Seraphim:

 

The Seraphim are descended from a race of mystical angels. Ancient myths are surrounding their origin date back to an era long before the realms of elves or men settles in Ancaria. The Seraphim draws on heavenly magic as well as a range of graceful but powerful combat moves.

 

Beginning Attribute Stats:

Strength Endurance Dexterity Physical Regeneration Mental Regeneration Charisma

22

19 25 22 22 17

 

 Skills:

Level

Skill

Description

Beginning Magic Lore Increases the damage dealt by all types of magic.
Weapon Lore Opponents suffer more damage from close and ranged combat attacks.
Level 3 Parrying Attacks can be parried (deflected) with weapons and shields.
Heavenly Magic Improves the regeneration rate and casting times for Seraphim Magic.
Meditation Improves the regeneration rate of all spells.
Riding Enables the riding of superior horses.
Concentration Improves the regeneration rate of all combat arts.
Sword Lore Increases the speed and effectiveness of attacks with swords.
Long-handled Weapons Increases the speed and effectiveness of attacks with long-handled weapons.
Constitution Increases life energy and improves it's regeneration rate.
Level 6 Dual Wielding Enables the wielding of two weapons during combat, increases attack value and speed.
Level 12 Armor Increases armor class and decreases the encumbrance caused by armor.
Level 20 Ranged Combat Increases the speed and effectiveness of attacks with ranged weapons.
Level 30 Agility Increases defense and attack values during combat.
Level 50 Trading Merchants will offer their good cheaper and are more likely to offer special items.

 

Runes:

Attack
Attack: +1
Regeneration Special Move: +10%
BeeEffGee
BeeEffGee: +1
Chance to Trap Flying Opponents: +10%
Celestial Light
Celestial Light: +1
Magic Damage: +10%
Combat Jump
Combat Jump: +1
Chance to Trap Flying Opponents: +10%
Combat Kick
Combat Kick: +1
Regeneration Special Move: +10%
Conversion
Conversion: +1
Regeneration Spells: +10%
Energy Bolts
Energy Bolts: +1
Regeneration Spells: +10%
Hard Hit
Hard Hit: +1
Regeneration Special Move: +10%
Hunter-seeker
Hunter-seeker: +1
Chance to Trap Flying Opponents: +10%
Irritation
Irritation: +1
Regeneration Spells: +10%
Lightning Bolt
Lightning Bolt: +1
Regeneration Spells: +10%
Light
Light: +1
Increased Light Radius: +30
Light Shield
Light Shield: +1
Magic Damage: +10%
Multi-hit
Multi-hit: +1
Regeneration Special Move: +10%
Rotating Blades of Light
Rotating Blades of Light: +1
Magic Damage: +10%
Strength of Faith
Strength of Faith: +1
Magic Damage: +10%

Whirling Hit
Whirling Hit: +1
Chance to Trap Flying Opponents: +10%

 

Combat Arts and Skills:

Combat Art Meditation Magic Lore Concentration Heavenly Magic
Attack     X  
BeeEffGee     X  
Celestial Light X X   X
Combat Jump     X  
Combat Kick     X  
Conversion X X   X
Energy Bolts X X   X
Hard Hit     X  
Hunter-seeker     X  
Irritation X X   X
Lightning Bolt X X   X
Light X X   X
Light Shield X X   X
Multi-hit     X  
Rotating Blades of Light X X   X
Strength of Faith X X   X
Whirling Hit     X  

 

Combat Arts:

 

Combat Arts
Attack: A rapid sequence of blows and lunges. Once the target has been overcome, the next opponent within reach is attacked.
BeeEffGee: The Seraphim receives a mystical energy weapon which fires incandescent spheres of energy.
Combat Jump: The Seraphim jumps in the direction of the distant opponent and unleashes a fierce attack upon landing.
Combat Kick: This powerful kick causes additional damage, throwing the opponent back.
Hard Hit: A particularly fierce attack that causes severe damage.
Hunter-seeker: The Seraphim hurls her weapon along a circular flight path and then catches it again. Impacts cause severe damage.
Multi-hit: A circular attack that affects several nearby opponents.
Whirling Hit: The Seraphim rotates rapidly and with every turn all nearby opponents suffer slight damage.

Heavenly Magic

Celestial Light: The Seraphim conjures up a column of light and opponents within the light's radius are severely damaged.
Conversion: An opponent is turned into a companion for a short time and attacks the Seraphim's enemies.
Energy Bolts: The Seraphim fires glowing bolts of energy for a certain time.
Irritation: A whirl of light stuns the opponent for a short time.
Light: Brightens the surroundings and damages the Undead.
Lightning Bolt: The opponent is hit by lightning and suffers damage.
Light Shield: Deflects simple arrows and bolts, as well as poisoned missiles. Not effective against magic projectiles.
Rotating Blades of Light: A protective wall of blades helps the Seraphim to defend herself against enemy attacks, while also damaging

the enemy.

Strength of Faith: Increases attack values of the Seraphim or of a companion.



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