Novels2Search
In a Dungeon World
Chapter 1.2 (old)

Chapter 1.2 (old)

The Tutorial loaded up in what looked to be the foyer of a ruined castle. My avatar was standing in the middle of this circular chamber in what looked to be a faded blood seal on the ground. I quickly got my bearings and used [Scan] to look for anything out of the ordinary. What came on my screen was various nothings save for the large floating crystal that was named: Blue Save. It seemed to be the only object in this spawn point that had any data value.

Interacting with it, I got a Tutorial message of how the game used these Blue Save crystals as save points. They were generally found in dungeons to save a player's progress before venturing in. The common 'Save' trope. However with my [Phoenix Heart] feature, I could restart on my own so I would not have to rely on these crystals as a backup. Just in case though, I activate it - the crystal shining blue - and created a save point.

Next I scrolled and scrutinized every inch of my online interface. From my [Character Panel] which showed me wearing my starter gear of Novice Robe, Trainee Legs, and Apprentice Boots. Each was a white item barely above the 'Trash' quality. They had no stat values and just a low AC count. My weapon was a Curved Rod.

This item was 'Green' which was the likely marker for the lowest grade of magical gear in these RPG game worlds. This rod had no stat value but held a 5 Damage score. [Scan] did not give me any real insight to what this meant. Perhaps this 5 Damage is a literal +5 boost to any damages I did? I'll have to find an enemy mob to test this theory out.

My other equipment slots were empty: Head, Back, Hands, and three Accessories. Also next to my Main Hand was an empty Off-Hand slot. Rods in these RPGs were usually one-handers so I might be able to fill that slot with a 'Focus' item like an orb. Or replace the rod with a two-hander like a magic staff.

I then checked my Stats window on the [Character Panel]. Most of it was unchanged save for my Power subfactor having a green +5 bonus next to it. That must be from the weapon bonus. Also of particular note was that Wizard's Grace feature was already boosting my build, even at just lv.1 in reducing the mana cost of my spells by a flat marker. What's more is this Erudite feature will grow as the character gains levels, thus further improving on his spell efficiency rate with no added investment.

Next was opening my [Class Settings] tab. At the top was a Skill Point counter which read 0 in bold font. Below it were two Spellbook icons, one for Holy Magic and one for Arcane Magic. Each of these windows had only one spell unlocked: [Light Healing] for Holy and [Magic Arrow] for Arcane. I then put both spells on my character's empty skill bar.

Going back into the spellbook, I read the tooltip for my two starter spells. [Light Healing] is a weak heal but fast to cast being only 1.5 seconds. [Magic Arrow] is a 2 second cast that creates an arrow of mana to strike a target. Each spell will scale with the caster's level but something to note was each of these spells held its own ranks. [Light Healing] has three and [Magic Arrow] has ten. Each of these ranks costs multiple of Skill Points to unlock. It seems there was no level requirement for these ranks though, which is a good thing as the second and third rank of [Light Healing] will add a [Refresh] mechanic and a HoT effect called [Light Breeze] to its base heal. Seems the ranks in [Magic Arrow] adds to the amount of arrows it summons to create a multi-hitting spell.

Also each of these spellbooks was more of a skill tree in the shape of a web. At level 1, I could only see up to 5 levels in each skill tree but as I level up, I'm sure my character will be able to maximise a specific route in each school. My eye was already on two spells in particular.

I then checked my toon's [Item Box] which opened his inventory space. It was a 30-slot tab that only had a single item [Mini-Rations] stacked to 100. It was just normal recovery food. The interesting thing to note about this [Item Box] was - it is upgradeable. Within it, I could open up more inventory space or buy skills bound to it such as [Exchange] and [Repair Item]. It seems none of this is level dependent. I would just need enough of the game currency (Rupee) to open each option. It seems the [Item Box] can be expanded five times with four extra compartments being available. And the two skills in particular that seem the most useful is [Exchange] which will trash an item in my inventory for its appropriate Rupee value and [Repair Item] which will restore an item for an allocated Rupee amount. There was even a [Cash Shop] feature linked to this [Item Box] but its 10,000 Rupee value put it far off in my thoughts going forward.

I skipped over the last two icons. The [Game Menu] controlled the various settings in the game, even logouts and latency issues, but I did nothing to change these since this game already ran at a high base resolution. In fact, I was shocked to see this level of graphics in such an obscure VR. The one before it was some sort of [World] feature, but it was inactivate at this time.

The only other thing to note was the little mini-map on my screen's upper right corner, with most of it darkened out. It was likely a 'radar' of some sort, or maybe not. But satisified with all my prep, it was time to play the game.

I walked over to the shadowed archway that would take me from the starting foyer area to the next hallway and saw parts of my mini-map stretch out with some lighting. Nothing was there but more Tutorial text appeared. It was if it was telling a story.

The Tutorial first welcomed me to the RPG World before delving into the lore system itself. Apparently it all revolved around the concept of a Game of Gods - the dungeons themselves being remnants of a Lost Age made to be challenges to prove those worthy. But these isolated locations were not just a monster pool with a dungeon boss. Each dungeon was its own living world and thus had a story, or rather a Lore with each being a history of a time long passed. Guess that is what that locked tab is for as the game data was slightly highlighted and connected to the [World] tab, like a recording in journal format. So to truly conquer a dungeon and earn its God's Blessing, one would have to solve its mystery. Thus my first quest in this game starts now...

A very interesting premise, I thought. So the dungeons here were more than just monster lairs but points of interest. Like areas displaced in time and place. Nothing was showing up thus far on this 'Lore' so all I could do was venture deeper in. As I moved my character through the hallway, I had my first dungeon encounter.

It was a little imp - [Scan] showed him to be a lv.1 demon mob. The only resource bar it had was HP. Another Tutorial window opened up: Within dungeons are monsters. These creatures must be dealt with to further progress. However be warned, not all monsters may be what they seem.

Nothing else came up with this imp so I just casted [Magic Arrow] on it. The spell did more than half its HP as I drew its aggro. It charged my toon at a lumbering pace. The next [Magic Arrow] killed it. I gained 110 XP in one shot and was almost to the next level. A short walk down the hall to the next imp got me another 110 XP. My Adept Mage became lv.2. A quick window spawned showing my stats upped by 1, save for Luck which was still 10.

Already my experience combo paid dividends. I gained 1 Skill Point, with [Skill Gainer] giving me three more. I was almost a fourth of the way into lv.3 as well. I went into my Spellbooks but saw I could not unlock it any further until lv.5. However I could up my ranking in the Magic Arrow spell, it held nine extra ranks with each costing 2 Skill Points.

New text appeared on its tooltip to show [Magic Arrow] Rank 3/10. This made the starter spell a triple hitter. But I was back to zero Skill Points after the upgrade. The next few imps I encountered in the abandoned hallways died to a single spellcast. Every mob was still lv.1 but those next three kills got me lv.3 Adept Mage. I gained another Skill Point with another bonus three. This time I upgraded my [Light Healing]. Three points spent netted me its tooltip change to show [Light Healing] Rank 2/3 with a +Refresh to reduce any Fatigue status. I still had a remaining Skill Point to spend but decided on saving it for future use.

I steadily progressed through this dungeon. It seemed the only mob on this floor were the little imp demons and they came solo. Five more hallways were cleared and six more mobs were downed. I was but a hair from the fourth level when I reached the clear end of this first section. This hallway ended to another circular chamber that and held two lv.1 imps as the last mobs before the room's center. Killing both in under 10 seconds, this time I got to swing my rod in an auto-attack before my second [Magic Arrow] cast finished it off. I gained another 220 XP and leveled up, gaining 4 more Skill Points to raise my total to 5.

I spent those five points on the last rank of [Light Healing], giving the starter spell a HoT effect called [Light Breeze]. Scrolling through my Spellbook again, its tooltip changed to show the added effect and I could see more of my skill trees uncovered and was but a level away from obtaining new spells.

Funny, I still haven't had any need to cast that heal yet, although that might change here. In this last room was a lv.3 Taskmaster, [Scan] showing it to be a demon with both a HP and MP bar. It was clear this was going to be a mini-boss of some kind. It standing there in the middle of the room completely unguarded was the key indicator.

Sure enough, when I used [Magic Arrow] from its max range distance, the Taskmaster auto-summoned 3 of those lv.1 imps as they all charged me. Then the game time basically stopped as the Tutorial opened a window to state this was a 'Trap' encounter.

"Well, duh!" I said this aloud, closing the window and allowing the game to continue. The Taskmaster died in another [Magic Arrow] cast, but the three imps were already on me taking swipes. This time I casted [Light Healing] which not only restored all the damages they currently did to my HP bar but the [Light Breeze] effect was high enough to negate any other damages the trio of mobs did.

Nice, I thought and just downed this trio with my rod's auto-attacks. My own MP bar was almost at the half point at this time. [Light Breeze] had a 12-sec duration and I managed to get two of the imps down before it ran out. I auto-hit the third imp without the benefit of the spell regen and still had over 80% of my health remaining.

After the 'Trap' encounter was done, another Tutorial window was opened to explain what those mechanics were. I skimmed through the text, already familiar with the concept, and closing the box triggered the fallen Taskmaster corpse to shine. Interacting with it triggered a 'Loot' Tutorial. Apparently now this little mini-event opens the loot function.

The Taskmaster gave me a single green rupee in the shape of a hexagon. This opened another Tutorial on the Rupee game currency. Most came in 3 colors - green, blue, red - and two sizes in diamonds and hexagons. Green diamonds were worth one rupee, blues were five, and reds twenty. The hexagons were worth 10x its diamond shape. So I got 10 rupee off the Taskmaster.

Looking back at the other three corpses, a single green diamond was floating a inch above it. Collecting those opened another Tutorial in that all rupee drops would now auto-spawn after a kill. It ended with: Collecting Rupee will help expand your options. Don't let any go to waste!. I already knew part of this though since the [Item Box] has unlockable features.

Opening that back up, I took a better note at the Rupee costs for each expansion. The first two upgrades to increase the main storage by 5 and 5 was worth 100 a piece. The two skills that seemed the most useful - [Exchange] and [Repair Item] - was worth 300 and 1000. My current value was 13 Rupee so I was still a long way off so I closed the window.

The little mini-encounter was finished so I went to the obvious staircase leading to a lower chamber. Interacting with it brought me to the second level where all the imp mobs were now lv.2. Much of this progression was like the first floor. All the mobs still died to a single [Magic Arrow] and it only two kills to get me to lv.5 Adept Mage.

This time I got 5 Skill Points for leveling up and another 3 from [Skill Gainer]. I went into my Spellbooks and spent a point to learn both [Heal] and [Fireball]. [Heal] was a moderate heal, more than double my starter spell, whose nine ranks would provide a hit point shield on a percentage of the healing done. The tooltip read this 'shield' was a temp effect, but it seemed a good investment for later.

[Fireball] had a higher base damage than [Magic Arrow] and could proc 'Splash' damages but it did cost more MP to cast. Its two extra ranks seemed to add a burning DoT on the main target. I was likely not to invest in this spell at the moment. I had 6 Skill Points left over and decided to save them for future levels. The nine ranks in [Heal] would cost me 18 total Skill Points, but I can push this off until I fleshed out my build some more.

After the level up, I progressed further into the dungeon. Killing more lv.2 imps and collecting their rupee drops. But on one kill, its corpse was flashing for an interactive loot. On it was a gray fang drop which opened up an 'Item' Tutortial. Skipping through the lines, it read just like any other in-game loot that you can get off mobs. In this game - items were color coded in terms of quality: Gray was trash, White was common, Green was uncommon, Blue was rare, Red being epic, and Gold being legendary. And the last four qualities had magical properties compared to the first two.

By the time I reached the second floor mini-boss, my Adept Mage gained another two levels. Each of my stats were now 106 save for my Magicka which was over 110. My MP bar was a tad bigger and my Primary Setting of [Upcast] finally gained a percentage boost. I still did not spend any of the gathered Skill Points, its pool up to 14. I saved it for lv.8 since I would be able to buy a couple more spells in each school.

This story is posted elsewhere by the author. Help them out by reading the authentic version.

I was still seeing no Dungeon Lore though. After doing the same Taskmaster encounter - its only difference being the mobs a level higher - I gathered the rupee dropped and progressed through the staircase to the third floor. It looked nearly identical to the previous two.

Adept Mage leveled up to 8 after the third kill on this floor setting. I got 4 more Skill Points bringing my total up to 18. This time I spent 3 in the Holy Spellbook getting the spells [Remedy], [Smite], and [Sleep]. And I spent 2 points in Arcane getting [Thunderbolt] and [Will-o-wisp]. [Remedy] was a 3-ranked 'Condition' clear, [Smite] was a 10-ranked direct damage Holy spell, and [Sleep] was a 3-ranked CC spell of its common trope. [Remedy]'s two buyable ranks seemed to be the only worthwhile investment as the first would give it a light heal with the second increasing its condition removal to include debuffs like Expose and Stagger.

As for my two new Arcane spells: [Thunderbolt] was a Thunder element spell that could proc a stun effect and [Will-o-wisp] was a utility spell that created an ephemeral orb with a passive illumination aura that could reveal hidden effects. [Thunderbolt] had two extra ranks that would increase the proc rate of its stun value. [Will-o-wisp] was the first spell I obtained that had no 'ranking' value.

However I bought none of the extra ranks and continued to stockpile my Skill Points at 13 after these 5 learned spells. I then cleared through every monster on this floor, gaining enough experience to net another level before the lv.5 Taskmaster mini-boss. Its down got me to lv.10, this level up giving me 5 Skill Points and a plus 3 from [Skill Gainer].

It seems this Adept Mage class has no automatic learning curve, since in the first 10 levels, the only spells I obtained was through my own direction in the two skill trees. Also a pattern was emerging at every fifth level, I obtained 5 Skill Points instead of one. [Skill Gainer] was proving to be the wisest bonus option I got thus far since this starter class of mine will grow at a much faster rate than without it, for now I had 21 Skill Points to spend.

[XP Division] was a solid choice too since I now outleveled all these Tutorial mobs by 5, but I noticed the mob count I needed to kill to up my level was growing by tens. However I wanted to see what more was available so I re-opened my [Class Settings] to see a more expanded view of my skill trees. At lv.10 - Adept Mage was opened to some abilities that worked as Passive effects.

The two I selected was [Meditation] in the Holy tree with its three ranks and [Spell Mastery] with its ten ranks in its Arcane variant. The first point in [Meditation] gave me the [Meditate] skill but each preceding rank would increase its effectiveness by 15% and 30%. It would only cost 8 Skill Points to incrase its MP restore by 45%. [Spell Mastery] was an auto-boost to any of my spellcasts and each of its nine ranks will increase that effect by another 5%. This passive will combo very nicely with my Primary Setting of [Upcast] which is now at 12%.

I was also able to train in a couple more spells in each school. In Holy - I got [Regen] and [De-Curse]. [Regen] is a 3-ranked enhancement spell that gives a passive HP regen, each extra rank into it would increase said effect. [De-Curse] has no ranks but can remove a single 'Curse' effect on a target. And in Arcane - I got [Ice Lance] and [Might]. [Ice Lance] is a 10-ranked Ice spell that has both spell penetration and a high chance to critical hit. Each of its ranks only affected its crit ratio by 5%, which was already high at 40%. [Might] was a 3-ranked enhancement spell that boosted Physical Attack, with each rank increasing its percentage value by 10 and 20.

I immediately went to buff myself with [Regen] and [Might] to see their effects in action. Each buff was on a 3-min timer. I still had 15 points leftover from the six purchases and decided to spend 8 to rank up [Regen] fully. I dismissed the spell to cast it again and the HP tick was much higher, equivalent to a fifth of my health bar. That left me with 7 more Skill Points in the balance. Again - I decided to save these for future use.

My passive HP regen was now so high that I could safely KO the lv.4 imps on the next floor with just my weapon with the attack boost of [Might]. I did not even have to spend any MP if I wanted, well only to recast [Regen] and [Might] again. But after clearing all the fourth floor mobs, I did not gain another level until I downed the lv.6 Taskmaster encounter. Reaching lv.11, I gained another 4 Skill Points bringing my counter to 11. This time I spent another 8 points to up [Meditation] to its third rank. Having a skill that can basically restore my MP bar to full was must for a spellcaster. However something strange just happened, I gained a Bonus Skill called [High Speed Mana Regen].

A golden game window opened congratulating me on the 'Bonus Feat'. Reading through the text, it seems there are many 'Hidden' feats in the RPG World and by maxing out character features can earn you some special skills. [High Speed Mana Regen] was a passive effect that worked in the same way the first [Regen] rank did for my HP bar. It was a hell of a find, especially in a Tutorial. And I had 3 Skill Points left over.

Stoked - I entered the Tutorial dungeon's fifth floor to find a change to the norm I was expecting. The first room was very similar to the starting area on the first floor. It held a Blue Save crystal and a non-hostile imp I could interact with. Moving and clicking my cursor on him revealed some more game text of 'Interactive NPCs' and their multitude of functions. After skimming through its contents and dismissing the window, I found this friendly imp was just an empty vendor. Although I did sell my lone dropped item (Dull Fang) for a decent 100 Rupee value. I almost had enough now to buy one of the +5 expansions but decided to hold off for now.

However the presence of another Blue Save made me think the Lore part of this Tutorial was on this floor. Progressing past the entry point, I found lv.5 imps to be killed but these were slightly different in also having a MP bar, a [Fire Shield] buff, and could cast a [Fire Bolt] spell. They were still downed just as easily as those on the former floors but these changes were something to note. These mobs also left similar Rupee values but had a higher rate of trash drops of their Broken Fangs and Torn Wings. I got six drops off these floor mobs alone.

In the mini-boss room, a different demon was standing and the game froze as a 'cutscene' began to play out. It was a goat-like demon which [Scan] titled Imp Lord. This little playout gave a backstory on this dungeon being the castle halls of a kingdom lost to a demon infestation. The story itself was vague but the words were clearly hinting the Lore of this Dungeon was to find the item which was the original source of their summoning. After the cutscene finished, the Imp Lord attacked (alone) but I easily fended off the lv.12 demon with a single [Smite] spell that critted way past its health range. However, the Imp Lord gained 'Immunity' as it spoke of raising a demon horde deeper in the heart of the castle, its 10th floor. Then it teleported out.

Clearly this was a pre-programmed out encounter. Imp Lord was likely set to retreat once he lost a certain amount of HP. Plus he was lv.12, so most players would need those extra 5 floors to make up any level difference. I did not gain any experience with this fight but a quest marker showed on my screen with another Tutorial window opening to explain what this meant.

The Lore item I was looking for was clearly not on this floor so I went to the sixth floor. This was the only floor thus far my toon did not gain a level in. Although I was likely two kills away from lv.12. Sure enough I dinged after the second lv.6 imp, getting 4 more Skill Points to up my counter to 7. This particular level opened up 10 more spells to nab in my Spellbooks. But I only spent points in [Flash] in the Holy tree and [Shell] in the Arcane. [Flash] was a debuff spell that reduces the target's accuracy, held no ranks. [Shell] was a 3-ranked enhancement spell that raised target defenses to both the physical and magical, each preceding rank increases its effectiveness by 10% and 20%. I had 5 points remaining.

I searched every crook and nanny on this floor but could not find the desired item. In the last room looked to be the same Taskmaster encounter - my toon easily able to handle the lv.7 demon and its three lv.6 minions. This was also just enough to level me up 13, raising my Skill Point total to 9. This time I spent 8 points to raise my [Spell Mastery] feature to rank 5, each added rank adding a 5% bonus to my spellcasts. I now had a single point remaining as I entered the seventh floor.

Again I could not find the item on this floor either. But I did gain another two levels after clearing the floor of its mobs. Getting 12 more Skill Points to raise my total to 13. The only point I spent was in [Haste] in the Arcane tree. It too was a 3-ranked enhancement spell that improved on the target's Speed, a rating that affected both melee attacks and spellcasting.

I refreshed my four buffs - [Regen], [Might], [Shell], [Haste] - in preparation for the eighth floor clear. I only gained a single character level before getting to the mini-boss room. Instead of finding the usual Taskmaster, I was pitted this time against a large floating book surrounded by a cloud of dark energies.

Really, I thought, the devs could not have placed this in a secret chamber or something? Sure this was a Tutorial but I found this Lore item's placement rather lazily done.

The little mini-boss encounter here was a tad different in having to fight off 4 waves of three imps. But those twelve lv.8 imps were enough for me to level to 18. My Skill Points were raised to 20. After looting the Lore item, which was dubbed Book of Demon Summoning, I went into my [Class Settings] to spend some points. First I got two spells [Stone] and [Slow]. The Holy [Stone] was a 3-ranked 'Petrification' spell, the two added ranks increasing its CC duration. The Arcane [Slow] was a 3-ranked spell that inflicted the 'Slow' status. This not only affected the target's movement, but it also reduced their attack speed and casting time. I immediately invested the 8 Skill Points need to raise my [Slow] to its third rank, its 50% debuff becoming 75%. This was a definite must for Boss fights. I then spent another 6 points for three more [Spell Mastery] ranks. This raised its passive bonus by another 15%. I had 4 Skill Points left in the tank.

My build was noticeably becoming quite OP for its low level, and I liked it. Each of my base stats was now 117 with my Magicka at 126. Yet still Luck seemed to be outside the scope of normal experience gains. I had a combo of passive features and a varied spell pool to run with these enhancements. And I still had 2 more Tutorial levels to go.

The ninth floor got me to lv.19 and halfway to 20. Each of my two stacks of trash drops were over 20 in number. Though I did not find another friendly imp vendor I could dump them for their Rupee value. This is one of the reasons I was saving up for [Exchange] first so I would be able to clear my own inventory while out in the open game world. I was still over ninety rupee away from an even 300 but these two trash stacks should put me over.

There was no mini-boss for the ninth floor and the last room just had a Blue Save and a staircase already spawned to lead down to the next floor, however this one had an eerie light glowing beyond it. Saving my progress, I re-casted my four buffs for the sure Boss fight to come beyond it.

As expected, the tenth floor was just a singular chamber with a long hall leading to another circular chamber. In it was the Imp Lord with a host of ten lv.10 imp demons. Another cutscene ensued where the Lore item activated as the large floaty book was used to banish all the demons in the room. It was a rather anti-climatic Boss fight. The cutscene ended to the room clear of hostiles, the friendly imp from before, and a golden chest in the middle of the room. Opening it triggered another Tutorial window in the [World] tab and how completing the dungeons in this game will give you a chest based on its completion percentage. Apparently some areas in the RPG World will require multiple playthroughs to finish. But here, the Book of Demon Summoning was added into the tab as a record for completion.

And that was pretty much it for the Tutorial. I gained quest XP after looting the chest, enough to level up to 20. I also had the option of looting one of three items in the chest - a Blue variant weapon with +10 damage, a Green magic cloak with a [Spell Up] function, and a Ring of EXP. This ring was even better than the one found in the {{ Equipment }} tab at the character startup, it having a 30% passive increase.

I could only think if this was done intentionally. How many players would skip the Tutorial only to miss out on this item which increased levelling gains. My time in here was fruitful for the level advantage alone, outside this nifty little pick-up. I selected the ring and right-clicked to equip as it appeared on my avatar's left pointer finger.

Next, I went to the vendor imp to dump my two stacks of collected trash drops to raise my Rupee count to over 370, enough to activate its [Exchange] function. A red tooltip popped up to give a little detail to this addition to my [Item Box]. Closing it out, I then re-opened my [Class Settings].

Level 20 got me another 5 Skill Points, plus 3 from [Skill Gainer], which raised my counter to 16. Both my skill trees were expanded upon, opening it to more options. First, I selected two spells from each school: [Holy Fire], [Revivify], [Dispel], and [Arcane Eye]. [Holy Fire] held no ranks but hits with a low damage burning debuff that can build vulnerability against a target's resistance to Holy magic and attacks, including itself. Its tooltip also has it tagged with 'utility' usage. [Revivify] is a 3-ranked Holy resurrection spell, the two ranks improving its HP return value. [Dispel] is a 3-ranked Arcane spell that can remove a 'Magic' effect off of a target. The second rank increased its ability to not be resisted with the third giving it a +1 removal. And [Arcane Eye] is an Arcane scrying spell with no ranks.

Second, I spent 8 points to get the second and third ranks of [Shell] to up its shielding capacity to 80%. This left my counter with 4 Skill Points. I decided to save these for the next couple of levels. Then I double-checked the three game tabs again to make sure nothing else could be done before ending this Tutorial stage. Settling on being ready to move on, I went to the glowing rune now visible to enter the game's main world.

Standing on it prompted a game message: << Warning! You have elected to enter the RPG World! Start New Life? >> . My cursor was over Yes on its check box and clicked it.

<< Warning! It will not be permissible to return. Do you still wish to continue? >>. I already had my cursor clicking over the Yes option.

"Assessing..." A strange monotone voice entered my ear as the dungeon room dissolved into another matrix-like pattern of those weird archaic symbols. But then this pattern then settled on what looked like a large ritual circle around my little avatar.

"Hello," my own voice answered back. Where did that come from? So far there were no other sounds in this game than the random particle effects and background music.

Then a bright light appeared, but it wasn't coming from the screen my visor was showing. It was illuminating all around me.

It all happened within a second's time, but I was able to register it all. One last game bubble appeared as I could feel my trembling body literally dissolve.

{{ Soul Contract ***: Complete }}

As a quick flash of my character status appeared before my eyes-

Name: Rikku

Race: Erudite, age: 17

Class List

lv.20 Adept Mage

+ Upcast (14%)

Stats

Strength - 119, Vitality - 119, Agility - 119, Dexterity - 119, Magicka - 129, Spirit - 119, Luck - 10

Skillset

- Holy Magic: 11, - Arcane Magic: 11, Scan +insight, Phoenix Heart, Meditation rank 3/3

Feats

Bonus Roll: 99, Skill Gainer, Reset, XP Division 1/5 1/4 1/3, XP+ 10%, Wizard's Grace, Spell Mastery rank 8/10, High Speed Mana Regen

Titles

n/a

And the last words I thought I would ever hear, "Welcome to your new Life," as I felt my body pull to someplace far away.

----------------------------------------

To the outside eye, the 18 year old Riku Garcia vanished in a plume of dissolving lights.

His mother would return home only to find his gamepad on an empty chair with the loadup screen showing on his monitor display. The golden disc of RPG World was no where to be found in his VR system. Like it never existed at all.

Missing reports were filed by the local authories, but it was if Riku had vanished off the face of the Earth. The lone story of his disappearance on the web done in the hopes the young Garcia would be found: made note that he may still yet be alive, his runaway caused by the rejection of a popular girl at his school.

But on a faraway land, the erudite known as Rikku awoke. This was his rebirth into the forging of a Legend.