New
Sep 27, 2014 4:47 PM
#1
Equipment All heroes that follow a certain path must abide by the certain rules of identification. These rules are stated here:
Weapon: Staves, Magical Tomes, Holy Items (I.E Maiden fan)
Weapons: Staves, tomes, spell books
Weapons: Magic tomes, spell books, swords
Weapons: Swords, Shields, Axes, Spears, Lances
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:
Starting Classes: Warrior: [list][spoiler] [/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. Monk: [list][spoiler] [/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. White Mage: [list][spoiler] [/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. Black Mage: [list][spoiler] [/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. Red Mage: [list][spoiler] [/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. Thief: [list][spoiler] [/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. Sharpshooter: [list][spoiler] [/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. [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
Oct 5, 2014 9:27 PM
#2
[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
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
[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
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
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