From what he remembered from his inherited memories, in the entire multi-year history of the game, not one expedition had succeeded or found anything remotely worth something. Oh, they found plenty of monster nests and fractures, even some other pocket dimensions, but due to the nature of the location and the types of monsters, it was not worth setting up any kind of base to exploit anything they found. Usually, those explorers ran the fractures a few times (if able) gathered what loot they could – went for a few more rounds if they found something interesting – and then hightailed back to the surface.
And these were the success stories.
Most expeditions usually were drowned in endless monster floods, annihilated by some kind of unknown calamity that they crossed paths with during its wanderings, or were killed by other explorers.
Ironically, the best outcome one could achieve under Sunspot was from hunting explorers and looting their corpses and caravans.
This was because underground, thanks to things neither Sam nor his alternate future self, understood, teleporting or any other movement through space with magic – unless you were willing to sacrifice a lot of souls – was impossible. If you wanted to get deep, you needed to walk.
They tried setting up one of the portals that were used for travel between cities, but the only things that came out of the portal after it was activated had to be burned then buried and never talked about.
However, he changed things. A lot of things. Thus, the game also changed.
Was there a chance that this expedition – or any other in the future – could find something valuable and important? Yes, there was.
The question was, how he could make use of it? Because it was a hundred percent sure that a bunch of people, both solo and guild players, would gather to explore the depths and hopefully strike it rich, but he also knew that the Blood Brothers would also make use of this opportunity.
Either by striking covertly, slowly picking off people one by one while reenacting horror stories or simply ambushing the expedition with their powerful blood magic that not many people had defense against.
‘I mean, the first idea is clearly superior…’ Sam mused to himself as he rode toward Sunspot on Lucky’s back, the settlement of Groundwater, filled with happy and thankful people, blending into the scenery behind him.
After his conversation with the old hunter, he simply went around looking for any NPC that would give him more information, but they either wanted to give him a drink, show him a good time, or go out for a hunt.
Thus, he said his goodbye and, with a little piece of carved wood, shaped like the head of a wildebeest, given to him by Garen, he left the small town. Garen gave it to him for saving his and everyone’s life.
It wouldn’t give him anything but simply prove to Garen’s son that he knew his father. It would be enough for Sam to get his leg inside the door.
[The quest, ‘Call to action!’ is completed!]
[You defeated the ravenous horde and have been rewarded with booze, kindness, and a nice carving.]
Then there was the letter he was supposed to deliver for his Master.
Sam sighed and leaned forward, urging Lucky to go faster.
The best part about the fight against the stampede, insofar as it can be called a fight, was that one of his skills finally evolved.
[Mana Flux is now Level 10!]
[You managed to weave seamlessly together three different types of mana natures and achieved a breakthrough!]
[You have learned Mana Weaving!]
[Mana Weaving: Level 0 (0%) (Passive) You weave mana and skills together like an experienced seamstress, increasing their power, effectiveness, and properties. Grants a flat 10% True Damage, Damage Increase, and Cooldown Decrease to your skills that use mana. Grants an additional 1% Damage Increase, Cooldown Decrease, and Casting Speed Increase per skill level. When weaving together two or more skills, spells, or mana natures you gain 0,25% True Damage and 0,1% Damage Increase per skill level. Increased effectiveness of magical shielding piercing. Decreases the negative effects when weaving together opposite elements.]
Sam couldn’t help but smile. Mana Weaving was one of those skills, like Mana Scales or his Perfect Mana Core skill, that had no level limit – though after a while it had diminishing returns – and as people called it in the future: a completed skill. It could be modified with sub-skills or merged together with other skills but it worked on its own and needed only time to make it insanely powerful.
‘Three completed skills…I’m on a roll!’ he chuckled to himself.
If the same people who looked down on the other Sam could see him now… Three completed skills and he was barely over Level 100! Most guilds sometimes spent years and an insane amount of money, resources, and man-hours to figure out the ins and outs of the skill system and craft the ‘perfect’ completed skills.
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Sam’s goal was to eventually have all of his skills evolve and merge into completed skills. Less hassle and more power for him. Plus, it would be a final fuck you to the people who cast his alternate future self down. Living life well was a good revenge, but having superior skills in a game was an even better revenge.
‘Man…my life is weird…’
Arriving at Sunspot was met with no fanfare, monster attacks, or ambush by ambitious bandits. He simply found a small cliff that overlooked one of the main roads leading to the city, bustling with caravans, countless different mounts, and people walking, driving, and riding to and fro.
Not wanting to be recognized, he brought up his hood, dismissed Lucky back to his shadow, and brought out his Chameleon mask. He turned into an unremarkable person with a scar across his face. He wasn't a woman with a rack to distract people with, so he might as well use a scar to distract people from other things. If the only thing they remember him by was the scar, he would be able to vanish much more successfully, if needed.
The road and the surroundings were looking rather peaceful. He spotted several impromptu camps that turned into small markets as people took breaks and tried to sell their wares (mostly to avoid the taxes in Sunspot) while they rested.
However, Sam knew despite the tranquil look the area showcased, it was anything but that. Sunspot was the biggest city in the area, yet it wasn’t part of any kingdom. Naturally, they had city guards and a standing army, the Sun Warriors, who patrolled the city and around it while they also collected taxes from the settlements in their area of influence, but there was no unifying government. There were no laws encoded into books. The city and the area had ‘rules’. And if you had the power, those rules didn’t mean much.
Thankfully, for now, the NPCs ruling the city were much stronger than any of the guilds calling it their home, probably a precaution by the game developers to prevent an easy takeover by players. Sam thought that he could probably go toe to toe with one of the Sun Warriors, but would lose if he had to face a captain or any of the other officials.
The bigger problem were the players. As there wasn’t any law in the land, most player killers and people who had been banished or dismissed from other countries gathered here. It wasn’t like the city became a den of sin with bloody murder on every street corner, but nobody cared if you got shanked going down the wrong alley, got cheated out of your money, had your money and product stolen, or anything else.
If you wanted justice, you got yourself justice.
Or pay one of the millions of mercenaries calling the city of Sunspot their home to get justice on their behalf.
Then get betrayed by those same mercenaries after you pay them.
Basically, anything goes as long as you keep a few basic rules in mind.
No harming children. Touch even one and the entire city would band together to hunt you down.
Don’t touch the rulers’ stuff. Harming the businesses or properties (be they physical or living) would get you hunted down by the Sun Warriors with extreme prejudice.
If the area ruled over by Sunspot is attacked, then put aside your differences and help defend it. Then go loot the enemy and bring back something shiny.
And the most important one: leave the merchants alone. They generated most of the tax and the rulers of the city liked money.
And now Sam was heading toward this hive of villainy and scum…
Walking through the crowd, dodging opportunistic pickpockets, hobby murderers, and very pushy merchants, it took Sam almost an hour to get to the city walls. Then another half an hour to get through the gate after giving the guard an ‘entrance fee’.
Looking around, the inside of the city didn’t look different compared to all the other cities he saw during his time playing Magic Unbound. Granted, the architecture was different, people dressed differently and the art was much more colorful than back in the Emerald Kingdom. But aside from that, the city was a simple city, full of people living their lives; trading, crafting, eating, drinking, and laughing.
Admittedly, in most other cities, the number of pickpockets was much lower. And this time it wasn’t just NPCs that were thieves but actual players who tried to pickpocket him. On lower levels, pick-pocketing skills only targeted the physical pockets, but on higher levels, it would be possible to steal from the inventory of a target.
And what better place to level up these skills than in a city where nobody cared as long as you avoided a few specific people?
After the third hand he had to slap away in as many minutes, he simply summoned up a small layer of wind around himself, preventing anyone from touching him. Then after a little thought, he infused a little clean mana into the spell as the city wasn’t exactly the cleanest.
A few minutes of navigating the labyrinthian streets full of distractions, great smells, a few bar fights, and even more thieves, he arrived at something most people would charitably call a main square.
There was a giant statue representing the sun god to the side, surrounded by open bar counters where provocatively dressed women sold drinks while advertising the services of their ‘taverns’. A number of stalls dotted the area selling all sorts of things while Sam spotted at least three different shell games going on in different dark corners and he could hear two bards singing wholly different songs, adding to the cacophony of the square.
For a moment he stood there, immersing himself in the feeling and trying to make sense of the chaos happening in front of him before grinning.
Taking a deep breath, smelling the smell of alcohol, and food mixed with the sweat coming off the crowd he couldn’t help but smile.
‘Time for a little…excitement… But first… How to find Garen’s son…’ he mused, looking around, trying to spot a hint or clue that would lead him to his target. All old Garen could tell him that his son was working in a tavern near the main square of the city.
Sadly, just from where he was standing, he could see five different taverns.
Before he could think more about it, there was a crash, and he saw a body flying out one of the windows, crash-landing on a ramshackle stall selling souvenirs, destroying it. Which in turn earned the flying person the wrath of the stall owner who immediately began to yell and beat on poor guy.
However, it seems the guy wriggling on the ground, trying to avoid anger-fueled hits, had some friends who immediately rose to their friend’s defense.
“Well, destiny is giving me a big hint… let’s go before the fight reaches me…” he murmured under his breath and began heading toward the tavern that seemed to be favoring defenestration instead of doors.
Looking up at the sign, he read it.
Blind Meerkat
Sam shrugged and pushed the door open. He had heard stupider and meerkats were a staple of the savanna.
Inside, he was greeted by a bustling tavern as if the previous rapid exit via the window never happened. He could see several people coming up from some stairs carrying a replacement window.
Sam grinned.
“I like this place!” he spoke delightfully.
Then a bottle smashed next to his head on the wall.
Owed bonus chapters: Three (3)
Titles:
[Apprentice: You are an apprentice learning under a master. Increased experience point gain in the key skill of the apprenticeship.]
Magical Items:
[Ring of Minor Health Regeneration: A small ring, made from subpar materials, with a low-quality magical gem. As long as the gem holds mana, it aids with health regeneration. Can hold 100 Mana Points, and regenerates 10 Health Points for every point of mana consumed. Current Mana: 100/100.]
[High-quality Troll Leather Armor: Created by a journeyman crafter employed by your own company. They worked extra hard to make sure to return your goodwill. Excellent quality, given the materials and the crafter. Enchanted to decrease the sound it makes during movement, as well as has increased durability. Thanks to the substance it was impregnated with the troll leather it lacks its customary weakness to fire.]
*Not actually bottomless.]
[Ring of the Shadow Fang: Made from shadow metal and accented with white moon-silver, this ring allows the wearer to summon a dagger made from shadow. The strength of the dagger depends on the wearer’s shadow mana control. The distance the dagger can move from the wearer depends on the mana control of the individual.]
Quests:
Active quests:
[Just walk in there!]
[Prove yourself!]
[Peaceful land, peaceful mind]
[Deli-Very!]
Finished quests:
[Monster Parade!]
[Topping the tree!]
[Reap what you sow!]
[Seaside opportunity]
[Another seaside opportunity]
[The booty of mystery!]
[Demonic demonstration!]
[The Test of the Survivor!]
[To the city you go!]
[Eternal Vigilance!]
[Returning Champion]
[Volatile Valley]
[Ride forward to be not killed in nasty ways!]
[Location, location, location!]
[Call to action!]
Skills:
Mana Skills:
[Mana Body: Level 7/100 (21%) (Passive) Your mana permeates your body, enhancing and improving it. The better your control of your mana is, and the more mana you have, the bigger the effect is. For every 100 Mana Points, it grants you 1 Base Health gain. For every skill level, it increases the Health Regeneration by 0,1.]
[Mana Shield: Level 99 (99%) Using mana, you can form a simple shell around yourself, which decreases the damage you take. Damage decrease depends on the amount of mana invested. For every unit of Mana invested in the spell, the shield will protect you from 9,9 (physical) damage.]
[A/N: Currently: WIS: 55 / MAG: 50 = 1,1 --> +2,1 Mana Regeneration per skill level]
[Mana Flux: Level 10/10 (MAX%) (Passive) The resonance between your skills is enough that if you cast more than one spell or use more than one skill at the same time, then they may induce each other. This induction allows your mana to gain a unique property. This property allows your spells to slip through magical shielding. Effectiveness depends on the strength differences between you and the target. Your spells gain 1% True Damage per skill level.
[A/N: Currently: WIS: 55 / MAG: 50 = 1,1 --> +3,1 Mana Regeneration per skill level]
Neutral Mage skills:
[Mana Unraveling: Level 14/25 (19%) (Active) You can spot even the smallest imperfection in the weave of the mana. If your control is better than the one who wove the spell, then you can attack those imperfections and unravel the spell or magic in front of you.]
[Spell Matrix: Level 40/100 (4%) (Passive) You mastered layering spells as very few have before. You can layer ( or connect any other way) together as many spells as you can. The cost of this action is increased by 5% (cumulative) for every two layers or spells.]
[Solid Spell Foundation: Level 5/5 (MAX%) (Passive) Your foundation is solid and unshakeable. The stability of layered spells is increased.]
[Mana Construct: Level 84/100 (22%) (Active/Passive) You can create mana constructs over your weapons. These constructs cannot be separated from your weapon. You have total control over their shape and size. For every level in the skill, the mana cost is decreased by 1% and the damage inflicted by the skill is increased by 1%]
[Simplicity: Level 5/5 (MAX%) (Passive) The simpler your creations, the less mana it costs.]
[Infusion: Level 5/5 (MAX%) (Passive) Infusing different mana types into your mana constructs becomes easier.]
[Complexity: Level 1/5 (11%) (Passive) The complexity of your creations doesn’t detract from it. Usually, mana cost would rise when the complexity of your creation increases. For every level of this skill this increase in mana cost becomes less and less.]
Elemental Mage Skills:
Wind Mage skills:
[Wind Blade III: Level 9/10 (99%) (Active) A spell that allows you to launch a blade of wind. The cutting power and speed of the blade are increased. You have greater control over its movement after creation. Allows you to slightly control its path after launching the wind blade.]
[Wind Blade Storm: Level 6/10 (7%) (Active) A spell that unleashes a storm of wind blades around you. The damage of the released Wind Blades depends on the Wind Blade spell and your mastery over it.]
[Wind Bullet III: Level 9/10 (99%) A spell that allows you to launch a bullet made of concentrated wind. You have excellent control over the projectile’s speed, size, and path.]
[Wind Explosion: Level 3/10 (21%) A spell that allows you to create a singular bullet of wind mana, and then fire it, which will, upon impact, detonate. The strength of the detonation depends on the amount of wind mana channeled into the bullet and your mastery over the Wind Bullet spell!]
[Wind Movement: 39/100 (19%) (Active) You can use your mastery over wind to move in any direction you wish. Your movement speed is increased significantly. This speed boost is increased by 1% for each skill level.]
[Wind Edge III: Level 9/10 (99%) (Passive) A spell that allows you to enhance the edge of any bladed weapon you wield with the wind. Thanks to the spell, the speed of your strikes will greatly increase. The power and reach of the blade will be greatly increased further.]
[Wind Affinity: Level 61/100 (17%) (Passive) You have a good affinity for the wind. Beings born of the wind will be more favorable to you. The cost of the Wind-type spells and skills is reduced and their power is increased by 0,5% for each skill level.]
- Wind Flurry
- Wind Bullet Barrage
- Healing Wind
- Wind Jump
- Wind Drill
- Wind Blade I-III
- Wind Blade Storm
- Wind Bullet I-III
- Wind Explosion
- Wind Movement
- Wind Edge I-III!
Utility skills:
Companion skills:
Shadow skills:
(Shadow Cloak triggers this benefit.)]
[Shadow Affinity: Level 30/100 (14%) (Passive) You have a good affinity with the shadows. Beings born of the shadows will be more favorable to you. The cost of the Shadow-type spells and skills is reduced and their power is increased by 0,5% for each skill level.]
Physical skills:
[Basic Armor Mastery: Level 91/100 (6%) (Passive) You learned the basics of wearing armor. Decreases the Stamina consumption slightly while wearing any kind of armor.]
[Clean Armor: Level MAX (MAX%) (Passive) Your mana got used to a certain spell, so the waste mana radiating from you will, over time, permeate and clean your armor.]
[Resistant Armor: Level 5/5 (MAX%) (Passive) Thanks to your practice, you can fully utilize everything that your armor provides, granting you increased resistance against the environment. Grants 2% increased environmental resistance per skill level. Environmental resistance protects against environmental effects only.]
[Durable Armor: Level 0/5 (0%) (Passive) You learned how to roll with the punches. This includes knowing when your armor can take a hit and when it can’t. Increased durability for any armor you wear from incoming damage from non-environmental sources.]
[Epic Breathing Technique: Level 9/10 (99%) (Passive) You breathe, and the world breathes with you. You move along your own rhythm. Decreases stamina consumption even more during any activity and further increases stamina regeneration when not in a fight. Gain +2 Stamina Regeneration for every skill level.]
[Tranquil Heart: Level 11/100 (54%) (Passive) Your heart beats to the same rhythm as your body. It’s efficient and harmonious. You have an even easier time resisting mind-altering effects and a portion of of those effects are reflected back to the source. The portion is 1% per skill level. You also radiate an aura of tranquility that confers the resistance portion of the skill to your allies near you.]
[Flow: Level 77/100 (9%) (Passive) Thanks to being a natural sensor, you can read the flow of the mana. Increases your stability and the bonuses any movement or martial art skill provides by 1% per level in the skill.]
[Focused Flow: Level 5/5 (MAX%) (Passive) When focusing on any enemy beyond what is normal, your ability to read their flow becomes clearer and more precise.]
[Controlled Flow: Level 5/5 (MAX%) (Passive) Your read of the flow is more controlled, allowing you to see the flow much better. Increases the flow visibility by 20% for every skill level.]
[Immersed Flow: Level 0/5 (0%) (Passive) When you start reading the flow a counter starts. After every ten seconds, the effect of the Flow skill increases by 1% for each skill level. Maximum 600 seconds.]
Parry: Level 24/100 (13%) (Passive) Decreases the stamina consumption of defensive weapon movements. It allows you to more efficiently and accurately parry incoming attacks. Decreases the damage of the blocked attack by 0,5% for each skill level at the moment of blocking.]
[Cleansed Body: Level MAX (MAX%) (Passive) Your body has been cleansed of impurities, giving you a more charming aura. NPCs and players will treat you slightly differently depending on their tastes. Gives a flat increase of +3 to STR, AGI, END. You can upgrade this skill by further cleansing your body.]
Resistance skills:
General skills:
[Dwarven Language: Level 5/10 (1%) (Passive) You managed to learn the basics of the Dwarven language.]
[Elven Language: Level 7/10 (8%) (Passive) You managed to learn the basics of the Elven language.]
[Dark Elven Language: Level 5/10 (1%) (Passive) You managed to learn the basics of the Dark Elven language.]
[Sarkan Language: Level 3/10 (42%) (Passive) You managed to learn the basics of the Sarkan language.]
Crafting skills:
Pet skills:
[Strong Jaw: Level Max (Passive) The jaw of the wolf is strengthened.]
[Lucky Aura: Level Max (Passive) Those who are in the same party as the wolf receive a buff to their luck. It depends on their luck how big the increase is.]
[Animalistic Mana Control: Level Max (Passive) The wolf controls the mana inside him based on animalistic instinct.]
[Animalistic Shadow Control: Level Max (Passive) The wolf controls the shadows around him just as easily as it breathes.]
[Shadow Spirit Body: Level Max (Passive) The body of the wolf is part shadows and part spirit, which makes it much more malleable.]
[Shadow Strike: Level Max (Active/Passive) All attacks started from the shadows receive bonus damage, and the wolf can clad itself in shadows, making its entire body into a weapon, while striking at an enemy increasing its range of attack.]
[Shadow Jump: Level 20/20 (MAX%) (Active) The wolf gains the capability to dive into your shadow and emerge from a different shadow. Range: 200 meters. Cooldown: 30 seconds.]
[Shadow Dash: Level 20/20 (MAX%) (Active/Passive) Wherever the wolf steps, he can leave small pools of shadows that the wolf can use to jump into. When diving into the shadows, the wolf can travel at an even greater distance with his speed increased by 2% for each skill level.]
[Shadow Claws: Level 20/20 (MAX%) (Active/Passive) Your companion’s claws are infused with the shadows. There is a low chance to leave behind shadow mana with each attack of their claws. Alternatively, they can actively increase this infusion of shadow mana and strike at their enemies with giant shadow claws.]
[Shadow Bite: Level 20/20 (MAX%) (Active) Your companion enhances their bite with shadow mana, increasing the area and strength of the bite.]
[Shadow Steed: Level 21/50 (3%) (Passive) Your companion has learned how to run while being ridden. Stamina consumption is decreased when being ridden and can carry bigger loads.]
[Shadow Bleed: Level 41/50 (8%) (Passive) Your companion’s claw has been enhanced by a chaotic shadow field which rends the area where the claws strike, causing extra bleeding.]
[Weakening Strike: Level 15/50 (21%) (Passive) Every strike of your companion's claw weakens the enemy's armor. The maximum stack of the effects is 3+1 per 5 skill level.]
[Shadow Heal: Level 21/50 (37%) (Active) Your companion can absorb the shadows hiding them to heal itself.]
[Runic Weapon: Level Max (Passive) The wolf’s claws and teeth are clad in runes that grant him a certain amount of ability to pierce through the impenetrable. Grants a 13% chance to do True Damage with the claws and teeth.]
[Runic Strike: Level 20/20 (Active) Lucky gains the ability to channel mana into the runes of his claws and teeth to enhance the damage theydo. The damage type depends on the type of mana he channels into it. Current natures are available to use: no attribute, shadow, or spirit.]

