Post by Bailin on May 27, 2015 20:08:25 GMT
Main Class Skill Change
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: M.U.T
Skill to Add: Arsenal Tool: Hand of Salvation
Type- Special | Arsenal Tool | Arm
Hand of Salvation is an Arsenal Tool that was said to have been developed in opposition to the Heretics' Oblivion Claw. Through an infusion of energy provided by the Purity Core, the Warden's hand or equipped melee weapon glows with a light blue aura. If the enchanted hand or object strikes anything that has been affected by Corruption, the target immediately loses 10 points of Corruption and takes moderate light-attribute damage in addition to any melee damage suffered. Miasma-type monsters also take high damage if struck by this attack. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove:Trained eyes
Skill to Add: Arsenal Tool: Neuroscope Lens
Type- Special | Arsenal Tool | Chest
The Purity Core on the Warden Armor can be used as ameans of gathering extrasensory information. Using the armor's mana circuits to synchronize with the wearer's neural connections, the Warden is able to see an improved visual interface from their eyes. This interface works as though the Warden were looking through a scope, as it calculates the distance between the Warden and whatever their current target is. Afterward, the interface will also suggest firing trajectories in order to best hit the target. This interface also helps with adjusting shots to compensate for a target in motion. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only one Arsenal Tool of the Chest Type can be active at a time.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Scope
Skill to Add: Arsenal Tool Rearmament
Type- Special | Arsenal Tool
There are some situations where a Warden may have to quickly modify the settings of their Warden Armor, such as a sudden turn in battle situation. Arsenal Tool Rearmament is a skill that utilizes the Warden's conscious will to quickly adapt the armor accordingly. This allows for a Warden to immediately switch a currently active "Arsenal Tool" skill with another Arsenal Tool in the Warden's available skill list. If the switch would otherwise be impossible to make normally (ex: switching out a Chest Type Arsenal Tool for an Arm Type Arsenal Tool while the user currently has two Arm Types active), then this skill does nothing. Arsenal Tool Rearmament has a cooldown of 20 seconds.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Emergency treatment
Skill to Add: Defibrillating Charge
Type- Special
The Warden utilizes the armor's natural healing augmentation in order to treat their wounds more quickly. The armor responds by emitting a light electrical shock to the body muscles, relaxing them a little bit to ward away pain and slightly heal the Warden's HP by a decent amount. Due to the risk of prolonged electrical stimulation on the body, any further attempts tend to be fairly dangerous unless spaced properly. This skill has a casting time of 3 seconds, a cooldown of 30 seconds, and is considered a lightning-attribute ability. In addition, any character touching the Warden directly when this skill is used becomes stunned for 2 seconds. If the Warden was hit by a water-attribute effect since their previous post, the healing effect of this skill becomes damage instead. A Warden may use 1 Entropy Cartridge when activating this skill in order to triple its healing (and damage) effect.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Bayonet
Skill to Add: PLawful Sanctuary
Type- Special
The Purity Core releases a powerful pulse outward, causing a ring of light to surround the Warden. This skill may be used as a Defensive action against any effect that would otherwise cause the Warden to gain Corruption points. Halve the amount of Corruption points gained by the Warden for the duration of this post cycle. This skill may alternately be cast upon the Warden or an ally within 5 meters to immediately reduce their Corruption points by 5 points. This skill has a casting time of 3 seconds and a cooldown of 15 seconds.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Static discharge
Skill to Add: Mode Change: Trebuchet Engine
Type- Special
The Warden Armor folds into a sleek shape, opening up small holes in the armor as though serving as vents. The Purity Core's energy is tapped into, changing its normally life-sustaining properties into an offensive battle mode. While this skill is active, the Corruption-reducing effects of the Purity Core beginner skill are nullified. The Warden's "Artillery" skills have their cooldown times halved and the Warden may choose to fire a laser beam as a basic attack, dealing ranged physical damage, once every 5 seconds. This attack counts as a regular attack and can be toggled using the Auto-Attack beginner skill to automatically fire when available. The defensive value and mobility of the Warden's Armor is reduced to the level of leather armor. This skill has an animation time of 6 seconds and a cooldown of 60 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Simmer down
Skill to Add: Reactive Armor
Type- Defensive | Cartridge | Body
By using the stored power inside a cartridge to feed the Purity Core, the armor enters a state of self-defense. When in this state the armor will attempt to force the user out of imminent danger, even if the user is unaware of the attack. Reaction time is decreased by 1.5x when the user is also aware and moving as well. There have been noted issues where the Purity Core gives higher priority to the safety of its operator, often opting to avoid an attack rather than exchange blows. The skill duration lasts for 10 seconds and has a cooldown of 30 seconds to ensure the overcharging of the Purity Core does not damage it. Consumes 2 cartridges upon activation.
Cost:0 (discription change)
Skill to Remove: Disabling shot: Type- Ranged
A targeted shot at an enemy's legs, reducing their movement speed and evasion ability
Skill to Add: Artillery: Disabling Shot
Type- Offensive
A skill that can either be fired from a Warden's ranged weapon or directly from the Warden's Purity Core when "Arsenal Tool: Neuroscope Lens" is active. The Warden fires a focused shot toward a target's limb, applying an effect corresponding to the body part targeted. If an enemy was hit by this ability and it targeted their legs (hind legs if the target is a quadruped), it will cause the target's movement speed to be reduced by 25% for the next 5 seconds. If an enemy was hit by this ability and it targeted their arms (front legs if the target is a quadruped), it will cause the target's attack speed to be reduced by 25% for the next 5 seconds. A successful hit from this attack deals ranged physical damage. This skill has a casting time of 2 seconds and a cooldown of 20 seconds. This cooldown increases to 30 seconds if cast from the Purity Core. A Warden may use 1/2 an Entropy Cartridge when activating this skill in order to increase the debuff duration to 10 seconds.
Total cost: 7*50= 400 gold
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: M.U.T
Skill to Add: Arsenal Tool: Hand of Salvation
Type- Special | Arsenal Tool | Arm
Hand of Salvation is an Arsenal Tool that was said to have been developed in opposition to the Heretics' Oblivion Claw. Through an infusion of energy provided by the Purity Core, the Warden's hand or equipped melee weapon glows with a light blue aura. If the enchanted hand or object strikes anything that has been affected by Corruption, the target immediately loses 10 points of Corruption and takes moderate light-attribute damage in addition to any melee damage suffered. Miasma-type monsters also take high damage if struck by this attack. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove:Trained eyes
Skill to Add: Arsenal Tool: Neuroscope Lens
Type- Special | Arsenal Tool | Chest
The Purity Core on the Warden Armor can be used as ameans of gathering extrasensory information. Using the armor's mana circuits to synchronize with the wearer's neural connections, the Warden is able to see an improved visual interface from their eyes. This interface works as though the Warden were looking through a scope, as it calculates the distance between the Warden and whatever their current target is. Afterward, the interface will also suggest firing trajectories in order to best hit the target. This interface also helps with adjusting shots to compensate for a target in motion. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only one Arsenal Tool of the Chest Type can be active at a time.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Scope
Skill to Add: Arsenal Tool Rearmament
Type- Special | Arsenal Tool
There are some situations where a Warden may have to quickly modify the settings of their Warden Armor, such as a sudden turn in battle situation. Arsenal Tool Rearmament is a skill that utilizes the Warden's conscious will to quickly adapt the armor accordingly. This allows for a Warden to immediately switch a currently active "Arsenal Tool" skill with another Arsenal Tool in the Warden's available skill list. If the switch would otherwise be impossible to make normally (ex: switching out a Chest Type Arsenal Tool for an Arm Type Arsenal Tool while the user currently has two Arm Types active), then this skill does nothing. Arsenal Tool Rearmament has a cooldown of 20 seconds.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Emergency treatment
Skill to Add: Defibrillating Charge
Type- Special
The Warden utilizes the armor's natural healing augmentation in order to treat their wounds more quickly. The armor responds by emitting a light electrical shock to the body muscles, relaxing them a little bit to ward away pain and slightly heal the Warden's HP by a decent amount. Due to the risk of prolonged electrical stimulation on the body, any further attempts tend to be fairly dangerous unless spaced properly. This skill has a casting time of 3 seconds, a cooldown of 30 seconds, and is considered a lightning-attribute ability. In addition, any character touching the Warden directly when this skill is used becomes stunned for 2 seconds. If the Warden was hit by a water-attribute effect since their previous post, the healing effect of this skill becomes damage instead. A Warden may use 1 Entropy Cartridge when activating this skill in order to triple its healing (and damage) effect.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Bayonet
Skill to Add: PLawful Sanctuary
Type- Special
The Purity Core releases a powerful pulse outward, causing a ring of light to surround the Warden. This skill may be used as a Defensive action against any effect that would otherwise cause the Warden to gain Corruption points. Halve the amount of Corruption points gained by the Warden for the duration of this post cycle. This skill may alternately be cast upon the Warden or an ally within 5 meters to immediately reduce their Corruption points by 5 points. This skill has a casting time of 3 seconds and a cooldown of 15 seconds.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Static discharge
Skill to Add: Mode Change: Trebuchet Engine
Type- Special
The Warden Armor folds into a sleek shape, opening up small holes in the armor as though serving as vents. The Purity Core's energy is tapped into, changing its normally life-sustaining properties into an offensive battle mode. While this skill is active, the Corruption-reducing effects of the Purity Core beginner skill are nullified. The Warden's "Artillery" skills have their cooldown times halved and the Warden may choose to fire a laser beam as a basic attack, dealing ranged physical damage, once every 5 seconds. This attack counts as a regular attack and can be toggled using the Auto-Attack beginner skill to automatically fire when available. The defensive value and mobility of the Warden's Armor is reduced to the level of leather armor. This skill has an animation time of 6 seconds and a cooldown of 60 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
Cost: 50 Gold (If you still have a Skill Change Scroll in your shop or profile inventory, you may still use it. Change Cost to 0 and then say it's coming from your inventory.)
Skill to Remove: Simmer down
Skill to Add: Reactive Armor
Type- Defensive | Cartridge | Body
By using the stored power inside a cartridge to feed the Purity Core, the armor enters a state of self-defense. When in this state the armor will attempt to force the user out of imminent danger, even if the user is unaware of the attack. Reaction time is decreased by 1.5x when the user is also aware and moving as well. There have been noted issues where the Purity Core gives higher priority to the safety of its operator, often opting to avoid an attack rather than exchange blows. The skill duration lasts for 10 seconds and has a cooldown of 30 seconds to ensure the overcharging of the Purity Core does not damage it. Consumes 2 cartridges upon activation.
Cost:0 (discription change)
Skill to Remove: Disabling shot: Type- Ranged
A targeted shot at an enemy's legs, reducing their movement speed and evasion ability
Skill to Add: Artillery: Disabling Shot
Type- Offensive
A skill that can either be fired from a Warden's ranged weapon or directly from the Warden's Purity Core when "Arsenal Tool: Neuroscope Lens" is active. The Warden fires a focused shot toward a target's limb, applying an effect corresponding to the body part targeted. If an enemy was hit by this ability and it targeted their legs (hind legs if the target is a quadruped), it will cause the target's movement speed to be reduced by 25% for the next 5 seconds. If an enemy was hit by this ability and it targeted their arms (front legs if the target is a quadruped), it will cause the target's attack speed to be reduced by 25% for the next 5 seconds. A successful hit from this attack deals ranged physical damage. This skill has a casting time of 2 seconds and a cooldown of 20 seconds. This cooldown increases to 30 seconds if cast from the Purity Core. A Warden may use 1/2 an Entropy Cartridge when activating this skill in order to increase the debuff duration to 10 seconds.
Total cost: 7*50= 400 gold