage and have a small chance to do critical damage. Higher ranks increase damage of qualifying attacks and chance to inflict critical damage. Landing an attack on a critical weakness greatly increases the chance of causing critical damage.

Spot Weakness [First Rank] (Utility Orbment, Uncommon, unique-equipped, passive): As you study someone you consider an opponent, details will be revealed on their weaknesses and weak spots on their body or armor. Higher ranks increase the speed at which weaknesses and weak spots are revealed. At Third Rank, critical weaknesses and spots could be revealed. At Seventh Rank, a critical weakness is immediately revealed. At Tenth Rank, all critical weaknesses are immediately revealed.

Stealth [First Rank] (Utility Orbment, Uncommon, unique-equipped, active): Casting this invocation hides you from the senses of most creatures up to a certain tier when not observed. Tap here to see scaling formula of detection or percent chance while observed or while in combat. Attacking causes the effect to be immediately lost. Touching anything with the intent to steal it gives a scaling percent chance to be detected based on a formula you can see by tapping here. Higher ranks improve effect, increase chance for effect to take while observed or in combat, decrease cast time by .19s, and cooldown by 9s. Medium mana cost, 2.89s cast time, 2m:27s cooldown.

STORM (Physical Orbment, Legendary, unique-equipped, active): You must be holding a weapon to cast this invocation. Casting this invocation causes very heavy weapon-damage to all enemies in a 6.69-meter 60-degree cone in front of you. Higher ranks increase damage and mana cost by 10%, extend range of cone by 5%, and lower the cooldown by 5s. Medium mana cost, instant cast, 1m:27s cooldown.

Strengthen, Agile, Sharp, and Speedy – See Mind Fog and switch reduce with increase for Strength, Agility, Reaction, or Speed.

STRIKE [First Rank] (Power Orbment, Legendary, unique-equipped, active): Casting this invocation creates 3 fast moving missiles made of your mana-type that home in on a target within a range of 9.07 meters. Missiles do mana-type damage (average of medium damage each). Higher ranks increase the number of missiles by 1, reduce cooldown by 1 second, extend range by 2.21 meters, decrease cast time by 0.12s, and increase mana cost by a minor amount. Medium mana cost, 2.11s cast time, 18s cooldown.

SUMMON INFERNAL [First Rank] (Power Orbment, Legendary, unique-equipped, active): Casting this invocation summons an infernal guardian matching your level (minimum level 25) that lasts until its death or dismissal. The Infernal is infused with summoner’s mana-type. The Infernal can mitigate and absorb a lot of damage and it deals moderate to good damage to enemies with a ray spell and physical attacks. Higher ranks increase size, durability, damage, range of ray spell, and mana cost by 20%. Extremely high mana cost, 20s cast time, no cooldown.

Teleport*(Support Orbment, Rare, unique-equipped, active): Modified for Game. Create a portal only you or members of your party can see and interact with. Can teleport to original start point or any entrance to an area previously visited. Higher ranks lower mana cost and cooldown by 10% and cast time by 1.71s. High mana cost, 26s cast time, 13h cooldown.

Tough (Defensive Orbment, Common, stackable (3), passive): You’re able to withstand some damage from physical attacks, increasing per rank. The amount of damage withstood depends on species, level, tier, durability attributes, and other factors.

Trap [First Rank] (Utility Orbment, Rare, unique-equipped, active): Casting this invocation on a visible target within 8.16 meters traps them to the ground for 3.2s. Higher ranks increase range by 1.1 meters, duration by .41s, and reduce cooldown by .76s. Medium mana cost, .79s cast time, 33s cooldown.

Void Bolt [First Rank] (Power Orbment, Epic, unique-equipped, active): Casting this invocation sends a bolt of void energy at a targeted enemy within a range of 9.07 meters. Higher ranks reduce cooldown by 1 second, extend range by 2.21 meters, decrease cast time by 0.11s, and increase mana cost by a minor amount. Low mana cost, 1.67s cast time, 16s cooldown.

Volley [First Rank] (Physical Orbment, Epic, unique-equipped, active): Must have a bow in hand with an arrow nocked to cast this invocation. Casting this invocation creates three arrows mana-type arrows that fly along with your own. Higher ranks increase the number of arrows by three and reduce cooldown by 6s. Medium-high mana cost, 1.1s cast time, 1m:13s cooldown.

Weaken, Clumsy, and Slow – see Mind Fog and switch out Reaction with Strength, Agility, or Speed.

II

STATS

Bolded is milestone for 100 points in a Stat doubling, etc., intrinisc (or natural) ability. Phase 1 grading Stat Cap Stat points per level Normal grades Stat Cap Stat points per level Star Level for Soul With 100 points in Stat F 10 1 F 10 1 F+ 25 F+ 25 C 50 2 E 50 2 1 C+ 75 E+ 75 B 100 3 D 100 3 2 B+ 150 D+ 150 A 200 4 C 200 4 3 A+ 250 C+ 250 S 300 5 B 300 5 4 2x intrinsic S+ 350 B+ 350 SS 400 6 A 400 6 5 SS+ 450 A+ 450 SS++ S 500 7 6 SS+++ S+ 600 SS++++ SS 700 8 7 3x instrinsic SS+++++ SS+ 800 SS++++++ SSR 900 9 8 SS+++++++ SSR+ 1000 SS++++++++ SSUR 1100 10 9 SS+++++++++ SSUR+ 1250 SS++++++++++ SSUR++ 1400 11 10 4x intrinsic

III

GAME PROGRESSION

Tier LVL Tier Title Orbment Specifics Needed to Adv (Game phase 1 grades) Gain 0 0 Origin First Rank Class, mana-type, Acceptable core 1 to each Attribute every tier 1 1 - 10 Foundation Clear channels, 1 C Stat and 1-Star Class 2 11 - 20 Copper 2 C Stats, Average core 3 21 - 40 Iron Second Rank 3 C, 1 B, 2-Star Class 1 step 4 41 - 60 Jade 2 B, Good core 1 step 5 61 - 80 Silver Third Rank 3 B, 1 A, 3-Star Class 1 step 6 81- 100 Gold 2 A, Very Good core 1 step 7 101 - 130 Knight Fourth Rank 3 A, 1 S, 4-Star Class 1 step 8 131 - 160 Captain 2 S, Excellent core 1 step 9 161 - 190 Commander Fifth Rank 3 S, 1 SS, 5-Star Class 1 step 10 191 - 220 Sovereign 1st Crown Orbment 2 SS, Pristine core 1 step

IV

NORMAL PROGRESSION

Tier # LVL Tier Title Orbment Specifics (Normal grades) Gain 0 0 Origin First Rank Class, mana-type, Acceptable core 1 to each Attribute every tier 1 1 - 10 Foundation Clear channels, 1 E Stat and 1-Star Class 2 11 - 20 Copper 2 E Stats, Average core 3 21 - 40 Iron Second Rank 3 E, 1 D, 2-Star Class 1 step 4 41 - 60 Jade 2 D, Good core 1 step 5 61 - 80 Silver Third Rank 3 D, 1 C, 3-Star Class 1 step 6 81- 100 Gold 2 C, Very Good core 1 step 7 101 - 130 Knight Fourth Rank 3 C, 1 B, 4-Star Class 1 step 8 131 - 160 Captain 2 B, Excellent core 1 step 9 161 - 190 Commander Fifth Rank 3 B, 1 A, 5-Star Class 1 step 10 191 - 220 Sovereign 1st Crown Orbment 2 A, Pristine core 1 step 11 221 - 260 Fiend/Ascendent 2rd Crown Orbment 3 A, 1 S, 6-Star Class 1 step 12 261 - 300 Archfiend/Prelate 3rd Crown Orbment 2 S, Perfect core 1 step 13 301 - 350 Absolute/Paramount 4th Crown Orbment 3 S, 1 SS, 7-Star Class 1 step 14 351- 400 Chief/Exarch 5th Crown Orbment 2 SS 2 step 15 401 - 450 Supreme Chief/Bishop 6th Crown Orbment 3 SS, 1 SSR, 8-Star Class 2 step 16 451 - 500 Pontiff/Prime 7th Crown Orbment 2 SSR 2 step 17 501 - 550 Grand Pontiff/Protector 8th Crown Orbment 3 SSR, 1 SSUR, 9-Star Class 2 step 18 551 - 700 Duke/Archbishop 9th Crown and 1st Ultimate 2 SSUR, 10-Star Soul 3 step 19 701+ Prince/Cardinal 10th Crown and 2nd Ul-Orb ? ? 20? ? High Pantheon ? ? ?

V

OK OF JOB SUMMARY

The Book of Job is an important scripture of all Abrahamic religions (Judaism, Christianity, and Islam) and explores the question of why innocent people suffer.

Satan debates God and accuses a righteous man of being so only because God has blessed him. God allows Satan to test this man.

Job, a righteous and blameless man, faces a series of calamities, including the loss of his family, livestock, and health.

Despite his suffering, Job ultimately remains faithful, and the book concludes with God restoring what Job had lost.

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