Gamers Are Fierce-Chapter 810 - 808: List
Sure, here is the translated text:
```html
Li Ang's battle with Ju Que did not create much of a stir, as the scene did not interact with the real world.
The attention of the contestants and spectators outside the venue still mainly focused on some well-known players.
Previously, there were some names hidden on the personal prowess ranking, but as the Sky Fighting Arena and the Realms Corridor stages progressed,
the Watcher's Society and other third-party institutions deduced and supplemented based on player performance, wins, and losses,
finally concluding a list of the top fifty names on the personal prowess ranking.
The top two positions remained unchanged, Michael at the top, followed closely by Lose Control.
In third place was Cold Waterstone from the Special Affairs Bureau, whose identity is mysterious, appearance unknown, and weapon of choice is a long green jade stone resembling a combination of a long knife and a hockey stick.
Fourth place was Hoenhem from the Bell Tower, a tall middle-aged man in a trench coat from Great Britain London, who was once a history professor at Cambridge (occasionally still seen at the school), and last year held an academic lecture at Yin City University.
The power system is Alchemy.
The history of the Bell Tower, this secret society, can be traced back to the era of King Arthur in Britain under the Mage Merlin, who established the basic structure of the Bell Tower, setting the mission and purpose — concealment, management, development, and inheritance of magic.
The Kill game is the source of all transcendent powers in the Mortal Realm, like a towering tree bearing countless fruits that fall to the ground forming a dense forest.
Most players who enter the Kill game to gain transcendent powers (players are referred differently at different times and regions) will, out of curiosity and survival instinct, actively research and analyze transcendent powers.
Those with mediocre aptitude merely use the power, knowing the effects but not the reason,
only a few with exceptional talents can discern the essence of the power, decode its mysteries, and pass on transcendent power as a type of knowledge and skill that ordinary people can learn and mimic — this is the inheritance of power.
At the start of the Kill game, these players appear as demigods in the mortal realm, and when the game falls silent, their knowledge is inherited by later generations.
Druids, Shamans, Witch Doctors, Wizards, Alchemists, Necromancers... all follow this pattern.
(Similarly, there is a concept of transcendent elements "leaking," where transcendent elements lost in the previous Kill game may ferment naturally in the real world, forming abnormal phenomena detached from human civilization, like werewolves, vampires, fairies, etc.)
Merlin himself was likely a player who advocated for hiding, managing, developing, and inheriting magic,
namely, establishing defense teams, transcendent beings looking out for each other and protecting one another;
restricting players, drawing lines between transcendent power and the mortal realm, preventing the leakage of transcendent elements to avert chaos;
sharing views and perspectives on mysticism among transcendent beings, writing books, summarizing achievements;
recruiting gifted ordinary people to impart knowledge so that when the Kill game falls silent, someone can continue to pass on the power system;
overall, quite similar to the collection, control, protection, research, and development objectives of the Heterodox Academy.
Unlike the Heterodox Academy, the Bell Tower has never experienced a strict sense of interrupted inheritance,
resulting from both Great Britain's leap into an empire where the sun never sets due to new route exploration and the Industrial Revolution,
and the Bell Tower's unique power system — they have a concept of bloodline inheritance, with some mage families intermarrying among themselves, rarely marrying outsiders to ensure transcendent power does not extinguish due to long periods of game silence.
Despite various efforts, the overall power of the Bell Tower continues to shrink and wither, facing modern man-made weaponry without any advantage, while burdened by various post-effects of close kin marriages.
The predicament is only somewhat better than the small numbers like the Heterodox Academy.
The holding of the current Kill game is a breather for these secret societies scattered around the world, allowing those with well-preserved past records to recover strength more quickly.
Hoenhem was part of the Bell Tower before, his teacher was the Vice President of the Clock Tower Mage Association, who wrote many papers —
these elder Bell Tower leaders struggled in the past due to the lack of Spiritual Energy, unable to make bricks without straw, only able to research ancient tomes and develop mysticism through subjective speculation and imagination,
and they were not chosen in the first round of player selection after the reopening of the Kill game due to their frail and elderly bodies.
Despite their rich theoretical knowledge of mysticism, they are not as strong on the prowess level as younger players like Hoenhem who became players immediately — the same situation exists in the Heterodox Academy.
However, with the advent of various potions in the Kill game, they estimate to be able to recover physically and catch up.
The fifth place on the personal prowess ranking remains the president of the Devil Scientist Alliance guild, Side Truth.
Previous combat recordings show Side Truth appearing in a humanoid form draped in a yellow long garment, face obscured by the shadow of a hood.
His combat style primarily relies on Psychic Ability — a power system originating from mental strength, watching combat recordings alone cannot fully appreciate the intensity of the battles,
so it is difficult to evaluate how much power Side Truth actually showed in the first and second stages.
6, Heterodox Academy's Su Ni Sheng, no photo, no video, presumably a hidden secret weapon of the Heterodox Academy.
7, Bell Tower's Selcius, characterized as a short-haired, cold young man, particularly skilled in the energy molding spell.
8, Prometheus Laboratory Company's Abel
9, Special Affairs Bureau's Zhongli Mieming
10, Federal Bureau of Investigation's Supernatural Accident Place's David
11, Court Uriel
12, Gen-Sys Biotech Company's Ares
13, Prometheus Laboratory Company's Cain
14, Witch Alliance's Diræ
15, Syndicate's Tai Hao
16, Court Saint
17, European Heavy Industry Group's Dawn
18, Gru Super Psychology Department's Baraleika
19, European Heavy Industry Group's Breeding Homomorph
20, Royal National Church Knight Group's Lake Light
21, Japan Islands Supernatural Affairs Investigation Bureau's Life-Killing Hospital
22, Devil Scientist Alliance's Death Soul
23, Beast of Thousand Throats' Parasitic Mistletoe 𝒻𝑟𝘦𝘦𝘸ℯ𝒷𝑛𝘰𝓋ℯ𝘭.𝘤𝘰𝘮
24, Sword King Court's Zhan Lu
25, Global Occult Coalition's Arlina
26, Special Affairs Bureau's Wang Buliuxing
27, Lone Wolf, unknown.
28, Gru Super Psychology Department's Torch
29, Federal Bureau of Investigation's Supernatural Accident Place's AIM
30, Syndicate's Amber
31, Devil Scientist Alliance's Tian Jinghutu
32, Syndicate's Raging Fire
33, Global Occult Coalition's Nebula
34, Beast of Thousand Throats' Eye Devil
35, Devil Scientist Alliance's Sleep Demon
36, Monster Alliance's Trapped Animal King
37, Mechanism's Ju Zi
38, Datura's Arakawa
39, Japan Islands Supernatural Affairs Investigation Bureau's Blue Lantern
40, Gru Super Psychology Department's Bai Yang
41, Bell Tower's Otherworldly Soul
42, European Heavy Industry Group's Dahan
43, Witch Alliance's Cinderella
44, European Heavy Industry Group's Feather Snake
45, Lone Wolf, unknown — suspected to be Paranoia, who defected from the Higan Organization
46, Court's Holy Descent
47, European Heavy Industry Group's Mother Tree
48, Lone Wolf, unknown — Li Ang.
49, Lone Wolf, unknown.
50, European Heavy Industry Group's Ant King







