Name: Garak (Active)
Race: Paladin
Hit Points: 1980/1980
Level: 12
Alignement: 8 Good
Sex: Male
Level: 12

Shield Rating: 1874
Evasion Rating: 499
Attack Rating: 1664
Damage Rating: 588

Dexterity: 71
Strength: 54
Intelligence: 49
Constitution: 118
Charisma: 42

Warrior: Rank: 4th
Percentile: 96th
Baron: Rank: 2th
Percentile: 99th
Hero: Rank: 3th
Percentile: 97th
Explorer Rank: 2th
Percentile: 99th


Description Mighty Mage

Race Description The Paladin is the epitome of human excellence, sworn to defend the good and destroy the wicked. His precision is unparalleled.




Combat
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 (8/6)
Ability to aim attacks more precisely in battle.
Set Trap (Damage) (5/5)
Increases the effectiveness of the traps this character sets. Each additional skill point will add 40% to the base trap damage. The character must still be conscious and in the battle for this ability to have an effect.
Set Trap (Speed) (5/5)
Ability to set traps before battle. Each skill point allows the player to set 1-2.5 traps at the beginning of each battle. If an enemy ends his turn on a trap, he receives 1-6 damage.
Two Handed Fighting (6/6)
Ability to fight with two weapons. Each level of expertise decreases the second hand handicap by 15%.


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


Magic
Air (5/25)
Ability to cast spells based on the elemental plane of air.
Astral (25/25)
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
Divine (21/25)
Ability to cast clerical spells and incantations
Earth (5/25)
Ability to cast spells based on the elemental plane of earth.
Fire (3/25)
Ability to cast spells based on the elemental plane of fire.
Water (25/25)
Ability to cast spells based on the elemental plane of water.


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.