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Stats of characters (Not a real chapter- OK to skip)

  SPELLS (For Humans)

  Fire 1 base damage to one target 7 health points  Cost 5 mana 1 ability point

  Fire 2 base damage to one target 14 health points Cost 15 mana 5 ability points

  Fire 3 damage each of five targets 14 health points Cost 45 mana 9 ability points

  Fire 4 damage each of five targets 28 health points Cost 135 mana 13 ability points

  Ice 1 base damage to one target 7 health points  Cost 5 mana 1 ability point

  Ice 2 base damage to one target 14 health points Cost 15 mana 5 ability points

  Ice 3 damage each of five targets 14 health points Cost 45 mana 9 ability points

  Ice 4 damage each of five targets 28 health points Cost 135 mana 13 ability points

  Lightning 1 damage to one target 10 health points Cost 7 mana 2 ability points

  Lightning 2 damage to one target 20 health points Cost 21 mana 6 ability points

  Lightning 3  each of five targets 20 health points Cost 63 mana 10 ability points

  Lightning 4  each of five targets 40 health points Cost 186 mana   14 ability points

  Slow 1 reduce target movement and speed by 15%    Cost 4 mana 3 ability points

  Slow 2 reduce target movement and speed by 30% Cost 12 mana 7 ability points

  Slow 3 reduce target movement and speed by 45% Cost 36 mana 11 ability points

  Cure 1    replenish 10 health points to target    Cost 4 mana 3 ability points

  Cure 2 replenish 20 health points to target    Cost 12 mana 7 ability points

  Cure 3 replenish 20 health points to five targets  Cost 36 mana 11 ability points

  Cure 4 replenish 40 health points to five targets  Cost 108 mana   15 ability points

  Heal 1 remove common animal venom and flu  Cost 5 mana 3 ability points

  Heal 2 remove all venom and chicken pox    Cost 15 mana 7 ability points

  Heal 3 remove dysentery           Cost 45 mana 11 ability points

  Heal 4 remove stage 4 lung cancer       Cost 135 mana 15 ability points

  Shield 1 creates an 8 ft x 8 ft invisible shield, deals lightning 1 when struck 7 mana 4 ability points

  Shield 2 creates a 15 ft diameter sphere around target, lighting 1 21 mana 8 ability points

  Analyze 1 Reveals target’s level, health, and mana    Cost 7 mana 4 ability points

  Analyze 2 Reveals strength, endurance, and elemental weakness 21 mana 8 ability points

  Haste 1 increase target movement and speed by 15%    Cost 8 mana 5 ability points

  Haste 2 increase target movement and speed by 30%   Cost 24 mana 9 ability points

  Haste 3 increase target movement and speed by 45%   Cost 72 mana 13 ability points

  Beserk 1 target will mindlessly attack enemy with weapon Cost 8 mana 5 ability points

  Beserk 2 target will attack anyone using bare hands    Cost 24 mana 9 ability points

  Poison 1 inflict a severe flu on 1 target (Max health/2)   Cost 8 mana 5 ability points

  Poison 2 inflict chicken pox and mild venom on 3 targets (Max health/2 and max stamina/2 and 1 health damage every four seconds)  Cost 24 mana 9 ability points

  Poison 3 inflict dysentery on 3 targets (Max health/3)   Cost 72 mana 13 ability points

  Poison 4 inflict stage 4 lung cancer on 3 targets (Max health, strength and stamina/4)

  Cost 216 mana 17 ability points

  Teleport 1 Caster teleports self to respawn point     Cost 10 mana 6 ability points

  Teleport 2 Caster teleports self to any ally village    Cost 30 mana 10 ability points

  Teleport 3 Caster teleports 5 others to any ally village  Cost 90 mana 14 ability points

  Note: Effects of poison disappear with five hours uninterrupted sleep

  Weapons

  Flame sword- a sword of any metal infused with Fire 1 or Fire 2

  Ice sword- a sword of any metal in fused with Ice 1 or Ice 2

  Lightning sword- a sword of any metal infused with Lighting 1 or Lighting 2

  Poison sword- a sword of any metal infused with Poison 1 or Poison 2

  (Arrows can be infused the same as swords)

  (Spears can be infused the same as swords)

  Club- any bludgeoning device. (Clubs cannot be infused with magic)

  Guns- power is based on velocity and mass of bullet. Guns cannot be infused with magic

  Bows- bows vary greatly depending on the skill of the maker and the quality of material

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  (Bow of the Owl lets archer see better in low light x2)

  (Bow of the Hawk lets archer shoot an arrow at a high velocity x2)

  (Bow of the Eagle lets archer have a more steady aim x2)

  Staffs-

  Wood staff amplifies magic x1.1

  Silver staff amplifies magic x 1.5

  Gold staff amplifies magic x 2

  Diamond staff amplifies magic x 3

  (A mage’s tunic amplifies magic an additional x 1.1)

  Note: There are many one of a kind weapons and armor in Nuva

  Torger

  Health 100/100   Stamina 46/46    Strength 7/7    Mana 10/10

  Exp 248/1000    0 unused ability points

  Knives level 2, 0 exp

  Swords

  1 handed   level 4, 0 exp

  2 handed   level 5, 80/100exp

  Double edged steel straight sword

  Bows level 4, 19/100 exp

  Clubs level 3, 0 exp

  Staffs level 1, 0 exp

  Guns level 29, 0 exp

  Spells

  Fire 1

  Graul

  Health 100/100   Stamina 46/46    Strength 7/7    Mana 10/10

  Exp 107/1000    0 unused ability points

  Knives level 2, 0 exp

  Swords

  1 handed   level 6, 72/100 exp

  Flame sword (Iron sword with Fire 1)

  2 handed   level 4, 0exp

  Bows level 4, 0exp

  Clubs level 3, 0 exp

  Staffs level 1, 0 exp

  Guns level 3, 0 exp

  Spells

  Fire 1

  Arden

  Health 100/100   Stamina 44/44    Strength 4/4    Mana 10/10

  Exp 181/1000    0 unused ability points

  Knives level 3, 0 exp

  Swords

  1 handed   level 2, 1/100 exp

  2 handed   level 2, 12/100exp

  Bows level 2, 0exp

  Clubs level 2, 0 exp

  Staffs level 1, 0 exp

  Guns level 33, 0 exp

  Spells

  Fire 1

  Jex

  Health 100/100   Stamina 43/43    Strength 6/6    Mana 10/10

  Exp 226/1000    0 unused ability points

  Knives level 2, 0 exp

  Swords

  1 handed   level 3, 0exp

  2 handed   level 3, 0exp

  Bows level 7, 85/100exp

  Dwarven Oak Bow

  Clubs level 2, 0 exp

  Staffs level 1, 0 exp

  Guns level 9, 0 exp

  Spells

  Ice 1, Fire 1

  Brun

  Health 100/100   Stamina 43/43    Strength 6/6    Mana 20/20

  Exp 0/1000     0 unused ability points

  Knives level 2, 0 exp

  Swords

  1 handed   level 3, 0exp

  2 handed   level 3, 0exp

  Bows level 2, 0 exp

  Clubs level 2, 0 exp

  Staffs level 4, 0 exp

  Dwarven Oak Staff (And Dwarven wool tunic)

  Guns level 9, 0 exp

  Spells

  Fire 1, Ice 1, Fire 2

  Rome

  Health 100/100   Stamina 43/43    Strength 6/6    Mana 10/10

  Exp 0/1000     0 unused ability points

  Knives level 2, 0 exp

  Swords

  1 handed   level 3, 0exp

  2 handed   level 3, 7/100exp

  Bows level 2, 0 exp

  Clubs level 2, 0 exp

  Staffs level 2, 0 exp

  Dwarven Oak Staff (And Dwarven wool tunic)

  Guns level 2, 0 exp

  Spells

  Fire 1

  Antic

  Health 300/300   Stamina 80/80    Strength 8/8    Mana 10/10

  Exp 0/1000     0 unused ability points

  Knives level 2, 0 exp

  Swords

  1 handed   level 3, 0exp

  2 handed   level 3, 0exp

  Bows level 2, 0 exp

  Clubs level 2, 0 exp

  Staffs level 1, 0 exp

  Guns level 1, 0 exp

  Spears level 4, 28/100 exp

  Iron tip on oak pole x 1 and billik leg on oak pole x 6

  Spells

  None

  Potions

  Health, Stamina and Mana potions

  Low- replenishes 9

  Mid- replenishes 19

  High- replenishes 49

  Note: Health potions and Cure Spells will attempt to stop bleeding, then repair broken bones, before replenishing health points.

  The landscapes described in this series are approximately accurate. Some areas have been changed in the book to make the story more entertaining. Example: Lake Silverwood is a man made reservoir, not a natural lake.

  The character’s levels and stats were not made up on the spot here. I have kept a careful tally of each battle, approximate experience, and death each human character has endured in this story. All their levels are very close to accurate with what I have written in the story.

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