Reincarnation of the Strongest Sword God - Side Stories
Chaotic Sword God
Apocalypse Gacha
Necromancer: I Am A Disaster
Martial Cultivator
Aspiring to the Immortal Path
Nightmare Assault
Loser System and Berserker Me
The Hero Turned Into A Potato And The World Fell To Ruin
I, The Dragon Overlord
There's Absolutely No Problem With The Magic Cards I Made!
Horror Game Designer
Martial Cultivator
Chapter 598: Since You Have to Choose Someone, Choosing Me Works Fine Too
Chaotic Sword God
Chapter 3818: Mystifying Kindness
Horror Game Designer
Chapter 302: Gaze
Nightmare Assault
Chapter 224: Arrogance
Apocalypse Gacha
Chapter 1133- Job Clash
Aspiring to the Immortal Path
Chapter 927: Instant Kill
Apocalypse Gacha
Chapter 1132- Slave race
The Demon King is Too Unfathomable!
Chapter 25: The Demonoids Living in the Human World
Martial Cultivator
Chapter 597: Your Majesty, Please Abdicate
Chaotic Sword God
Chapter 3817: The Illusionary Ancestor
Horror Game Designer
Chapter 301: What is in His Body
Nightmare Assault
Chapter 223: Lose to Me
Apocalypse Gacha
Chapter 1131- Changing order
Aspiring to the Immortal Path
Chapter 926: Jadefication
Aspiring to the Immortal Path
Chapter 925: Pill Master
Apocalypse Gacha
Chapter 1130.5- Cloud Peak delicacies (2)
Martial Cultivator
Chapter 596: Uncle and Nephew (8)
Chaotic Sword God
Chapter 3816: The Master of Profound Secrets
The fourth and final method for Players to earn experience was by winning "Games".
These were not mere video games with no real consequences, but highly risky challenges similar to raid dungeons, where the price of failure was death. A small number of these death games were based on games that had been developed over the course of human history, but more often than not, the rules and objectives of each game were unknown and unpredictable.
"Games" also appeared at random times and locations, and entry limits were imposed on the Players, depending on the difficulty of the game, to prevent abuse. For example, some games could only be attempted once a week.
The one constant was that every time a Game appeared, the major organizations would send teams out to crack them, because Games represented a highly valuable strategic resource.
Each Game possessed a property called Extraction. Each successful attempt raised the Extraction of a Game, and when it reached 100%, the top Player to complete the Game for the final time would receive control over it.
Games that had been fully Extracted could still be attempted by other players for the rewards, and since the process of Extraction meant that some Players would have learned the ins and outs of the Game, the knowledge could be passed on, minimizing the risk to new Players attempting them for the first time. As for the rewards, clearing a Game not only rewarded Players with experience points, but also a chance of acquiring equipment.
Thus, Games yielded far-reaching benefits for the organizations that owned them, and were a key incentive used to recruit new Players into their ranks. However, Games were incredibly rare, even more so than neutral creeps, but with their vast resources, each major organization had managed to claim ownership over one or two games.
The Concerning Department, for example, owned several Games of different "sizes"—one large, two mid-sized, and one small—reflecting their scope and complexity. The large one even offered a small chance for Players to earn
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*Referring to wolfsbane. Also known as queen of poisons, the plant contains substantial amounts of a potent neurotoxin and cardiotoxin. Mild to severe toxicity may be experienced from skin contact alone. The main causes of death include paralysis of the heart or respiratory center.
**Such as Bane from the Batman comics. Possessing a mix of brute strength and exceptional intelligence, Bane is often credited as the only villain to have "broken the bat", defeating him both physically and mentally.
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