Chapter 5: Welcome to Kerta

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"Equipment," Kashi said. The keyword activated and a window containing all his currently equipped items appeared, and he unequipped everything. Naked, he soaked himself in the bath's hot water. The slightly hot water refreshed him, and he felt a vast load lift off his shoulders.

 The slightly hot water refreshed him, and he felt a vast load lift off his shoulders

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Kashi slightly frowned as he received the prompts

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Kashi slightly frowned as he received the prompts. Typically, one would be happy to see the level up prompt, but Kashi was actually slightly pissed off. Damn game. When did he ever agree to a quest? Kashi's anger slowly abated as he knew that, though the level-up prompt had thrown a wrench in his plans, all wasn't lost yet. He just had to be careful not to carelessly level up from here on out.

Kashi finally allowed himself to relax. He brought up the Status Window and inspected his stats.

 He brought up the Status Window and inspected his stats

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It was a pretty straightforward RPG setup. Health was the amount of damage he could endure before he died. Mana was the energy used to cast spells and special skills. Strength affected what weapons he could wield and the damage he dealt. Agility governed his overall speed, while Dexterity impacted his hand speed and accuracy.

Wisdom and Intellect helped increase the effect of spells. High Luck meant higher chances of getting critical hits and obtaining rare items. Stealth was used to reduce chances of detection by others, while Instinct, its natural counter, increased the chance of spotting something unusual in the surroundings or sensing danger.

Charisma and Charm both affected how Residents in the world viewed and reacted to a Summoned. Charisma was useful in galvanizing troops, affecting morale, and convincing others to do something. Charm was more helpful in making others have a lapse in judgment, temporarily going against what they believed in to do what you wanted instead. There were any number of applications for both, but typically, leader-like players had high charisma, while Merchants and other sneaky types had high Charm to hoodwink Residents and other Summoned.

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