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  1. Guardian (Sword)
  2. ----------------
  3. Pros: Hard to kill, wears the target out with bleeding
  4. Cons: Fragile while moving
  5. Counter: Attack at range, use the enviroment against him (set ground on fire to force him to move)
  6.  
  7. Equip+: You are able to wield wooden..diamond swords
  8. blocking works on melee attacks and projectiles
  9.  
  10.  
  11.  
  12. TRAITS every level
  13.  
  14. [Armor]
  15. * Leather (Default)
  16. * Iron (Default)
  17. * Diamond (Level 20)
  18. Cost: 45 GB
  19. * Gold (Level 45)
  20. Cost: 64 GB
  21.  
  22. [Passive]
  23. * Guard: 10% Block chance, + 0.2%/Level, MAX 20% by 50
  24. TRAITS:
  25. • Subdue: 5% chance on next block to disarm attacker's
  26. holding item back to there inventory.
  27. Cost: 5 TP
  28. • Stoneskin: 20% chance to nullify Ranger's arrows.
  29. Cost: 3 TP
  30. • Resort: 10% chance to repair your weapon on next block.
  31. Cost: 3 TP
  32.  
  33. * Serrated Strikes: 5% Bleed Chance on strike, + 0.4%/Level, MAX 25% by 50
  34. TRIATS:
  35. • Ignite: 5% Chance on next Serrated Strike on fire.
  36. Cost: 5 TP
  37.  
  38. * Sentinel: While Crouched 20% Block chance, + 0.8%/Level, MAX 60% by 50
  39. TRIATS:
  40. • Push: 5% chance to blasts target back
  41. Cost: 5 TP
  42. • Defect: 10% to negate (Damage over time) on next block
  43. Cost: 3 TP
  44.  
  45. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
  46.  
  47. [Ablities]
  48. * Riposte(Stand): Your next block is 100%
  49. TRAITS:
  50. • Defense I: Your next 2 block is 100%. (Permenant to skill)
  51. Cost: 3 TP
  52. • Bleeding Slash: Causes target to bleed on next block.
  53. Cost: 7 TP
  54. • Defense II: Your next 3 block is 100% (Permenant to skill)
  55. Cost: 7 TP
  56. • Push: Blasts target back on next block. (No Damage) NOTE: Creeper/Tnt Blast effect?
  57. Cost: 7 TP
  58.  
  59. * Divine(Crouch): For 5 seconds, your block is increased by 10% (Works on both stand/crouch)
  60. TRAITS:
  61. • Bless I: Increased effect by 3 seconds
  62. Cost: 2 TP
  63. • Restoration I: For 3 seconds, all blocked effects will heal you for half heart.
  64. Cost: 2 TP
  65. • Bless II: Increased effect by 6 seconds
  66. Cost: 5 TP
  67. • Restoration II: For 5 seconds, all blocked effects will heal you for half heart.
  68. Cost: 5 TP
  69. • Divine II: Increases block from 10%-15% (Permenant to skill)
  70. Cost: 7 TP
  71. • Divine III: Increases block from 15%-20% (Permenant to skill)
  72. Cost: 7 TP
  73.  
  74. Total TP Cost: 73
  75.  
  76. NOTE: Defense II requires Defense I to learn
  77. Bless II requires Bless I to learn
  78. Restoration II requires Restoration I to learn
  79.  
  80. ===============================================================================================
  81.  
  82. Barbarian (Axe)
  83. ---------------
  84. Pros: Resistant against spike damage, hard hitter
  85. Cons: Needs to keep his rage up to maintain his high damage output
  86. Counter: Use dots (burning, bleeding, etc) and spam damage against him, poison to disable rage bonusses
  87.  
  88. *An axe deals the same amount of damage as a sword.
  89. *A critical hit deals 50% more damage.
  90. *damage reduction is calculated before adrenaline kicks in
  91. *your maximum rage is the durability of your axe (wood = 60, stone = 132, etc)
  92. *you lose your rage if you switch to another item
  93. *Equip+: You are able to wield wooden..diamond axes in combat
  94.  
  95. [Armor]
  96. * Leather (Default)
  97. * Iron (Default)
  98. * Diamond (Level 20)
  99. Cost: 45 GB
  100.  
  101. [Passive]
  102. * Adrenaline: You cannot take more than 5 hearts when below 50% HP, -0.5 Heart/10 Level, MAX 2.5 Hearts
  103. TRAITS:
  104. • Direct Impact: 10% Chance of ignoring target's armor once in "Adrenaline"
  105. Cost: 5 TP
  106. • Willpower [Party Buff]: Your party member gains your passive until he leaves party.
  107. Cost: 5 TP
  108. • Defect: 50% to negate (Damage over time) once in "Adrenaline"
  109. Cost: 3 TP
  110. • Flurry: When below 20% health, you deal extra 2 hearts.
  111. Cost: 5 TP
  112. • Instinct: Critical damage is increased to 100% in "Adrenaline"
  113. Cost: 3 TP
  114.  
  115. * Bloodsurge: You drink your opponent's blood on death gainning 100% rage (Bloodsurge effect for 10 seconds.) (Rage will go down regulary)
  116. TRAITS:
  117. • Savage: Deals extra 2 hearts for 10 seconds once in "Bloodsurge"
  118. Cost: 3 TP
  119. • Bloody Cut: Increase XX amount of woodcutting skill exp.
  120. Cost: 3 TP
  121. • VOlt: Your first strike in "Bloodsurge" will strike lightning on target.
  122. Cost: 5 TP
  123.  
  124. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
  125.  
  126. [Abilities]
  127. * Rage(Stand): Your rage increases by right-clicking, more rage will increase your chance for critical hits.
  128. TRAITS:
  129. • Sudden Doom: 5% chance when getting hurt to increase rage by 20%
  130. Cost: 7 TP
  131. • Combustion: At 80% rage, you have 10% chance of ignition target on fire while striking.
  132. Cost: 5 TP
  133. • Shock: At 80% rage, you have 5% chance of striking lightning on target while striking.
  134. Cost: 7 TP
  135. • Push: At 50% rage, you have a chance to blast an enemy away dealing 0.5 hearts. (10 Seconds Cool Down)
  136.  
  137. * Rage Substain(Crouch): Substains your certain rage for 3 seconds. (20 Seconds Cool Down)
  138. TRAITS:
  139. • Enraged I: Rage substains for an extra 1 seconds.
  140. Cost: 5 TP
  141. • Enraged II: Rage substains for an extra 2 seconds.
  142. Cost: 7 TP
  143. • Replenish: At 90% rage, you have 20% chance to heal for 2 heart, once activated, loses 20% rage. (10 Seconds Cool Down)
  144. Cost: 5 TP
  145. • Discharge: Once in "Rage Substain", you are invlurenable for 3 seconds.
  146. Cost: 10 TP
  147.  
  148. Total TP Cost: 78
  149.  
  150.  
  151. ==============================================================================================
  152.  
  153.  
  154. Ranger (Bow)
  155. ------------
  156. Pros: Ranged, can inflict conditions, resistant against conditions
  157. Cons: Wolf can be used against him, lower damage output when not using a preparation
  158. Counter: Kill the wolf first, then focus on the ranger
  159.  
  160. [Armor]
  161. * Leather (Default)
  162. * Iron (Level 15)
  163. Cost: 25 GB
  164.  
  165. [Passive]
  166. * Companionship: Damage is shared between you and your wolf
  167. TRAITS:
  168.  
  169.  
  170. * Natural Resistance: Conditions inflicted on your party end 0..1 seconds sooner
  171. TRAITS:
  172.  
  173.  
  174. * Hooked arrows: 20% to retrieve arrows from enemy, +1.3/level, MAX at 48?
  175. TRAITS:
  176.  
  177.  
  178. * Archery: Your firing rate is 1 second, -0.1/5 level, MAX 0.1 at 49?
  179. TRAITS:
  180. • Mark: When target has 2 hearts or lower, you have 50% chance on strike to track them.
  181. (Tracks them and sets tracker on compass.) for 10 min.
  182. Cost: 5 TP
  183.  
  184.  
  185. * Barbed arrows: You deal 0..1 more damage per attack
  186.  
  187.  
  188.  
  189. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
  190.  
  191. [Ablities]
  192. * Enhanced Shot: (Uses Dye)
  193. TRAITS:
  194. • Steady Shot (Orange Dye x1): Your next shot on target will be critical. (50% Damage)
  195. Cost: 5 TP
  196. • Ignition Shot (Red Dye x1): Your next shot will ignite target on fire.
  197. Cost: 5 TP
  198. • Venomious Shot (Green Dye x1): Your next shot will be dipped in venom that will poison your target
  199. Cost: 6 TP
  200. • Luminous Shot (Yellow Dye x1): Your next shot on target will strike lightning on impact.
  201. Cost: 7 TP
  202.  
  203. * The Calling: Summons your companion to aid you. (Bone)
  204. Summons a tamed wolf. (2 Min. Cool Down)
  205. TRAITS:
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