Content

Chapter 4

——Random draw!

The specialties that players can choose for themselves are all worthless, common-as-dirt specialties that can’t be sold for anything! John, it all comes down to this one shot!

——System prompt: Hero! Are you sure you want to entrust your fate to the gods in the unseen world?

Yes! My fate is determined by the heavens, not by me!

——System prompt: Hero! Please wait for fate’s decision!

A flash of white light appeared before his eyes, and the image of a tall, handsome, righteous-looking middle-aged human man with thick eyebrows and big eyes holding a wooden spear appeared! Well, that’s just the default human male configuration based on the player’s real age! David Carter couldn’t wait to open the attribute panel, and his breath stopped instantly!

An icon he’d never seen before! Not a public, common skill!

But what’s this strange sailing ship icon? Could it be navigation? David Carter immediately felt uneasy and hurried to check!

——Storm Sailing: The hero’s fleet gains increased safety when sailing through severe storms. (Note: The prerequisite is that the hero must own a large, well-built Galleon-class sailing ship with good wave resistance. To purchase a large Galleon, the hero must have a certain amount of reputation at the shipyard.)

David Carter was dumbfounded on the spot!

Didn’t they say non-combat specialties are worthless! If John had been given any specialty for commanding low-level troops, any public skill specialty, any management specialty, John could have just gone with the flow. The problem is, what’s with giving John a specialty that depends entirely on luck? And it even requires a large Galleon—how much does one of those cost? And you need reputation to buy it? The key question: does having this specialty mean John should hope for storms or not? This is a loss-prevention specialty, not a profit specialty. Are they deliberately messing with John?

——System prompt: Hero specialty selection complete. Please use your remaining 1 skill point to choose a hero skill. For your early development, it is recommended that your hero’s first skill matches your specialty!

David Carter finally snapped out of it and let out a deep sigh! This is fate! It’s fate arranging for John to just focus on sailing and earning gold in the game from now on! With this specialty, John’s ships are no longer threatened by the great enemy of storms; as for pirates and nagas, those are things that can be dealt with!

That’s right, John isn’t young anymore, and doesn’t have time to mess around fighting with kids. Making money is the real deal! Without hesitation, David Carter used the system-gifted skill point to choose the public skill—Navigation!

——System prompt: You have received the system’s gift for newcomers: a Navigation skill book! After gaining a skill point, you can use the skill book to increase your navigation skill level, or learn a navigation branch skill recorded in the book.

——System prompt: You have learned Basic Navigation!

——Basic Navigation: The hero’s ship speed at sea increases by 20%.

Now, David Carter’s personal attributes are:

Player Level: Level 1

Class: Pikeman (Sanctuary level 1 unit, normal form, special skills: polearms, pike formation), Level 1 Explorer (In the game, hero skills are categorized into four types: Explorer, Legion Commander, Lord, and Scholar. Navigation is an Explorer-type skill.)

Reputation: 0 (You are a nobody and won’t receive special quests or invitations. Killing players or NPCs of your own faction will decrease your reputation.)

Leadership: 0 (Determines how many troops a hero can command. Currently unable to command any troops. Each unit has a basic leadership requirement; level 1 units require 1 leadership point each. When the hero’s leadership reaches 10, they can command 10 level 1 units.)

Tactics Slot: 1 (Determines the number of troop types and sub-heroes a hero can command. Currently can only command one troop type and one sub-hero.)

Attack: 0 (Increases the damage dealt by the hero and their troops. Attack and defense are strategic attributes that affect the entire army.)

Defense: 0 (Reduces the damage received by the hero and their troops.)

Magic: 0 (Magic increases the effectiveness of the hero’s spells.)

Knowledge: 0 (Each point of knowledge provides the hero with 10 mana points.)

Health: 10 (If the hero is killed, they die.)

Attack Speed: Normal speed, 10 (A speed of 10 is the standard, serving as the reference for all creatures’ action speed. Units with higher attack speed not only act first but also attack more frequently. For example, zombies have an attack speed of 5, meaning the player attacks twice as often as zombies. Phoenixes have an attack speed of 20, meaning they attack twice as often as the player.)

Movement Speed: 10 (Maximum movement speed is 10 meters per second. While running, there is a certain chance to dodge enemy attacks. The faster the running speed, the higher the chance, but also the higher the stamina consumption.)

Base Damage: 1-3 (Damage value is the amount of health taken from the enemy.)

(Note: Damage value changes according to the difference in attack and defense between both sides. For every point your attack exceeds the enemy’s defense, damage increases by 5%; for every point defense exceeds attack, damage decreases by 5%. That is, final damage = base damage × (1 + attack-defense difference × 5%). According to this formula, when your attack is 20 points higher than the enemy’s defense, your damage doubles! That’s why high-level units are so powerful against low-level ones.)