I Can Bring In-game Items Out-Chapter 615 - 373: Snowy World

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373 Snowy World

Very faint, very faint.

If not for the Master of the World's authority, it might even go unnoticed. π‘“π˜³π‘’π‘’π“Œπ˜¦π˜£π˜―β„΄π‘£π˜¦π‘™.π˜€π‘œπ‘š

Small Knife discovered it, so naturally, there was an immediate system notification.

It has no negative effects; it's a trait of that world.

Though the trait is unclear, it can stimulate the appetite of nearby creatures.

Hmm, not severe.

Simply put, it only enhances appetite.

Enhances digestion, ah,

Nowadays, ordinary players are less into fighting; they mainly gain Experience through eating and drinking, digesting it into Experience.

Spirit Fruits, Spirit Rice, and the like are always valuable.

Hmm, Small Knife has Personal Space for storage, so there's no worry about rot, no matter how much.

So, although this effect seems simple, it's quite an interesting one.

Even the teleportation channel on this side is affected; naturally, the effect is more pronounced on the other end.

This little world is called Snowy World.

Because a player returned, Small Knife organized all the intelligence about that little world under Heavenly Dao Mode in Personal Space.

This intelligence comes both from that returning player and from strategy and experience analyses by major teams and think tanks here.

Once Small Knife organized it,

he directly issued a task.

The requirement is simple: players go to the Snowy World, through trickery or begging or combat, to obtain the Earth Vein Extreme Point, and then establish a passage between the two worlds.

The task is considered complete once accomplished.

The highest reward is a tax-free Earth Vein Extreme Point, as long as one doesn't die, including a large area of surrounding land.

It's all untaxed private land; all profits are one's own.

This is what one would call a Great Lord.

Called Lord by many players.

Vile-mouthed Lord.

This one is now infinitely glamorous, reputed as second only to the Master of the World.

With immense financial power, he now possesses all Five Elements Spirit Roots.

Directly opened a harem mode, and his fame on the forums is at a thunderous level.

Now even became a big director.

For no other reason, his harem is a sufficient celebrity camp.

Though ridiculed, his power rapidly skyrockets.

Votes indicate, aside from the mysterious Master of the World, he is undoubtedly the most successful person on Water Blue Star.

Slutty Mouth understands clearly; he is now enjoying life; the money is enough, no longer considering investments.

That's a bottomless pit.

Thinks clearly and lives clearly.

In his own words, the money is used correctly.

Food, drinks, entertainment.

Cultivation?

The digestion of Spirit Fruits and the like is enough.

No way around it; there's plenty of time; the Earth Vein Extreme Point in Tree-man Mini World offers a ten-thousand-year lifespan.

The world currently controlled by Small Knife has two lords.

One is Slutty Mouth, enough said, he's useless, Small Knife is too lazy to deal with him, just lets him act as a figurehead to motivate other players' effort, which works well enough.

The other one, Big Soldier in Green Energy Mini World.

This one is not a player, nor an indigenous person, but an NPC.

No worry of betrayal from this NPC.

But he has his own thoughts.

Striving to make a brilliant impression.

After becoming a lord, he keeps a low profile, yet uses all financial and material resources to support the Water Blue Star's natives and NPCs.

In his sense, there's no difference between natives and NPCs.

Only a distinction from players.

Thus, his territory has become a sacred place for natives and NPCs.

Players can limit natives and NPCs.

But most NPCs are subordinates of Small Knife, who likes to use tasks to persuade with reason, not coercive orders.

Thus, NPCs, like natives, are raised freely, yet have the player's system.

Unfortunately, like natives, they only have one life.

That's naturally why they don't fit players' places.

Now, with their own sacred place, all resources of Big Soldier's territory are used to woo and support NPCs and natives.

More important is the spiritual encouragement, promoting that natives might not be inferior to players, as long as they work harder than players, even with only one life, they can carve out a future.

There's a religious-like appearance, truly full of drive.

It makes many natives who are like they're on steroids.

But fortunately, it's positive.

Small Knife also makes it convenient, adding some pressure for players.

View and organize under Heavenly Dao Mode, issue tasks.

The rewards are naturally substantial, but failing would incur heavy losses as well.

Yet the player who returned alive took the task at the first opportunity.

Moreover, it was of the highest scale.

This surprised Small Knife greatly.

He believes he's not good at interpersonal relationships, so he issues tasks considered very humane.

Though the ultimate highest reward is the lordship, any other contributions are not without reward, but don't think about permanent land.

As long as there's contribution, there will be gain.

But going to other little worlds, a solo effort won't do.

Teams with ability take team tasks, everyone takes the task together, everyone shares the gains, and acknowledges the losses together.

If lacking this kind of networking, but having ability, one can personally take team tasks, then hire players through tasks.

In this way, one can be decisive, but must bear all consequences of the task taken by oneself; rewards for other players' tasks are also their responsibility.

Of course, if successful, the major share also goes to the one who took the task.

There's also a top level, with an advance option, as long as you dare take responsibility, Small Knife dares to give full support.

All kinds of supplies, Mechanical Puppet Beasts, Daoist Soldiers, all provided.

But even the Four Major Forces dare not take such a task, because there's no certainty, and if it fails, the losses are too heavy, the debt must be repaid.

The task system cannot be shirked.