Chapter 1

Jack Carter is a mediocre, underqualified bottom-tier power-leveler. Even after traveling back five years to the early days of the game, all he wants is to do a bit better than in his previous life. Rigidly following guides, he makes frequent mistakes, but through a series of accidents, he stumbles into one adventure after another, resulting in endless laughs.

This book features time-travelers vying for supremacy, female-dominated power struggles, rich and handsome competitions, playboy showdowns, pro-gamer battles, chuunibyou face-offs, underdog rivalries, and NPC contests. Yet, Jack Carter, who holds every title from Godhand to Savior, Dragon Knight, Grand Lord, and Prince, simply says: keep a low profile and never seek domination!

Jack Carter is a loser, but even the most powerful people work for him. Jack Carter is deeply in debt, but the whole world is footing the bill for him.

This is the arduous “forced” struggle of an ordinary, kind yet worldly little guy with no special talents.

This is the true “forced” legend of a power-leveler who really plays the pig to eat the tiger.

This book is light, fast, refreshing, and full of joy! No pretentiousness, no overbearing attitude, no brainless antics, no harems, no infatuation, no simping, no wish fulfillment. I hope this book brings readers a unique experience.

Volume One

Prologue: The One Who Time-Traveled Before the Protagonist

(Please read the prologue with a lighthearted and entertaining mindset. This chapter records, in a straightforward manner, the time-travel journey of a supporting male character with maxed-out stats.)

The 5th “Gods & Demons” Arena International Open Solo Finals, broadcast live worldwide.

Rogue King Henry Parker VS Mage God William Clark, a peak showdown between rogue and mage, a fateful clash between two world-class pro players. In the end, Henry Parker narrowly lost to William Clark and took second place. In the previous four tournaments, the two had also met in the quarterfinals and semifinals, with a record of 2-2.

After the award ceremony and press conference, Henry Parker drove home, exhausted. Suddenly, a bolt of lightning flashed across the sky, and a high-speed train car came flying straight at him—well, Henry Parker has time-traveled, back to three days before the launch of “Gods & Demons” five years ago.

Time-traveled, huh. Heh, I’m not interested in the mere title of Grand Lord, nor do I care about being the national team captain. William Clark, if you want those, take them. My goal is to become the absolute, invincible existence in “Gods & Demons”! The one who controls the fate of “Gods & Demons”!

At midnight, May 1st, 20XX, “Gods & Demons” launches.

Henry Parker logs in and creates a character immediately, still using the name Henry Parker, but this time, instead of his familiar undead rogue, he chooses to be a human mage in the Light Alliance faction. After years of battling William Clark, his understanding of the mage class is also top-tier. He spends two days leveling up to 5, learns the basic spatial teleportation spell, and then begins to execute his grand plan. As a top player, he knows countless secrets unknown to ordinary players.

Henry Parker crosses mountains and valleys to reach the Dark Forest on the border of the Dark Alliance, where level 80 monsters roam. Relying on godlike skills, masterful use of teleportation magic, and intimate knowledge of the routes, he manages to reach the heart of the Dark Forest—the Blood Tower—at level 5, against all odds. This is the legendary burial ground of the brutal and seductive vampire countess Grace Miller. In the underground maze, he again uses all sorts of tricks to dodge countless traps and arrives before the countess’s coffin. The soul of Grace Miller, desperate to be reborn, seeks his help and gives him the quest to collect her dismembered body parts. Normally, these quests would require a large guild of hundreds of level 90+ players to complete after grueling battles, but under abnormal circumstances, a level 5 mage can do it. Because, in the early version of the game, there was a small bug: players below level 5 would not immediately aggro certain high-level bosses, as the bosses would mistakenly identify them as neutral wandering animals for a period of time.

Using this little bug, Henry Parker painstakingly completes the impossible quest, successfully collects the countess’s body, revives her, and receives her love’s reward—the vampire’s first embrace—thus evolving into the hidden vampire race.

Vampire Race: Flight, bloodsucking, self-healing, 30% increased combat power at night, 30% reduced max HP in sunlight, 200% increased stamina consumption, mastery of medium and light melee weapons and armor, mastery of destruction and dark magic. Takes 200% increased damage from light magic.

The weakened countess, seeking to regain her former power, issues a brutal main quest: the sacrifice of ten thousand lives—specifically, killing ten thousand young humans. But Henry Parker uses a side tutorial quest she gives, “How New Vampires Should Fight,” to keep her by his side. In this tutorial, she would personally teach the player vampire combat skills, but Henry Parker simply discards the quest item, causing the quest to be unfinishable. As long as he doesn’t log out or leave the Dark Forest area, Grace Miller, his free bodyguard, will never leave his side.

Southern Barracks, a Light Alliance military camp on the edge of the Dark Forest, was a prime grinding spot for Dark Alliance mage players in his previous life. The “weakened” Grace Miller slaughters ten thousand level-70-plus human officers, fully regaining her strength. Henry Parker, by picking up the leftover experience, also reaches level 20. Their favorability rises to “trust.” Grace Miller claims she’s tired of living like a prisoner and wants Henry Parker to take her out to see the world. Step one, complete.