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#1632
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Gustav

Men of Tezoth, men +5 to body and +5 to mind, +1 to trainability. Equipment worn by the character is protected from destruction and loss. 

Attributes
Mind: 15
Body: 15
Insight: 10
Energy: 10
Aesthetics: 10

Parameters
Spirit Strength: 150
Spirit: 150
Defense: 15 (30)
Health: 150
Accuracy: +10% (+60%)
Evasion: +10% (13%)
AP: 3
MP: 3
Initiative: 10
Charisma: 10
Critical Damage Chance: +10 (11%)
Trainability: 4
Inventory Capacity: 10

Skills

Blacksmith
The character can sharpen melee weapons, which requires spending 1 AP and one unit of Aconium. On failure, the weapon is destroyed. The list below shows the total bonus for each level.
Level 1: +10 damage, +2% accuracy, +1% crit chance. Break chance: 0%
Level 2: +20 damage, +4% accuracy, +2% crit chance. Break chance: 0%
Level 3: +30 damage, +6% accuracy, +3% crit chance. Break chance: 0%
Level 4: +40 damage, +8% accuracy, +4% crit chance. Break chance: 5%
Level 5: +50 damage, +10% accuracy, +5% crit chance. Break chance: 5%
Level 6: +65 damage, +12% accuracy, +6% crit chance. Break chance: 5%
Level 7: +70 damage, +14% accuracy, +7% crit chance. Break chance: 10%
Level 8: +80 damage, +16% accuracy, +8% crit chance. Break chance: 15%
Level 9: +90 damage, +18% accuracy, +9% crit chance. Break chance: 20%
Level 10: +100 damage, +20% accuracy, +10% crit chance. Break chance: 30%


Armorer
The character can sharpen heavy armor and shields, which requires spending 1 AP and one unit of Aconium. On failure, the weapon is destroyed. The list below shows the total bonus for each level.
Level 1: +5 defense, +1% evasion. Break chance: 0%
Level 2: +10 defense, +2% evasion. Break chance: 0%
Level 3: +15 defense, +3% evasion. Break chance: 0%
Level 4: +20 defense, +4% evasion. Break chance: 5%
Level 5: +25 defense, +5% evasion. Break chance: 5%
Level 6: +30 defense, +6% evasion. Break chance: 5%
Level 7: +35 defense, +7% evasion. Break chance: 10%
Level 8: +40 defense, +8% evasion. Break chance: 15%
Level 9: +45 defense, +9% evasion. Break chance: 20%
Level 10: +50 defense, +10% evasion. Break chance: 30%


Jeweler
The character can improve equipment in exchange for AP and one unit of Ikazkanium alloy or Iphillium. 

Ikazkanium
- Musical instrument: +5 to range.
- Armor: +25 defense.
- Shield: 50% of received damage is returned to the attacker.
- Sword: +50 damage.
- Axe: Bleeding on attacks.
- Hammer: Paralysis on attacks.
- Bow: +10 to attack range.
- Spear: ignores 70% of target's defense.
- Dagger: Additional attack.
- Boots: Immunity to slow.
- Helmet: chance of taking critical damage is halved.
- Bracers: +10% accuracy, +5% crit chance.

Iphillium
- Musical instrument: the first 5 uses in combat do not cost AP.
- Armor: the first damage taken per battle (but not effects) is reduced to 0.
- Shield: the first negative effect (but not damage) is nullified.
- Sword: +20% accuracy.
- Axe: additional damage equal to 10% of target's maximum health.
- Hammer: +20% crit chance.
- Bow: +10% damage for each unit of distance between the shooter and the target.
- Spear: +1 to attack range.
- Dagger: +1% critical damage chance for each unit of target's defense.
- Boots: +3 AP.
- Helmet: +25 defense.
- Bracers: +10% crit chance.


Metallurgist 
Requires the Blacksmith or Armorer skill. Break chance is 5% lower for all levels. 

Equipment
Right hand: A blacksmith's hammer with a comfortable ash handle, battered by sparks and scale from long work, damage: 65, +30% spirit strength for checks to activate negative effects, ignores 20 units of defense.
Left hand: Long steel blacksmith's tongs with round jaws, in exchange for 1 AP, break chance is reduced by 1%.
Body: A leather work apron-brigandine, reinforced from the inside with rows of concealed steel plates on rivets, +10 defense.
Head: A steel forehead band with folding magnifying goggles and interchangeable darkened lenses to protect the eyes from the heat of the forge, spirit strength against darkness +5.
Legs: Heavy leather boots with steel toe caps protecting the toes from falling heavy ingots and anvils, +5 defense.
Hands: Gauntlets made of multi-layered buffalo leather and articulated plates, impregnated with a fire-resistant compound, spirit strength against burns +5.
Shoulders: A thick traveling cloak, +3% evasion.
Other 1: A steel token, +1% critical damage chance.
Other 2: An uneven steel ring, 20% chance to avoid a critical attack.
Other 3: A pocket-sized gold chronometer of fine workmanship, in exchange for 1 AP, increases its initiative by 10 for three turns.
 
Inventory
100 coppers.
Hammer, damage: 75, +30% spirit strength for checks to activate negative effects.
Healing potion, restores 100 health points.

Statistics

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