Default
Google
Shumi




The Shumi Tribe mostly live in the north, and are usually pacific. They are usually smaller than humans, have huge hands, but they grow following their environnement and their personalities. The honorable and leaders become tall, the strong warriors become large, and so on.

In stead of having 8 as a maximum to the starting attributes, refer to this table:
Strength 7
Vitality 7
Magic 9
Spirit 9
Luck 9
Speed 8




Profiles
The Shumi advance following profiles. He may switch profiles at any time, and always keep all the abilities learned. The maximum level in each profile is 35.
Shumi Profiles Evolution table :
Level Experience needed
1 0
2 130
3 325
4 585
5 910
6 1300
7 1755
8+ Lvl*65 + previous



__________________Magician
Though the Shumi may not stock spells, he may draw-cast spells from enemies, or cast some with a Magic Stone if they have the appropriate ability.
Level Attributes pts Skills pts Hp Base Draw %
1-3 1 15% 1d4 + Vit/2 60% + Spirit - (Spell lvl x 10)
4-8 1 20% 1d4 + Vit/2 65% + Spirit - (Spell lvl x 10)
9-15 2 20% 1d4 + Vit/2 70% + Spirit - (Spell lvl x 10)
16-25 2 25% 1d6 + Vit/2 75% + Spirit - (Spell lvl x 10)
26-35 2 25% 1d8 + Vit/2 80% + Spirit - (Spell lvl x 10)

Abilities:
Level 1: Use Lvl1 Magic
Level 2: The shumi may draw and cast spells from a target, but may not stock
Level 4: Get +1 Magic
Level 7: Get +1 Spirit
Level 11: Use Lvl2 Magic
Level 14: Get +1 Magic
Level 17: Stock first and second level spells in Magic Stones
Level 23: Use Lvl3 Magic
Level 25: Get +1 Magic
Level 28: Get +1 Spirit
Level 32: Stock third level spells in Wizard Stones
Level 35: May stock first and second level spells without Magic Stones(10 different spells, with a maximum of 20 in each)



__________________Traveler
Level Attributes pts Skills pts Hp
1-3 1 20% 1d4 + Vit/2
4-8 1 20% 1d4 + Vit/2
9-15 2 25% 1d6 + Vit/2
16-25 2 30% 1d8 + Vit/2
26-35 3 30% 1d10 + Vit/2

Abilities:
Level 3: Add 50% in History or Area Knowledge Skills
Level 5: The shumi may use whips, flails or swords(With the appropriate skill)
Level 8: Get +1 Luck
Level 12: Evaluate- The shumi has [Luck + Traveler Level*3]% chances of knowing an item price
Level 16: Bargain- The shumi has [Traveler Level*2 - Target's Spirit]% chances of paying any item 75% of the real price (or selling 125%)
Level 21: The cost of History and Area Knowledge Skills are reduce by half
Level 27: Get +2 Luck
Level 30: Identify- The shumi has [Magic + Traveler Level*2]% chances to identify an item's use
Level 35: The shumi may learn moombas abilities, if they're not specified 'moombas only'



__________________Artisan
Level Attributes pts Skills pts Hp
1-3 1 20% 1d4 + Vit/2
4-8 1 25% 1d4 + Vit/2
9-15 2 25% 1d6 + Vit/2
16-25 2 30% 1d8 + Vit/2
26-35 2 35% 1d8 + Vit/2

Abilities:
Level 3: Add 50% in Lores, Computers, technology or Mechanics skills
Level 6: Remold Weapons
Level 10: Forge M-Stone Pieces
Level 15: Refine Items- The shumi may transform an item into another(See 'Refine' in Equipment)
Level 20: Forge Magic Stones
Level 25: The cost for Mechanics and Lores skills are reduced by half
Level 30: Identify- The shumi has [Magic + Artisan Level*2]% chances to identify an item's use
Level 35: Forge Wizard Stones



THE Evolution
When a shumi gets level 100, he morph into a moombas. He can learn ALL moombas abilities, but may not stock spells anymore.


Acquiring image from ProHosting Banner Exchange