Synopsis
An ordinary young woman wakes up in a real-life sword-and-sorcery role-playing game in this epic fantasy adventure for fans of The Witcher and Elden Ring.
The Worldwalkers of legend are beings touched by Fate and transported from another realm, tasked with a grand destiny. Traditionally, they prevent great cataclysms or the fall of empires. Whatever their undertaking, their appearance brings about momentous change. It’s been some two hundred years since the last Great Game, but the time has come again. Seven are chosen, and the game begins once more . . .
Kandis Hammond doesn’t remember much before her arrival, naked and alone, in a locked stone barn. The twenty-four-year-old junior financial research analyst from Sydney simply sat down in front of her computer, and the next thing she knows she’s here—and someone very angry is just outside. But the most puzzling thing of all is the glowing letters that begin appearing before her eyes. When the enigmatic System tells her she has abilities and skill points to spend, Kandis realizes she’s entered a role-playing game. Only it’s not on a computer or TV. It’s all too real.
After getting her bearings as a Worldwalker—and some clothes—Kandis learns she must head out in search of her purpose in the grand destiny. Unsuited for physical combat, she’ll have to rely on her wits and charm to survive. Of course, that won’t be easy. Wherever Worldwalkers go, trouble follows. Whether it’s a feral fox, a treacherous wizard, a thirsty vampire, or something much, much bigger, it’s simply the nature of the Great Game. And Kandis better not lose…
Review
I admit it. I picked up this book because the cover art looks like Belle is about to shank a wraith. That is not what Phantasm is about. It’s about Kandis using illusion magic to make herself invisible… and shanking a bunch of lizards.
This is the type of LitRPG that feels like playing a tabletop roleplaying game vicariously through the main character. We get detailed excerps from game manuals, charts, and so much math. It’s fun but you’ve to go in with the proper mindset.
Travelers from other worlds are known as Worldwalkers and are rare but always fill a Chosen One Protagonist sort of role. The farmers who help Kandis get acclimated advise her to hide this status and not stay put anywhere too long. There are plenty of people in this world who would love to weaponize a Worldwalker.
Kandis focuses her “build” on charisma, social skills, and illusion magic. She takes a bar maid job to observe the people of this world and joins the adventurer’s guild for money and experience. With her social skills and Protagonist power, she gets tangled up with whatever local intrigue is afoot wherever she goes.
Her adventuring party, as it forms up, is a nice variety of personalities. The first is a rather meek aspiring Healer, who grows a little more assertive under Kandis’s influence. Later companions are pretty dang cool and have more forceful personalities.
LitRPG elements
This is a crunchy one. Everyone has ability points, skill points, development points, stats, and traits. Skills are unlocked by use but you have to use a skill point to get them to level one. Ability points are spent to increase stats (strength, agility, finesse, soul, intelligence, charisma) but higher level stat increases cost progressively more ability ability points. Development points are spent on professions and innate abilities like disease resistance.
The first chapter is the thickest with charts and descriptions, as Kandis figures out what to spend her points on. The farmers who find her help unlock the basics every kid native to the world would have, like running, jumping, and climbing. Kandis was a financial analyst, so she does a lot of mental math to get the most out of her starting points.
As the story progresses, system messages generally relate to skill unlocks and experience gains. The experience gains are given for each monster defeated and can get very repetitive, but the message can tell Kandis if enemies out of her line of sight are slain.
Phantasm explores what a game system dictating the outcome of social situations could mean, which gets uncomfortable at times.
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