War Regalia

War Regalia are a energy-consuming equipment only D-Grade Hegemons and higher can use. (**Chapter 824**) A proper regalia provides at least a semblance of safety in a large-scale war. **Chapter 805**

In lower grades only peak-quality defensive Spirit Tools have skills that are useful to someone like Zac. Reaching D-grade meant gaining the ability to power equipment with the vast energy stored inside a Cultivator's Core. Only then could even normal Defensive Equipment produce effects strong enough to match that of proper skills. That was also another reason why it was so hard to kill Hegemons; even the poorest of the bunch had scrounged up for at least one or two D-grade defensive items that could block powerful strikes. **Chapter 695**

A Hegemon can continuously use both defensive and offensive arrays without issue, something that would be impossible for most E-grade cultivators. A middle D-grade Hegemon like can probably keep his War Regalia running for days without a problem. **Chapter 871**

Spirit Tool War Regalia were extremely expensive, high-quality ones even surpassing the price of Cosmic Vessels. It was also an issue of supply and demand. You wouldn't necessarily be able to get your hands on one even if you had the money to spare, even in the Multiverse Heartlands. Artisans who could create something like that didn't exactly grow on trees, and it could take years to make one. **Chapter 1,070**

Not even Zac had managed to get his hands on any, and not for lack of trying. There had been a few for sale in Vastness City, but none suited Zac's Daos. Few living practiced the Dao of Death, and the fusion of Life and Conflict was quite uncommon too. The Undead Empire had promised to provide him with something for his Draugr half, but they'd held back on delivery before he broke through. **Chapter 1,070**

## Lesser Imitations

* However, getting your hands on regular D-grade equipment that could mimic their effect wasn't too difficult, especially not in the Perennial Vastness. The **[Ossuary Bulwark]** was a good early D-grade armor set comprising six linked pieces. It was a beastcraft too, making it a suitable partner to **[Verun's Bite]**, providing a protective domain and a very sturdy protective exterior. **Chapter 1,070**
* The downside of the armor, except for costing thousands of D-grade Nexus Coins inside the isolated economy of the Perennial Vastness, was the lack of spirituality. In other words, Zac had to manually control the arrays powering the thing. It also lacked the natural ability to absorb energy from the surroundings like a Tool Spirit, making the cost of running it noticeably steeper. **Chapter 1,070**
* ... these things had very limited self-repair capabilities. High-quality D-grade Equipment was too complex for the holistic repair arrays you saw on most E-grade equipment. Or rather, those arrays were so expensive that it didn't make sense to add them to anything but Spirit Tools in the D-grade. Buying a couple of spare sets was cheaper than engraving repair arrays. **Chapter 1,070**
* The **[Ossuary Bulwark]** would naturally recover from minor damage, partly thanks to its inherent nature as a beastcraft. Anything more would require the attention of a D-grade Blacksmith skilled in beastcrafting, ... **Chapter 1,070**

## Examples

* Uona's Armour
	+ Normally, people in the lower grades wouldn’t use such gear because of the massive energy requirements to keep it powered. One’s pathways simply couldn’t supply enough and still maintain combat effectiveness, turning skill summoning and energy circulation sluggish. That would do more harm than good, making it much more practical to use defensive talismans or barrier conjuring treasures like necklaces and rings. Only at the D-grade would one’s pathways be widened and energy supply so great that you could equip proper war gear to boost both power and defences, but it looked like there were some exceptions. **Chapter 773**
* Izh'Rak Reaver Warbones
	+ work similarly to Regalia
* Teo's Armour