《The Dark Side》The Dark Side - Character Stat after Chapter 12
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Stat Window
Avatar: Jon Type: Dark
Level: 15 Class: Blood Mage
Title: Leader of the Pack
+10 Charisma
Taming animals is 20% easier and faster.
Life: 1066 (+500) Fame: -522 Mana: 530(+250)
Strength: 98(+5) Dexterity: 97 Vitality: 61
Wisdom: 48 Intelligence: 74 Focus: 13
Leadership: 0 Perception: 3 Luck: 0
Offence: 9 Defense: 10
Resistance to Magic:
Air: 1%
Cold: 6%
Earth: 1%
Fire: 3%
Holy: 1%
Lightning: 1%
Affinity to Elements:
Air: 1%
Ice: 6%
Earth: 1%
Fire: 3%
Holy: 1%
Lightning: 1%
Skill Window
Masteries:
Alchemy Mastery Level 3
Archery Mastery Level 3
Cooking Mastery Level 5
Knife Mastery Level 3
Magic Mastery Level 5
Sneak Mastery Level 3
Sword Mastery Level 1
Passive Skills:
Control Magic Level 3
Magic Capacity Level 3
Meditation Level 3
Owl's Instinct Level 2
Active Skills:Power Shot Level 2
Repair Level 1
Sharpening Level 3
Silent Strike Level 4
Speed Stab Level 3
Spell Window:
Burning Touch Level 1
Chilling Grasp Level 1
Cone of Frost Level 1
Heal Level 2
Healing Rain Level 1
Ice Dart Level 1
Sprout Level 1
Static Hand Level 1
Mastery
Archery Mastery
Archery mastery affect the ability to use short bows, long bows and crossbow with efficiency.
The higher the mastery the better the accuracy of the shoots are.
The archery mastery also affects shooting speed and attack power.
Level 1 Bonus:
Accuracy increased by 5%
Attack speed increased by 5%
Level 2 Bonus:
Accuracy increased by 10%
Attack speed increased by 5%
Level 3 Bonus:
Accuracy increased by 10%
Attack speed increased by 10%
Blood Magic Mastery
This skill governs your control over magic cast with vitality instead of magic.
Blood magic is stronger than simple magic but using it comes with many risks.
Higher mastery will reduce the pain that comes with the use of ones health. It will also increase the power of your blood magic and help you with controlling your spells.
Level 1: Blood magic is 20% more powerful.
Knife/Dagger Mastery
Increases efficiency of handling knives and daggers.
When using a knife or a dagger, depending on your level of mastery, the following bonuses will be applied:
Attack Speed: +5%
Attack Power: +5%
Level 2: Attack Speed +8%
Attack Power +5%
Level 3: Attack Speed 10%
Attack Power +5%
Magic Mastery
The basis of all magic, Magic Mastery gives a player control over his Magic Power.
The higher your mastery of control is, the stronger the magic that you perform is.
The higher the skill level is the faster you can cast spells.
Warning: Casting high level magic with a low level of Magic Mastery is dangerous and may result in death.
Level 5 effects: Can cast beginner level spells.
Casting speed increased by 10%
Sneak Mastery
Helps the player hide his presence and blend into the surroundings.
The grandmaster sneak is even able to hide himself in plain sight.
Level 3 effect: You are 10% harder to see.
You make 5% less noise when moving.
Sword Mastery
Sword master affect your ability to use swords efficiently.
The higher the skill level, the easier it will become to perform powerful and elaborate techniques.
Level 1: Attack Power +5%
Attack Speed +5%
Skills
Control Magic Passive Skill
A passive skill that heightens your control over the spells you cast. Good magic control can prevent area of effect spells (AoE) from hitting your allies while buff and de-buff spells can be applied on many targets at once.
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Even the most basic of magic can be used in a verity of ways when you have enough control over it.
Lvl: 3
Drain Life Skill
Just like a mage can increase his mana flow and learn how to gather mana from his surroundings, the blood mage can collect life force from living beings.
As long as the blood mage has living things around him he can toy with the aspect of immortality. Taking the life force of others into himself, the blood mage will be healed from even the most grave of injuries and illnesses.
Level 1: Heal 1 Hp for every 50Hp drained
Drain 25 Hp a second.
Magic Capacity Passive Skill
This skill lowers the backlash of misfiring spells and reduces the damage taken when casting spells that require higher magic mastery than you have.
Magic capacity also guards from the damage taken when casting spells that need more Mp than you currently have.
Lvl: 3
Meditation Skill
By maintaining correct breathing and mental focus for long periods the mage can force his body to become more compatible with the arcane powers.
During this state of awareness the mage's mana points return at an accelerated rate.
One of the many side effects of this passive state is increased mana.
Level 1: +5 Mp every level up.
Affect while active: 1Mp every second.
Level 2: +10 Mp every level up.
Affect while active: 2Mp every second.
Level 3: +15 Mp every level up.
Affect while active: 3Mp every second.
Owl's Instincts Skill
The owl, the shadow of the night. It hunt's under the moonlight managing to catch and kill pray with easy even in the darkest of nights.
With instincts so honed he manages to REPLACE his talons into his targets vital spots at amazing speed and with incredible precision even under the most difficult conditions.
Users of bows have strived to achieve their astounding feats throughout the ages.
Level 1: Critical Hit Chance +5%
Power Shot Skill
By temporarily surrounding the bow with mana, the longbow man can draw the arrow farther than the bows maximum breaking point.
This allows the longbow man to fire an arrow that deals more damage and has a higher chance of penetrating the target.
Level 1: Maximum firing distance 30m
Attack power increased by 10%
Cost: 20 MP
Repair Skill Applying this skill on a piece of equipment will return it to its maximum durability.
Low level skill will need more than one time to restore all durability while a high level of this skill can increase the durability over the maximum amount, thus strengthening the equipment.
Notice: Can only be applied on metal.
Sharpening Skill
By the use of a grinding stone, wet stone, sharpening belt and a variety of other tools, you can return the edge of a weapon back to its original sharpness.
With good knowledge of sharpening, a weapon can even exceed its original attack power.
WARNING: Sharpening may result in durability loss.
Silent Strike Skill
This skill can only be used if the target is unaware of you presence.
It will deliver a fast and silent blow to your target.
The skill works with weapons, magic and hand to hand combat.
Level 1: Deal 10% more damage.
Chance of a critical hit increases by 40%.
Cost: 50 Mp
Level 2: Deal 13% more damage.
Chance of a critical hit increases by 40%.
Cost: 45 Mp
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Level 3: Deal 15% more damage.
Chance of a critical hit increases by 40%.
Cost: 45 Mp
Level 4: Deal 15% more damage.
Chance of a critical hit increases by 40%.
Critical damage increased by 5%.
Cost: 45 Mp
Soul Trap Skill
A dangerous consequence of using the "Drain Life" skill without care is this evil result.
When the player uses this skill with full Hp the drained life force doesn't have anywhere to go so it just lingers around the player.
If such a user continues to drain the target's life until the target dies, the lingering life force that doesn't know where to go will keep the soul of the dead target behind so that it has a place to stay. The soul of the dead player can then be used by the player for powering up his own skills and spells.
The soul can be placed in an appropriate container for future use. There are many such containers but precious gemstones are the most common, with a higher grade of gem stone being able to hold more than one soul.
When the soul is used for such an action it will be consumed and will no longer be part of the circle of life, never able to reincarnate.
Warning: Excessive soul trapping can anger the gods for messing with the circle of life.
Level 1: Can trap souls of level five and lower.
Speed Stab Skill
The skill allows you to perform a stabbing motion with your weapon of choice, with a speed that far accedes your normal abilities.
The motion is so fast; it allows you to perform multiple stabs in the time it would have taken you to make one.
Level 1: Number of stabs: 2
Mp cost: 20
Level 2: Number of stabs: 2
Attack power +5%
Mp Cost: 20
Affinity
Air Affinity
Knowing that air is not an empty vacuum but is made out of countless atoms, particles and even living beings, the mage can use his mana to manipulate the air around him to his needs.
Magic of this affinity is the hardest to control as air depending on where you are standing however spells of this affinity are consume the least amount of Mp put of all spells.
Affinity: 1%
Earth Affinity
Specializing in large scale spells, the practitioners of earth magic can summon the force of nature itself and transform the face of the planets surface.
By sending mana down into the ground and using the earth itself as a conductor, earth spells do not suffer a distance penalty like other spells.
Affinity: 1%
Fire Affinity
Manipulating your magic power you can now forcefully create friction between atoms to create a small spark.
Feeding the spark your mana, you are able to start a flame anywhere and everywhere.
Better affinity with the fire elements allows you to create bigger and hotter flames with less mana consumption.
Affinity: 1%
Holy Affinity
You have learned to channel holy power through your body and to your spells.
Increasing your affinity with the element will raise the efficiency and power of holy spells.
Affinity: 1%
Ice Affinity
You have learned to channel the ice element through your body and to your spells.
Increasing your affinity with the element will raise the efficiency and power of ice spells.
Affinity: 1%
Lighting Affinity
Tapping into the natural reserves of electricity in the atmosphere you can use your magic to channel it through your body.
Lightening spells deal the most damage and cost almost nothing to cast.
However, the lighting element is amongst the hardest elements to control, and is highly unstable.
Affinity: 1%
Spells
"Burning Touch" Spell
With the use of mana you can create a small flame and spread it around your palm. While the spell is active the mana channels the fire affinity and protects your skin from harm while at the same time raising the temperature of the fire until the palm of your hand glows in an almost white light from the intense heat.
Cost: 5 Mp every second.
"Cone of Frost" Spell
By channeling the ice element through your body, you are able to quickly collect the surrounding moisture surrounding you, and expel in a chosen direction as frozen mist.
Projected in the shape of a cone, the mist slows down your opponents and pushes them away from you.
The small, sharp ice particles damage your opponent's health and have a small chance of completely freezing the target.
Level 1: Freeze Chance - 2%
Cone Angle: 15 degrees
Cost: 5 MP every second
Lecel 2: Freeze Chance - 4%
Cone Angle: 20 degrees
Cost: 5 MP every second
"Chilling Grasp" Spell
While the spell is active the temperature around your hand lowers drastically, creating liquid dioxide which is then spread around your hand like a glove.
Your skin is protected from the freezing cold but anything touched by the liquid will freeze.
Cost: 5 Mp every second.
"Healing Rain" Spell
An area of effect spell that conjures rain clouds out of thin air.
The clouds than condense holy power into liquid form that drops to the ground as rain.
Anyone touched by the drops will have its Hp restored.
While each drop by itself has very little healing power, sustaining the clouds for even a small period of time can completely heal hundreds of targets completely.
Level 1: AoE size – 15m radius.
Restore rate: 1Hp per drop.
"Heal" Spell
By channeling the holy element through your magic you can apply your mana to heal yourself and others.
For the spell to take affect you must touch the target directly.
Level 2: Amount of health points healed becomes higher.
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"Ice Dart" Spell
Controlling the ice element with your mana, you are able to freeze the water in the air.
By shaping the ice into the form of a large dart you are then able to propel the projectile forward using you magic power.
The dart flies in a straight line and upon impact causes freeze damage and turns the area of impact to ice.
"Sprout" Spell
With the use of mana, an earth mage who has knowledge of ice or water magic can force a plant or seed to grow at an accelerated rate.
Unless the mage knows everything there is about the plant, the adult plant will not be able to complete with an original both in size and offered effect.
Cost: 500 Mp
"Static Hand" Spell
The spell amplifies the electric signals in your body and directs their energy to your hand.
The mana stores the extra electricity around your hand and releases it upon touch.
Affects: 3% chance to stun your opponent.
Cost: 5 Mp every second.
Buffs
"Back Wind"
By manipulating the air around you force it to turn into a gust of wind that continuously hits you in the back and pushes you forward.
Affects: Movement Speed Rises By 5%
Duration: 10 Minutes
Cost: 150 Mp
"Swift"
While the buff is active unnecessary movement are reduced and every action you perform becomes cleaner and more optimal.
Cost: 50 Mp
Effect: Speed Increases by 5%
Duration: 2 Minutes
Achievments
Going Up
You've earned this achievement for climbing a 100 meter tree.
Bonus: +5 Strength
Five Out Of Five
You've earned this achievement for acquiring all five element affinities available to beginner mages.
This had to be completed before magic mastery skill rose to level six for the achievement to count.
Bonus: +100 Mana
Achievements Earned: 2/76847
Quest Window
In Progress:
Helping the Bookkeeper
Completed:
Family Matters
Frozen Vegetables
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