The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Oct 2, 2014 4:10:12 GMT
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Aquarius
Werecat
Inactive Player
Gold:
Blacksmith
Berserker
Guild:
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Post by lukavminaev on Oct 2, 2014 4:47:46 GMT
Obviously :
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Retired Moderator
Gold:
Aristocrat
Guild:
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Post by Yuri on Oct 2, 2014 8:14:15 GMT
Note- We are adding new skills with the update over the next week. So don't be quite so quick to pick out some new ones.
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"La vie est drôle."
Human
Inactive Player
Gold:
Artisan
Exorcist
Guild:
Looking for Guild
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Post by Elkeid on Oct 2, 2014 11:01:32 GMT
[div][attr="class","skill"][b]Somersault Kick[/b]: [u]Tier I Monk Skill[/u] The user performs a somersault with an outstretched leg, aiming to kick the monster in a preemptive strike while gathering some momentum. This move can be also be used in mid-air in order to propel the user with a slight upward momentum, allowing them to gain about another second of air time. This skill has an animation time of 0.5 seconds and a cooldown of 5 seconds.[/div]
[div][attr="class","skill"][b]Wyvern Kick[/b]: [u]Tier I Monk Skill[/u]The user takes to the sky by performing a high jump, then kicking down toward a target. Often, the monk will then perform another jump to maintain the height advantage. This skill is particularly taken by monks for its vaulting properties. This skill has an animation time of 0.75 seconds and a cooldown of 10 seconds.[/div]
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Schiesse
Half-Alv
Inactive Player
Gold:
Pharmacist
Animal Tamer
Guild:
Ephemeral Solace
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Post by Capsule on Oct 2, 2014 11:04:03 GMT
[div][attr="class","skill"][b]Mythic Script[/b]: [u]Tier I Adventurer Skill[/u] A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension.[/div]
[div][attr="class","skill"][b]Hearing Aptitude[/b]: [u]Tier I Adventurer Skill[/u] A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.[/div]
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Post by Deleted on Oct 2, 2014 19:34:44 GMT
Resonance Beat: Tier I Skill: Imbues a tune onto a weapon that allows the weapon to cause a shockwave on impact with the target's body. From this point on, the remnant shockwave remains on the target's body and acts like a time bomb ready to be set off by another attack. If the target is struck by an attack while Resonance Beat is still active, they suffer an increased amount of damage on the second blow. It is such that Bards who use percussion instruments and repeatedly use Resonance Beat are called "Drummers" or "Taiko masters". This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Aura Saber: Tier I Skill: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Adventurer
Gold:
Pharmacist
Hunter
Guild:
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Post by Kaytina on Oct 2, 2014 19:43:53 GMT
Equipment Mastery: Swords: Tier I Skill: Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed swords. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of swords normally.
Iron Body: Tier I Skill: Toggle skill. The monk flexes their body, causing their skin to transform into an iron-like color for the duration of the skill. It provides additional offensive and defensive power at the slight cost of agility. As long as it is maintained, the monk's MP is gradually reduced.
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"Will I find my own path in this new reality?"
Human
Assassin
Gold:
Pharmacist
Tracker
Guild:
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Post by Eniko on Oct 3, 2014 6:10:31 GMT
Add these skills for Eniko, please!
Quick Swap: [Tier I Skill] A skill that facilitates the quick switching of weapons from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 30 seconds which increases to 60 seconds if used by any other class.
Fatal Ambush: [Tier I Skill] Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has an casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds.
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Human
Inactive Player
Gold:
Scribe
Berserker
Guild:
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Post by Miki Stalin on Oct 4, 2014 3:34:18 GMT
[div][attr="class","skill"][b]Equipment Mastery: Swords[/b]: [u]Tier I Adventurer Skill[/u] Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed swords. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of swords normally.[/div]
[div][attr="class","skill"][b]Hearing Aptitude[/b]: [u]Tier I Adventurer Skill[/u] A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.[/div]
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Ritual
Inactive Player
Gold:
Tailor
Berserker
Guild:
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Post by Aeon on Oct 4, 2014 14:25:39 GMT
I would like Physic Conductor and Barrier Spike (i really wish you guys would let me be 90% electricity and have it be a Electricity Spike)
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Post by Deleted on Oct 4, 2014 15:53:25 GMT
Can we add these skills for Alice, please. [attr="class","skill"]Sword Rain Flurry: Tier I Adventurer Skill The user pierces the target in rapid succession, usually amounting to a single initiating strike plus an additional one every 10 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has an animation time of 0.5 seconds per strike. Its cooldown time is 10 seconds. [attr="class","skill"]Blink: Tier I Sorcerer Skill A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer jumps in a direction and teleports about 1-5 meters away in the desired position. The only downside is that the teleportation distance is very haphazard and might actually not move you very far. Still, it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
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Wolf Hair
Inactive Player
Gold:
Woodcrafter
Cavalier
Guild:
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Post by Balore on Oct 4, 2014 16:08:27 GMT
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Wolf Hair
Inactive Player
Gold:
Blacksmith
Scholar
Guild:
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Post by Hadrian on Oct 4, 2014 21:07:33 GMT
Please add the two skills below: Marcellus HadrianusInferno StrikeTier I Skill Elemental enchantment. The Sorcerer enchants a weapon with the flame element, causing it to glow red and release occasional small embers. A target struck by the weapon at this time can be ignited, causing minor damage over time. Because of the direct hit necessary to activate this skill, it is a slightly risky strategy. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten. Serpent BoltTier I Skill A spell that shoots an initial blue-purple lightning bolt toward a target. However, rather than discharging entirely on the target on contact, the lightning remains as static energy. For 30 seconds at about 3-second intervals, the electricity arcs away from the target to damage and stun any other nearby enemies. As a result, it serves as a slight deterrent against defensive formations. Although this spell has a fairly long cooldown time, it has a fast casting speed and is often favored for use at the beginning of a battle. Because the target used to channel the electricity is not damaged by the spell, many Sorcerers also tend to cast it on themselves or a teammate as a supportive offense. This skill has a casting time of 2 seconds and a cooldown of 45 seconds.
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Half-Alv
Summoner
Gold:
Blacksmith
Animal Tamer
Guild:
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Post by Saber on Oct 5, 2014 3:07:27 GMT
Starting skill #!: Tongue of Nature.
Pending Skill #2 until other skills are released.
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Let's hit 'em, really hard!
Human
Inactive Player
Gold:
Blacksmith
Pathfinder
Guild:
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Post by Emmerich on Oct 5, 2014 4:13:29 GMT
I would like to add these skills please.
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A trusting heart knows no boundaries. But suffering stupidity has its limits.
Human
Inactive Player
Gold:
Scribe
Scholar
Guild:
Vylbrand
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Post by Darko Lipowitz on Oct 6, 2014 0:41:29 GMT
Equipment Mastery: Ranged (Tier I Skill): Passive. An Adventurer skill that provides weapon proficiency of bows, crossbows, and throwing weapons. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
Heal (Tier I Skill): The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
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Half-Alv
Inactive Player
Gold:
Pharmacist
Exorcist
Guild:
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Post by Kouri on Oct 7, 2014 1:59:41 GMT
Kouri AelarisAnima-Siphoning Sphere Tier I Skill The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted. Holy Rampage Tier I Skill By charging their body with holy energy, the cleric violently releases a wave of mana. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the cleric's mana is pushed into imbalance and requires a moment to recover; as a result, they cannot cast a healing spell for the next 10 seconds. This skill has an animation time of 1 second and a cooldown time of 10 seconds.
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Human
Inactive Player
Gold:
Scribe
Apprentice
Guild:
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Post by Arya on Oct 10, 2014 7:02:13 GMT
High Roller Tier I Skill
The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 15 seconds.
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Viper Raise Tier I Skill
An attack that targets the arm tendons. A successful hit will result in gradual damage over time due to a bleeding effect, which is accommodated by the wound area seeping out a constant trail of blood. Despite the move's somewhat gory animation, this bleeding effect is fairly minor and scales in a manner similarly to a poison effect. This skill has a 2 second animation time and a 9 second cooldown.
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Human
Inactive Player
Gold:
Tailor
Dancer
Guild:
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Post by Masami on Oct 10, 2014 7:08:01 GMT
Scarlet Symphony Tier I Skill
The Bard plays a song as a menacing red mist starts to form around them. Then, after two seconds, the Bard's mana mixes with the aura to create blood-red blades that swirl around the Bard in a small circle of two feet in radius. Opponents struck by the skill suffer a bleeding damage over time debuff. This skill has a minimum casting time of 2 seconds. The cooldown of this skill is 15 seconds, and it applies as soon as the Bard stops playing their instrument.
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Sonic Cutter Tier I Skill
The Bard amplifies sound waves to deliver a concentrated burst of destructive interference at a target. A cutting-wave projectile is shot forward, reaching up to 10 meters before dissipating. This skill is considered a wind-type attack and deals greater damage when used in close range. Additionally, if Resonance Beat was used immediately prior to this skill, its range increases by an additional 5 meters. Due to its low cooldown and moderate DPS capacity, it is a popular skill used by the rare solo Bard. This skill has a casting time of 1 second and a cooldown of 6 seconds.
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Fox Tail
Inactive Player
Gold:
Artisan
Priest
Guild:
Apocrypha
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Post by Kazuko on Oct 10, 2014 7:23:54 GMT
Summon Shikigami Tier I Skill
The Shaman calls forth a shikigami, a humanoid familiar spirit, in a solid form. It is usually used in a support role, with tasks ranging from off-tanking to scouts to support DPS. There is a wide range of shikigami that a Shaman can summon, and they last for 5 minutes. In the original game, shikigami were treated as bonus content for players, with little to no practical use. However, after the Catastrophe, shikigami now share the same sensations with their masters, allowing shikigami to serve reconnaissance roles in battle. Of course, there are shikigami that well-loved by many as mascots. This skill has a casting time of 5 seconds.
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Shikigami Astral Seal Tier I Skill
This skill transforms the physical body of the Shikigami into a ghost-like form, making it intangible to all attacks. Conversely, the Shikigami retains the ability to affect its environment, allowing it to move and control objects like a poltergeist. Many Shamans typically have their Shikigami control objects like weapons in order to make them appear as though they were possessed. Others tend to utilize the summon to grab an enemy's limbs and prevent their movement, but the generally low offensive specs of the Shikigami makes this strategy not quite as effective. The duration of this skill lasts for a full minute, but it will automatically cancel if the Shikigami's duration runs out. This skill has a casting time of 2 seconds. There is a 30 second cooldown period after this skill's deactivation before it may be used again.
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