Gaia is the addon’s territorial Ultimate. Every other Ultimate travels with you unchanged;
Gaia is only as strong as the ground beneath your feet is yours.
It is also the only skill that permanently changes the magicule world —
your nation’s claimed land can be cultivated until it holds far more magicule than ordinary ground.
The land itself answers.
Gaia evolves from Earth Wall and Stone Shot, both mastered. Neither is consumed — you keep
both spells.
Learning it costs no magicule. Instead the gate is territorial: your nation must have reached
level 10, or hold 32 claimed chunks (defaults, server-configurable). Either one is enough.
If your server does not run the nation system, that requirement is skipped and Gaia is learnable
without it.
Before anything else, Gaia checks where you are. This is the whole skill in one idea.
| Where you stand | Power |
|---|---|
| Your own nation’s claim | 160% |
| Unclaimed land | 60% |
| Another nation’s claim | 30% |
| Another nation’s claim, at war with them | 100% |
(Defaults, server-configurable.)
Only damage, reach and duration scale this way. What a mode costs you, and how long it takes
to come back, never change — so fighting on hostile ground is not cheaper, just weaker.
The war exception matters: a declared war restores your full strength inside that enemy’s territory.
Gaia is a defensive skill by default and a siege skill during a war.
If you have no nation, or the land is unclaimed, you get the middle tier. Gaia always works.
Cycle modes the normal Tensura way, then press to use.
A widening cone of crystal spikes erupts from the ground ahead of you, damaging and launching
whatever they catch.
Cast over water, a cliff edge, or anywhere the spikes cannot find earth to rise from, and nothing
happens — and nothing is spent.
Spikes and Stone Grasp both pass over members of your own nation by default (servers can turn
this off), so you can fight in the middle of your own people without launching them.
Stone closes around a single target within 32 blocks and holds it in place for 5 seconds,
with spikes ringing its feet.
The target cannot move, but it can still turn, attack and use its own skills. This binds the
legs, not the will.
Raises or lowers a 3×3 patch of terrain by one layer where you are looking. Sneak to lower
instead of raise.
Unlike the spikes, this change is permanent — this is the terraforming mode.
Draws ore out of the bare stone already beneath you — mostly iron and copper, occasionally gold,
rarely anything better.
This is a trade, not a gift:
Rich, well-fed ground gives ore. Exhausted ground gives nothing until it recovers.
Moves magicule between you and the ground, and this is where Gaia’s long game lives.
Seeding (press normally) pours up to 2,000 of your magicule into the chunk you are standing
on. On your own claim it does more than fill it — it permanently deepens the land, raising how
much magicule that ground can ever hold by 250 each time.
That deepening stays. Seed the same fields long enough and your nation stands on measurably richer
earth than anyone else’s, which feeds everything else the
magicule world does — better ore conversion, faster crystal growth, and
stronger regeneration for anyone standing there.
Off your own claim, seeding just tops the ground up and is forgotten. Nothing takes root near world
spawn, which is deliberately kept neutral.
Stripping (sneak) tears 250 of that depth back out and gives you what the land can no longer
hold. It works on anyone’s ground, including a rival nation’s carefully tended fields — but it
costs 20% of your maximum magicule every time. You will almost always finish poorer than you
started. Ruining what someone else built is meant to hurt.
A toggle, separate from the modes.
While you stand on your own nation’s claim, you and every nation member within 12 blocks gain
Resistance II.
Step off your land and the shield goes dormant — but it keeps draining magicule anyway, at
1,000 per tick. Leaving it on is a decision, not something to forget about. It switches itself
off with a warning the moment you cannot pay.
A passive, always active while you have the skill.
You take no fall damage, from any height, ever.