The errands are as trivial as they seem.
There are no hidden pitfalls, the first finishes after knocking on a door and handing over a letter.
The system highlights the poisonous flower on the field with no enemies around.
The only difficulty would have been to identify it.
Then a short trip to the pharmacy, and it's one of those important places with its greeting message.
It's also the shop where you buy your potions and one of the busiest parts of the village.
It has NPC merchants, which suggests their prices are high.
[Welcome to the Origin Pharmacy!]
"Here, some poisonous plant you needed."
Two NPCs stand behind the counter, with only their job titles visible.
Once the dialog starts, the inventory opens like when Annelise traded with me.
A potion costs one silver, which is a hundred copper.
So far, the bugged merchant gave eight for the wood, and the jobs offered nine.
These are coppers, of course, not silver.
A single potion costs ten times more, and Tank offered one for free.
The Trainer must be a decent guy.
They have antidotes, poisons, some other drugs, and part of their stockpile greys out.
It must be Premium only and it's the first time seeing items like that.
The coppers appear as regular items.
They stack with a number indicating how much is there, and the weight is also shown.
Is there a limit on how much you can carry?
Will they exchange into a higher currency, or stay as they are?
Will a thousand pieces of copper turn into one gold, or will they remain copper?
[The coins will stack and you can exchange them in the Guild or a Bank. Like the rest of your inventory, your money will disappear when your character dies. Unless you keep them in a secure purse, bandits or pickpockets can steal them from you.]
Oh wow, that is something to keep in mind.
It would be a pain to carry too much copper so it slows you down, getting you killed, and you'd lose it all.
There has to be a way to stash these away without other players getting their hands on this money.
[The Adventurer's Guild can keep you a tab, or you can keep it in a bank, or your home. No method is completely safe. Of course, it's more difficult to rob a bank than a house. They can replace the lost value in gold unless they go bankrupt.]
Stolen from its original source, this story is not meant to be on Amazon; report any sightings.
The level of depth this title simulates is scary.
Are the robbers players too?
And will the Guardian Angels intervene for NPCs too, or it's only for us?
Crime could be the real Jazz in this system.
The messages won't answer that, instead, it further elaborates on the banking question.
[You can borrow or lend money to NPCs and other players, beware of scams and standing hits though. If you lose your standing with the Guild they can freeze your assets. It's allowed to trade in-game currency for real-life credits too.]
No way!
So if this character ever becomes a millionaire, he'll make me rich in real life too?
No wonder the system warns about scams if credits are on the line.
Okay. The clock's ticking and speedrunning to freeze in front of the pharmacist is dumb.
"Thank you for bringing this plant, traveler. Since you are trustworthy enough, would you take these potions to the Guild?"
She puts a rack on the counter with ten health potions and I suspect it's the same ten Selena asked for.
Is taking the contract twice okay?
This has to be a bug.
The pretty pharmacist girl gives me a parchment and stamps the other receipt.
Selena gave the job papers, and it's how you confirm the successful mission back in her office.
The girl's offer appears as a separate mission.
"Sure, why not? The way takes me back there anyway."
With a smile and a deep bow, the mission moves to the list, offering the same rewards, the only difference is in the name.
Well, if they want to pay twice, why stop them?
[Pharmacy Quest: Potion Delivery. Importance: Low. Difficulty: Easiest. Progress: 0/1. Reward: 3 Coppers and 50 Exp. The Pharmacist promised 10 Healing Potions to Selena in the Adventurer's Guild. She will pay for the delivery (3/3 hours left).]
The potions go into the stockpiles and become available for trade too.
Of course on the discounted price, since the dialog started with my greeting.
The healing potions they'd sell for one silver are only worth ten copper now.
It's still more than the contract's reward.
No, Arnim, don't be a scumbag.
When she took the flower, our standing went up.
It's confusing after the system explained how it's a manual thing between players.
It also mentioned the Guild standings, so there is a difference between humans and NPCs.
[The higher your standing is with an NPC the more they will trust you, and offer better jobs and higher rewards. If your behavior is rude, you fail their mission or try to scam them, their standing will drop. Once it's low enough they might even attack you.]
Okay, so players decide their standing between themselves.
With NPCs, there is progress you can track, and if I try to sell back her potion, that would piss her off.
The more you learn; the potions stack up like money, and it's time to take them to Selena.
It's not that big of a reward to matter if they pay it out twice, yet it's something to look forward to.
The scariest thing in these missions is still the red-named players near the Guild.
They aren't even subtle about staring at me, can they see what people carry?
[With certain rogue skills, it's possible, and they can attempt to use sleight of hand to steal from you. That would lower their security status without summoning the Guardian Angels. You should invest in a backpack and a proper purse to better protect your inventory.]
Jeez, yes, that's a good idea.
Yet, seeing the prices, there's no way this character could afford one.
Let's hope it means they won't attempt to steal anything either.
My heart rate increases while approaching the entrance after the system's warning.
The realism is so amazing that it causes anxiety already.
The gankers don't move yet, and the list disappears once Selena takes the potions.
She confirms the stamps and hands over the money.
The Exp pushes me to the second level and beyond.
[You finished 4 quests +250 Exp.]
[Congratulations! You reached level 2.]
[Congratulations! You reached level 3.]
[Government Issued Quest: Reach Level 10 within 3 days. Importance: Utmost. Difficulty: Average. Progress: 3/10, Exp to next level: 13/400. (46/72 hours left).]
Two levels at once, and the Exp needed for the next also doubled.