Name: Alice
Race: Half-Angel, ???? ???
Level 8
Profession – Angel of Mercy
Experience – 789 of 5000
Stats: Points unspent = 7
Health: 203 (Recovery 1 Per Day)
Mana: 1,896 (3216 in Dungeon)(Recovery 5 Per Minute(x4 in dungeons))
Strength 11
Stamina 11
Intelligence 10 (x2 in dungeons)
Wisdom 22 (x2 in dungeons)
Charisma 23 (+15) (x2 in dungeons)
Dexterity 13
Perception 12
Luck 4
Skills:
COMBAT:
Dodge Skill: Journeyman 359 / 500 Ability of dodge increased by 30%
Endurance Skill: Beginner 433 / 500 Reduction of fatigue from physical exertion
Mace: Journeyman 16 / 500 Damage increased by 30%
Pain Resistance Skill: Journeyman 112 / 1000 Reduction of pain by 40%
Short Bow: Journeyman 1 / 1000 Increased accuracy by 20%
Sneaking Skill: Beginner 153 / 500 Basic stealth
Camouflage Skill: Beginner 0 / 500 Using items within the area to help you blend in
meditate 83 / 200 Increases mana regeneration
PROFESSIONAL:
Cooking: Beginner 545 / 1000 Make eatable meals
First aid: Journeyman 3 / 500 Any wounds treated will heal 30% faster
Alchemy: Journeyman 74 / 700 Increased potion duration by 20%
Herbalism: Journeyman 27 / 700 Herbs used in potions are more efficient by 25%
Enchanting: Talented 100 / 100,000 Increased options and success rates
Talents:
All Natural - Increased Charisma whenever you have no cosmetics or illusions applied
Animal Affinities :
As Fertile as the Fields
Aura Augmentation: spells increase or decrease in potency depending on size and understanding
Casting: Holy, Druidic, and Summoning
Compassionate Touch
Conversion
Dark thoughts
Death is a Friend of Mine
Green Thumb
Mistress of Anguish
Multi-Cast x 6
Nutcracker - While holding a weapon you will give off a slight intimidation affect to males in the area
One with Nature – Allows user to speak with animals and plants at will
Power Amplification x 4 (7 with All Natural Boon)
Proximity – Enemies within your aura will generate DP
Summoning link
Transpiration – Gathers energy from dungeon veins
True Sense – Reveals things that are hidden; sight and sound
Movement skills: Footwork
Lighter than she looks – reduces chances of pressure plate traps from going off by half
Steps of an angel – Increases defenses while user is not attacking by two times current armor value
Defensive: Physical
Tough Enough: reduces blunt force damage by a 1/20th
Resolute: Reduce all damage by 10% after health 30% of total health
The lesser evil – Minimize damage by half placing a less important part of your body in the way
Resilient – By taking so many hits your body has learned to cope and now reduced damage
Divine body – Your body holds more life energy than most allowing you to regenerate
Defensive: Evasion
Perfect Assets: Straight men and gay women are reluctant to shoot at you
Flexible: Dodges are increased by 15% from melee attacks
Graceful beyond measure – Any physical activities get a 5% bonus
Double jointed – able to bend in mysterious ways allowing you to evade attacks that should be impossible
Shimmer – Enter a half-ethereal form, lasts four seconds, aids in dodging and reducing damage
Weapon: Bow
Prediction: gives suggestions on most likely course a person will move to
Bloodline:
Angels gain following skills
Demonic Counter - Heal spells do damage to demons equal to healing value
Flight – Medium level flight
Holy Aura – educes pain and adds boost to all healing spells
Speak No Lie – People with angel blood are unable to tell lies
Pacifistic Blow – any attack against others will always fall short of killing them (monsters and demons excluded)
Vision of Diagnosis(Improved); Morbid & Magic Points – Ability to detect ailments, health and abilities being used at a glance; Treatment options and magical channels now displayed
Spells: Holy
Aid – one round cast time – Temporarily increase another’s health
An Angel's Sorrow: LEARNING
Bind: causes chest to tighten causing shallow breathing and may lead to fatigue, passing out and even suffocation
Blasphemer’s Detriment - half round cast time - Links damage caster receives from any melee attack or spell from targeted person
Blessings of the Goddess – one round cast time – makes it harder for others to hit the target of this spell (strength increases with level)
Blinding Flash – instant – a quick bright flash of your aura (works better in darker environments)
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Bone Setter – half round cast time – Fixes broken bones and puts them back into place
Coat of Arms – one round cast time – Strengthens the target with what they hold dear to the hearts (strength increases with level)
Detoxification – half round cast time – Removes lesser & moderate strength poisons
Guardian Angel - two round cast time – target can evade one killing blow
Golden armor – half round cast time / maintainable – a thin protective barrier that refreshes every three minutes
Hiatal – instant cast time - generates a dome to protect your group lasts 1 round
Heavenly Rain - 3 round cast time – any ‘rain’ that hits targets will cause allies to heal and enemies to make fear tests or retreat
Minor Heal – half round cast time – a healing spell that will heal large cuts, scrapes and bruises
Minor Healing light – half round cast time – Creates images that float around targets that release pulses of healing energy
Purify – one round cast time – A magical filter that removes impurities the cast believes are foreign to item or person
Revitalize: improved – half round cast time – An improved version of rejuvenate that restores lose stats and vital energy
Regeneration: Moderate - instant cast time have to maintain until regrowth is complete – Regrow lost body parts or help with more grievous wounds
Sanctuary - ten round cast time - creates a safe zone that monsters cannot detect or enter; Area: casters’ aura
Sense Evil – three round cast time – map will display creatures that have done evil within the last week; Area: 3 x casters’ aura
Smite – half round cast time – Target will take damage in accordance of their degradation to their soul
Stop Poison – one round cast time – Greatly reduces the onset of poisons
Tranquility – one round cast time - puts a targeted person or creature into an immobile state until attacked or 3 minutes
Restrict: clogs the magical conduits forcing target to use double the magical energy while spell is maintained
Spells: Druidic
A dryad's song – calls forth the spirit of a tree, limitations on time, strength and area it can go
Animalistic
Chameleon
Cold Blooded
Den of the lone wolf -
Drinks:
Dew of the Morning Mist – Promotes healing both natural and magical
Mithridate – cast on a glass of wine to make user immune to poisons for 24 hours
Water from the flowing creek – imbues a cup of water to replace the need for water for 24 hours
Salves:
Herbal Salve of the New Woods – Helps to mend broken bones
Numbing Salve – Removes pain
Salve of earthen skin
Know the way
Mending
Natural Immunity
Photosynthesis -
Skin of the Plains Beast
Sprout
Stone of the Ancients -
Strength of a Bear
Supple as the willow
Tangle Thorns
Whispers from the trees and mountains -
Resistances
Lightning – 11%
Wind – 9%
Earth – 12%
Charm – 23%
Ice – 5%
Darkness – 7%
Water – 6%
Corrosive – 7%
Necromantic – 1%
Mental – 3%
Aura Effects: 16-foot aura
Calmness: Aura will release a calming affect that eases the mind from stress and worries. Small chance of pacifying aggressive, less intelligent creatures.
Consecrated: evil forces within aura take penalties to attack and defend
Enlightenment: Enhances learning for anybody within your aura
Holy: Reduces pain and adds boost to all healing spells
Summonables:
Abhorrent vines – These vines like to cling to the highest part of a closed off area. Secret toxins that cause paranoia and distrust to the point murder. Feasts on the dead
Basilisk – Frost
Blinkers: Millipedes the size of a leg, no head anglerfish bulb instead - black armored chitin, can teleport through the shadows they create
Blood leter
Bone Collector – puffs of fur that collect bones --- usually out of living animals (rarely seen)
Chittering devils
Colonies – giant legs, cone like sack that connects to the legs, no head, spews flesh eating insects about the size of a nickel.
Creeping Death
Dreamers: Brain with tentacles - mental attacks
Festering Doom - over six foot tall but skinny bones under flesh, Thousands of pustules on skin hazy mist around it
Flesh Devourers
Gloom Dispatcher - lives in the rocky terrain, hides in shadows, can shape shadows
Hangman:
Hidden ones: rocks like critters that tend to hide in natural areas and shot out poisoned spines that paralyze their prey which they then feast on
Lava Spitters
Lurkers – creatures that live underground, create pits to hide in, spew acid and eat the remains
Magma Rats
Mana Leeches
Rawhide Rampager - 2x tall 3x wide hulking humanoid, arms that almost hit the floor hands misshaped and resembled giant hammers
Shifter - Gray mist that shape changes into whatever it touches
Shrieking Mounds
Skull Lashers - fleshless dogs with long trails, bony spikes run along its spine and tail
Thousand Headed Annelid - Giant worm thing made out of littler worms
Thought Eater - Snail like critter
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