[b](NOTE - Control+F will be VERY helpful when searching for specific items, spells, etc)[/b] [b](NOTE - It's practically impossible to have every possible choices listed on here. PM the GM if you see something that is missing and I'll add it ASAP.)[/b] [center][h1]✧ List of Items ✧[/h1][/center] [center][img]http://i.imgur.com/vQTkyW1.jpg[/img] [i]A party is geared up and ready to roll out.[/i][/center] All items will be listed in the following format: Name (Special note / number of usage if its consumable) (Rarity) (Ingredients for crafting) (Market Price) - Noted Abilities Items generally may be sold to NPCs at markets and such for 90% (rounded up) of their market price. Items may be color-coded to represent their status in the market. Red: In demand. Items will be bought by NPCs for 100% of the price, will be sold for 200% of the price. Blue: Overstocked. Items will be bought by NPCs for 50% of the price, will be sold for 90% of the price. Orange Highlight: None stocked. Item cannot be bought from NPCs. Neon Blue Highlight: Full stock. Item cannot be sold to NPCs. [hider][center][h3]✧ Ingredients ✧[/h3][/center] [hider] [center][img]https://i.imgur.com/jXpcz1i.jpg[/img] [i]Everything must be made from something...[/i][/center] [center][url=https://docs.google.com/document/d/1YWzmhtGCFcMvHxnQVE0qKyp9xH0d1hZ0GPTsHiCgUv8/edit] Link to Ingredient [/url][/center] [/hider] [center][h3]✧ Weapons ✧[/h3][/center] [hider] [center][img]http://i.imgur.com/v8R8pyJ.png[/img][/center][center][i]A Swordsman without a sword would be nothing but a simple man...[/i][/center] [center][url=https://docs.google.com/document/d/1QdBpDgehlJEEzkp_USFAM2xDppIboF8TBnqeDa7VHiA/edit] Link to Weapons [/url][/center] [/hider] [center][h3]✧ Armor ✧[/h3][/center] [hider] [center][img]https://i.imgur.com/SB4StLg.jpg[/img] [i]Sometimes, good defense is all you need to win.[/i][/center] [center][url=https://docs.google.com/document/d/1t58f6o0QQtt1Xp9Ai6qWbQBVe55sN5vukx4SpT7vKYI/edit] Link to Armor [/url][/center] [/hider] [center][h3]✧ Clothing ✧[/h3][/center] [hider] [center][img]http://i.imgur.com/yPhkCIK.jpg[/img] [i]This Mage is dressed for both practicality and appearance.[/i][/center] [center][url=https://docs.google.com/document/d/1APKU9XlM4q-0Ds16fheErPZTzDXp3KQUW_l0L1exPHc/edit?ts=5b2e4c3f] Link to Clothing [/url][/center] [/hider] [center][h3]✧ Magic ✧[/h3][/center] [hider] [center][img]http://i.imgur.com/kaVlB7H.jpg[/img] [i]A Mage's tome is more than a simple good read...[/i] [url=https://docs.google.com/document/d/1g7U36FKJ4S1yCZ78VRxtOx4SRESoygqTa-T8CnFnslE/edit] Link to Magic Items [/url][/center] [/hider] [center][h3]✧ Consumable ✧[/h3][/center] [hider] [center][img]https://i.imgur.com/yUcjkXn.png[/img] [i]For when you need that extra boost...[/i] [url=https://docs.google.com/document/d/1-JkJrz9ADMbikbxIs9AHMXZedaMcO0GrX_93QDPbjbo/edit?ts=5b2e486c] Link to Consumable Items [/url][/center] [/hider] [center][h3]✧ Food ✧[/h3][/center] [hider] [center][img]http://i.imgur.com/jdB11Ix.png[/img] [i]In Talrae, starvation may actually ending up killing a player...[/i][/center] All items (unless specified) are suitable for single consumption by 1 person. Some food (such as raw meat like Pork) may require cooking before consumption. For hot/fresh food inquire each time at suitable location (Inn, bar, etc). [center][url=https://docs.google.com/document/d/1wx9YUwH-eV3GznitzZy6kXSok1T8YDwulZFqRPSxXig/edit] Link to Food [/url][/center] [/hider] [center][h3]✧ Monsters / Pets ✧[/h3][/center] [hider] [center][img]https://i.imgur.com/ZyIZjyx.jpg[/img][/center] [center][i]Non-human companions are both useful and comforting at times.[/i][/center] Monsters may only be bought by Players belonging to the Trainers Class. Pets may be bought by all Players. [center][url=https://docs.google.com/document/d/154x4K3pOAiHetu6lk4Vv2P7dgYElpqFY5MJUyEKt7VE/edit] Link to Monsters / Pets [/url][/center] [/hider] [center][h3]✧ Other ✧[/h3][/center] [hider][center][img]https://i.imgur.com/UR2yAax.jpg[/img] [i]Not all adventures require swords and magic...[/i][/center] [center][url=https://docs.google.com/document/d/1l4ehOOHhgiiDnWU9WyBQ_dG0On1U_ApdhBnqQ38hGtU/edit] Link to Other [/url][/center][/hider] [/hider] [center][h1]✧ List of Skills ✧[/h1][/center] [center][img]http://i.imgur.com/eeYTbo3.png[/img] [i]Cooking is an easy way to become popular among players.[/i][/center] [hider] [i][b]Note:[/b][/i] There are no caps on these levels. [table][row][/row][row] [cell]Accounting / Mathematics Acrobatics Acting Acupuncture Architecture Art Astrology Beautifying Botany Calligraphy Cartography[/cell] [cell]Climbing Cooking Crafting Dancing Fire-building Fishing Gambling Gathering Geology Healing Hiding[/cell] [cell]Light Step Linguistics Lip Reading Literature Lockpicking Logging Magic Smithing Masonry Mining Monster Knowledge Music[/cell] [cell]Riding Sailing Searching Sewing / Knitting Smithing Sneaking Swimming Tinkering Tracking Trapping[/cell] [/row][/table] [hr] [table][row][/row][row] [cell]Archery Axe Wielding Concussion Weapon Wielding Crossbow Wielding Exotic(Melee) Weaponry Wielding Exotic(Ranged) Weaponry Wielding Firearm Wielding Knife/Dagger Wielding Large Blade Wielding Polearm Wielding Short Blade Wielding Staff Wielding Sword Wielding Throwing[/cell] [cell]Axe(Dual) Wielding Knife/Dagger(Dual) Wielding Short Blade(Dual) Wielding Sword(Dual) Wielding Shield Wielding Unarmed Combat[/cell] [/row][/table] [/hider] [center][h1]✧ List of Actions ✧[/h1][/center] [center][img]http://data.whicdn.com/images/217676140/original.gif[/img] [i]"Accelerate" increases the user's movement speed - a simple and useful Action chosen by many physical fighters.[/i][/center] The number next to each Action indicates at which level the Action could be learned at. The term indicates which Class may learn it. Some Actions can be learned universally by ALL Classes in which case it would say "Universal". Actions that are "Passive" do not cost Mana or requires activation; it is activated the entire time. MP is mana cost. Cooldown can be estimated by the player with honesty. Naturally more powerful Actions will have longer Cooldowns. NOTE - There are no level requirements on Subclass Actions. They only require the player to belong to that Subclass. [hider] [hider=Universal] [u]Dash (1/Universal)[/u] - User dashes forward for a short distance. 30MP. [u]Palm Strike (1/Universal)[/u] - User strikes out with a palm. 10% chance of stunning target briefly. 10MP. [u]Stunning Punch (1/Universal)[/u] - User punches target. 20% chance of stunning target briefly. 30MP. [u]Charge (1/Universal)[/u] - User charges shoulder-first, briefly stunning the first target hit. If the user is equipped with a shield, it deals low [b]concussive[/b] damage in addition. 50MP. [u]Sidestep (1/Universal)[/u] - User steps aside. +5% chance of evasion. 20MP. [u]Tumble (1/Universal)[/u] - User immediately tumbles, moving forward a bit. +10% chance of evasion. 50MP. [u]Sprint (1/Universal)[/u] - User's running speed increases by a bit for a few minutes. 50MP. [u]Bounty (1/Universal)[/u] - User gains D10 extra Renn whenever they receive Renn from GM. Passive. [u]Accelerate (5/Universal)[/u] - User's movement speed increases for a bit. 200MP. [u]Meditate (5/Universal)[/u] - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. [u]Relentless (5/Universal)[/u] - User removes 1 weak status effect on themselves. 200MP. [u]Boost Self (5/Universal)[/u] - User gains +5 Strength, Agility and Intelligence for a while. Can only be used once a day. 200MP. [u]Strong Body (5/Universal)[/u] - User gains +10 Strength for a while. Can only be used once a day. 200MP. [u]Quick Reflexes (5/Universal)[/u] - User gains +10 Agility for a while. Can only be used once a day. 200MP. [u]Clear Mind (5/Universal)[/u] - User gains +10 Intelligence for a while. Can only be used once a day. 200MP. [u]Evade Missile (5/Universal)[/u] - User evades incoming ranged attack. +20% Evasion (Projectile) chance. 100MP. [u]Greater Bounty (5/Universal)[/u] - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. [u]Ki Burst (10/Universal)[/u] - User emits a burst of energy, stunning up to 2 nearby targets. 400MP. [u]Flying Kick (10/Universal)[/u] - User jumps and kicks target, dealing low damage to up to 2 targets. 200MP. [u]Forearm Counter (10/Universal)[/u] - User swipes aside a melee attack with their bare arm with 50% chance and strikes enemy. 200MP. [u]Knee Strike (10/Universal)[/u] - User grabs the target and knees them, dealing high damage to single target. 200MP. [u]Greater Accelerate (10/Universal)[/u] - User's movement speed greatly increases for a bit. 300MP. [u]Greater Dash (10/Universal)[/u] - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. [u]Grand Bounty (10/Universal)[/u] - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive. [u]Surge (15/Universal)[/u] - User gains 50% additional Agility in exchange for 25% reduced Strength and Intelligence. 300MP. [u]Hamstring (15/Universal)[/u] - User attacks the enemy's legs, reducing the target's Agility by 50% for a short time. Can only be executed from behind the target. 100 MP. [u]Trip (15/Universal)[/u] - Upon successfully avoiding an enemy's melee attack, the user automatically uses their weapon to trip the opponent knocking them prone. Passive. [u]Blood Thirst (15/Universal)[/u] - User gains 10% of their damage as HP. Does not work with Actions and Spells. Passive. [u]Ultimate Bounty (15/Universal)[/u] - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive. [u]Bounty Hunter (20/Universal)[/u] - User gains 5 times the rolled value of all "Bounty" Actions. Passive. [/hider] [hider=Swordsman] [u]Rising Strike (1/Swordsman)[/u] - User swings upwards, launching light enemies into the air. 50MP. [u]Triple Jab (1/Swordsman)[/u] - User jabs out quickly three times, dealing low [b]piercing[/b] damage 3 times. 100MP. [u]Lunge (1/Swordsman)[/u] - User lunges out with their blade, piercing a single target for moderate [b]piercing[/b] damage. 50MP. [u]Double Strike (1/Swordsman)[/u] - User's next normal attack hits twice. 100MP. [u]Wide Swing (1/Swordsman)[/u] - User swings their weapon in a wide arc, hitting up to 3 targets for low [b]bladed[/b] damage. 100MP. [u]Battle Focus (1/Swordsman)[/u] - User's every 10th normal attack critically hits automatically. Passive. [u]Flurry (5/Swordsman)[/u] - User slashes with their sword in a flurry of motions, dealing moderate [b]bladed[/b] damage. 100MP. [u]Debilitate (5/Swordsman)[/u] - User quickly uses the side of the sword to strike the target's legs. Target's movements are impaired for a bit. 150MP. [u]Surge of Blade (5/Swordsman)[/u] - User's attack speed increases for a few seconds. 150MP. [u]Decisive Strike (5/Swordsman)[/u] - User attacks once for moderate [b]piercing[/b] damage. Stuns target. 200MP. [u]Wind Blade (5/Swordsman)[/u] - User strikes upwards to launch a target into the air, disabling it for a bit. Deals no damage. 100MP. [u]Strike Down (5/Swordsman)[/u] - User raises their sword then strikes down cleanly, dealing high [b]bladed[/b] damage against a single target. 150MP. [u]Hilt Bash (5/Swordsman)[/u] - Whenever an opponent misses a melee attack against user, user automatically deals low [b]concussive[/b] damage back. Does not stack with any other damage modifier. Passive. [u]Swordsmanship (5/Swordsman)[/u] - User gains 3% increased damage for their normal attacks. Passive. [u]Greater Battle Focus (5/Swordsman)[/u] - User's every 8th normal attack critically strikes automatically. Can only be learned if Battle Focus has been learned. Replaces Battle Focus Passive. Passive. [u]Disarm (10/Swordsman)[/u] - User with their superior skill utilizes a quick, skillful motion to disarm their foe. Target drops the item with 40% chance. 200MP. [u]Parry (10/Swordsman)[/u] - User parries a [b]bladed[/b] melee attack, nullifying it. 150MP. [u]Arc Slash (10/Swordsman)[/u] - User slashes out with their weapon, causing an energy strike to travel in a linear line. Deals medium [b]bladed[/b] damage to all units caught. 300MP. [u]Whirlwind (10/Swordsman)[/u] - User spins with their blade for a few seconds, dealing moderate [b]bladed[/b] damage to all nearby targets. 200MP. [u]Sweeping Strike (10/Swordsman)[/u] - User hits the legs of all targets around themselves, launching them into the air, disabling them for a short while. 200 MP. [u]Greater Swordsmanship (10/Swordsman)[/u] - User gains 3% increased damage for their normal attacks. Stacks with Swordsmanship. Passive. [u]Deadly Quickdraw (15/Swordsman)[/u] - User draws our their blade for a quick, powerful strike right out of the sheath. Cancels out all Evasions and deals high [b]bladed[/b] damage. 300MP. [u]Blade Step (15/Swordsman)[/u] - User dashes between up to 3 targets, dealing low damage. Cannot be interrupted. 200MP. [u]Reflex Strike (15/Swordsman)[/u] - User gains a 10% chance to draw their weapon automatically and block 1 [b]piercing[/b] melee attack. Passive. [u]Critical Increase (15/Swordsman)[/u] - User's critical strikes deal 230% rather than 200% damage. Passive. [u]Prime Swordsmanship (15/Swordsman)[/u] - User gains 3% increased damage for their normal attacks. Stacks with Swordsmanship and Greater Swordsmanship. Passive. [indent][hider=Duelist] [indent][indent][hider=Flourish] [u]Flourish[/u] - If the User and another opponent enacts any Actions or moves at the same time, User always counts as having priority, regardless of Agility Attribute difference. Passive. [u]Tendon Cut[/u] - User steps behind the target and slashes their legs, dealing low [b]bladed[/b] damage and reducing target's Agility by 75%. 300MP. [u]Wrist Slap[/u] - Response Action. User quickly jabs out with their weapon, striking the target's hand before they can finish their actions. Target automatically drops the item in hand and takes low [b]bladed[/b] damage. 400MP. [u]Withdrawal[/u] - After successfully landing a [b]piercing[/b] normal attack, User twists the blade upon withdrawal to inflict maximum damage. User's targets take additional (STR)*2.5 damage over the next few moments. Passive. [u]Viper Strike[/u] - User steps to the side quickly and stabs unorthodox, evading any 'Shield' items. Deals moderate [b]piercing[/b] damage. 300MP. [u]Riposte[/u] - User counterattacks target Action, nullifying it completely. User then proceeds to deal low [b]bladed[/b] damage against target. 500MP. [u]Honed Basics[/u] - User gains +5% Evasion chance. Passive. [/hider][/indent][/indent] [indent][indent][hider=Flurry] [u]Flurry[/u] - All Flurry Actions when used, (or when activated for Passives) generate some amount of Combo Points (CP). CP points can only stack to 50 and disappears if not used after 15 minutes. Passive. [u]Sustained Grace[/u] - For every turn User deals damage but doesn't take any, User generates +1CP. Passive. [u]Vital Strike[/u] - User dashes forward, lunging to strike the target's critical. Target takes high [b]piercing[/b] damage and has all healings reduced by 50%. +1CP. 300MP. [u]Burst Blade[/u] - User empowers their blade and strikes, dealing high [b]bladed[/b] damage in a cone. +1CP. 350MP. [u]Sonic Whirl[/u] - User jumps into the air, slashing around them. All units in range takes 2 [b]bladed[/b] normal attack damages. +2CP. 300MP. [u]Sliding Strikes[/u] - User slides in a linear line, dealing low [b]bladed[/b] damage to one opponent on the way. May be recast immediately for up to 3 times before cooldown starts. +1CP each. 200MP. [u]Feint[/u] - User immediately cancels an Action they were about to perform. Next normal attack or Action User performs on the same target decreases target's Evasion by 15%. +2CP. 200MP. [/hider][/indent][/indent] [indent][indent][hider=Coup de Grace] [u]Coup de Grace[/u] - All Coup de Grace Actions require CP to perform. Coup de Grace cannot be performed back-to-back, as they possess a shared minimum cooldown. Passive. [u]Half-Sword[/u] - User deals a single target high damage that counts as Concussive. -3CP. 300MP. [u]Heart Pierce[/u] - User deals a single target high [b]piercing[/b] damage. Target is stunned. -5CP. 400MP. [u]Guillotine[/u] - User jumps into the air to strike down at their target, dealing high [b]bladed[/b] damage to a single target. Cannot be Evaded and damage ignores all Resistances from Items. -10CP. 500MP. [u]True Slash[/u] - User deals a single target high damage that counts as Universal damage type. -3CP. 400MP. [u]Behead[/u] - May only be used on targets that are disabled. User takes a moment to pause then proceeds to attempt to instant-kill the target by beheading them. 1% for instant-kill, 99% chance to deal high [b]Universal[/b] damage against single target. -15CP. 600MP. [u]Phantom Strike[/u] - User disappears for a split second to reappear behind their target, during which time they are invincible. User then stabs the enemy in the back to deal high [b]piercing[/b] damage. Target is slowed for a while afterwards. -5CP. 400MP. [/hider][/indent][/indent] [/hider][/indent] [/hider] [hider=Lancer][u]Cleave (1/Lancer)[/u] - User slashes out in a cone, dealing low [b]bladed[/b] damage to nearby units. 50MP. [u]Iron Pull (1/Lancer)[/u] - User pierces target and pulls it in closer, dealing moderate [b]piercing[/b] damage. 100MP. [u]Long Slash (1/Lancer)[/u] - User slashes sideways, dealing moderate [b]bladed[/b] damage to up to 2 targets. 100MP. [u]Pole Spin (1/Lancer)[/u] - User spins their polearm, blocking 1 projectile attack with 50% chance. 50MP. [u]Pole Jump (1/Lancer)[/u] - User uses their polearm to lift themselves off of the ground and jump forward. +5% Evasion chance and moves forward. 50MP. [u]Flexible (1/Lancer)[/u] - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low [b]piercing[/b] damage. Passive. [u]Devastating Charge (5/Lancer)[/u] - User charges forward, ignoring all movement impairing effects. Deals heavy [b]piercing[/b] damage to a target. 200MP. [u]Heavenly Talon Strike (5/Lancer)[/u] - User jabs 3 times very quickly, dealing low [b]piercing[/b] damage the first 2 times and launching the target into the air with the third strike, disabling it for a bit. 200MP. [u]Sweeping Push (5/Lancer)[/u] - User spins their polearm around, dealing low [b]bladed[/b] damage and pushing all light targets away. 100MP. [u]Piercing Lift (5/Lancer)[/u] - User pierces target and lifts it up, dealing moderate [b]piercing[/b] damage and disabling it. 100MP. [u]Strong-Arm Push (5/Lancer)[/u] - User pushes a target away using the leverage of their polearm, creating large distance. 100MP. [u]Practiced Steps (5/Lancer)[/u] - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive. [u]Piercing Strike (10/Lancer)[/u] - User pierces a single target firmly, dealing heavy [b]piercing[/b] damage and stunning it. 200MP. [u]Arc Swing (10/Lancer)[/u] - User swings out their polearm, launching a wide energy strike that hits up to 3 targets. Deals moderate [b]bladed[/b] damage. 300MP. [u]Shield-Breaker Jab (10/Lancer)[/u] - User jabs out strongly, aiming for an equipped item. A defensive item equipped to target has a chance of breaking. 200MP. [u]Greater Sweeping Push (10/Lancer)[/u] - User spins their polearm around, dealing medium [b]bladed[/b] damage and pushing nearby targets away. 200MP. [u]Polearm Mastery (10/Lancer)[/u] - User's normal attacks deal 5% additional damage. Passive. [u]Fake-Out (15/Lancer)[/u] - User immediately steps into a direction then another, gaining +25 AGI on the next Action or Normal attack. 200MP. [u]Falling Comet (15/Lancer)[/u] - User jumps into the air, going forward with their polearm pointing downwards. When User lands, all Units nearby are dealt heavy [b]concussive[/b] damage and are knocked back. 400MP. [u]Greater Cleave (15/Lancer)[/u] - User slashes out in a cone, dealing medium [b]bladed[/b] damage to nearby units. 200MP. [u]Counter Swing (15/Lancer)[/u] - User parries target melee attack and immediately deals low [b]bladed[/b] damage back. Target gains 50% reduced healing. 100MP. [u]Prepared Mindset (15/Lancer)[/u] - If the User is disarmed or otherwise drops the weapon, User has 50% chance to immediately pick it back up. Passive. [hider=Reaper WIP] [u]Halo of Death (Reaper)[/u] - User deals damage in a 360 degrees to all targets. 200MP. [u]Reaper's Claw (Reaper)[/u] - User sweeps and pulls in a single target closer, dealing heavy damage. 200MP. [u]Razor Spin (Reaper)[/u] - User spins their scythe, blocking any type of non-magic damage for a few seconds. 300MP. [/hider] [/hider] [hider=Marauder] [u]Stomp (1/Marauder)[/u] - User stomps the ground, briefly stunning all nearby targets. 50MP. [u]Tackle (1/Marauder)[/u] - User immediately tackles a nearby target, dealing damage and stunning briefly. User and target both moves forward a bit and user ends up in melee range with target. 50MP. [u]Hammer Down (1/Marauder)[/u] - User slams the ground with their weapon, pushing away all light units. 100MP. [u]Mocking Shout (1/Marauder)[/u] - User shouts an insult at target, decreasing targets damage by 20% for a few seconds. 50MP. [u]Thick Skin (1/Marauder)[/u] - User gains 5% damage reduction for a few seconds after being damaged. Does not stack with itself. Passive. [u]Decimate (5/Marauder)[/u] - User slams down the weapon on top of a foe after a small jump, dealing heavy [b]concussive[/b] damage. 100MP. [u]Double Blow (5/Marauder)[/u] - User hits single target twice for two low [b]concussive[/b] damages. The second strike knocks the target back. 200MP. [u]Combination Hit (5/Marauder)[/u] - User may use this Action only after landing another Action. User quickly jabs out with an arm or foot, dealing low [b]piercing[/b] damage against target. No cooldown. 75MP. [u]Spinning Slash (5/Marauder)[/u] - User spins a few times, dealing moderate [b]bladed[/b] damage to all nearby targets. 100MP. [u]Triumphant Roar (5/Marauder)[/u] - User lets out a mighty warcry, gaining 300HP immediately. 100MP. [u]Trample (5/Marauder)[/u] - User immediately steps down on a target that has been immobilized, dealing heavy [b]concussive[/b] damage. 100MP. [u]Fist for a Fist (5/Marauder)[/u] - User gains 20% additional Strength for a few seconds after being hit by a melee attack. Passive. [u]Strong Stance (5/Marauder)[/u] - User gains 10% resistance against being knocked off their feet. Passive. [u]King Slayer (5/Marauder)[/u] - If User kills an opponent that has a higher level than the User, User immediately gains a permanent +2 bonus to the corresponding Weapon Wielding Skill. Passive. [u]Berserker (10/Marauder)[/u] - User becomes immune to all movement-related Spells and Actions for a few minutes, friendly or hostile. 300MP. [u]Reckless Charge (10/Marauder)[/u] - User charges towards a target to body-slam them. Target is pushed back and stunned. Cannot be dodged. 200MP. [u]Weapon Toss (10/Marauder)[/u] - User throws their weapon at a target. 50% chance of hitting, does not depend on Throwing Skill. Target hit takes high damage. 200MP. [u]Blood Boil (10/Marauder)[/u] - User gains 10% increased Agility for a few minutes after using an Action. Passive. [u]Battle Scars (10/Marauder)[/u] - User gains additional 4% Natural Resistance when not at maximum HP. Passive. [u]Undying Rage (15/Marauder)[/u] - User becomes immune from all status effects for a while. Cannot use any other Action or Spell during this duration. 400MP. [u]Carve and Split (15/Marauder)[/u] - User viciously attacks a target's armor, dealing a small amount of [b]concussive[/b] damage. Target's armor item damage reduction is decreased by half. 300MP. [u]Blood Drunk (15/Marauder)[/u] - User gains +20% damage on their normal attacks and Actions but takes increased 15% damage for a medium duration. 200MP. [u]Battle Fury (15/Marauder)[/u] - All of User's normal attacks deal small area damage. Passive. [u]Marauder's Regeneration (15/Marauder)[/u] - User automatically regenerates 10% of damage taken right afterwards. Passive. [/hider] [hider=Archer] [u]Double Shot (1/Archer)[/u] - User shoots 2 arrows instead of 1, each arrow may hit different targets. Can only be casted if the user has a loaded bow. Consumes 2 arrows. 50MP. [u]Power Shot (1/Archer)[/u] - User pulls back for an extra few seconds and fires a shot that deals medium [b]piercing[/b] damage. Can only be casted if the user has a loaded bow. 100MP. [u]Kick Back (1/Archer)[/u] - User immediately kicks target to push themselves back, creating large distance. Does not move the target. 50MP. [u]Sharp Eye (1/Archer)[/u] - User may choose to automatically hit the target in exchange for 50% less damage. Passive. [u]Focus (1/Archer)[/u] - User may spend a moment to aim, gaining +5% to hit. Passive. [u]Lightening Shot (5/Archer)[/u] - User immediately reloads an arrow and fires but has 60% chance of missing the target. 100MP. [u]Quick Load (5/Archer)[/u] - User immediately reloads an arrow. 100MP. [u]Respond in Kind (5/Archer)[/u] - User shoots an enemy arrow out of the air, nullifying it. Can only be casted if the user has a loaded bow. 200MP. [u]Pause Breath (5/Archer)[/u] - User stops breathing to focus. Next shot gains +20% accuracy. 100MP. [u]Light Feet (5/Archer)[/u] - User immediately dashes to a nearby location, gaining +5% Evasion chance. Very low cooldown. 100MP. [u]Experienced Hunter (5/Archer)[/u] - User gains +D50 EXP if they finished off at least one target by firing an arrow. Passive. [u]Greater Power Shot (10/Archer)[/u] - User pulls back for an extra few seconds and fires a shot that deals high [b]piercing[/b] damage. Can only be casted if the user has a loaded bow. 300MP. [u]Triple Shot (10/Archer)[/u] - User shoots 3 arrows instead of 1, each arrow may hit different targets. Can only be casted if the user has a loaded bow. Consumes 3 arrows. 200MP. [u]Arrow Stab (10/Archer)[/u] - User stabs a target with an arrow. Automatically hits and deals medium piercing damage. Damage cannot be reduced or canceled through items or abilities. Consumes 1 arrow. 150MP. [u]Shoot and Scoot (10/Archer)[/u] - User may only cast this Action immediately after casting another Action. User dashes to a target nearby location and gains +15% Evasion chance. 200MP. [u]Confidence (10/Archer)[/u] - User gains +10 Bow Wielding Skill for a few minutes after successfully hitting and damaging a target with a normal attack. Passive. [u]Strafe (15/Archer)[/u] - User is able to fire arrows 2 times faster but suffers -50% accuracy penalty for a few minutes. 200MP. [u]Eye Catcher (15/Archer)[/u] - User aims for a weak-point of the target. Next normal attack has 50% chance to ignore all items. 300MP. [u]Climb (15/Archer)[/u] - User climbs target object no taller than an average tree quickly. 200MP. [u]Zoom Sight (15/Archer)[/u] - User is able to physically zoom their vision in 50% when targeting a single opponent. Passive. [u]Counter Shot (15/Archer)[/u] - When an opponent within melee range attempts to attack, User has 10% chance to fire off a normal attack that automatically hits. Passive. [/hider] [hider=Rogue][u]Quiet Feet (1/Rogue)[/u] - User's footsteps become silent for a few seconds. 50MP. [u]Shuriken Throw (1/Rogue)[/u] - User throws 3 shurikens at once. Consumes 3 shurikens. 50MP. [u]Knife Dash (1/Rogue)[/u] - Knife user only. User dashes forward slashing a single target, deals moderate [b]piercing[/b] damage. 50MP. [u]Pick Pocket (1/Rogue)[/u] - User attempts to pick pocket target player. User has a 20% chance to steal 2D6 Nickel coins. Automatically fails if the target has no Renn. 50MP. [u]Rogue's Dash (1/Rogue)[/u] - User dashes a short distance, gaining +15% Evasion chance. 50MP. [u]Shadow Bend (1/Rogue)[/u] - User blends into the shadows and remains hard to detect as long as they remain still. 100MP. [u]Unseen Threat (1/Rogue)[/u] - User gains +10% overall damage bonus whenever they deal damage while being unseen by the target. Passive. [u]Acrobatic (1/Rogue)[/u] - User gains +2% Evasion chance. Passive. [u]Listen (1/Rogue)[/u] - User's hearing senses increase for a few seconds. 50MP. [u]Lights Out (1/Rogue)[/u] - User puts out target light. Only works on small sources such as candles or lanterns. 50MP. [u]Fatal Strike (5/Rogue)[/u] - User's next normal attack will automatically critically strike for 150% bonus damage rather than 200%. 200MP. [u]Camouflage (5/Rogue)[/u] - User blends into any dark background and remains hard to detect as long as they remain still. 200MP. [u]Slice and Dice (5/Rogue)[/u] - Melee weapon user only. User jabs out quickly several times, dealing moderate [b]bladed[/b] damage. 200MP. [u]Cutthroat (5/Rogue)[/u] - User grabs target opponent and swings around them to catch their back. 100MP. [u]Dash In, Dash Out (5/Rogue)[/u] - User quickly dashes forward and dashes back. 200MP. [u]In For a Penny, In For a Pound of Flesh (5/Rogue)[/u] - Whenever user deals a finishing damage on an opponent, user immediately gains D10 Renn. Passive. [u]Kleptomaniac (5/Rogue)[/u] - Pick Pocket Action success chance is increased to 35%. Passive. [u]Lady Luck's Grace (5/Rogue)[/u] - User may re-roll any dice roll once a day. Second result must be accepted. Passive. [u]Evasion (5/Rogue)[/u] - User gains +2% Evasion chance. Passive. [u]Keen Instinct (10/Rogue)[/u] - User takes a second to listen and look around to sense any potential dangers. Low chance of discovering hidden dangers. 200MP. [u]Lock Pick (10/Rogue)[/u] - User attempts to pick target lock with 10% success chance. 200MP. [u]Trick Throw (10/Rogue)[/u] - User throws 1 throwing weapon at target, with 70% chance to ignore all items and abilities. 150MP. [u]Sneak (10/Rogue)[/u] - User becomes hard to detect for a few moments. 150MP. [u]Crippling Strike (10/Rogue)[/u] - User slashes at target's legs, dealing moderate [b]bladed[/b] damage and disabling their movement for a few moments. 300MP. [u]Greater Acrobatic (10/Rogue)[/u] - User gains +2% Evasion chance. Passive. [u]Coup De Grace (15/Rogue)[/u] - Can only be used on targets that have been disabled, stunned or rooted. User immediately teleports next to the target to deliver a fatal strike. 1% chance to instant-kill target, 99% chance to deal 1/3rd of target's current HP. 400MP. [u]Exsanguinate (15/Rogue)[/u] - Melee weapon Users only. User deals low [b]bladed[/b] damage to a target and causes target to take medium damage over time. If target has already been effected by Exsanguinate, regain full MP cost and refresh duration. 200MP. [u]Two Birds, One Knife (15/Rogue)[/u] - User throws a ranged weapon at 2 targets, both are automatically hit. 100MP. [u]Affinity to Exotic Weapons (15/Rogue)[/u] - User gains +20% Exotic Weapon Wielding Skill. Passive. [u]Greater Evasion (15/Rogue)[/u] - User gains +2% Evasion chance. Passive. [indent][hider=Gambler] - The first 2 Actions/Spells of Gambler tree are automatically learned without lesson fees. - User's Gambler Skill (every 10) amplifies SPELLs by 1%. [indent][hider=Sleigh of Hand] [u]Sleigh of Hand[/u] - All of User's throwing attacks have a fixed accuracy of 70%. Units being targeted by User will have 5% fixed Evasion chance, even for Units with lower Evasion than 5%. These values cannot be modified through any means. Passive. [u]Tools of the Trade[/u] - Cards may be used as throwing weapons for Gamblers. If so, their usual "Card Magic" abilities do not get activated. Passive. [u]Angles[/u] - User's throwing attacks and ranged spells are hidden behind clever body positioning and shrewd misdirection before being unleashed. If the User and another opponent enacts any Actions, Spells or moves at the same time, User always counts as having priority, regardless of Agility Attribute difference. Passive. [u]Cut[/u] - User's next throwing attack happens quickly, dealing 50% additional damage. 300MP. [u]Dealer's Hand[/u] - User gains +20 Agility and +20 Stamina. Passive. [u]Lucky Strike[/u] - User gains 1 Fortune Stack for every 3 successful, consecutive throwing attacks. Passive. [u]Explosive Deal[/u] - User performs 5 throwing attacks in a quick succession. 300MP. [/hider][/indent] [indent][hider=Cards] [u]Card Magic[/u] - "Cards" Discipline counts as a Spell rather than Action tree. User's cards count as magic weapons and gains several special properties. When new decks are broken, either for Spells or as throwing weapons, a new deck cannot be broken into until the current deck is depleted. Passive. [u]Card Properties[/u] - Cards [u][/u] [u][/u] [u][/u] [u][/u] [u][/u] [/hider][/indent] [indent][hider=Dice] [u]Dice Magic[/u] - "Dice" Discipline counts as a Spell rather than Action tree. User's dice count as magic weapons and gains several special properties. Dice may be reused and are never consumed, although appropriate number of dice must be possessed in order to attempt a Spell. Passive. [u]Exploding Numbers[/u] - User throws 2D6 and deals damage equal to the percentage of the target's maximum HP. This damage cannot be mitigated by any Resistances. 300MP. [u]Adding Numbers[/u] - User throws 2D6. Target friendly's next normal attack is amplified by the result's percentage. 300MP. [u]Roll the Bones[/u] - Whenever a friendly gains Renn, User may roll 2D6. 1-4 halves the sum, 5-8 does nothing, 9-12 doubles the sum. 200MP. [u]Sic Bo[/u] - Once a day, User may roll 3D6 instead of 2D6 and pick 2 dice among them. Passive. [u]Reroll[/u] - Rerolls target dice roll. Second roll must be accepted. 300MP. [u]Cheating Dice[/u] - User manipulates 1D6, changing the result to their desired one. User gains 1 Misfortune Stack. 400MP. [u]Snakes and Ladders[/u] - When rolling 2D6, if the User rolls snake eyes, User's spell is immediately canceled (no chance for rerolls, including Fortune Stack) and user gains 1 Misfortune stack. If the User rolls 12, spell's mana cost is immediately refunded and User gains 1 Fortune stack. Passive. [/hider][/indent] [indent][hider=Coin] [u]Coin Magic[/u] - "Coin" Discipline counts as a Spell rather than Action tree. User's coins count as magic weapons and gains several special properties. Whenever coins are utilized for purposes of casting spells within this discipline, they are consumed. If the User attempts to cast spells without possessing the coins, spell fails and User takes 500 unmitigated damage. Passive. [u]Luck be a Lady Tonight[/u] - Whenever User casts a Spell from Card/Coin/Dice Spell Discipline with chance for success, User generates either Fortune or Misfortune stack. Stacks will never empty out until used. If User fails, they gain a Fortune stack. If User succeeds, they gain a Misfortune stack. User may consume 1 Fortune stack in order to reattempt (occurs before the Spell is resolved). If User is successful the first time and possesses Misfortune stack, User must reattempt the chance. Misfortune may be canceled out by 1 Fortune stack. Passive. [u]Coin Flip[/u] - User flips a Copper coin after calling heads or tails. If the User is correct, User's next ability is amplified by 50%. 100MP. [u]Bet[/u] - Whenever User casts a Spell from Card/Coin/Dice Spell Discipline, User may bet up to Level*Copper coins. Winning pays out double. Player may only bet once a day. Passive. [u]Fool’s Gold[/u] - When User loses a "Bet", User does not have to pay loss cost. However, User gains D3 Misfortune Stacks. 100MP. [u]Double Flips[/u] - User flips 2 coins, calling doubles or odds. If the User wins, User's next ability is amplified by 100%. 300MP. [u]Wicked Fortunes[/u] - User's Fortune and Misfortune stacks are exchanged. 500MP. [/hider][/indent] [/hider][/indent] [/hider] [hider=Paladin] [u]Shield Raise (1/Paladin)[/u] - Shield User only. User raises a shield, reducing incoming ranged attack damage for a bit. 50MP. [u]Provoke (1/Paladin)[/u] - User slams their weapon against their shield or armor, grabbing all attention in nearby area for a few seconds. 50MP. [u]Valor (1/Paladin)[/u] - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100MP. [u]Lead (1/Paladin)[/u] - Whenever user is the first to take damage among friendlies, user has a small chance to recover 50HP and 50MP. Refreshes every hour. Passive. [u]Inspiring Presence (1/Paladin)[/u] - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive. [u]Steel Body (5/Paladin)[/u] - User takes a firm stance. Player's natural 10% reduction is increased to 15% for the next attack. 150MP. [u]Castling (5/Paladin)[/u] - User grabs a nearby friendly and pulls them aside and replaces their spot. 100MP. [u]Act of Righteousness (5/Paladin)[/u] - User slams their weapon onto the ground, dealing moderate [b]concussive[/b] damage in an area around themselves. 100MP. [u]Will Breaker (5/Paladin)[/u] - User hits a single target with their weapon, dealing medium [b]concussive[/b] damage and stunning it. 100MP. [u]Living Wall (5/Paladin)[/u] - User steps infront of the target. Next attack by the target is automatically redirected to the user. 100MP. [u]For Honor (5/Paladin)[/u] - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. [u]For Glory (5/Paladin)[/u] - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. [u]Honor and Glory (5/Paladin)[/u] - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive. [u]Shield Bash (10/Paladin)[/u] - User bashes a target with their shield, stunning it heavily. 300MP. [u]Aura of Confidence (10/Paladin)[/u] - Nearby friendlies of the User gains resistance against negative emotions. Passive. [u]Detect Danger (10/Paladin)[/u] - User has a low chance of sensing next incoming attack towards a nearby friendly. Passive. [u]Greater Lead (10/Paladin)[/u] - Whenever User is the first to take damage among friendlies, user has a 10% chance to recover 200HP and 200MP. Refreshes every hour. Passive. [u]Resolve (10/Paladin)[/u] - User feels less physical pain when hit. Passive. [u]Oath (15/Paladin)[/u] - Every day, User may choose and swear an oath. User gains effects of the chosen oath until midnight. Oath may only be used once a day. Oaths may generate Valor Points (VPs), a unique point resource. Some Oaths may require User to spend VPs to activate. 0MP. [ Uphold thy honor, at all cost ] - User gains +2 Valor Points. [ Accept any challenge, no matter the odds ] - During the effect, User must fight against a target that has higher level than the User does. If User wins, User gains +4 Valor Points. [ Suffer not the witch to live ] - During the effect, User deals 10% increased damage against Spell-using opponents and gains 10% Spell resistance. If User slays a Spells-user, User gains +1 Valor Points. [ Abhor the unclean ] - During the effect, User gains +20% damage when using Paladin Actions. Costs -1 Valor Points. [ For Justice and light ] - During the effect, Spells from Holy Discipline cost 50% less MP. Costs -10 Valor Points. [u]Oath: [ Be shield to others ] (20/Paladin)[/u] - During the effect, 50% of damage dealt to user's nearest friendly is instead dealt to user. Costs -2 Valor Points. [u]Divine Shield (20/Paladin)[/u] - The paladin send a prayer out to the heavens and is shrouded in protective light, protecting him completely against the next attack. It is removed upon taking any amount of damage. 200MP. [u]Shared Resilience (20/Paladin)[/u] - Friendlies near the User gains +5% damage reduction. Passive. [/hider] [hider=Tinker] [u]Tinker (1/Tinker)[/u] - User crafts an item that exists in the game. Any items may be attempted even without facilities but all ingredients must be present. Chances of successes increases with facilities and Smithing/Tinkering Skill. 300MP. [u]Shot Bounce (1/Tinker)[/u] - User's ranged attack bounces to a secondary target, dealing 50% damage. 100MP. [u]Quick Draw (1/Tinker)[/u] - User immediately pulls out a secondary weapon without delay. 50MP. [u]Auto-Load (1/Tinker)[/u] - User's weapon becomes automatically reloaded. Only works on single-shot weapons. 200MP. [u]Tinkering About (1/Tinker)[/u] - User tinkers with an item, small chance of repairing it. Cannot be used on heavily damaged items. 50MP. [u]Break Item (1/Tinker)[/u] - User immediately breaks target item they own. 50% of components are recovered. 100MP. [u]Curiosity over Money (1/Tinker)[/u] - Whenever user is given Renn by GM, user may choose to give up 25% of it to gain 1 point in Tinkering Skill. Passive. [u]Keen Eye (1/Tinker)[/u] - User may take extra time with their aim, giving a ranged attack +10% chance for critical strike. Passive. [u]Invent (5/Tinker)[/u] - User designs and invents an item. User will design every aspect of this item, including any potential unique Actions (up to 1) that may be learned and used. Final design must be consulted with the GM for approval. Item is not crafted upon using this Action. Items designed with Invent may only be crafted using Tinker Action. 600MP. [u]Temporary Fix (5/Tinker)[/u] - User immediately repairs a broken item, however it becomes broken again after next usage. 100MP. [u]Point-Blank Shot (5/Tinker)[/u] - User fires a ranged attack within a melee range. In addition to taking damage as normal, target is knocked back and stunned. 200MP. [u]Armourer (5/Tinker)[/u] - User's armor gains extra resistance against item damage. Passive. [u]Artificer (5/Tinker)[/u] - User's weapons gains extra resistance against item damage. Passive. [u]Upgrade 1 (10/Tinker)[/u] - User may enact the following: design 1 additional Actions related to their Invention and increase stat bonus of their Invention. Consumable spell. 1000MP. [u]Repair Item (10/Tinker)[/u] - User repairs target item. 300MP. [u]Penetrating Shot (10/Tinker)[/u] - Next ranged weapon User fires penetrates target, dealing moderate [b]piercing[/b] damage. Secondary target behind first target takes low [b]piercing[/b] damage. 300MP. [u]Gung-Ho (10/Tinker)[/u] - User temporarily is able to wield 2 ranged weapons at once. 300MP. [u]Mind in the Machine (10/Tinker)[/u] - Every time user crafts or repairs an item, user has a small chance of gaining 1 point in Tinkering Skill. Passive. [u]Upgrade 2 (15/Tinker)[/u] - User may enact the following: design 1 additional Actions related to their Invention and increase stat bonus of their Invention. Consumable spell. 1500MP. [u]Smoke Screen (15/Tinker)[/u] - User immediately discharges their firearm with very low chance of hitting target. User is immediately covered in thick smoke that gives User +25% Evasion chance. 200MP. [u]Enhance Item 1 (15/Tinker)[/u] - User makes target un-enhanced item become enhanced +1 with 0% chance for failure. Requires tools and workshop. 300MP. [u]Weapons or Tools (15/Tinker)[/u] - User is able to use tools as melee weapons. Damage and accuracy does not depend on a Weapon Wielding Skill but on Smithing Skill. Passive. [u]Increased Durability (15/Tinker)[/u] - All items equipped on user becomes more durable. Passive. [/hider] [/hider] [center][h1]✧ List of Spells ✧[/h1][/center] [center][img]http://i.imgur.com/uGW8CdQ.gif[/img] [i]In the hands of a powerful Mage with high Intelligence, even a low level Spell such as "Finger Lightening" can prove to be highly destructive.[/i][/center] Magic follows disciplines. They are split into two major categories; Fundamental Disciplines and Structural Disciplines. Fundamental Disciplines include Fire, Water, Ice, Air, Earth, Electricity, Light, Darkness, Mind and Body. Rest are Structural Disciplines. Depending on Class, a player may be able to learn and cast spells from certain disciplines. [u]Mage:[/u] Mages may learn from Pure Magic Discipline and up to 2 Fundamental Disciplines of their choice. [u]Trainer:[/u] Trainers may learn from Training and 1 Fundamental Discipline of their choice. [u]Paladin:[/u] Paladins may learn from Holy and 1 Fundamental Discipline of their choice. Mage, Trainer and Paladin players may learn from Fundamental Disciplines that are not their starting choices but at 2 times the regular lesson fee. Non-Magic Class players may learn the Fundamental Disciplines but at 10 times the regular lesson fee. Disciplines progress down a line, with each level having a different spell that could be unlocked. For instance, at level 2 of Fire Discipline, Fire Strike could be learned. This progression does NOT mean they have to be learned in such order. However if a level is skipped, the next lesson fee costs double. For instance, if a player wished to learn “Fire Strike (2)” before learning “Fire Burst (1)”, the lesson would cost 4 Silver rather than 2. [hider] [hider=Fire] [center][img]https://i.imgur.com/YAW2EcU.gif[/img] [i]All Fire Discipline spells that deal damage, unless specified, lights targets on fire. Blazed targets take (INT)*3 damage over a short period. [/i][/center] [u]Fire Burst (1)[/u] - User makes target catch on fire, dealing low damage. 50MP. [u]Fire Strike (2)[/u] - User shoots out a stream of fire in a line, dealing moderate damage. 100MP. [u]Inner Fire (3)[/u] - If the user’s body temperature would drop too low, this passive will activate to keep the user warm for 1 hour. Can only occur once a day. Passive. [u]Fireball (4)[/u] - User shoots out a fireball that can change direction, deals moderate damage. 100MP. [u]Fire Wall (5)[/u] - User creates a wall of fire, dealing moderate damage to any who walk through it. 200MP. [u]Lust for Fire (6)[/u] - User gains 10% chance to recover 200MP when they successfully light an opponent on fire. Passive [u]Flaming Arrow (7)[/u] - User shoots out a flaming shot, shaped like an arrow, through a target to deal high damage. All target behind the initial target are also hit, taking low damage. 200MP. [u]Increase Firepower (8)[/u] - Next Fire Discipline Spell User casts deals 150% damage. 100MP. [u]Affinity to the Flames (9)[/u] - User takes -20% damage from fire-related attacks. Passive. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Flame Breath (11)[/u] - User breaths out a cone of fire in front of them, dealing moderate damage. 300MP. [u]Pyromaniac (12)[/u] - Whenever a user's Fire Discipline spell deals damage equal to or greater than 30% of target's HP, user's cooldowns are reset and MP cost is refunded. Passive. [u]Greater Fireball (13)[/u] - User shoots out a fireball that can change direction, dealing moderate damage. 300MP. [u]Combustion (14)[/u] - User makes target burst into flames, dealing high damage. 300MP. [u]Control the Flames (15)[/u] - User makes target heat-based Spell deal -25% damage. 200MP. [/hider] [hider=Water] [center][img]https://i.imgur.com/i5u28Ow.gif[/img] [i]All Water Discipline spell affects are amplified by 10% if the User drank water right before casting them.[/i][/center] [u]Create Water (1)[/u] - User makes target common object, no bigger than the user, into clean water. 50MP. [u]Aqua Shot (2)[/u] - User Shoots out a mass of dense water at a target for moderate damage. 100MP. [u]Aquatic Affinity (3)[/u] - User gains 3% of maximum HP whenever they drink water. Passive. [u]Water Whip (4)[/u] - User slashes out with a whip of water, dealing moderate damage to up to 2 targets. 150MP. [u]Aqua Pillar (5)[/u] - User creates a pillar of water at target location that lasts a minute. Opponents within the pillar take moderate damage over time. 200MP. [u]Attuned to the Aquatic (6)[/u] - User gains +20 Intelligence when near a water source (such as well, pond, lake, etc). Passive. [u]Create Mist (7)[/u] - User creates a thick blanket of vapors that hinders vision. 200MP. [u]Greater Aqua Shot (8)[/u] - User Shoots out a mass of dense water at a target for high damage. 250MP. [u]Create Healing Water (9)[/u] - User turns target clean water, approximately a bottle's worth, into healing water that heals 10% of maximum HP and 5% of maximum MP when drunk. 300MP. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Greater Create Water (11)[/u] - User makes target common object into clean water. 100MP. [u]Dry Touch (12)[/u] - Users hands are able to slowly suck fluid out of any target they touch. Passive. [u]Aquatic Mana Transfer (13)[/u] - User sucks up a small amount of water to regain MP. MP regained depends on quality and amount of water consumed. 100MP. [u]Boil Water (14)[/u] - User boils target water in a container. 100MP. [u]Steam Vent (15)[/u] - User emits a cone of hot steam, dealing moderate damage time. 300MP. [/hider] [hider=Ice] [center][img]https://i.imgur.com/Txmwx6o.jpg[/img] [i]All Ice Discipline spells gain 20% mana cost reduction if the user is casting them in a cold environment.[/i][/center] [u]Frostbite (1)[/u] - User shoots out a magic beam that slows target's movement briefly and deal low damage. 50MP. [u]Icicle Shot (2)[/u] - User shoots an icicle at target, dealing moderate damage and slowing target. 100MP. [u]Cold Touch (3)[/u] - User’s hands will emit a chilling energy that will freeze any objects they touch if they hold onto it long enough. Freezing time is proportionate to Intelligence Attribute stat. User may toggle this ability whenever they wish. Passive. [u]Ice Lance (4)[/u] - Ice grows out from User's hand, dealing moderate damage and slowing target. 100MP. [u]Emit Cold Air (5)[/u] - User emits cold wave of air, chilling all nearby targets. Targets are slowed and takes low amount of damage. 200MP. [u]Cold Skin (6)[/u] - User gains 10% damage reduction against heat-based attacks. Passive. [u]Ice Create: Lesser Armor (7)[/u] - User envelopes self in a sheet of ice, gaining 2% overall damage reduction. 150MP. [u]Frozen Wall (8)[/u] - User creates a small wall of ice. 200MP. [u]Frost Breath (9)[/u] - User exhales a freezing breath which freezes up to 3 nearby targets for a few moments, disabling them. 300MP. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Ice Create: Frosted Weapon (11)[/u] - User enchants target melee weapon with ice, extending its range. Any units hit by the melee weapon are slowed. 200MP. [u]Cold Affinity (12)[/u] - User gains 10% damage reduction against cold-based attacks. Passive. [u]Icy Shackles (13)[/u] - User makes ice grow out from the ground to bind 1 target to the ground. Target is rooted in place. 200MP. [u]Ice Spikes (14)[/u] - User shoots out several projectiles, dealing moderate damage to up to 3 targets. 300MP. [u]Empower Cold (15)[/u] - User's next Ice Discipline spell's effects are doubled. 200MP. [/hider] [hider=Air] [center][img]https://i.imgur.com/qyo3V8n.jpg[/img] [i]All Air Discipline spells will regenerate mana equal to 2% of maximum mana when cast.[/i][/center] [u]Wind Push (1)[/u] - User makes the air push forward. 50MP. [u]Wind Blade (2)[/u] - User summons a razor wind to slash a target, dealing moderate damage. 100MP. [u]Crisis Air Bubble(3)[/u] - If the user is in an environment that doesn’t allow them to breath (for instance, underwater), an emergency pocket of air around the user will form that’ll allow the user to breath for 1 minute. Passive. [u]Still Air (4)[/u] - User makes it so that the air becomes completely still around them for a minute. 100MP. [u]Lift (5)[/u] - User lifts target off of the ground, throwing them into the air. Target is briefly disabled and takes moderate damage upon impact. 200MP. [u]Gentle Fall (6)[/u] - If the user falls from a high place that would cause damage, instead they are floated down gently starting approximately 10 meters off of the ground. Passive. [u]Strong Push (7)[/u] - User pushes a single target far away. 100MP. [u]Air Jump (8)[/u] - User lifts themselves into the air. 200MP. [u]Airspeed (9)[/u] - User's running speed increases slightly. Passive. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Wind Deflect (11)[/u] - User deflects target ranged attack using a strong air current. 200MP. [u]Affinity To Air (12)[/u] - User takes -50% damage from falling. Passive. [u]Air Cannon (13)[/u] - User shoots a dense mass of air at a location, dealing moderate damage in the area. 250MP. [u]Jet Stream (14)[/u] - Target's movement speed increases greatly as a strong jet of air pushes them. 200MP. [u]Flight (15)[/u] - User levitates into the air to fly. 100MP / 1 Min. [/hider] [hider=Earth] [center][img]https://i.imgur.com/ME5xZCO.gif[/img] [i]All Earth Discipline spells will regenerate health equal to 1% of maximum health when cast.[/i][/center] [u]Rock Throw (1)[/u] - User telekinetically throws a small rock at target, dealing moderate damage. 50MP. [u]Seismic Toss (2)[/u] - User bounces the earth underneath target’s feet, bouncing them towards target direction. Target takes small impact damage. 100MP. [u]Steadfast (3)[/u] - User becomes more resistant against moves that may knock them back, for as long as both feet are touching the ground. Passive. [u]Break Earth (4)[/u] - User breaks and softens the ground, any opponents on it will sink into the ground and have reduced movement speeds. 100MP. [u]Create Dirt Wall (5)[/u] - User creates a wall of dirt that lasts for a few minutes. 200MP. [u]Detect Seismic Echoes (6)[/u] - User gains the ability to detect tremors in the ground. User will be able to tell if any large group of people or large creates are moving nearby. Passive. [u]Spray Dirt (7)[/u] - User sprays dirt in up to 3 targets' faces, blinding them temporarily and dealing low damage. 150MP. [u]Earth Armor (8)[/u] - User covers their body with earth, gaining 5% damage reduction against physical attacks. 200MP. [u]Plant Feet (9)[/u] - User sinks into the ground up to their knees, becoming highly resistant to knock-back effects. 100MP. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u] (11)[/u] - [u] (12)[/u] - [u] (13)[/u] - [u] (14)[/u] - [u] (15)[/u] - [/hider] [hider=Electricity] [center][img]https://i.imgur.com/0LWcMcT.gif[/img] [i]All Electricity Discipline spells will increase the user’s movement speed by a bit when cast.[/i][/center] [u]Finger Lightning (1)[/u] - User shoots out a small lightning from the tip of a finger, dealing low damage. 50MP. [u]Lightning Shot (2)[/u] - User shoots out a bolt of lightning, dealing moderate damage. 100MP. [u]Energize (3)[/u] - If the user casts an Electricity Discipline spell when they have maximum mana, the spell replicates to an additional target. Passive. [u]Plasma Burst (4)[/u] - User bursts out electric energy, damaging all opponents nearby. 100MP. [u]Shock (5)[/u] - User zaps target, dealing high damage. 250MP. [u]Overload (6)[/u] - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive. [u]Chain Lightning (7)[/u] - User shoots out multiple lightning from their hands, dealing moderate damage to up to 5 targets. 400MP. [u]Lightning Bolt (8)[/u] - - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP. [u]Static Discharge (9)[/u] - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Fuse Energy (11)[/u] - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP. [u]Defensive Field (12)[/u] - Whenever user is hit by a melee attack, user has a 10% chance to auto-cast Lightening Shot for free against the attacker. Passive. [u]Recharge (13)[/u] - User cancels the spell they are about to cast, refunding 150% of the MP cost. 50MP. [u]Lightening Field (14)[/u] - User creates a dome of electric field around them, dealing moderate damage to all targets inside and slowing their movements. 300MP. [u]Power Storage (15)[/u] - User's MP pool is increased by +600MP. Passive. [/hider] [hider=Light] [center][img]https://i.imgur.com/R4SfEzp.jpg[/img] [i]All Light Discipline spells will give +2 Intelligence to the user for a few minutes when cast. Can stack.[/i][/center] [u]Flash of Light (1)[/u] - User emits a flash of bright light, blinding nearby targets briefly. 50MP. [u]Piercing Light (2)[/u] - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 100MP. [u]Luminous (3)[/u] - User’s body will glow for a few seconds after casting any spells from Light Discipline, dealing low damage against nearby opponents. Passive. [u]Flash and Awe (4)[/u] - User creates a strong burst of light that stuns all nearby targets. 100MP. [u]Photon Acceleration (5)[/u] - User’s body becomes immaterial and gains massive movement speed for a minute. User becomes immune to physical damage but cannot cast any Spell/Action or attack any target during the duration. 200MP. [u]Optical Mastery (6)[/u] - User gains better eyesight during daytime, when the sun is present. They approximately gain 3 times clearer vision. Passive. [u]Radiate (7)[/u] - User's body glows with bright light, hindering the visions of all opponents. 200MP. [u]Light-Speed Escape (8)[/u] - User's body automatically moves a medium distance away at the speed of light when they fall below 10% of maximum HP. Passive. [u]Laser (9)[/u] - User shoots a beam of powerful light that deals high damage in a straight line. 300MP. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Light Burst (11)[/u] - User explodes a ball of light in front of them, dealing moderate area damage around them. 300MP. [u]Affinity to Light (12)[/u] - User's Light Discipline spells deal additional 5% damage when the sun is visible. Passive. [u]Greater Piercing Light (13)[/u] - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 150MP. [u]Redeeming Glow (14)[/u] - User glows in soft light for a few moments, restoring 500MP. 100MP. [u]Beam Shot (15)[/u] - User shoots out a beam of light at a single target, immediately draining 30% of target's current HP. 500MP. [/hider] [hider=Darkness] [center][img]https://i.imgur.com/sz2bGu7.png[/img] [i]All Darkness Discipline spells will deal 5% additional damage when cast during night.[/i][/center] [u]Nether Pull (1)[/u] - Target is pulled towards the User by shadow energy. 100MP. [u]Nether Push (2)[/u] - Target is pushed away from the User by shadow energy. 100MP. [u]Hidden in the Shadows (3)[/u] - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, grating +5% Evasion chance. Passive. [u]Darken Vision (4)[/u] - User disrupts target’s vision with darkness. Affected unit's targets gain 3% Evasion chance. 100MP. [u]Shadow Raze (5)[/u] - User razes an area in front of them with shadow energy, dealing moderate damage. 200MP. [u]Attuned to the Night (6)[/u] - User slowly regenerates mana during nighttime. 50 mana per hour. Passive. [u]Shadow Bind (7)[/u] - User holds down target's shadow, freezing target in position for a while. 200MP. [u]Silent Night (8)[/u] - User silences target so that they may not cast any spells for a while. Can only be cast during nighttime. 300MP. [u]Night Vision (9)[/u] - User gains near-perfect night vision. Passive. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Greater Shadow Raze (11)[/u] - User razes an area in front of them with shadow energy, dealing moderate damage. 300MP. [u]Affinity to Darkness (12)[/u] - User's Darkness Discipline spells gain +5% damage. Passive. [u]Blur of Night (13)[/u] - User gains 3% Evasion chance at night. Passive. [u]Fade into Shadows (14)[/u] - User disintegrates into a shadow to teleport to a location. New location must be connected by shadows. 250MP. [u]Midnight's Eyes (15)[/u] - User blocks out vision completely for a single target for a moderate duration. 300MP. [/hider] [hider=Mind] [center][img]https://i.imgur.com/ctfGzsW.jpg[/img][/center] [u]Intimidate (1)[/u] - User intimidates nearby opponents, reducing Natural Resistance by 3%. 100MP. [u]Telekinetic Move (2)[/u] - User moves target in target direction. If the target is a friendly, they move twice the distance. 100MP. [u]Mind Shock (3)[/u] - Any opponents affected by Mind Discipline spells have a 5% chance to be stunned in addition to other affects. Passive. [u]Disrupt Missile (4)[/u] - User attempts to disrupt target ranged attack, its accuracy is reduced by 5%. 100MP. [u]Empower Mind (5)[/u] - User regenerates 300 MP in target. If the target is at maximum MP, target's maximum MP increases by 300 briefly. 200MP. [u]Mind’s Eye(6)[/u] - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive. [u]Instill Lethargy (7)[/u] - User makes up to 3 targets feel lethargic. 200MP. [u]Telekinetic Pull (8)[/u] - User pulls target closer a great distance. 300MP. [u]Telekinetic Push (9)[/u] - User pushes target away a great distance. 300MP. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Boost Courage (11)[/u] - User makes nearby friendlies feel empowered, raising their Natural Resistance to 15%. 500MP. [u]Greater Mind Shock (12)[/u] - Any opponents affected by Mind Discipline spells have a 10% chance to be stunned in addition to other affects. Replaces Mind Shock. Passive. [u]Mind's Shield (13)[/u] - User gains resistance against mind-related affects. Passive [u]Instill Horror (14)[/u] - User makes up to 3 targets feel unspeakable horror. 400MP. [u]Telekinesis (15)[/u] - User makes target object move in a desired manner. 250MP. [/hider] [hider=Body] [center][img]https://i.imgur.com/tEc2eZH.jpg[/img][/center] [u]Strengthen (1)[/u] - Target gains +5 Strength for a few seconds. 50MP. [u]Healing Beam (2)[/u] - User emits a healing beam of light to a target, healing low amount. 100MP. [u]Attuned to One’s Body (3)[/u] - User gains 100HP whenever they cast a spell from the Body Discipline. Passive. [u]Enfeeble (4)[/u] - User saps strength from target. Target loses -5 Strength for a few seconds. 100MP. [u]Restore Vitality (5)[/u] - User heals all nearby allies for a low amount. 250MP. [u]Essence Gain (6)[/u] - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive. [u]Quicken (7)[/u] - Target gains +10 Agility for a few seconds. 200MP. [u]Sap Energy (8)[/u] - Target loses -10 Agility for a few seconds. 200MP. [u]Greater Healing Beam (9)[/u] - User emits a healing beam of light to a target, healing moderately. 300MP. [u]Switch Discipline (10)[/u] - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. [u]Greater Strengthen (11)[/u] - Target gains +15 Strength for a few seconds. 200MP. [u]Improved Healing (12)[/u] - User's healing spells are increased by 10%. Passive. [u]Instill Tenacity (13)[/u] - Target's Natural Resistance is increased by 2%. 150MP. [u]Ability Drain (14)[/u] - User makes target lose -15 Strength and -15 Agility. 300MP. [u]Coalescence Beam (15)[/u] - User fires a beam of light, dealing moderate damage to enemies but moderately healing friendlies. 300MP. [/hider] [hider=Pure Magic] [center][img]https://i.imgur.com/YaB1K2q.jpg[/img][/center] [u]Chakra Magic (1)[/u] - User restores 150MP in target. 0MP. [u]Cleanse Magic (2)[/u] - Remove one negative status caused by magic from target ally or self. 100MP. [u]Mana Payback (3)[/u] - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive. [u]Weaken Magic (4)[/u] - User makes target spell deal 10% less damage. 150MP. [u]Combine Disciplines (5)[/u] - If the user has access to 2 or more Fundamental Disciplines, user may cast this spell to create a new one. Pick 2 or more Fundamental spells and fabricate a spell that is appropriate and send it to the GM for approval. User may keep only 1 spell created through "Combine Discipline" at any point. 200MP. [u]Arcane Resistance (6)[/u] - User and any friendlies within a short distance gain 5% spell resistance. Passive. [u]Blue Potion Affinity (7)[/u] - Next time User drinks Blue Potion, the effect is doubled. 100MP. [u]Mana Drain (8)[/u] - User makes target immediately lose 200MP. 300MP. [u]Copy Magic (9)[/u] - User may copy and cast target spell if the spell level is lower than User. 400MP. [u]Spell Essence Collector (10)[/u] - User gains 150MP whenever any nearby friendlies cast a Spell. Passive. [u]Greater Chakra Magic (11)[/u] - User restores 300MP in target. 0MP. [u]Double Casting (12)[/u] - User may cast 2 spells at the same time, provided they are level 11 or lower Pure Magic Discipline spells. Passive. [u]Cancel Magic (13)[/u] - User counters one spell lower than Level 13. 300MP. [u]Boost Intel (14)[/u] - User gains +15 INT. Passive. [u]Restore (15)[/u] - User restores MP to the maximum in 1 target. 800MP. [/hider] [hider=Holy] [center][img]https://i.imgur.com/QxcTlKj.jpg[/img][/center] [u]Aggravate (1)[/u] - User makes a single target attack the caster for a few seconds. 50MP. [u]Bless (2)[/u] - User blesses target, increasing their Natural Resistance by 5%. 100MP. [u]Vengeful Smite (3)[/u] - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. [u]Magic Shield(4)[/u] - User gains a magical shield that reduces the next physical damage by 20%. 150MP. [u]Even the Odds (5)[/u] - User deals magical damage to a single target equal to user's currently missing health. 300MP. [u]Fortress of Wood (6)[/u] - User's Natural Resistance is increased to 11% permanently. Passive. [u]Holy Fury (7)[/u] - User gains +10 Strength and +10 Agility for a few moments. 200MP. [u]Emit Purity (8)[/u] - User glows with silvery light for a few moments, dealing low damage and slowing down all nearby targets. 300MP. [u]Bless Weapon (9)[/u] - User enhances their main weapon, making it deal low spell damage for the next 3 normal attacks in additional to normal damages. 200MP. [u]Radiating Challenge (10)[/u] - User declares target an opponent. The target may only directly attack the User until one or the other is dead. 500MP. [u]Greater Bless (11)[/u] - User blesses target, increasing their Natural Resistance by 5%. 200MP. [u]Fortress of Stone (12)[/u] - User's Natural Resistance is increased to 12% permanently. Passive. [u]Mass Aggravate (13)[/u] - User makes all opponents nearby attack the user for a few seconds. 250MP. [u]Repel the Enemy (14)[/u] - User lets out a burst of energy, pushing all opponents away. 200MP. [u]Holy Miracles (15)[/u] - User's Holy Discipline spells have 5% chance to cost 0MP instead. Passive. [/hider] [hider=Training] [center][img]https://i.imgur.com/PrHp9h2.jpg[/img][/center] Training Discipline works slightly differently than others. Rather than having a progression of spells every level, each level may have multiple spells that could be learned or none at all. [u]Tame (1)[/u] - User attempts to Tame target Monster. User can only target non-Intelligent Monsters. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP. [u]Summon (1)[/u] - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP. [u]Unsummon (1)[/u] - User unsummons a tamed Monster. 50MP. [u]Release (1)[/u] - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP. [u]Heal Monster (1)[/u] - User heals target Monster for a small amount. 50MP. [u]Partners (1)[/u] - User's starting tamed monster will always have 60% (rounded up) of User's Attributes and 30% (rounded up) of User's Skill points. Passive. [u]Increase Monster Cap 1 (3)[/u] - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP. [u]Increase Monster Cap 2 (5)[/u] - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 400MP. [u]Increase Monster Summoning Cap 1 (5)[/u] - User is allowed to summon 2 Monsters simultaneously. Passive. [u]Make Permanent Monster (5)[/u] - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (Level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute and Skill points. Attribute gained equals to 100% and Skill gained equals to 25% of Player's gain. 300MP. [u]Restore Monster Mana (5)[/u] - User restores mana in target Monster. 100MP. [u]Increase Monster Cap 3 (8)[/u] - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 600MP. [u]Increase Monster Summoning Cap 2 (8)[/u] - User is allowed to summon 3 Monsters simultaneously. Passive. [u]Increase Monster Cap 4 (10)[/u] - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 800MP. [u]Increase Monster Summoning Cap 3 (10)[/u] - User is allowed to summon 4 Monsters simultaneously. Passive. [u]Train Monster 1 (10)[/u] - Target Permanent Monster learns a new Action or Spell. Consumable spell. 500MP. [u]Greater Heal Monster (10)[/u] - User heals target Monster for a large amount. 300MP. [u]Greater Restore Monster Mana (10)[/u] - User restores mana in target Monster for a large amount. 300MP. [u]Train Monster 2 (12)[/u] - Target Permanent Monster learns a new Action or Spell. Consumable spell. 500MP. [u]Increase Monster Cap 5 (15)[/u] - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 1,000MP. [u]Resurrect Monster (15)[/u] - User brings target dead monster back to life with 50% HP and MP. Works only before models shatter into light. 1,000MP. [u]Full Heal Monster (10)[/u] - User heals target Monster to 100% of maximum HP. 500MP. [u]Full Restore Monster Mana (10)[/u] - User restores mana in target Monster to 100% of maximum MP. 500MP. [/hider] [hider=Celestial] WIP [u]Midnight[/u] - Target of the spell is marked by the caster as 'Moon', creating a small zone around them. A larger zone is created around them that rains 'stars' down on the field dealing low damage but slowing movement speed if struck. [u]Eclipse[/u] - A dazzling flash of bright light followed by complete darkness is triggered in front of the caster. Enemies caught in a cone from the initial cast point are briefly disorientated (movement/attack slow). Enemies in melee range are blinded along with the disorient. [u]Orions belt[/u] - A constellation is laid out on the ground consisting of 3 'stars' connected by a shimmering line. Enemies that step upon the line suffer movement speed penalties, touching a 'star' of the constellation triggers a burst of damage. [u]Suns blessing[/u] - Warmth of the sun fills the targeted player with power, increasing damage and attack speed for a short time. [u]Red moons curse[/u] - Targeted enemy player is marked with a 'red moon' above their head, decreasing their attack power and casting speed for a short time. [u]Gravitation[/u] - Targeted played becomes marked as 'planet' for 5 seconds. During that time they suffer heavy movement speed penalty, but pull enemies towards them irresistably. [u]Moonlight[/u] - Minor healing spell, granting targeted player a portion of their missing spell back on the initial cast and another smaller portion as a heal-over-time. [/hider] [/hider] [center][h1]✧ Monster Guide ✧[/h1][/center] [center][img]https://i.imgur.com/oe25pss.jpg[/img] [i]Creatures of all types inhabit the world of Talrae. Some wondrous...[/i][/center] [hider] [center][img]https://i.imgur.com/O9Uh3ca.jpg[/img] [i]... others monstrous. No matter what, adventure is guaranteed.[/i][/center] [center][url=https://docs.google.com/document/d/1AJ-lDot7yco6vFJLrj4I31XwDr0SNDz6oXATKrJxQ6Q/edit] Link to Monster Guide [/url][/center] [/hider] [center][h1]✧ List of Floors ✧[/h1][/center] [center][img]http://i.imgur.com/vGpmhyt.jpg[/img] [i]Players admire the magnificent view of the horizon.[/i][/center] [hider] [center][img]https://i.imgur.com/t9Oj8xj.png[/img] [i]Some Floors may be themed, such as this one which is Christmas Themed.[/i][/center] [center][url=https://docs.google.com/document/d/1shlnr8Ni1rVU4o3Yp9NNgg6PYtB3TZ88Od5RGziN4iE/edit] Link to Floors [/url][/center] [/hider]