[u][b]SPECS & PERKS[/u][/b] Upon reaching Level 3, a character is asked to pick one spec (short for specialization) from three choices that vary with their class. After this, the player will receive a single perk upon each level up from their choice of two; spec choices [i]do not[/i] affect what perks you can and can't have. These perks can be new skills, passive bonuses, or even new tools to add to your arsenal depending on the class. All that said and done, let's take a look. [hider=Assassin][b][u]SPECS[/u][/b] [i]Shinobi:[/i] Shinobi-spec Assassins are unique in that, unlike the other Assassin specs, they can set various traps for their opponents to walk into. They're also far faster than other Assassins, but their weapons are limited to knives only. As a result, Shinobi-spec players will need to rely more on traps and cunning than melee prowess. [i]Hitman:[/i] The Hitman is a merciless killer who wields a wide variety of weapons. While he loses the ability to sneak about, the Hitman compensates for the loss of this crucial ability with an increase to his offensive and defensive capabilities. While still flimsy, rest assured that if a Hitman goes down, he's taking somebody else with him. [i]Sniper:[/i] Not to be confused with the Gunner spec of the same name, Sniper-spec Assassins do have some similarities to their Gunner counterparts. Both of them specialize in the use of sniper rifles, but unlike their Gunner counterparts, Sniper-spec Assassins are unable to deploy traps. However, they also don't lose their usual Assassin sneakiness and combat prowess. [b][u]PERKS[/u][/b] [b]Level 4[/b] [i]Assassination:[/i] Sneak attacks do double damage. Not applicable if already in combat. [i]Vicious Strikes:[/i] Melee damage increased by 20% [b]Level 5[/b] [i]Trapper:[/i] Enables the use of traps for Sniper and Hitman specs. Shinobi specs will instead have their traps doubled in power. [i]Grim Stride:[/i] Support skill that doubles your movement and attack speed. Lasts 10 seconds, with a two-minute cooldown. [b]Level 6[/b] [i]Assassin Stride:[/i] Enables you to move about all nimble-like. Like a parkour master...or...y'know...an assassin. [i]Deadly Aim:[/i] Critical hit rate doubled. [b]Level 7[/b] [i]Engineer:[/i] Enables the Assassin to create remote-detonated explosives, smoke bombs, and grappling hooks. These items can be used by any class, but only Assassins can craft them. [i]Shadowstalk:[/i] Support skill that renders the user invisible for thirty seconds. Cannot be used in combat, and cannot attack during this time. Five-minute cooldown. [b]Level 8[/b] [i]Soaring Slayer:[/i] Jump height and acrobatic ability in general is doubled. [i]Swift Slayer:[/i] Ground movement speed increased by 50%. [b]Level 9[/b] [i]Grim Reaper:[/i] Melee skill that instantly kills an enemy. Cannot be used on a target that is already in combat, Dissolutions, or on somebody who sees you. 1-day cooldown. [i]Assassin's DNA:[/i] Allows the Assassin to pick any Level 8 or lower perk they don't already have.[/hider] [hider=Gunner][b][u]SPECS[/U][/B] [i]Commando:[/i] A Commando-spec Gunner's best friend is his combat knife. While still able to shoot enemies from afar with their guns, the Commando will inevitably prevail in melee combat against Gunners of other specs. Skills unique to the Commando spec closes in more on use of knives (melee and throwing) than guns. Because Commandos can hold their own in melee combat as well as from afar, it's said to be the best spec for solo players in this class. [i]Sniper:[/i] The Sniper is a silent warrior who picks off enemies from incredible ranges, using both their namesake rifles and cunning traps to ensnare and eliminate enemies without ever being seen. While a Sniper can be vicious from the huge ranges they're most comfortable in, they'll ultimately fall short at close or mid ranges since they [i]only[/i] have access to traps and sniper skills. A player who chooses this spec is immediately gifted with a sniper rifle, since they won't be doing much without one. [i]Armsman:[/i] Where the Commando is a melee fighter and the Sniper is one who fights from immense distances, the Armsman is the middle ground. Capable of unleashing a massive payload at firing range, the Armsman specializes in any ranged weapon he can get his hands on. However, for how fearsome they are at firing both from afar and at point-blank, the Armsman spec is the only one that cannot use skills the utilize traps. [b][u]PERKS[/u][/b] [b]Level 4[/b] [i]Field Medic:[/i] Grants the Gunner the ability to use bandages to heal himself or allies when not in battle. Not nearly as effective as a Healer, though. [i]Marksman:[/i] Gun accuracy increased by 30% [b]Level 5[/b] [i]Resourceful:[/i] Materials are not required to set traps. [i]Combat Armor:[/i] Reduce melee damage taken by 20% [b]Level 6[/b] [i]Sleight of Hand:[/i] Reload speed for ranged weapons doubled. [i]Eagle Eye:[/i] Ranged skill that homes in on an enemy's weak point. Guaranteed critical hit, but 1-second charge time & 10-second cooldown. [b]Level 7[/b] [i]Chain Knife:[/i] Attaches 5-foot chains to your combat knives. [i]Elite Soldier:[/i] Increases all damage - except trap damage - by 10% [b]Level 8[/b] [i]Banner of Courage:[/i] Increases your HP - as well as the HP of everybody in your party - by 10% [i]Rifle Enthusiast:[/i] Lets you dual-wield two-handed rifles. [b]Level 9[/b] [i]Jack the Ripper:[/i] Melee skill that deals immense damage to everybody around you. Requires a knife. [i]Fatal Fire:[/i] Ranged skill that instantly kills most NPC enemies; deals players and Dissolutions damage equal to 90% of their total HP. 3-second charge time; 60-minute cooldown.[/hider] [hider=Brawler][b][u]SPECS[/u][/b] [i]Berserker:[/i] The Berserker is a vicious fighter who has no concern for how much damage he takes, instead focusing solely on ripping the enemy to pieces. A Berserker's unique skills all focus on dealing as much damage as possible, as quickly as possible. [i]Tank:[/i] Aptly-named, the Tank-spec Brawlers focus on exactly that. Getting the attention of the enemy and keeping it on them, shrugging off hits so that the rest of the team can do the damage. The Tank's unique skills focus on keeping NPC enemies on him, as well as granting buffs to himself to boost his combat prowess. [i]Scrapper:[/i] Scrappers use their tenacity and strength to its full extent. Actually, from a purely stat-based viewpoint, they're overall the strongest melee spec. However, even though they're faster and they have better stats across the board (even if it's not by much) Scrappers are restricted to the use of fist weapons only. Their speed is necessary to get within punching range. [b][u]PERKS[/u][/b] [b]Level 4[/b] [i]Pain Infliction:[/i] Increase all damage done by 15% [i]Pain Resistance:[/i] Reduce all damage taken by 10% [b]Level 5[/b] [i]Bloodlust:[/i] Support skill that doubles all damage dealt for five seconds. Has a three-minute cooldown. [i]Titan's Grip:[/i] Enables you to dual-wield two-handed weapons. [b]Level 6[/b] [i]Gyro Strike:[/i] Offense skill in which the user performs a powerful spin attack, using centrifugal force as a means to enhance the attack even further. Deals heavy damage to anybody within range of your weapon(s). 30-second cooldown. [i]The Zaraki Method:[/i] Increases your damage output in proportion to your remaining health (99% HP remaining is a 1% bonus, 75% HP is a 25% bonus, etc.) up to a maximum of 90% additional damage (10% HP remaining). [b]Level 7[/b] [i]Atlas Fist:[/i] Unarmed skill in which the user unleashes a punch of incomparable power. Deals heavy damage and ignores defense ratings. 60-second cooldown. [i]Icarus Attack:[/i] Armed skill in which the user - from high above - comes down upon the opponent, using gravity as a means to enhance the damage even further. The user also takes no falling damage when using this skill. Requires you to be at least 50 feet above the target. [b]Level 8[/b] [i]Cadet:[/i] Enables you to use a gun (two-handed guns only). [i]Boomerang:[/i] Ranged skill in which the user throws one or more of their weapons at the target, where it deals damage before returning to the user (this damage is treated as melee damage). 10-second cooldown per weapon. [b]Level 9[/b] [i]Herculean:[/i] You now possess the physical strength to smash through most - if not all - obstacles in your way. (NOTE: Has no effect on how much damage your attacks deal.) [i]War Horse:[/i] Summon skill that conjures up a War Horse; a very fast-moving mount that is capable of running up walls and over water.[/hider] [hider=Healer][b][u]SPECS[/u][/b] [i]Priest:[/i] The most powerful healing spec, the Priest lives purely to make sure others keep living. Using sacred rites, the Priest heals his allies better than any other spec can. Sadly, he's completely ineffective in combat, so solo players never choose this spec. [i]Witch Doctor:[/i] The ideal spec for solo-playing Healers, the Witch Doctor uses voodoo rituals not only to heal his allies, but to harm his enemies too. While he'll never do quite as much damage as a Wizard, he's still pretty fearsome since he has the unique privilige of being able to damage and heal effectively in battle. [i]Surgeon:[/i] The Surgeon casts away his mystical ways and turns to technology to heal and improve his allies. He can fight (granted, not as well as he can heal) and is capable of deploying nanobots to heal his allies in battle as his magic would have previously done. However, the gold in Surgeons is that they're able to grant allies unique "cyborg" buffs that are not only very powerful, but have quite a duration. [b][u]PERKS[/u][/b] [b]Level 4:[/b] [i]Resurrection:[/i] Magic skill that lets you revive a dead ally after a five-second casting time. Has a ten-minute cooldown. [i]Wisdom:[/i] Cooldown time for spells reduced by 25% [b]Level 5:[/b] [i]Spectral Body:[/i] Support skill that turns your body into an arcane mist, rendering you immune to physical damage for ten seconds. You cannot cast magic during this time, and the skill has a ten-minute cooldown. [i]Heal Pulse:[/i] Area-of-effect skill that heals all allies within a twenty-foot radius. One-second cast time, thirty-second cooldown.[/hider] [hider=Wizard][b][u]SPECS[/u][/b] [i]Sorcerer:[/i] A Sorcerer is a mighty spellcaster who uses the forces of fire, ice, and lightning to strike his enemies from afar, dealing all the damage he needs to before the enemy can even get close. Choosing this spec locks the use of necromancy and black magic, but enables ice and lightning magics. [i]Warlock:[/i] The Warlock lives to crush the enemy. Using the forces of fire and black magic, he kills his opponent by the use of layers of damage-over-time spells, torturing his foes to death while his conjured demon keeps them out of his face. Restricts the use of necromancy, but enables the ability to summon powerful demons through rituals. [i]Necromancer:[/i] The darkest of magicians, the Necromancer uses black magic to spread plagues, drain the souls of his foes to restore health, and resurrect fallen corpses to do his bidding. Sadly, a Necromancer will fail if he has no minion, since his only other damage output is his plethora of damage-over-time plagues. Enables you to revive a second corpse in addition to the first. [b][u]PERKS[/u][/b] [b]Level 4[/b] [i]Magic Blast:[/i] A skill which fires a magical projectile that deals resistance-ignoring damage. [i]Monodextrous Casting:[/i] Enables you to wield a melee weapon in one hand. [b]Level 5[/b] [i]Blood Pact:[/i] Demon and undead minions now have double their usual HP, but your HP is decreased by 25% [i]Attuned:[/i] Cooldown time for spells reduced by 25% [b]Level 6[/b] [i]Enlightenment:[/i] Casting time for spells decreased by 25% [i]Mirror Image:[/i] Magic skill that creates four illusory clones of the caster. Lasts ten seconds, or until the actual Wizard is hit. Five-minute cooldown. [b]Level 7[/b] [i]Magus Blast[/i] Changes with each spec. [u]For Sorcerer:[/u] Unleashes a burst of condensed mana, dealing a high amount of defense-ignoring magic damage to anything within a 10-foot radius. Instant cast; sixty-second cooldown. [u]For Warlock:[/u] Suck away a fragment of your enemy's "soul", and gain HP equal to the amount of damage you deal. Thirty-second cooldown. [u]For Necromancer:[/u] A damage-over-time spell that continues working until either you or the target dies. Thirty-second cooldown begins when the effect wears off. Cannot stack or apply to more than one target. [i]Astral Projection:[/i] Summon an ethereal copy of yourself and control it for sixty seconds, or until it or you takes damage. The copy cannot cast magic, but moves twice as fast as the Wizard summoning it. Ten-minute cooldown. [b]Level 8[/b] [i]Supreme Summoner:[/i] Summon limit is doubled. Warlocks can now have two demons at once, and Necromancers can have four undead minions. [i]Grimoire:[/i] Grants the Wizard a powerful grimoire, which casts spells just like its owner. Effectively enables you to cast two spells at once. [b]Level 9[/b] [i]Advanced Form:[/i] Changes with each spec. [u]For Sorcerer:[/u] Your body becomes an arcane mist. Physical damage taken is reduced by 25%, and magic damage dealt is increased by 50%. [u]For Warlock:[/u] Your body takes on a new, demonic form. Total HP is doubled, and damage dealt by all summoned demons increases by 50%. [u]For Necromancer:[/u] You become a lich, storing your soul away in a phylactery. Once per day, if you are killed, you resurrect on the spot with full HP. Additionally, damage dealt by summoned undead increases by 25%. [i]Limitless Knowledge:[/i] Enables all Wizard spells, except those unlocked from perks. (NOTE: In the event that you chose the Supreme Summoner perk, summoning one demon will be treated as having summoned two undead, meaning you can have four undead, two demons, or one demon and two undead, but no other combinations of summons. In the event that you chose the Magus Blast perk, you will only have the one relevant to your spec of choice.)[/hider] [u]NOTE: This post isn't quite finished yet. I'll let everybody know whenever I update it, though.[/u]