Abilites

Magic Levels:

The magic level of a character determines it's ability to cast spells.

Lvl 1 Very Weak Magic (0 to 1.1/2.1 Prot or 0 Dmg, close to very short range).

2 Weak Magic (1.1 to 1.2/2.1 Prot or 0 to 1 Dmg, short range, very weak healing).

3 Moderate Magic (1.2/2.1 to 2.2 Prot or 1 Dmg, mid range, weak to moderate healing, moderate enhancements).

4 Strong Magic (1.3/2.2 to 2.3 Prot or 1 to 2 Dmg, long range, good healing moderate to strong enhancements).

5 Very Strong Magic (1.3 to 1.4/ 2.3 Prot or 2 to 3 Dmg, very long range, very good healing, strong enhancements).

6 Arcane Magic (1.4/never freezing Prot or 3 Dmg, very long range, full healing, strong to very strong enhancements).

7 Divine Magic (1.4/Temp immunity and temporary invincibility or 3 Dmg, extreme range, blessed healing, very strong enhancements).

These values count for enchanted items as well as for possible spells and such.

Tech Levels:

0 Tech-Scrap (counts as refined crafting ingredients not tech).

1 Low (1.2/2.1 Prot or 1 Dmg, short range).

2 Better (up to 1.3/2.2 Prot or 1 to 2 Dmg, short to mid range, moderate enhancements).

3 Repaired (up to 1.3/2.3 Prot or 3 Dmg, mid to long range, moderate healing moderate to strong enhancements).

4 Advanced (up to 1.4/never freezing Prot or 3 Dmg, long to very long range, moderate to good healing, very strong enhancements).

5 Perfected (1.4/temperature immunity Prot or 3 Dmg, very long range, full healing extreme enhancements).

Full Healing = all wounds, poisons or drug effects, addiction stays.

Blessed Healing = mad minds and addiction.