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Damage:

Enemy Strength>

Charecter Lvl \/

10-20 20-30 30-40 40-50 50-60 70-80 90-100 100-110 110-120
1 5-10 10-16 17-30 30-60 60-70 70-90 90-100 100-120 120-140
5 4-9 5-10 10-16 17-30 30-60 60-70 70-90 90-100 100-120
10 3-8 4-9 5-10 10-16 17-30 30-60 60-70 70-90 90-100
15 2-7 3-8 4-9 5-10 10-16 17-30 30-60 60-70 70-90
20 1-6 2-7 3-8 4-9 5-10 10-16 17-30 30-60 60-70
25 0 1-6 2-7 3-8 4-9 5-10 10-16 17-30 30-60
30 0 0 1-6 2-7 3-8 4-9 5-10 10-16 17-30
45 0                
50 0                

**All approximate ratios, unarmed not including armor or defense.***

Every level you gain:

+10 HP
+5 MP
+4 Stat points

Stats:

Strength (how hard you can hit, what weapons you can hold)
Agility (Your reaction speed, ability at hiding, easy/harder to hit)
Stamina (Gain extra life and mana)

WARRIOR ABILITY/SPELL GAINS:

5 Gain "Will to fight"
10 -
15 Gain "Blacksmith" or "Fist of Flames"
20 -
25 Gain "Summon" or "Call"
30 -
35 Gain "Summon 2" or "Call 2"
40 -
45 Gain "God's strength"
50 -

Will to fight- Adds an extra 10 points on to your Strength attribute temporarily, can only be used once an adventure.

Blacksmith- Repair any broken weapon

Fist of Flames- Punch a fiery fist at someone doing 20-30 damage.

Summon- Summon a creature half your level to fight with you, only once an adventure.

Call- Call an animal to fight for you. 40% chance of success, only once an adventure.

God's Strength- Adds 50 points on to your Strength for 2 rounds, can only be used once an adventure.

MAGE ABILITY/SPELL GAINS

5 Gain "Flame", "Water", "Earth" or "Wind" 
10 -
15 Gain "Revive" or "Super Heal"
20 -
25 Gain "Elemental Blast" or "Summon deity"
30 -
35 Gain "Pure Blast" or "Tainted Blast"
40 -
45 Gain "Magica"
50 -

Flame, Water, Earth Wind: Flame and Water will attack enemy with a blast of each, Earth or Wind are healing spells that work better in different environments.

Revive- Revives a fallen character, must be announced the moment the character dies.

Super Heal- Heal for 30-50 HP

Elemental Blast- Improves one of your starting spells

Summon deity- Summons and Angel or Demon to fight with you.

Pure Blast/Tainted Blast- does 50% damage of opponents health, only once an adventure

Magica- Adds 30 points to Strength for 4 rounds, can only be used once an adventure.

ASSASSIN ABILITY/SPELL GAINS 

5 Gain "Shadows"
10 -
15 Gain "Mind Blast" or "See"
20 -
25 Gain "Summon" or "Call"
30 -
35 Gain "Strait Shot" or "Shadows 2"
40 -
45 Gain "Speed"
50 -

Shadows- 50% chance of blending in with your surroundings for 1 turn.

Mind Blast- 70% 15-25 damage.

See- See through a wall.

Summon- Summon a creature half your level to fight with you, only once an adventure.

Call- Call an animal to fight for you. 40% chance of success, only once an adventure.

Strait Shot- 60% chance of critical hit with projectiles

Shadows 2- 70% chance of blending in with your surroundings for 1 turn.

Speed- Move up to 3x faster for 4-5 rounds.

WARLOCK ABILITY/SPELL GAINS

5 Gain "Call of War"
10 -
15 Gain "Water Call" or "Fire Storm"
20 -
25 Gain "Call" or "Summon Deity"
30 -
35 Gain "Pure Mind Blast"
40 -
45 Gain "Summon Army"
50 -

Call of War- 50% chance of causing 25-30% damage

Water Call- Calls a storm of water, doing 30-40 damage (35-45 Prof)

Fire Storm- Calls a storm of fire, doing 30-40 damage (35-45 Prof)

Call- Call an animal to fight for you. 40% chance of success, only once an adventure.

Summon deity- Summons and Angel or Demon to fight with you.

Pure Mind Blast- 50% chance of 80% damage

Summon Army- Call 3 humans from the dead to fight with you.

VAMPIRE RACIAL ABILITIES

Blood Drain- The death of any humanoid boss or human will raise the Vampires HP up to 80% full health.

HUMAN RACIAL ABILITIES

Fighting Spirit- The death of any vampire boss or vampire will increase Strength by 50-200 for 2 rounds.