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- Guardian (Sword)
- ----------------
- Pros: Hard to kill, wears the target out with bleeding
- Cons: Fragile while moving
- Counter: Attack at range, use the enviroment against him (set ground on fire to force him to move)
- Equip+: You are able to wield wooden..diamond swords
- blocking works on melee attacks and projectiles
- TRAITS every level
- [Armor]
- * Leather (Default)
- * Iron (Default)
- * Diamond (Level 20)
- Cost: 45 GB
- * Gold (Level 45)
- Cost: 64 GB
- [Passive]
- * Guard: 10% Block chance, + 0.2%/Level, MAX 20% by 50
- TRAITS:
- • Subdue: 5% chance on next block to disarm attacker's
- holding item back to there inventory.
- Cost: 5 TP
- • Stoneskin: 20% chance to nullify Ranger's arrows.
- Cost: 3 TP
- • Resort: 10% chance to repair your weapon on next block.
- Cost: 3 TP
- * Serrated Strikes: 5% Bleed Chance on strike, + 0.4%/Level, MAX 25% by 50
- TRIATS:
- • Ignite: 5% Chance on next Serrated Strike on fire.
- Cost: 5 TP
- * Sentinel: While Crouched 20% Block chance, + 0.8%/Level, MAX 60% by 50
- TRIATS:
- • Push: 5% chance to blasts target back
- Cost: 5 TP
- • Defect: 10% to negate (Damage over time) on next block
- Cost: 3 TP
- •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
- [Ablities]
- * Riposte(Stand): Your next block is 100%
- TRAITS:
- • Defense I: Your next 2 block is 100%. (Permenant to skill)
- Cost: 3 TP
- • Bleeding Slash: Causes target to bleed on next block.
- Cost: 7 TP
- • Defense II: Your next 3 block is 100% (Permenant to skill)
- Cost: 7 TP
- • Push: Blasts target back on next block. (No Damage) NOTE: Creeper/Tnt Blast effect?
- Cost: 7 TP
- * Divine(Crouch): For 5 seconds, your block is increased by 10% (Works on both stand/crouch)
- TRAITS:
- • Bless I: Increased effect by 3 seconds
- Cost: 2 TP
- • Restoration I: For 3 seconds, all blocked effects will heal you for half heart.
- Cost: 2 TP
- • Bless II: Increased effect by 6 seconds
- Cost: 5 TP
- • Restoration II: For 5 seconds, all blocked effects will heal you for half heart.
- Cost: 5 TP
- • Divine II: Increases block from 10%-15% (Permenant to skill)
- Cost: 7 TP
- • Divine III: Increases block from 15%-20% (Permenant to skill)
- Cost: 7 TP
- Total TP Cost: 73
- NOTE: Defense II requires Defense I to learn
- Bless II requires Bless I to learn
- Restoration II requires Restoration I to learn
- ===============================================================================================
- Barbarian (Axe)
- ---------------
- Pros: Resistant against spike damage, hard hitter
- Cons: Needs to keep his rage up to maintain his high damage output
- Counter: Use dots (burning, bleeding, etc) and spam damage against him, poison to disable rage bonusses
- *An axe deals the same amount of damage as a sword.
- *A critical hit deals 50% more damage.
- *damage reduction is calculated before adrenaline kicks in
- *your maximum rage is the durability of your axe (wood = 60, stone = 132, etc)
- *you lose your rage if you switch to another item
- *Equip+: You are able to wield wooden..diamond axes in combat
- [Armor]
- * Leather (Default)
- * Iron (Default)
- * Diamond (Level 20)
- Cost: 45 GB
- [Passive]
- * Adrenaline: You cannot take more than 5 hearts when below 50% HP, -0.5 Heart/10 Level, MAX 2.5 Hearts
- TRAITS:
- • Direct Impact: 10% Chance of ignoring target's armor once in "Adrenaline"
- Cost: 5 TP
- • Willpower [Party Buff]: Your party member gains your passive until he leaves party.
- Cost: 5 TP
- • Defect: 50% to negate (Damage over time) once in "Adrenaline"
- Cost: 3 TP
- • Flurry: When below 20% health, you deal extra 2 hearts.
- Cost: 5 TP
- • Instinct: Critical damage is increased to 100% in "Adrenaline"
- Cost: 3 TP
- * Bloodsurge: You drink your opponent's blood on death gainning 100% rage (Bloodsurge effect for 10 seconds.) (Rage will go down regulary)
- TRAITS:
- • Savage: Deals extra 2 hearts for 10 seconds once in "Bloodsurge"
- Cost: 3 TP
- • Bloody Cut: Increase XX amount of woodcutting skill exp.
- Cost: 3 TP
- • VOlt: Your first strike in "Bloodsurge" will strike lightning on target.
- Cost: 5 TP
- •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
- [Abilities]
- * Rage(Stand): Your rage increases by right-clicking, more rage will increase your chance for critical hits.
- TRAITS:
- • Sudden Doom: 5% chance when getting hurt to increase rage by 20%
- Cost: 7 TP
- • Combustion: At 80% rage, you have 10% chance of ignition target on fire while striking.
- Cost: 5 TP
- • Shock: At 80% rage, you have 5% chance of striking lightning on target while striking.
- Cost: 7 TP
- • Push: At 50% rage, you have a chance to blast an enemy away dealing 0.5 hearts. (10 Seconds Cool Down)
- * Rage Substain(Crouch): Substains your certain rage for 3 seconds. (20 Seconds Cool Down)
- TRAITS:
- • Enraged I: Rage substains for an extra 1 seconds.
- Cost: 5 TP
- • Enraged II: Rage substains for an extra 2 seconds.
- Cost: 7 TP
- • Replenish: At 90% rage, you have 20% chance to heal for 2 heart, once activated, loses 20% rage. (10 Seconds Cool Down)
- Cost: 5 TP
- • Discharge: Once in "Rage Substain", you are invlurenable for 3 seconds.
- Cost: 10 TP
- Total TP Cost: 78
- ==============================================================================================
- Ranger (Bow)
- ------------
- Pros: Ranged, can inflict conditions, resistant against conditions
- Cons: Wolf can be used against him, lower damage output when not using a preparation
- Counter: Kill the wolf first, then focus on the ranger
- [Armor]
- * Leather (Default)
- * Iron (Level 15)
- Cost: 25 GB
- [Passive]
- * Companionship: Damage is shared between you and your wolf
- TRAITS:
- * Natural Resistance: Conditions inflicted on your party end 0..1 seconds sooner
- TRAITS:
- * Hooked arrows: 20% to retrieve arrows from enemy, +1.3/level, MAX at 48?
- TRAITS:
- * Archery: Your firing rate is 1 second, -0.1/5 level, MAX 0.1 at 49?
- TRAITS:
- • Mark: When target has 2 hearts or lower, you have 50% chance on strike to track them.
- (Tracks them and sets tracker on compass.) for 10 min.
- Cost: 5 TP
- * Barbed arrows: You deal 0..1 more damage per attack
- •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
- [Ablities]
- * Enhanced Shot: (Uses Dye)
- TRAITS:
- • Steady Shot (Orange Dye x1): Your next shot on target will be critical. (50% Damage)
- Cost: 5 TP
- • Ignition Shot (Red Dye x1): Your next shot will ignite target on fire.
- Cost: 5 TP
- • Venomious Shot (Green Dye x1): Your next shot will be dipped in venom that will poison your target
- Cost: 6 TP
- • Luminous Shot (Yellow Dye x1): Your next shot on target will strike lightning on impact.
- Cost: 7 TP
- * The Calling: Summons your companion to aid you. (Bone)
- Summons a tamed wolf. (2 Min. Cool Down)
- TRAITS:
- •
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