The happy blind-box time always flew by.
Although only two of the more than three hundred boxes contained anything truly good, making the drop rate outrageously low, the odds were still better than those of certain gacha games. Besides, the players weren't really losing out.
The consumables Natalie had put in the boxes were all "specialties" of the Witch Hunters. Take the hunting sword oil, which had the highest drop count tonight: a large bottle of it would cost thirty gold coins at the Adventurers' Guild.
It was an enhancer brewed by the Witch Hunters' alchemists using secret arts.
Now that the Old Church had completely collapsed, you couldn't buy it anywhere, no matter how much money you had.
So even at the bare minimum, every player was guaranteed at least thirty gold coins' worth of loot. And most of those who came to open boxes had more than one key. Add the fixed rewards of a hefty amount of gold and reputation for completing the main quest, "The Gnoll Calamity," as well as the gear from side quests that kept triggering throughout the mission, and the players who took part had plenty to be pleased about.
From his observations through the core orb throughout the event, Murphy could tell that once this main quest ended, the 140 players under his command would all have gear and skills on par with "elite veterans." That would be more than enough for them to guide the next wave of new recruits.
The old had to lead the new if the legacy was to be passed on in good order. It would be much easier for newcomers to get started with veteran players who had seen real combat showing them the ropes.
Murphy's rule now extended across all of Transia. The players could