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  1. = *SPITE* =
  2. [Mighty Signets] (I – A1)
  3. * Activating a signet grants might to you and nearby allies.
  4. * Might (3): 10 s
  5. * Radius: 240
  6.  
  7. [Reaper's Might] (II – A2)
  8. * [Life Blast] and [Plague Blast] grant might.
  9. * Might: 15 s
  10.  
  11. [Spiteful Mark] (III – A3)
  12. * Reduces your max energy pool. [Mark of Blood] deals more damage per pulse.
  13. * Pulse damage increase: 25%
  14. * Max energy: -3
  15. [] [Mark of Blood] now has a neon-green glow.
  16.  
  17. [Dark Power] (IV – A4)
  18. * Reduces your max energy pool. Blast finishers you execute on dark fields now also grant might.
  19. * Might (2): 20 s
  20. * Number of allies: 5
  21. * Radius: 240
  22. * Max energy: -3
  23.  
  24. [Fear of the Dark] (V – A5)
  25. Recharge: 10 s
  26. * [Well of Darkness] pulses now chill and fear cursed foes.
  27. * Fear: ½ s
  28. * Chill: 2½ s
  29. [] This trait's recharge applies to each respective foe that would be affected by its effect as opposed to it only being able to fear/chill 1 foe at a time; this allows for 1 fear/chill per [Well of Darkness] on any cursed foes that enter into or are caught within a well pulse.
  30. [] [Well of Darkness] now has a neon-blue well mist.
  31.  
  32. [Banshee's Wail] (VI – M1)
  33. * [Wail of Doom] and [Plague Signet] also remove enchantments from cursed foes.
  34. * Enchantments removed: 1
  35. [] Only the first pulse of damage from [Plague Signet] has this effect.
  36.  
  37. [Contagion] (VII – M2)
  38. * Reduces [Epidemic]'s recharge; [Epidemic] now applies a set number of hex stacks. Now, if you are not above the life force threshold when you activate this skill, you sacrifice health.
  39. * Recharge reduction: 25%
  40. * Epidemic (5): 8 s
  41. * Life force threshold: 50%
  42. * Health sacrificed: 8%
  43.  
  44. [Charm Reaper] (VIII – M3)
  45. * When you enter death shroud while under the effect of reaper's aspect, you strip enchantments from nearby foes.
  46. * Enchantments removed: 1
  47. * Radius: 240
  48.  
  49. [Dhuumfire] (IX – GM1)
  50. Recharge: 12 s
  51. * Life Blast explodes when striking a target, burning its victim and adjacent foes.
  52. * Burning: 4 s
  53. * Radius: 180
  54. [] Whenever this trait is off recharge and ready to activate, the next [Life Blast] used by the player will be a bright, neon orange; only the orange [Life Blast] will have a splash radius.
  55.  
  56. [Well of Malice] (X – GM2)
  57. * Reduces your max energy pool. [Well of Suffering] now activates instantly and no longer consumes life stacks or health for normal activation; [Well of Suffering] pulses now also inflict vulnerability. If you use [Well of Suffering] while stunned or while activating other skills; you consume life force; if you do not have enough life force to consume, you instead sacrifice health.
  58. * Vulnerability (2) per pulse: 6 s
  59. * Life force cost for activation while stunned or using another skill: 8%
  60. * Health sacrificed for activation while stunned or using another skill: 4%
  61. * Max energy: -5
  62. [] Cast-time is now set to 0 (instant).
  63. [] [Well of Suffering] now has a neon-red well mist.
  64.  
  65.  
  66. = *CURSES* =
  67. [Furious Demise] (I – A1)
  68. Recharge: 3 s
  69. * Gain fury whenever you lose energy while in death shroud.
  70. * Fury (4): 3 s
  71.  
  72. [Toxic Landing] (II – A2)
  73. * Create a poison cloud when you take falling damage; you also take less falling damage.
  74. * Damage reduced: 50%
  75. * Field pulse (4x): every 2 s
  76. * Poison per pulse: 4 s
  77. * Field duration: 8 s
  78. * Field radius: 240
  79. * Combo Field: Poison
  80.  
  81. [Blood Renewal] (III – A3)
  82. * Whenever you sacrifice health, you gain life force. Only triggers in combat.
  83. * Life force: 8%
  84.  
  85. [Jagged Bones] (IV – A4)
  86. * Minion attacks against cursed foes cripple and bleed.
  87. * Bleeding (1): 4 s
  88. * Crippled: 1½ s
  89.  
  90. [Focused Rituals] (V – A5)
  91. * Well skills used ground targeting. Cannot be used under water.
  92. * Well range: 900
  93.  
  94. [Hexer's Vigor] (VI – M1)
  95. * Reduces [Curse]'s recharge as well as its duration. [Curse] now also costs life force. If you do not have sufficient life force to cast [Curse], you instead sacrifice health.
  96. * Recharge reduction: 33%
  97. * Duration reduction: 25%
  98. * Life force cost: 5%
  99. * Health sacrificed: 5%
  100.  
  101. [Masochism] (VII – M2)
  102. Recharge: 2 s
  103. * Whenever you sacrifice health, you gain energy. Only triggers in combat.
  104. * Energy: 1
  105.  
  106. [Defile Defenses] (VIII – M3)
  107. * Reduces your max energy pool. [Curse] is now unblockable. When you curse someone, you also hex them with [Defiled Defenses]. The next time that a foe hexed with [Defiled Defenses] would block, that foe takes damage.
  108. * Defiled defenses (1): 3 s
  109. * Damage: 467 (1.25)
  110. * Unblockable
  111. * Max energy: -3
  112.  
  113. [Blood of the Aggressor] (IX – GM1)
  114. * [Enfeebling Blood] now also inflicts a hex with each strike: blood of the aggressor. Foes hexed with blood of the aggressor cannot critically hit if they are bleeding.
  115. * Number of targets: 5
  116. * Blood of the aggressor (1): 5 s
  117. [] This debuff does not stack in intensity or duration; any new instance of blood of the aggressor applied to a target will simply overwrite any current instance of the debuff, hence resetting the duration.
  118.  
  119. [Order of Apostasy] (X – GM2)
  120. * Instead of targeting a foe, [Corrupt Boon] is now [Order of Apostasy] a channeled skill and consumes energy with each pulse; each pulse consumes 3 energy; you and allies in the area gain an enchantment stack for every 3 energy consumed in this way: Order of Apostasy. Strikes made by allies under the effects of order of apostasy remove boons. Whenever a boon is removed in this way, that ally loses 1 stack of order of apostasy.
  121. [Corrupt Boon] (traited)
  122. Cast-time: 2¾ s; Recharge: 30 s
  123. * Enchantment. With each pulse, consume energy and grant an order of apostasy to yourself and allies in the area. While under the effects of this order, attacks remove boons.
  124. * Pulse (3x): every ¾ s
  125. * Energy per pulse: 3
  126. * Order of apostasy (1) per pulse: 5 s
  127. * Number of allies: 5
  128. * Boons removed per hit: 1
  129. * Radius: 600
  130. [] This skill prioritizes players over other NPCs.
  131. [] Skill activation wind-up: ¼ s; total channel time: 2¼ s; after-cast: ¼ s
  132. [] Movement interrupts channeling.
  133.  
  134.  
  135. = *DEATH MAGIC* =
  136. [Shrouded Removal] (I – A1)
  137. * Cure a condition from yourself and all nearby allies when you enter death shroud. Remove an additional condition when activating death shroud while above the life force threshold.
  138. * Conditions removed: 1
  139. * Life force threshold: 70%
  140. * Conditions removed above the threshold: 2
  141. * Radius: 240
  142.  
  143. [Abstinence] (II – A2)
  144. * You lose energy more slowly while in death shroud. This trait is nullified by [Life Bond].
  145. * Energy loss interval increase: 100%
  146. [] The user now loses 1 energy every 2 seconds with this trait.
  147.  
  148. [Deathly Invigoration] (II – A3)
  149. * Leaving death shroud heals in an area and counts as a blast finisher.
  150. * Healing: 522 (0.2)
  151. * Radius: 240
  152. * Combo Finisher: Blast
  153.  
  154. [Fleeting Shroud] (IV – A4)
  155. Recharge: 10 s
  156. * Gain haste and swiftness upon entering death shroud. Your death shroud now has a brief maximum time limit before you are forced back to your normal form.
  157. * Haste: 1½ s
  158. * Swiftness: 8 s
  159. * Death shroud duration: 6 s
  160. [] The recharge only applies to the swiftness and haste procs. The duration penalty is always in effect.
  161.  
  162. [Phantom's Egress] (V – A5)
  163. Recharge: 10 s
  164. * Gain super jump upon leaving death shroud.
  165. * Super jump (1): 3 s
  166.  
  167. [Dead Skin] (VI – M1)
  168. * Gain 1 stack of dead skin every 5 seconds that you don't take damage (up to 5 stacks total). Lose 1 stack of dead skin every time that you take damage. You cannot lose more than 1 stack of dead skin each second. When you lose a stack of dead skin, you gain 2% life force.
  169. * Dead Skin (1): +300 toughness
  170. [] Dead Skin does not count as an enchantment.
  171.  
  172. [Hexproof Shroud] (VII – M2)
  173. * When you enter death shroud, you and adjacent allies lose a hex.
  174. * Hexes removed: 1
  175. * Radius: 150
  176.  
  177. [Transfusion] (VIII – M3)
  178. * [Life Transfer] heals allies in the area.
  179. * Pulses (9x): 1/3 s
  180. * Healing per pulse: 280 (0.2)
  181. * Number of targets: 5
  182. * Radius: 600
  183.  
  184. [Life Bond] (IX – GM1)
  185. * You no longer automatically lose energy every second while in death shroud. [Tainted Shackles] is now [Life Bond].
  186. [Life Bond] (traited)
  187. Cast-time: 10¼ s; Recharge: 0
  188. * Apply life bond to allies in the target area, healing them and consuming energy with each pulse. If you lose energy in this manner, your affected allies receive bonus healing. If you activated life bond with 95% or more life force as well as at least 10 energy, you and affected allies also gain protection. Triggering this protection has a 40-second recharge.
  189. * Target radius: 90
  190. * Target range: 600
  191. * Number of targets: 2
  192. * Effect range: 900
  193. * Pulse: every 1 s
  194. * Base healing per pulse: 154 (0.2)
  195. * Bonus healing per pulse: 202 (0.2)
  196. * Protection (25): 5 s
  197. [] [Life Bond] is not considered an enchantment and therefore cannot be stripped.
  198. [] The user does not benefit from his/her own [Life Bond] healing.
  199. [] Even though this skill has no actual cast-time wind-up, being a channel skill, it cannot be activated while stunned or while using another skill.
  200. [] Life bond ends if an ally moves outside of its “target range” which is dynamically calculated as the distance between the user and a target (same functionality as [Tainted Shackles]).
  201. [] The radius tool-tip is merely for the purpose of aiming the skill's effect application. After [Life Bond] is attached to a player, only that player receives its benefits while it is in effect.
  202. [] [Life Bond] cannot target structures.
  203. [] [Life Bond] will not trigger its effects if it does not detect a valid target when used.
  204. [] Triggering [Life Bond]'s protection application will trigger brief audio and visual cues.
  205.  
  206. [Death Nova] (X – GM2)
  207. * Minions explode in a cloud of poison where they die. This effect also triggers when you are downed.
  208. [Poison Cloud]
  209. * Damage: 183 (0.1)
  210. * Pulse (4x): every 1 s
  211. * Poison per pulse: 2 s
  212. * Duration: 3 s
  213. * Unblockable
  214. * Number of targets: 5
  215. * Radius: 180
  216. * Combo Field: Poison
  217. [] First pulse occurs immediately at activation and then every second afterward.
  218.  
  219.  
  220. = *BLOOD MAGIC* =
  221. [Bloodthirst] (I – A1)
  222. * Siphoning health is more effective.
  223. * Effectiveness increased: 15%
  224.  
  225. [Vital Siphon] (II – A2)
  226. Recharge: 10 s
  227. * Regular strikes from [Life Siphon] grant energy.
  228. * Energy: 1
  229. [] A player can only gain 1 energy from a single packet of damage; 1 energy per cool-down.
  230.  
  231. [Mark of Evasion] (III – A3)
  232. Recharge: 3 s
  233. * Inscribe a [Mark of Blood] at the end of your dodge roll.
  234. [Mark of Blood] (“on dodge” version)
  235. * Damage: 33 (0.1)
  236. * Healing: 240 (0.2)
  237. * Bleeding (2): 5 s
  238. * Number of targets: 5
  239. * Trigger radius: 120
  240. * Effect radius: 180
  241.  
  242. [Foreboding Energy] (IV – A4)
  243. Recharge: 3 s
  244. * You gain life force whenever you gain energy.
  245. * Life force gained upon gaining energy: 3%
  246. [] The amount of life force gained will always be 3% regardless of how much energy the user gained in order to trigger this trait's effect.
  247.  
  248. [Awaken the Blood] (V – A5)
  249. * You gain life force when you use a healing skill. Only triggers in combat.
  250. * Life force: 8%
  251. [] For [Consume Conditions], this trait's effect only triggers when the final pulse successfully resolves.
  252.  
  253. [Lifeshroud] (VI – M1)
  254. * Whenever you lose energy while in death shroud, you heal nearby allies.
  255. * Healing per point of energy lost: 280 (0.2)
  256. * Healing radius: 300
  257.  
  258. [Lifespring] (VII – M2)
  259. * You energy when you cast a well spell. Only triggers in combat.
  260. * Energy: 1
  261.  
  262. [Death into Life] (VIII – M3)
  263. * You gain energy when you leave death shroud.
  264. * Energy: 3
  265.  
  266. [Order of Pain] (IX – GM1)
  267. * [Blood is Power] is now [Order of Pain].
  268. [Blood is Power] (traited)
  269. Cast-time: 1½ s; Recharge: 15 s
  270. * Lose all energy and grant might to yourself and all allies in the area for each point of energy lost.
  271. * Might (2) per energy: 5 s
  272. * Radius: 600
  273. [] Movement no longer interrupts channeling; the skill's activation is just a single cast now; all might stacks appear simultaneously upon cast completion.
  274.  
  275. [Blood Trough] (X – GM2)
  276. * [Mark of Blood] is now [Blood Trough].
  277. [Blood Trough] (traited)
  278. Cast-time: 5½ s; Recharge: 6 s
  279. * Carve out and maintain a line of healing blood that moves with you.
  280. * Pulse (5x): every 1 s
  281. * Healing per pulse: 202 (0.2)
  282. * Duration: 5 s
  283. * Number of allies: 5
  284. * Range: 600
  285. [] Revenant projectile wall hammer skill.
  286. [] This skill creates a narrow, rectangular box that extends out from the front of the user; this box moves and rotates with the player; allies within the box receive the healing pulse effect.
  287. [] The user will not gain any healing from this skill.
  288. [] First pulse occurs immediately on successful cast and then once each second afterward.
  289.  
  290.  
  291. = *SOUL REAPING* =
  292. [Persisting Shroud] (I – A1)
  293. * Life force does not drain while in death shroud if you are above the energy threshold.
  294. * Energy threshold: 4
  295.  
  296. [Weightless Specter] (II – A2)
  297. * Whenever you use a spectral skill, you gain super jump.
  298. * Super jump (1): 3 s
  299.  
  300. [Spectral Slingshot] (III – A3)
  301. * Reduces recharge of [Spectral Wall]; [Spectral Wall] inflicts chill to foes that cross it instead of fear. Allies can now interact with [Spectral Wall] in order to leap forward off of spectral energies.
  302. * Leap range: 900
  303. * Recharge reduction: 50%
  304. * Chill: 2 s
  305. [] Dragon Arena zip pads (the gears) mechanic except only it triggers on player interaction.
  306.  
  307. [Gluttony] (IV – A4)
  308. * Increases your maximum energy pool.
  309. * Max energy: +2
  310.  
  311. [Emphatic Specter] (V – A5)
  312. * Lowers the life force threshold at which you receive bonuses to spectral skills.
  313. * Life force threshold reduction: 20%
  314.  
  315. [Near to Death] (VI – M1)
  316. * Death shroud's recharge timer starts the moment that you enter into it rather than when you return back to your normal form.
  317.  
  318. [Fear of the Reaper] (VII – M2)
  319. Recharge: 30 s
  320. * Gain reaper's aspect whenever you reach the life force threshold.
  321. * Life force threshold: 50%
  322. * Reaper's aspect: 30 s
  323.  
  324. [Spectral Embrace] (VIII – M3)
  325. * Reduces [Spectral Armor]'s recharge; [Spectral Armor] now also removes conditions from affected allies. You gain energy whenever you affect an ally with [Spectral Armor].
  326. * Recharge reduction: 40%
  327. * Conditions removed: 1
  328. * Energy per affected ally: 1
  329.  
  330. [Death Perception] (IX – GM1)
  331. * Reduces your max energy pool. Increases critical-hit chance while in death shroud; [Life Blast] takes longer to cast and consumes life force upon cast activation. If you are over the energy threshold, [Life Blast] has increased projectile move speed. If you attempt to cast [Life Blast] without enough life force to pay its cost, you are forced from death shroud.
  332. * Critical-hit chance increase: 50%
  333. * [Life Blast] cast-time increase: ¼ s
  334. * [Life Blast] life force consumption: 5%
  335. * Energy threshold: 3
  336. * Projectile movement speed increase: 50%
  337. * Max energy: -5
  338. [] The life force cost is consumed at [Life Blast]'s cast initiation rather than when it resolves successfully.
  339. [] The energy threshold is noted at the time of cast activation rather than when the skill resolves.
  340.  
  341. [Renewing Blast] (X – GM2)
  342. * [Life Blast] is now [Renewing Blast].
  343. [Renewing Blast] (traited)
  344. Cast-time: ¾ s
  345. * Heal allies at the target location with a blast of life force.
  346. * Healing: 345 (0.45)
  347. * Aiming reticle
  348. * Radius: 150
  349. * Range: 1200
  350. [] Now uses a neon-blue [Life Blast] projectile model.
  351. [] This skill deals no damage.
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