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  1. Rundown - Lowest HP class (even lower than tech specialist), Almost everything relies on their willpower (the treatment will completely fuck you over), Very easily regenerates energy outside of battle, Can run melee, ranged, and pure casting builds
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  3. Things that need fixing/changing - There has got to be a better way to arrange the perk tree, and there is no reason to give them all 3 elemental souls. Maybe both Frost Breath and Burst Stream should be available.
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  5. [Level 1 Special]: Lightning Shock - Grants the ability to cast a spear of electricity. Effectiveness determined by Intelligence.
  6. [Details]: 25 cost basic attack spell, and also the only one that you are guaranteed to have. Has no special properties.
  7.  
  8. [Level 2 Passive]: Elemental Shield - Grants resistance to Burning, Electric, and Freezing attacks.
  9. [Details]: Passive, 20% base resistance to those 3 damage types.
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  11. [Level 2 Choice 1]: Crystal Armor - Grants additional resistance to freezing and kinetic damage. Effectiveness determined by willpower.
  12. [Details]: Passive, 40% of willpower added to freezing and kinetic resistance. Changes to 56% Frozen Soul.
  13.  
  14. [Level 2 Choice 2]: Magma Armor - Grants additional resistance to burning, corrosive, and poison damage. Effectiveness determined by willpower.
  15. [Details]: Passive, 40% of willpower added to burning, corrosive, and poison resistance. 56% with Flame Soul.
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  17. [Level 3 Passive]: Passive Flow - Grants the ability to recover energy while waiting. Fully recovers energy when resting.
  18. [Details]: You can recover 10-12 energy by waiting in combat, or 0.3 energy per minute of waiting outside of combat. This ability is the only reason why this class can rely on spells, but it feels way too powerful at times.
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  20. [Level 3 Choice 1]: Frost Breath - Grants the ability to breathe out a current of unnaturally cold wind, temporarily reducing the aim and reflexes of all enemies. Effectiveness determined by intelligence.
  21. [Details]: 35 cost freezing attack that hits all enemies with intelligence based damage and can't miss (but is ignored by cold-immune enemies). While the damage is determined by intelligence, the aim/reflex reduction is handled by a unique status effect called "Chilled" (lasts for 5 turns), which is calculated using the attacker's willpower modified by the defender's frost resistance. This is intended to simulate a speed reduction so that enemies get hit more often, not sure how well it works.
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  23. [Level 3 Choice 2]: Burst Stream - Grants the ability to cast a fiery torrent of energy that has a chance to burn enemies. Effectiveness determined by intelligence.
  24. [Details]: 60 cost fire attack, does relatively high damage but can be suicide if you happen to miss (particularly at lower levels). Can cause Hand So's "Burning" status, which reduces defense.
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  26. [Level 4 Passive]: Inner Focus - Reduces all received lust and psionic damage by a portion of your willpower.
  27. [Details]: Reduces incoming lust damage by your willpower as a percentage (e.g. it multiplies the damage by .6 if you have 40 willpower). Calculated after most modifiers, but before resistance. Obviously would not be OK when people are able to have 100+ willpower.
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  29. [Level 4 Choice 1]: Calm Mind - Reduces current lust and susceptibility to psionic attacks and lust attacks for a time. Effectiveness determined by willpower.
  30. [Details]: Reduces current lust by a portion of willpower, and then adds your willpower directly to your lust resistances. Essentially makes you lust immune if you have other defensive lust modifiers.
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  32. [Level 4 Choice 2]: Force Field - Grants the ability to completely negate all HP damage for a time, but each hit absorbed drains your energy by a value proportional to the damage. Effectiveness determined by willpower.
  33. [Details]: First of all, you NEED this skill. It is only optional because I designed the perk tree terribly.
  34. [Actual Details]: Force Field is activated for 0 cost, and lasts for 5 turns by default, but using it before it has ended will extend the duration by 5 turns. When activated, you become immune to stuns (yes, I went in and added a stun immunity check to every enemy that uses them), and all resistable non-lust damage (or possibly irresistable damage as well, haven't checked) will exhaust a portion of your energy instead. The formula is currently 1 damage = 1 energy * (1 - (0.5 * WQ)), or in other words, each point of damage costs you one point of energy, but the energy cost can be lowered by up to 50% by your percentage of willpower in relation to your maximum willpower. The energy cost is also modified by "Psyker", a later perk which can then multiply the cost by 0.7. One thing that is important to note is that Force Field always uses your character's resistances and not your shield's, whether or not your shield has HP left. Some enemies are wont to instantly kill your force field, especially if you do not build max will, but damage to the force field will never spill over to your shield or hp.
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  36. [Level 5 Passive1]: Frozen Soul - Grants increased power for all ice-based attacks and abilities. Effectiveness determined by willpower.
  37. [Details]: Essentially looks into the the damage object to check for freezing damage, and boosts that damage (and only that damage) by willpower as a percentage. Also increases the effects of Crystal Armor by 40%.
  38.  
  39. [Level 5 Passive2]: Flame Soul - Grants increased power for all fire-based attacks and abilities. Effectiveness determined by willpower.
  40. [Details]: Frozen Soul, but for burning damage/magma armor.
  41.  
  42. [Level 5 Choice 1]: Cold Cuts - Grants the ability to imbue a melee weapon with a frosty aura, causing it to do additional freezing damage. Effectiveness determined by willpower.
  43. [Details]: Adds 40% of willpower as freezing attack to your melee weapon. Doesn't matter whether or not your weapon already had freezing damage. This applies before almost every other attack modifier (including the elemental souls/elementalist), so it is treated as if the weapon already had those extra burning attack points. Basic attacks have a 100% chance of causing "Chilled" (although the stat reduction is lesser than the Frost Breath version).
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  45. [Level 5 Choice 2]: Hellish Bullet - Grants the ability to imbue a ranged weapon with an infernal power, causing it to do additional burning damage. Effectiveness determined by willpower.
  46. [Details]: Adds 30% of willpower as burning attack to your ranged weapon. Doesn't matter whether or not your weapon already had burning damage. This applies before almost every other attack modifier (including the elemental souls/elementalist), so it is treated as if the weapon already had those extra freezing attack points. Basic attacks have a 100% chance of causing "Burn" (not "Burning").
  47.  
  48. [Level 6 Passive]: Psyker - Grants a 30% energy cost reduction for all spell-like abilities.
  49. [Details]: It says "all", but means "abilities added for the Sensitive class". Which may actually be all the spell-like abilities in the game, but I have not checked every ability.
  50.  
  51. [Level 6 Choice 1]: Mystic Shield - Grants 10% resistance to all resistable damage types, and an additional 10% while either Calm Mind or Psychic Barrier are active.
  52. [Details]: 10% resistance for everything besides unresistable damage is added to the character's base resistances. Doubled when one of the level 4 special abilities are active.
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  54. [Level 6 Choice 2]: Elementalist - Allows you to do 20% increased damage on all Burning, Electric, and Freezing attacks.
  55. [Details]: Works the same way the x soul perks work, but are locked at 20% and only affect damage.
  56.  
  57. [Level 7 Passive]: Lightning Soul - Grants increased power for all electrically augmented attacks and abilities. Effectiveness determined by willpower.
  58. [Details]: Same as the other souls, only there is no storm armor (yet).
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  60. [Level 7 Choice 1]: Thunderstorm - Grants the ability to generate a violent thunderstorm wherever you are. Effectiveness determined by intelligence.
  61. [Details]: 100 cost attack which hits all enemies and cannot miss. It was at one point a weather condition which dealt damage every turn, but it was a little wonky. Has the lowest intelligence modifier:energy ratio of all spells, but still seems broken at times. Not sure what to do about it.
  62.  
  63. [Level 7 Choice 2]: Thunderbolt - Upgrades "Lightning Shock" into a powerful arrow of lightning.
  64. [Details]: Actually it doesn't. I have not yet figured out how to seamlessly take away the beginner skill, and I did not want this ability to share its button name or cost. It grants a NEW ability which is a powerful arrow of lightning, but does not replace Lightning Shock as an ability. Has the highest intelligence modifier:energy ratio of all spells, 35 cost.
  65.  
  66. [Level 8 Passive]: Heroic Reserves - Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring.
  67.  
  68. [Level 8 Choice 1]: Second Attack - Allows you to make a second, low-accuracy attack whenever you perform a melee attack.
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  70. [Level 8 Choice 2]: Second Shot - Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon.
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