What's great is that the game allows you to take prisoners.
Even better is that they don't drop loot, as confusing as it sounds.
When someone goes down, loaded with stuff, a random chance decides what ends on the ground and how much.
The rest go into the abyss, but when they don't die things won't disappear.
That means all the stuff remains on them, and you can ask to hand it all over.
Without the randomness, losing anything valuable, your prisoners will feel compelled to disarm.
In case they're sentient, of course, and this bandit seemed smart enough.
The Guildmaster and Tank convinced him to remove all his items on the spot while they did a full body search.
This wasn't like that recent experience with the cops, at least they didn't take all the stuff.
Fatty returned everything in the guard house too.
The bandit can consider it as a token of gratitude.
Even if this makes the feds look more decent than I am, these guys tried to kill and rob me twice.
So taking all their stuff won't weigh on this heart too much.
Many items are Premium only or need a certain level to unlock so they'll go into the stash.
And oh boy, some gear they have.
Ordinary items like food and arrows are always welcome and they had a few coins too.
This is a big haul and that fills the inventory fast.
It's not a good idea to hang around for long once the others left, what if their buddies show up?
As the status effects wear out the avatar's no super-soldier anymore.
It was nice while it lasted, feeling like a higher power coursed through this body.
If this is what being a wizard is like, that class might be worth picking after reaching the tenth level.
[Government Issued Quest: Reach Level 10 within 3 days. Importance: Utmost. Difficulty: Average. Progress: 7/10, Exp to next level: 3279/6400. (38/72 hours left).]
Yeah, that's still far away.
At least the quest gave the full five thousand reward before they disbanded the party.
The system alert never came about the leveling up though.
Oh, and the Trainer didn't restart the tutorial either.
It's not possible to sprint after them with this much stuff.
To the stash it is.
And check the spawns on the way too, over-encumbered or not, a few zombies still can't pose a threat.
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Not for these new toys.
The bandits didn't wear armor, which seems silly, but they had a decent shield.
And artifacts, at least that's how the game labels them.
Some are Premium only, giving plus two to the attributes I've yet to unlock.
These are the first items behind a red and yellow striped cover.
So are the plus-one boots the best artifacts a free user can wear?
Their swords are behind the tenth level too, but they all left daggers to use.
The eight Res and a hundred Structure Points on their guard sounds insane, even if it's a bit heavier.
The next batch of zombies will help to test it.
The prisoner also has a plus-three bow with plus-three arrows, which is the best combo yet.
Too bad they aren't useful around Origin so it will wait in the stash for later use.
Still, the heart rate's in the skies, and it doesn't want to slow down.
Fighting in this game with the chance to die and lose everything pumps the adrenaline. It's very addictive.
The fear urges playing it safe and avoid danger, yet it's so exciting.
How can people play CineMraft without taking risks?
Farming low-level mobs, crafting items, or whatever they do.
On the Wroddit argument between PVPers and 'Care Bears', it's easy to pick a side now.
Even without participating in real fights against players.
The eyes are on the minimap all the time though. One is always glued to the number that indicates if another player or NPC is nearby.
That's the single most important element of the whole UI. If there's a setting to enlarge it somewhere, I'll find it.
Searching can wait while stumbling through the forest under a heavy load.
The next spawn point is empty, and nothing's scattered on the ground.
The one to the east where the stash waits is still a few hundred meters away, and it will take a while.
What's so heavy in here anyway?
Three swords, boots, and a cloak, those artifacts, but nothing I can wear.
They weigh fifteen kilos. The bow, arrows, and all the daggers are another ten, and the new iron shield is five alone.
Whew, that's a hefty weight for a single item.
They also had plenty of food and water, another five kilos, and the stuff I already had was about the same.
So all it takes is forty kilos to weigh the avatar down?
The system allows even more, but then sprinting is out of the question. So what's the max?
It's crazy how long it takes to walk around, once you get used to running everywhere.
Now that the system won't allow it, this feels like a snail's pace.
Managing the weight must be important, but this was only three bandits.
How do parties raid dungeons?
Do they take carts with them, or distribute the loot?
Items like the Bag of Holding in fantasy titles let you carry a lot more than realistic.
They might be part of the inventory from the start so devs wouldn't have to bother with weights.
Not this game though, they put so much effort into realism, only to make life miserable.
And then they copy-paste NPCs. Priorities.
At least thinking about them helps to make it through the forest before dying of boredom.
The number on the minimap remains zero all the way.
The spawn closest to the stash has four zombies and a skeleton waiting.
It's perfect to test the new gear, though dropping off the rest first would be smart.
That would take some extra effort though, and this was more than enough walking.
The skeleton is already shooting, acting as the eyes for the rest.
"All right, boys, make it quick."
They don't need any urging, the zombies stumble once the arrows bounce off the shield.
It's nice and round, a bit larger than the training one, and these arms struggle to hold it up.
So bigger doesn't mean it's better, whether it's stats or diameter.
By the time the undead comes near, I'm sweating, trying to hold it up.
No, this won't work, let's switch back to the wooden shield.
It's a good thing it's still on the quick-access slots.
And it's more than adequate against these guys paired with the dagger.
[You killed a Zombie +30 Exp.]
Good, they no longer leech the experience points.
After the guard swap the arms speed up despite the extra weight on the back.
They aren't the fastest enemies, huh?
What if they're this slow because their crystal has to drag around their undead body?