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Sep 27, 2014 4:47 PM
#1

Offline
Jan 2014
2241
Equipment
All heroes that follow a certain path must abide by the certain rules of identification. These rules are stated here:
    White Mages and similar jobs: Majority of their clothing is white: i.e White hat, white robe, white shirt, or white cloak
    Weapon: Staves, Magical Tomes, Holy Items (I.E Maiden fan)


    Black Mages and similar jobs: Majority of their clothing is black: i.e Black hat, black robe, black clothing, or black cloak
    Weapons: Staves, tomes, spell books


    Red mages: Red hat, Red cloak, or red clothing
    Weapons: Magic tomes, spell books, swords


    Warriors: Armor, whether full set or certain items
    Weapons: Swords, Shields, Axes, Spears, Lances


    Thieves and Sharpshooters: Light armor, hooded cloaks
    Weapons: Short swords, daggers, throwing knives, guns


[size=120]Skills and Spells:[/size]
Each job has their own set of skills that must be respected. You can always create your own skills, but keep in mind that you'll need to post a created skill here and await for approval before using this skill on your character. You should also know that, when the skill you have made is accepted and approved by the admins, anyone else can use that skill.

A few things you should know before going ahead:

  • Your ammount of Mana/Stamina is equal to your exact ammount of Willpower.
  • Magical attacks never miss their target area and homing attacks never miss.
  • Stamina regenerates slowly. Mana does not.
  • Your ammount of Health is equal to your constitution X3.


Starting Classes:

Warrior:
[list][spoiler]
[*]Offensive Stance:
Type:Sustained/Passive
Cost: 2 stamina per second.
Description: Passively grants the Warrior bonus of 15% to damage, boosting all damage dealt. When in sustained mode, passive abillity is deactivated and the Warrior is granted an even bigger bonus of 25% to damage.

[*]Defensive Stance:
Type: Sustained/Passive
Cost: 2 stamina per attack.
Description: Passively grants the Warrior bonus of 10% to defense, reducing all incoming damage. When in sustained mode, passive abillity is deactivated and the Warrior is granted an even bigger bonus of 25% to defense.

[*]Ceaseless Charge:
Type: Active
Cost: 15 Stamina
Description: The Warrior gains 5 Agillity with each step, becoming faster the more he runs. However, as soon as this abillity is activated, the Warrior locks on an enemy target and runs at it, gaining speed and damage the farther he runs. When he hits the target, he will launch the enemy target and all other enemies surrounding the area in the air, causing damage equal to the distance he ran( 1 meter = 10 damage ). The Agillity bonus then fades slowly, losing 5 Agillity per post.

[*]Stomp:
Type: Active
Cost: 20 Stamina
Requirement: 150 Str or more.
Description: The Warrior uses all his strength to stomp on the ground, causing minor damage(10) and stunning targets around him in a 10 meter radius.

[*]Deathly Stab (Created by Asrea)
Type: Active
Cooldown: 1 minute
Requirement: 100 Strength and 50 Agility
Description: The next attack of the Warrior deals true damage and applies minor bleeding effect(2 dps) on the enemy hit for the following 10 seconds.

[*]Taunt (Created by Asrea)
Type: Active
Cooldown:3 minutes
Cost: None
Requirement: 10 Constitution
Description: The Warrior screams, attracting the attention of all enemies in a 20 mt radius and forcing them to attack him for the following 30 seconds and receiving 70% less damage from Taunted enemies. Targets with Willpower above the Warrior's Strength will not be Taunted.

[*]Force Wave (Created by Asrea)
Type: Active
Cost: 20 Stamina
Charge Time: 2 seconds
Requirement: 150 Strength and 40 Agillity
Description: The Warrior takes a second to breathe in some air and then swings his weapon with an absurd force, creating a wave of pure force amidst the air, which flows through the following 200 meters in the astonishing speed of 5 meters per second. The Wave causes damage to everything it hits, even allies. It has a potency equal to 1/4 of the Warrior's Strength.
[/list][/spoiler]

Monk:
[list][spoiler]
[*]Sonic Kick:
Type: Active
Potency: 40 Phys. Damage
Cost: 25 Stamina
Description: The Monk flies towards an enemy target, stunning the target for 3 seconds while causing damage.

[*]Taunt (Created by Asrea)
Type: Active
Cooldown:3 minutes
Cost: None
Requirement: 10 Constitution
Description: The Monk screams, attracting the attention of all enemies around a 20 mt radius and forcing them to attack him for the following 30 seconds and receiving 70% less damage from Taunted enemies. Targets with Willpower above the Monk's Strength will not be Taunted.

[*]Flaming Fists:
Type: Sustained
Requirement: 20 Willpower
Cooldown: 2 Posts after being deactivated.
Description: The Monk receives a bonus to Agillity(+25) and also receives a drastic bonus to Stamina Regeneration(+4 per post). The Monk loses the abillity to use any other skill while this skill is active, though.

[*]Focus:
Type: Passive
Requirement: No points on Willpower
Description: If the Monk has this skill, he has discovered a way other than using his own body's willpower to execute attacks. Instead, the Monk now uses Focus, which regenerates with each hit. Focus is unlimited, as long as the Monk keeps hitting, he will still gain Focus.

[*]Dragon Wide Kick:
Type: Active
Potency: 250
Cost: 100 Focus
Requirement: Have the Focus Skill.
Description: Causes massive damage in a wide area ahead the Monk, throwing away all enemy targets hit and stunning them for 10 seconds.

[*]Will of Iron:
Type: Passive
Requirement: 100 points in Strength.
Description: The Monk uses his physical strength to boost his own willpower. Half of the points placed on strength are now given as a bonus on Willpower.
[/list][/spoiler]
White Mage:
[list][spoiler]
[*]Repel:
Type: Active - Low
Potency: 5(only appliable to frozen enemies)
Cost: 5 Mana
Description: Basic Wind Elemental Spell that pushes away enemy targets ahead of the Mage. If enemies are frozen, the spell causes minor damage.

[*]Mana Affinity (Created by Newmn84)
Type: Passive
Requirement: 30 Perception
Description:
In places which are considered sacred to the Gods or places where there is an abundance of ambient mana, the user can feel the power of the place flowing into them and they receive a 15% boost to the destructive or healing capabilities of their spells.

[*]Blessing:
Type: Active
Cost: 10 Mana
Requirement: 10 points on Constitution
Description: Heals an ally target for 40( + 1/4 of Ally's Constitution ) Health points or damages undead enemy target with medium damage(30).

[*]Water Prison Glyph:
Type: Active/Sustained
Cost: 25 Mana
Description: Creates a glyph of water on the ground. Enemy targets that step in will receive minor damage(8) and are paralyzed for 5 seconds. The Glyph can either automatically explode upon being stepped on or be exploded by the Mage's will. While the Glyph is active, it drains 1 Mana per second from the Mage.

[*]Heightened Concentration (Created by Newmn84)
Type: Passive
Description:
User is able to close off outside interference extremely well so nothing short of getting sent flying or getting stunned will interrupt their concentration. It allows sharpshooters and rangers to make accurate shots despite outside interference and allows black and white mages to finish charging/casting spells despite outside interference.

[*]Protection Glyph:
Type: Sustained/Active
Cost: 10 Mana on activation, 2 Mana per second once active
Requirement: 10 points on Constitution
Description: Protects an ally with a powerful glyph, granting them a bonus to dodge chance and Armor Rating equal to 20( + 1/6 Ally Consitution ).

[*]Light Spears:
Type: Sustained
Cost: 5 Mana on activation, 5 mana per hit once active
Requirement: Have a holy weapon
Description: Creates 5 spears above the Mage's head, which float above not moving until the Mage commands it to do so. Once the Mage attacks an enemy or commands the spear to, it will attack an enemy, piercing through armor and dealing minor true damage(5) to the enemy target. The spears disappear after hitting an enemy or missing. The Mage will then receive another spear.

[*]Defend:
Type: Active
Cost: 60 Mana
Requirement: 10 points on Constitution, 10 points on Perception.
Description: Throws a ward towards an ally. The ward will react when touched, pulling both allies and enemies in the surrounding area of the ward towards the White Mage and protecting them from incoming damage for the following 15 seconds, granting them a shield equal to half of their constitution.
[/list][/spoiler]
Black Mage:
[list][spoiler]

[*]Fireball:
Type: Active
Potency: 10 - Medium
Cost: 10 Mana
Description: Launches a ball of fire towards an area. The ball will then explode, causing damage at an area equal to 5(+ 1/80 Black Mage's Willpower ) meters.

[*]Firestorm:
Type: Active
Potency: 20 Fire Damage - Low
Charge Time: 3 seconds
Cost: 50 Mana
Requirement: Fireball learned
Description: Sets a ward in a location that calls down a rain of fire around the area in a 6 meters radius. Each drop of fire that hits the ground explodes, causing damage on a small area of 2 meters. Enemies directly hit by the Fireballs will be set ablaze, receiving very minor fire damage(2) periodically.

[*]Lava Wave:
Type: Active
Potency: 10 Fire Damage - Medium
Cost: 50 Mana
Description: The Black Mage calls a wave of fire that deals medium fire damage to all targets in a cone area of 3 meters ahead the Black Mage. The area will then become brazen and will set targets who step on the area ablaze, making them receive very minor fire damage(2) periodically.

[*]Freeze Blast:
Type: Active
Potency: 25 Ice Damage - Medium
Cost: 25 Mana
Description: The Black Mage launches a ball of freezing cold temperature at an enemy target. Once it hits the target or reaches a total distance traveled of 30 meters, it'll explode, causing medium ice damage and freezing enemies inside the area of impact of 4 meters for the following 10 seconds. Frozen enemies take very minor ice damage(3) periodically.

[*]Ice Bolt:
Type: Active
Potency: 12 Ice Damage - Medium
Cost: 10 Mana
Requirement: 40 Perception
Description: The Black Mage launches a small spike of ice, created on his own bare hands, towards a target, causing medium ice damage and reducing the enemy Agillity by 20 for the following 20 seconds. Can stack with one another, reducing even more enemy Agillity.

[*]Frost Ward:
Type: Sustained
Cost: 20 Mana for activation, 5 mana per second after activated
Requirement: Freeze Blast learned
Description: Creates a small ward that floats above the Black Mage or an ally. The Ward will reduce the Agillity all targets, in the area of 20 meters, by 30 for the following 10 seconds and cause minor ice damage(5) for everyone inside periodically.

[*]Lightning:
Type: Active
Potency: 260 Electric Damage - Very High(1.0)
Cost: 120 Mana
Delay of Activation: 3 seconds
Description: The Black Mage will raise his hand and call down a small lightning that will fall down on the appointed location after 3 seconds, causing massive electric damage against everyone on the target area.

[*]Dark Arrow:
Type: Active
Potency: 35 Dark Damage - Medium
Cost: 50 Mana
Requirement: 20 Perception
Description: The Black Mage will hold a large dark, black bolt on his hand before throwing it at an enemy target, causing medium dark damage and stunning the enemy for the following 5 seconds.

[*]Darkness Blast:
Type: Active
Potency: 60 Dark Damage - High
Cost: 80 Mana
Delay of Activation: 3 seconds
Requirement: Dark Arrow and Ice Bolt learned
Description: After a small delay of 3 seconds, a ball of darkness will detonate and cause major dark damage before stunning all enemies still in the area of 4 meters for the following 3 seconds. Can be multicasted.

[*]Mana Affinity (Created by Newmn84)
Type: Passive
Requirement: 30 Perception
Description:
In places which are considered sacred to the Gods or places where there is an abundance of ambient mana, the user can feel the power of the place flowing into them and they receive a 15% boost to the destructive or healing capabilities of their spells.

[*]Spell Combination (Created by Newmn84)
Job Intended: Black Mage and related evolved jobs
Type: Passive
Description:
User is able to combine spells with different spells to boost their effectiveness or make unique spell combinations. Examples include using wind to boost fire damage, lacing water spells with lightning, etc. While users can combine spells that they themselves cast, combining the spells that others cast often leads to greater benefits due to the diversity of mana and different elemental affinities of the spell casters.

[*]Multicast (Created by Kinith)
Type: Passive
Description:
The ability to cast multiple spells at the same time. If used to multicast more than 2 spells at the same time the scale of each spell decreases. Can be upgraded.

[*]Rock Wall:
Type: Active/Sustained
Cost: 5 Mana for activation, 2 mana per second after activated
Delay of Activation: 2 seconds
Description: Creates a wall of stone before the Black Mage, protecting him and allies from incoming damage. The mage can either deactivate the wall himself, losing nothing, or hold it until the wall falls down due to attacks. If the Wall is destroyed, the Mage loses 20 mana. The Wall has a total of 30 HP and only suffers physical damage.

[*]Stone Armor:
Type: Sustained
Cost: 5 mana per second after activated
Requirement: 20 points on Constitution
Description: The Black Mage protects him/herself or an ally with a powerful stone armor that defends the target against enemy physical attacks. The Armor, however, reduces agillity by 50. If the target with the armor has less than 50 Stregth, he becomes impaired, unable to move.

[*]Heightened Concentration (Created by Newmn84)
Type: Passive
Description:
User is able to close off outside interference extremely well so nothing short of getting sent flying or getting stunned will interrupt their concentration. It allows sharpshooters and rangers to make accurate shots despite outside interference and allows black and white mages to finish charging/casting spells despite outside interference.
[/list][/spoiler]
Red Mage:
[list][spoiler]
[*]Stone Armor:
Type: Sustained
Cost: 5 mana per second after activated
Requirement: 20 points on Constitution
Description: The Red Mage protects him/herself or an ally with a powerful stone armor that defends the target against enemy physical attacks. The Armor, however, reduces agillity by 50. If the target with the armor has less than 50 Stregth, he becomes impaired, unable to move.

[*]Elemental Strike (Created by Asrea)
Type: Active
Cooldown: 30 seconds
Cost: 70 Mana
Requirement: 20 Dexterity
Description: The Red Mage rolls a dice and gains bonus of his selection to his next attack. The bonus can be:
1: The next attack will poison, causing minor poison and physical damage(10).
2: The next attack will paralyze, stunning the opponent for 5 seconds.
3: The next attack will burn, causing bonus minor fire and physical damage(5).
4: The next attack will freeze, slowing the opponent for 10 seconds.
5: The next attack will confuse the opponent for 5 seconds.
6: The next attack will deal true damage.

[*]Mana Affinity (Created by Newmn84)
Type: Passive
Requirement: 30 Perception
Description:
In places which are considered sacred to the Gods or places where there is an abundance of ambient mana, the user can feel the power of the place flowing into them and they receive a 15% boost to the destructive or healing capabilities of their spells.

[*]Frost Ward:
Type: Sustained
Cost: 10 Mana for activation, 5 mana per second after activated
Description: Creates a small ward that floats above the Black Mage or an ally. The Ward will reduce the Agillity all targets, in the area of 20 meters, by 30 for the following 10 seconds and cause minor ice damage(5) for everyone inside periodically.

[*]Fire Strike:
Type: Active
Potency: 15 Fire Damage - Medium
Cost: 15 Mana
Description: The Red Mage empowers his blade with a strong fire that cuts through armor and deals medium fire damage and sets the enemy ablaze, causing him to receive very minor fire damage(2) periodically.

[*]Living Ice Spike Armor:
Type: Sustained
Cost: 5 Mana for activation, 2 mana per second after activation
Description: The Red Mage envelops himself in ice, receiving a drastic bonus to armor rating and gaining immunity to ice damage while losing half of his agillity. The living armor deals minor ice damage(5) to whoever attacks the Red Mage with it.

[*]Godlike Strength:
Type: Sustained
Cost: 12 Mana per hit
Requirement: 50 Willpower and 75 Strength
Description: The Red Mage gains additional strength equal to 75% of his/her Willpower, making so that his physical attacks now deal bonus damage equal to 1/80 of his/her willpower.

[*]Death Grasp:
Type: Active
Cost: 100% of the Red Mage's Maximum Mana
Requirement: 100 Willpower, 75 Strength and 30 Perception
Description: The Red Mage invokes a Death Angel to follow him in combat for the following 30 seconds. In this meantime, the Red Mage gains bonusses to Strength, Willpower and Constitution. Gaining 50 Strength, 50 Willpower and 150 Constitution. As if these bonusses weren't enough, the Red Mage also gains a massive bonus to damage, dealing twice as much damage as he would.

[*]Chaos Weapon:
Type: Sustained
Cost: 20 Mana per hit
Requirement: 75 Willpower and 50 Strength
Description: The Red Mage empowers his weapon with Chaos Elementals, gaining a drastic bonus to damage(30%) but receving the same ammount as bonus damage as well.
[/list][/spoiler]
Thief:
[list][spoiler]
[*]Vanish:
Type: Active
Cooldown: 40 seconds
Description: The Thief disappears in thin air, becoming invisible for the following 20 seconds until he hits someone. If the Thief attacks someone while Vanish is active, he gains a certain critical hit. Anyone with a Perception higher than the Thief's Agillity can see him.

[*]Backstab:
Type: Passive
Description: If the Thief attacks his enemy from behind, he deals a certain critical hit, causing major damage and lowering the cooldown for some of his/her skills for 3 seconds.

[*]Slice and Dice:
Type: Active
Cooldown: 20 seconds
Cost: 20 Stamina
Requirement: 60 Dexterity and 30 Perception
Description: The Thief rolls a dice and gains bonus of his selection to his next attack. The bonusses can be:
1: The next attack will poison an enemy for 1% of the Thief's Dexterity.
2: The next attack will regenerate 1/3 of the Thief's Health.
3: The next attack will explode, causing bonus minor fire and physical damage(10).
4: The next attack will pierce through any armor, causing true damage.
5: The next attack will silence the enemy for the following 15 seconds.
6: Lucky! The next attack will instantly drain 1/5 of the enemy's current stamina.

[*]Dirty Fighting:
Type: Active
Cost: 10 Stamina
Requirement: 100 Dexterity
Description: The Thief finds a way to fight dirty and throws something on an enemy target's eyes, stunning them for the following 5 seconds.
[/list][/spoiler]
Sharpshooter:
[list][spoiler]

[*]Critical Shooter:
Type: Passive
Requirement: 150 Perception
Description:Critical chances against Impaired Targets(frozen, asleep, stunned and etc) are increased by 25%. Critical Hits no longer deal 200% damage. Instead, they now deal 300%.

[*]Heightened Concentration (Created by Newmn84)
Type: Passive
Description:
User is able to close off outside interference extremely well so nothing short of getting sent flying or getting stunned will interrupt their concentration. It allows sharpshooters and rangers to make accurate shots despite outside interference and allows black and white mages to finish charging/casting spells despite outside interference.

[*]Quickdraw:
Type: Passive
Requirement: 45 Dexterity
Description: Draws and reloads guns twice as fast.

[*]Light Rounds:
Type: Passive
Requirement: 5 Constitution
Description: The Sharpshooter uses Light Rounds, causing him to receive a bonus to Agillity(50), but cause less damage against armored targets.

[*]Heavy Rounds:
Type: Passive
Requirement: 10 Constitution
Description: The Sharpshooter uses Heavy Rounds, causing him/her to ignore the Enemy Resistance and cause true damage with each shot but losing 50 points of Agillity.

[*]Blind Spot:
Type: Active
Potency: 20
Cost: 15 Stamina
Requirement: 20 Constitution
Description: The Sharpshooter makes a short-range shot that stuns and pushes a single enemy target away as well as causing medium damage to all enemies surrounding the target hit.

[*]Perfect Shot:
Type: Active
Potency: 300 but causes critical damage if it hits the target supposed to hit, causing 900 damage.
Cost: 100 Stamina
Charge Time: 5 seconds
Requirement: 150 Perception
Description: The Sharpshooter takes his time as he prepares a very long range shot that causes massive critical damage and stuns the enemy for 10 seconds. The shot can be intercepted mid-way by another target, it will no longer cause critical damage but it will still stun the enemy hit for 5 seconds.
[/list][/spoiler]
[size=120]Want to make your own Skills?[/size]
If you want to make your own skills, follow the template shown below and post it here for us to see. Before placing it or using it on your own character or even allowing other people to use on their characters, you must wait for an admin to approve the skill or tell you what's wrong with it.

Template:

[list][*]Name of Skill
Job Inteded: For what job is this skill?
Type: Active, Sustained or Passive? Perhaps two-in-one?
Cost: How much Stamina/Mana/Focus your skill costs? Does it even cost anything?
Requirement: Does it require some a certain ammount of points in one stat? This is a very open area, you can put any requirement here.
Description: A detailed description of your skill, explaining what bonusses it gives you and et cetera.
YzmaelOct 12, 2014 9:26 PM
Reply Disabled for Non-Club Members
Oct 5, 2014 9:27 PM
#2

Offline
Apr 2011
1096
[list][*]Heightened Concentration
Job Intended: Black/White Mage, Sharpshooter, Ranger, and related evolved jobs
Type: Passive
Cost: None
Requirement: None
Description:
User is able to close off outside interference extremely well so nothing short of getting sent flying or getting stunned will interrupt their concentration. It allows sharpshooters and rangers to make accurate shots despite outside interference and allows black and white mages to finish charging/casting spells despite outside interference.

[*]Mana Affinity
Job Intended: Black/Red/White Mage and related evolved jobs
Type: Passive
Cost: None
Requirement: 30 Perception
Description:
In places which are considered sacred to the Gods or places where there is an abundance of ambient mana, the user can feel the power of the place flowing into them and they receive a 15% boost to the destructive or healing capabilities of their spells.

[*]Spell Combination
Job Intended: Black Mage and related evolved jobs
Type: Passive
Cost: None
Requirement: None
Description:
User is able to combine spells with different spells to boost their effectiveness or make unique spell combinations. Examples include using wind to boost fire damage, lacing water spells with lightning, etc. While users can combine spells that they themselves cast, combining the spells that others cast often leads to greater benefits due to the diversity of mana and different elemental affinities of the spell casters.

[*]Multicast (Created by Kinith)
Job Intended: Black Mage and related evolved jobs
Type: Passive
Cost: None
Requirement: None
Description:
The ability to cast multiple spells at the same time. If used to multicast more than 2 spells at the same time the scale of each spell decreases. Can be upgraded.

Edited to fit admin approval.
Newmn84Oct 6, 2014 3:30 PM
Oct 6, 2014 3:15 PM
#3

Offline
Feb 2013
3542
Heightened Concentration: Approved.
Mana Affinity: Approved.
Spell Combination: Approved.
Multicast: Approved.

[b]Thanks for the contribution![/b]
YzmaelOct 6, 2014 4:04 PM
Through me the way is to the city dolent;
Through me the way is to eternal dole;
Through me the way among the people lost.
Justice incited my sublime Creator;
- Divine Comedy, Inferno, Canto III.
Oct 6, 2014 4:17 PM
#4

Offline
Jul 2012
661
[list]
Elemental Strike
Job Intended: Red Mage
Type: Active
Cooldown: 30 seconds
Cost: 20 Stamina
Requirement: None
Description: The Warrior rolls a dice and gains bonus of his selection to his next attack. The bonus can be:
1: The next attack will poison, causing minor poison and physical damage(10).
2: The next attack will paralyze, stunning the opponent for 5 seconds.
3: The next attack will burn, causing bonus minor fire and physical damage(5).
4: The next attack will freeze, slowing the opponent for 10 seconds.
5: The next attack will confuse the opponent for 5 seconds.
6: The next attack will deal true damage.

Deathly Stab
Job Intended: Warrior
Type: Active
Cooldown: one minute
Cost: None
Requirement: 100 strength and 50 Agility
Description: An attack that deals half times more damage then usual and causes a bleeding effect on the opponent for 10 seconds.

Taunt
Job Intended: Warrior/Monk
Type: Passive
Cooldown: three minutes
Cost: None
Requirement: 10 contitution
Description: Monsters focus on the warrior, the warrior itself has a heightened constitution of 20%

Force Wave
Job Intended: Warrior
Type: Active
Cooldown: one minute
Cost: None
Requirement: 100 strength and 20 agility
Description: Sends out a wave like attack with a straight slash of the sword deals true damage
AsreaOct 6, 2014 5:22 PM
Oct 6, 2014 5:12 PM
#5

Offline
Feb 2013
3542
Elemental Strike: Approved.
Deathly Stab: Approved.
Taunt: Approved, but low the cooldown a bit.
Force Wave: Approved, gonna add a bit more detail on that.

[b]Thanks for the contribution![/b]
Through me the way is to the city dolent;
Through me the way is to eternal dole;
Through me the way among the people lost.
Justice incited my sublime Creator;
- Divine Comedy, Inferno, Canto III.
Oct 10, 2014 1:57 AM
#6

Offline
May 2014
535

  • Shingen-Style Martial arts

    • Double Edged
      Job Intended: Monks, Martial artists
      Type: Passive
      Cost: None
      Requirement: Must have learned the Shingen-Style
      Description:
      Every technique can still be used after the stamina is depleted. The cost will change from stamina to dealing damage to the user in a 1:1 rate. Example: Skill costs 20 Stamina -> 20 Damage to the user.

    • Swift
      Job Intended: Monks, Martial artists
      Type: Passive
      Cost: None
      Requirement: Must have learned the Shingen-Style
      Description:
      In the long history of the Shingen-Style they got a need for speed based techniques. While using the Swift technique the user is 10% faster.

    • Ki
      Job Intended: Monk, Martial artists
      Type: Passive
      Cost: None
      Requirement: Must have learned the Shingen-Style, Must be a Mana/Ki infused Hybrid
      Description:
      Using the energy of Mana/Ki, it is possible to create a stronger force while attacking, and sending a force wave over a limited range to deal damage, block attacks, etc.. The force wave can be imagined like a torrent of air, pushed back by the force of the attack.
      Examples as followed:


      • Ki: Strike
        Description:
        The user attacks the enemy with his fist, sending a force wave with the attack. The force wave will go on for up to 1 meter and deal (Basic attack damage + 5) physical damage.
      • Ki: Sweep
        Description:
        The user attacks the enemy with his legs, sending a force wave with the attack. The force wave will go on for up to 0.5 meter and deal (Basic attack damage + 10) physical damage.
      • Ki: Shout
        Cost: 5 Stamina
        Description:
        The user attacks the enemy with a Ki powered shout, sending a force wave with the attack. The force wave will go on for up to 10 meter and deal ((user willpower / 5) + 10) physical damage.


    • Fleeting Shadow
      Job Intended: Monk, Martial artists
      Type: Active
      Cost: 10 Stamina
      Requirement: Must have learned the Shingen-Style, Must be a Mana/Ki infused Hybrid
      Description:
      Fleeting Shadow is a technique which allows the user to leave the field of vision from his oponnent. The user moves at high speed for (agility / 5) meter. If not enough stamina is left the technique can still be used dealing 10 damage to the user.

    • Mighty 7
      Job Intended: Monks, Martial artists
      Type: active
      Cost: 25 Stamina
      Requirement: Must have learned the Shingen-Style, Agility 50+
      Description:
      Unleashing a series of 7 attacks in a moment. Those 7 attacks can vary, every technique the martial artist has can be used. If the used techniques have a cost, the cost is also to be paid. For Example: Attacks 1-6 are normal strikes, attack 7 is a technique which costs 25 Stamina, the overall cost for this combo is 50 Stamina.


  • Mage skills

    • Blade of air
      Job Intended: Black Mage
      Type: active
      Cost: 10 Mana
      Requirement: 45 Perception
      Description:
      The Black Mage creates a torrent of wind, from swinging one of his arms. The torrent will then fly in a general direction, it is still possible to change the ending point of the attack in a limited scale. (Able to change the route up to 10°) On impact the torrent tears up the target as if using razor blades, dealing 15~20 physical damage.

      Note: Travels fast, has the tendency to get stronger if used in a place with strong winds (storm, ...).

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25 by Ryumia »»
Oct 12, 2014 11:36 PM
It’s time to ditch the text file.
Keep track of your anime easily by creating your own list.
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