Name: seri (Active)
Race: Ranger
Hit Points: 2020/2020
Level: 4
Alignement: 7 Good
Sex: Male
Level: 4

Shield Rating: 660
Evasion Rating: 435
Attack Rating: 1149
Damage Rating: 2996

Dexterity: 34
Strength: 63
Intelligence: 35
Constitution: 41
Charisma: 37

Warrior: Rank: 6th
Percentile: 95th
Baron: Rank: 6th
Percentile: 99th
Hero: Rank: 10th
Percentile: 91th
Explorer Rank: 9th
Percentile: 99th


Description Hope requires the contender Who sees no virtue in surrender. From the cradle to the bier, The heart must persevere.

Race Description The Ranger always seems to triumph, despite insurmountable odds. His intentions are never clear, and for this he is as feared as he is respected.




Combat
Archery (8/8)
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.
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
Forging (30/30)
Ability to use your daily activity to forge weapons. Additional levels allow you to make better weapons and to make them faster.


Magic
Astral (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 (25/25)
Ability to cast clerical spells and incantations
Fire (25/25)
Ability to cast spells based on the elemental plane of fire.
Water (7/25)
Ability to cast spells based on the elemental plane of water.


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) (25/25)
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.