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Alandar Primary Character

#1 {lang:macro__useroffline}   Dragonman {lang:icon}

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Posted 08 May 2005 - 06:45 PM

Alandar



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Vital Information

Race:
Home:
Leader:
Origin:


Dependent Stats

Health:
Mind:
Stamina:
Affinity:

Base Stats

Vitality:
Will:
Endurance:
Arcana:
Constitution:
Strength:
Accuracy:
Understanding:
Devotion Bonus:

Conflict Alignments

Galactic War:
Ten Century War:
War for Earthia:
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Class Progression

Total Class Points:
Points Currently Available:

Adventurer (Master):

Warrior (Master):

Myrmidon (Master):


Phalanxeer:
| X | _ | X | _ |
| X | _ | X | _ |
| X | _ | _ | _ |
| X | _ | _ | _ |


Light Adept:
| X | X | X | X |
| X | X | X | _ |
| X | X | X | _ |
| _ | X | _ | _ |


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Equipment

Main Hand:
Off-Hand:

Head:
Body:
Legs:
Armss:
  • Left Arm:
  • Right Arm:

Fingers:
  • First Slot:
  • Second Slot:
  • Third Slot:
  • Fourth Slot:

Hands:
Feet:
Charms:
  • First Slot:
  • Second Slot:

Neck:
Shoulder (PauldronShoulder Guard):
Back:
Tome:
Glyph:


Tome

Page 1: Blank
Page 2: Blank
Page 3: Blank
Page 4: Blank


Inventory

- Cinii: 35,800
- Class 1 Energy Field Generator: When activated this will grant the user with 600 hit points of protection (increases your HP by 600, possibly past your maximum). This is a one-time-use item and can be used in battle.





QUOTE
Alandar



Race - Elf of the Arcane Order:
- Vitality Effect (per stat point): Increases your hit points by 40
- For Light classes: Intelligence + 10
Class - Wizard:
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Affinity +7
Deity - Guane Wulfdancer
Secondary Class - Ardent Conjurer
Hometown - Frionia

Character Stats

Total Stat Points: 248 (5950)
Strength (DP +2 per point): 0
Intelligence (-15 EC per point): 100 (+15) (-EC 1500)
Vitality (+40 per point): 100/4000
Affinity: 38 (+7)
Consitution: 0
Devotion Points: 17

Items

Weapon Slots

- Primary Hand: Staff of Jurindar: +5 Intelligience
- Off-hand: N/A

Armour Slots

- Head: Pointed, blue wizard's hat
- Body: Blue wizard robe top
- Legs: Blue wizard robe bottom
- Arms:
  • 1st Slot: Blue wizard robe sleeves..
  • 2nd Slot: N/A
- Fingers:
  • 1st Slot: Glyphic Panther Ring: Effect = When worn, gives wearer the illusion of a panther; Finger Slot
  • 2nd Slot: N/A
  • 3rd Slot: N/A
  • 4th Slot: N/A
- Hands: N/A
- Feet: Regular boots
- Charm:
  • 1st Slot: N/A
  • 2nd Slot: N/A
- Neck: N/A
- Shoulder: N/A
- Back: Blue cloak

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- Cinii: 35,800
- Class 1 Energy Field Generator: When activated this will grant the user with 600 hit points of protection (increases your HP by 600, possibly past your maximum). This is a one-time-use item and can be used in battle.

Abilities

Class Spells

- Flame (0): EC=5; DP=4: A small flame burns the target.

- Bolt (0): EC=7; DP=5: The target is shocked by a jolt of electricity.

- Freeze (0): EC=7; DP=5: The target is covered by frost.

- Firestrike (150): EC=50; DP=35: An upward burst of fire engulfs the target.

- Cyclone (200): EC=70; DP= 50: A whirlwind surrounds the target.

- Lightning Strike (300): EC=100; DP=65: A bolt of lightning strikes the target.

- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.

- Blizzard (450): EC=200; DP=80: A gust of cold, icy wind freezes the target.

- Tremor (600): EC=250; DP=110: Will not affect levitated targets

- Explode (800): EC=350; DP=70 (to multiple targets in a location: An unstable orb is conjured which explodes, harming everyone in a location (though only the target in the regional forum).

-> Solar Wave (1200): EC=500; DP=180: A wave of plasma engulfs the target.

- Booming Voice (1200): EC=100; DP=0: Will cause great fear in the target's mind and cause him/her to leave the location and go back into the general region. Will not affect Sorcerers.

- Absolute Zero (1500): EC=750; DP=260: The air around the target suddenly drops to the minimum possible temperature of our world, freezing the target completely.

- Summon Familiar (2000): EC=500; Effect = Summon a Familiar to travel/ Can do anything except attack or use abilities: Allows you to summon a familiar and send it to other areas. It cannot attack and will come back to you if attacked.

-> Solar Flare (2000): EC=1000; DP=400: Summons the incredible heat of the sun, striking the target from above with a rain of fire and plasma.

- Destroy Undead (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any undead being which is under the control of someone of a lesser post count.

- Upheaval (3000): EC=2000; DP=700: Levitate will not protect anyone from this.

- Teleport (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.

- Black Hole (3500): EC=3000; DP=0: Sends the target back to his/her hometown.

-> Cosmic Fallout (4000): EC=3000; DP=1300: The power of the stars slams the target from the heavens.

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Diety Spells

- Effect of Devotion Points: Protection of Nature: Effect: Damage done to follower reduced by 1 x Devotion Points when in a Connection Region: Guane looks after his followers and will grant them protection in his domain.

- Effect if Devotion Points are at least 3: Illusion of the Wolf: EC: 0; Effect: Changes the form of the caster: Those who follow Guane are often capable of changing form into a wolf.

- Effect if Devotion Points are at least 6: Illusion of the Bear: EC: 0; Effect: Changes the form of the caster: Those who follow Guane are often capable of changing form into a bear.

- Effect if Devotion Points are at least 8: Illusion of the Lion: EC: 0; Effect: Changes the form of the caster: Those who follow Guane are often capable of changing form into a lion.

- Effect if Devotion Points are at least 11: Illusion of the Shark: EC: 0; Effect: Changes the form of the caster: This illusion gives one the ability to travel into the Sea region through ports when initially not in battle.

- Effect if Devotion Points are at least 17: Illusion of the Hawk: EC: 0; Effect: Changes the form of the caster: Sometimes the only escape from a situation is up, and to give this option followers of Guane are sometimes provided with the form of a hawk. This can be used anywhere, but in an outdoor location (and outside of battle) can allow entrance into the Sky connection region. The character's stats in the air would be the same as those on the ground. To prevent open travel for anywhere, the character in the form of the hawk must land at a Skyport.

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Ardent Conjurer Spells

- Transcendent Meditation (1000): Effect lasts until cancelled or broken by battle, movement, or another ability: EC=0; Recovers 100 EP Per Minute Of Meditation (cannot stack with other EP recovery states): When an ardent conjurer requires arcane energy for his/her spells and abilities, this form of meditation can help establish a connection to another plane to acquire some of its power.

- Amplify Magic (2000): Persistent Effect = Increases the damage of your magical attacks by 20% (divide normal DP by five and add that to the normal DP value): An experienced conjurer is capable of amplifying his/her magic.

- Reflect Magic (3500): EC=1500; Effect = The next magic attack used against the conjurer will do half of its damage to the conjurer and half to the caster (can only be used once per battle; effect lasts until magic is used against him/her; can also be used for a spell requiring more than one turn to cast while it is being charged): Through great concentration a conjurer is able to reflect magic back at its source.

- Boundless Power (5500): Persistent Effect: Total EP + 1000: A master conjurer is capable of wielding and using more power than most other spellcasters.

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"Fifteen hundred years ago everybody knew the Earth was the center of the universe. Five hundred years ago, everybody knew the Earth was flat, and fifteen minutes ago, you knew that humans were alone on this planet. Imagine what you'll know tomorrow."
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