[You killed a Zombie +30 Exp]
What luck, all six spawn points on the way to the stash had zombies on them, and no skeletons, or players in sight. That's another nine hundred Exp in the bag, and victory is so close, I can almost smell it through their rotten flesh.
Managing my stamina on the undead with light and precise attacks is a breeze, and the last one goes down with the sun. Their chest alone is larger than a rat, and it's at the right height to pierce it with the rusty sword. There's no need to lean in or aim at the ground.
And the target isn't a thin tail that's easy to miss and lose in the process. They do more damage when they land a hit, of course, but at their speed and with their numbers, this rarely happens. If only their crystals would sell for more.
It's ridiculous that a rat tail pays almost ten times better than the proof of killing a zombie. The devs should review the game balance, although they might not find it since it doesn't exist. The rewards for low-rank jobs are nothing.
Take that huge jump from the five Exp Common Rat to the fifty of the Plague one for example. All you need is an antidote, then they aren't any more dangerous than the regular ones. And you have that enormous jump in difficulty from Plague to Death Rats.
Who thought that this was a good idea? How many players must have fallen to them, expecting an easy mission? The zombies are much simpler, even though their advanced version is tough. The fifty I killed on the six spawn were all the regular kind.
Their drops are useful though, think of the battered shield and the rusty sword. Unless they group up with skeletons or have more than a dozen in one place, these guys can no longer hurt me. With so many potions in the inventory, they weren't needed at all.
It's tempting to keep going since twelve spawn points are around the village in pairs. Drop things off at the stash if I already came this far, and move on. The tails stock up into a big pile now, numbering three hundred and thirty-three.
The chest is better organized now without the bow and arrow clutter too. They didn't pay much. I should stop collecting low-grade loot to avoid burdening the character. The crystals are borderline useless too, but at least they are weightless.
Fine, let's unpack some vials, I went overboard when buying all these in the Pharmacy. Leaving two healing and stamina potions should be more than enough. The antidotes stay with me, in case the timers run out by accident, and this leaves me with a decent backup in the chest.
Of course, it wouldn't be me if I didn't forget that stupid lock again. Why bother taking it from the bandits, if you don't use it, idiot? Though, it makes me wonder what would happen if someone kills me while carrying the key.
Stolen story; please report.
Would it drop like any other loot, and give them access to my stuff? Or would that lock me out of it forever? While I'm not planning on dying, this raises a few concerns, so not putting that thing on might be better after all.
You know what? It should be okay to run a Boogle search on this while the forest is this quiet. There is plenty of time until I reach the next spawn point, and it's rare, but the item's name is memorable. The description called it Lock of Gordius, like the knot.
That third-party market site has a detailed description of most items. Despite the expectations, the search brings up a Wroddit article regardless. It's titled The Safest Stash, with a question mark, and that's something I wanted to know anyway.
How far is that next spawn?
The spacing is uneven, the six sites on the south, southeast, and east are all within a kilometer. There is another pair on the northeast. After that, the closest is where the zombies killed me the first time, and it's about twice as far.
The pair beyond that would be close again, and there's nothing on the western side of Origin. It's a blank space on my map since I never went that far. The Wroddit sketches didn't show anything interesting there either. Most maps fell prey to the overzealous mods though.
Why are they so secretive about them? I get that players need to explore for themselves or buy the map in the game, but why can't you post your findings online? They had threads discussing exploits too, after all.
Could the farms Selena mentioned be on that side? The zombies used to terrorize them when it was their event, but this character only saw forests so far. It's not the right moment to venture west, there are about ten minutes until respawn.
And with the built-in browser up it's the worst time to get distracted too. Okay, Arnim, focus on that article, it's a short one with only a few replies in it, come on, you can do this. That energy drink hyped me up but made it even harder to concentrate.
Doing a full circle to return to the Rat Ravaged homes before midnight is impossible. Still, if I manage twelve hundred Exp, there won't be a need to run another round with the missions. Even if cutting off their tails is the best money-making scheme, I'm getting sick of them.
No, wait, the article, the article.
[I did some research and found out about this weird 'Dungeon Rule' thing. It says the only way to enter the same dungeon or unique building as other players is if you party up with them. This is why you can't PVP in dungeons, and what makes homes in BS villages safe.]
Don't tell me they shorten Blessed Settlements BS. That's hilarious. And what the hell is he talking about? Dungeon Rule? I read that it's random-generated and you can't enter the same place twice, because it will be different. What does it have to do with buildings though?
[You guys must have noticed that shops are always empty when you enter. That's because it's a unique building, and even if there are other players inside, not in your party, you won't see them. This is also true with your built homes, and here is the trick.]
Built homes? So this needs me to have a house somewhere? That's a boomer, but now I'm curious where this goes. He's right that the Pharmacy was empty, but the Textile Works had COTTONEYEJOE and his friend. They were the owners though, this is weird.
[The GA will appear when players attack you, but also when they attack your house. This means they can't kick in the door, or they die. Oh, but if one kicks in the door and goes down, the rest can enter, right? Wrong. The door would be only open to the one that kicked it.]
Whoa, that's a strange rule, but it's quite useful. Yeah, an article mentioned how gankers pillaged houses outside Origin. but nothing about the ones inside. Now he got me hooked.