
LEVEL: 67
EXP: 1800/6700
HP: 223400/223400 (With armor: 446800/446800)
MP: 33500/33500
POINTS: 140
INTELLEGENCE ROLL: ?? (1)
ATTACK ROLL: ?? (3 long range, 8 short range)
DEFENSE ROLL: ?? (20)
STEALTH ROLL: ?? (1)
SPECIAL ABILITY: Point manipulation. When you start out, you can rearrange your add ons with the above. You have a 8 points to give your rolls to add. You can switch them only during a non battle. This is good cause you have no penalties really and you choose your add ons before each battle. However, you can never initiate a fight.
SUMMON ANGELS: Summons an angel with 5000 hp and 500 mp. They can not be healed or upgraded and they leave when the battle is over or if they die. You can summon as many as you like and it takes a turn to summon them. They cost 150 mp to summon and can only use magic you know. You gain AP from the stuff they use too.
ANGEL HEAL: Casts a full heal on every of your teammembers. Costs 300 mp and everyone related to you is healed to full.
ALLIGNMENT: 3
ITEMS: MASTER SWORD: Adds 2 to your melee attack rolls, SHIELD: Parry and counterattack successful blocks, stone carrier pigeon, 7 books, 1 *AURA SWORD: Adds 15 to your attack rolls, +1 Silver Key, +1 RING OF IMMORTALITY: It allows the user to transfer elemental damage to life. If a fire, wind, or other elemental spell hits, that user will gain hp instead of taking damage, 1 Rare sword, +1 exp booster: Doubles the exp you just got and can be used only once, 1 Book of All Arts: Can learn all magic types, 1 AURA SET: EQUIPPED( 1 AURA ARMOR: Only criticals can hit you for physicals. Halves all damage against you and doubles your hp, 1 AURA HELMET: At end of all the turns, does damage to opponent that is done to you this previous turn, 1 AURA GAUNTLETS: Spells does not deplete your mp no matter how much you use it, 1 AURA BOOTS: Your hp regenerates 10000 hp each turn after the end of all turns), 1 teleportation watch, 1 BUTTON OF MERC: Can now upgrade things at his cost.
AURA SWORD UPGRADES *UPGRADE 15: Does d*10*15 for damage. *ELEMENTAL ENHANCED: It does double total damage on ANY element. *SOUL CAPTURING: Each time you beat an enemy, you gain double xp and double gold.
*One book-illegable *Another is full of ancient maps *One is with incantations of another language with dragon pics in it *One has history of the swords you are seeking *One has information on the barriers of the banned fairy creatures *One has teleportation incantations *One is a book of history *One is the book of the holy arts *One is the book of all arts
BARRIER: Cuts physicals against you in half for 4 turns. LVL 3, cost 50 mp. 6/30 AP
SHELL: Cuts magicals against you in half for 4 turns. LVL 3, cost 50 mp. 4/30 AP
CURE: Restores 500 hp to anyone and cost 30 mp, LVL 2. 0/20 AP
HOLY: Does 300 damage of Holy energy, LVL: 2, uses 40 mp. 10/20 AP
REGEN: Lasts for 3 turns. Gains 40 hp each persons attack turn and you use 50 mp. LVL 2. 0/20 AP
AUTO REVIVE: LVL 1, Costs 50 mp and revives the character you choose when your hp reaches 0, but only restores the hp to 1. 0/10 AP
ARMEGEDDON: Costing 1/2 mp and subtracts 1/2 hp. LVL: FULL, Does 1/2 hp of damage.
PURIFY: Cures you of common stat-based illnesses. Costs 30 mp. LVL 1 2/10 AP
KOMODO DRAIN LIFE LVL 2: Deals 2000 damage to opponent regardless of barriers or reflects and gains 1500 hp, uses 100 mp. 18/20 AP
*EARTHQUAKE: Casts Earthquake which does 1/2th damage and cost 200 mp LVL 2. Can only be leveled one more time.
*EXPLOSION: Explodes hitting everyone in the area for 10000 damage and costs 600 mp. LVL 1 (0/10 AP)
MASTER SWORD UPGRADES: *SHARPEN: Your damage rolls are doubled *UPGRADE2: Adds 2 to your damage rolls and attacks per turn *THUNDER AUGMENTED: Does double damage against ice elements, but does 1/2 damage against earth
ABILITIES: *FIRE STRIKE: Does 100 fire damage and cost 30 mp per level *WIND STRIKE: Does 100 wind damage and cost 30 mp per level *ICE STRIKE: Does 100 ice damage and cost 30 mp per level *THUNDER STRIKE: Does 100 thunder damage and cost 30 mp per level
CLASS: Mercenaries: Mercenaries start out with an iron sword, shield, and 500 gold, but pay ranges per hiring. Mercenaries are only loyal to the one they get paid from. Mercenaries have a harder time getting knighted cause they have their own king and own code. Only the Mercenary King can knight them. All guards and Mercenaries gets +1 to all attack rolls. Mercenary Knights gets +2 to all attack and defense rolls and gets 15% above regular wage for every npc hiring.
MONEY: 157140 gold
*TRACK WHALE FOR CAPTAIN AHAB: COMPLETED
RACE: MALE
CURRENT ALLIGNMENT: KIRON
CLASS: MERCENARY KNIGHT
LEVEL: 12
EXP: 900/1400
10200/10200 HP
ITEMS: DOUBLE-HANDED BATTLE AXE: DOes triple damage. Adds 3 to Execudor's Attack rolls, CHAIN ARMOR: Adds 3 to defense, CHAIN HELMET: Adds 2 to defense.
ATTACK: +8(+13)
DEFENSE: Normal(+7)
STEALTH: Normal
INTELLIGENT: Normal
MONEY: 4000 GOLD
CASTLE FUND: 45000 GOLD
REINFORCED WALL AROUND THE CENTRAL BARDOKEN, WATCH TOWERS WITH ARCHERS