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Elghinn Zotreth Primary Character

#1 User is offline   NeoDraven Icon

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Post icon  Posted 21 September 2005 - 02:08 PM

Well I finally got my character Setup well heres my info:
Title: Arcanic Knight
Name: Elghinn Zotreth
Race: Unknown
Class: Scion
Diety: Ward of Aranel
Alignment: Chaotic Evil/Dark/Pbj
Hometown: Shral Valeron
Secondary Class: Pilot

Advanced Information of Stats and Distribution:
Total Stat Points 56 (1014)
Strength (DP +10 per point)(DP 500=82= 582 total): 50 (-10 Stat Points)
Intelligence (+10 per point): 20
Vitality (+40 per point): 5075/5075 (with Armor Health Enhancements)
Constitution 15
Devotion Points 5

Stat Points(Basic):
VIT: 126
STR: 612
INT: 20
CON: 15
AFF: 2
DEV: 1
Base Damage: 500 + 564DP
HP: 5075/5075
ECR: 50


Money: 534 Cinnii

Primary Weapon: Conductive Zanpeketou (DP +564): A Huge Sword Wielded in Both Hands or One Depending on Strength and Class( sword has Three Forms Base Form no bonuses; Shunpou form: Ignore all stun, paralyze affects or status affects on self during battle after battle self inflicted Status Sickness - 1/2 of the base stats for 15 minutes), Bankai form, Increase dmg and speed by a 0.5 Multiplier speed and DP suffer if Damage Inflicted by Enemy is more than 3/4 of Own health inflict -100 Vit to self.
Off-hand: Conductive Zanpeketou (DP +564): A Huge Sword Wielded in Both Hands or One Depending on Strength and Class(Not a second weapon weapon being held with both hands)

Head: Conductive Light Helmet (Hp +135): A Light Helmet Made of Conductive Metal and materials
Body: Conductive DemonSkin Coat (Hp +155): A Coat Made of Conductive DemonSkin Leather, Said to be given to Demon Lords
Legs: Conductive DemonSkin Pants (Hp +145): A Conductive DemonSkin Leather Pants Said to be Harder than Burnished Obsidan
Arm(Right):Conductive Zanpeketou (DP +564): A Huge Sword Wielded in Both Hands or One Depending on Strength and Class
Arm(Left): *Conductive Zanpeketou (DP +564): A Huge Sword Wielded in Both Hands or One Depending on Strength and Class(* not a second weapon its two handed)
Hands: Ethereal Cloth Gloves (
Feet: Ethereal Silk Boots
Neck: Ethereal Amulet of Ressurection
Shoulder: Spiked Pauldron (HP+20; Shoulder Slot): An iron pouldron with spikes on it!.
Back: Cloak of Regeneration (Regenerate HP 0.2x faster depending on conditions and environmental effects in play)
Charm(1): ---
Charm(2): ---
Finger(1): Ring of Booming Voice (Allow Self to Communicate or Hear others from a great distance to hear what the other says another play or NPC must have a Ring of Booming Voice
Finger(2): BloodStone Ring
Finger(3): Ring of Thermal Vision ( See Heat Distance Up to 10ft away)
Finger(4): Ring of NightEye (Illuminate for Player wearing rings eyes to see everything as if it where illuminated with blue luminecent light)

Current Abilities:
- Block (0): EC=0; DP=0: Will prevent the warrior from taking damage from the next physical attack used against him/her. Not effective against magic, and will remain in effect as long as the warrior does not move and does not use any abilities (or attack).

- Ambidexterity (0): EC=0; DP=0: Can hold two weapons at the same time (as long as the weapon does not require both hands).

- Fire Bow (150): EC=0; DP=5: Fires an arrow which can do damage to anyone in your region (must post in targeted location if applicable). Do not physically need a bow to use this.

- Shield Bash (400): EC=0; DP=20; Effect = Prevents a physical attack from the target in the next turn: The Warrior bashes the target with his/her shield (if he/she has one), stunning the target and doing a little damage.

- Crushing Blow (600): EC=0; DP=Weapon's Normal Damage + 100; Effect = Prevents the Warrior's next turn; Requirement = Warrior must be holding one weapon: The Warrior uses his/her strength and slams the target with his/her weapon, doing a good amount of damage.

DP Effects/Abilities:
Effect: Reduces damage taken from anyone aligned with darkness by 5 DP x Devotion Points: In battles against darkness, Aranel can extend his protection to his followers.

Tier 2 and Up Abilities:

Warrior (Entry Block)

* Warrior's Stance: A balanced stance to improve one's attack and defense.
o STANCE: Melee weapons' damage + 15 each, while all received physical damage - 20
* Title: Warrior

Master Warrior (All Blocks Learned)

* Balanced Stance: After one gains a complete understanding of all aspects of being a warrior, he/she would attain balance in physical combat.
o STANCE: Melee weapons' damage + 35 each, while all received physical damage - 60
* Title: Master Warrior


Defensive Stances

* Sparring Stance: Holding one's weapon in a low position can increase defense at a cost to attack.
o STANCE: Melee weapons' damage - 25 Each, while all received damage - 70

Offensive Stances

* Forward Stance: A stance where one's weapon is held forward, increasing attack capabilities at a cost to defense.
o STANCE: Melee weapons' damage + 30 Each, while all received damage + 30

Feats of Mind

* Battle Concentration: You can't win a battle if you lose your will to fight.
o FOCUS: Regenerate 10 Mind for every turn.

Center of Being

* Center: Some believe that a battle is won first, then fought.
o MEDITATION: Regenerate 20 Mind per turn, 70 Health per turn, and 40 Stamina per turn.
* Title: Martial Artist


Understanding Armor

* Stable Stance: You stand, feet planted and shield to the enemy, ready to take whatever they try.
o STANCE: All received physical damage - 35

Strength of Mitigation

* Preparation: You can anticipate the enemy's next move, and prepare accordingly.
o EFFECT: The next physical attack to hit you does 80 less damage.

Defense of Allies

* Insult: Sometimes talking big to an enemy will divert their attention from friends.
o EFFECT: If the target attacks during the next turn with a direct attack, it must target you.

Deflection of Attack

* Forward Thrust: You prepare to clash weapons and knock your enemy off-guard.
+ TYPE: Paralysis
+ IMMUNITY: Constitution of 20
+ EFFECT: Cannot use standard weapon attacks
+ LENGTH: 1 turn
* Title: Guardian


Understanding Weapons

* Overhead Stance: You hold your weapon(s) in the air, ready to come down on your target.
o STANCE: Melee weapons' damage + 20 each

Strength of Force

* Vertical: Putting strength into a single attack, one can do more damage to an unfortunate target.
o MELEE DAMAGE: Standard + 70

Relentless Nature

* Vital Point: A well-placed attack can do more more to an enemy than merely cause damage.
o MELEE DAMAGE: Standard
+ TYPE: Disarming
+ IMMUNITY: Constitution of 20
+ EFFECT: Weapons don’t provide bonuses for the length of the effect
+ LENGTH: 1 turn

Unbridled Vengeance

* Attack Chain: When an ally falls in battle, you are filled with anger toward the enemy.
o REQUIREMENT: Ally's health must reach zero. This can only be used once per such event.
o MELEE DAMAGE: Standard (with one chosen weapon) * 3
* Title: Berserker


Planar Augmentation

* Planar Focus: As a warrior with arcane power, you are able to balance yourself between physical attacks and those that are arcane in nature.
o FOCUS: Stamina + 20, Affinity + 20

Elemental Armor

* Frost Armor: As an adept in the arcane, you can attune your armor with the power of Ice.
o FOCUS: 20 damage caused to enemies whenever they use a physical attack on you.

Elemental Weapons

* Charged Weapon: As an adept in the arcane, you can attune your weapon with the power of Storms.
o FOCUS: Weapons' damage + 15 each

Arcane Versatility

* Hand of Flame: Commanding the forces of Fire, you can ignite an enemy at close range.
+ TYPE: Engulf
+ IMMUNITY: Constitution of 10
+ DAMAGE: 50 per turn
+ LENGTH: 3 turns
<a href="" target="_blank">Elghinn Zotreth (The Warrior, Main Darkstorm Character</a>

"I am the bone of my sword.
Steel is my body and fire is my blood.
I have created over thousand blades.
Unaware of loss, Nor aware of gain.
Withstood pain to create many weapons,
Waiting for one's arrival.
I have no regrets, this is the only path.
My whole life was 'Unlimited Blade Works"

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