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The Kartoss Gambit The Way Of The Shaman Book 2 Litrpg Series

Author: Vasily Mahanenko (Vasilij Mahaněnko)
Publisher: Magic Dome Books
ISBN: 8088231663
Size: 65.73 MB
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An original LitRPG fantasy from one of the fathers of LitRPG. #1 bestseller in audiobooks. The unrelenting #1 LitRPG bestseller since 2012. Translated into English, German, Polish, Czech and Korean languages. Barliona is a brand-new virtual world which offers everyone the chance to start a new life as a valiant knight, a hero or a beautiful princess. Many people have come here in search of a new identity. Still, for some users Barliona has become their biggest nightmare. They are convicts sentenced to serving their term in virtual reality with their sensory filters disabled. They can feel everything that happens to their character whether it’s pleasure or pain, strain or fatigue. For them, the difference between the real and virtual worlds is so slim that some of the inmates lose all sense of reality. Daniel Mahan is one such convict, tried and sentenced for hacking the city sewage network. He’s assigned the class of Shaman which can become his blessing or his curse. Will he fail - or will he rise to unthinkable heights, founding the greatest clan ever, winning the most amazing woman and going on the most incredible escapades? The seven books of the series tell the story of the Shaman’s virtual adventures in Barliona: his ups and downs, his treacherous allies and trusty friends. Because there’s no other path if you want to become a player capable of taking the Way of the Shaman.

The Kartoss Gambit The Way Of The Shaman Book 2

Author: Vasily Mahanenko
Publisher: Magic Dome Books
ISBN: 9788088231073
Size: 16.80 MB
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A product of the latest technologies, Barliona is a virtual world brimming with fun and entertainment. The government has become the guarantor for the in-game currency, allowing its free circulation. As a result, the population floods Barliona in pursuit of easy money. It doesn't take long for the game developers to discover a source of free labor: real-world prison convicts. While their bodies are locked in special auto-maintenance virtual capsules, the prisoners' minds are released into Barliona's vitual mines. Dmitry Mahan has been through it all. Sentenced to eight years hard labor, he now struggles with an unpopular class - the Shaman - and an equally unpopular profession of a Jeweler. His fight for survival becomes anything but virtual.

World Of Sci Fi Fantasy

Author: Magic Dome Books
Publisher: Magic Dome Books
ISBN: 8088295734
Size: 79.60 MB
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A Full Immersion Reading Experience a boutique literary agency specializing in the genres of fantasy and science fiction with the focus on space opera, cyberpunk and LitRPG (video game-based fantasy and science fiction). The concept of fantasy embraces a vast variety of genres with settings varying from ancient to medieval, modern to futuristic. The main difference of fantasy from science fiction lies in the fact that fantasy worlds don't necessarily need to comply with the laws of the physical world as we know them. The universe of fantasy is ruled by magic and the author's imagination which readily waives the boundaries of the known for the sake of a good story.

External Threat Reality Benders Book 2 Litrpg Series

Author: Michael Atamanov
Publisher: Magic Dome Books
ISBN: 8088295432
Size: 72.47 MB
Format: PDF, Kindle
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Reality Bendersis a new series by Michael Atamanov written in a rather rare genre blend of LitRPG, global MMORPG strategy and space adventure creating a seamless picture which unfolds simultaneously in four worlds. One is the Earth with all its political problems and confrontations; the second one a virtual projection of our planet divided into a series of “nodes”; the third one the vast expanse of deep space teeming with civilizations so unlike our own; and finally, a parallel Earth where magic is mundane. Unbeknown to the majority of the Earth’s inhabitants, humanity has been taking part in a game brought to our planet by a highly developed and powerful Geckho civilization. Participating in it can reap considerable rewards as the technologies learned can positively affect both science and everyday life, advancing them decades. Which is why the participant countries aren’t in a hurry to share their discoveries, preferring to act on their own. The game’s events affect the real world - which is why humanity’s potential defeat might have some disastrous consequences for our planet. Gnat is a twenty-year-old gamer and university dropout expelled for organizing online gambling tournaments. He is then offered the choice of either being prosecuted or joining a “research institute studying the effects of virtual reality” as part of a group of fellow gamer dropouts. That’s how Gnat finds himself in the Dome: a classified facility for the faction of players taking part in the reality-bending game. The story is told through Gnat’s eyes as he gradually explores the virtual world and its rules, learning more about players, NPCs and various space races. He’s about to embark on perilous travels through new uncharted lands, meeting our virtual neighbors and learning to find common ground with them; he’s soon to cross swords with space pirates and take part in epic battles which put humanity’s very existence at stake.