Level 19 Knight of the Orders
Innocent, Warding
HP: 375
MP: 500
STR: 95 (5)
AGI: 285 (15)
CON: 285 (15)
MIN: 380 (20)
SPI: 95 (5)
XP- 0
XP Required- 70,000, <Specific Tasks to complete for their Order>
Fame- 1
Gold- 200
Bonus Weeks: 19, 6 Ward Crafter Weeks
Weeks: 0
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive
Knightly Orders
Knights Inviolable
Tier: 1
Element: Warding
Purpose: Serve as defensive supplements to teams of allied others, acting as a bulwark that prevents their allies from coming to harm in battle.
Knightly Codes
- Fulfill your order's listed purpose and advance the general agendas of the Knightly Orders, doing good for the multiverses.
Abjurer-
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Abjuration Casting- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Abjuration
Abjuration Casting I- (Passive Ability, Abjurer) Abjuration spells cost possessor 20 less MP to cast
Abjuration Casting II- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast
Warded Skin- (Passive Ability, Abjurer) +200 Defense
Other: Ward Crafter-
Basic Warding Synchronization- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to all stats if possessor is Warding element
Weapons-
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
Force Of FISTS- (Weapon, Force, Physical, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Ranged Attack, +30,000 Magical Attack, Wielder applies the Melee Attack bonuses of equipped Fist Weapons to Melee Attack, Ranged Attack, and Magical Attack as though they were bonuses to each of those types (with the larger bonus taking effect in the case of Fist Weapons that already provide one of those other types), Wielder applies the STR bonuses of equipped Fist Weapons to STR, AGI, CON, MIN, and SPI as though they were bonuses to each of those stats (with the larger bonus taking effect in the case of Fist Weapons that already provide one of those other stats), Wielder may equip Fist Weapon weapons in Accessory slots (taking the same number of those slots that they would normally take in terms of weapon slots)
Armor-
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Accessories-
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Consumables-
None
Items-
None
Spells-
None
Pets-
None
Transformations-
None
Permanent Consumables-
None
Artifacts-
None
Awards-
None