Doomfullord

Base Classes

Jul 24th, 2013
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  1. Thief
  2. Starting: Dodge- Backstab(CD0)- Sneak (CD0)
  3. 1: Thief
  4. 2: Dark Shroud: You are 50% more unlikely to be seen in weather conditions.
  5. 3: Two Card Bounty (CD3): Do two attacks with either your daggers or throwing daggers.
  6. 4: Dark Armor: You take 20% less damage from dark aligned sources.
  7. 5:Flashpowder (CD5): Reduces an enemies Accuracy for two turns, SmokeBomb (CD10): Creates a clouded mist activating Dark Shroud, Poison (CD2): You can apply poison to one of your weapons to poison an opponent if it hits. Poison Varies.
  8. 6: Dagger proficiency: Daggers do 100% damage even when dual wielded.
  9. 7: Jaunt (CD2): You can do a more masterful dodge, even if not dodging, to skip around your opponent for a backstab.
  10. 8: Evasion 10: You are 10% less likely to be hit.
  11. 9: Five Card Bounty (CD4): You do five hits at 75% damage
  12. 10: Thievery:
  13.  
  14. BloodRogue:
  15. Starting: Dodge (CD1)- BackStab (CD0) -Bleeding Slash (CD2): Has a 50% chance to cause a bleeding effect of 10 Health for 3 turns.
  16. 1: Three Card Bounty (CD3): Does three attacks at 75% damage
  17. 2: Each time you strike an opponent you gain a blood counter.
  18. 3: Blood-Jaunt (CD3): You can trade in 3 Blood tokens to do a dodge that has a doubled chance of dodging an attack.
  19. 4: Blood carriage: You can carry over 3 Blood counters to your next fight.
  20. 5: Five Card Bounty (CD4): You can do five hits at 75% damage.
  21. 6: Razor Blades: Your attacks have a 10% chance to cause a bleeding effect.
  22. 7: Blood Soak (CD8): You can drench an enemy in five blood counters, making all damage done to them do 20% more damage for 5 turns. / Blood Heal (CD4): You can heal yourself or an ally for ten blood counters for 100 health.
  23. 8: Blood Charge: If you did the finishing move on an opponent you can immediately attack any other.
  24. 9: Blood Flush (CD5): You turn use five blood counters to do five hits of 100% damage
  25. 10: Bloodlord: You can turn 15 blood counters into an aura that turns all cooldowns of attack to 1 for five turns.
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  27. Assassin:
  28. Starting:
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  40. Archer:
  41. Starting:
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  53. Pirate:
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  65. ___________________________________________________________________________________________________________________
  66. Warrior
  67. Starting: Heavy Strike (CD4): 30% chance to Stun, Block (Weapon) (CD1)
  68. 1: Shield Bash (Cd2)
  69. 2: Weapon Proficiency (Dual Wielding): Choose a weapon an gain 25% more damage when single wielding and you do 100% damage with both when dual wielding said weapon.
  70. 3: Double Strike
  71. 4: Bashing Strength: Your shield bash now has a 10% chance to stun
  72. 5: Wide Swing CD3: You take a wide swing for 5 points more damage to attack all nearby enemies.
  73. 6: Shield: You take 10% less damage from melee sources.
  74. 7: Parry CD3: You take a block with your weapon and have a 35% chance to disarm your opponent.
  75. 8: Passive Block: You can block while attacking.
  76. 9: Meteor Mash (CD5): Five consecutive hits at 75% damage, each with a 10% chance to stun / Massive Strike (CD7): A 70% chance to stun at 250% damage.
  77. 10: Greater Shield: You take 15% less damage from all sources.
  78.  
  79. Knight
  80. Starting: Block (Weapon) (CD1), Shield Bash, Warrior Constitution: You gain an extra 50 health
  81. 1: Heroic Call (CD10): For the next 5 turns, your allies take 20% less damage
  82. 2: Minor Shield: 10% damage from melee sources
  83. 3: Mammoth Blow: Does 250% damage and can break a block.
  84. 4: Weapon Proficiency (One handed): You do 25% more damage with the weapon of your choice if you wield it with one hand.
  85. 5: In need of Call (CD3): You can jump into an attack aimed at an ally and block it, no matter the length.
  86. 6: Magic Armor: You take 10% less damage from magic sources
  87. 7: Valor Strike (CD5): Pierces armor and has a 20% chance to cause a 5 turn 5 point DOT
  88. 8: Feats of Strength: When you are at 25% health your damage is upped 50%.
  89. 9: Perfect Block (CD5): YOu can block any attack
  90. 10: Aegis Shield: You take 20% less damage from all sources
  91.  
  92. Firelance
  93. Starting: Valor Strike (Of Flames) (CD6): You do Flame Damage that pierces the Enemy and has a 40% chance to leave a 3 turn 10 damage DOT. Right of Flames: Your attacks can be turned to Fire damage for 5 mana. Keeper of the Flames (CD10): Allies fighting near you do 10 points extra flame damage that pierces armor.
  94. 1: Block (Two handed weapon): You can block with a Two handed weapon. / Wide Swing CD3: You take a wide swing for 5 points more damage to attack all nearby enemies.
  95. 2: Weapon Proficiency (Two Handed): You do 25% more damage with the weapon of your choice if you wield it with one hand.
  96. 3: Flame Shout (CD5) (Mana 10): You make a firey shout at your opponent for 50 damage
  97. 4: Call to Arms: Your allies are 5% more accurate
  98. 5: In need of Call (CD3): You can jump into an attack aimed at an ally and block it, no matter the length.
  99. 6: Desperate Measure: When you are at 10% health, you and your allies do 50% more damage
  100. 7: Phoenix Charge: This ability is only usable at the starting post, you charge at your opponent with Valor Strike.
  101. 8: Flame Armor: For a drain of 5 Mana per turn you can passively damage enemies around you for 10 damage.
  102. 9: Phoenix Lance (CD10) (15mana): You sheath your blade in an erupting blaze in the shape of a PHoenix, exploding on your enemy to deal 50 extra piercing damage.
  103. 10: Phoenix Body: You slowly regenerate your wounds at 10 health per turn.
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  105. Barbarian:
  106. Starting: Dodge, Barbaric Rage: For the next 5 turns your damage is increased to by 10, and you cannot die from reaching 0 health.
  107. 1: Barbaric Shout (CD10): You make a shout that has a 20% chance to stun an enemy.
  108. 2: Barbaric Damage: Your rage increases your damage by an extra 10
  109. 3: Barbaric Smash (CD5): You make a heavy attack that has a 60% chance to break your opponent's armor
  110. 4: Barbaric Strength: While raging your strength is increased by 10
  111. 5: Mammoth Strike: / Barbaric Jaunt (CD4): After killing an enemy you can immediately attack any other enemy.
  112. 6: Barbaric Cooldown: While in Rage Cooldowns are reduced by 2.
  113. 7: Rapid Beatdown (CD5): When in Rage you can hits an opponent 3 times, each with it's own roll.
  114. 8: Mini Rage: After killing an enemy you either enter a miniature 2 turn rage
  115. 9: Berzerker Strike (CD1): You can use the rest of the turns of rage you have to deal another hit at 125% each.
  116. 10: Berzerker: Your rage now lasts 7 turns and you receive only 50% damage while in rage.
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  118. Samurai:
  119. Starting: Draw Strike (CD2): An offensive strike that can pass through a block. Block (Weapon) (CD1) Offensive Katana Training, Stance: Your striking power is increased by 10 points, and you have a 5% better chance to hit your target, but your
  120. 1: Armor Break: An attack that deals no damage but is guaranteed to break armor.
  121. 2: Defensive Stance: In this stance you cannot move, but the cooldown of block is at 0 and you can attack after blocking.
  122. 3: Critical Strike (CD5): Has a 50% chance to make a critical hit. / Facade (CD4): You Fake an attack to interrupt their own attack and force a block.
  123. 4: Samurai Focus: Once locked onto an opponent, you can never lose sight of him.
  124. 5: Rapid Strikes: Strike your opponent 10 times at 50% power, but each attack makes a roll
  125. 6: Weapon Proficiency (Dual/One handed): Katana
  126. 7: Meditate: Heal off 100 points of damage by resting for a turn / After Image (CD4): You can dodge an attack, leaving behind an after image distracting your opponent.
  127. 8: Bushido Focus: Your Cooldowns are reduced by 1, but they cannot reach 0.
  128. 9: Bushido Strike (CD3): A powerful strike that hits for 150% power and has a 20% chance to break your opponent's armor.
  129. 10: Last Samurai: You gain an Evasion of 50% and can do two abilities per turn, cooldowns are all set to 1, and every time a move misses you leave behind an after image distracting your opponent.
  130. ___________________________________________________________________________________________________________________
  131. Apprentice
  132. Starting: Firebolt, Icebolt, Lightningbolt
  133. 1: Barrier
  134. 2: Mana +20
  135. 3: Magic Bolt
  136. 4: Mage Training: Spells cost 15% less mana
  137. 5: Mana Tithe
  138. 6: Magic Protection: 20% less Damage done by magic sources
  139. 7: Magic Armor and Weapon: (30) You create a magic set of armor for five turns that can absorb 25 melee and 30 magical damage and a sword of 35 damage that goes through armor.
  140. 8: Familiar: You can spend 20 Mana to summon a familiar that isn't regained until it dies or is dismissed.
  141. 9: Fireball (30: 70 Power, Lightning: 65 Power, Blizzard: 60
  142. 10: Adept Wizard: You can double the power of your spells at the risk of a heightened chance of them going critical on you. / Apprentice's Worries: You can Cast Spells for free for 3 turns
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  144. Elementalist: Elements: Fire: Does 15 points more damage, Water: Has a 10% chance to be free, Wind:Has a 10% crit ratio, Earth: Has a 10% chance to break armor, Lightning: 15% chance to paralyze, Ice: 10% chance to Freeze
  145. Starting: Elemental Bolt (15): 50 Power Elemental Strike (25): 70 Power Elemental Protection: You take 25% less damage from the element of choice and 10% from the rest.
  146. 1: Elemental Barrier
  147. 2: Mana +40
  148. 3: Elemental Whip (30): Create a whip of your element that has a a high reach and does 70 damage. 5 mana upkeep.
  149. 4: Elemental Training: Elemental Spells of your choice cost 25% less to cast
  150. 5: Elemental Wave (40): Do a wave of your element that can hit three enemies at once and can also hit allies. 60 power
  151. 6: Elemental Familiar: 35 Mana for a Elemental that assists you in battle.
  152. 7: Elemental Blast (30): A high power Elemental attack that has a 25% chance to break armor. 75 power
  153. 8: Elemental Armor: At the cost of 5 mana per turns you deal 15 damage to nearby enemies.
  154. 9: Elemental Dissonance (40): You create a small weather system of your element doing a different effect for each element.
  155. 10: Elemental Embodiment: You can turn yourself into a being of your element and do all spells of that element for free, but you take 50% more melee damage and 100% more magical.
  156.  
  157. Conjurer:
  158. Starting: Summon Familiar: (30)
  159. 1: Magic Armor and Weapon: (40) You create a magic set of armor for five turns that can absorb 35 melee and 40 magical damage and a sword of 45 damage that goes through armor.
  160. 2: +25 Mana
  161. 3: Magic Bolt:
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  170. Priest: MInor Heal: Barrier: HolyStrike:
  171. 1: Angel's Blessing: Angel's Might:
  172. 2: +20 Mana +20 Health
  173. 3: Minor Smite
  174. 4: Holy Protection: You take 25% less from light sources and 20% less from Dark
  175. 5: Angel's Shield: Angel's Sword:
  176. 6: Angel's Companion: For 45 mana you can summon a small Angel Companion that assists with healing.
  177. 7: Mirror Shield
  178. 8: Tithing of the Holy: You can turn your own health into Mana at a 2-1 ratio.
  179. 9: Smite
  180. 10: Reverence:
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  182. Necromancer:
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