EDIT 2 :
All formulae are given withou taking sinergy into acount.
HUNTER CABAL :
Archer
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1. Driven Hand
All arrows shot by Driven Hand are sure to hit
but with a lowered damage output. Driven Hand
arrows deals only 75% of the normal damage but are
guaranted to hit.
5. Stunning Shot
Release an arrow with increased precision and power.
This shot is slower than normal attack but release
an arrow which damages are increased and that can
knock target back.
Slow down and damage bonus scales
up accordingly to slvl :
slow down = -50+2.5*slvl (-50->0)
dmg bonus = 50+2.5*slvl (50%->100%)
5. Flare Arrow
Set an arrow/bolt on fire and release it. The arrow
deals an additional fire damage and explose into a
globe of light that last for a given time.
5. Hawkeye
The Hawkeye skill increase the speed of the bow
or crossbow attack. It also increase the accuracy
of the shot.
speed bonus : 10%->75% with DM formula
AR = 10% -> 75% with DM formula
10. Boomerang Arrow
Release a piercing arrow that returns and inflicts
bonus damage on its way back. Returned arrows deals
50% of your initial physical damage.
10. Voltaic Sting
Release a litghning enchanted arrow that explodes
into charged bolt on hit. The Sting first hit converts
an increasing percentage of the physical damage into
lightning damage.
dmg converted : 10%->75% with DM formula
Cb dmg : 1-4 +1/slvl
10. Wind Gift
This spells increase the missiles speed of all bow
or crossbow attacks initiated by the Archer. All attack
using Wind Gift also add a small stun duration to the attack.
Missile speed bonus : 50%->150% with DM formula
20. Darkened Skies
Blast out a continuous barrage of arrows at the enemy.
This attack is innacurate and deals less damage than
normal. It also consume arrows at a huge rate.
AR : -50%
Dmg carried: 50%
20. Arctic Ride
Release a cold enchanted arrow/bolt which lay down
a path of icy air that chill enemy. The Arctic Rider finally
explode into a ice barrage.
Chill time : 2.5s + 0.5s/slvl (2.5->12.5s)
Ice barrage dmg : 8-12+2/slvl
20. Mirage Arrows
Release a phantom arrow that deals no damage but release
various missiles when exploding.
30. Steeldance
Shoots a fury of arrows in random directions around the caster.
Each arrow carry a part of your physical damage and strike with
lowered accuracy. Steeldance only consume one arrow tough.
AR malus : -50%+1.25*slvl (-50->-25)
dmg carried : 75%
30. Acetum Primus
Enchant an arrow or a bolt with a wandering spirit.
This spirit will home the arrows to a given number
of targets before exploding into a magical nova.
* Added accurate infos about dmg and other formulae
* Swapped Steel Dance and Darkened Skies
Scout
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1. Caltrops
Release small metallic spikes that damage enemies
that walk on them. The Caltrops are covered by a
light venom which power increase with the Caltrops
level.
5. Harfang
Conjures a magical owl that can be used as a scouting
pet. It radiates a light aura that reveal hidden foes
and reduces their armor class.
AC malu on enemies : -25%->-85% with DM formula
5. Harvest
Scouts can't weight them with several days of food or water.
They have to use their environnement to get some refreshing
meats. To be more pragmatic, the Scout often use corpse to
get fresh meat or other food placeholder.
5. Dancing Stick
This skill allows the Scout to block with Spear/Javelin
equipped. It also increase the block speed when such
weapons are equiped.
block speed : +15%->+75% (DM)
bloc% : +5%->+50% (DM)
10. Wild Growth
Fasten vegetal growth on a given area. This creates a
wall of brambles and roots that slow enemies and deals
poison damages on contact.
10. Bandages
The survival of the Scout is sometime critical. They have
learn to use natural components to heal their wounds the
sooner the better. The Bandages skills allow the Scout to
regenerate a part of her HP at a rate based on the lost HP.
HP-Regen = (lost HP / 12) per second.
10. Heart Seek
A Scout is trained to use spear like weapons with no
equivalent. Heart Seek is a spear based melee attack
that deals a low percentage of your physical damage but
ignore target defence.
Dmg dealt is 60% of base dmg
20. Savage Roots
Spring out serrated roots from the ground on a given spot.
These roots inflict physical damages into a given radius
and stun the enemy for a short duration.
20. Slow Poison
The poison is another natural danger the Scout have learned
to endure. The Slow Poison spells is able to reduce the
efficiency of poison for a given time.
poison red : +10%->+70% (DM)
20. Longshot
By using this skils, the Scout launch one or two javelin that
bounces over hit target. Each bounces inflict lower and lower
damage and finally break up after five bounces.
1st strike : 100% dmg
2nd strike : 75% dmg
3nd strike : 50% dmg
4nd strike : 25% dmg
5nd strike : 12% dmg
30. Rally Point
When exploring unknwon lands, the Scout has to act more
like a guide than a true scout. To help her followers, the
Scout can prepare a magical beacon that radiates an Aura of
Safety that help them to regenerate their life and mana.
Hp-regen : +1->10 hp/sec (DM)
mana-regen : 10%->+100% (DM)
30. Lupine
By attuning her spirit to her environnement, the Scout
can conjure a Wolf Spirit who shares her stats and abilities.
The conjured Wolf have the same AR,AC and HP than its master.
It also gain some random ability that allow it to run faster,
attack faster or regenerate.
* added accurate formulae
* removed some non-working skills aspects
UNCOMPLETE-Guardian
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1. Way of the Guardian
The Guardian is entirely devoted to life protection.
Her staff is both her weapon and the receptacle of her
power. Her staff mastery increase the accuracy and
efficiency of the staff attack.
5. Flapping Falcon
A quick and powerful staff attack. The Flapping
Falcon cause confusion and can stun enemies when used
repetitively. Require a staff to be equipped.
5. Feather Charm
Conjure a magical shell made by leaves and feathers.
This shield protect from a given amount of physical
damage and increase hit recovery of the Guardian.
hit absorbed : 25->200 (DM)
FHR : +10%->+30% (DM)
5. Dispel Evil
Temporary protect one target from any curses by
reducing their actual duration. Curse duration
decrease while Dispel Evil level increase.
curse duration lowered by 10%->60% (DM)
10. Faithful Strike
By learning the weakness of their enemies, the Guardian
know where and how to strike an abomination to insure
maximal damage. This slow staff attack increase damage
and attack rating and double all damage dealt to undead
or demons.
speed : -50%+2*slvl (-50->-40%)
dmg% : +15+3*slvl
ar% : +15+3*slvl
10. <free skill slots>
10. Essence Transfer
The Guardian can channel her own vital and spiritual force
and share it with any allies or minions. The Guardian lose
a given amout of mana and life and give between 1.5 and 3
times this amount to a single target.
heal factor : 150%->300% (DM)
20. <free skill slots - staff attack>
20. Gaea's Ban
When a Guardian reaches a certain point in her training, she
has the ability to punish abominations for attacking her. When
hit by an undead or demon, it punishes them by inflicting them
magical damage.
20. Cleansing Flood
Release a water wave that heals allies and damages enemies.
When it explodes, it deals more damage to enemies near
the explosion, and knocks them away. CF affect undead and
non undead the same way.
30. Spirit of the Keeper
Cast from a guardian staff, this spell conjures the true essence
of the guardian ancestor. This spiritual manifestation are four
glowing, evanescent clouds of pure energy that is emanation from
the guardian in a spiral pattern dealing magic damage.
30. Final Redemption
To finally remove abominations from the Earth, the Guardian can
summon a fiery wrath upon them. it release a patch of Holy Fire
that cleanse the ground from any abomination and can also burn
other enemy.
* added accurate formulae
* remove dual staff references
INVADER CABAL :
Cainite
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1. Proteus
The Cainite have a highly durable and efficient
body. By focusing its inner energy, the Cainite
can increase its life regeneration rate.
HP-regen : 1+0.25*slvl (1->6hp/sec)
duration : 3->10s (DM)
5. Vampiric Bite (L) (W)
The primary attack of the Cainite consist of a
quick but innacurrate bite attack. This bite
stuns the target and drains a part of its HP.
speed : +10%+1.5*slvl (10->40)
ar : -60%+2*slvl (-60->-20)
leech : +5%->+30% (DM)
5. Blood Omen (W)
After defeating his foes, the Cainite can draw
a bit more life from its freshly slain enemies.
Cast on a corpse, Blood Omen heals the Cainite
for a fixed HP amount.
HP healed : 2.5*slvl (2.5->50)
5. Luciferya
The basic shapeshift of the Cainite, the Luciferya
is a fast, lifestealing bat that can dodge attacks.
Under this form, Cainite can use skills suffixed by a (L)
velocity : +30%
leech : +3%+0,66*slvl (+3->+16)
10. Vampiric Touch
A soft, cold touch that slow enemies and make
them fall asleep, making them vulnerable to
other vampire attacks.
chill time : 1s+0.25*slvl (1->6s)
VB bonus : +5%->+15% AR (DM)
10. Blood Hunt (L)
Melee attack that release bats that follow the
target arounds and continuously inflict damage
to the target.
bats released :1->12 (DM)
10. Fenris
The Cainite can turns into an evil, dark wolf
and gains increased walk speed, ed% and life
steal. Under this form, the Cainite can use skills
suffixed by a (W)
walk speed : +10%->+70% (DM)
dmg% : +10%->+70% (DM)
leech : +5%+0,75*slvl (+5->+20)
20. Vampiric Blast
The semi-undead body of the Cainite can produce
a highly toxic and corrosive liquid similar to
acid. A trained Cainite can spits this liquid
in a continuous blast, poisonning and stunning
enemies.
20. Blood Frenzy (L)(W)
When a Cainite is lacking blood, he fall into a
madness state that can bring his own destruction.
However, some Cainite choose to fall into this
state called Blood Frenzy to increase their powers.
Melee attack that increase attack speed, life steal
upon each hit but that also reduce AC.
AC reduced per hit : -5*slvl (-5->-100%)
AR per hit : 10%->+75% (DM)
leech per hit : +1%
20. Shade of Abel
30. Dark Embrace
By sacrifying a part of his own vampire blood, the Cainite
can raise a body into an undead called a Kindred. The kindred
is totally under the control of the Cainite and must kill to
regenerate and so prevent its destruction. It can also mimic
some Cainites skills.
Life drain : -25->-5 hp/sec
leech : +15%->+50%
Skills useable : Vampiric Touch, Vampiric Bite,Vampiric Blast
at slvl = 1+DE.slvl/2
30. Vampyre
True form of the Cainite, the Vampyre is an abomination
between the vampire and the human. Able to walk the day,
it still have its full potential. Under this form, the
Cainite gain ed%,ias and frw. It also slowly loose massive
amount of life which amount goes up as the slvl rise.
drain: -10->-75 HP/s (DM)
dmg% : +50%+5*slvl (50->150)
ias/frw : +15%->+75% (DM)
* added accurate formulae
Shadowling
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1. Nightfall
Once cast, this spell immerge the surroundings
into a deep darkness that reduce monsters defense.
Nightfall also increase the efficiency of other
Shadow based spells that shadowlings can use.
AC reduce : -5%->-50% (DM)
5. Umbral Coat
Create a cloak of shadows that absorb physical damages
and turn them into mana. The Coat duration is based
on the activation of the Nightfall spell.
dmg-to-mana : +10%->+75% (DM)
duration = 3s/0.5*slvls
5. Shadow Strike
The Shadow Strike allows the Shadowling to shift
to the fringe of the Shadow Realm of Jihdrasi and
hit a target in melee, becoming invulnerable to
physical damage for a given times. During the
attack, the Shadowlings turns translucent.
dmg% : +10%->+50% (DM)
red-dmg% : +100%
5. Darkness Bolt
Release a globe of shadow that stun enemies and
inflicts magic damage. The efficiency of the Bolt
is based the activation of the Nightfall spell.
dmg : 1/1-2+slvl
10. Umbral Mirror
Generates several shadow clones of the Invader. The
Sahdows looks like a true Invader, luring monster to them.
However, they deals no damage but explodes into a stunning
explosion of darkness.
Clone : 3+slvl/4
10. Shadow Touch
Melee attack that leech mana from its target adn chill her.
for the duration of the attack, the Shadowling turns deep
black.
leech : 0%/5%->25% (DM)
chill : 3s/3s+slvl/2 (3-> 13s)
10. Darkness Blade
Engulf your weapon into a darkness coat that increase
the weapon damage and reduce the target AC by a given
amount after each hit.
dmg% : 15%->75% (DM)
ac-hit : 5->50 (DM)
20. Umbral Servant
Conjures several Jihdrasii Servant that roams the land
and pass trough enemies, dealing small cold damage and
reducing their physical resistance:
red-dmg% : -15%-3*slvl (-15->-75)
20. Shadowrun
The Shadowling melt himself into shadows and slowly aim to a
target and strike him with an increased damage. During the
Shadowrun, the Shadowlings AC is reduced. The damage
dealt by the Shadowrun is affected by the activation of the
Nightfall spell.
ac loss : -100%+slvl*3 (-100->-40%)
dmg% : 10%/25%->100% (DM)
20. Darness Flare
Opening a rift to Jihdrasi, the Shadowlings release
a wave of pure negative energy in random directions.
Each Shadow Bolt deals magic damage and stop monsters
regeneration.
30. Jihdrasii Covenant
Last step of the Invader to the Shadowlings final form, the
Jihdrassii Covenant finish the transformation iniatied by
the Invader and turn him into a Living Shadow. Under this form
all his shadow spells have their efficiency increased. He also
gain a bonus to elemental damage reduction.
FCR : +10%->+60% (DM)
res-all : +10%->+60% (DM)
ac% : +10%->+60% (DM)
30. Shadow Strike
Release a melee attack that convert the damage into magical ones.
It also induce a chain reaction that make up to 6 random targets
stroke by a shadow bolt that inflict 0,75% the initial damage.
dmg% converted : 30%->90% (DM)
* added accurate formulae
HULSTER CABAL
Bard
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Notes :
-------
* Melody are cast once and last for a given time
that can be inceased by some items.
* Songs need to be selected as an aura. Range can
be increased by some items.
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1. Harmony and Dissonance
Basic mastery of magic and music, the H&D skill
release a shockwave that deals damage following
an increasing then decreasing scheme based on
range. If the target fails its attack/defense
check, it is stunned for a given time.
5. Faeries Fire
A cantrip all bards learn how to use and abuse.
This spells creates small balls of light orbiting
aroung a target, confusing her and giving her a
pink glow.
5. Starlight Melody
This Melody enchant a target by allowing them to
gain mana when damage is dealt to her based on
an increasing percentage.
5. Song of the Warlords
This classic ryhme holds the secret of success. While played,
it increases the attack rate and damage output of allies.
10. False Rumors
Whispering magical words, the Bard can cause confusion in
enemies mind and focus their hate and anger on a given target
in their own ranks which gets lowered defence.
10. Eternal Melody
By binding her music to the magic spheres the bard allow the
Melody target to gain a bonus to all his or her spells/skills
duration. This duration bonus don't affect Eternal Melody.
10. Song of the Nightingale
This song increase party member's walk and attack speed.
It also increase their stamina regeneration rate.
20. Shock Field
By focusing sonic vibration on a single spot, the bard can raise
a wall of shocking vibrations that stun enemy on hit and explode
in a shockwave of physical damage.
20. Mourning Melody
Bards are entertaining and amusing but they also know when to become
more serious adn how to provide relief to afflicted people. The Mourning
Melody allow the Bard to release the reamining energy of dead creatures,
gaining some mana points back and preventing their corpse to be spoiled.
20. Song of the Victors
By singing and telling the deeds of her brother in arms,
the Bard granst them a life & mana per kill bonus.
30. Sonic Resonance
By concentrating sonic vibration and then releasing
them violently, the Bard can create a wave of stunning
sounds that spread over and over at each hit. The initial
wave start a chain reaction that can sustains itself for
a given time.
30. Music of the Spheres
By using this spells, the bard attunes herself with the
inner mechanism of the universe and create a large area
of magic fog. Each monsters caught in the fog is suffering
magic damage and force the creation of a new fog patch.
UNCOMPLETE-Berserker
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1 - Bash
Hit enemies with an innacurate, knockbacking strike
with a Damage bonus based on the ?
5 - Brutalize
This Skill increase damage dealt after each hit. The more
hit is done, the more damage bonuses are given. However,
during this state, the Berserker lose all his protection,
becoming vulnerable to other attacks.
5 - Rage
By releasing his rage, the Berserker gain a massive but short
bonus to damage dealt. This Rage is so exhausting that the
Berserker lose his efficiency for a given time.
5. <shout spell>
10. Landstrike
The berserker can jump into an enemy pack and slay them.
The attack done at the landing have a medium radius and
an increased damage bonus.
10. <buff spell>
10. <shout like spell>
20. Area Attack
The Berserker run trough a pack of enemy and damage all
of those who stand in its way. The damage dealt increase
with range.
20. <buff spell>
20. War Cry
By releasing this cry, the Berserker increase the damage and
attack rate of himself and his allies by an amount based on
the their remaining life.
30 - Bloodthirst
Under this state, the Berserker become insensible to pain.
Each strike he receive increase his fighting ability. This
Aura gives the Berserker a damage bonus based on the life
he lost.
30 - Trophy
Final consecration, the Berserker can use his enemies slained
body to craft an armor. The armor have a given set of bonus
that increase with the skill level and monster level.
Any suggestions for missiles skills cna be cast as long as they fit the theme and are somewhat related to what I need. comments on other skills are also appreciated.
good reading