Skip to content

🍁Nine Ancient Obelisks

User Avatar
#599
Auto-translated

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%
Attachments 1
1 file attached • Total size: 39.4 KB
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария