Jonathan Durandal
Posted: Tue Apr 13, 2021 12:08 am
Jonathan Durandal
Level 19 Knight of the Orders
Paragon, Atomic
HP: 4,750
MP: 4,750
STR: 285 (15)
AGI: 95 (5)
CON: 190 (10)
MIN: 190 (10)
SPI: 380 (20)
XP- 0
XP Required- 70,000, 1 Knightly Commendation
Fame- 1
Gold- 200
Bonus Weeks: 19, 19 Thermonuclear Disciple Weeks
Weeks: 0
Knightly Orders
Knights of the Atom
Tier: 1
Element: Atomic
Purpose: Use super-science for the side of justice, fight against alien conquerers, robots run-amok, and the horrors of mad science
Knightly Codes
[*]Fulfill your order's listed purpose and advance the general agendas of the Knightly Orders, doing good for the multiverses.
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
-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
-Healer-
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
-Matrix Keeper-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
-Power Trooper-
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
-Priest-
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
-Radiant Hierophant-
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
-Other: Thermonuclear Disciple-
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
-Misc-
Wielder of the Maxwell Gate- (Passive Ability, Other: Legend) Possessor may equip 'Maxwell Gate'
Weapons-
*Maxwell Gate- (Weapon, Other: Weapon of Legend, Darkness & Technology & Energy & Magic & Spatial, Lv. 19, X Gold) +36,000 Ranged Attack, +36,000 MIN, 38% inflicts Overload, Wielder may target individuals in other battlespaces so long as no individual of Level 19 or greater in the battlespace being targeted objects, Wielder may scan the stats of a target in a different battlespace at the start of each round, Wielder may inflict Augmented: Haste and/or Impaired: Slow on any number of targets in other battlespaces in the same battle at the start of each round, Wielder may, at the start of each round, select an individual in another battlespace and choose to either have that individual gain an additional action that round in turn-order-assignment or to lose its second action of the round, Wielder may create a Zone of Energy in a different battlespace at the start of each round, Wielder may cause up to 3 individuals in different battlespaces to regenerate 307,000 MP at the start of each round, This item possesses the subtype Assault Matrix, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: 1,400,000 (Standard Multiplier x1 (x10 artifact in terms of power), raised to x20 to bypass Level 20 barrier)
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
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
Robot-Distractor- (Accessory, Gadget, Technology, 5,000,000 Gold) Opposing Robots below Level 50 have a 30% chance of skipping each of their actions as a non-stacking effect
Consumables-
None
Items-
None
Spells-
Exile Into the Domains of Neon Roadways and Endless Palm Trees- (Spell, Gate Magic, Technology & Spatial, 30,000 MP, 30,000,000 Gold) 15% inflicts Vanished, with a 50% chance of the infliction lasting 10 rounds instead of being permanent, with said chance increasing to 75% if the target is a Vehicle
Pets-
None
Transformations-
None
Permanent Consumables-
None
Artifacts-
None
Awards-
Wielder of the Maxwell Gate
Level 19 Knight of the Orders
Paragon, Atomic
HP: 4,750
MP: 4,750
STR: 285 (15)
AGI: 95 (5)
CON: 190 (10)
MIN: 190 (10)
SPI: 380 (20)
XP- 0
XP Required- 70,000, 1 Knightly Commendation
Fame- 1
Gold- 200
Bonus Weeks: 19, 19 Thermonuclear Disciple Weeks
Weeks: 0
Knightly Orders
Knights of the Atom
Tier: 1
Element: Atomic
Purpose: Use super-science for the side of justice, fight against alien conquerers, robots run-amok, and the horrors of mad science
Knightly Codes
[*]Fulfill your order's listed purpose and advance the general agendas of the Knightly Orders, doing good for the multiverses.
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
-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
-Healer-
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
-Matrix Keeper-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
-Power Trooper-
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
-Priest-
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
-Radiant Hierophant-
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
-Other: Thermonuclear Disciple-
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
-Misc-
Wielder of the Maxwell Gate- (Passive Ability, Other: Legend) Possessor may equip 'Maxwell Gate'
Weapons-
*Maxwell Gate- (Weapon, Other: Weapon of Legend, Darkness & Technology & Energy & Magic & Spatial, Lv. 19, X Gold) +36,000 Ranged Attack, +36,000 MIN, 38% inflicts Overload, Wielder may target individuals in other battlespaces so long as no individual of Level 19 or greater in the battlespace being targeted objects, Wielder may scan the stats of a target in a different battlespace at the start of each round, Wielder may inflict Augmented: Haste and/or Impaired: Slow on any number of targets in other battlespaces in the same battle at the start of each round, Wielder may, at the start of each round, select an individual in another battlespace and choose to either have that individual gain an additional action that round in turn-order-assignment or to lose its second action of the round, Wielder may create a Zone of Energy in a different battlespace at the start of each round, Wielder may cause up to 3 individuals in different battlespaces to regenerate 307,000 MP at the start of each round, This item possesses the subtype Assault Matrix, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: 1,400,000 (Standard Multiplier x1 (x10 artifact in terms of power), raised to x20 to bypass Level 20 barrier)
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
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
Robot-Distractor- (Accessory, Gadget, Technology, 5,000,000 Gold) Opposing Robots below Level 50 have a 30% chance of skipping each of their actions as a non-stacking effect
Consumables-
None
Items-
None
Spells-
Exile Into the Domains of Neon Roadways and Endless Palm Trees- (Spell, Gate Magic, Technology & Spatial, 30,000 MP, 30,000,000 Gold) 15% inflicts Vanished, with a 50% chance of the infliction lasting 10 rounds instead of being permanent, with said chance increasing to 75% if the target is a Vehicle
Pets-
None
Transformations-
None
Permanent Consumables-
None
Artifacts-
None
Awards-
Wielder of the Maxwell Gate