HELEN: LEVEL 12
Health
34
Stamina
78
Strength
5
Fortitude (with +3 armor)
12
Dexterity (with +12 class)
34
Wits
7
Resolve
15
Charm
5
CLASS TRAITS
SICARII (ROGUE CLASS) An additional +1 to dexterity per level (works retroactively) +1 Silent Step Skill Proficiency per 2 levels +1 Sleight of Hand Skill Proficiency per 2 levels +25% damage with one-handed or dual-wielded weapons -50% damage with two-handed weapons LEVEL 5 ABILITY Shadowstep: Teleport behind an enemy within 3m. You may return to the original location within 10 seconds. LEVEL 10 ABILITY Sneak Attack: Target a major artery to instantly kill an unalerted enemy of equal or lower level. LEVEL 15 ABILITY Unseen: Grant invisibility to yourself and nearby party members. Invisibility is lost upon damage or an ability is performed. Lasts 1 second per level. May be used twice a day.
CLASS BONUSES
Satsuma Striker FIGHTER Rebel This!: Do 10% more physical damage against higher level enemies. Sicarii ROGUE Disappearing Act: For five seconds, move 50% faster following a stealth-kill. Night Watcher ROGUE Saving Hit: Do 20% more damage on the first hit to an enemy targeting another party member. Machete Mambi FIGHTER ¡A Degüello!: Perform two attacks in quick succession with any slashing weapon. Cultist of the Mystic Fire SORCERER Fire Piercer: Ignore 25% of an enemy's fire resistance. Varangian Guard TANK Palace Pillager: Earn 20% more coins from fallen enemies when intoxicated. Black Hand ROGUE Hunter of Man: Attacks from behind do 20% more damage to human targets. Mountain Man ROGUE Trading Post: Sell consumables and accessories looted from enemies for 20% more. Call of the Matriarch (Chicago) POWER Beckon allies within a 1km radius. Allies receive a 25% speed boost as long as they are heading in your direction.
EQUIPMENT
EQUIPPED
Hooded Jacket
TOP
Fortitude: 3
Silent Step Proficiency +3
Changes contrast
Uncommon Traveler's Boots
SHOES
Enhanced speed
Common Twin Daggers
WEAPON
Bleeding Slash, Crippling Wound
Thigh sheathes
ITEM
Holds daggers
Uncommon Thief's Blade
WEAPON
Bleeding Slash, Toxic Stab, Double Toxin
Common Scian
WEAPON
Bleeding Slash, Strengthened Riposte
UNEQUIPPED
Common Cloak
ACCESSORY
Mild insulation
Common Sword x2
WEAPON
Bleeding Slash, Crippling Wound
Common Staff
WEAPON
Magic Blast, Magic Wave
ITEM INVENTORY
Crippling Spikes Trap
1
Lesser Stamina Draught (+30)
2
Lesser Sleep Draught
1
Lesser Liquid Fire
1
Wits Draught (+5)
1
Lesser Health Draught (+30)
1
LUCI: LEVEL 12
Health
38
Stamina
76
Strength
2
Fortitude (with +5 armor)
14
Dexterity (with +12 class)
33
Wits
6
Resolve
10
Charm (with +5 armor)
20
CLASS TRAITS
IRON OF SCYTHIA An additional +1 to dexterity per level (works retroactively) +1 Observation Proficiency per 2 levels +25% damage with long-range weapons Immune to poison and all poison-related ailments LEVEL 5 ABILITY Retreat: When an enemy nears, teleport up to 3m away. LEVEL 10 ABILITY Recall: Recall a projectile within five seconds of hitting a target. Recalled projectiles will penetrate all targets upon return. LEVEL 15 ABILITY Deadeye: Mark a target within line of sight. The next 3 long-range projectiles fired will hit this target, no matter the obstacles. Functional from up to 20m.
CLASS BONUSES
Night Watcher
ROGUE
Saving Hit: Do 20% more damage on the first hit to an enemy targeting another party member.
Iron of Scythia
ARCHER
Public Order: Do 20% more damage from a distance (at least 5m or more).
Cultist of the Mystic Fire
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SORCERER
Fire Piercer: Ignore 25% of an enemy's fire resistance.
New York Yank
FIGHTER
Strike Out: 50% chance to recover lost stamina after missing a melee hit.
Mountain Man
ROGUE
Trading Post: Sell consumables and accessories looted from enemies for 20% more.
Soldier of Cer
FIGHTER
Child's Grace: A killing blow will knock you down to 1 HP instead of 0.
Call of the Matriarch (Chicago)
POWER
Beckon allies within a 1km radius. Allies receive a 25% speed boost as long as they are heading in your direction.
EQUIPMENT
EQUIPPED
Chainmail Top
TOP
Fortitude: 5
Charm: 5
Common Recurve Bow
WEAPON
Long Shot, Piercing Shot
Bow Sash
ACCESSORY
Holds bow
Common Quiver
ACCESSORY
Holds up to 12 arrows
UNEQUIPPED
Common Halberd
WEAPON
Bleeding Slash, Fortified Block
ITEM INVENTORY
Poison Cloud
1
Lesser Stamina Draught (+30)
1
Lesser Health Draught (+30)
2
Wits Draught (+5)
1
ELIAS: LEVEL 12
Health
50
Stamina
22
Strength (with +12 class)
35
Fortitude (with +6 armor)
20
Dexterity
6
Wits
8
Resolve
8
Charm (with +1 armor)
4
CLASS TRAITS
JAGUAR KNIGHT An additional +1 to strength per level (works retroactively) +25% damage with melee weapons Jewelry and accessories have a +50% stat bonus Immune to stuns LEVEL 5 ABILITY Defensive Clash: Knock back an enemy with a brutal charge from 3m away and gain +25% fortitude for .5 seconds per level. LEVEL 10 ABILITY Capture and Kill: If you stun an enemy, all nearby enemies receive 50% more damage for the duration of the stun. LEVEL 15 ABILITY Inescapable Stance: When activated, a visible ward with a 1m radius is formed around you. All nearby enemies within it are incapable of leaving.
CLASS BONUSES
Skeptic
SUPPORT
Identify common and uncommon items.
Varangian Guard
TANK
Palace Pillager: Earn 20% more coins from fallen enemies when intoxicated.
Marathon Man
ROGUE
Mad Dash: Lose 50% less stamina when running or jumping during or within 5 minutes of combat.
Jaguar Knight
TANK
Protect the Elite: Intercepting an attack aimed for a teammate costs no stamina.
Tijuana Tornado
TANK
Punching Bag: Take 10% less physical damage.
Secutor of Rome
TANK
Emperor's Reprieve: 50% more resolve for 5 seconds after suffering a critical hit.
Mountain Man
ROGUE
Trading Post: Sell consumables and accessories looted from enemies for 20% more.
Call of the Matriarch (Chicago)
POWER
Beckon allies within a 1km radius. Allies receive a 25% speed boost as long as they are heading in your direction.
EQUIPMENT
EQUIPPED
Flannel shirt
TOP
Fortitude: 5
Resistance to elements
Ability to quick-dry
Double-headed battleaxe
WEAPON
Bleeding Slash, Fortified Block
Metal prosthetic
ACCESSORY
Fortitude: 1
Rustic Breeches
PANTS
Charm: 1
ITEM INVENTORY
IN INVENTORY
Crippling Spikes Trap
1
Lesser Stamina Draught (+30)
1
Lesser Health Draught (+30)
2
Wits Draught (+5)
1
CARRIED
Ink jar
1
Fountain pen
1
Scrolls
2
Herbs, roots, powders, liquids
?
RON: LEVEL 11
Health
80
Stamina
22
Strength
13
Fortitude (w/ +11 class, +3 armor)
35
Dexterity
6
Wits
3
Resolve (w/ +3 armor)
16
Charm
4
CLASS TRAITS
DESERT ROCK STAR An additional +1 to fortitude per level (works retroactively) +1 Musical Performance Proficiency per 2 levels +25% resolve so long as an instrument is on your person Immune to bleeding and crippling LEVEL 5 ABILITY Heavy Stance: When activated, block 50% of incoming damage. You cannot be stunned, knocked back, or immobilized in any other way. You cannot move for at least 5 seconds after activation. Activation will end upon movement. LEVEL 10 ABILITY Thick Skin (Passive): 50% chance to not be influenced by mental status ailments, such as confusion, fear, enraged, and charmed. LEVEL 15 ABILITY Acid Trip: Mute a targeted enemy for .5 seconds per level. A muted enemy cannot use sorcery-based abilities or attacks. Does not require stamina. Cooldown is 3 minutes.
CLASS BONUSES
Rastafari
TANK
Holy Bliss: Go to sleep intoxicated to gain 2x well-rested effect
Desert Rock Star
SUPPORT/
TANK
High Note: 20% physical damage reduction while playing music.
New York Yank
FIGHTER
Strike Out: 50% chance to recover lost stamina after missing a melee hit.
Tijuana Tornado
TANK
Punching Bag: Take 20% less physical damage within 5 seconds of a previous attack.
Mountain Man
ROGUE
Trading Post: Sell consumables and accessories looted from enemies for 20% more.
Call of the Matriarch (Chicago)
POWER
Beckon allies within a 1km radius. Allies receive a 25% speed boost as long as they are heading in your direction.
EQUIPMENT
EQUIPPED
Leather Vest
TOP
Fortitude: 3
Resolve: 3
Reinforced Gittern
WEAPON
Sweet Serenade, Bash
Gittern strap
ACCESSORY
Holds gittern
Common Halberd
WEAPON
Bleeding Slash, Fortified Block
UNEQUIPPED
Common Halberd
WEAPON
Bleeding Slash, Fortified Block
ITEM INVENTORY
Lesser Stamina Draught
1
Lesser Health Draught
1
STAT DESCRIPTIONS
Health: Measures how much damage you can withstand before death. Your mobility is not impaired until you reach 0 - wherein death will occur. Physical abilities may, however, be affected by status ailments, limb loss, blood loss, navigational hazards, and general demeanor.
Stamina: Measures how much stress you can endure before you are temporarily downed. Each exerted effort and ability (aside from sorcery-based abilities) costs stamina. Again, your mobility is not impaired until you reach 0, in which case you will collapse. In this state, you will be unable to move or perform non-sorcery-based abilities until enough stamina points have been restored.
Strength: Measures physical prowess. Affects your ability to exert physical influence on the world, such as pushing, pulling, lifting, and hitting. Required to unlock the full potential of strength-based weapons and abilities.
Fortitude: Measures endurance and defensive aptitude. Affects your ability to withstand damage. Required to unlock the full potential of defense-based gear and abilities.
Dexterity: Measures digital agility, accuracy, and balance. Affects your ability to move nimbly through the world. Required to unlock the full potential of dexterity-based weapons and abilities.
Wits: Measures mental acuity. Affects your ability to apply sorcery and withstand sorcery. Required to unlock the full potential of sorcery-based weapons and abilities.
Resolve: Measures resilience. Affects your ability to regenerate health and stamina as well as your ability to resist status ailments. Also affects your ability to withstand charm and trickery.
Charm: Measures social influence. Affects your ability to haggle, negotiate, command, persuade, and deceive.
[Earning 10 levels in an attribute awards another +3 proficiency to associated skills.]