Chapter 206: Character Sheets (part 1)

Chapter 206: Character Sheets (part 1)

---Character Sheets will be a two-part chapter, then we will return to regular releases. Thank you for your patience.---

*****

Zolis: Level 55

Class: Champion

Exp: 583,917/1,300,000

Attributes:

HP- 2800 +750 (Rec. 4.5/Second)

MP- 3300 +400 (Rec. 2.78/Second)

Strength- 255 +335 +[70]

Agility- 127 +177 +[14]

Defense- 5 +190 +(25)

Wisdom- 15 +95 +(29)

Intelligence- 40 +228

***

Talents:

1: Mana Sense, Common (Lvl 4)

User has formed a small Mana Pool. Allows User to access their Mental sphere to learn and use Skills.

2: Enhanced Growth, Uncommon (Lvl 4)

User's muscles and bones have been reinforced, allowing User to dish out damage without facing backlash.

Strength = +20% increase to User's base Attribute [40]

3: Carry Weight, Undisclosed (MAX)

User has lugged around massive amounts of weight for a long period. Reduces weight of equipped items and increases the amount of weight that can be stored in Inventory Items.

Scales off of Strength. Next reduction increase at 750 Strength. Max Reduction 50% Max capacity increase x10.

Weight Reduction = 33%

Increased Inventory capacity - x4 pound limit

4: Flex, Common (Lvl 4)

Flex on your enemies. Allows User's damage to increase for every Level lower the target is.

25+ Levels lower = 120% Damage increase

10+ Levels lower = 70% Damage increase

5+ Levels lower = 40% Damage increase

1+ Levels lower = 30% Damage increase

5: Second Wind, Rare (Lvl 4)

When Mana hits 0, User recovers to maximum MP. Can only occur once in a set time period.

Limit- Once per 3 hours

6: Heavy Weapon Mastery [Intermediate], Uncommon (Lvl 0)

User has learned more than the basics of wielding heavy weapons. While using heavy weapons, gains increased damage and reflexes.

Increased Damage = 20%

Increased Reflexes = 20%

7: Enhanced Focus, Uncommon (Lvl 0)

In battle, User gains excess focus. Mind becomes calm and decisions are easier to make under pressure.

8: Body Control, Rare (Lvl 0)

User has enhanced control over their own body. Increases both Strength and Agility by using minimal movements to increase damage and speed outputs.

Strength = +15% base Attribute [30]

Agility = +15% base Attribute [14]

9: Extreme Discipline, Uncommon (Lvl 0)

User has spent countless hours practicing. Allows User to quickly increase Weapon Proficiency or focus on a single task for long periods.

10: Conquerer, Rare (Lvl 3)

User has an indomitable aura. With each kill, aura grows and oppresses non-Boss-Type creatures. Weakens their will and slows their reactions.

1 kill=.5% loss of Wisdom and Agility in opponents

Max Kill Stack = 16

11: Critical Chance, Uncommon (Lvl 0)

User has a chance of dealing double damage with a single strike.

Critical Chance = 10%

12: Mana Resonance, Undisclosed (MAX)

Unbreakable bond between Users. Can sense other Bond's locations or communicate within a certain distance. The stronger the bond, the greater the distance.

If one Bond dies, all suffer backlash.

Current Users: Geth, Zolis, Sindri

Bonus: +50% Experience when together

Bonus: +10% of top Attribute shared amongst Bonds. Sindri (+25 Def) Geth (+29 Wis)

***

Skills:

1: Sight, Common (Lvl 4)

Cost (1 MP/sec) Ability to see the flow of Mana. The Mana is vague, User is somewhat capable of sensing changes in the Mana nearby.

2: Earthen Toss, Rare (Lvl 0)

Cost (125 MP) Forms a massive boulder that User can launch toward target. The higher the momentum, the higher the damage.

Damage at peak = 150 + (Int x 50%) [284]

Cooldown = 15 seconds

3: Devastating Flames, Epic (Lvl 0)

Cost (375 MP) User slams their weapon on the ground. A powerful torrent of flames flies out in the shape that User has chosen, be it a circle, cone, or concentrated line that can devastate an enemy. Can use as one deadly strike or five powerful strikes.

One Strike Damage = (Str x 150%) + (Int x 150%) [1392]

Five Strike Damage = (Str x 25%) + (Int x 25%) [182] per strike

Cooldown = 1 minute

4: Earthquake, Rare (Lvl 0)

Cost (200 MP) User bashes Weapon on the ground, sending out multiple shockwaves through the earth. Causes damage to enemies and pushes enemies and allies back.

Damage = (Str x 35%) + (Int x 35%) [325]

Number of Waves = 3

Cooldown = 2 minutes 30 seconds

5: Long Dash, Uncommon

Cost (50 MP) User gains a massive boost of speed and leaps forward or backward a certain distance in one stride.

Distance = 15 yards

Cooldown = 30 seconds

6: Crushing Blow, Uncommon

Cost (25 MP) User slams down on target with heavy weapon. Adds additional crushing force and increases damage.

Damage Increase = (Str x 15%) [99]

Cooldown = 10 seconds

7: Vanquish, Rare

Cost (1000 MP) A Champion can use this Skill to draw on the power of heroes to slay their enemy. Multiplies damage of next strike.

Strike Damage = 400%

Cooldown = 1 hour

*****

Sindri: Level 53

Class: Blood Knight

Exp: 117,110/1,000,000

Attributes:

HP- 9430 +2150 (Rec. 75.44/Second)

MP- 2765 +600 (Rec. 4.18/Second)

BB- 432

Strength- 30 +70 +(20)

Agility- 5 +62

Defense- 320 +560 +[63]

Wisdom- 35 +145 +(29)

Intelligence- 34 +143

***

Talents:

Critical Chance = 40%

Critical Damage = 140%

***

Skills:

1: Temporal Shift, Epic (Lvl 3)

Cost (25 MP - 1000 MP) User has mastered the art of instant movement. Allows User to shift space and bring themselves closer to a target location within view. The further the target, the longer the cooldown and higher the cost.

Cooldown = 8 seconds - 44 hours

2: Power Shot, Uncommon (Lvl 2)

Cost (5 MP/sec) User pulls back on bow. While holding, feeds the arrow with Mana, increasing damage output and adding a knockback effect.

Damage = 12 +(Str x 12%) [42] per second held

Maximum Hold Time = 30 seconds

Cooldown = 5 seconds per second held

3: Piercing Arrow, Uncommon (Lvl 0)

Cost (10 MP) User's arrows are imbued with a piercing power, making it easier for them to tear through armor or tough skin and causing bleed damage for 10 seconds.

Piercing Power = +25%

Bleed = (Str x 5%) [13]

Cooldown = 10 seconds

4: Flickering Arrow, Rare (Lvl 0)

Cost (50 MP) User has learned to shift space. Arrow can shift to a new location within a specified area without losing momentum.

Shift Distance = (Int x 10%) [24] yards

No Cooldown

5: Venomous Arrow, Uncommon (Lvl 2)

Cost (40 MP) Coats arrowhead in a corrosive liquid Mana. Once this substance touches flesh, eats away and stops HP Recovery. Causes damage over time. Effects persist for 10 seconds.

DoT = (Int x 25%) [59] per second

Cooldown = 30 seconds

6: Arrow Return, Uncommon (Lvl 3)

Cost (1 MP) User can shift arrow back into possession, allowing them to fire arrow with the same effect without having to wait until cooldown.

Distance = 260 yards

Cooldown = 10 seconds

7: Multi-Shot, Uncommon (Lvl 4)

Cost (10 MP/arrow) Allows user to fire multiple arrows at once with accuracy. Number of arrows increases with each level.

Arrow Count = 6

Cooldown = 15 seconds

8: Critical Strike, Rare (Lvl 2)

Cost (75 MP) Guaruntees a critical strike on next hit. Upgrading reduces cooldown time.

Cooldown = 4 minutes 20 seconds

*****

Blazemancer (Blaze): Level 53

Class: Rune Caster

Exp: 56,428/1,000,000

Attributes:

HP- 1860 (Rec. 2.66/Second)

MP- 9175 +4350 (Rec. 35.68/Second)

Strength- 5 +35

Agility- 5 +180

Defense- 5 +128

Wisdom- 168 +215 +[63]

Intelligence- 240 +420 +[42]

***

Talents:

1: Formation Comprehension, Rare (Lvl 4)-

Runes will become easier to connect into small Formations. The higher Level the Talent, the more complex the Formations you can safely craft.

Skill Cost Reduction= 20%

2: Mana Force, Rare (Lvl 3)

User's mind has been compressed, density of Mana increased. User's power is increased.

Wisdom= +32.5%% increase to User's base Attribute [63]

Intelligence= +17.5% increase to User's base Attribute [42]

3: Mana Absorption, Undisclosed (MAX)

User has created an Absorption Formation inside of mental sphere. Weakens sphere, but heavily increases Mana Recovery.

Mana Recovery- x4

4: Inventory, Common (Lvl 2)

Allows User to have their own internal storage separate from storage items.

Current Weight = 50 pounds

5: Elemental Aptitude, Rare (Lvl 0)

User has shown great aptitude in elemental casting. Allows User to learn more than one element.

Current limit: 2

6: Cloth Armor Mastery [Basic], Common (Lvl 0)

User has increased Defense and Agility while wearing all cloth armor.

Current Bonus = 0

7: Wand Mastery [Basic], Common (Lvl 3)

Increases spell damage while using a wand.

Current Bonus = 7.5% increased damage

8: Mind Defense, Uncommon (Lvl 0)

User has an increased mental fortitude. Extra defense toward mental attacks.

Resistance = 10%

9: Rune Casting, Rare (Lvl 3)

User can cast spells directly through using Runes. Amplifies spell's effects.

Amplification = 20%

10: Merlin's Mischief, Undisclosed (MAX)

User has learned more than the basics of Rune and Formation creation. Can alter patterns in the Mana to slightly distort an enemy's Formation or Rune while they are casting.

***

Skills:

1: Massive Fireball, Rare (Lvl 3)

Cost (100 - 1000 MP) User can cast a normal Fireball, or feed up to ten times more Mana into spell to increase size, initial damage, and explosion radius. Does not affect burn damage over time.

Damage = 25 +(Int x 50%) [376] - 250 +(Int x 500%) [3760]

DoT = 25 +(Int x 10%) [95] per second for 30 seconds

Explosion Radius = 5 yards - 50 yards

Cooldown = 0 seconds - 300 seconds

2: Wandering Eye, Rare (Lvl 2)

Cost (25 MP/Eye) Summons multiple floating eyes that can monitor the area and can be observed from mental sphere. Number of eyes that can be formed based on Intelligence. Distance eyes can fly from caster based on Wisdom. Eyes last until dispelled or destroyed.

Number of Eyes = 1 + (Int x 5%) [35]

Distance from Caster = 10 + (Wis x 50%)[233] yards

Cooldown = 1 hour

3: Rune Cast, Rare (Lvl 4)

User can store pre-crafted Runes in mental sphere. No cost, cooldown, or time buildup is needed to cast. User expends Mana when creating and storing the spell initially. Spells are weaker than normal cast.

Number of storable spells based on Intelligence. Nullification of reduction on spell's effects based on Wisdom.

Slots Available = 1 +(Int x 2.5%) [19]

Reduction = 100% - (Wis x 10%) [55.4%] reduction

4: Ice Shroud, Epic (Lvl 3)

Cost (2000 MP) User creates a sheet of ice that floods over a large area. Can both heavily damage and slow a large number of enemies. Size of shroud and slow effects based on Wisdom. Damage caused based on Intelligence.

Damage = 300 + (Int x 300%) [2406]

Area Covered = 10 +(Wis x 150%) [679] yards

Slow Effects = 10 +(Wis x 50%) [233] points taken from enemy Agility. If Agility falls below 0, enemy is frozen solid for duration.

Time = 5 minutes

Cooldown = 8 hours