He was humming a tune he didn't know the name of.
Shawn drove for about a kilometer before stopping the car.
He turned around and first opened the two bulging travel bags.
"Underwear, socks, diapers?"
"What the hell, two grown men using diapers?"
Shawn casually threw the trash out of the car window, organizing all potentially useful items into one backpack.
"Compass, tactical flashlight, multi-tool knife, two assault jackets, a few compressed biscuits..."
Shawn muttered as he packed.
As for the half-bottle of somewhat cloudy water, Shawn threw it away without the slightest hesitation.
Who knew what that bottle of water was originally used for, or what it had contained?
Thinking of the pack of diapers, Shawn decided not to take any chances.
Before the apocalypse, some things were even more terrifying than the Walker virus...
He casually threw away the empty old bag, then took out the black suitcase.
Shawn entered the suitcase password according to the treasure map mission's illustration.
With a 'click,' the suitcase opened.
But before Shawn could clearly see what was inside, two points of light flew directly out of the suitcase.
"Reward One: Unlock Team System"
"Current experience effective sharing range: 200 meters, 25%"
"Reward Two: Enable Achievement System"
"Have you noticed? Your amazing actions are generating achievement badges. Are you ready to welcome your moment of achievement?"
Shawn stared blankly at the first item.
What??
Team System!
Team System
Shawn had never imagined that reality could be fully integrated with a game.
But he didn't expect that this thing would actually be brought out by the system.
The Team System, as the name suggests, allows one to form a team with others.
In the apocalypse, it means being able to form a system-recognized team with other survivors.
The most basic function of a team is being able to see the basic location of other team members.
And within the same team, experience points gained from killing Walkers can be effectively shared.
In the Walker world, Shawn was the only player, so naturally, only Shawn could gain digitized experience points.
According to the currently unsealed function.
As long as Shawn adds the combat forces of the Camp to the team, within 200 meters, he can share 25% of the experience points they gain from killing Walkers, which is 75 experience points.
It seemed insignificant, and wouldn't do much for the length of Shawn's current experience bar.
But this didn't require Shawn to do anything himself; how much experience would they provide for Shawn when accumulated over time?
Shawn was already starting to look forward to it.
Moreover, in "seven days to die", the experience points that can be obtained are 100%, and the maximum range is 10,000 meters. How much will the system be able to increase it to?
At that time, the leveling efficiency would definitely increase exponentially, and he would no longer need to waste his time accumulating experience.
Shawn opened the Team System; it was on the same row as 'Personal Status,' 'Basic Panel,' and'Skill Panel.'
At this moment, there was only Shawn, a solitary name, in the team.
"Hmm?" Shawn looked at a grayed-out option after his name and clicked it.
"Cannot select yourself as the teaching target"
"Can teach 'magazine' specialization abilities to other members of the team"
"Note: Only learned specialized abilities can be taught"
Whoa--!
Shawn's eyes widened, somewhat disbelieving.
The moment he finished reading, he realized the true power of the 'Team System.'
In "seven days to die", there are at least 40 different types of magazines.
These magazines each have their advantages.
Some are for healing and medical, some for direct combat bonuses, some for crafting and repair, some for exploration and mining, or for planting and cooking...
In other words, with this function, Shawn could personally cultivate different types of talents.
Although they couldn't level up continuously like Shawn, they could specialize their abilities by learning from Shawn.
It's like learning in a vocational school, receiving instruction from Shawn to improve.
The most, most, most crucial thing is that the abilities Shawn teaches are not just simple abilities.
These things all come with attributes.
If in the future, Shawn were to teach members after all 'magazine' specializations were maxed out, how powerful would the future team be?
Collecting talents specialized in different areas, how powerful could the future Prison be?
Shawn was already a little impatient.
"Damn it! Damn it! Damn it!" He excitedly slapped the steering wheel a few times.
"Just this one item alone has already paid for itself!"
"The trip to the Prison was not a loss at all! I made a huge profit!"
Shawn was going to conquer the Prison anyway, so these rewards were essentially free.
Although the process was a bit difficult, the actual rewards were exactly what he wanted.
There were no irreversible losses throughout the entire process, and this attack on the Prison truly laid the foundation for the team's rise!
It instantly refreshed Shawn, who knew the original plot and was still a bit worried, completely dispelling his anxieties!
This truly deserved the saying—time flies, and the future is promising!
"So what's the second one, the Achievement System?"
Shawn suppressed his somewhat surging emotions and looked at the second reward.
Achievement System--
As soon as Shawn opened it, a dense array of small squares instantly appeared before his eyes.
These small squares were tightly packed together; some were already lit up, while others remained dim.
All the small squares were embedded in a black screen like a starry night sky, and when lit up, they looked like brilliant, shining new stars.
Shawn first looked at the lit-up sections.
"Walker Novice: Kill one Walker, reward one initial 'Nuclear Powered Torch' (regular, never extinguishes)"
"Grave Digger: Kill ten Walkers, reward Bandage * 5"
"Undertaker: Kill one hundred Walkers, reward 'Grandfather's Moonshine' * 1, 'Overpower King' * 5"
...
"Team Survival: Team size exceeds 20, reward Instant Meal * 10, Campfire * 1, Dew Collector * 1"
...
"Base: Conquer a large building, reward Workbench, Claim Block"
"So that's how it is, all actions can trigger achievements."
"Achievements, as the name suggests, are about reaching a new height in a certain matter to receive rewards."
Shawn flipped through the completed achievements; most of the uncompleted ones were actually upgraded versions of the completed achievements, requiring more conditions to light up.
The rewarded materials were generally survival resources from "seven days to die", some having the effect of temporarily increasing combat power.
It wasn't until he saw the final 'Base' achievement that Shawn paused.
"Workbench?!"
"Claim Block?!"
Shawn was a little breathless; he had been waiting and waiting, and finally the 'Workbench' had arrived.
Many complex things in "seven days to die" require a 'Workbench' to be crafted.
To develop further, a 'Workbench' is naturally indispensable.
And the Claim Block further highlights its role for the Prison.
Within the range of the Claim Block, it is considered a personal territory designated by the system.
As long as outsiders attack the Prison's territory, Shawn will receive a faint siren sound.
"I remember it seems that within the territory, Walkers should not spawn."
"Existing ones naturally won't be affected, but it can suppress the birth of Walkers."
"With the Claim Block, the danger of Walkers being born inside the Prison will be directly suppressed to 0!"
"No need to worry about people dying in the Prison and turning into Walkers."
Shawn's speaking speed became faster and faster.
Because this essentially means that as the number of people in the Prison increases in the future, the biggest internal hidden danger will be completely removed.
The iron rule of human death transforming into Walkers will not apply inside the Prison!
-------------------------------
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