[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/spreadsheets/d/1qhBWgFN5UQEbNvgr_kuOyHKJ0RKiIOjTYfiKgNkkjbQ/edit?usp=sharing] 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] [url=https://docs.google.com/spreadsheets/d/1OsXXskT9dnshxD2-ujEW1w5SMZZ3huwRSHIc3ryVd20/edit?usp=sharing]Link To Weapons[/url] [/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] [url=https://docs.google.com/spreadsheets/d/1NdhbNO7p3fqI9hSnIVYDkIElnIDbR9XG3PFn-bm3qpM/edit?usp=sharing]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] [url=https://docs.google.com/spreadsheets/d/1Ss44yTPEJidXkNn3BdMC6eBQwyuOPBk5m02-5Gki0xQ/edit?usp=sharing]Clothing![/url][/center] [/hider] [center][h3]✧ Casting Implements ✧[/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/spreadsheets/d/1o7zONxBpU6L7jptsTQoiz2D3qD1oi7EHyvDCjpRc7Rs/edit?usp=sharing]Casting Impements[/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/spreadsheets/d/1RJMn1HoPZ53IvTG85-01cOV4y2mNvQR_uCvB7IeYspE/edit?usp=sharing]Consumables Page[/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). [/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] Monsters may only be bought by Players belonging to the Trainers Class. Pets may be bought by all Players. [url=https://docs.google.com/spreadsheets/d/12SFMOKuYTMGDK0Z4VOqjeZa2EDuyvnykbtg9xjC0uD8/edit?usp=sharing]Monsters and 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] [/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 Masonry Mining Monster Knowledge Music[/cell] [cell]Riding Sailing Searching Sewing / Knitting Smithing Sneaking Socialization 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. AC is Action cost,the amount of action slots the Action or Spell consumes, and CD is Cool Down, the number of rounds (or per pst if it is less than 1) it takes before the Action or Spell may be used again. 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. Action Cost: 1 - Cool Down: 10 Seconds [u]Palm Strike (1/Universal)[/u] - User strikes out with a palm for low damage. 10% chance of stunning target. 10MP. Action Cost: 1 - Cool Down: 15 seconds [u]Stunning Punch (1/Universal)[/u] - User punches target for low damage. 20% chance of stunning target. 30MP. Action Cost: 1 - Cool Down: 30 seconds [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. Action Cost: 1 Cool Down: 10 Seconds [u]Sidestep (1/Universal)[/u] - User steps aside. +5% chance of evasion. 20MP. Action Cost: 1 Cool Down: 10 Seconds [u]Tumble (1/Universal)[/u] - User immediately tumbles, moving forward a bit. +10% chance of evasion. 50MP. Action Cost: 1 Cool Down: 15 Seconds [u]Sprint (1/Universal)[/u] - User's running speed increases by a bit for one minute. 50MP. Action Cost: 1- Cool Down: 2 Minutes [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 one minute. 200MP. Action Cost: 2 Cool Down: 2 Minutes [u]Meditate (5/Universal)[/u] - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes [u]Relentless (5/Universal)[/u] - User removes 1 weak status effect on themselves. 200MP. Action Cost: 1 - Cool Down: 30 Seconds [u]Boost Self (5/Universal)[/u] - User gains +5 Strength, Agility and Intelligence for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day [u]Strong Body (5/Universal)[/u] - User gains +10 Strength for three minutes. Action Cost: 3 - Cool Down: 1 Day [u]Quick Reflexes (5/Universal)[/u] - User gains +10 Agility for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day [u]Clear Mind (5/Universal)[/u] - User gains +10 Intelligence for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day [u]Evade Missile (5/Universal)[/u] - User evades incoming ranged attack. +20% Evasion (Projectile) chance. 100MP. Action Cost: 3 - Cool Down: 30 Seconds [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. Action Cost: 3 - Cool Down: 1 Minute [u]Flying Kick (10/Universal)[/u] - User jumps and kicks target, dealing low damage to up to 2 targets. 200MP. Action Cost: 2 - Cool Down: 15 Seconds [u]Forearm Counter (10/Universal)[/u] - User swipes aside a melee attack with their bare arm with 50% chance and strikes enemy for low damage. 200MP. Action Cost: 3 - Cool down: 1 Minute [u]Knee Strike (10/Universal)[/u] - User grabs the target and knees them, dealing high damage to single target. 200MP. Action Cost: 4 - Cool Down: 30 Seconds [u]Greater Accelerate (10/Universal)[/u] - User's movement speed greatly increases for two minutes. 300MP. Action Cost: 3 - Cool Down: 3 Minutes [u]Greater Dash (10/Universal)[/u] - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Action Cost: 2 - Cool Down: 1 Minute [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 for 30 Seconds. 300MP. Action Cost: 2 - Cool Down: 3 Minutes [u]Hamstring (15/Universal)[/u] - User attacks the enemy's legs, reducing the target's Agility by 50% for 30 seconds. Can only be executed from behind the target. 100 MP. Action Cost: 3 - Cool Down: 3 Minutes [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. Action Cost: 1 - Cool Down: 30 Seconds [u]Triple Jab (1/Swordsman)[/u] - User jabs out quickly three times, dealing low [b]piercing[/b] damage 3 times. 100MP. Action Cost: 1 - Cool Down: 15 Seconds [u]Lunge (1/Swordsman)[/u] - User lunges out with their blade, piercing a single target for moderate [b]piercing[/b] damage. 50MP. Action Cost: 2 - Cool Down: 30 Seconds [u]Double Strike (1/Swordsman)[/u] - User's next Standard Attack hits twice. 100MP. Action Cost: 1 - Cool Down: 15 Seconds [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. Action Cost: 2 - Cool down: 30 Seconds [u]Battle Focus (1/Swordsman)[/u] - User's every 10th Standard 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. Action Cost: 2 - Cool Down: 30 seconds [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 1 minute 150MP. Action Cost: 2 - Cool Down: 2 Minutes [u]Surge of Blade (5/Swordsman)[/u] - User's gains 2 additional action slots for one minute. 150MP. Action Cost: 1 - Cool Down: 3 minutes [u]Decisive Strike (5/Swordsman)[/u] - User attacks once for moderate [b]piercing[/b] damage. Stuns target for 30 seconds. 200MP. Action Cost: 3 - Cool Down: 1 Minute [u]Wind Blade (5/Swordsman)[/u] - User strikes upwards to launch a target into the air, disabling it for 30 seconds. Deals no damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds [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. Action Cost: 3 - Cool Down: 1 minute [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 Standard Attacks. Passive. [u]Greater Battle Focus (5/Swordsman)[/u] - User's every 8th Standard 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. Action Cost: 2 - Cool Down: 1 Minute [u]Parry (10/Swordsman)[/u] - User parries a [b]bladed[/b] melee attack, nullifying it. 150MP. Action Cost: 3 - Cool Down: 30 seconds [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. Action Cost: 4 - 1 minute [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. Action Cost: 3 - 2 minutes [u]Sweeping Strike (10/Swordsman)[/u] - User hits the legs of all targets around themselves, launching them into the air, disabling them for 30 seconds. 200 MP. Action Cost: 2 - 2 minutes [u]Greater Swordsmanship (10/Swordsman)[/u] - User gains 3% increased damage for their Standard 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. Can only be used at the beginning of battle. 300MP. Action Cost: 5 - Cool Down: - [u]Blade Step (15/Swordsman)[/u] - User dashes between up to 3 targets, dealing low damage. Cannot be interrupted. 200MP. Action Cost: 3 - Cool down: 2 Minutes [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 Standard 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. Action Cost: 5 - Cool Down: 3 Minutes [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. Action Cost: 2 - Cool Down: 1 Minute [u]Withdrawal[/u] - After successfully landing a [b]piercing[/b] Standard Attack, User twists the blade upon withdrawal to inflict maximum damage. User's targets take additional (STR)*2.5 damage every 30 seconds for one minute. 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. Action Cost: 5 - Cool Down: 2 minutes [u]Riposte[/u] - User counterattacks target Action, nullifying it completely. User then proceeds to deal low [b]bladed[/b] damage against target. 500MP. Action Cost: 4 - Cool Down: 3 minutes [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. Action Cost: 5 - Cool Down: 2 Minutes [u]Burst Blade[/u] - User empowers their blade and strikes, dealing high [b]bladed[/b] damage in a cone. +1CP. 350MP. Action Cost: 4 - Cool Down: 3 Minutes [u]Sonic Whirl[/u] - User jumps into the air, slashing around them. All units in range takes 2 [b]bladed[/b] Standard Attack damages. +2CP. 300MP. Action Cost: 4 - Cool Down: 2 Minutes [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. Action Cost: 3 - Cool Down: 1 Minutes [u]Feint[/u] - User immediately cancels an Action they were about to perform. Next Standard Attack or Action User performs on the same target decreases target's Evasion by 15%. +2CP. 200MP. Action Cost: 0 - Cool Down: 2 minutes [/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. Action Cost: 3 - Cool Down: 30 Seconds [u]Heart Pierce[/u] - User deals a single target high [b]piercing[/b] damage. Target is stunned. -5CP. 400MP. Action Cost: 4 - Cool Down: 1 minute [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. Action Cost: 5 - Cool Down: 5 minutes [u]True Slash[/u] - User deals a single target high damage that counts as Universal damage type. -3CP. 400MP. Action Cost: 3 - Cool Down: 3 minutes [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. Action Cost: 6 - Cool Down: 6 minutes [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 one minute. -5CP. 400MP. Action Cost: 5 - Cool Down: 3 Minutes [/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. Action Cost: 1 - Cool Down: 15 seconds [u]Iron Pull (1/Lancer)[/u] - User pierces target and pulls it in closer, dealing moderate [b]piercing[/b] damage. 100MP. Action Cost: 1 - Cool Down: 15 seconds [u]Long Slash (1/Lancer)[/u] - User slashes sideways, dealing moderate [b]bladed[/b] damage to up to 2 targets. 100MP. Action Cost: 2 - Cool down: 30 seconds [u]Pole Spin (1/Lancer)[/u] - User spins their polearm, blocking 1 projectile attack with 50% chance. 50MP. Action Cost: 1 - Cool down: 30 seconds [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. Action Cost: 1 - Cool Down: 30 seconds [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. Action Cost: 3 - Cool Down: 1 Minute [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 30 seconds. 200MP. Action Cost: 2 - Cool Down: 30 Seconds [u]Sweeping Push (5/Lancer)[/u] - User spins their polearm around, dealing low [b]bladed[/b] damage and pushing all light targets away. 100MP. Action Cost: 1 - Cool Down: 30 Seconds [u]Piercing Lift (5/Lancer)[/u] - User pierces target and lifts it up, dealing moderate [b]piercing[/b] damage and disabling it. 100MP. Action Cost: 2 - Cool Down: 30 Seconds [u]Strong-Arm Push (5/Lancer)[/u] - User pushes a target away using the leverage of their polearm, creating large distance. 100MP. Action Cost: 1 - Cool Down: 1 Minute [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. Action Cost: 4 - Cool Down: 1 minute [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. - Cool down: 1 minute Action Cost: 3 [u]Shield-Breaker Jab (10/Lancer)[/u] - User jabs out strongly, aiming for an equipped item. A defensive item equipped to target has a 50% chance of breaking. 200MP. Action Cost: 2 - Cool Down: 3 Minutes [u]Greater Sweeping Push (10/Lancer)[/u] - User spins their polearm around, dealing medium [b]bladed[/b] damage and pushing nearby targets away. 200MP. Action Cost: 2 - Cool Down: 30 Seconds [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. Action Cost: 2 - Cool Down: 2 minutes [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. Action Cost: 4 - Cool down: 2 Minutes [u]Greater Cleave (15/Lancer)[/u] - User slashes out in a cone, dealing medium [b]bladed[/b] damage to nearby units. 200MP. Action Cost: 3 - Cool Down: 1 minute [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. Action Cost: 2 - Cool Down: 1 minutes [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. Action Cost: 1 - Cool Down: 1 Minute [u]Tackle (1/Marauder)[/u] - User immediately tackles a nearby target, dealing damage and stunning it. User and target both moves forward a bit and user ends up in melee range with target. 50MP. Action Cost: 2 - Cool Down: 1 Minute [u]Hammer Down (1/Marauder)[/u] - User slams the ground with their weapon, pushing away all light units. 100MP. Action Cost: 1 - Cool Down: 30 Seconds [u]Mocking Shout (1/Marauder)[/u] - User shouts an insult at target, decreasing targets damage by 20% for 30 seconds. 50MP. Action Cost: 2 - Cool Down: 2 minutes [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. Action Cost: 3 - Cool Down: 30 Seconds [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. Action Cost: 2 - Cool Down: 1 Minute [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. Action Cost: 0 - Cool Down: 0 [u]Spinning Slash (5/Marauder)[/u] - User spins a few times, dealing moderate [b]bladed[/b] damage to all nearby targets. 100MP. Action Cost: 3 - Cool Down: 1 Minute [u]Triumphant Roar (5/Marauder)[/u] - User lets out a mighty warcry, gaining 300HP immediately. 100MP. Action Cost: 4 - Cool Down: 3 Minutes [u]Trample (5/Marauder)[/u] - User immediately steps down on a target that has been immobilized, dealing heavy [b]concussive[/b] damage. 100MP. Action Cost: 2 - Cool Down: 2 Minutes [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 two minutes, friendly or hostile. 300MP. Action Cost: 5 - Cool Down: 4 minutes [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. Action Cost: 4 - Cool down: 2 minutes [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. Action Cost: 3 - Cool down: 1 Minute [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 one minute. Cannot use any other Action or Spell during this duration. 400MP. Action Cost: 7 - Cool Down: 5 Minutes [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. Action Cost: 5 - Cool Down: 3 minutes [u]Blood Drunk (15/Marauder)[/u] - User gains +20% damage on their normal attacks and Actions but takes increased 15% damage for three minutes. 200MP. Action Cost: 3 - Cool Down: Five minutes [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. Action Cost: 2 - Cool Down: 30 Seconds [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. Action Cost: 4 - Cool down: 30 seconds [u]Kick Back (1/Archer)[/u] - User immediately kicks target to push themselves back, creating large distance. Does not move the target. 50MP. Action Cost: 3 - Cool Down: 30 seconds [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]Lightning Shot (5/Archer)[/u] - User immediately reloads an arrow and fires but has 60% chance of missing the target. 100MP. Action Cost: 3 - Cool Down: 30 Seconds [u]Quick Load (5/Archer)[/u] - User immediately reloads an arrow. 100MP. Action Cost: 1 - Cool Down: 30 Seconds [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. Action Cost: 2 - Cool Down: 1 Minute [u]Pause Breath (5/Archer)[/u] - User stops breathing to focus. Next shot gains +20% accuracy. 100MP. Action Cost: 2 - Cool Down: 30 Seconds [u]Light Feet (5/Archer)[/u] - User immediately dashes to a nearby location, gaining +5% Evasion chance. Very low cooldown. 100MP. Action Cost: 2 - Cool down: 10 seconds [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. Action Cost: 4 - Cool down: 1 Minute [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. Action Cost: 5 - Cool Down: 2 Minute [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. Action Cost: 4 - Cool Down: 2 Minutes [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] - Archer actions cost 2 less to cast but the Archery suffers -15% accuracy for two minutes. 200MP. Action Cost: 3 - Cool Down: 4 minutes [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. Action Cost: 3 - Cool Down: 2 minutes [u]Climb (15/Archer)[/u] - User climbs target object no taller than an average tree quickly. 200MP. Action Cost: 1 - Cool Down: 30 seconds [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 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute [u]Shuriken Throw (1/Rogue)[/u] - User throws 3 shurikens at once. Consumes 3 shurikens. 50MP. Action Cost: 1 - Cool Down: 15 seconds [u]Knife Dash (1/Rogue)[/u] - Dagger user only. User dashes forward slashing a single target, deals moderate [b]piercing[/b] damage. 50MP. Action Cost: 2 - Cool Down: 30 seconds [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. Action Cost: 1 - Cool Down: 1 minute [u]Rogue's Dash (1/Rogue)[/u] - User dashes a short distance, gaining +15% Evasion chance. 50MP. Action Cost: 1 - Cool down: 1 minute [u]Shadow Bend (1/Rogue)[/u] - User blends into the shadows and remains hard to detect as long as they remain still. 100MP. Action Cost: 1 - Cool Down: N/A [u]Listen (1/Rogue)[/u] - User's hearing senses increase for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 30 seconds [u]Lights Out (1/Rogue)[/u] - User puts out target light. Only works on small sources such as candles or lanterns. 50MP. Action Cost: 1 - Cool Down: 1 minute [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]Fatal Strike (5/Rogue)[/u] - User's next normal attack will automatically critically strike for 150% bonus damage rather than 200%. 200MP. Action Cost: 2 - Cool Down: 1 minute [u]Camouflage (5/Rogue)[/u] - User blends into any dark background and remains hard to detect as long as they remain still. 200MP. Action Cost: 2 - Cool Down: N/A [u]Slice and Dice (5/Rogue)[/u] - Melee weapon user only. User jabs out quickly several times, dealing moderate [b]bladed[/b] damage. 200MP. Action Cost: 3 - Cool Down: 30 seconds [u]Cutthroat (5/Rogue)[/u] - User grabs target opponent and swings around them to catch their back. 100MP. Action Cost: 2 - Cool Down: 1 Minute [u]Dash In, Dash Out (5/Rogue)[/u] - User quickly dashes forward and dashes back. 200MP. Action Cost: 3 - Cool Down 1 minute [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 Action Cost: 2 - Cool Down: 30 seconds [u]Lock Pick (10/Rogue)[/u] - User attempts to pick target lock with 10% success chance. 200MP. Action Cost: 2 - Cool Down: 30 seconds [u]Trick Throw (10/Rogue)[/u] - User throws 1 throwing weapon at target, with 70% chance to ignore all items and abilities. 150MP. Action Cost: 3 - Cool downs: 1 minute [u]Sneak (10/Rogue)[/u] - User becomes hard to detect for 30 seconds. 150MP. Action Cost: 2 - Cool Down: 1 minute [u]Crippling Strike (10/Rogue)[/u] - User slashes at target's legs, dealing moderate [b]bladed[/b] damage and disabling their movement for 30 seconds. 300MP. Action Cost: 3 - 2 minutes [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. Deals High Piercing Damage with a +15% critical chance. 400MP. Action Cost: 6 - Cool Down: 6 minutes [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 two minutes. If target has already been affected by Exsanguinate, regain full MP cost and refresh duration. 200MP. Action Cost: 4 - Cool Down: 2 minutes [u]Two Birds, One Knife (15/Rogue)[/u] - User throws a ranged weapon at 2 targets, both are automatically hit. 100MP. Action Cost: 3 - Cool Down: 2 minutes [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 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute [u]Provoke (1/Paladin)[/u] - User slams their weapon against their shield or armor, grabbing all attention in nearby area for 15 Seconds. 100MP. Action Cost: 1 - Cool down: 30 seconds [u]Valor (1/Paladin)[/u] - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100MP. Action Cost: 2 - Cool Down: 1 minute [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 gains +5% Natural Reduction for 30 seconds. 150MP. Action Cost: 3 - Cool Down: 2 Minutes [u]Castling (5/Paladin)[/u] - User grabs a nearby friendly and pulls them aside and replaces their spot. 100MP. Action Cost: 2 - Cool Down: 1 Minute [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. Action Cost: 2 - Cool Down: 1 Minute [u]Will Breaker (5/Paladin)[/u] - User hits a single target with their weapon, dealing medium [b]concussive[/b] damage and stunning it. 100MP. Action Cost: 3 - Cool Down: 2 Minutes [u]Living Wall (5/Paladin)[/u] - User steps infront of the target. Next attack by the target is automatically redirected to the user. 100MP. Action Cost: 2 - Cool Down: 1 Minute [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. Action Cost: 3 - Cool Down: 2 minutes [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. 500MP. Action Cost: 10 - Cool Down: 5 Minutes [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. Action Cost: 4 - Cool Down: N/A [u]Shot Bounce (1/Tinker)[/u] - User's ranged attack bounces to a secondary target, dealing 50% damage. 100MP. Action Cost: 1 - Cool Down: 30 seconds [u]Quick Draw (1/Tinker)[/u] - User immediately pulls out a secondary weapon without delay. 50MP. Action Cost: 1 - Cool Down: 1 minute [u]Auto-Load (1/Tinker)[/u] - User's weapon becomes automatically reloaded. Only works on single-shot weapons. 200MP. Action Cost: 1 - Cool Down: 30 seconds [u]Tinkering About (1/Tinker)[/u] - User tinkers with an item, small chance of repairing it. Cannot be used on heavily damaged items. 50MP. Action Cost: 2 - Cool Down: 30 seconds [u]Break Item (1/Tinker)[/u] - User immediately breaks target item they own. 50% of components are recovered. 100MP. Action Cost: 1 - Cool down: 30 Seconds [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. 50% of maximum mana Action Cost: Cannot be used in Combat - Cool Down: N/A [u]Temporary Fix (5/Tinker)[/u] - User immediately repairs a broken item, however it becomes broken again after next usage. 100MP. Action Cost: 2 - Cool Down: 1 minute [u]Point-Blank Shot (5/Tinker)[/u] - User fires a ranged attack within a melee range. In addition to taking moderate damage, target is knocked back and stunned. 200MP. Action Cost: 3 - Cool Down: 1 minute [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. Action Cost: Cannot be used in combat - Cool Down: N/A [u]Repair Item (10/Tinker)[/u] - User repairs target item. 300MP. Action Cost: 4 - Cool Down: 2 Minutes [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. Action Cost: 4 - Cool Down: 1 Minute [u]Gung-Ho (10/Tinker)[/u] - For one minute, User is able to wield 2 ranged weapons at once. 300MP. Action Cost: 2 - Cool Down: 2 Minutes [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. Action Cost: 3 - Cool Down: 2 minutes [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 3 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, have a 25% of lighting targets on fire. Burning targets take (INT)*3 damage over 30 seconds. [/i][/center] [u]Fire Burst (1)[/u] - User makes target catch on fire, dealing low damage. Inflicts Burning. 50MP. Action Cost: 1 - Cool Down: 15 Seconds [u]Fire Strike (2)[/u] - User shoots out a stream of fire in a line, dealing moderate damage. 100MP. Action Cost: 2 - Cool Down: 30 Seconds [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. Action Cost: 4 - Cool Down: 1 Minute [u]Fire Wall (5)[/u] - User creates a wall of fire, dealing moderate damage to any who walk through it for 1 minute. 200MP. Action Cost: 4 - Cool Down: 2 Minutes [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. 350MP. Action Cost: 6 - Cool Down: 2 minutes [u]Increase Firepower (8)[/u] - Next Fire Discipline Spell User casts deals 150% damage and automatically inflicts burning. 100MP. Action Cost: 3 - Cool Down: 2 minutes [u]Affinity to the Flames (9)[/u] - User takes -20% damage from fire-related attacks. Passive. [u]Immolation:[/u] The mage intensifies the target’s burn, immediately detonating the affliction to deal 6*Int fire damage. Removes the Burning status. Can only be used on a Burning enemy. 500 MP. Action Cost: 4 - Cool Down: 2 minutes [u]Flame Breath (11)[/u] - User breaths out a cone of fire in front of them, dealing moderate damage. 300MP. - Cool down: 2 Minutes Action Cost: 5 [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. - Cool Down: 2 minutes Action Cost: 8 [u]Combustion (14)[/u] - User makes target burst into flames, dealing high damage. 300MP. Action Cost: 7 - Cool Down: 3 minutes [u]Control the Flames (15)[/u] - User makes target heat-based Spell deal -25% damage. 200MP. Action Cost: 3 - Cool Down: 2 minute [/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. Action Cost: 1 - 30 seconds [u]Aqua Shot (2)[/u] - User Shoots out a mass of dense water at a target for moderate damage. 100MP. Action Cost: 3 - 30 seconds [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. Action Cost: 4 - 30 seconds [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. Action Cost: 5 - 2 minutes [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 for one minute that hinders vision. 200MP. Action Cost: 4 - Cool Down: 2 minutes [u]Greater Aqua Shot (8)[/u] - User Shoots out a mass of dense water at a target for high damage. 250MP. Action Cost: 6 - Cool Down: 1 minute [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. Action Cost: 4 - Cool Down: 1 minute [u]Drench[/u] The mage soaks the target with water, inflicting Chilled for one minute. 400 MP Action Cost: 5 - Cool Down: 3 minutes [u]Greater Create Water (11)[/u] - User makes target common object into clean water. 100MP. Action Cost: 3 - Cool Down: 2 minutes [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. Action Cost: 5 - Cool Down: 5 minutes [u]Boil Water (14)[/u] - User boils target water in a container. 100MP. Action Cost: 4 - Cool Down: 1minute [u]Steam Vent (15)[/u] - User emits a cone of hot steam, dealing moderate damage over two minutes. 300MP. Action Cost: 6 - Cool Down: 3 minutes [/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 for 30 seconds and deal low damage. 50MP. Action Cost: 2 - Cool Down: 30 seconds [u]Icicle Shot (2)[/u] - User shoots an icicle at target, dealing moderate damage and inflicting Slowed for 30 seconds. 100MP. Action Cost: 4 - Cool Down: 1 minute [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 before hurtling towards the target, dealing moderate damage and inflicting Slowed for 30 seconds. 100MP. Action Cost: 5 - Cool Down: 1 minute [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. Action Cost: 5 - Cool Down: 30 seconds [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% Natural Resistance for two minutes. 150MP. Action Cost: 6 - Cool Down: 3 minutes [u]Frozen Wall (8)[/u] - User creates a small wall of ice that lasts 2 minutes. 200MP. Action Cost: 4 - Cool Down: 4 minutes [u]Frost Breath (9)[/u] - User exhales a freezing breath which freezes up to 3 nearby targets for a 30 seconds, stunning them. 300MP. Action Cost: 5 - Cool Down: 2 minutes [u]Hungering Cold:[/u] All ice spells deal 10% additional damage to chilled and/or slowed targets. Passive. [u]Ice Create: Frosted Weapon (11)[/u] - User enchants target melee weapon with ice for one minute, extending its range. Any units hit by the melee weapon are slowed. 200MP. Action Cost: 3 - Cool down: 1 minute [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 for one minute. Target is rooted in place. 200MP. Action Cost: 4 - Cool Down: 1 minute [u]Ice Spikes (14)[/u] - User shoots out several projectiles, dealing moderate damage to up to 3 targets. 300MP. Action Cost: 6 - Cool Down: 2 Minutes [u]Empower Cold (15)[/u] - User's next Ice Discipline spell's effects are doubled. 200MP. Action Cost: 4 - Cool Down: 3 minutes [/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. Action Cost: 1 - Cool Down: 15 seconds [u]Wind Blade (2)[/u] - User summons a razor wind to slash a target, dealing moderate damage. 100MP. Action Cost: 3 - Cool Down: 15 seconds [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. Action Cost: 2 - Cool Down: 30 seconds [u]Lift (5)[/u] - User lifts target off of the ground, throwing them into the air. Target is disabled for 15 seconds and takes moderate damage upon impact. 200MP. Action Cost: 5 - Cool Down: 1 minute [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. Action Cost: 3 - Cool Down: 30 seconds [u]Air Jump (8)[/u] - User lifts themselves into the air for 30 seconds. 200MP. Action Cost: 3 - Cool Down: 1 minute [u]Airspeed (9)[/u] - User's running speed increases slightly. Passive. [u]Gale:[/u] A strong wind bursts forth from the Mage, knocking nearby enemy’s prone. 250 MP Action Cost: 6 - Cool Down: 1 minute [u]Wind Deflect (11)[/u] - User deflects target ranged attack using a strong air current. 200MP. Action Cost: 4 - Cool Down: 1 minute [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. Action Cost: 6 - Cool down: 1 Minute [u]Jet Stream (14)[/u] - Target's movement speed increases greatly as a strong jet of air pushes them for 1 minute. 200MP. Action Cost: 5 - Cool down: 2 minutes [u]Flight (15)[/u] - User levitates into the air to fly. 100MP / 1 Min. Action Cost: 2 - Cool Down: 3 minutes after effect ends. [/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. Action Cost: 2 - Cool Down: 15 seconds [u]Seismic Toss (2)[/u] - User bounces the earth underneath target’s feet, bouncing them towards target direction. Target takes small impact damage. 100MP. Action Cost: 3 - Cool Down: 30 seconds [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. Action Cost: 3 - Cool Down: 1 minute [u]Create Dirt Wall (5)[/u] - User creates a wall of dirt that lasts for a two minutes. 200MP. Action Cost: 4 - Cool Down: 4 minutes [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 for 30 seconds and dealing low damage. 150MP. Action Cost: 5 - Cool Down: 2 minutes [u]Earth Armor (8)[/u] - User covers their body with earth, gaining 5% damage reduction against physical attacks for one minute. 200MP. Action Cost: 4 - Cool Down: 2 minutes [u]Plant Feet (9)[/u] - User sinks into the ground up to their knees, becoming highly resistant to knock-back effects for 1 minute. 100MP. Action Cost: 4 - Cool Down: 3 minutes [u]Bind:[/u] Earthen shackles wrap around their target, rooting them for 1 minute. 300 MP Action Cost: 4 - Cool Down: 2 minutes [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. Action Cost: 1 - Cool Down: 15 Seconds [u]Lightning Shot (2)[/u] - User shoots out a bolt of lightning, dealing moderate damage. 100MP. Action Cost: 3 - Cool Down: 30 seconds [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 for low damage. 100MP. Action Cost: 4 - Cool down: 1 minute [u]Shock (5)[/u] - User zaps target, dealing high damage. 250MP. Action Cost: 5 - Cool Down: 1 minute [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. - Cool Down: 2 minutes Action Cost: 6 [u]Lightning Bolt (8)[/u] - - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP. Action Cost: 7 - Cool Down: 2 minutes [u]Static Discharge (9)[/u] - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive. [u]Lightning Lure:[/u] The mage wraps their target in magic, making electrical energy harder to avoid for 1 minute. If an attack deals lightning damage, the target’s evasion for that attack is reduced by 10%. 500 MP Action Cost: 4 - Cool Down: 3 minutes [u]Fuse Energy (11)[/u] - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP. Action Cost: 2 - Cool Down: 1 minutes [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. Action Cost: 2 - Cool down: 2 minutes [u]Lightening Field (14)[/u] - User creates a dome of electric field around them for 1 minute, dealing moderate damage to all targets inside and slowing their movements. 300MP. Action Cost: 5 - Cool down: 3 minutes [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 two minutes. Can stack.[/i][/center] [u]Flash of Light (1)[/u] - User emits a flash of bright light, blinding nearby targets for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute [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. Action Cost: 2 - Cool Down: 30 seconds [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. Action Cost: 2 - Cool Down: 1 minute [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. Action Cost: 6 - Cool down: 2 minutes [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 for 30 seconds, hindering the visions of all opponents. 200MP. Action Cost: 3 - Cool down: 1 minute [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. Action Cost: 7 - Cool Down: 1 minute [u]Radiant Presence:[/u] The mage wraps the target is a halo of light for 1 minute, increasing accuracy of all attacks made against them by 10% and reducing their evasion by 5%. 500 MP Action Cost: 7 - Cool Down: 4 Minutes. [u]Light Burst (11)[/u] - User explodes a ball of light in front of them, dealing moderate area damage around them. 300MP. Action Cost: 6 - Cool Down: 1 Minute [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. Action Cost: 4 - Cool Down: 2 minutes [u]Redeeming Glow (14)[/u] - User glows in soft light for a few moments, restoring 500MP. 100MP. Action Cost: 4 - Cool Down: 1 minute [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. - Cool down: 5 minutes [/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. Action Cost: 1 - Cool Down: 30 seconds [u]Nether Push (2)[/u] - Target is pushed away from the User by shadow energy. 100MP. Action Cost: 2 - Cool Down: 30 seconds [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 5% Evasion chance. 100MP. Action Cost: 3 - Cool Down: 1 minute [u]Shadow Raze (5)[/u] - User razes an area in front of them with shadow energy, dealing moderate damage. 200MP. Action Cost: 4 - Cool Down: 1 minute [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 1 minute. 200MP. Action Cost: 4 - Cool down: 2 minutes [u]Silent Night (8)[/u] - User silences target so that they may not cast any spells for 30 seconds. Can only be cast during nighttime. 300MP. Action Cost: 4 - Coo; Down: 1 minute [u]Night Vision (9)[/u] - User gains near-perfect night vision. Passive. [u]Wreath of Shadows:[/u] The mage wraps their target in a cloak of shadows for 1 minute, increasing their evasion by 10% and reducing the accuracy of all attacks made against them by 5%. 500 MP Action Cost: 7 - Cool Down: 4 Minutes [u]Greater Shadow Raze (11)[/u] - User razes an area in front of them with shadow energy, dealing high damage. 300MP. Action Cost: 6 - Cool Down: 2 minutes [u]Affinity to Darkness (12)[/u] - User's Darkness Discipline spells gain +5% damage. Passive. [u]Blur of Night (13)[/u] - User gains 5% 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. Action Cost: 5 [u]Midnight's Eyes (15)[/u] - User blocks out vision completely for a single target for two minutes. 300MP. Action Cost: 5 - Cool Down: 4 minutes [/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 5%. 100MP. Action Cost: 1 - Cool Down: 1 Minute [u]Telekinetic Move (2)[/u] - User moves target in target direction. If the target is a friendly, they move twice the distance. 100MP. Action Cost: 2 - Cool Down: 30 seconds [u]Mind Shock (3)[/u] - Any opponents affected by Mind Discipline spells have a 5% chance to be stunned for 15s 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. Action Cost: 2 - Cool Down: 1 inute [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. Action Cost: 4 Cool Down: 2 minutes [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, reducing their Agility by 15%. 200MP. Action Cost: 4 - Cool Down: 2 minutes [u]Telekinetic Pull (8)[/u] - User pulls target closer a great distance. 300MP. Action Cost: 4 - Cool Down: 1 minute [u]Telekinetic Push (9)[/u] - User pushes target away a great distance. 300MP. Action Cost: 4 - Cool down: 1 Minute [u]Quick Thinking:[/u] For 1 minute, the Mage’s Action Slot bonus is calculated by INT rather than STM. 500 MP Action Cost: 4 - Cool Down: 5 Minutes [u]Boost Courage (11)[/u] - User makes nearby friendlies feel empowered, raising their Natural Resistance to 15% for 1 minute. 500MP. Action Cost: 6 - Cool Down: 3 minutes [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 immunity against mind-related effects. Passive [u]Instill Horror (14)[/u] - User makes up to 3 targets feel unspeakable horror, stunning them for one minute. 400MP. Action Cost: 5 - Cool Down: 3 minutes [u]Telekinesis (15)[/u] - User makes target object move in a desired manner. 250MP. Action Cost: 6 - Cool Down: 2 minutes [/hider] [hider=Body] [center][img]https://i.imgur.com/tEc2eZH.jpg[/img][/center] [u]Strengthen (1)[/u] - Target gains 5% Strength for a 30 seconds 50MP. Action Cost: 1 - Cool Down: 1 minute [u]Healing Beam (2)[/u] - User emits a healing beam of light to a target, healing low amount. 100MP. Action Cost: 2 - Cool Down: 15 seconds [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 30 seconds. 100MP. Action Cost: 3 - Cool Down: 1 minute [u]Restore Vitality (5)[/u] - User heals all nearby allies for a low amount. 250MP. Action Cost: 3 - Cool Down: 30 seconds [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 30 seconds 200MP. Action Cost: 4 - Cool Down: 2 minutes [u]Sap Energy (8)[/u] - Target loses 10% Agility for a few seconds. 200MP. Action Cost: 4 - Cool Down: 2 Minutes [u]Greater Healing Beam (9)[/u] - User emits a healing beam of light to a target, healing moderately. 300MP. Action Cost: 5 - Cool Down: 30 seconds [u]Pulse of Life:[/u] A pulse of healing energy radiates from the mage, restoring a moderate amount of health to all allies. 500 MP Action Cost: 7 - Cool Down: 2 Minutes [u]Greater Strengthen (11)[/u] - Target gains 15% Strength for 30 seconds. 200MP. Action Cost: 6 - Cool Down: 3 minutes [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 5% for two minutes. 150MP. Action Cost: 4 - Cool Down: 4 minutes [u]Ability Drain (14)[/u] - User makes target lose 10% Strength and 10% Agility. 600MP. Action Cost: 6 - Cool Down: 5 minutes [u]Coalescence Beam (15)[/u] - User fires a beam of light, dealing moderate damage to enemies but moderately healing friendlies. 300MP. Action Cost: 7 - Cool Down: 2 minutes [/hider] [hider=Pure Magic] [center][img]https://i.imgur.com/YaB1K2q.jpg[/img][/center] [u]Chakra Magic (1)[/u] - User restores a small amount of MP in target. 0MP. Action Cost: 1 - Cool Down: 1minute [u]Cleanse Magic (2)[/u] - Remove one negative status caused by magic from target ally or self. 100MP. Action Cost: 2 - Cool Down: 30 seconds [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. Action Cost: 2 - Cool Down: 1 minute [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. The Action Cost and Cool Down is determined after the spell is created. 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. Action Cost: 4 - Cool down: 2 minutes [u]Mana Drain (8)[/u] - User makes target immediately lose 10% MP. 300MP. Action Cost: 4 - Cool Down: 5 minutes [u]Copy Magic (9)[/u] - User may copy and cast target spell if the spell level is lower than User. 400MP. Action Cost: 5 - Cool Down: 2 minutes [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 a moderate amount of MP in target. 0MP. Action Cost: 5 - Cool Down: 2 minute [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. This only counts as casting the one with a higher AC. Passive. [u]Cancel Magic (13)[/u] - User counters one spell lower than Level 13. 300MP. Action Cost: 3 - Cool Down: 2 minutes [u]Boost Intel (14)[/u] - User gains +15 INT. Passive. [u]Restore (15)[/u] - User restores MP to the maximum in 1 target. 800MP. Action Cost: 8 - Cool Down: 5 minutes [/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 30 seconds. 50MP. Action Cost: 1 - Cool Down: 30 seconds [u]Bless (2)[/u] - User blesses target, increasing their Natural Resistance by 5% for 30 seconds. 100MP. Action Cost: 2 - Cool Down: 1 minute [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. Action Cost: 4 - Cool Down: 1 minute [u]Even the Odds (5)[/u] - User deals magical damage to a single target equal to user's currently missing health. 300MP. Action Cost: 6 - Cool Down: 2 minutes [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. 350MP. Action Cost: 4 - Cool Down: 3 minutes [u]Emit Purity (8)[/u] - User glows with silvery light for a few moments, dealing low damage and slowing down all nearby targets. 300MP. Action Cost: 4 - Cool Down: 2 minutes [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. Action Cost: 3 - Cool Down: 1 minute [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. Action Cost: 5 - Cool Down: 3 minutes [u]Greater Bless (11)[/u] - User blesses target, increasing their Natural Resistance by 10% for 30 seconds. 200MP. Action Cost: 4 - Cool Down: 2 minutes [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 30 seconds. 250MP. Action Cost: 3 - Cool Down: 1 minute [u]Repel the Enemy (14)[/u] - User lets out a burst of energy, pushing all opponents away. 200MP. Action Cost: 4 Cool down:1 minute [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. Action Cost: 1 - Cool Down: 1 minute [u]Summon (1)[/u] - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP. Action Cost: 1 - Cool Down: 1 minute [u]Unsummon (1)[/u] - User unsummons a tamed Monster. 50MP. Action Cost: 1 - Cool Down: 1 minute [u]Release (1)[/u] - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP. Action Cost: 2 - Cool Down: 1 minute [u]Heal Monster (1)[/u] - User heals target Monster for a small amount. 50MP. Action Cost: 2 - Cool Down: 15 seconds [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 a small amount of mana in target Monster. 100MP. Action Cost: 2 - Cool Down: 1 minute [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. Action Cost: 4 - Cool Down: 1 Minute [u]Greater Restore Monster Mana (10)[/u] - User restores mana in target Monster for a large amount. 300MP. Action Cost: 4 - Cool Down: 1 minute [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. Action Cost: 5 - Cool Down: 5 minutes [u]Full Heal Monster (10)[/u] - User heals target Monster to 100% of maximum HP. 500MP. Action Cost: 8 - Cool down: 5 minutes [u]Full Restore Monster Mana (10)[/u] - User restores mana in target Monster to 100% of maximum MP. 500MP. Action Cost: 8 - Cool Down: 5 minutes [/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] [hider=Subclass Area] [hider=Alchemist] All Alchemist start with the 1st level Creation Passive. For the purposes of crafting Alchemical items, the Alchemist's Alchemy level always equals their Crafting level. Creation:[list] [*][u]Synthesis Preparation:[/u] The Alchemist only partially prepares a creation, allowing him to finish it on the field without a crafting table. This item is listed as Prepared Solvent and gains the ‘Prepped’ special trait. This item cannot be used except to fuel other alchemist actions or to complete the craft. This Action can be used in tandem with other Synthesis Actions. Passive. [*][u]Steady Hand:[/u] Taking a breath, the Alchemist holds their breath to help control their movements. +10% crafting chance. 350 MP [*][u]Elemental Distillation:[/u] The study of Alchemy has revealed the secrets of distilling elemental essence from objects. The Alchemist destroys an item to create Essence. 700 MP [*][u]Gaseous Creations:[/u] Through rigorous research, the Alchemist learns to turn potions and posions into bottled vapors, allowing them to toss the bottles at their targets and still suffer the effects. Gaseous creations are crafted the same way as their liquid counterparts but gain the special trait ‘Vapor’. When broken, the closest target suffers the effect of the vapor. This state must be chosen at the time of crafting. Passive [*][u]Diluted Synthesis:[/u] While crafting, the Alchemist replaced a portion of the ingredients with a filler and generates twice the number of items. The next crafted item(s) have 50% of the effect the standard item(s) would. 500 MP [*][u]Concentrated Synthesis:[/u] While crafting, the Alchemist supersaturated the solution and strengthened its effect. The next crafted item has 150% of the effect the normal one would. Consumes an additional 50% of the base materials. 750 MP [*][u]Concentrated Vapors:[/u] The Alchemist’s vapors are intense enough that they have the chance to affect multiple targets. When a player, NPC, or enemy is affected by a potion or poison with the ‘Vapor’ special trait, there is a 25% chance another nearby target will also gain the effect. Passive. [*][u]Internal Synthesis:[/u] The Alchemist consumes the raw ingredients of a potion or poison and gains 50% of its effects. 500 MP.[/list] Transmutation:[list] [*][u]Instinctive Alteration:[/u] The Alchemist’s studies unlock the secrets of transmutation,instinctively applying them to their own defense. Any equipped armor gains +1% in every defensive category it already possesses. Passive. [*][u]Weaken:[/u] The Alchemist weakness one target weapon or armor, reducing its damage or defensive capacities by 3% respectively for one minute. 500 MP Action Cost: 6 - Cool Down: 2 Minutes [*][u]Reinforce:[/u] The Alchemist hardens one target weapon or piece of armor, increasing it’s damage or defensive capabilities by 3% respectively for one minute. 600 MP Action Cost: 7 - Cool Down: 2 Minutes [*][u]Alchemical Mastery:[/u] The Alchemist’s knowledge of crafting and transmutation overlap. While crafting any Alchemy item, the Alchemist can treat common ingredients as uncommon. Passive [*][u]Soften:[/u] The Alchemist softens the ground beneath their target, sinking them and two others into the ground to root them in place for one minute. Can also be cast on walls. 600 MP Action Cost: 8 - Cool Down: Three minutes [*][u]Harden:[/u] The Alchemist hardens a target area, including liquids, for one minute. These areas lose their normal effects (i.e. water can be walked on, poison will not hurt people) and act like normal solid ground. Can also be cast on walls. 800 MP. Action Cost: 8 - Cool Down: Three minutes [*][u]Malleable Combatant:[/u] Transmutation is a versatile skill and its practitioners can handle almost any challenge. While wearing metal armor or weilding a metal weapon, the alchemist can transmute the material of the metal from one to another. This process takes 30 seconds. The weapon or armor gains all the special qualities of the new material but reverts to its original form once unequipped. Passive [*][u]Shape Earth:[/u] The Alchemist’s studies have increased their abilities, allowing them to shape the ground beneath them as they need. The Alchemist can shape the earth into chains or walls, binding their enemies for two minutes or creating a wall of earth to defend themselves that spans five people. These items can be affected by Malleable Combatant but revert back to their original material after two minutes. 1000 MP Action Cost: 12 - Cool Down: 5 minutes[/list] Affliction:[list] [*]Virulent Concoctions: When crafting poisons, the concoction has a 50% chance of gaining the ‘Virulent’ special trait. A Virulent poison reduces the target’s STM by 5% for the duration of the effect. Passive. [*][u]Ravaging Affliction:[/u] The Alchemist uses magic to intensify the poison running through their victim’s veins, dealing low magic damage to the target. Can only be used immediately after successfully poisoning an enemy. 300 MP Action Cost: 7 - Cool Down: 30 Seconds [*][u]Miasma:[/u] The Alchemist swallows a Poison and breathes it out as a dark, viscous vapor. All creatures in a cone in front of them are immediately inflicted with the poison but for half the duration. Consumes 1 poison. 700 MP. Action Cost: 8 - Cool Down: 2 Minutes [*][u]Poison Familiarity:[/u] The Alchemist’s regular experimentation with these dangerous concoctions have granted them a level of resistance against poisons. When afflicted with a poison, the duration of it is reduced by half. If this would reduce it to 30 seconds or less, the Alchemist is instead immune. [*][u]Relentless Affliction:[/u] The Alchemist uses his own essence to duplicate the Virulent poison inside his target, extending its duration by one minute. Can only be used on a target under the effect of a Virulent poison. 1000 MP. Action Cost: 8 - Cool Down: 5 Minutes [*][u]Vicious Affliction:[/u] The Alchemist enhances the Virulent poison they are about to use, increasing the STM reduction from 5% to 10%. Can only be used on a Virulent Poison. 750 MP Action Cost: 7 - Cool Down: 3 Minutes [*][u]Poison Expertise:[/u] The Alchemist’s familiarity with poisons has increased so much so that they have developed ways to making the poison ravage their enemies much longer. All poisons created by the Alchemist have their durations increased by one minute.[/list] [/hider] [hider=Ranger:] Skirmishing: [list] [*][u]Disengage:[/u] The Ranger slips a moderate distance away from combat, using evasive maneuvers to gain a 5% Evasion bonus for 30 seconds. Action Cost 4 - Cool Down: 30 Seconds [*][u]Shoot and Scoot:[/u] User may only cast this Action immediately after casting another Action. User dashes to a target nearby location and gains +10% Evasion bonus for 30 seconds. 400MP. Action Cost: 6 - Cool down: 1 Minute [*][u]Guerilla Warfare:[/u] The Ranger knows best how to move on the field, benefiting more so than others. While wearing cloth armor, the Ranger gains an additional 5% evasion bonus from any actions that generate one. Passive. . [*][u]Blinding Shot:[/u] The Ranger shoots an arrow into their target’s face, dealing low piercing damage and increasing all of the enemy’s target’s evasion by 5%. Consumes na arrow. 400 MP Action Cost: 5 - Cool Down: 2 Minutes [*][u]Repelling Shot:[/u] The Ranger knocks a two arrows, the barrage knocking their enemy away and backflipping safely behind allied lines a short distance. Gains +5% Evasion bonus. Consumes two arrows. 400 MP Action Cost: 5 - Cool Down: 1 Minute [*][u]Shot on the Run:[/u] The ranger’s experience in high movement combat pays off, granting a 10% accuracy bonus for 30 seconds anytime an action boosts their evasion. Can only trigger once every 30 seconds. Passive. [*][u]Adrenaline Surge:[/u] The Ranger feels the urgency of the fight beating in their blood, reducing all action costs by 2 for thirty seconds. 500 MP Action Cost: 5 - Cool Down: 3 minutes [*][u]Second Wind:[/u] The Ranger pulls themselves together after being stunned, stumbling back into the action. Heals 5% of the Ranger’s maximum health and removes the stunned condition. Can only be used while stunned. 600 MP Action Cost: 8 - Cool down: 4 Minutes[/list] Marksmanship:[list] [*][u]Precise Shot:[/u] The Ranger fires an arrow at a miniscule opening, dealing critical damage on their next standard attack with -15% accuracy. 350 MP. Action Cost: 4 - Cool Down: 30 seconds [*][u]Aimed Shot:[/u] The Ranger pauses an additional moment to look for an opening. Any accuracy bonuses are doubled for the next shot. 400 MP Action Cost: 6 - Cool Down 30 seconds [*][u]Close Quarters:[/u] The Ranger specialises in close quarters archery. While within ten feet of their target, the Ranger gains a 10% critical chance bonus. While outside of ten feet of their target, they suffer a 10% accuracy reduction. Passive. [*][u]Crossfire:[/u] The Ranger fires a shot off at the same time an ally attacks, using their target’s distraction to make their move. This action deals low piercing damage with a 5% critical chance bonus. 400 MP Action Cost: 6 - Cool Down: 1 Minutes [*][u]Marked Shot:[/u] The Ranger pinpoints a weakness in their target’s defense and launches an arrows into it, marking it to attack. The next standard attack deals 50% less damage but all attacks made against that target have a +15% critical chance for 30 seconds. 800 MP Action Cost: 8 - Cool Down: 2 Minutes [*][u]Eagle Eye:[/u] The Ranger is adept at finding and exploiting weaknesses in their enemies. Whenever the Ranger would gain an accuracy bonus, they also gain a 5% critical hit bonus for 30 seconds. Cannot trigger more than every 30 seconds. Passive. [*][u]Point Blank Shot:[/u]The Ranger abandon their evasive maneuvers in favor for a finishing blow, dealing moderate piercing damage with a bonus equal to the evasion bonus percentage they currently have. Can only be used adjacent to their target. Consumes the Evasion bonus. Consumes an arrow. 600 MP Action Cost: 10 - Cool Down: 2 Minutes[/list] Survival: [list] [*][u]Find the Path:[/u] The Ranger’s familiarity in wild territory makes it easy to pick out safe paths. The Ranger immediately knows the safest route to their destination, seeing it as a thin blue line of the ground. Lasts until the reach their destination or veer off the path. 500 MP Action Cost: 2 - Cool Down: 1 Hour [*][u]Obscure the Path:[/u] The Ranger knows the dangers of being tracked and clears the path behind them. The Ranger and their party members have a Light Step skill equal to 100 plus the Ranger’s Light Step Skill for one hour. Action Cost: 5 - Cool Down: 12 Hours [*][u]Nature’s Camouflage:[/u] While in the Wilds, the Ranger gains +20 Hide and +20 Light Step. Passive. [*][u]Forage:[/u] The Ranger’s expertise always finds their group food, even if it just berries and roots. Enough berries and roots to feed six people for one meal are immediately added to the Ranger’s inventory and disappear after 1 hour. Can only be used in the Wilds. 800 MP Action cost: 10 - Cool Down: 1 Day [*][u]Purge Toxin:[/u] The Ranger’s familiarity with toxic creatures has taught them to handle it effectively without harming themselves. The Ranger sucks the poison out of the wound, reducing the Poison timer by 30 seconds for every 2 Action Slots used. 500 MP Action Cost 2 for every 30 seconds - Cool Down: 5 Minutes [*][u]Nature’s Secrets:[/u] While in the Wilds, the Ranger gains +20 Hide and +20 Light Step. Stacks with Nature’s Camouflage. Passive. [*][u]Calm Beast:[/u] The Ranger has learned the ways of most simple creatures,able to put them at easy with little effort. Target hostile creature in the Wilds equal to or less than the Ranger’s level becomes non-aggressive. 750 MP Action Cost: 10 - Cool Down: 5 Minutes [*][u]Natural Remedies:[/u] The Ranger has a limited access to herbal remedies, allowing them to keep themselves or an ally patched up in serious situations. When a Player drops beneath 10% maximum health, the Ranger can bring them back to 10% of their maximum health while in the Wilds or a Dungeon. 1000 MP Action Cost: 10 - Cool Down: 12 Hours [*][u]Alpha Predator:[/u] The Ranger’s knowledge of beasts has granted them an advantage against most creatures. Creatures a lower level than the Ranger are non-hostile towards them.[/list] [/hider] [Hider=Runechanter] [b]Inscription:[/b] [u]Runic Inscription (Water):[/u]The Runechanter draws the rune of Water and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to water attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cool Down: 3 Minutes. [u]Runic Inscription (Fire):[/u] The Runechanter draws the rune of Fire and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to fire attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cool Down: 3 Minutes [u]Inverted Casting:[/u] When casting a rune, the Runechanter can instead cast an inverted form of the rune on a target enemy to inflict them with the elemental vulnerability instead. Doing so increases the action’s MP cost by 200, Action cost by 5, and Cool down by 2 minutes. Passive. [u]Runic Inscription (Lightning):[/u] The Runechanter draws the rune of Lightning and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to lightning attacks. Shares a cool down with all other inscriptions. 500 MP. Action Cost: 10 - Cool Down: 3 minutes [u]Runic Inscription (Earth):[/u] The Runechanter draws the rune of Earth and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to earth attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cooldown: 3 minutes [u]Runic Attunement:[/u] The Runechanter’s familiarity with the elemental forces reduces the time they need to adjust between inscriptions. All runic cooldown timers are reduced by one minute. Passive [u]Runic Inscription (Air):[/u] The Runechanter draws the rune of Air and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to air attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cooldown: 3 minutes [u]Runic Inscription (Ice):[/u] The Runechanter draws the rune of Ice and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to ice attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cooldown: 3 minutes [u]Runic Authority:[/u] The Runechanter’s skill with the elemental runes allows them to extend how long the effects last. All elemental rune effects last an additional minute. Passive. [b]Runic Influence:[/b] [i][b]Runic Influence affects all of the Runechanter’s current party members. These spells can continue through every round without requiring action slots but consume the full mana cost every 30 seconds.[/b][/i] [u]Runic Influence (Fire):[/u] The Runechanter infuses the area with the essence of fire, strengthening their allies’ damage by +10%. 500 MP Action Cost: 8 - Cool Down: 5 minutes [u]Runic Influence (Water):[/u] The Runechanter infuses the area with the essence of water, reducing their allies’ cooldowns by 10 seconds. 500 MP Action Cost: 8 - Cool Down: 5 minutes [u]Greater Influence:[/u] The Runechanter can maintain two influences silumtaneously. They are still cast separately and consume mana separately. Passive. [u]Runic Influence (Earth):[/u] The Runechanter infuses the area with the essence of earth, increasing all allies’ physical defense by 5%. 500 MP Action Cost: 8 - Cool Down: 5 Minutes [u]Runic Influence (Ice):[/u] The Runechanter infuses the area with the essence of ice, pausing all ticking effects on their allies. 500 MP Action Cost: 8 - Cool Down: 5 minutes [u]Powerful Influence:[/u] The Runechanter’s ability to manipulate the runes of creation strengthens. All Runic influence effects are doubled. PAssive. [u]Runic Influence (Air):[/u] The Runechanter infuses the area with the essence of air, increasing all allies’ magical resistance by 5%. 500 MP Action Cost: 8 - Cool Down: 5 minutes [u]Runic Influence (Lightning):[/u] The Runechanter infuses the area with the essence of lightning, reducing all allies’ Action Costs by 4. 500 MP Action Cost: 8 - Cool Down: 5 Minutes. [u]Runic Endurance:[/u] The Runechanter’s becomes accustomed to the energies they command, becoming more efficient in their casting. All runic spells cost 200 MP less to cast. [b]Ritae:[/b] [i][b]Ritae are special spells with massive cast times, high mana costs, and enduring effects. They are often unwieldy to use in combat and may require material components. They are rarely purchasable, often times requiring discovery in the world or development. Other characters who can cast magic may also cast certain Ritae with the assistance of a Runechanter. Runechanters automatically learn the first Riate for free.[/b][/i] [u]Spell Matrix:[/u] The Runechanter weaves together the powerful forces of creation, invoking all ten runes. The Runechanter creates a floating spell matrix with one stored support spell of level 10 or lower. While casting, the runechanter determines the autocasting conditions of the spell matrix. When the matrix casts the spell, it uses the Runechanter’s stats and mana as well as consuming an additional 25% of the spell’s mana cost. It may only cast one per 30 seconds, uses not Action Slots, and puts the spell on the appropriate cool down. The Spell Matrix is a small green orb that floats around its caster’s head. 25% Max MP. Requirements: Runechanter Action Cost: 80 - Cool Down: 2 Days[/hider] [hider=Shaper] [b]Shaping:[/b] [b][i]The shaping tree grants the shaper its signature ability: Shape shifting. Shapers are able to assume the form of a monster they’ve previous encountered. While Shifted, Shifters lose their armor reductions and triggered effect and consumable items but still gain the benefit from passive special effects. Shapers automatically learn Analyze, Shift, Forget, and Memory for free.[/i][/b] [u]Analyze:[/u] After defeating a monster equal to or lower than their level, the system will prompt them to remember the monster's settings as long as the Shaper has an available memory slot. Passive. [u]Shift:[/u] The Shaper assumes the form of a monster saved in its memory. They take on the STR, AGI, INT, and STM of the new form but retain their health and mana. All equipment melds into the new form and cannot be damaged or accessed, disabling any effects that require activation but permitting passive abilities such as ability boosts. While shifted, the Player’s base action slot count remains the same but all Attribute dependant variables will change according to the new form. Shifters can only access Trainer actions and Spells while shifted. Shifting back has no Action Cost. Action Cost: 7 - Cool Down: 3 Minutes [u]Forget[/u]: The Shifter forgets the data of a previously memorized monster, allowing them to Analyze a new one. Passive. [u]Memory:[/u] The Shifter gains 1 memory slot. [u]Recall:[/u] Can only be used while Shifted. The Shifter refreshes their memory, keeping the shape they shifted into rather than losing it. 300 MP Action Cost: 5 - Cool Down: 5 Minutes [u]Expanded Memory:[/u] The Shifter gains 1 additional Memory Slot. Requires Monster knowledge 50. [u]Altered Memories:[/u] The Shifter’s understanding of monsters evolve, allowing them to develop theoretically advantageous traits in them. Choose one when purchasing this passive: STR, AGI, INT, STM. Whenever the Shifter uses Shift, the chosen new stat will be increased by 3 points for each level between the original monster and the Player’s level. Requires Monster Knowledge 60 [u]Practical Application:[/u] Due to the Shaper’s intimate knowledge of monster workings, the Shaper can more easily identify monster traits. +25 Monster knowledge. [u]Expanded Memory:[/u] The Shifter gains 1 additional Memory Slot. Requires Monster Knowledge 75 [u]Altered Memories:[/u] The Shifter’s understanding of monsters evolve, allowing them to develop an additional advantage trait. Choose an attribute from the previous list that wasn’t chosen already. That trait gains the same effect as the first, except it only increases by 2 rather than 3. Requires monster Knowledge 90. Monstrosity: [i][b]Unless noted, the shifter only has access to these actions while shifted.[/b][/i] [u]Vicious Strike:[/u] The Shaper improves on the monster’s killing instincts, dealing an additional 10% damage whenever they deal physical damage for the next 30 seconds. 300 MP. Action Cost: 4 - Cool Down: 1 Minute [u]Rend:[/u] With tooth or claw, the Shifter leaves a jagged, gushing wound. This attack deals low piercing damage and the target is inflicted with bleed for one minute. If the target was already Bleeding, this refreshes the effect. 400 MP. Action Cost: 6 - Cool Down: 2 Minutes [u]Familiar Form:[/u] Practice makes perfect. When assuming the form of a creature that they’ve taken on before, the Shifter gains +15 to their primary weapon skill. Passive. [u]Pounce:[/u] The Shifter leaps on their target, dealing low concussive damage. If the shifter has access to an action that deals physical damage, the shifter may execute that skill with no Action Cost. 350 MP Action Cost: 8 - Cool Down: 2 Minutes [u]Alpha Stance:[/u] The Shifter takes on a powerful and intimidating stance, forcing the strongest monster their party is engaged against to attack them for thirty seconds. 300 MP Action Cost: 4 - Cool Down: 3 Minutes [u]Inner Beast:[/u] Whenever the Shifter is struck by a critical hit while shifted, the Shifter gains 20 STR and AGI but loses 20 INT for 30 seconds. Does not stack with itself. Passive. [u]Lock Jaw:[/u] Taking a massive bite out of their target, the Shifter locks their jaw and holds onto their opponent for one minute. While Locked, the Shifter gains a 10% critical hit chance on their target and automatically deals moderate piercing damage every 30 seconds. The Locked enemy can only attack the Shifter for the duration. 600 MP Action Cost: 10 - Cool Down: 4 Minutes [u]Body Slam:[/u] The Shifter slams into their target, dealing high concussive damage and knocking their enemy prone. 600 MP Action Cost: 12 - Cool Down: 2 Minutes [u]Monstrous Endurance:[/u] Anytime inner Beast Triggers, the shifter also gains +40 Endurance. Passive Majesty: [i][b]Unless otherwise noted, these actions can only be used while shifted.[/b][/i] [u]Beastal Croon:[/u] The Shifter turns their new shape’s natural sounds into a rough song, lulling monsters to sleep for one minute. 400 MP Action Cost: 6 - Cool Down: 2 Minutes [u]Screech:[/u] The Shifter lets out a cacophonous screech, reducing all nearby enemies damage by 5% for 1 minute. 500 MP. Action Cost: 6 - Cooldown: 2 Minutes [u]Aura of the Beast:[/u] While shifted, monsters of lower level will not attack you unless provoked. Passive. [u]Threatening Rumble:[/u] The Shifter rumbles threateningly as if protecting its territory, increasing its Natural Resistance by 5% for 1 minute. 400 MP Action Cost: 6 - Cool Down: 2 Minutes [u]Affinity Barrage:[/u] Even if the shape doesn’t normally have one, the Shaper spews out a deluge of elemental energy based on the new shape’s affinity and deals low damage to all enemies in front of them. If the form already has one, it deals one damage step higher. 500 MP Action Cost:6 - Cool Down: 2 Minutes [u]Prince of the Beasts:[/u] Creatures affected by any of the Shifter’s vocal actions also have their Natural Resistance reduced by 5% for the duration. Passive. [u]Mating Call:[/u] The Shifter gives off its new shape’s mating calls, charming one monster of lower level into fighting for them for 1 minute. 600 MP. Action Cost: 8 - Cool Down: 3 minutes [u]Roar:[/u] The Shifter lets out an earth shattering roar, stunning all nearby enemies for 1 minute. 650 MP. Action Cost: 8 - Cool Down: 4 minutes [u]King of the Beasts:[/u] Any creatures affected by any of the Shifter's vocal actions also suffer a 10% Natural Resistance reduction for the duration. Replaces Prince of the Beasts.[/hider] [hider=Mechanist:] Innovation: [u]Patent[/u]: The Mechanist focuses on one invention rather than developing multiple, sacrificing utility for efficiency. As soon as the Tinker accepts this subclass, they submit one of their original schematics which takes on the specialization trait. Whenever Invent or Upgrade are used for a part or application of the Mechanist’s specialization, it automatically is added to the patent. Using Invent or Upgrade on parts or applications to their specialization now costs 20% of their max mana while using them on anything not intended to benefit their specialization now costs 65% of their max MP. Upgrade actions are no longer consumed if the action is used on the specialization or a part of it. A Mechanist may submit a new Patent with the Mechanist trainer at any time. When doing so, the Mechanist’s previous specialization will be downgraded to the original schematic and any benefits it may have received from the Mechanist class are removed. Passive. [u]Alternative Power (Steam):[/u] Before purchasing this passive, talk to Alfor, the Mechanist trainer, to see how to help him in his research to unlock! Unlocks steam as a possible addition to inventions. [u]Efficiency at its Finest:[/u] Invent and Upgrade now cost 15% of the Mechanist's maximum mana rather than 20%. Can be purchased three times. Each time reduces the mana cost by 5% to a minimum of 5%. Passive [u]Stroke of Genius:[/u] Inspiration strikes at anytime but especially when things go well. Whenever a part is critically crafted, that part gains increased durability and an increase in one stat if it has any. Passive. Development: [u]Feel for the Craft:[/u] A sense of comfortability washes over the Mechanist, a sudden surge of confidence rushing through them. The next crafting attempt for a part or upgrade for their specialization has a +5% success chance. 500 MP Action Cost: 5 - Cool Down: 30 seconds [u]Efficient Crafting:[/u] The MEchanist knows exactly where to save some material on the craft. The next crafting attempt requires 1 less of all ingredients. 500 MP Action Cost: 6 - Cool Down: 30 seconds [u]Focused Crafter:[/u] When crafting parts or upgrades for the specialization, the Mechanist’s critical craft rate increases to 5%. Passive. [u]Specialist's Touch:[/u] The Mechanist’s finesse with their specialization shows, reducing the destruction chance while enhancing a part or all of their specialization by 10%. 700 MP Action Cost: 7 - Cool Down: 1 Minute [u]Ingenuity:[/u] The Mechanist has a sudden epiphany about their process, reducing the next craft’s skill level by 15. 700 MP Action Cost: 4 - Cool Down: 2 minutes [u]Specialist’s Skill:[/u] The Mechanist develops ways their method discoveries can be applied to other crafts. The Mechanist gains 25 skill points in a crafting skill of their choice. Passive. [u]Precise Touch:[/u] The Mechanist spends extra time ensuring the craft is perfect, increasing their critical craft chance by 20%. 800 MP Action Cost: 10 - Cool Down: 2 minutes [u]Tricks of the Trade:[/u] The Mechanist has since learned a few tricks to make crafting more efficient. Then next two Mechanist actions cost 50% less mana. 500 MP Action Cost 6 - Cool Down: 5 minutes [u]Muscle Memory:[/u] The Mechanist can craft familiar parts with the ease of long hours spent crafting. While crafting a part or all of the specialization they have crafted before, the Mechanist gains a +5% craft rate and critical craft chance. Passive [/hider] [hider=Assassin:] Death: [u]Tactical Precision:[/u] After taking a few moments to observe their target, the Assassin discovers an exploitable weakness in the target’s defenses. The Assassin’s next attack is a critical. 350 MP Action Cost: 5 - Cool Down: 2 Minutes [u]Exposing Strike:[/u] The Assassin targets a weak spot they've discovered, dealing moderate [b]piercing[/b] damage. If used immediately after tactical precision, increases the critical chance of all incoming attacks against the target by 5% for one minute. Action Cost: 4 - Cool Down: 4 Minutes [u]Perfect Tool:[/u]The Assassin may switch an equipped weapon with one in their inventory in the blink of an eye, adapting to their opponent‘s style with ease even as the Assassin activates an action. This can occur only once per 30 seconds and consumes no Action Slots. Passive. [u]Mutilate:[/u] Sometime it takes more than might to take down a foe so the Assassin leaves a jagged wound in their target, dealing moderate bladed damage and inflciting one minute of bleed. 400 MP Action Cost: 5 - Cool Down: 2 Minutes [u]Exacerbate:[/u] An open wound is the perfect target and the assassin targets it relentlessly, dealing high piercing damage. Can only be used on a bleeding target. 500 MP Action Cost: 6 - Cool Down: 3 Minutes [u]Dripping Blades:[/u] Whenever the Assassin makes a standard attack, they can consume one poison from their inventory to inflict it on their target. Passive. [u]Spinal Tap:[/u] A well aimed strike to the spine drops even the sturdiest of monsters, inflicting moderate damage and stunning them for 15 seconds. Action Cost: 5 - Cool Down: 3 Minutes [u]Knife Play:[/u] The Assassin knows how to twist their blade in their enemy just right.The next melee action increases its damage step by one. 700 MP Action Cost: 3 - Cool Down: 3 Minutes [u]Assassinate:[/u] When using Coup de Grace, the Assassin now has a 5% chance to instantly kill their target in addition to its normal effect. Stealth: [u]Hidden Danger:[/u] The Assassin conceals one weapon from sight. Can only be used on daggers, knives, and kunai. 300 MP Action Cost: 3 - Cool Down: 30 seconds [u]Vanish:[/u] The Assassin detonates a smoke bomb and vanishes. The Assassin becomes Hidden and leaps a short distance away. The hidden effect lasts one minute as long as the Assassin takes no further action. Consumes one smoke bomb. Action Cost: 3 - Cool Down: 2 Minutes [u]Silent Death:[/u] While wearing armor with no AGI penalty, the Assassin leaves no traceable trail and their footsteps make no noise. Passive. [u]Wall Dash:[/u] For thirty seconds, the Assassin may move across vertical surfaces. If the Assassin has not reached horizontal ground but the end of action, they immediately fall. 350 MP Action Cost: 3 - Cool Down: 1 Minute [u]Ambush:[/u] The Assassin attacks their target with a hidden blade, dealing 300% damage and disabling the target. Can only be used with a hidden weapon. 500 MP Action Cost: 3 - Cool Down: 4 minutes [u]Invisible Assailant:[/u] The Assassin gains +25 to Hiding and Sneaking. Passive. [u]One with the Crowd:[/u] The Assassin melds in with surrounding people, becoming difficult to locate. While under the effect of this action, the Assassin can hide and move with a group of non-hostile people. Can only be used when surrounded by four or more non-hostile people. 500 MP Action Cost: 5 - Cool Down: 4 minutes [u]Trick of the Light:[/u] The Assassin creates a duplicate, confusing their enemy for a short time. For 30 seconds, the Assassin sends a duplicate and is considered Hidden as long as they do not move or take any action. 750MP Action cost: 5 - Cool Down: 4 minutes [u]Hide in Plain Sight:[/u] Moving no longer removes the Hidden effect. An Assassin can use their hide skill anywhere, including in plain sight, but if they attempt it without using an action or using cover, their Hiding and Sneaking skill is reduced by 40% for the duration. Passive. Preparation: [u]Evaluate:[/u] The Assassin study of their quarry reveals the strongest stat of their enemy. The Assassin immediately learns whether STR, AGI, INT, or STM is the highest stat and what the stat is. 300 MP Action: 3 - Cool Down: 4 Minutes. [u]Spot the Weakness:[/u] The Assassin pauses for a moment, considering their enemy’s defenses in order to determine the weakest part. The Assassin immediately knows which damage type their target’s armor is weakest to. 350 MP Action Cost: 3 - Cool Down: 4 Minutes [u]Assassin’s Quarry:[/u] When using Evaluate or Spot the Weakness for the first time in combat, the Assassin marks that target as their Quarry until either party dies. All attacks deal 5% additional damage against that target and the Assassin is immune to mind effects created by that target. [u]Studied Blind Spot:[/u] The Assassin knows where to step to avoid detection by their Quarry, making it easier to remain hidden from them. The Assassin ignores any enhanced sense ability triggered by their Quarry and gains a 200% increase to their Hiding and Sneaking skills against their target for 30 seconds. 500 MP Action Cost: 3 - cool Down: 5 Minutes [u]Predictable Escape:[/u] The Assassin has studied their quarry’s escape tactics and can predict them in an instant. The Assassin gains +10% damage and accuracy against their Quarry and the target suffers 10% evasion reduction against the Assassin for 15 seconds. 400 MP Action Cost: 3 - Cool Down: 4 minutes [u]Vendetta:[/u] The Assassin learns and adapts to their Quarry even as the Quarry adapts to them, turning a failed attempt into a lesson for the future. After the Assassin’s target successful evades an Assassin’s action, the next action taken against that same target has a 10% increase to critical chance and accuracy. Does not stack with itself. Passive [u]Predictable Tactics:[/u] The Assassin's knowledge of the enemy's strategies allows them to predict their moves in dire times, granting a 30% evasion bonus against their Quarry for 30 seconds. 500 MP Action Cost: 3 - Cool Down: 5 Minutes [u]Studied Response:[/u] The Assassin’s studies of their Quarry have taught them how to avoid the tricks and trappings of their enemy, allowing them to overcome status afflictions immediately. The Assassin immediately recovers from a Stun, Disable, or Root their Quarry inflicted on them. 650 MP Action Cost: 5 - Cool Down: 2 Minutes [u]Perfect Killer:[/u] The Assassin can ignore the Disabled, Stunned, or Rooted requirement of Assassinate if they use it against their Quarry. [/hider] [hider=Pikeman] Offense: [u]Heavy Thrust:[/u] The Pikeman spears their target, dealing moderate [b]piercing[/b] damage. 400 MP Action Cost: 6 - Cool Down: 1 Minute [u]Wheeling Strike:[/u] The Pikeman spins their weapon vertically for a moment to pick up momentum then strike for heavy [b]piercing[/b] damage. 500 MP Action Cost: 9 - Cool Down: 2 Minutes [u]Impale:[/u] The Pikeman has a 40% chance of Impaling their target whenever they inflict piercing damage on a single target. Impaled targets are rooted and disabled and can only target the Pikeman for the duration. The next standard attack or Pikeman Action deals 50% additional damage and ends the effect. Passive. [u]Gouge:[/u] The Pikeman tears a hole into their target, dealing moderate [b]bladed[/b] damage. If used on an Impaled target, refreshes any bleed they are suffering. 500 MP Action Cost: 8 - Cool Down: 1 Minutes [u]Full Thrust:[/u] The Pikeman steps further into their next strike, driving their weapon deeper into their target and dealing heavy [b]piercing[/b] damage. This attack automatically Impales. 600 MP Action cost: 10 - Cool Down: 3 Minutes [u]Determination:[/u] The Pikeman’s strikes carry their intent to kill behind them, dealing an additional 10% damage on all piercing damage Actions. Passive. Control: [u]Fancy Footwork:[/u] Practiced steps turn into elegant dances, allowing the Pikeman to evade the next Action that is affected by Practiced Steps. Requires Practiced Steps. 300 MP Action Cost: 4 - Cool Down: 3 minutes [u]Leg Sweep:[/u] Knocks target opponent prone with a sweep of the Pikeman’s weapon. 400 MP Action Cost: 6 - Cool Down: 2 minutes [u]Fluid Footwork:[/u] The Pikeman knows just how to angle themselves to get the most out of their armor, especially when its heavy and awkward. While wearing armor with an AGI penalty of 20% or higher, the Pikeman also gains +5% NR increase against single target attacks. Passive. [u]Hand Crush:[/u] The Pikeman slams the butt of their weapon into their opponent's hand, dealing low [b]concussive[/b] damage. 60% chance of dropping the item in that hand. 400 MP Action Cost: 7 - Cool Down: 2 Minutes [u]Brutal Backstep:[/u] With a wicked slash guarding their retreat, the Pikeman stuns their target for 15 seconds and moves out of melee range. 450 MP Action Cost: 8 - Cool Down: 2 Minutes [u]Hold the Line:[/u] When an enemy would attempt to move past the Pikeman and is within the Pikeman’s melee range, the Pikeman automatically takes a standard attack. If the target is Impaled, this cannot trigger again until the Pikeman doesn’t have an Impaled target. Passive. Reaction: [u]Pinion Strike:[/u] A downed enemy is nothing more than an easy target. The Pikeman slams the tip of their weapon into a prone target, dealing high piercing damage. Can only be used on a prone target. 300 MP. Action Cost: 2 - Cool Down: 30 seconds [u]Butt Snap:[/u] The tip of a weapon isn’t the only part that hurts, a lesson enemies learn when they manage to avoid the Pikeman’s attack and suffer moderate [b]concussive damage[/b] as the Pikeman slams the back of their weapon into the opening. Can only be used against targets that avoided an attack. 500 MP Action Cost: 4 - Cool Down: 1 minute [u]No Man’s Land:[/u] Whenever the Pikeman removes the Impaled status from a target, the Pikeman knocks the target to the edge of their melee range. Passive. [u]Follow up Blow:[/u] Any target worth an attack is always worth two, especially after tearing a spear out of them. The Pikeman whips around with the butt of their weapon and slams it into the would they just inflicted, dealing moderate [b]concussive[/b] damage. Can only be used after dealing an attack on an Impaled target. 600 MP Action Cost: 5 - Cool Down: 2 minutes [u]Sonic Stab:[/u] The Pikeman lunges at their target when they began to lose steam, dealing low [b]piercing[/b] damage and reducing their AGI by 20 for 1 minute. Can only be used when a buff falls off the target. 400 MP Action: 6 - Cool Down: 1 minute. [u]Critical Rebuttal:[/u] Anytime a critical is scored against the Pikeman, the Pikeman may immediately make a standard attack and trigger No Man’s Land. This Standard attack cannot Impale. Passive. [/hider] [hider=Battle Cleric:] Protection: [u]Divine Wreath:[/u] A golden halo glows around the Battle Cleric and monsters take notice, generating additional aggro every 30 seconds. Lasts 1 minute. 300 MP Action Cost: 3 - Cool Down: 2 minutes [u]Exaltation:[/u] The Battle Cleric’s ally is wrapped in golden energy, granting the target a weak barrier. This shield lasts 30 seconds or until broken If the shield expires, the target is healed for the remaining amount. 400 MP Action Cost: 3 - Cool Down: 30 seconds [u]Humanitas:[/u] Whenever an enemy first drops an adjacent ally beneath 20% of their maximum health, the next attack made against that ally is dealt to the Battle Cleric instead. Cannot trigger more than once per 30 seconds. [u]Aegis:[/u] The Battle Cleric conjurers a winged shield to hover around a target ally and deflect incoming attacks for 30 seconds. The Shield has an effective shield skill of 50. 400 MP Action Cost: 5 - Cool Down: 2 minutes [u]Divine Authority:[/u] Infused with the authority of a higher power, the Battle Cleric demands the attention of all around them. Enemies cannot attack other targets for one minute. 300 MP Action Cost: 6 - Cool Down: 3 minutes [u]Industria:[/u] Whenever an ally is healed with Exaltation, there is a 25% chance they also regain that much MP. [u]Benediction:[/u] The Battle Cleric commands their blessing to spread, copying an existing Exaltation onto two additional party members. 400 MP Action Cost: 10 - Cool down: 4 minutes [u]The Best Offense:[/u] The Battle Cleric poses for full defense, deflecting blows with blade and shield alike. All weapon skills are treated as shield skills independently and all weapon and shield skills are increased by 20 for the duration. The Battle Cleric cannot use any actions, spells, or standard attacks that deal damage or target enemies but can still target allies with actions and spells. Lasts 30 seconds. 300 MP Action Cost: 5 - Cool Down: 3 minutes. [u]Humilitas:[/u] When the Battle Cleric reaches 0 HP, the Battle Cleric becomes pure light and loses all their stats. For 1 minute, the Battle Cleric is considered the top of the aggro list, is immune to stuns and movement effects, and can cast 1 spell or action that targets an all(ies) every 30 seconds regardless of Mana Cost, Action Cost, or Cool Down Status. After 1 minute, the Battle Cleric explodes in a large radius, targeting every ally in range with an Exaltation with a casting stat equal to the total number of stat points the Battle Cleric died with. Passive. Control: [u]Sanctify:[/u] A pulse of warm light washes over the Battle Cleric’s allies, granting them an additional 2 Action Slots for 30 seconds. 500 MP Action Cost: 5 - Cool Down: 3 minutes [u]Chastise:[/u] The Battle Cleric scorns the target for its behavior, filling it with chagrin and reducing its evasion to 0% for one minute. This is a mental effect. 300 MP Action Cost: 4 - Cool down: 4 minutes [u]Castitas:[/u] The Battle Cleric’s focus and diligence allow them to ignore mental effects and reduces the duration of all stuns by 15 seconds. Passive. [u]Interject:[/u] The Battle Cleric interjects with divine authority, silencing the target for 30 seconds. Target cannot cast spells for the duration. 300 MP Action Cost: 6 - Cool Down: 2 minutes [u]Penance:[/u] Light radiates down on one enemy, sealing them away inside a weak pillar of holy energy. While inside, they are rooted and cannot interact with or be interacted by outside elements including actions and spells. The pillar can be targeted and damaged. Lasts 1 minute. Action Cost: 10 - Cool Down: 3 Minutes [u]Caritas:[/u] Anytime the Battle Cleric would gain a buff from an external source, the Battle Cleric may instead shift that to a nearby ally. Passive. [u]Succor:[/u] A golden mist infuses the area, increasing all healing spells cast on allies by 10% for 1 minute. 300 MP [u]Invigorate:[/u] The Battle Cleric revitalizes a target ally with divine magic, reducing a stun effect on one target by 30 seconds. 300 MP Action Cost: 8 - Cool Down: 2 minutes [u]Patientia:[/u] If Penance breaks rather than expires, the target takes 25% additional damage from all sources for 30 seconds. Passive. Serenity: [u]Tranquility:[/u] Calm washes over the Battle Cleric's ally even in the midst of chaos, restoring 5*Int every tick for 1 minute. 200 MP Action Cost: 2 - Cool Down: 30 seconds [u]Respite:[/u] The Battle Cleric grants an ally a brief moment of relief from their chronic suffering, reducing all DoT damage to zero for 30 seconds. If a DoT would be inflicted during this time, it is ignored instead. 400 MP Action Cost: 4 - Cool Down: 2 minutes [u]Inner Harmony:[/u] When the Battle Cleric casts Tranquility on a target, there is a 40% chance that Tranquility heals for it's full amount instantly in addition to it's normal effect. Passive. [u]Aura of Tranquility[/u]: Calm washes over all allies nearby the Battle Cleric, suffusing them all with Tranquility. 400 MP Action Cost: 4 - Cool Down: 2 minutes. [u]Mantra of Rest:[/u] With a short chant, divine energy pulses from the Battle Cleric and restores a low amount of health in all allies. This also refreshes any existing Tranquility. 500 MP Action Cost: 4 - Cool Down: 2 minutes [u]Receptive Soul:[/u] When a healing effect other than Tranquility is cast on an ally under the effect of Tranquility and Exaltation, that ally gains 25% of the health restored as MP in addition to being healed. Passive. [u]Mindfulness:[/u] The Battle Cleric infuses their ally with insight into the divine, their next Action or Spell costing them 200 less mana to a minimum of 0. 300 MP Action Cost: 3 - Cool Down: 30 seconds [u]Atonement:[/u] The Battle Cleric's armor shimmers with holy energy, restoring 50% of the damage dealt to the Battle Cleric as Health and Mana for 30 seconds. 750 MP Action Cost: 12 - Cool Down: 4 minutes [u]Temperantia:[/u] The lessons of equanimity bolster the Battle Cleric. Anytime an action or spell would inflict damage [i]and[/i] a status effect, the Battle Cleric has a 50% chance of ignoring the status effect. Passive [/hider] [hider=Purifier WIP] Purification: [list] [*][u]Holy Fire:[/u] The Purifier manifests their devotion as a blast of searing flames crashing into the target, dealing moderate Holy Fire damage. 400 MP Action Cost: 8 - Cool Down: 30 seconds [*][u]Holy Chain:[/u] The Purifier conjurers red hot chains that bind the target to the ground and inflict burn for one minute. 500 MP Action Cost: 6 - Cool down: 1 minute [*][u]Sickness Must be Purged:[/u] Holy Fire has a 25% chance of removing one negative affliction from damaged targets. If a DoT is removed that way, the target takes 50% of Holy Fire’s original damage. Passive. [*][u]Burning Devotion:[/u] The Purifier’s weapon ignites with white searing flames for 30 seconds, dealing Holy Fire damage instead of its normal type with each attack. 500 MP Action Cost: 5 - Cool Down: 2 minutes [*][u]Altar Fire:[/u] The Purifier conjurers a wave of searing flames, dealing moderate Holy Fire damage to all within melee range. 750 MP Acton cost: 10 - Cool Down: 2 minutes [*][u]Fevor of Faith:[/u] Whenever a weapon under the effect of Burning Devotion criticals, the next Purifier Spell’s Action Cost is halved. Passive. [*][u]Sacred Flame:[/u] A jet of white hot fire bursts forth from the ground, dealing high Holy fire damage and stunning the target for 15 seconds. 600 MP Action Cost: 7 - Cool Down: 2 minutes [*][u]Heaven's Flame:[/u] A thin beam of Holy Fire plummets from the sky and deals high Holy Fire damage to a single target before exploding in a wide radius and dealing moderate Holy fire damage to all creatures caught in the blast. 1000 MP Action Cost: 16 - Cool Down: 7 minutes [*][u]Judgement:[/u] Whenever the Purifier strikes an enemy that dealt damage to an ally within 30 seconds, that target takes 20% additional damage. Passive.[/list] Resolve:[list] [*][u]Mantra of Resolution:[/u] Chanting while casting, the Purifier weaves their own resolve into their spells. The next Purifier spell has a 25% chance of ignoring spell canceling effects but its action cost increases by 5. Does not stack with other Mantras. 500 MP Action Cost: 2 - Cool Down: 1 minute [*][u]Singular Focus:[/u] Sacrifice is an afterthought to a Purifier with a target. The Purifier gains 8 additional Action Slots for 30 seconds but suffers burn damage for every action and spell cast. 600 MP Action Cost: 2 - Cool Down: 2 minutes [*][u]Armored Mage:[/u] While wearing armor with an AGI penalty of 20% or greater, the Purifier gains an NR increase of 5%. Passive. [*][u]Mantra of Devotion:[/u] Reaffirming their own devotion to the cause, the Purifier infuses their singular focus into their spells. The next two spells have a 40% chance of ignoring spell canceling effects but their action cost increases by 10. Does not stack with other Mantras. 700 MP Action Cost: 4 - Cool Down: 2 minutes [*][u]Faith Overwhelming:[/u] All spells cast by the Purifier have a 10% chance of ignoring spell canceling and dampening effects. Stacks with all Mantras. Passive. [*][u]TBD[/u] [*][u]Mantra of Determination:[/u] Purifiers overcome all odds, weaving that determination into their spells. Their next three spells have a 60% chance of ignoring spell canceling effects but their action cost increase by 15. Does not stack with other Mantras. 900 MP Action Cost: 8 - Cool Down: 4 minutes [*][u]Rallying Shout:[/u] With a cry, the Purifier bolsters the morale of their allies and themselves, reducing the duration of all negative status effects by 1 minute. 800 MP Action Cost: 5 - Cool Down: 3 minutes. [*][u]Retributive Fervor:[/u] When silenced, stunned, or disabled, the Purifier may cast a single Purifier spell while under the duration. This spell consumes twice as much mana as normal. Passive.[/list] Divinity:[list] [*][u]Divine Spark:[/u] The Purifier channels pure divine energy recklessly, doubling the damage of their next spell but dealing low Holy Fire damage to themselves. 300 MP Action cost: 4 - Cool Down; 2 minutes [*][u]Commune with Divinity:[/u] The Purifier takes a moment to reflect and invite their God into their soul, regenerating 15% of their maximum mana over one minute and are stunned for the duration. 200 MP AC: 4 - Cool Down: 5 minutes [*][u]Divine Purpose:[/u] All Purifier spells have a 15% chance to ignore Spell canceling and magic dampening effects. This stacks with all Mantras. Passive. [*][u]Divine Essence:[/u] The Purifier shapes raw divine power, reducing mana cost for the next Purifier spell to zero but suffers moderate Holy Fire damage. 600 MP AC: 4 - Cool Down: 1 minute [*][u]Revelation:[/u] The Purifier transcends their limited mortal views, gaining 30 INT for 30 seconds. 600 MP AC: 6 - Cool Down: 4 minutes [*][u]Divine Bastion:[/u] While under the effect of a Purifier spell, any armor with an AGI penalty of 20% or greater gains 10 to all its ratings. Passive. [*][u]Divine Infusion:[/u] The Purifier infuses the divine within themselves, the next Purifier spell dealing 400% damage but suffers 50% of the total damage. 1000 MP Action cost: 10 - Cool Down: 6 minutes [*][u]Halo:[/u] The Purifier is engulfed in an aura of burning flames, reducing all negative effect’s duration by 30 seconds and dealing low Holy fire damage to any creature that strikes the Purifier with a melee attack for 30 seconds. For each negative effect removed this way, Halo lasts an additional 30 seconds. 1000 MP Action Cost: 6 - Cool Down: 3 minutes. [*][u]Ascendance:[/u] All Purifiers spells gain a 20% chance to trigger Ascendance. While under the effect of Ascendance, the Purifier gains 50 STR, AGI, INT, and STM but suffers 35% of all damage dealt for 30 seconds. This damage cannot be mitigated. Ascendance cannot be triggered while under the effect of Ascendance. Passive. [/list][/hider] [/hider]