Name: Venom (Active)
Race: Devil
Hit Points: 2518/2518
Level: 6
Alignement: 1 Evil
Sex: Male
Level: 6

Shield Rating: 1760
Evasion Rating: 846
Attack Rating: 3271
Damage Rating: 1787

Dexterity: 37
Strength: 122
Intelligence: 44
Constitution: 43
Charisma: 41

Warrior: Rank: 3th
Percentile: 97th
Baron: Rank: 4th
Percentile: 99th
Hero: Rank: 9th
Percentile: 92th
Explorer Rank: 4th
Percentile: 99th


Description Born in the Fires of Hell.This Evil lives for Destructions and Chaos! He may be sluggish in his attack but he is not to be underestimated as he is resilient a creature as they come.

Race Description The Archdemon is one of a small circle, whose souls are so black that it is said even S’Tratu fears them. They are incredibly powerful and irredeemably evil.




Class Specific
Lifetap (2/0)
Ability to drain life from an enemy with a successful attack, and add that life to one's own hit points.


Combat
Archery (1/8)
Skill with a bow. Each level of expertise gives a 10% increase in damage for any arrow.
Beserk Attack (10/10)
Ability to cause some hits to land so powerfully, that they do double damage. Each level of specialization increases the chance for a critical hit with the main hand by 4%.
Parry (8/8)
Ability to completely block some attacks. Each level of specialization gives a 3% chance to block a given blow.
Precision (6/6)
Ability to aim attacks more precisely in battle.
Two Handed Fighting (6/6)
Ability to fight with two weapons. Each level of expertise decreases the second hand handicap by 15%.


Daily
Fletcher (8/10)
Ability to use your daily activity to make arrows. Additional levels allow you to make better arrows and to make arrows faster.
Forging (1/30)
Ability to use your daily activity to forge weapons. Additional levels allow you to make better weapons and to make them faster.


Magic
Astral (5/25)
Ability to cast spells borne from the astral ether, ever chaotic, atacking large areas, and not truly part of any one plane.
Concentration (10/10)
Gives you more magic points to use each battle. Each level of specialization gains you 10 magic points
Earth (25/25)
Ability to cast spells based on the elemental plane of earth.


Other
Enchant Item (Power) (20/20)
Ability to add a more powerful enchantment to an item. Additional skill points increase the effect of an enchantment. This ability does nothing without skill points in enchantment technique first.
Enchant Item (Technique) (20/25)
Ability to magically enchant items for greater effect. Additional skill points open up more methods of enchantment. This skill does nothing without at least one skill point in enchantment power.


Resistance
Air (5/5)
Ability to resist damage from this plane. Each level of expertise gives 5% resistance.
Earth (5/5)
Ability to resist damage from this plane. Each level of expertise gives 5% resistance.
Fire (5/5)
Ability to resist damage from this plane. Each level of expertise gives 5% resistance.
Physical (15/15)
Ability to shift slightly out of the physical plane, so physical attacks are not as damaging. Each level of expertise gives 1.5% resistance
Psychic Walls (5/5)
Ability to block psychic intrusions. Each level of expertise gives 5% resistance to mental attacks.
Water (5/5)
Ability to resist damage from this plane. Each level of expertise gives 5% resistance.