Rorkh is a virtual world safe by day and deadly by night. That’s why after dark only the most desperate and brave play. The catch is that here, death of a player character is fatal, and a new one costs a fortune. The main hero, having lost his character—what they call a hаnt—rents someone else’s and uses them to carry out an important service for a powerful guild of players.
In the end, he gets an offer to join them and even the chance to buy a new hunt on good terms.
A training period for Arch is coming to an end. The events of the second book begin right in the middle of a game session, when the main hero wakes up in a locked room with no weapons or equipment and tries to figure out what happened to him. But Rorkh won’t leave him in peace here either—it decides to throw him a difficult choice.
There’s a chance to make good money, but he’ll have to risk everything again by fighting all the city’s monsters at once. Or he can complete the mission quietly and peacefully and finish his apprenticeship in the guild.
Besides, new characters appear on the arena. The united guild of dehants opens the hunt for Jex—the hunt of Arch. Out of the shadows steps a legendary player who has his own claims against Arch. What’s more, Rorkh himself begins to put sticks in Arch’s wheels, as if testing the hero’s strength. Of course, Arch has the support of the team, mentors, and new comrades. But chances are it won’t be enough. Because in Rorkh there are no immortals, and Arch has been getting out alive from every trouble for far too long…