Guild Wandering Knight. +1 to Strength, +1 to Agility, +1 to Endurance, +1 to Spirit, +1 to Perception. Savings 666 rem Experience 7 Skill Slots 1: Counterattack II When using a melee weapon, the character strikes back after an enemy attack. 2: Overrun II The character can "step onto" an enemy's tile; this prevents the enemy from leaving it as long as the character continues to stand on it (applies to spells, flight, and other unusual methods of movement). 3: Parry V +25% chance to parry an enemy attack if the character is not using a shield. 4: Arc III The character deals damage to all enemies around them. One AP grants 3 charges. 5: Healing III Water magic. Outside of combat, restores all health to the chosen target. One AP grants 3 charges. 6: Resurrection Water magic. Brings a character fallen in battle back to life (works only during combat). | Origin Male Strength +1, Endurance +1, Perception +1, Agility +1, Luck +1. Sizki Charisma +1, Intelligence +2, Faith +2. Conviction None. Attributes Strength: 6 Endurance: 6 Perception: 6 Agility: 6 Luck: 5 Spirit: 5 Intelligence: 6 Speed: 4 Faith: 3 Beauty: 4 Charisma: 5 Parameters Health: 240 SP: 2 (3) Initiative: 16 Accuracy: 75% (87%) Evasion: 25% (31%) Will: 9 Damage (Melee): 200% Crit Chance: 20% (25%) OU: 6 Attractiveness: 30 AP: 5 Defense: 30 Skills Magic Talent The character can learn and use spells. In Zenith Experience gain rate -90% Mentor Can teach others what they know themselves. Equipment - Skill of wearing combat gear - Shield proficiency skill - Weapon proficiency skill: Velfern sword, card, cleaver, shamshir, talwar, claymore, bow. - Critical strikes (each requires 20 exp and the corresponding base skill. Card: +2 additional attacks (do not crit). Cleaver: +10% to accuracy, damage increased 1.5 times, bleeding effect. Shamshir: damage increased 1.5 times, bleeding effect. Talwar: damage increased 1.5 times, attack takes 25% of the enemy's maximum health. Velfern sword: damage increased 2 times. Claymore: damage increased 2 times. Bow: allows movement after a shot, +20% to accuracy. Mastery V (Velfern sword) +5% to accuracy, +5% to evasion, +5% to critical damage chance. Riding The character is trained in horseback riding Counterattack When using a melee weapon, the character strikes back after a successful evasion. Counterattack II When using a melee weapon, the character strikes back after an enemy attack. Shield Bash III Paralyzes the enemy. One AP grants 3 charges. Dual Wielding The character can use two one-handed weapons simultaneously, -20% to accuracy. Swiftness III The character makes two attacks instead of one. One AP grants 3 charges. Piercing Strikes V The character's attacks ignore 25 points of enemy defense, +5% to critical damage chance. Overrun The character can "step onto" an enemy's tile; this prevents the enemy from leaving it as long as the character continues to stand on it. Overrun II The character can "step onto" an enemy's tile; this prevents the enemy from leaving it as long as the character continues to stand on it (applies to spells, flight, and other unusual methods of movement). Parry V +25% chance to parry an enemy attack if the character is not using a shield. Arc III The character deals damage to all enemies around them. One AP grants 3 charges. Fury The character survives a lethal attack with 1 health point. Fury II The character survives a lethal attack with 1 health point and delivers a counterstrike (higher priority than counterattack). Fury III The character survives a lethal attack with 1 health point and delivers a counterstrike (higher priority than counterattack, +100% to accuracy for this attack). Control The character attacks all enemies that appear on their line of attack. Sniper Shot A bow shot; attack range +5, +100% to accuracy. Dexterity SP +1 Overcoming The character removes negative effects from themselves and restores health. Spells Healing III Water magic. Outside of combat, restores all health to the chosen target. One AP grants 3 charges. Cure III Water magic. Restores 100+20 health points per 1 point of Intelligence to the chosen character. Crit: damage is doubled. One AP grants 3 charges. Resurrection Water magic. Brings a character fallen in battle back to life (works only during combat). Purification III Water magic. Removes negative effects from the chosen character. One AP grants 3 charges. Water Shot III Deals 100+20 damage points per 1 point of Intelligence to the chosen target. Range: 8. Crit: damage is doubled. | Equipment Weapon 1: Karabion (Velfern sword) Damage: 90 Accuracy +5% Can strike spiritual entities, pacifies the undead, banishes demons and (previously) aliens; does not break. Shield/second weapon/spare weapon: Head: Body: Kira's armor +30 to defense. Protection against the main four elements +30% Shoulders: cloak +1% to evasion Hands: Leather gloves +2% to accuracy Feet: Traveler's boots +1 to SP Accessory 1: Other 1: Inventory Extraordinary Velfern sword Damage: 40 Crit chance +5% |