Stats
HP: 40
MP: 10
STR: 3 DUR: 4 FIN: 1 CHA: 1 INT: 1 PER: 2
P. ACR: 2 M. ACR: 2
AGI: 5 EVA: 2
Initiative: 7
Standard Actions: 1
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Species
Earth Divine Blood (Natural)
Biological Trait: "Celestial Heritage"
Divine Bloods are the result of several generations of celestial blood being diluted by humans and or double fauna. You must choose an element that your blood will embody. You will gain +10 DEF against Earth making you practically immune. You also start with skill 2 in both standard and free magic in Earth. And lastly +2 in DUR.
Weaknesses
Doubled damage taken from ice damage. You cannot put any skill points into ice magic.
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Upgrades
Remaining XP: 10
Total XP: 300
Stat Boosts
STR: +2
DUR: +1
PER: +1
Skills
Sword: 5
Bonuses:
+2 ATK
+1 ACR
Abilities:
"Element Charger" (Active)
Damage: ATK
Range: 50 Metres
Description: You charge up elemental magic into your blade for a turn. This adds your ATK with whatever element you're using to your weapon for the next 3 turns. You can release this power by slashing or stabbing to create an elemental projectile in the direction you attack.
Standard Earth Magic: 3
(Bonuses)
(Abilities)
Free Earth Magic: 2
(Bonuses)
(Abilities)
Traits:
Trait Slots: 0/0
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Equipment
"Steel Sword"
Type: Sword
ATK: 2
Element: Physical
Enchantment: None
Trait: None
Inventory
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