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Bulwark

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Nov 3rd, 2014
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  1. Class
  2. Name Locked Talents
  3. Shield Offence no Shield Pummel Riposte Shield Slam Assault
  4. Shield Defence no Shield Wall Reflection Shield Expertise Last Stand
  5. Combat Techniques no Rush Precise Strikes Perfect Strike Blinding Speed
  6. Soldier no Shield Charge Battlefield Expertise Flow of Battle Combat Tempo
  7. Shield Focus no Sword and Board Shield Toss Offensive Block Bulldoze
  8. Knighthood yes Honor Gallant Charge Shining Shield Duel
  9. Gladiator yes Brawl Impaling Throw Warcry Pulverize
  10. Superiority yes Juggernaut Onslaught Battle Call Shattering Impact
  11.  
  12. Generic
  13. Name Locked Talents
  14. Combat Training no Armor Training Weapon Mastery Combat Accuracy Thick Skin
  15. Conditioning no Vitality Unflinching Resolve Daunting Presence Adrenaline Surge
  16. Survival no Heightened Senses Charm Mastery Piercing Sight Evasion
  17. Field Control yes Disengage Track Heave Slow Motion
  18.  
  19.  
  20. Shield Offence:
  21. Unchanged
  22.  
  23. Shield Defence:
  24. Shield Wall: Increases armor, defence, stun and knockback resistance
  25. Reflection: Blocking a spell or projectile has a %d%% chance to reflect it back at source. Chance to reduce the cooldown of block whenever you are targeted by a ranged attack
  26. Shield Expertise: Increases block value by %d%%, damage dealt by shields by %d%% and your physical and spell saves by %d
  27. Last Stand: Gain %d max and current health, prevents you from dying while below %d health and reduces all damage taken by %d%% of your block value. This effect is extremely
  28. tiring and drains 1 stamina each turn, increasing by 1 for each turn you sustain it.
  29.  
  30. Combat Techniques:
  31. Unchanged
  32.  
  33. Soldier:
  34. Shield Charge - Each time you block you raise your shield into a charging position, gaining %d%% movespeed for 1 turn. The momentum of this charge grants you %d%% increased
  35. damage on your next attack for each tile moved while under this effect.
  36. Battlefield Expertise - You position yourself in combat so that groups of foes injure each other in their attempts to strike you. On being targeted by any ability, if there
  37. is an adjacent foe you have a %d%% chance to redirect the attack to them instead of you.
  38. Flow of Battle - On killing a foe you are able to immediately recover and prepare for the next, raising your shield to block. This can trigger Shield Charge. In addition,
  39. blocking gives you a brief moment to catch your breath, restoring %d stamina each turn for 3 turns. This effect stacks up to 5 times.
  40. Combat Tempo - As a battle progresses you identify weaknesses in your foe's defences, and adjust your own defence to counter their strategies. Each time you block an attack you
  41. gain %d%% increased attack speed and physical penetration for 5 turns, and each time you attack a foe your block value increases by %d%% for 5 turns. These effects can stack
  42. up to 5 times.
  43.  
  44. Shield Focus:
  45. Sword and Board - You are able to blend together weapon and shield combat. Each time you strike with your mainhand, you make a shield slam for %d%% damage. Whenever you strike
  46. with your shield, you make a melee strike for %d%% damage. This can only occur %d times per turn, and cannot trigger off itself.
  47. Shield Toss - Throw your shield, dealing %d%% damage and dazing for %d turns. The shield will bounce to %d nearby targets, and you will instantly dash to the original target
  48. to catch it.
  49. Offensive Block - Whenever you enter a blocking stance you quickly slam up to %d nearby foes with your shield for %d%% weapon damage. In addition, after blocking you gain
  50. %d%% of your shield block value as increased critical strike chance and %d%% as critical strike power on your next %d attacks within 6 turns.
  51. Bulldoze - You slam your shield into a foe for %d%% damage and charge in the chosen direction, knocking all foes in your path aside. Targets knocked aside take %0.2f physical
  52. damage and are stunned for %d turns, and walls will be destroyed. For each foe or wall your original target is knocked into, they take %d%% increased damage and are stunned
  53. for %d turns.
  54.  
  55.  
  56. ---locked
  57. Knighthood:
  58. Honor - All damage you take from foes more than 1 tile away is reduced by %d%% (at range 2) to %d%% (range 10). Each time damage is reduced in this way you become enraged at
  59. your foe's refusal to face you in melee, causing your next attack against them to deal %d bonus physical damage. This can stack once per turn.
  60. Gallant Charge - You charge to the target square and let loose a terrifying shout in radius %d. Any foe affected by this is terrified, giving them a %d%% chance to fail any
  61. action that isn't movement.
  62. Shining Armor - Your equipment is impeccably maintained, increasing armor penetration by %d, armor hardiness by %d%% and block value by %d%%. In addition your shield is
  63. polished to such a sheen that each time you raise it to block there is a %d%% chance for any foe in sight to be dazed, confused or blinded for 3 turns by the shine.
  64. Duel - You make an irresistible challenge to a foe, immediately moving to their side and engaging them in a duel. While duelling, both you and your foe take %d%% reduced damage
  65. from all other actors, deal %d%% less damage to them and are immune to any negative effects caused by them. You deal %d%% increased damage to your opponent while this is in
  66. effect.
  67.  
  68. Gladiator:
  69. Brawl - Use your entire body as a weapon, giving you a chance on melee hit to trigger a bonus attack on striking with a weapon or shield. Only one:
  70. %d%% - punch your foe for %d%% unarmed damage
  71. %d%% - kick your foe and shatter their legs (or equivalent appendage), dealing %0.2f physical damage based on boots and slowing them by %d%% for 3 turns
  72. %d%% - headbutt your foe, dealing %0.2f damage based on headgear and confusing them (power 50%%) for 3 turns
  73. Impaling Throw - Toss your weapon at a target, inflicting %d%% weapon damage and causing them to take %d%% weapon damage every turn. You are considered disarmed while this
  74. is in effect, but each attack you make automatically triggers Brawl for %d%% increased damage. While the target lives, you may use Rip.
  75. (Rip - Dash to the impaled foe and tear your weapon free, dealing %d%% weapon damage. This ignores armor and resistances and cannot miss)
  76. Warcry - You unleash a ferocious warcry in radius %d that enrages you and weakens your foes for %d turns. Your global speed is increased by %d%% and your Brawl can trigger
  77. an unlimited number of times per turn, while the damage dealt by your foes in reduced by %d%%. This warcry is so potent that the weakening effect is irresistible.
  78. Arena Master - You have survived countless battles in the arena, making you inhumanly durable and capable of devastating counterattacks. All critical damage you take is
  79. reduced by %d%%, the duration of negative effects is reduced by %d%%, and each time you take damage from a foe in melee range you have a %d%% chance to trigger Brawl.
  80.  
  81. Superiority:
  82. Juggernaut - Concentrate on the battle, ignoring some of the damage you take.
  83. Improves physical damage reduction by 15–35%, all other damage reduction by half ot that and provides 8–20% chances to shrug off critical damage for 20 turns.
  84. Onslaught - Take a mobile, offensive stance. Each time you move you strike up to %d nearby targets with all weapons for %d%% damage. Each attack costs %d stamina.
  85. (note - instant to sustain/unsustain, so basically you pop it on while moving to get in free dmg)
  86. Battle Call - Call all foes in a radius of 3–7 around you into battle, getting them into melee range in an instant. Foes struck by this will be left off balance, reducing
  87. global speed by %d%% and taking %d%% increased damage from your attacks.
  88. Shattering Impact - Put all of your strength into your weapon blows, creating shockwaves that deal 38–60% Physical weapon damage to all nearby targets. Only one shockwave will
  89. be created per action, and the primary target takes %d%% reduced damage. Each shattering impact will drain 8 stamina.
  90. (maybe 25-50% less dmg on primary target?)
  91.  
  92. --generics
  93.  
  94. Conditioning:
  95. Vitality - Unchanged
  96. Unflinching Resolve - Unchanged
  97. Daunting Presence - Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit, all enemies in a radius of
  98. 0.25–2.3 will be intimidated, reducing damage dealt to you by %d%% for 4 turns.
  99. (easier to understand the effect this way and more reliable)
  100. Adrenaline Surge - You release a surge of adrenaline that increases your Physical Power by %d for %d turns and reduces the cooldown of %d random Techniques by %d turns. While
  101. this is active, you shrug off %d damage from each attack and convert it into Stamina.
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