Skeleton Enthusiast
Ritual
Inactive Player
Gold:
Blacksmith
Idol
Guild:
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Post by Franny Stein on Oct 30, 2014 2:59:55 GMT
Gardening:
Fairy Circle, passive toggle skill tier 1
Having stood still for 10 seconds, flowers will begin to bloom at the gardener's feet. Shortly there after, fairies will begin to spawn and dance providing an extremely minor stacking hp regen buff to those within the gardener's field. The garden and hp regen effects will continue to expand in radius and effect up to a point based upon skill level so long as the gardener does not move from their position . A very soothing skill, it was considered impractical and relativly useless until rumors began to spread of an eccrentricly dedicated gardener-guardian named 'Yosei" who was said to have soloed a world boss by sitting in meditation for days waiting for the giant to path toward him.
tier 2 Fairy trail: Once per day, a gardener may teleport home to their garden. Alternate use: when used within a garden that is currently owned and maintained by them, they may teleport to any of their other owned gardens without cooldown. While this may allow rapid transit, maintaining a garden is hardwork, and those without the proper passion tend to find to their horror that any time they may have saved traveling has been more than made up for enhancing their little private worlds' decor. At this point, it is likely too late for them, they have come too far to quit....and wouldn't sun flowers look just lovely this season?
Avalon Max level guardening skill, Once per day/thread.
on an instant cast, for a brief 3 seconds, the caster is seemingly transported to the idealic garden that could never exist in reality. Surrounded in golden and silver fairy lights, the gardener is treated as targetable, but otherwise invulnerable, immovable, and inactive. At the end of this skill, all debuffs are purged. It is possible for an entire party to be shielded by their master gardener in this manner, but the skill's effect-duration is reduced to but a single second making perfect timing a must.
*** Summoner:
Form up! Phalanx, prerequistie: castling / skill tier 2
A summoner skill used for establishing defensive formations. When toggled on, all summoned units will close into an outwardly facing group huddle around the summoner whiling gaining a defensive buff. The summoned units will attack any aggressive enemies within range, but will refuse to stray from formation at any cost. A toggle skill with negligable activation cost, it has an additional use in cutting the overall cost down of summoned units while active by 20% which can be handy for travel. After deactivation, this skill will fall into a one minute cooldown. A utility skill with multiple applications, it has a tendency to lower overall dps potential. For mounted summoners, using this skill in conjunction with the necessary subclass will allow riding. More eccentric builds were also conceived such as the "volley mage" which abused this skill in conjunction with spirit bolt and elemental attacks to become a makeshift caster artillery unit and the "lawnmower" which is self-explanatory.
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Hero in Red
Fox Tail
Inactive Player
Gold:
Pharmacist
Exorcist
Guild:
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Post by Tyonis on Nov 2, 2014 3:52:29 GMT
Exorcist Skills:
Level 21 Skills:
Baptismal Fire: The Exorcist's palms glow a pale blue before launching a ball of white flames at the target. If the target is a Demon, Undead, Spirit, or weak to the abilities of Light or Fire, this Skill deals double damage and leaves a burning debuff of that element. It has a cast time of 1 second and a cooldown time of 20 seconds, and its potency increases with a higher Wisdom stat and Exorcist level.
Level 31 Skill:
Divine Seal: The Exorcist protects himself and his allies with a barrier which grants Tier 3 Resistance (Drain) against Light abilities and Tier 2 Resistance against Darkness abilities. It has a cast time of 2 seconds and a cooldown of one minute, and its duration increases with a higher Wisdom stat and Exorcist level.
Level 41 Skill:
Holy Internment: The Exorcist summons ethereal chains that bind the target in place for 10 seconds. This Skill also inflicts damage if the target is Demon, Undead, Spirit or weak to the Light element. It has a cast time of 2 seconds and a cooldown of 40 seconds, and its damage increases with a higher Wisdom stat and Exorcist level.
Level 51 Skill:
Aspersion: The Exorcist summons forth a drizzle that falls within a diameter of 5 meters for 15 seconds. Anyone caught within the drizzle will have their Misama Corruption gradually reduced over the spell's duration. At level 51, this reduces a maximum of 20 points and increases by 10 points every 11 levels. This is a Channeled Spell and is interrupted by damage or movement. It has a cast time of 5 seconds and a cooldown of five minutes.
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Post by Deleted on Nov 4, 2014 5:34:39 GMT
Well since we're looking for some subclass improvements, here we go for me!.. First off, throw out that cruddy money bag stuff, you look like friggan Scrooge McDuck with that thing. Now that, that is out of the way. These suggestions are taken from Bravely Default, I claim no ownership and instead thought the ideas could go a long way to suggest new stuff for the carious subclasses.
Merchant Job Level 1: Pay to Play (battle ability) -- Spend your level times 50 gold to raise the target's Critical Rate by 300% for four turns. You can do this repeatedly up to a cap of 1,000%. Job Level 2: Salesman (battle ability) -- Make an enemy buy a recovery item from you at 2.4 times the normal sale price. Job Level 3: White Knight (support ability) -- The ally with most HP protects you when you suffer a single-target physical attack while your HP is below 20%. Job Level 4: Pharmacy (battle ability) -- Purchase a recovery item and use it on a target. Job Level 5: Hedge Risk (battle ability) -- Halve the damage you suffer for five turns by spending money equal to half the damage. Job Level 6: Takeover (battle ability) -- Spend your level times 50 gold to deal damage to one target equal to the amount of money you spent. Job Level 8: Specular (support ability) -- Either increase damage by 200% or do 0 damage. Risky! Job Level 9: Money Up (support ability) -- Increase money earned from battle. Job Level 10: Millionaire (battle ability) -- Summon a friend in battle at a cost of 25 gold per level. Job Level 11: Dark Cartel (battle ability) -- Gain money from enemies when they recover HP. Job Level 12: Full Leverage (battle ability) -- Double everything -- MP cost, HP recovery, damage dealt and taken. Job Level 13: Low Leverage (battle ability) -- Halve everything -- MP cost, HP recovery, damage dealt and taken.
Alchemist or Pharmacist Job Level 1: Compounding (battle ability) -- Mix two items to create a special effect. Job Level 2: First Aid (battle ability) -- Restore HP to whoever has the least HP at the end of the turn. Job Level 3: Experiment (battle ability) -- Turn a consumable item into an attack item. Job Level 4: Attack Item Amp (support ability) -- Enhance attack items' power. Job Level 5: Inoculate (battle ability) -- Consumable items normally used to cure status effects can instead be used to confer immunity to the effect in question for six turns. Job Level 6: Auto-Potion (support ability) -- Automatically use a Potion when you take damage. Job Level 7: Shorten Ailment (support ability) -- Chances of status effects naturally expiring at the start of a turn increased by 50%. Does not apply to Doom. Job Level 8: Widen Area (battle ability) -- Use an item normally intended for a single target on all targets. Job Level 9: Healing Lore (support ability) -- Double all HP and MP healing effects, whether from items or magic. Same as Salve-Maker's passive ability. Job Level 10: Turn Toxic (battle ability) -- Throw a recovery item at an enemy, inflicting poison and dealing damage equal to what the item would normally heal. Job Level 12: Collect (battle ability) -- Get an item. What you get depends on your location. Job Level 13: Resurrect (battle ability) -- Revive all KO'ed allies with 25% HP. Job Level 14: Feel No Pain (support ability) -- Any damage taken is "delayed" for two turns, after which you'll take it all at once, unless you finish the battle before then, of course.
Vampire Job Level 3: Blood Thirst (battle ability) -- Drain HP from an enemy equal to your normal attack power. Job Level 4: Bloodlust (support ability) -- Increase Physical Attack, Physical Defense, Magic Attack and Magic Defense by 25% for five turns each time you defeat an enemy. Job Level 5: Charm (battle ability) -- 75% chance to Charm an enemy. Job Level 9: Subvert (battle ability) -- 50% chance to Charm all enemies. Job Level 10: Self-Restore (support ability) -- Fully restore HP at end of battle. Job Level 11: Absorb Stats (battle ability) -- Absorb selected stat from one target. Job Level 12: Drain Attack Up (support ability) -- Increase damage from Drain abilities by 1.5 times. Job Level 13: Genome Drain (support ability) -- Learn enemy skills when hit by them. Same as Vampire's passive ability. Job Level 14: Rise from Dead (support ability) -- 50% chance to automatically recover from KO at the end of a turn.
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I've found my lullaby, a song which dwells within my heart~! (And eye!)
Human
Inactive Player
Gold:
Tailor
Tracker
Guild:
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Post by Nina Sysedevins on Nov 6, 2014 23:19:31 GMT
Skill Name: Soul Suture. Class: Heretic. Tier: Tier I. Description: A skill that can only be used while the Hex Doll is equipped. Stabbing their needle into the body of the hex doll before pulling it through to continue the process, a black thread of miasma following... Doing so, they may sew any parts of the body to one another, their target afflicted by the same eerie threads. While it inflicts very little damage, this skill can effectively immobilize the target. The skill has a casting time of 4 seconds, a duration of 8 seconds and a cooldown of 20 seconds. The casting time can be increased to 8 seconds, increasing the duration of the effect to 16 seconds. This skill deals 2 corruption points per second to the target for the duration of the effect and has a medium-low mana cost. This skill does not immobilize Amorphous targets. Also important to note is that due to the nature of this skill, the target CAN be moved from their position after casting by effects such as knockback.
Skill Name: Black of Heart. Class: Heretic. Tier: Tier I. Description: By causing miasma to cluster and cloud the mind and heart of the target, the target will soon find it near impossible to empathize or even take notice of their allies, preventing them from protecting, healing and generally aiding others for the duration of the effect. This skill has a casting time of 4 seconds, a duration of 40 seconds and a cooldown of 60 seconds. It also deals 1 corruption point to the target per 3 seconds for the duration of the effect. This skill has no effect on Artificial Life whatsoever... While ineffective against certain creatures, this skill is noted for its use in isolating enemies, as it prevents the target from coming to the aid of others that have come under attack. This skill is especially handy, but also has a very low mana cost, making it a good choice for those who seek to take out their enemies without interference.
Skill Name: Seething Rage. Class: Heretic. Tier: Tier I. Description: A skill that would seemingly be more trouble than it's worth at first glance. Causing the aggro accumulated by a target to fade at a much-reduced rate, this skill makes it much more difficult to flee the target... As the target's built up aggro can't be forgotten, they will often follow those with the Top Hate status for the duration of this skill's effect even if the one who holds Top Hate flees from battle. However, this has been used with some success by more ingenious casters, leading monsters into ambushes in areas they would previously never venture. It has also been used as a way to get back at other Adventurers, of course. Due to the nature of this skill, it can only target monsters. This skill has a casting time of 10 seconds, a duration of 60 seconds and a cooldown of 60 seconds. This skill deals 1 corruption point per 3 seconds, for the duration of the skill's effects, and has a very low mana cost.
Skill Name: Twisted Inversion. Class: Heretic. Tier: Tier I. Description: Warping the anima by mixing it with the miasma heretics are so known for utilizing, the target receives damage instead of being healed for the duration of the effect, but is also healed instead of receiving damage for the duration of the effect. This is extremely effective when used on allies that are the targets of high-DPS skills, but can also be used to keep an enemy from healing. Interestingly enough, due to the nature of this skill, it can effectively turn a healing-oriented class into a damage-dealing one for its duration. This skill has a casting time of 6 seconds, a duration of 12 seconds and a cooldown of 30 seconds. This skill deals 3 corruption points to the target and has a low mana cost.
Skill Name: Reverberating Madness. Class: Heretic. Tier: Tier III. Description: Whenever the caster finds their psyche plagued by corruption, those around them will find they suffer the same terrible fates as the accursed heretic, the miasma saturating the body and mind of the caster spreading to those in their proximity in equal amount. Within a range of 5 meters, ally and enemy alike will be dealt corruption points equal to those dealt to the caster for the duration of this skill's effect. In addition, the caster of this skill will be dealt 1 corruption point per second for the duration of this skill's effect. This skill has a casting time of 10 seconds, a toggled duration and a cooldown of 3600 seconds (1 hour). This skill has a low mana cost to upkeep, which while not too impressive, can definitely reduce the ability to regain mana over the course of combat effectively.
Skill Name: Skin Breaker. Class: Heretic. Tier: Tier II. Description: Within the enemy flows your miasma, a corrupt material opposite to anima... Why not make use of it? By causing the miasma within the target to burst through their skin in the form of small lance-like needles, you increase their exposure to the elements and the corrupt power that the heretic wields. This skill inflicts an average amount of damage and has a medium mana cost, but the real strength lies in the debuffs that linger afterwards... One reduces their ability to resist the effects of poisons, doubling the potency of their effects. The second doubles the corruption gain for the skill's lingering debuff duration. This skill has a casting time of 8 seconds, along with two powerful debuffs that last 30 seconds each, with a cooldown of 80 seconds. This skill also deals 5 corruption points to the target initially, before the debuffs are set.
Skill Name: Stress Fracture. Class: Heretic. Tier: Tier II. Description: Likely meant to be meant to be an adaptation skill of the class for a more improved DPS style, this skill cuts the cooldown and casting times of other Heretic class skills in half, but only Tier I skills. Not only that, but this increase in speed comes at a cost... For the duration of this skill's effect, the caster is dealt corruption points equal to that which is be dealt by any Tier I Heretic class skill they use to one or more targets, including Corruption over Time effects from their skills, corruption to multiple targets and the corruption dealt to themselves by their own Tier I Heretic class skills... This skill is passive, which tends to make it a bit of a risky choice for those that wish to keep their minds intact, as the skill can't be toggled on and off after it's been taken...
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Elf
Shaman
Gold:
Artisan
Scholar
Guild:
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Post by Haneroze on Nov 7, 2014 2:19:21 GMT
Here we go. I have suggested a full set of skills for all 10 crafting classes. I went with the following rule: Level 21, 41, 61 and 81 are skills which were designed to aid crafting, whereas level 31, 51 and 71 are skills designed to add flavor in one's combat style. I've deleted previous posts, as to keep it clean.
Alchemist
Level 21: Auto-Maintenance: Unlike regular weapons, Magitechs have a will of their own. Alchemists have developped the ability to insert a side magic into their magitechs. When said Magitech starts malfunctionning, usually by being broken, the side magic activates and completely repairs it within 5 minutes. This magic only activates once until manually repaired by any Alchemist.
Level 31: Elemental Sight: Being able to manipulate mana is not sufficient, they are needed to understand the elements that surround the world. With Elemental Sight activated, an icon appears on everything that uses elemental mana, showing which elements it uses. This includes spells, items and monsters. Upon using the skill, a window appears, allowing the Alchemist to toggle on and off what will show the icons, in case they felt their vision is being swarmed too much.
Level 41: Reforge Formula: As alchemists, getting the expected result is the utmost priority. After all, what's a Life-steal Magitech, if all it does is actually spit fire? When doing Reforges, they can use Reforge Formula to get the requested reforge at 100% success rate. However, its power is reduced by 20% per rarity level over common.
Level 51: Condensed Mana Blast: The mastery of mana that Alchemists have acquired allows them to condense magic into a huge blast, causing non-elemental magic damage. The longer the skill is charged, the higher the damage and the distance, but also the higher the mana cost. It can be charged to up to 5 seconds, and the damage dealt is not calculated using INT, but using the Alchemist's main class level instead. Cooldown of 30 seconds.
Level 61: Backup and Restore: In the search of the most powerful effect, Alchemists often toy a lot with their magitechs, and scrapping the core is a common occurance, even for the best Alchemists. To make sure they still end up with something useable, experienced Alchemists have learned to create a backup of their core. This will remove the reforge the item has, and give the Alchemist an item called "Core data: [Reforge effect] for [Equip type]". The Alchemist can reuse the Formula on any item of the same Equipment type to give back the same Reforge.
Level 71: Psyche Mastery: Mana is, in a way, limited. In order to make sure their Magitechs work as long as possible, Master Alchemists have learned to not waste a single particle of mana. Their Mana Fragments provide 50% more power, essentially reducing by 33% the total amount of crystals required. Furthermore, all of their skills and spells will consume 10% less MP.
Level 81: Task Manager: Master Alchemists have learned not only to script magical machines that excel at doing its purpose, but pushed further its magic prowess to also activate different spells on itself. By using twice as many crystals, the Magitech will cast three spells on itself: a protection spell, a Mana gathering spell, and a cooler spell to prevent overheat. These three spells will only function when the magitech is active, and will run out after 15 days, where it will become a normal magitech again.
Artisan
Level 21: Perfectionism: No matter how much an Artisan works on a craft, it will always have room for perfection. By paying the difference in price, Artisans can upgrade the level of any craft up to the desired level, as long as it does not bypass their own level. Reforges on accessories are adjusted to fit the new level.
(Previously suggested by Lukavminaev) Level 31: Air Drawing: This skill enable artisan to draw on air, their drawing will be floating on air with the cost of very small amount of MP to attain its form. This skill convert tint, paints, or anything used to draw into floating mana with same color and shape as the intended drawing. This floating mana doesn't give any damage and any physical object can go through it.
Level 41: Value Gauge: Toggle Skill: While some Artisans seek beauty, some others seek maximum profit. As such, it's important to make their work as profitable as possible. After looking at an Artisan craft for 10 seconds, a window appears, telling the average price People of the Land would be ready to buy at the current state.
Level 51: Distortion Mist: An artist can't truely become a master without first understanding how color is perceived by the eyes. With that knowledge now in their tools, they may now create a mist that will distort any color perceived by everyone looking through it, the same manner as rainbows. If the mist is within the line of someone's target, his accuracy will be lowered. The further the target is, the bigger the accuracy drop, up to 30% at a range of 30m. Cast time of 2 seconds, duration of 15 seconds, cooldown of 1 minute.
Level 61: Undo: If a single mistake is done, it can be a disaster for the Art piece. To quickly fix them, Artisans have developped a minor time spell, which turns back the time of an object up to before the last influence it had. It can also be used to repair equipments that have just broken, although it will remain on the verge of being broken. Because time is difficult to control, even this small amount costs a significant amount of MP.
Level 71: Illusional Masterpiece: Artisans have grown the ability to memorize any of their work and make it appear as an illusion anytime, anywhere. They may register any of their work for this skill, but only one at a time can be registered. Then, it can be summoned in two different ways. First, it can be summoned as a fixed illusion, in which case it will remain on the field even after something passes through it. It can also be summoned as a living object, in which case it will disappear the moment it is touched. Monuments summoned with Illusional Masterpiece will provide its boost to the whole party for as long as it's on the battlefield. Cast time of 3 seconds, duration of 30 seconds, cooldown of 2 minutes.
Level 81: Color Shift: Artisans are limited in the colors they can choose. They have to use the base color of ingredients they find, and can try varying it by mixing it with other colors. However, the more they try this, the more impure the color grows. Master Artisans have learned to be able to shift a color while still keeping its purity. Using Color Shift, they can choose the radius that will affect, then modify either its Hue, Luminosity or Saturation by up to 25% from original value.
Blacksmith
Level 21: Reforge Mastery: After learning the basics, Blacksmiths start paying attention to the little details that make each weapon unique. Chances of success to get a Requested Reforge are increased by 100% per 20 levels the equipment has, up to a maximum of +300% for a level 60 equipment.
Level 31: Resonance Pierce: Toggle skill. Metalic equipments may be resistant, but some immaterial elements may pass through them. At the cost of extra Mana per attack, Blacksmiths may cause their attacks to bypass 20% of damage reductions by metalic armors and weapons.
Level 41: Armament Insight: Toggle skill. Through their numerous crafts, Blacksmiths can tell, in one instant, every quality of a metalic item. Upon touching a metal item with their hand or their weapon, a window appears, telling every information about it: Name, level, statistics, effects, and flavor text. This excludes crafting method and components. Armament Insight does not work if the item is not available for speed-crafting.
Level 51: Friction: In times where Blacksmiths are away from the forge, they has learned to heat their crafts through portable means. They may now temporarily give the Fire property to any weapon they are wearing. Cast time of 3 seconds, duration of 30 seconds. The cooldown is of 2 minutes, but is applied on the weapon instead. Projectiles have all of these times divided by 3.
Level 61: Replica Smithing: Once in a while, a player may get his hand on an item of Legendary quality. While these are normally only obtained from drops, Blacksmiths have learned to tell exactly how an item is made. They may duplicate any Legendary metal equipment they are presented with at the cost of five times a normal item's price and a drop of 10% in attack and/or armor. Replicas cannot be speedcrafted.
Level 71: Tremor: Experienced Blacksmiths have slammed their hammer on their crafts so many times that it does not require them any effort anymore. What if they put some effort into a slam again? By slamming into the ground, they stun everyone within a 20 feet radius for 3 seconds. Animation time of 2 seconds, cooldown of 45 seconds.
Level 81: Overforge: Master blacksmiths know how much more weapons can take. They may craft weapons that get an extra 20% damage and double the chances of getting the requested Reforge. However, once used, it will break after 5 posts or at the end of the thread, whichever comes first.
Brewer
Level 21: Ferment Control: Toggle Skill: For the concoction of wine, it is important to control fermentation. However, the waiting part can be quite harsh. Ferment Control allows the Brewer to be presented with a window when touching a material used for his drinks, or a container with fruits in fermentation process. For fruits, it will show a gauge showing if it's ripe or mature. For containers, it will tell the total time of the fermentation, but also allow the Brewer to quicken the fermentation speed. Every 20 levels, it gains a new speed 2 times faster than the previous one. At level 80, the Brewer would be presented with x1, x2, x4, x8 and x16 speed.
Level 31: Drunken Style Fighting: Toggle Skill. Some people have practiced the art of fighting while drunk, hiding all intentions behind their drunkness. This skill lets Brewers do just that. While they are drunk, their Animation and Cast times are randomized within a range of 25%. Furthermore, any Window showing information on the Brewer will move wierdly and show unexact information, such as the health bar waving randomly. Detox does not work in this state, the Brewer needs to cure the Drunk state through natural means or with an item before toggling off Drunken Style Fighting.
Level 41: Full Round: The drinks are on the house! Good Brewers are able to craft up to 6 drinks in the time of only one drink. Just enough for a full party between two battles.
Level 51: Stain: It may sound like such a waste, but with their mastery of handling liquids, Brewers can soak anyone with their drinks. Soaking an enemy will reduce one of his elemental resistances by 30% for the next 3 attacks of this element, while soaking an ally will increase the elemental resistance instead. The element depends solely on the type of drink used. Cast time of 1 second, cooldown of 30 seconds.
Level 61: Improvised Concoction: Sometimes, Brewers may be lacking in one ingredient. Experienced Brewers have learned to replace any ingredient with another yet still keep the exact same effects of the intended drink. If they replace two ingredients, the effect becomes random, but the Brewer can ensure that there will be no negative effect. The tastes may vary, however.
Level 71: Drink Flow: Just drinking is not enough. Expert Brewers have learned to make the best use out of the drink that is flowing through their body. Effects last 3 times longer. If the effect happens instantly, this effect will also trigger again the next two posts.
Level 81: Ultimate Purity: Master Brewers have succeeded at making ultimate drinks. By removing every impurity, their drink will have the most wonderful taste. Health restored is multiplied by 10, while temporary effects will last for the whole thread. However, these drinks will become impure again if they are not drank immediately after, and it cannot be mixed with Tournée Générale.
Chef
Level 21: Aroma Analysis: Toggle Skill. As a Chef, it is important to control the flavor. Not too strong, yet not too weak. By smelling any food or ingredient, a window appears, showing 5 gauges representing the quality of the food in the 5 flavor types: Bitter, Spicy, Sweet, Dry and Sour. This information automatically updates for meals being cooked. Despite that there was no flavor before, it was still important information as the further away a meal was from targetted flavor, the weaker its heal or buff was.
Level 31: Express Menu: Cooking is a mix of ingredient that, when done properly, will always give an excellent result. This is the same in fighting. Chefs can register a serie of at least 3 Main Class skills. If they are successfully used in succession, that is, without waiting more than 1 second before using the next skill, and they all successfully connect, all party members get their MP restored. The amount restored increases with the duration of the longest cooldown, the amount of skills, and if they target enemies. The amount caps at 2% MP for bare minimum, and 10% for a complex serie.
Level 41: Fresh Service: Meals taste so much better when they have just been cooked. Meals served immediately after they have been cooked get a 100% effect bonus that becomes lower the longer they wait to eat it, completely disappearing after 30 minutes.
Level 51: Flavorful Boost: In order to make sure their meal is top quality, Chefs have to taste it first. Even if it's meant for a challenger seeking the most spicy meal available. As such, Chefs have developped resistance, and in fact can inspire their performance with extreme meals. Eating an extremely flavorful meal bit will give them a small boost, depending on the flavor and its power: Sour for STR, Dry for DEX, Spicy for AGI, Sweet for INT, and Bitter for WIS. When at its strongest, it gives a boost of 15%, and the bonus lowers as the flavor also disappears.
Level 61: Healthy Treats: If it tastes bad, it's good for your health. If it tastes good, it's bad for your health. Chefs have been working for desserts that are actually both taste good and are good for your health, by imitating the taste of the unhealthy ingredients. Desserts confected like this get a small bonus in HP and MP recovered. This effect stacks with Fresh Service.
Level 71: Crafty hands: In order for everything to be ready the moment it's time to heat the meal, Chefs have to quickly change from one task to another. They may also do it in battle. Skills that possess an Animation time can be halted anytime to immediately link into a different skill. Skills that possess a cast time can also be halted anytime into a different skill, but their cast will instantly resume after the other skill is done. Cooldown of 40 seconds. The skill can be toggled on and off to prevent accident mis-usage
Level 81: Royal Buffet: An All-you-can-eat buffet is a challenge between Chefs and customers. Or was, until Master Chefs developped this technique. By using special plates, no matter how much food you take from these, the amount will never lower, essentially making the meal Infinite. Upon activating Royal Buffet, the next 5 completed Meals will automaticaly appear in 5 designated plates, and will only disappear 30 minutes after its activation. To make the best out of this, Chefs often time their meals to finish at the same time, and activate Royal Buffet right before. This skill have a cooldown of 22 hours.
Mechanic
Level 21: Blueprint: A complex machine can't be built without proper plannings. For that purpose, it is common for Mechanics to carry blueprints around. Mechanics gain the ability to create Blueprints through two different ways. It may either be drawn automatically as the craft is being done, or it may be done manually by inserting lines and line-only pictures of owned components, which are drawn using a window without any drawing tool. Blueprints can be traded, and they can assist a craft by automatically making items leave the Mechanic's inventory or highlighting them by touching its drawing on the blueprint.
Level 31: Automatic Skill Chain: Mechanics love it when they only have to press a single button to see things being made automatically. With Automatic Skill Chain, they can do that even in battle. When using it, they are presented with a window where they can manage their Chain commands. Upon using a Chain command like a normal skill, they will automatically use every skill in order that they have been placed. A Chain command can hold up to 4 skills, and Mechanics can get up to 5 Chain commands. It is not possible to use a Chain command if one of its skills is in cooldown, but it is possible to end a Chain command or be interrupted before all its skills have been used.
Level 41: Personal Factory: Unlike other subclasses, a Mechanic requires a lot of different components for his crafts. It can get quite troublesome to craft all of these parts one by one. As such, Mechanics developped means to take away some of that burden. They may now build a Mini-factory, that they can modify to mass-build any Mechanic or Blacksmith item that uses no more than two resource. The Mechanic must either have this item in possession or have already crafted it once.
Level 51: Aimbot: Take all the factors in consideration: distance, wind, gravity... Then determine the variables that has the best success odds: power, direction and timing. And press the button. By using Aimbot, the Mechanic designates a target and automatically determines the best course of attack, greatly increasing his accuracy and ignoring the Blind status for his next attack. However, his accuracy will drastically drop for anyone that is not the initial target. Cast time of 0.5 second.
Level 61: Reverse Engineer: Mechanics are curious in nature. It is not uncommon to see a Mechanic dismantle completely a machine just to learn how it works. But it takes experience to learn how to rebuild a machine without actually doing it. Experienced Mechanics may now dismantle machines in order to add it to its list of speed-craftable items instead of crafting it. They also receive every components used for it. In addition, they double their chances of dealing Critical Hits against Machine-type monsters.
Level 71: Cyborg Activate: Toggle skill: One of the ultimate goals for Mechanics is the creation of cyborgs. While the path to this achievement is very far from being achieved, they have still done successful experiments on their own body. By activating this skill, all of the Mechanic's stats increase by 10% and gains immunity to Sleep status. However, all MP costs are doubled, and he gains weakness to Lightning and Water elements.
Level 81: Upgrade Complete: With time, machines are bound to get outdated. Mechanics are rarely satisfied with a craft and keeps wanting to upgrade it. In addition to regular machines, Expert Mechanics may now research upgrades, which they can simply apply to an older machine.
Pharmacist
Level 21: Chemistry Archive: Toggle skill. Remembering all the diverse effects a plant can have is quite difficult, even for master Pharmacists. For that purpose, they have developped a simple spell. When touching a raw material, a list of all discovered effects and side-effects a plant may have will appear in a window. Pharmacist may also create small runes that will transfer up to 10 discovered information to the Archive of another Pharmacist that touches it. They are sometimes included in books.
Level 31: Substance Imbue: Through clever methods, Pharmacists have learned to imbue items and surfaces with their drugs and poisons. They can apply it to any item, without affecting themselves should it be their own armor. When someone touches an imbued item directly, 5% of the imbue is transferred to that person. Debuff icons only appear if that person have accumulated 30% of the imbue. It takes 10 seconds to imbue an item, and 1 second per 5% remaining to remove an imbue.
Level 41: Molecular Acuity: Simply by observing how the liquid inside a flask behaves, a lot can be learned, even from an incomplete potion. Upon using Effect Intuition, a small window appears, telling what kind of effect this potion holds, including side effects. It does not tell its power, however. If the pharmacist have never used a potion with this effect before, the effect ??? will show up instead. Effect Intuition can also be used to detect poison.
Level 51: Fast Drink: Potions may be easy to break, but experienced pharmacists know just how exactly to handle them quickly without accidentaly breaking them. They may ready a potion for quick use. When they use Fast Drink, they can drink that potion as a Free action. Preparing a potion for Fast Drink in the middle of a battle takes 3 seconds.
Level 61: Dilution: Sometimes, Pharmacists are required to make the most out of a limited resource supply. By diluting their crafts, they are able to create two potions or drugs at the cost of only one. However, they will only retain 80% of the original power.
Level 71: Aroma spread: Master Pharmacists handle potions like they were an extension of themselves. They can throw potions and make them explode, causing their effect at halved power to everyone in a zone of 15 feet. If the potion was already designed to affect an area instead of being drank, its area is further enhanced by 50%, and its power reduced by 20% instead. Instant cast, cooldown of 15 seconds.
Level 81: Fake Medecine: When one knows almost everything there is to learn about Chemistry, they can control not only the effects, but also the looks of a drug or potion. When crafting, Master Pharmacists can choose to mix two potions or drugs together: it will have the appearance and tooltip of the first item, but the effects of the second one. Only Pharmacists can detect the real effects of a Fake Medicine though Molecular Acuity. These Fake Medicines require the price of both chosen potions to make.
Scribe
Level 21: Runic Message: Paper isn't the only thing Scribes can write on. They can leave messages on any surface, by using mana as their ink. These messages, however, are temporary. The Scribe can decide how long it can last, but it may not be over 48 hours. As the message takes the exact shape they write, they may also share maps instead with this spell.
Level 31: Tactical View: While Scribes usually prefer very wide maps, they can also represent a very small area with increased precision. During a battle, they may create a 2D hologram representing the battlewield within 30m by airborne view. Simplified icons representing all visible fighters and enemies move in real time on it. The Scribes may choose a target for their spells by touching an icon.
Level 41: Speed-writing: Scribes have written words so often that it has become automatic for them to write. Their writing speed increases by 100%, and further increases by 20% every other 10 Scribe levels they earn, up to a maximum of 200% at level 91.
Level 51: Macro Script: Some parts of a spell's formula are quite repetitive. By replacing these part efficiently, Scribes can reduce the time necessary to cast a spell. If Macro Script is used on self, it will reduce cast time by 30% for the next 4 casts. If used on someone else, regardless of if that target is a Scribe or not, it will reduce cast time by 20% for the next 3 casts. Rings of ancient scripts will appear around the target, representating the number of remaining uses. Cast time of 2 seconds, cooldown of 60 seconds.
Level 61: Grimoire Overwrite: Grimoires are made to utilize a spell when activating its script. While it's normally used for a basic projectile magic, Scribes may choose to remove this ability for Spell reforges. By using Spell Overwrite, Grimoires have a 100% chance to get the "Acquire [Skill] while equipped", but cannot use the basic projectile again. Similarly, they may also get two common [Skill] reforges at the same counterpart. The Grimoire needs to be level 30 or over in order to work, as there are not enough pages in weaker grimoires.
Level 71: Fatal Error: If a single part of an incantation is wrong, the spell simply won't work. Master scribes have trained to be able to write that single wrong word within another's formula. The target caster must be within a range of 10 meters for Fatal Error to work. The spell currently being cast will not be released at the end of the cast, but will also not enter cooldown or cost any mana. Elite and stronger monsters will release this immediately and restart the cast from the start. Cast time of 1 second, cooldown of 40 seconds.
Level 81: System Overwrite: Scribes started on paper. Then they learned to write on any surface. Now, masters of this profession can even write on the system! They may change the name or description of any item, and may change any information on any character's window. However, due to information that wants to keep updated, changes on a character's information window can last no longer than half an hour, and cannot be changed again for 24 hours. Trying to change information on something you do not own also fails, unless given temporary permission through a contract. Finally, pictures cannot be altered, only text.
Tailor
Level 21: Reforge Exceed: Sewing isn't just about making something look good. Every string are linked together. Knowing this, Tailors can make their Reforges more powerful as they freely flow through the clothes. The values of their reforges are increased by 10% for every 10 levels the crafted equipment has, up to 50% at level 50.
Level 31: Cat's cradle: The Tailor quickly forms an intricate String figure, using one of its most resistant strings in his or her arsenal. Upon receiving a melee attack, the strings will block and change figure to surround the weapon or body part, after what the Tailor can throw the attacker to any desired direction. The Tailor can keep the Cat's cradle as long as he want to, but it's best suit as a surprise counter. Cast time of 0,5 seconds, cooldown of 1 minute.
Level 41: Tissue Expertise: Toggle Skill. For Tailors, which fur or tissue is used is the majority of their art. Upon touching any usable material for their crafts, they are presented with a window showing the name of this material, their quality for defense values, the level range crafts may result in, and the difficulty factor for using them in crafts. While it used to be purely flavor, it also showed different information like comfort value, odor quality and possible side effects like itchiness. Touching a cloth or leather item also shows the same window, with the material it has been made from.
Level 51: Stabilize: A trembling hand makes a poor Tailor. Tailors can put their sewing experience to stabilize their body. By using Stabilize, their accuracy is increased by 20%, while their MP costs are decreased by 10%. Instant Cast, duration of 20 seconds, cooldown of 5 minutes.
Level 61: Fashion adaptation: As time passes, clothes may not be fit for a person anymore, due to various reasons. While these clothes may fit only a small part of potential buyers, experienced Tailors have learn to adjust them without destroying the item. By doing so, the level of the cloth or leather armor drops to the target character's level and its size will be modified to fit him or her perfectly, ready to be worn without wait! Stats and reforges are adjusted to fit the level. The target character may also be the Tailor himself.
Level 71: Weapon Bind: Master Tailors have learned to sew through anything, even metals. In an instant, they can bind any weapon to something it is touching. Used on your own weapon, it sews it on your hand, preventing any form of disarm. Used on other's weapons, it will bind them to a touching surface, forcing the player to abandon the weapon or take it out by force. The more STR the enemy has, the faster he can unbind it, usually ranging between 2 and 4 seconds for Adventurers and Landers. Instant cast, duration of 10 seconds, cooldown of 2 minutes.
Level 81: Beauty and Functionality: Adventurers sometimes find a piece of armor that has excellent statistics but an horrible look, or the opposite. Master Tailors developped a technique to transfer one or the other to a new craft. By adding the original cloth or leather armor to the craft materials, they may transfer its stats to the new craft with a different appearance. Likewise, they may also turn a normal cloth and leather equipments into a Vanity item with no stats, and for free. Comfort and such come with the appearance.
Woodcrafter
Level 21: Raw Reforge: It is not simple for a Woodcrafter to reforge their equipment. However, when it's about simple ones, wooden equipments can offer a far stronger buff than other materials. When requesting a common reforge, the values of their reforges are increased by 20% for every 10 levels the crafted equipment has, up to 100% at level 50.
Level 31: Rooted Stand: If Woodcrafters don't stand firm, they'll push themselves away instead of piercing through the trees. As such, when they cut down a tree, there is nothing that can push them away from their spot. Upon using Rooted Stand, they gain the Immobility status, preventing any Knockback and other placement skills. The status is gone if the Woodcrafter moves by himself or herself. Cast time of 0,5 seconds, duration of 5 seconds, cooldown of 30 seconds.
Level 41: Volume and Mass: Toggle Skill. What matters for Woodcrafters above all is to know how much usable wood they'll get, and if it's too heavy or not for what they want to craft. Upon touching a tree, a windows appear, showing the total volume of usable wood they'll get, as well as the mass per square meter of the wood. Upon touching an item, the window will show its total volume and mass.
Level 51: Demolition Strike: Not only do they often take down very big trees, but they're also sometimes required to take down walls of a huge building. Size doesn't matter anymore to Woodcrafters. When using Demolition Strike, the next offensive attack they do will cause extra damage proportional to how tall the target is compared to the average human, up to +300%. Furthermore, this attack ignores defense and cannot be blocked or parried. Cast time of 0,5 seconds, cooldown of 20 seconds.
Level 61: Architect's workshop: Fitting furniture exactly within a room can be a difficult task. If it's one milimeter smaller or larger than expected, it may simply be unable to fit. For that purpose, Woodcrafters are able to create holograms of 3D geometric figures. When using the skill, a window appears to manage the figure. Available options are: Create cube, Tools, Erase, Save, Load. Metric values are shown on every edge. As such, it is easy for Woodcrafters to plan the craft in the room it must be, and load the plan on his work station.
Level 71: Pin down: To make sure constructions are as stable as possible, woodcrafters are often required to keep pushing against a Wood plate while pinning it down to the construction. So used of this, Master Woodcrafters can easily repel any attack they successfully parry. Their chances to successfully parry an attack, and the percentage of reduced damage are both passively increased by 10%. Furthermore, they can use Pin Down after a successful parry to stun the attacker for 2 seconds. Animation time of 1 second, cooldown of 15 seconds.
Level 81: Large Scale Building: Small crafts require precision, but Woodcrafters are also responsible for crafts that take a lot of time due to their size. As such, they've developped tricks to make it faster. For every unit of wooden plank necessary, their crafting speed is increased by 10%, up to a maximum of 100%.
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Fox Tail
Inactive Player
Gold:
Pharmacist
Apothecary
Guild:
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Post by Hayato on Nov 9, 2014 13:42:40 GMT
*coughs* Ahem...I was here thinking that, perhaps, once the Summoner reached Lv.30 +, he could get a wider variety of options in summoning, that could form different strategies for fighting. I'll be linking images for them as well, as they help a lot to imagine the summon, rather than just a description of three or four phrases. Also, it'd be good to describe better the abilities of the summons. Well, without further ado, let us begin. Skill Name: Summon Follower - Kobold Warrior Class: Summoner Tier: Tier IIDescription: This ability summons a Kobold, a dog-like humanoid creature with blue fur, that uses an mace and a shield to fight. Kobolds are smaller than humans, but they're resistant and strong. A preferable choice for those who want a summon that can deal damage while generating a nice amount of aggro. Their ability is Mad Dog, in which the Kobold barks, going berserk and attacking faster. Kobold's personality is Friendly towards the Summoner, and Wary towards enemies. Skill Name: Summon Follower - Brown Rawr Class: Summoner Tier: Tier IIDescription: Summons a Brown Rawr, a creature that ressembles a bear, both in size and appearence, but is biped and more intelligent than his animal counterpart. The Brown Rawr has no magic potential, and a low physical damage, but has generous amounts of HP and defenses, and high aggro generation. It attacks using his big claws, and his ability is the Aggressive Roar, in which the Rawr generates a considerable amount of aggro in an area around him. The Rawr's personality is Docile towards the Summoner, and Aggressive towards enemies. Skill Name: Summon Follower - War Seal Class: Summoner Tier: Tier IIDescription: Summons a War Seal, an almost 2 meter tall seal, it has light blue fur and small fangs. With average base HP, low physical defenses and damage, but great ability with water magic. It can attack with waterjets launched from the mouth, or using it's ability to cause big effects in battles with many participants. Flowing Waters allows the War Seal to launch a magic imbued waterjet at an ally or enemy, healing allies and dealing damage to enemies. The jet will then flow to the closest target it can find, bouncing up to 4 times, and losing 20% the effectiveness at each bounce. The War Seal's personality is Friendly towards the Summoner, and Wary towards enemies.
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Fox Tail
Inactive Player
Gold:
Scribe
Exorcist
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Post by Nisha on Dec 16, 2014 4:37:48 GMT
Skill Name: Angelic View Class: Exorcist Description: Toggle skill. Due to the ability of many spirit type monsters to fade into invisibility, exorcists had to come up with a counter. When this skill is toggled, they are able to see through invisibility and notice the shapes of ghosts and other invisible enemies, red dots will appear on the map in their view cone when someone or something invisible crosses their path. Costs moderate amount of mana and can be kept up for two posts maximum before the skill ends and the cooldown of sixty seconds start.
Skill Name: Holy weapons Class: Exorcist Description: A weapon enchantment that grants the weapons of the group the ability to inflict holy damage instead of physical damage. If the enemy is invisible or a spirit type monster the weapons will deal extra damage. Skill activation time is two seconds and cooldown 90 seconds.
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Ritual
Inactive Player
Gold:
Blacksmith
Animal Trainer
Guild:
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Post by Salvaje on Jan 12, 2015 15:02:47 GMT
First in a series to celebrate! My gift to you for my birthday. Happy annual intergalactic voyage around the sun day. It's first in a series of posts. I'll be doing all the classes and even the unreleased ones. I was gonna do it for the sub-classes, but that system is getting changed. So I'll wait on that. Feel free to alter them as you see fit. As the spirit of the skills is what matters most.
Heretic
- Enjoy
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Human
Inactive Player
Gold:
Chef
Bodyguard
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Post by Sophia on Jan 25, 2015 3:36:45 GMT
Guardian Skills
Cool Defense: Increases the guardian's physical, as well as magical defenses.
Purge: The Guardian enchants a blessing onto their two-handed weapon or shield; The enchanted equipment will be enveloped in a faint white aura. They will then crash it upon the enemy. A bright white will flash when the attack connects with it's target. This attack will inflict the enemy with high light-based damage, and any changes to their stats are negated. This skill has an animation of 2 seconds, and a cooldown of 40 seconds.
Shield Swing: While this skill is similar to Shield Smash, where the Guardian, with their shield in tow, rushes the enemy and bashes their shield into them for low damage. But instead of stunning the target, this skill knocks them back. At most, 3 meters away from the Guardian's position. It is possible to strike and knock back multiple enemies with this attack, as long as they are adjacent to the targeted foe. This skill is good for forcing the enemy away from the guardian's allies, and buy them time to regain the enemy's attention. This skill has an animation time of 1 seconds and a cooldown of 8 seconds.
Fortify: Guardians are usually built strong and sturdy, but there are times when their bodies can become weak and fragile from physical ailments and various other afflictions. A Guardian can try to offset these problems, by training their bodies and conditioning their minds to completely resist or at least lessen their pain. With the proper training and a focused mind, a Guardian can over come their ailments and physical and mental restraints through sheer willpower. This skill cures the user of all negative status ailments and releases them from bindings. This skill has a casting time of 3 seconds and a cooldown of 4 minutes.
Mana Parry: While a Guardian can eventually learn how to parry on their own without the aid of the Parrying skill, parrying magical attacks is another story. A magical attack can ignore bypass the physical defenses of a Guardian's shield and armor, which leaves them open to offensive spells. But however, there is a way to lessen the damage taken from an magic attack. To do this, the Guardian must draw from his pool of mana and extend it outside their bodies. They can channel this energy into their parrying weapon or shield to negate a foe's magical attack. Because the Guardians often lack the proficiency for magic, this skill has a poor cost to performance ratio. So it's best to use it in emergencies. This skill has animation time of 1 second and a cooldown of 40 seconds.
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Annoying Kung-fu Guy
Dwarf
Inactive Player
Gold:
Pharmacist
Acrobat
Guild:
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Post by Shuwen on Feb 9, 2015 3:14:19 GMT
Some upper-tier monk skills. Skill Name: Lynx Tumbling Class: Monk Tier: II or III Description: A toggle skill that sharply increases movement speed and evasion, in exchange for reduced attack power. Ideal for monks that have embraced the role of an evasive tank. Skill Name: Tiger Stance Class: Monk Tier: II or III Description: One of the toggle-activated Monk stances. The Tiger Stance causes a semi-transparent projection of a tiger’s head to be superimposed on the player's upper body. Sharply increases attack in exchange for lowered evasion and movement speed. Skill Name: Punt Class: Monk Tier: III Description: The user performs a low kick that deals a small amount of damage, but has an extremely high knockback, capable of knocking back even large foes a small distance, or human-sized foes a large distance. Can cause high fall damage depending on the circumstances, and require the target take time to return to combat. It has an animation time of 1.5 seconds and a cooldown of 60 seconds. Skill Name: Buddhist’s Palm Inspiration: www.youtube.com/watch?v=5_Etw_BwRoYClass: Monk Tier: III Description: The user jumps up very high into the air, and comes down while hitting the ground with a grand palm strike, creating a shockwave along the ground with a radius of five meters. Deals heavy damage and has a high knockback effect. It has an animation time of five seconds and a cool down of sixty seconds. It can’t usually be used indoors due to the required altitude. Skill Name: Pushing Hands Inspiration: en.wikipedia.org/wiki/Pushing_handsClass: Monk Tier: III Description: A toggle skill that requires physical contact with the target. If activated, the user will automatically follow the target’s movements and maintain the same position relative to their target, even if they use teleportation or a similar skill. As long as it is maintained, the monk's MP is gradually reduced. Skill Name: Red River Rush Class: Monk Tier: III Description: The user rushes the target, attacking with a series of five heavy blows. Between each hit, the target is knocked back a short distance, and the monk rushes again to close it before the target has a chance to recover or counter-attack. Effective in controlling the location of the fight. It has an animation time of 3 seconds, plus an additional .25 seconds for every meter covered during the initial rush, and a cooldown of 20 seconds Skill Name: Phoenix Volley Inspiration: www.youtube.com/watch?v=NJTSeEGUrjkClass: Monk Tier: III Description: A fiery aura envelopes the user’s fists as they fires off a volley of high-speed punches that deals fire damage. The individual punches don’t deal a whole lot of damage, but the sheer number of attacks can make the overall amount of damage rise to a staggering level if they’re allowed to connect. Often used in tandem with Heated Combat. Has an animation time of 3 seconds, and a cooldown of 15 seconds. Skill Name: One Inch Punch Inspiration: en.wikipedia.org/wiki/One-inch_punchClass: Monk Tier: III Description: An unimpressive-looking technique in which the user strikes with minimal movement. While not as damaging as most other skills it requires very little MP to use, and takes very little time to complete, making it a very efficient way of increasing a monk’s damage per second. It has an animation time of 0.2 seconds and a cooldown of 10 seconds.
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Human
Inactive Player
Gold:
Tailor
Idol
Guild:
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Post by Piper on Feb 11, 2015 1:29:28 GMT
Skill Name: Beat That ****er With Another Mother****er Body Bludgeon Class: Monk Tier: III Description: A toggle skill that can be activated when the Monk has an enemy in a grapple. The Monk can use the grappled enemy as if it were a bludgeoning weapon the Monk is proficient in. The enemy can only take actions to attempt to break free from the grapple, and any time the Monk strikes something with the grappled creature it takes damage equal to that done to the struck creature or object (ignoring any defensive bonuses the struck creature or object may have). The Monk can usually only do this with enemies their size or smaller, but if the Monk has enhancements that increase their carrying capacity then they can weaponize larger creatures.
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Half-Alv
Inactive Player
Gold:
Tailor
Idol
Guild:
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Post by Zyrune on Feb 13, 2015 20:28:06 GMT
Healing Class Spells [Druid][Cleric][Shaman]
Armour Of Family For defensive purposes, the Caster uses the power of the light to shield a target for up to 8 seconds. The target is surround in a sapphire light and all damage dealt to the target is reduced slightly and divided among party members equally. It has casting time of 2 seconds and a cooldown time of 15 seconds.
Door Of Family This short range teleportation technique allows the Caster to jump and teleport 1-5 meters in the direction of an ally. The only downside to this is that it cannot pass through walls of holy breathing and the length and accuracy of the skill depend on it's level
Breaths Of Air The Caster bounces light between allied and enemy targets. The ability can only bounce four times and cannot hit the same target more than once. It adds a small heal over time buff to an ally while dealing damage to enemies. However the heal rate is lowered to 2% if an enemy targer is not hit between allies. It has a casting time of 2 seconds and a cooldown of 30 seconds.
Touches Of Gold The Caster marks all nearby enemies with marks of light energy for 6 seconds. If these marks of light come into contact with a ally weapon, they grant a minor heal to the ally. This skill is quite popular among battle Caster's who wish to heal and deal direct damage. It has a casting time of 2 seconds and a cooldown of 20 seconds.
Family Blood The Caster takes small amount allies hp and gives it to another ally target. While it can take health from the Seraph, it cannot grant health to the Caster and it cannot be cast on enemy targets. It has a casting 2 seconds. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Martyrs Sacrifice A unique spell that transfers all debuffs such as poison and stuns onto the Caster. It consume very little mp and has the ability to transfer negative status regardless of type. It has a pale green light effect. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds.
Lance Of Light The Caster's weapon glows as bright as the sun and strikes the enemy. Attack power is low, but gives consistent damage that ignores enemy defense. The base damage is based on the equipped weapon's level, so rare high level weapons found in raids are recommended for this skill. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds.
Salvation The Caster restores immediate health to allied party members but becomes imobile while performing this skill. Salvation's healing is increased by 50% on allies that are below 10%. This skill has a minimal casting time of 5 seconds and a cooldown time of 40 seconds.
Shackles Of Radiance The Caster encases a target in shackles made of pure light, dealing magic damage and restricting their movements to a short walking distance. This skill has a casting time of 1.5 seconds and a cooldown of 15 seconds.
Astral Infusion The Caster imbues the area with a soft light, golden swirls appear beneath allies and their movement and attack speed are increased by 10%. The Caster's own movement and attack speed are reduced by 5% per ally target affected. This skill has a casting time of 3 seconds, a debuff duration of 30 seconds, and a cooldown of 45 seconds.
Perseverance The target is covered with a sparkling pink light protecting the target from damage, in exchange the Caster takes 100% of the damage however negative effects are not recieved. This skill has a casting time of 1 second and a cooldown of 20 seconds.
Benevolence A revival skill on par with most fundamental resurrection magic. This skill will surround the target with red light and resurrect them with 20% if their hp inexchange for 20% of the Caster's own health and Mana. There is also a slow HP regeneration effect upon revive, however the Caster's powers are put into an imbalance and cannot cast a healing spell on themselves for 10 seconds. This skill has a casting time of 5 seconds and a cooldown of 90 seconds.
Bubble Cascade The caster places a soft hue of white light on allies. If an opponent deals damage to an affected ally, 10% of the damage is dealt to the opponent and 5% of that damage is dealth to nearby attacking enemies. If there are no other enemies, 20% of the damage is dealt. his skill has a casting time of 3 seconds, a maximum range of 10 meters, and a cooldown of 25 seconds.
Divine Justice An offensive light spell that create an intense beam which strikes the target for light-based damage. In the absence of sunlight, a light source that generates heat such as a flame can be used as a substitute, but the casting time will be lengthened by 2 seconds. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Walls Of Holy Breathing The caster summons five walls of light around themselves that last up to five seconds, enemies that touch the wall take minor damage and but are stunned for a brief period. It is most often used to trap enemies within a certain location however it can often be dangerous as it traps the caster inside with enemy targets. This skill has a casting time of 2.5 seconds, a duration of 5 seconds, and a cooldown of 30 seconds.
Hand Of Gold The caster becomes unable to cast spells but allows Allies to cast drawing power the caster's mana pool
Astral Infusion The target's cooldown's are reduced by 5 seconds in exchange the Caster's cooldowns are increased by 5% as a result. When cast an appearance of an orange light emanate from the user and target.
Sanctuary An area around the caster begins to glow and glitter transforming the area into sacred ground, diminishing incoming physical and magical damage towards allies, however the Caster is bound to the location where they cast it, if they move the spells is cancelled. Cooldown only begins once the spells has worn off or is cancelled.
Divine Strike The caster sends an anomaly of twisted light to a target area, Slow icon slowing enemies within a meter range, at the end of 6 seconds the light emblodes and deals magic damage to enemies with the area.
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Half-Alv
Inactive Player
Gold:
Tailor
Idol
Guild:
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Post by Zyrune on Feb 19, 2015 20:51:06 GMT
[Druid][Summon Alraune] Damages targets with vines covered with thorns, can ensnare a target or use whips to attack
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Half-Alv
Inactive Player
Gold:
Tailor
Idol
Guild:
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Post by Zyrune on Feb 22, 2015 0:02:20 GMT
I've reached level 31 with the Idol subclass and was wondering if anyone had any suggested Idol skills that could be considered?
Also [Summoner] Tier 11 [Mirror] A counter summon who attacks by reflecting half the damage or effect of magical based offensive skills that target the summoner back towards the caster. Mirror's visible form is a beautiful, slender young girl with pale green eyes and long flowing sea-green hair; the two strands that frame her face in particular are curled into an elegant set of spirals at the tips. What appear to be a row of glass shards reach from the back of her head and form in to an elaborate set of protrusions. Mirror wears a long billowing white kimono with very long sleeves that go well past her hands - concealing them - and holding a mirror, and a long bright green dress obscuring her feet. The summon is friendly to summoner and wary with everyone else.
Tier 11 [Siren] Movement Auxiliary Magic. A movement auxiliary spell that calls forth a beautiful winged wind maiden, Siren, who can increase the movement speed of 1 ally. The target's body is wrapped in swirling winds and their body feels lighter. If used on an enemy, a sudden wind blows them far away from the Summoner.With flowing green hair, large bird-like wings, and dressed in a simple toga, it looks as if the Siren's entire body flutters in the wind. There are many Summoners who wish to contract the Siren for that beautiful figure. The summon is friendly to summoner and wary with everyone else.
Tier 11 [Lance Damsel] Summons fourth a winged valkyrie with a spear and sheild. It is a strong offensive summon that can shower areas in a brief arrow storm or can do weaker damage over time attacks. The summon is friendly to summoner and aggressive withenemies.
Tier 11 [Seraph] A healing based summon. This summons fourth a male seraph who deals AOE healing over time or AOE light damage to nearby enemies. It is protective towards it's summoner and defensive around enemies.
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Half-Alv
Inactive Player
Gold:
Tailor
Idol
Guild:
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Post by Zyrune on Feb 22, 2015 0:02:53 GMT
I've reached level 31 with the Idol subclass and was wondering if anyone had any suggested Idol skills that could be considered?
Also [Summoner] Tier 11 [Mirror] A counter summon who attacks by reflecting half the damage or effect of magical based offensive skills that target the summoner back towards the caster. Mirror's visible form is a beautiful, slender young girl with pale green eyes and long flowing sea-green hair; the two strands that frame her face in particular are curled into an elegant set of spirals at the tips. What appear to be a row of glass shards reach from the back of her head and form in to an elaborate set of protrusions. Mirror wears a long billowing white kimono with very long sleeves that go well past her hands - concealing them - and holding a mirror, and a long bright green dress obscuring her feet. The summon is friendly to summoner and wary with everyone else.
Tier 11 [Siren] Movement Auxiliary Magic. A movement auxiliary spell that calls forth a beautiful winged wind maiden, Siren, who can increase the movement speed of 1 ally. The target's body is wrapped in swirling winds and their body feels lighter. If used on an enemy, a sudden wind blows them far away from the Summoner.With flowing green hair, large bird-like wings, and dressed in a simple toga, it looks as if the Siren's entire body flutters in the wind. There are many Summoners who wish to contract the Siren for that beautiful figure. The summon is friendly to summoner and wary with everyone else.
Tier 11 [Lance Damsel] Summons fourth a winged valkyrie with a spear and sheild. It is a strong offensive summon that can shower areas in a brief arrow storm or can do weaker damage over time attacks. The summon is friendly to summoner and aggressive withenemies.
Tier 11 [Seraph] A healing based summon. This summons fourth a male seraph who deals AOE healing over time or AOE light damage to nearby enemies. It is protective towards it's summoner and defensive around enemies.
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Elf
Inactive Player
Gold:
Woodcrafter
Farmer
Guild:
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Post by Ériu on Feb 23, 2015 19:30:10 GMT
This is undoubtedly a generic skill, but I think it should do as a replacement for Farmer's current Level 1 skill. I'd heard the current skill no longer fits in with the rules.
Pest control: Toggle skill. A part of a Farmer's job is to ensure the survival of their livestock, protecting them from surrounding predators. Farmers deal 20% more damage to Predatory Beast-type monsters and take 10% less damage from their attacks.
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Half-Alv
Inactive Player
Gold:
Scribe
Berserker
Guild:
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Post by Hexell on Mar 26, 2015 9:50:26 GMT
Whelp. cuz I'm a scribe,YOLO. Seeing how the Scribe scubclass doesn't have its Level 41 and 51 skills yet and other subclasses already has those levels of skills, I thought of some.
Level 41 Skill
Skill Name: Photographic Memory Class: Scribe
Description: Toggle. A good scribe needs a good memory. With this skill, a scribe would not only have a good memory but would also remember anything that they have either seen or heard about and would permanently store it in their memory even if it was just a shot glance. To retrieve a certain memory, they must enter a trance that would last depending on how long the memory they wish to retrieve was created. For example, memory from a month ago would only require a second to retrieve while a memory from a year ago would require at least 10 seconds to retrieve. Once a certain memory was retrieved, they can choose to write it down in precise detail. Using this skill, scribes are capable of completely copying a thousand paged book they have read 10 years ago perfectly word by word or to describe a certain person/incident perfectly up to its smallest details. They could also toggle this skill off if they want a certain event/sight to be forgotten. On the duration when the skill is toggled off, any event/sight the Scribe may experience, see, or hear would not be recoverable as memories.
Level 51 Skill
Skill Name: Ink Spill Class: Scribe
Description: Toggle. When this skill is toggled on, magic ink would start pouring out of its fingers when pressing any surface. This would allow scribes to fill up their ink bottles quickly for writing or use them in to their advantage during combat. They could choose to spill magic ink on their enemy's faces by pressing its fingers on their face and temporarily blind them, decreasing their movement speed, accuracy, and evasiveness by 10% decreasing the debuff by 1% for every second, so after ten seconds, the debuff would already be gone. Due to this skill's ability, the item, Magic Ink, would be free of charge when used as crafting material with the Magic Ink's level depending on the current Scribe's crafting class level divided by five. So, having level 51 on your crafting class, divide it by five (51 ÷ 5 = 10.2), you'll be capable of using Level 10 Magic Ink free of charge when used in crafting. Although higher levels of Magic Ink (those Levels of Magic Ink exceeding the current level of free Magic Ink available to you) would still require payment when used. Although useful on both crafting and in combat, beware for when the skill is forgotten to be toggle off, it may mess up their documents by spilling ink on them.
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Half-Alv
Inactive Player
Gold:
Scribe
Berserker
Guild:
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Post by Hexell on Mar 26, 2015 10:37:41 GMT
Also since I'm also a Berserker, YOLO. Since I saw other RP subclasses have their Level 31 and 41 skill already and the Berserker hasn't got them yet, I though for some.
Level 31 Skill
Skill Name: Power Lift Class: Berserker
Description: With the Berserker's immense strength, this skill allows them to carry two handed weapons/items with only one hand. Although, they are incapable of dual wielding two handed weapons/items. Meaning, a Berserker may only equip a two handed weapon/item on one of its hands and a single handed weapon/item on the other. If the Berserker ever chooses to use a two handed weapon/item as with only its one hand, its speed is decreased by 10%. This speed debuff would decrease by 5% for every 10% of the Berserker's HP decreased, completely removing the speed debuff once the Berserker receives a 20% decrease in HP. When the Level 11 Berserker skill: Wrath is active however, the speed debuff would be doubled.
Level 41 Skill
Skill Name: Mighty Roar
Class: Berserker
Description: A skill that is great when used on both Solo or Group runs especially if the Group contains a big number of Berserkers. The Berserker would create an intimidating roar covering up to 5 meters around the Berserker. Any enemy within the 5 meter radius would then reieive a 10% damage decrease while giving any ally, excluding the Berserker himself, withing the 5 meter radius a 10% damage increase, both with the duration of 20 seconds. The effects are stackable when used again by another Berserker in the group. The skill has a casting time of 5 seconds and a cooldown of 3 minutes, it is only usable for up to 5 times each hour.
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Half-Alv
Inactive Player
Gold:
Alchemist
Hunter
Guild:
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Post by Fluffy on Mar 26, 2015 17:25:42 GMT
Note that I'm not suggesting some skills' tier, cooldown, mp costs and such leaving them up to you.
Adventurer skills! Charge Attack – An extension of the basic auto attack system. The user charges their next attack and increases the base damage each second charged. This skill can only be used on normal attacks, requires a minimum charging of one second and up to a maximum of 5 seconds, and each second charging increases the base damage of the attack by 20%, totaling up to 100%. The cooldown is equivalent to how many seconds the user charged the attack. Impact Breaker – While equipped with a melee weapon, the user swings it in a circular shape around oneself, releasing a concentrated shockwave that expands up to three meters. Anything touched by it receives a heavy knockback effect capable enough to send enemies flying in high speed. While the skill itself looks strong, the damage is mediocre, and lower than an actual normal attack. This skills has an animation time of 1 second, and has a cooldown of 60 seconds. Value Exchanging – Passive. The user regenerates a small amount of MP with each normal attack they do. This also includes normal magic attacks that require MP, balancing out the MP usage by regenerating 0.5x to 0.75x of the original value used. This passive has no effect on skills and do not receive any bonuses nor stack with any kind of reforges. Cannot be acquired if the user already has “Mana Concentration”. ( A living example of this is Elsword's regenerate mp on-hit system) Mana Concentration – Passive. By concentrating amounts of mana close to them, users of this skill can regenerate mana while standing still and concentrating. If any action is performed, the mana regeneration effect is disabled and it cannot be acquired if the user already has “Value Exchanging”. Floating – A toggle skill that once activates forces the user to float. It requires some time to master, and while active, there is a continuous MP drain effect. The user’s floating speed is half of their original speed, and the greater the distance from the ground, stronger is the MP consumption. Once deactivated, it has a cooldown of 30 seconds. Mana Gathering Shot – Concentrating one’s mana in a fixed point, the user gathers mana from the surroundings and enemies’ magical attacks, enhancing it with their own mana and creating a magical orb that can be launched to cause magical damage in a small area. Any kind of elemental magic is forced into neutral magic. This skill can be used with ranged weapons. It has a minimum cast time of 2 seconds, a maximum charging time of 5 seconds and a cooldown of 15 seconds. Charging does not increase the damage, only extends the duration of mana draining effect. Ricochet shot – A concentrated magic projectile that has the basic damage of a normal attack. Its special trait, however, is that it can pierce enemies and bounce on any kind of surface. Therefore, this skill is best used in secluded areas to shine with its maximum potency. This skill has a 1 second animation and a cooldown of 10 seconds. Dimensional Linker - A skill where the user creates magic circles up to 3 meters away from them. Only three portals can stay active at a time, and if another one is used, the first portal to be summoned is desummoned. These portals are connected to each other and anyone and anything that passes through it will appear on another portal randomly. This skill has an instant activation, and once the tree portals are set, it goes on cooldown of 2 minutes. Power Dashing – focusing great force on the legs, the user can propel themselves in high speeds for short distances, faster than a normal dash would do. Essentially a toned down version of fold step, but more flexible. The power of the dash varies based on armor class. This skill can be used up to three times consecutively before going into cooldown. Every usage counts 5 seconds towards cooldown with a maximum of 15 seconds. Overdrive – A self-buff skill that disables cooldowns, MP costs, and allows the user to cancel skills mid animation, creating combos based off from skills. When active, the user has 10 seconds to chain a combo of skills from tier I or II to be used with their main class. Once finished, cooldowns and MP costs from all of the skills used take effect, and the combo made of skills is registered as an unique skill. Whenever the user activates Overdrive again, they’ll execute the same combo with increased total damage and without activating other skills cooldowns . Overdrive has a cooldown of 10 minutes. Mana Synchrony – Concentrating their mana in levels with their party, the user merges the party’s MP into only one single bar shared by the party, the new mp bar has the total value of the party’s MP +25%. The user that cast this skills is usually referred to as “host” and any serious damage or death of said user cancels the skill, returning the mp to each individual in equal quantities. This skill has a cast time of 10 seconds a duration of 5 minutes and a cooldown of 30 minutes.
Summoner Skills! Note that all these are summon-restricted skills. My attemt to incentive some focusing on certain types of summoning and giving some flavor for each of them, rather than going 9k summons. The same conditions about tier, colldown and mp costs from before apllies here.
Expansive Slime Shield – Requires Summon Follower: Slime activated. The user can command the summon to coat the user in their slimy material, while expanding itself. When in this state, the user can’t perform any offensive movements and can’t move. However, due to their master’s mana being in touch with them, their speed is greatly increased to carry the summoner. Blunt damage and impact magic against this slime shield have greatly reduced effects. Slime terror bomb – Requires Summon Follower: Slime activated. The user imbues the slime with a moderate amount of mana, while compressing it enough to fit in one’s palm. In this state of high compression, the user can throw the slime, which upon collision will create a great splash of moderate acidic slime that deals damage and drain the target’s MP continuously. Expansion – Passive. Requires Summon Follower: Slime activated. Whenever close to natural water sources the slime can double its expanding size and action speed using the resources available.
Explosive Illusion – Requires the Summon Follower: Carbuncle activated. The Carbuncle shines brightly for a short moment, and after that, leaves stationary illusions of itself in the battlefield. Each illusion causes a small light-elemental explosion upon contact. Homing Light Ray – Requires the Summon Follower: Carbuncle activated. By focusing light elemental energy in their ruby, the carbuncle generates a light orb. While this skill is activated, the Carbuncle cannot move or take any offensive actions. Whenever an enemy is struck by a summoner attack or a party member, the light orb shoots a homing laser beam towards the enemy. Darkness Dissipate – Requires the Summon Follower: Carbuncle activated. Toggle skill. During night, all sorts of monsters lurk in the shadows waiting for a chance to attack the unaware. Carbuncles have the ability to shine brightly in the night or secluded areas without a light source, illuminating the area around them and dissipating aggro. When this skill is used, the upkeep MP for carbuncle is reduced as long as the summoner doesn’t engage in battle. Fortress Reinforcement – Requires the Summon Follower: Golem skill activated. When the skill is used, the golem can attach parts of the environment to fortify theirselves. This is different from the process of summoning, since it takes anything around and magically connects it to the summon, just as an improvised armor. Body Torpedo – Requires the Summon Follower: Golem skill activated. Upon activation, the golem can eject parts of their own body at high speed at enemies. This can also be used with parts from the environment gathered by Fortress Reinforcement. Elemental Affinity - Requires the Summon Follower: Golem skill activated. Channeling the current mana on the surroundings, the golem can assume the element of that mana. The possibilities are the default rock golem, molten golem, north wind golem and ice golem, all with their respective elemental resistances and damage. The user can choose to pay up extra mana and change their constitution to make a mana golem, which has higher magic defense. Tornado Dive – Requires the Summon Follower: Harpy skill activated. Focusing great amounts of wind and mana around itself, the harpy dives in to attack an enemy with sheer brute force. While executing this action, ranged physical and magical damage is reflected to the enemy. Eagle Eyes - Requires the Summon Follower: Harpy skill activated. Toggle skill. Thanks to its heritage, the Harpy has the ability to see much farther than any adventurer. If paying up extra mana, the user and the harpy’s eyes can be connected, allowing the user to have a wider sight range from two different angles. Explosive Feathery - Requires the Summon Follower: Harpy skill activated. Toggle skill. When flying at great heights, the harpy can generate light green feathers that fall slowly towards the ground. They’ll remain there until something touches them, and upon contact, generate small wind elemental explosions. Acid Spit – Requires the Summon Follower: Maneater skill activated. Gathering a moderate amount of acid within its mouth, the maneater can spit a ball of pure acid towards enemies. It quickly loses its round shape and splashes midair, so be careful. Mana Draining roots – Requires the Summon Follower: Maneater skill activated. When activated, the maneater a higher amount of roots and vines on the ground around it, draining mana from anyone who stands in the ground infested with their roots and vines. While in this state, the maneater can’t use its vines to attack. Self-Extension – Requires the Summon Follower: Maneater skill activated. Whenever close to another kind of flora, the maneater can infect it with their vines and roots, forcibly making them part of their own body. This increases the extension of vines and lets the infected flora to move. Spiritual Disorientation – Requires the Summon Follower: Phantom skill activated. Commanding the Phantom to rush towards the enemy, the follower can enter the enemy’s soul and cause an internal disorientation on their mana flow. It’s usually a way of making a failure out of an enemy’s movements or to cancel the casting animation/time of a skill. Misdirection - Requires the Summon Follower: Phantom skill activated. Toggle skill. When activated, the reaper generates a great dark aura that envelops the surrounding area. Any sound made within this aura is totally misplaced and slowed down for enemies. Ghostly Intangibility - Requires the Summon Follower: Phantom skill activated. Once activated, the ghost expand their bodies and coat the summoner with it. This gives the ability to trespass solid objects at the coat of continuous mana drain. This skill can’t be used in battle. Perfect Trinity – Can only be activated prior to the usage of “Summon Follower: Skeleton”. By casting this spell, the user enhances the skeleton summoning skill, evoking three skeletons instead. One has a sword and a shield, the second, a bow, and the last, a small wand. They use basic attack motions only. Individually, they aren’t much better than a normal skeleton, but together, they certainly are. Magical Equipment – Requires the Summon Follower: Skeleton skill activated. While skeletons can wear equipment, it’s no use if the summoner is on a tight budget. When this skills is activated, the user coats the skeleton in a mana based armor. It has resistance equal to that of a leather armor. If used on perfect trinity, the mana cost is doubled. Death is not last - Requires the Summon Follower: Skeleton skill activated. Passive. Whenever killed, the skeleton will no longer blow in bubbles and disappear. Instead, their remnants will stay in the ground, inactive. The next skeleton summoned by the user will use its bones and result in a stronger skeleton. This skill’s effect stacks up to three times. Heat Concentration – Gathering the heat from the sun and surrounding fire mana, the user creates a small energy ball that burns to the touch. It can be used to summon the salamander with its full power, or, when the salamander is already summoned, it can be healed by eating it. Blazing Path – Can only be used when the Summon Follower: Salamander skill is active.Toggle skill. When activated, the path in which the salamander crawls is set on fire. It has minimal to no damage, however, its main property is to ward off enemies, forcing them to retreat from it. Eternal Fire - Requires the Summon Follower: Skeleton skill activated. Requires two heat orbs to be used. By eating two heat orbs, the salamander takes its time to concentrate the force of the flames within its body. The heat around it suddenly increases, as it opens its mouth and shoots a huge fire spiral towards enemies, much stronger than normal fire breaths. Once used, the salamander needs 30 seconds to generate flames again.
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Annoying Kung-fu Guy
Dwarf
Inactive Player
Gold:
Pharmacist
Acrobat
Guild:
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Post by Shuwen on Apr 1, 2015 1:17:25 GMT
Aerial Rave Adventurer Tier III An offensive skill that can only be used on an airborne target. Moving at high speeds, the user uses nearby terrain features such as walls and trees, bouncing off of them to strike the target multiple times before finishing the combo with a downward strike that drives the target toward the ground.
Exploding Fist Monk Tier II or III Upon punching, the user releases a cone-shaped blast of energy from their fist. Deals significant damage and knockback, but also damages the user a bit.
Cleansing Chakra Monk Tier III The user manipulates their own anima to remove impurities from their body, either negating debuffs, or sharply reducing their duration.
Grizzly Slam Monk Tier II or III The user creates a semi-transparent projection of a Grizzly over themselves, and bodily slams against a nearby enemy. The projection expands the effective size of the attack, allowing it to potentially damage multiple foes if they’re grouped together.
Earthquake Strike Monk Tier III The user strikes the ground with great force, fracturing the ground around them in a five meter radius, and deals heavy damage to ground-based targets. Since the Apocalypse, players have found that it’s surprisingly easy to avoid by jumping, but they’ve also found they can increase the damage it deals to a single target by getting on top and striking it directly with the initial blow.
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