122: Paladin Upgrade (Data Transition Chapter, if you don't like the data, you can skip this chapter)
(Special Note: This is a data transition chapter. Readers who dislike data can skip this chapter. It contains complex data on the protagonist's current status. It's been a long time since the full version was released, and it's being published at the request of readers to provide a more comprehensive concept of the protagonist's current state. Also, the Duke's Mansion battle has been going on for so long, friends who are interested can take a look at the Holy Knight and protagonist's data templates to relax! If there are any incorrect statistics, please remind me to correct them~)
While waiting for the Dragon King to sneak upstairs, I checked the system information.
Just as the battle between Randall and the Orc warrior was about to end, the system prompted that the Holy Knight had leveled up.
[Name]: Randall Barkman
[Loyalty to Lord]: Lion Black
[Loyalty of Subjects]: 100
[Race]: Human
[Gender]: Male
[Alignment]: Lawful Good
[Age]: 21
[Birthplace]: Elturgard
[Origin]: Noble
[Profession]: Holy Knight (Oath of the Crown)
[Profession Level]: 8
[Attributes]: Strength 20 (+1 = 21 Holy Symbol bonus, Randall's Strength attribute has reached the human racial limit. The next attribute growth can only be other attribute values. This peak attribute can be maintained under normal conditions until he becomes old and weak. Very few magical items in this plane can increase his Strength again, and the Crown Holy Symbol granted by the Host is one of them.) Agility 12, Constitution 14, Intelligence 14, Perception 10, Charisma 17 (+1 = 18 Holy Symbol bonus)
[Armor Class]: -1 (against slashing attacks -4, against piercing and ranged attacks -3)
(Holy Symbol bonus +2 Shield bonus +4 = -7 Slashing -11 Piercing and Ranged -10)
[Hit Points]: 83 / 83
[To-Hit Bonus (THAC0)] : 7
[Damage]: 3 to 13 (Greatsword)
[Skills]:
Channel Divinity, Turn the Unholy, Sacred Oath, Defending Challenge, Divine Sense, Divine Grace, Protection, Lay on Hands, Aura of Protection, Divine Smite, Extra Attack, Turn the Tide, Sacred Oath...
[Divine Spells]:
1st-level Divine Spells: Divine Favor, Protection from Evil and Good, Shield of Faith, Command, Compelled Duel
2nd-level Divine Spells: Prayer of Healing, Protection from Poison, Warding Bond, Zone of Truth
[Spellcasting Effect]:
Casting all divine spells is considered +1 spellcasting level (Holy Symbol bonus)
...
[Sacred Oath]
If a creature within 5 feet of the Holy Knight takes damage, the Holy Knight can use his reaction to magically interpose his body between the target creature and the source of damage. The target takes no damage, but the Holy Knight takes the damage instead, and this damage cannot be reduced or prevented in any way.
...
Equipped Magical Items Abilities—
Crown Holy Symbol: Strength: +1, Charisma: +1, Armor Class: +1 (+2), Saving Throws: +1 (+2), Heart of Protection: ...The Holy Knight shares half of the damage, significantly enhances the effect of turning evil, Divine Favor: +1 spell slot per spell level and casting all divine spells is considered +1 spell level,
Full Plate Armor +2: Armor Class: -1 (against slashing attacks -4, against piercing and ranged attacks -3), Undead Creature Paralysis, Instantly destroy weaker Undead Creature
Shield (Randall's Surprise) +3: Armor Class +4, additional +5 against ranged weapons, 5% chance to reflect part of the attack back to the enemy when hit, Sacred Mystery (Damage: Deals 4d8 magical damage to Undead Creature (half damage on a successful saving throw). Special Function: Weakens powerful Undead Creature such as Liches and Ancient Vampires, making them more susceptible to attacks.)
Greatsword: To-Hit Bonus (THAC0): +1 (slashing +2, piercing +2), Damage: 2d6+1
...
In terms of Strength alone, Randall had reached the human racial limit.
No wonder the powerful Orc at the beginning could fight the Holy Knight to a standstill but ultimately lost, even having his weapon broken.
I also took a look at my own system statistics—
[Alias]: Lion Black
[True Name]: Lin Yang
[Race]: Half-elf
[Gender]: Male
[Alignment]: Neutral Good
[Identity]: Outsider, Lord, City Lord, Noble
[Age]: 10
[Profession]: Hunter / Mage
[Profession Level]: 4 / 1
[Attributes]: Strength 7, Agility 13 (Boots of the North: Embrace of Frost bonus +1 = 14), Constitution 9, Intelligence 16 (+3 Otherworld Knowledge System = 19), Perception 12, Charisma 12 (Water Sprite Cloak bonus +2 = 14)
[Armor Class]: 4 (against piercing 6, ranged attacks 4) (Brooch bonus +1 = 3)
[Hit Points]: 32 / 32 (Light Green Ioun Stone Brooch HP bonus +10% = 35 HP, Vampire Wolf King's Fang Dagger can generate up to 10 temporary false HP for the Host = 45 HP, 2 Pearl White Ioun Stone Cufflinks restore 2 HP every 5 rounds)
[To-Hit Bonus (THAC0)]: 15 (Expert Shortbow To-Hit Bonus (THAC0) +3 = 12)
[Damage]: 5 to 10 / 3 to 17 / 6 to 34+8 = 42 / 1 to 8
Bow and Arrow Damage: 1d6+1 (Normal Arrow) (Expert Shortbow Damage +3 = 1d6+4)
Dual Sword Damage (Vampire Wolf King's Fang):
2d8+1 (3 to 17 points single sword damage, 10% chance to drain 1 to 3 HP from target)
4d8+2 (6 to 34 points dual sword damage, 30% chance to drain 2 to 8 HP from target)
Spear (Lion's Red Tassel Spear) +1 Damage: 1D6+1 (Piercing) +1 Fire Damage
[Skills]:
Wilderness Lore: 7
Town Lore: 2
Magic Lore: 3
Hide in Shadows: +90%
Move Silently: +65%
Open Locks: +20%
Find Traps: +50%
Set Traps: +60%
[Talents]:
- Sub-dimensional Space: Once every ten days (Usable)
- Item Identification: Three times a day 3 / 3
[Saving Throws]:
- Paralysis/Poison/Death: 12
- Rod/Staff/Wand: 16
- Petrification/Polymorph: 15
- Breath Weapon: 15
- Spell: 15
[Resistances]
- Hypnosis: +30%
- Charm Spells: +30%
- Magic Resistance: +10%
- Lightning Resistance: +35%
- Poison Resistance: +15%
- Cold Resistance: +60%
- Fire Resistance: +10%
- Acid Resistance: +10%
...
[Hunter Abilities]:
• Proficient in wilderness exploration and combat.
* Your party's travel in forest and similar woodland terrain is not slowed by difficult terrain due to you;
* Unless affected by a magical effect, your party cannot get lost in forest and similar woodland terrain;
* When traveling, you can remain alert to danger even when performing another activity (such as foraging, navigating, or tracking);
* When traveling alone, you can move at a normal pace while remaining hidden;
* When foraging, you find twice the normal amount of food;
* When tracking other creatures, you can also learn their exact number, size, and when they left the trail.
• Proficient in archery, spears, shortswords, and dual wielding (short hunting knives).
Archery (Shortbow): **** Expert Level
Red Tassel Spear (Spear) / Shortsword and Flying Sword (Dual Sword / Single Sword): *** Master Level
Short Hunting Knife (Dual Knife / Single Knife): ** Proficient Level
• Has 3 1st-level Hunter spell slots.
• Known Hunter Spells:
1st-level Spells: Animal Communication, Hunter's Mark, Jump.
• Hunter Special Skill: Original Consciousness
• Self-Created Skills: Flame Arrow, Homemade Arrows, Double Arrow Shot"
[Mage Spellcasting Abilities]:
• Proficient in learning spells from all schools.
• Particularly proficient in learning and using lightning spells.
• Proficient in combat with daggers, staves, wands, and slings.
Daggers, Staves, Wands, and Slings: * Novice Level
• Has 1 (+1 = 2) 1st-level Mage spell slot (unlimited casting of 0-level cantrips. Starting from 1st-level spells, an additional lightning spell slot is added per spell level).
• Known Mage Spells:
0-level (Cantrips): Create Bonfire, Ray of Frost, Mage Hand, Thunderclap, Read Magic, Thunder Sword
1st-level Spells: Thunderwave
• Special Skill: Dual Wielding
Has a high chance to cast two concentration spells at the same time.
...
Equipped Magical Items Abilities—
Wolf King Leather Armor +2: Armor Class: 4 (against piercing and ranged attacks 6), Lightning Resistance +25%, Poison Resistance +15%, Hide in Shadows +10%
Water Sprite Cloak: Charisma +2, Immune to fear and panic, Charm creatures
Lesser Arcane Cloak (Spare): Spellcasting Level +1, can randomly generate one 3rd-level or lower arcane scroll every ten days.
Boots of the North (Embrace of Frost): Cold Resistance +50%, Agility +1
Amulet of Protection (Charges 2 / 10): Shield spell, Armor Class: 4 (additional +2 against ranged), Immune to magic missile
Diplomat's Assistant (Lavinia's Gift) (Spare): Three times per day Comprehend Languages spell
Cufflinks (Pearl White Ioun Stone) (2): Restores 1 HP every 5 rounds (2 restore 2 HP every 5 rounds).
Cursed Earrings: Once per day per earring Blindness, Deafness, and Silence spells.
Brooch (Light Green Ioun Stone): To-Hit Bonus (THAC0) +1, HP +10%
Brooch (Gray-Red Ioun Stone): Armor Class: +1
Pixie Brooch: Fire Resistance +10%, Cold Resistance +10%, Lightning Resistance +10%, Acid Resistance +10%, summons 1d4 Pixies for 1 round once per day.
Alton's Fine Shortbow: To-Hit Bonus (THAC0) +1, Damage +1
Dual Shortswords (Vampire Wolf King's Fang) (Spare): To-Hit Bonus (THAC0) +2, Damage: 2d8+1 (single sword piercing, slashing) to 4d8+2 (dual sword piercing, slashing), can be used as ranged attack weapons (wolf sinew can return flying swords to the user's hand), each shortsword has a 10% chance to trigger lifesteal when striking a target (drains 1 to 3 HP from the target, and restores 1 to 3 HP to the wielder). When both shortswords strike a target simultaneously, there is a 30% chance to trigger lifesteal (drains 2 to 8 HP from the target, and restores 2 to 8 HP to the wielder. If the wielder's HP is full, it will generate up to 10 temporary false HP for the wielder, lasting up to 1 minute. When the wielder takes damage, it is deducted from the false HP first.).
Spear (Lion's Red Tassel Spear) +1 (Spare): To-Hit Bonus (THAC0) +1, Damage 1D6+1 (Piercing) +1 Fire Damage
Qiankun Ring: system space entrance, one of the system anchor points, the ring can transform into various forms (no attack power), can allocate part of its ability to the host to generate an invisible shield and other abilities (more abilities to be developed)
...
[Lord Information]—
Lord Name: Lion Black
Lord Title: Lord of Cloud Mist Mountain Northern Foothills (self-proclaimed, recognized by surrounding polities), City Lord of Gorebest South City (effective upon completion of ceremony)
Lord Title: Allied Forces Vice Commander of Southern Sword Coast
Lord's Reign: Less than 1 month
Lord Level: Level 2 (Note: The Lord's personal profession level is greater than level 3 and the population is greater than 1000 people, then they can level up.)
Lord Prestige: 50
Territory Name: Black Panther Fortress, Cloud Mist Mountain Northern Foothills (including Eileen Village), Gorebest South City (not yet effective)
Number and Area of Territories: Total of 3 territories (1 of which is not yet officially effective)
Territory No. 1: Black Panther Fortress, 0.0041833 square kilometers (The area of a standard football field is approximately 0.00714 square kilometers, this area is larger than half a football field).
Territory No. 2: Cloud Mist Mountain Northern Foothills (including Eileen Village), 1669 square kilometers.
Territory No. 3: Gorebest South City (not effective), area undetermined (South City planning not completed, includes 0.0144 square kilometers of the City Lord's private territory (this area is as large as two football fields)).
Population: 239 people
Population includes 1 Holy Knight, 2 Holy Knight attendants, 1 Business Manager, 82 villagers, 59 temporary workers, and 69 other mercenaries.
Temporary workers include: 3 Red Canyon villagers helping hands
Territory Officials: 1 General Manager and Defense Manager, 1 Business Manager, 1 Village Chief
[Lord Resources]—
Territory Resources: ...
Territory Facilities: ...
Economic Indicators: 14, 1 shopping mall, 1 caravan (some goods)
Military Strength: 73 soldiers
Including 1 Commander (Lord, Level 4 Hunter and Level 1 Mage), 1 Level 8 Holy Knight, 2 Holy Knight attendants, 49 Flame Fist mercenaries (3-year employment, long-term renewal possible, 38 Flame Fist, 10 Iron Hand, 1 Elite Guard), 2 Mage mercenaries (3-month employment, Level 3 and Level 2), Adventurer mercenaries (1 Level 5 Northland Barbarian, 1 Level 7 Sword Saint, 1 Level 5 Sorcerer, 1 Level 4 Bard, 1 Level 4 Shaman, 1 Level 4 Warrior, 2 Level 5 Halfling Thieves, 1 Level 3 Halfling Priest, 1 Level 4 Halfling Mage, 2 Level 6 Mages, 1 Level 5 Ranger, 1 Level 5 Warrior, 1 Level 5 Druid), 3 Forest Allies (2 Forest Nymphs, 1 Lake Water Sprite)...
Weapons and Equipment: Several
Defense Capability: 412
Combat Power: 152
[Diplomatic Relations]: Goresberte (North City)
[Magic and Technology]:
Number of Mages: 13 (12 temporary, including spellcasting-focused professions: Mage, Bard, Priest, Druid, Forest Nymph, Lake Water Sprite)
Magical Items: ... (lists all magical items owned by the Host by quantity and quality here)
Magical Inventions: 1 (Flame Arrow)
Technological Inventions and Applications: 0
[Special Events and Quests]: ...
[Lord Special Abilities]:
1. The Host's spell power, weapon power, and check advantage increase by 2%, increasing to 4% within the territory.
2. ...
The Duke's Mansion battle continues in the next chapter.
🔊 Text To Speech
Listen while reading