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- Class
- Name Locked Talents
- Shield Offence no Shield Pummel Riposte Shield Slam Assault
- Shield Defence no Shield Wall Reflection Shield Expertise Last Stand
- Combat Techniques no Rush Precise Strikes Perfect Strike Blinding Speed
- Soldier no Shield Charge Battlefield Expertise Flow of Battle Combat Tempo
- Shield Focus no Sword and Board Shield Toss Offensive Block Bulldoze
- Knighthood yes Honor Gallant Charge Shining Shield Duel
- Gladiator yes Brawl Impaling Throw Warcry Pulverize
- Superiority yes Juggernaut Onslaught Battle Call Shattering Impact
- Generic
- Name Locked Talents
- Combat Training no Armor Training Weapon Mastery Combat Accuracy Thick Skin
- Conditioning no Vitality Unflinching Resolve Daunting Presence Adrenaline Surge
- Survival no Heightened Senses Charm Mastery Piercing Sight Evasion
- Field Control yes Disengage Track Heave Slow Motion
- Shield Offence:
- Unchanged
- Shield Defence:
- Shield Wall: Increases armor, defence, stun and knockback resistance
- 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
- Shield Expertise: Increases block value by %d%%, damage dealt by shields by %d%% and your physical and spell saves by %d
- 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
- tiring and drains 1 stamina each turn, increasing by 1 for each turn you sustain it.
- Combat Techniques:
- Unchanged
- Soldier:
- 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
- damage on your next attack for each tile moved while under this effect.
- 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
- is an adjacent foe you have a %d%% chance to redirect the attack to them instead of you.
- 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,
- 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.
- 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
- 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
- up to 5 times.
- Shield Focus:
- 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
- with your shield, you make a melee strike for %d%% damage. This can only occur %d times per turn, and cannot trigger off itself.
- 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
- to catch it.
- 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
- %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.
- 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
- 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
- for %d turns.
- ---locked
- Knighthood:
- 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
- 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.
- 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
- action that isn't movement.
- 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
- 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.
- 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
- 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
- effect.
- Gladiator:
- 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:
- %d%% - punch your foe for %d%% unarmed damage
- %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
- %d%% - headbutt your foe, dealing %0.2f damage based on headgear and confusing them (power 50%%) for 3 turns
- 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
- is in effect, but each attack you make automatically triggers Brawl for %d%% increased damage. While the target lives, you may use Rip.
- (Rip - Dash to the impaled foe and tear your weapon free, dealing %d%% weapon damage. This ignores armor and resistances and cannot miss)
- 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
- 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.
- 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
- 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.
- Superiority:
- Juggernaut - Concentrate on the battle, ignoring some of the damage you take.
- 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.
- 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.
- (note - instant to sustain/unsustain, so basically you pop it on while moving to get in free dmg)
- 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
- global speed by %d%% and taking %d%% increased damage from your attacks.
- 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
- be created per action, and the primary target takes %d%% reduced damage. Each shattering impact will drain 8 stamina.
- (maybe 25-50% less dmg on primary target?)
- --generics
- Conditioning:
- Vitality - Unchanged
- Unflinching Resolve - Unchanged
- 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
- 0.25–2.3 will be intimidated, reducing damage dealt to you by %d%% for 4 turns.
- (easier to understand the effect this way and more reliable)
- 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
- this is active, you shrug off %d damage from each attack and convert it into Stamina.
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