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World Of Karik: A Game Of Villains 74 Clearing Things Up

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It wasn't the right time for English tragedies. As there were no more urgent issues, or so I hoped so, I could finally work on things I never had time for before. I got the "100 intelligence" achievement, but not strength, dexterity, and endurance ones. I also had to check my gear while having Full Mind activated. I felt that there might be some hidden information about it that I should be aware of. It was important for me to know my weaknesses and opportunities.

I grabbed some food and ignored the meeting. Having decided to stay in my cave, I prepared to lift the veil of the unknown. I probably should've attended the meeting, but I really didn't want to postpone my experiments. Our leader's threats were unpleasant to listen to. Perhaps, my absence would hint to him that it was dangerous to tighten the screw too much.

To begin with, I decided to check endurance using Stonerose. With Stone Skin I had 95 points, but the spell, unlike alchemy, didn't help me unlock any achievements. I took a deep breath and invested points into endurance, which now exceeded a 100 points. I kept track of changes in the descriptions of my characteristics. Fortress, which was now level three, gave me the opportunity to stand on my feet during an attack with 200 attack power. It wasn't very impressive, but more opportunities got unlocked once the attribute reached 100 points. I couldn't be knocked down by attacks that had less than 1,000 AP anymore, and I got an additional ability.

Double Health

Doubles the maximum amount of HP, restores HP to the full.

Duration: 10 seconds.

Cooldown: 1 hour

To be honest, Super-Fortress granted me invulnerability against physical damage for 10 seconds and seemed to be more useful. On the other hand, it was just another way of healing myself. For everyone else, this skill would be the only way to restore their health. It was worth much in combat.

Okay, let's move on. What about Sedge? I inhaled it and increased my dexterity. As well as with endurance, nothing special happened at 75 points; only the length of the combo got increased by one strike. However, I was awaited by a number of pleasant surprises at 100 points. As I expected, the length of the combo went up to five. The combo strike modifier changed from 30% to 50%, and, more importantly, Super-Combo evolved, changed its name and got a significant bonus.

Double Combo

Doubles the available combo length and its damage.

Duration: 10 seconds

Cooldown: 1 hour

I was terrified to see what would happen with strength. Just kidding, it was really exciting.

"Cat, Petrovich is waiting for you," Innokenty's voice came from somewhere outside. Half an hour had already pa.s.sed, but I wasn't going to change my decision.

"Don't wait for me. Call me if anything interesting happens." The guy didn't insist. He fell silent and, apparently, decided that it was better to come back to Petrovich empty-handed than to annoy me. I imagined our leader's red face.


It was time to continue my experiments. I used Holly next to increase my strength. Seventy-five points gave the usual increase to the skills' power, and that was all. Then this attribute jumped by 25, reached 100, and my jaw dropped reading what Super-Rage turned into.

Double Rage
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One can choose either the light form that increases the power of abilities by 400% for 10 seconds, or the dark one that increases the power of abilities by 200% for 10 seconds and adds area of effect damage.

Effect lasts for 10 seconds.

Cooldown: 1 hour.

Holy c.r.a.p! The figures and numbers of different skills started to emerge in my head, turning into total damage output.

For example, one has 100 strength by default; their skill damage is also 100, and their weapon has the same attack power. How much damage would they be able to deal with a single blow? An ordinary attack would deal 200, or 300 if using a skill. I also had to take into account the modifiers. Increasing one's power using a combo attack makes the fifth blow in the series three and a half times stronger and deal 1,050 damage. Rage gave additional 100 points. Double Combo would, well, double everything, and Double Rage would increase it all by fourfold. It all seemed a bit complicated, though. Despite that, it was pretty clear that the final damage output was around 8,000. Most of the skills had an hour long cooldown, but the thought of a potential enemy having such power was terrifying. What could I do against such a monster?

Did I make a mistake when I asked to be a mage? Forty damage per second with 100 intelligence was my strongest spell's attack power. Eight thousand versus forty; just forty, no extra zeros. Which of the two was better? A wave of panic rose inside me, but I tamed it, just as I had been doing since my childhood. If there was a problem, I just had to solve it.

I was so focused on the problems of mages that I didn't even think about how local warriors managed to live with that. No armor would save you from such damage, so there must be a way to deal with it. I just had to guess.

Vlada and Olga's loud voices came from the nearby room and I wondered what their problem was. Marina had a fight with Ravshana recently, and now these girls were arguing too. It all seemed suspicious, but I didn't want to interrupt their quarrel. It wasn't my problem. And then, as if trying to escape from dangerous thoughts, my brain came up with a fascinating idea. What if I look at the description of my skills while having increased intelligence and Full Mind? Why didn't I think of that earlier? That would allow me to see even more. Information was what I needed the most now!

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World Of Karik: A Game Of Villains 74 Clearing Things Up summary

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