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Doomfullord

Adv. Classes Revision

Jun 5th, 2015
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  1. Dragonwarrior: Dragonwarriors are mighty warriors that channel aspects of the dragon with all of their strikes, they start with a set of Dragonscale Armor and a Dragonbone weapon of their choice with an enchantment of their element.
  2. Starting abilities: All Abilities of Dracomancer.
  3.  
  4. Wyvern Mount: The Dragonwarrior gains a small wyvern of their element that they can summon and ride into combat that’s faster than they are.
  5.  
  6. Perk 1:
  7. Draconic Roar: (6 turn cooldown) The Dragonwarrior makes a massive roar that gives each enemy that’s weaker than the Dragonknight, with each other having a 1/4 chance to be stunned.
  8.  
  9. Draconic Nature: The Dragonwarrior has enhanced strength, flight, and stronger dragonfire.
  10.  
  11. Perk 2:
  12. Dragon Strike (5 turn cooldown): The Dragonwarrior takse a ferocious stab at an enemy that ignore armor.
  13.  
  14. Dragonclaw: The Dragonwarrior’s right arm partially turns into that of a dragon for use in battle.
  15.  
  16. Perk 3:
  17. Titan Dragon Slash (3 turns cooldown): The Dragonwarrior takes 6 heavy blows to an opponent.
  18.  
  19. Dragon Aspect (Usable once per fight): The Dragonwarrior summons the aspect of a dragon that envelops you for a massive blow.
  20.  
  21. --------------------------------------------------------------------------------------------------------------------------
  22.  
  23. Shogun-Lord: A shogun is a honed samurai, using their skill with a multitude of weapons they can control the flow of the battlefield. They start with a honed steel katana, sharper than orcanium but weaker, and Orcanium Shogun Armor.
  24.  
  25. Starting Abilities:
  26. Weaponry Mastery: A Shogun, like the samurai, can utilize any weapon they can effectively wield.
  27. Weapon Specialization: A Shogun can specialize in a specific weapon, dealing 50% more damage with it.
  28. Quick Step: The Shogun can block incoming weapon attacks as if they were blocked by a shield and immediately take a free attack.
  29.  
  30. Perk 1:
  31. Stance of the Oni: The Shogun gives up their ability to block to give a 50% bonus his attacking damage, has double the speed, and can make two attacks per round with his weapon.
  32.  
  33. Stance of the Kami: The Shogun gives up mobility, instead becoming perfectly still, to be able to flawlessly block, redirect incoming hits, and counterattack.
  34.  
  35. Perk 2:
  36. Wind Slash: The Shogun can make melee attacks over a short range by making a compressed wave of wind that deals most of the damage of his melee.
  37.  
  38. Stance of the Daimyo (Usable once per battle): A mix of the Stance of Oni and Kami, the Shogun takes 3 turns of double movement, 50% bonus damage, and flawless blocks and counters.
  39.  
  40. Perk 3:
  41. Aura Slash: The Samurai can compress his aura into his attacks, giving him a fiercer and longer ranged Wind Slash.
  42.  
  43.  
  44. Stance of Death (usable once per battle): The Shogun can target a single enemy to battle, attacks from all other enemies deal minimal damage or are easily blocked. When in combat with this singular target, the Shogun can take two attacks, move twice as fast, and block attacks near flawlessly. However if the enemy isn’t killed within 3 rounds the Shogun takes their own life. The Stance is broken if any other teammate attacks the enemy.
  45.  
  46. --------------------------------------------------------------------------------------------------------------------------
  47.  
  48. ClockWork Builder:
  49. Can only be used by a builder.
  50.  
  51. The Clockwork Builder can take a turn to summon any number of gears for 30 mana each and then construct the gears into various different creatures during the fight. Things crafted from the gears are generally magical resistant by nature. Gears can be collected from fallen contraptions. The Clockwork Builder can have two clockwork contraptions at a time. Each contraption takes one turn to build or dismantle. Contraptions last until they are destroyed, dismantled, or until the end of the battle.
  52.  
  53. Mechanical Beast (1 Gear): The Builder creates a beast, similar to a lion mixed with a jaguar, but metallic and made from gears. These animals are fast, and have a strong bite and clawing attack. However, they don't have much armor.
  54.  
  55. Gear Golem (3 gears): The Builder creates a 10 foot tall golem made from the gears. It's slow and heavy, but has large arms that can crush most opponents and has great armor.
  56.  
  57. Perk 1:
  58. Sentry Archer (2 gears): The Builder creates a ranger that has a clockwork recurve bow and ten arrows. It has a very strong attack and is rather fast, but has very poor armor.
  59.  
  60. Perk 2:
  61. Clockwork Assistant: (1 gear) A small, fast robot that has no combat abilities but can be used to retrieve gears from fallen contraptions, and repair contraptions with spare gears. The Clockwork Assistant doesn’t count towards the contraption limit, but only one can be active at a time.
  62.  
  63. Steam-Powered Knight: (4 gears) The Builder creates a heavily armored, medium speed, and medium attack Clockwork Knight with a sword and shield.
  64.  
  65. Perk 3:
  66. Brass Angel: (5 gears) An angel with low armor, but the ability to fly and a sword that deals impressive damage.
  67.  
  68. --------------------------------------------------------------------------------------------------------------------------
  69.  
  70. Grand General Commander: The Grand General Commander is the ultimate leader, leading his army into battle and standing at the front lines barking Orders.
  71. The Grand General Commander starts out with two soldiers. These soldiers are both in steel armor, with a steel sword and tower shield along with the tank class and it’s first perk. The soldiers are commanded by the Commander. If they die, new soldiers are recruited with the same upgrades by the next battle. (Only soldiers gained by this class are counted under the commander's abilities, no summons, undead, or contraptions.)
  72.  
  73. Also the Commander starts with a kickass colonel hat.
  74.  
  75. Starting Abilities:
  76. Grand Roar: Gives all pledged soldiers under him increased strength, speed, and accuracy for the next 3 turns. (Cooldown 5)
  77.  
  78. Grand Recall: This calls back all pledged soldiers, guaranteeing a safe retreat to regroup. (Cooldown 5)
  79.  
  80. Perk 1:
  81. Master Negotiator: Before every battle the Commander can call for an enemy to potentially shift sides and instead fight pledged to him, with a 50% chance they will join him permanently. This enemy is unwavering and keeps all of his equipment and abilities, however only one can be recruited at a time.
  82.  
  83. Troop Upgrades: The Commander can pay 100 gold to upgrade their troops to different classes, and 250 Gold to upgrade their perks. (Each soldier can only have one class)
  84. Classes include: Rogue, Barbarian, Cavalier, Samurai, Sergeant, Duelist, Grey Guard, Scout
  85.  
  86. Perk 2:
  87. The Commander can recruit an additional Troop for 250 gold, but this has to be repaid if the troop dies.
  88.  
  89. Immortal Steed: The Commander receives a horse that if dies will return to him revived in two turns.
  90.  
  91. Rally Cry: The Commander cries for all those under them to rally together on an enemy, gaining increased damage for every soldier that is rallied. (Cooldown 5)
  92.  
  93. Boisterous Speech: By giving a speech that uplifts their spirits, the Commander’s pledges show no fear, and their injuries don't effect them for 3 turns. (Cooldown 5)
  94.  
  95. Perk 3:
  96. The Commander can place a lieutenant under themself to command their army alongside them. To place a lieutenant, the Commander pays 500 gold and the third pledged soldier is given an advanced class. Classes include: Swordlord, Titan Mauler, Shogun-lord, Shadowdancer, or Arcane Archer. It takes 250 to upgrade his perks.
  97. If the Lieutenant dies, a new one must be instated as before at 250 gold.
  98.  
  99. --------------------------------------------------------------------------------------------------------------------------
  100.  
  101. Death Knight: Death knights are unholy warriors that get a set of unholy armor which is slightly harder than steel and a sword that deals unholy damage.
  102.  
  103. Starting Abilities:
  104. Aura of Undeath: The Deathknight exudes an aura of dark energy that heals allied undead and damages the enemy living.
  105.  
  106. Death Coil (Usable once per round): The Deathknight can channel their aura at an enemy dealing unholy damage and healing the undead.
  107.  
  108. ​Perk 1:
  109. Raise Undead (30): You can raise a body as a zombie for 5 turns. The body dissolves into dust upon death.
  110.  
  111. Turn Undead (25): The Deathknight can turn an undead of weak will to their side if succeeding a 50% roll.
  112.  
  113. ​Perk 2:
  114. Nightmare: The Death Knight gains an undead horse that can breathe a cone of smoke that blinds and chokes enemies. If it dies it’ll raise itself back from the dead after three turns, or after the fight ends if it’s body is destroyed.
  115.  
  116. Unholy Sacrilege: Raise undead now works for the rest of the battle, and has a 25% chance to last indefinitely after the battle until death.
  117.  
  118. Call of the Haunted (Usable three times per fight, but only once every three turns): The Deathknight can summon the spirit of a warrior. This spirit stays with them for 5 turns and can only be killed by magical means.
  119.  
  120. Perk 3:
  121. Undead Lord: The Deathknight can become an undead warrior, now being healed by negative energy and hurt by healing energy. They are then healed by their deathcoil and aura.
  122.  
  123. Ethereal Jaunt (Usable two times per fight): While riding his Horse the Deathknight can turn themself and his steed into smoke itself, becoming immune to physical and magical damage and choking enemies with it’s deadly cloud.
  124.  
  125. Army of the Damned (Usable Once per Fight): The Deathknight turns all corpses around them into undead warriors, fighting on their side for the rest of the match.
  126.  
  127. --------------------------------------------------------------------------------------------------------------------------
  128.  
  129. Apocalypse Rider: Souldrinkers are individuals that have gone and began worshiping one of the four horsemen. These beings devote their life to their "gods" and learn unholy abilities as well as gain incredibly strong assistance.
  130. They start with a set of black armor with a symbol denoting their worship. They start with a greatsword that has a black edge, sharper than orcanium.
  131.  
  132. The Apocalyse Rider must select one patron horseman to worship: Pestilence, war, famine, or death. As a reward for their choice, the Apocalypse Rider is granted a steed to follow them into battle. The steed revives themselves if killed after every battle.
  133.  
  134. Pestilence: The horse is trailed by a festering mist of disease, causing whatever it runs into to decay. The horse is most average overall.
  135.  
  136. War: The horse is covered in fire, catching the land to ignite. It has immense strength and can ram into enemies, but is the slowest.
  137.  
  138. Famine: This steed causes nearby enemies to become starved, causing them to become exhausted. The horse itself is quite fast, but is the least durable.
  139.  
  140. Death: This horse can erupt into a powerful scream, terrifying nearby enemies. The horse itself is rather durable, but is the weakest.
  141.  
  142. Perk 1:
  143. Oblivion Bolt (80): The Apocalypse Rider brings about an aspect of their Rider in a great, dark bolt of power that pierces its target like a spear and decays magical defenses.
  144.  
  145. Mana Drain: The Apocalypse Rider can drain 50 mana from a nearby enemy mage to refill their own.
  146.  
  147. Perk 2:
  148. Headless Horseman: If one of the Apocalypse Rider’s limbs is severed, it can still function while no longer attached. The heart and head, however, are still vulnerable to damage.
  149.  
  150. Perk 3:
  151. Great Oblivion: Depending on which of the four horsemen is chosen, the Apocalypse Rider gains one of the following abilities:
  152.  
  153. Pestilence: The Rider can now summon a swarm of biting, bloated locust to attack an enemy. These locust encircle the enemy and devour them, bypassing armor entirely. This can completely devour a large body within a few rounds. (Lasts 5 turns)
  154.  
  155. Famine: The Rider saps the strength of an enemy for himself, rendering the target feeble and himself significantly stronger.
  156.  
  157. Death: The Rider, if gravely injured will instantly revive themselves and regenerate back to full health, even from attacks that would destroy the body. However, they must spend their next turn regenerating. (Usable once per fight)
  158.  
  159. War: The Rider can enter a trance of war that covers their body, weapon, and horse in hellfire for five turns.
  160.  
  161. --------------------------------------------------------------------------------------------------------------------------
  162.  
  163. Gravelord: Gravelords are messengers of death himself, they work by spreading miasmas of death and decay; weaving storms of disease as they slowly watch their foes rot.
  164. Gravelords begin with the Death Scythe. Simply a spine-like scythe that appears as a skull letting a blade burst from its mouth. The scythe is enchanted with a possibility to deal severe poison damage upon contact. They also get Gravelord armor, an armor made from steel but thicker than most armor giving them more protection than dragonbone, but at a cost to speed, even on a mount.
  165.  
  166. Perk 1:
  167. Cloud of decay (15 mana): The Gravelord can once per turn swing their scythe in order to launch a cloud of death and decay. The small storm effects all within range, even undead are harmed by this ability. Those caught within the diseased ridden attack instantly become severely poisoned.
  168.  
  169. Poison Blood: The Gravelord can no longer be affected by poisons.
  170.  
  171. Perk 2:
  172. Cover of Death (30 mana): The Gravelord can summon a cloud of death around them that spreads a poisonous decay. This decay eats at flesh, metal, and bone, but heals the gravelord slowly and does not affect his equipment.
  173.  
  174. Perk 3:
  175. Death’s Kiss: The Gravelord reaches out to touch an enemy. The target is marked for death, and takes extra damage from all sources, and can no longer be healed through any means. The mark lasts for three turns. (Usable once per fight)
  176.  
  177. --------------------------------------------------------------------------------------------------------------------------
  178.  
  179. Eldritch Knight: In days of old, the Eldritch Knights were fearsome warriors of no match. Fierce, and more than capable of casting spells as well as battling in the front lines.
  180. These warriors begin with a set of Eldritch armor, which is equal to Orcanium armor in protection and resists basic magic, but is much heavier than its counterpart. They also begin with an eldritch spellblade which is as strong as Orcanium, but heavier.
  181.  
  182. The Eldritch Knight can imbue a spell into his or her blade in order to cause a burst effect of that spell.
  183.  
  184. ​Perk 1:
  185. Mirror Shield: The Eldritch Knight can now redirect nearby spells to a new target. (One time per fight)
  186.  
  187. Eldritch Blast (50 mana): A strong magic bolt that explodes upon contact and damages magical reserves (such as mana).
  188.  
  189. ​Perk 2:
  190. Spell Storm (100 mana): Causes 5-15 bolts of a non-element to storm upon the target area that ignore elemental resistances.
  191.  
  192. Advanced Mirror Shield: The Eldritch knight can now use Mirror Shield three times per fight.
  193.  
  194. ​Perk 3:
  195. Eldritch Fortress (100 mana): The Eldritch Knight becomes a well of magical energy and draws in all spells cast by his enemies for two rounds.
  196.  
  197. Perfect Mirror Shield: The Eldritch knight can now use Mirror Shield five times per fight.
  198.  
  199. --------------------------------------------------------------------------------------------------------------------------
  200.  
  201. Malefactor: (The User must have Hexer as a base class.) Malefactors are very powerful hexers, drawing power from daemonic sources. They rely less on killing their enemy outright and more on making their existence miserable while they are still alive. However, they themselves are more susceptible to damage even while wearing armor. Their hexes also dispel after death.
  202.  
  203. They start with all of Hexer’s abilities.
  204.  
  205.  
  206. Perk 1:
  207. Squirming Grip (35 mana): A hex that causes an already hexed target to drop their weapon or shield.
  208.  
  209. Major Hex (60 mana): A hex is cast onto a large circular area, hexing all those within it. Or one enemy is hexed several times.
  210.  
  211. ​Perk 2:
  212. Rigged Dice (40 mana, once per roll): Any roll can be rerolled by Malefactor’s magic.
  213.  
  214. Gravity Pull (20 mana): The Malefactor makes a strong gravitational pull on a hexed enemy, dragging them to the ground or out of the sky.
  215.  
  216. Perk 3:
  217. Bitter Defeat (60 mana, Usable once per battle): One hexed enemy suddenly turns against one of its allies and does whatever it can to kill them.
  218.  
  219. Squirming Madness (40 mana, Usable two times per battle): After taking a 50/50 roll, you make a powerful mental attack on a hexed enemy, completely enveloping their mind with their worst fear and stunning them for 2-4 turns.
  220.  
  221. --------------------------------------------------------------------------------------------------------------------------
  222.  
  223. Swordlord: The great swordlords are legendary for their battle-prowess, using several swords at the same time to cut down enemies.
  224.  
  225. Starting Equipment: Twin curved blades of the Swordlord’s choice.
  226.  
  227. Starting Abilities:
  228. Perfect Parry: The Swordlord can try to parry any type of attack that comes their way, whether it be a mace, an arrow, or even a spell.
  229.  
  230. ​Perk 1:
  231. Saving Slash: Whenever an attack is made on the swordlord they can parry the attack with lightning speed and accuracy. They can block the attack and counterattack their enemy with blinding speed.
  232.  
  233. Perk 2:
  234. Great Parry: The Swordlord can now parry weapons large enough for giants.
  235.  
  236. Bladestorm: The Swordlord can now throw any blade expertly, and when battling can triple-wield swords, with the third either between their teeth, held by their foot, or any other the way the Swordlord can figure out.
  237.  
  238. Perk 3:
  239. Honed Body: When a Swordlord is wielding a sword, they can block with it as effectively as if it were a shield. Additionally, Swordlords can forego defense to find a weakness in enemy armor and bypass most of it.
  240.  
  241. --------------------------------------------------------------------------------------------------------------------------
  242.  
  243. Arcane Archer: Some archers pursue the path of the Arcane Archer, powerful marksman who empower their ammunition with arcane magic. The Arcane Archer takes a turn to imbue a number of arrows with mystifying effects.
  244.  
  245. Elemental Arrow (35) (Makes 5): The Arcane Archer applies an element to their arrow.
  246.  
  247. Perk 1:
  248. Chasing Arrow (30) (Makes 2) : The Arcane Archer can make an arrow home in on a target, but is still stopped by a physical object.
  249.  
  250. Explosive Bolt (30) (Makes 3): The Arcane Archer can infuse their arrow with an to explode on impact.
  251.  
  252. Perk 2:
  253. Phase arrows (35) (Makes 1): The arcane archer can now launch arrows that pass through physical objects, but not magical barrier.
  254.  
  255. Imbuing Master: The Archer can spend twice as much mana to make twice as many arrows.
  256.  
  257. Perk 3:
  258. Double Imbuing: The Archer can combine two effects by using the combined mana for both and make the number arrows of the lower effect.
  259.  
  260.  
  261. Slayer Arrow (50) (Makes 1: Can only be used once per battle): The Archer can use a special arrow that instantly slays whatever it hits, but it can’t be imbued with any other spell.
  262.  
  263. --------------------------------------------------------------------------------------------------------------------------
  264.  
  265. Shadowdancer: When a rogue, assassin, or trickster truly allows themselves to become one with the shadows, a Shadowdancer is born. Darting between shadows, the Shadowdancer is a powerful assassin.
  266.  
  267. Starting Abilities:
  268. Shadowstalk: The Shadowdancer gains a bonus while sneaking through the shadows.
  269.  
  270. Shadowsight: The Shadowdancer can see in the dark and can target enemy weak spots when hidden.
  271.  
  272. Vanish (Usable once every three turns): The Shadowdancer drops into their own shadow, then leaps out of the shadow of something else.
  273.  
  274. Perk 1:
  275. Hide in Plain Sight: The Shadowdancer can hide and sneak through even broad daylight.
  276.  
  277. Dance of Death: When attacking from out of the shadows, the Shadowdancer does double damage and terrifies nearby enemies.
  278.  
  279.  
  280. Perk 2:
  281. Dark Informant: The Shadowdancer can detect when anything moves within 20 feet of themselves.
  282.  
  283. Gloom Rush: The Shadowdancer can now use Vanish once every two rounds.
  284.  
  285. Asphyxiate (Usable every three turns): The shadow dancer can wind a shadow around an opponent’s neck like a noose, strangling them until they break it or they die.
  286.  
  287. Perk 3:
  288. Penumbra (Usable once per fight): The Shadowdancer coats themselves in shadows. While Penumbra is active, the Shadowdancer can turn shadows into weapons, even from a distance; they can use Vanish once per turn while Penumbra is active; and they can grapple up to three enemies, or one large enemy, by wrapping them in tendrils of shadow. Penumbra lasts for three turns
  289.  
  290. --------------------------------------------------------------------------------------------------------------------------
  291.  
  292. Mentalist: The Mentalist is a powerful disabler, with the ability to use their very mind as a weapon.
  293.  
  294. Starting Equipment: 10 steel daggers, light steel armor
  295.  
  296. Starting Abilities:
  297. Telekinesis (20 mana per round): The Mentalist can use the power of their mind to lift one medium-sized object or several small ones. They can then launch the objects like projectiles.
  298.  
  299. Perk 1:
  300. Telekenisis II (30 mana per round): The Mentalist is now able to lift an object the size of a person with their mind. This lift is significantly slower and can only affect one target at a time. They can also lift and launch several medium objects or many small.
  301.  
  302. Gains 50 mana
  303.  
  304. Perk 2:
  305. Focused Mind: The Mentalist can no longer lose concentration when casting a spell, and can no longer be intimidated.
  306.  
  307. Clairvoyance (40 mana, usable every 3 rounds): The Mentalist peers into the thoughts of a target enemy, granting them a bonus to their next dodge or attack attempt within the round.
  308.  
  309. Gains 50 mana
  310.  
  311. Perk 3:
  312. Mind Control (30 mana): The Mentalist can break the willpower of an enemy on a roll of 75+. The enemy then joins the Mentalist and his allies for the rest of the battle. The Mentalist can make another Mind Control check on another turn to turn the enemy to their side permanently, on a roll of 70+.
  313.  
  314. Gains 50
  315.  
  316. --------------------------------------------------------------------------------------------------------------------------
  317.  
  318. Titan Mauler:
  319. The title of "Titan Mauler" Is given to barbarians who, as their name implies, seek to destroy only the largest and mightiest of foes. Nothing can rival the strength of a Titan mauler.
  320.  
  321. Starting Abilities:
  322. Titan’s Rage (Lasts 5 Turns, usable once per match.): The Titan Mauler enters a rage with increased strength, speed, and a greater pain threshold, all greater than even the barbarian’s rage. The Titan Mauler’s abilities have their cooldowns reduced by 2 while in a rage.
  323.  
  324. Massive Weapon Handling: The Titan Mauler can wield a two handed weapon in one hand (allowing them to dual-wield them), or can wield an oversized weapon with two hands. They can also wield superheavy armor.
  325.  
  326. Perk 1:
  327. Monster Slaying: A Titan Mauler is trained to more easily grapple and climb on top of a massive beast or foe or even unnatural structures like walls.
  328.  
  329. Behemoth Charge: The Titan Mauler can rush into an opponent and knock them back by sheer momentum, throwing them a distance. (Cooldown 3)
  330.  
  331. Perk 2:
  332. Mauler Leap: The Titan mauler is capable of making a jump that brings them to the top of any massive or airborne beast that then, if they are within a rage, sends out a shockwave stunning them and any nearby enemy. (Cooldown 4)
  333.  
  334. Perk 3:
  335. Titan Grapple: The Titan Mauler can attempt to grapple even giant sized creatures in combat.
  336.  
  337. Titan Throw: When grappling with a beast the Titan Mauler can attempt to throw it a distance to harm it or even to harm something else. They can do so with massive beasts if within a rage. (Cooldown 3)
  338.  
  339. --------------------------------------------------------------------------------------------------------------------------
  340.  
  341. Traversary Walkers: The great walkers of planes, they serve their great lords in the distant eons of time and space. Traversary Walkers are not bound to the world in the same way as mortal men are: gravity, distance, and environment mean very little to them.
  342.  
  343. Starting Abilities:
  344. Blink (20 Mana): The Traversary Walker phases out of reality for the rest of the turn, phasing back in at the start of the next turn. During the time they are phased out, they can’t be damaged by physical or magical means.
  345.  
  346. Blink-Bolt (20 Extra): Instead of being an actual bolt, The Traversary Walker instead blinks a spell itself out of existence until just before it hits its target.
  347.  
  348. ​Perk 1:
  349. Teleport (30 Mana): The Traversary Walker teleports itself or an ally to any point within the arena.
  350.  
  351. Gravity Swell (35): The Traversary Walker targets an area, causing it to have an increased gravity under it, weighing down everything within it. This can be used multiple times on the same area.
  352.  
  353. ​Perk 2:
  354. Ethereal Spear (30 Mana, then 15 per turn): The Traversary Walker Summons a spear that bypasses both physical and magical defenses.
  355.  
  356. ​Perk 3:
  357. Mass Blink (Can be used once per battle: 50 Mana): The Traversary Walker blinks out the entire party.
  358.  
  359. --------------------------------------------------------------------------------------------------------------------------
  360.  
  361. Chaos Pyromancer: Chaos pyromancers utilize a powerful variant of pyromancy: Chaos Flame. They make fires that burn so hot that they leave only lava and destruction in their wake.
  362.  
  363. Starting Abilities:
  364. Chaos Fireball (70 mana): This fireball forms a massive, reddened sphere that is far hotter than the hellfire ball and leaves globs of lava in its wake should it hit the ground.
  365.  
  366. Perk 1:
  367. Burning Blood: The Chaos Pyromancer becomes resistant to fire.
  368.  
  369. Chaos Fire Whip (30 mana, 20 per round): The Chaos Pyromancer forms a whip of fire in their hand. Each lashing strike deals heavy fire damage and can leave small globs of lava if used on the ground/rocky terrain.
  370.  
  371. Perk 2:
  372. Fire enchantments : The Chaos Pyromancer can now enchant his own or an ally’s weapon during shopping times (once per weapon and shopping time). This ability can be used up to three times on a weapon. The final time causes fire to burst from the weapon upon attacks. These enchants are permanent, but do not increase the value of a weapon.
  373.  
  374. Boiling Blood: Chaos fire no longer harms the Chaos Pyromancer.
  375.  
  376. Perk 3:
  377. Chaos Firestorm (150 mana, 70 per round): The Chaos Pyromancer can now release pillars of spinning chaos fire that cause globs of magma to fly about.
  378.  
  379. Supernova: The Chaos Pyromancer’s attacks now ignore enemy resistance to fire.
  380.  
  381. --------------------------------------------------------------------------------------------------------------------------
  382.  
  383. Wild mage: A wild mage harnesses the power of chaos and instead of what most mages would do, channel it and control it, they simply unleash it’s fury upon the world.
  384.  
  385. Wild mages gain an enchanted handaxe that causes a random effect when it strikes.
  386.  
  387. Starting Abilities:
  388. Chaos Bolt (20): A bolt that applies a chaotic effect on its target.
  389.  
  390. ​Perk 1: Chaos loop (30): A looping Chaos bolt that circles around and strikes again for an additional 20 mana.
  391.  
  392. Perk 2: Alchemic wild mage: Every shopping time the Chaos mage can create a Chaos Pill for free, or can make them with materials from the shop bought for 50 gold. These chaos pills can affect the user with a random effect, ranging from the deadly to beneficial and all in between.
  393.  
  394. Perk 3: Total Chaos (100): The Wild Mage completely envelops the arena in chaotic energy, applying a chaos effect to everyone and the battlefield. They can then spend 50 mana to continue this effect the next turn.
  395.  
  396. ​Perk 4: Extreme Chaos Bolt (100): The Wild mage can cause an extremely chaotic effect on a target or area, ranging from summoning a dragon to enveloping the area in a deadly miasma.
  397.  
  398. --------------------------------------------------------------------------------------------------------------------------
  399.  
  400. Elementalist: The Elementalist harnesses the power of the four basic elements: earth, water, fire, and air. While in his human form, the Elementalist can use basic magic of each, but only when he goes into his elemental modes does he gain the ability to control each respected element. Each form counts as a perk:
  401.  
  402. Starting Abilities:
  403. Elemental Bolt (30): A bolt of the element of their choice.
  404.  
  405. Elemental Shield (35): Creates a shield of the element of their choice, earth protecting from physical better, Air from magic, Fire damaging the foe, and Water being all around.
  406.  
  407. Elemental Fury (55): A heavy attack of the chosen element that deals extreme damage. (Cooldown: 2 turns)
  408.  
  409. When in one of the following forms, elemental abilities of the corresponding element deal extra damage.
  410.  
  411. Water Form: The water form of the Elementalist gives him the ability to melt into a liquid. He gains high flexibility and defense at the cost of low speed and physical attack power. He can control water, ice, and steam in this form.
  412.  
  413. Air Form: The air form of the Elementalist gives the ability to fly. He gains high mobility and speed but his physical attack and defense are low. He gains control over the wind and lightning in this form.
  414.  
  415. Earth Form: The earth form of the Elementalist makes his body stone-covered. He gains high defense and physical attack but low speed. He gains control over dirt and mundane metals in this form.
  416.  
  417. Fire Form: The fire form of the Elementalist clads him in flames. He gains high physical attack and speed but low defense. He gains control over fire and smoke in this form.
  418.  
  419. --------------------------------------------------------------------------------------------------------------------------
  420.  
  421. Pure Mage:
  422. A pure mage values magic over everything, and will almost always choose magic over weapons. Pure Mage begins with only an empty spellbook.
  423.  
  424. Starting Abilities:
  425. Spellborn: Due to focusing so much on magic, the pure mage is resistant to magic, and can once per match absorb a spell and gain the mana.
  426.  
  427. 100 Extra Mana
  428.  
  429. Heavy Hands: Pure Mages gain penalties when trying to use actual weapons.
  430.  
  431. Perk 1:
  432. Magical Resonance: The Pure Mage has a chance to avoid antimagic that is used against him.
  433.  
  434. Magical Studies: The Pure Mage can take a turn to examine and study a spell used by either an ally or an enemy and record it within their spellbook. They can have at any time Three spells recorded in it.
  435.  
  436. Perk 2:
  437. Magical Specialism: The Pure Mage can specialize in a field of magic giving them a bonus to all rolls and more power with those types of spells.
  438.  
  439. Magical Overcharge: The Pure mage can double the mana used in a spell to increase its power or effect greatly.
  440.  
  441. Perk 3:
  442. Magical Research: The Pure Mage can now combine multiple spells together completely to create a new spell entirely. Using more than two spells gives the combined spell a chance to explode, with more spells increasing the chance of catastrophic failure.
  443.  
  444. The Pure Mage can now take 2 additional spells for Magical Studies.
  445.  
  446. --------------------------------------------------------------------------------------------------------------------------
  447.  
  448. Arch Bishop: The Arch Bishop is a grand chancellor of the holy church of the Arena, following their god into battle and wielding holy boons gifted to them. They call upon their healings and smites without mana, instead being limited each battle to a certain number or their spells require a cooldown.
  449.  
  450.  
  451. Starting Equipment: Holy vestments, holy book, holy symbol. The holy symbol protects the arch bishop from unholy effects, so long as he holds the symbol in his hand.
  452.  
  453. Starting Abilities:
  454. Major Smite: By drawing power from their holy book, the Arch Bishop can invoke the power of their god to deal holy damage to a target. (Cooldown: 2 Rounds)
  455.  
  456. Invoke: A light attack or boon. If used as an attack it deals very low holy damage at a distance. If used as a boon it can turn an ally’s attack into a holy attack, or be used as a minor heal. Can be used once a turn for free.
  457.  
  458. Major Heal: The Arch Bishop can heal his allies to full health from a distance by invoking the holy power of their god. (Cooldown: 4)
  459.  
  460.  
  461. Perk 1:
  462. Blessed Shield: Provides a shield protecting from both magical and physical attacks on a targeted ally for three rounds. (Cooldown: 3)
  463.  
  464. Group Heal: The Arch Bishop can heal 3 party members to full health from a distance, or five if they are within arm’s reach. (Cooldown 7)
  465.  
  466. Perk 2:
  467. Blessed Revival: The Arch Bishop can conjure the powers of the heavens to retrieve the souls of their comrades and bring them back to the battlefield. They don’t require a body to cast this spell, but they do require an entire round of channeling to focus the power of the spell. During the revival they have a Blessed Shield as well. (Can be used 2 times per fight)
  468.  
  469. Perk 3:
  470. Holy Avatar: The Arch Bishop channels the power of their god through their own body, and assumes the form of an angel. They grow wings, gain a small holy aura around them that protect against damage, a spear of light that deals holy damage, and the cooldowns for Major Smite, Major Heal, and Blessed Shield can be ignored during Holy Avatar’s duration. (Usable once per fight. Lasts 3 rounds)
  471.  
  472. --------------------------------------------------------------------------------------------------------------------------
  473.  
  474. The Valkyrie of Doom: The Valkyries of Doom follow in the footsteps of their lord and king of all Valkyries, Doomfullord and thus they follow suit in following the way of lightning and the voice of a warrior. +50 Mana for lightning/storm based spells. As well a Valkyrie's own lightning can't hurt them.
  475.  
  476. A Valkyrie starts with a set of angelic wings that allow them to gracefully fight in the skies, a spear of enchanted lightning (made to solidify in their hands), and a set of blessed silver armor.
  477.  
  478. Perk 1:
  479. Smite of Doom (40): A red lightning bolt is called from the sky to smite an opponent and has a (5%) chance to instantly kill and disintegrate them.
  480.  
  481. Lightning of Healing (20): The Valkyrie summons a blue bolt of lightning that can heal an ally, whether or not they are undead.
  482.  
  483. Lightning of Revival (70): The Valkyrie summons a green bolt of lightning that revives a dead body. If this spell is used on an enemy corpse it fights on the Valkyrie’s side for the rest of the battle.
  484.  
  485. Perk 2:
  486. Blessing of the Dark Lord of Lightning (30): The Valkyrie blesses an ally to have an aura of orange lightning that improves the damage of their melee attacks, magical attacks, and increases their speed.
  487.  
  488. Chain Bolt (60): A yellow bolt of lightning bounces between three enemies with an extra chance of paralyzing each target.
  489.  
  490. Perk 3:
  491. Storm of Doom (50): The Valkyrie can summon a twisting storm in the sky by blasting a bolt of purple lightning into it. Storm of Doom darkens the battlefield, making sneaking easier. It also improves the damage of any lightning based spell by 50%.
  492.  
  493. Perk 4:
  494. Raging Black Bolt (150): The Valkyrie takes a turn to gather energy within a storm. She then summons a massive black bolt of lightning that strikes a single target, creating chains of electricity that tie it to the ground and paralyzing it for two turns while doing massive damage. The Valkyrie takes a turn afterwards to rest.
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