Chaotic Sword God
Apocalypse Gacha
Necromancer: I Am A Disaster
Martial Cultivator
Aspiring to the Immortal Path
Reincarnation of the Strongest Sword God - Side Stories
Nightmare Assault
I, The Dragon Overlord
Loser System and Berserker Me
Horror Game Designer
There's Absolutely No Problem With The Magic Cards I Made!
Swear Fealty To Me, My Subjects!
Martial Cultivator
Chapter 620: The Young Man in the Monastery
Chaotic Sword God
Chapter 3828: Investigation
Horror Game Designer
Chapter 323: How Many Things Live Inside His Heart?
Nightmare Assault
Chapter 245: Present
Apocalypse Gacha
Chapter 1171- Three abilties
Aspiring to the Immortal Path
Chapter 944: Resisting the Mandate of Heaven (2)
Apocalypse Gacha
Chapter 1170- King pearls
Snow-Kissed Rose (GL)
Chapter 16
The Demon King is Too Unfathomable!
Chapter 32: The First Trade
Martial Cultivator
Chapter 619: Old Monk in the Monastery
Chaotic Sword God
Chapter 3827: Discarded
Nightmare Assault
Chapter 244: Fear
Horror Game Designer
Chapter 322: Five Seconds
Apocalypse Gacha
Chapter 1169- See you downstairs
Aspiring to the Immortal Path
Chapter 942: The Fate-Burning Candle
Aspiring to the Immortal Path
Chapter 943: Resisting the Mandate of Heaven (1)
Apocalypse Gacha
Chapter 1168- Level exceeding activation
Snow-Kissed Rose (GL)
Chapter 15
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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