Survival Quest (The Way of the Shaman: Book #1) Read Online Free Page B

Survival Quest (The Way of the Shaman: Book #1)
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influences the strength of my physical attack. Because I'm not a melee fighter, the calculation is quite simple: Physical Damage = Strength + Weapon Damage. No modifiers. I'll have to do without, I guess.
    Agility. Ehh... Something I knew so well when I was playing my Hunter, but now I don't even know what to do with it. In my case Agility did little else than determine the dodge chance and the critical strike chance. So if I don't engage in melee combat, this stat will remain useless for me.
    Intellect. This is what Hunters, Warriors, Rogues and several other classes lack. In place of this statistic they use Rage. Intellect determines the amount of mana in the ratio of 1:10 and the rate of its regeneration, although the exact formula slipped my memory. Intellect also determines the strength of my magical attacks. Here we have a modifier: Magic Damage = 3 x Intellect. I had no idea how it all worked, despite having seen Shamans in action, as they banged their Tambourines, danced and chanted some sort of songs. There must be a reason they do that.
    Not selected. So here is that stumbling block, which makes virtually all the players rant about Barliona. They rant, but continue playing. Yeah, they keep burning their fingers, grumble, but still go for the cookies. In Barliona with the four main stats, which were fairly standard for all games, each player was allowed to pick additional four. What is more, they were not chosen from a set list, but you had to perform certain actions that would lead to the system allowing you to pick a particular stat. For instance, when I played the Hunter, I needed Marksmanship, in order to be sure of hitting the opponent and having a chance of dealing him triple damage. But then I knew beforehand that I would need this stat and spent some time hitting the training dummy until the system allowed me to select Marksmanship. Only four additional stats could be chosen, so picking them needed serious thinking. Of course it was possible to remove an undesirable stat, despite the system saying it could not be removed. But this could only be done personally by the Emperor and gaining an audience with him was often out of question for an ordinary player. Even if you managed to obtain an audience, the privilege of removing a stat cost around 20 thousand gold, so players wrote angry messages on the forums and threatened to leave the game. But after some time they usually simply deleted the old poorly calibrated character and rolled a new one. The game called and beckoned.
    And then there was Jewelcraft. A zero level in a profession meant that, although it was included by default, it had to be activated via a trainer. Probably this wasn't that important - where would you find a Jewelcraft trainer in a mine?
    I'll give you a brief view of how these statistics could be increased. With each level a player gains 5 points that could be invested in any one of the stats, thus increasing its importance. But that's not all. Certain activities level up the stat that ends up being used the most. For example, if I shoot a mob with my bow - not only do I gain Experience for the kill, but also gain a certain percentage in my Agility progress bar. As soon as the progress bar is filled to 100, Agility value is increased by one, the bar itself is reset in order to go through the same process again. Thus the more I hit mobs with a bow, the higher is my Agility. Here in the mine the main stat is Strength and it will level up before anything else.
    I was suddenly torn away from my daydreams.
    "Don't just stand there! Get a move on!" the rough yell of the overseer returned me to 'reality'. Judging by the manuals, all the overseers in the places of confinement were NPCs, but their programmed behavior model was completely in the hands of the designers building the locations. Since no-one likes prisoners, the guards were developed with appropriate temperaments. All this quickly flashed through my head, leaving my 'castle-in-the-air'

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