Absolute power corrupts absolutely. The same tools used for destruction can also be used to save lives, help the helpless, fix problems, and even build a nation of gold. I know that may sound crazy however, power itself isn’t evil. The wielder of power may very well sing a different song.
出る杭は打たれる (derukui wa utareru) English Translation: “The nail that sticks out is struck.” - https://www.fluentin3months.com/japanese-proverbs/
Power and desire walk side by side with temptation.
“Never let the brightness of the sun be how you measure the amount of work you can put into one day.” - Graham Kimani
Battle Armor Concept
The idea behind battle armor is that players will be able to customize multiple loadouts that they wish to wear. The loadout screen will be split between in and out of combat gear. What this means is once a player has collected styles and put them together to make a perfect-looking fighter, the game will automatically switch between the primarily selected loadout depending on if the player is in combat or not. For example, I can have my non-combat loadout be a trench coat with heavy armor boots and gloves in gold aura, and it will stay that way till I enter combat where I will then auto change to a combat loadout that I have set/selected.
General MMORPG Terminology
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H.O.T
Heal Over Time.
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D.O.T
Damage Over Time.
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A.O.E
Area Of Effect
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DPS
Damage Per Second.
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Debuff
Removing any negative effects from yourself or a friendly target
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Buff
Granting yourself or any other ally improvement.
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HP
Health Point or Hit Points
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MP/Mana
Magic Points
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Stam/SP
Stamina Points
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Pocket Healer
A Healer that focus on only healing one individual more than they heal the group. Usually a pocket healer is assigned to a tank or both tanks in raid groups. You can usually find them in PVP as well.
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Support Healer
A healer that will help to support the main healer while DPS-ing when not healing. most times a Support Healer and a pocket healer are the same.
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NPC
Non-Player Character
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PvP
Person vs Person
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PvE
Person vs Environment
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Aggro/Taunt
Grabbing the attention of the target or targets if there are more than one.
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MOB/ADDS
Enemy reinforcements. Anything not a Boss NPC or a player in a combat environment can be considered as such.
Disclaimer
10 abilities are not the maximum number of abilities given to one class. I am only using the 10 rule to give a general idea of how the kit for each class is, as well as a brief example of how the class will be played or rather how they fair in combat. More powers will be added at a later date or gradually over time to give players more choices and build diversity.
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Dark Arts (DPS)
1: Black Magic - The user summons a pitch-black circle on the ground that deals damage to anyone who dares trespass.
2: Unlit - Summon a dark orb to circle the user dealing damage to everyone in melee range while restoring mana to the caster at a 5% rate over 10 seconds.
3: Transference - Shapeshift into a beast of the night increasing mana regen as well as summon dark minions to fight by your side this form lasts until you toggle the ability however when your minions die, they are permanently gone leaving dark magic for 5 seconds. (3 minions spawn on toggle)
4: Altar of Sacrifice - Drain the HP of those around you healing you for 5% of the damage done after the duration ends causing a burst of AOE, healing all allies but not you.
5: Dark Transfer - Summon a ball of hate that will explode on contact, splitting into multiple seeker orbs.
6: Dark Exchange - Sacrifice half of your health to deal AOE damage that is equal to 100% of the user’s max HP. If anyone dies from this effect the users gain 20% life steal from all abilities for 20 seconds.
7: Dark Mortality - Link yourself to a target causing them to take 30% of the damage you take for 10 seconds. If the link target dies you are healed for 20% of their max HP.
8: Dark Summoning - Summon three dark shades to fight for you for 15 seconds. If killed in battle the cooldown is reduced by 4% and 1 of the Transference minions returns to life.
9: Darkness Returns - You can return from the dead once per day at will.
10: White Transference - Shapeshift into a beast trapped between light and darkness for 20 seconds. While active all lost health is returned, you gain increased Health regen as well as an increase to your max health of 1000 points. Dark summoning is disabled, Dark Mortality has 5% healing instead of 20%.
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Sol Helios (Tank)
1: Solar Rupture - Erupt a sunspot on the ground dealing DOT to those in the area.
2: Sol Preserver - Summon sun wings to increase your resistance to all effects as well as heal the user over time for 5% of their max HP.
3: Solar Chains - Send out the power of the holy star to chain enemies together and then pull them to the user. (A ball of light that links you to two targets at a time and pulls them to the center.
4: Enchanted effects - Summon a shield of pure light to protect the user. The amount of damage that the shield absorbs is equal to 20% of the user’s Health. If the user has a shield equip this effect is doubled.
5: Star Shard - Drops a solar crystal that stuns and taunts all its damages.
6: Repentance - A quick prayer to the holiest. When completed you gain a HOT for 10 seconds. After the effect ends you gain a burst heal of 500 health. (Scales off max HP).
7: Divine Spear - Summon a spear that heals the user as he charges into battle. once it hits the target the spear explodes dealing a small AOE DOT effect.
8: Divine Hieroglyph - Call down a spear that slams into the ground dealing impact damage, allowing the user to survive lethal damage until the effect ends.
9: Beacons of Hope - Sun damage bursts out of you as you fight for survival inspiring all around you. Increase all stats by 10% for 10 seconds.
10: Goddess’s Mark - Mark a target with damaging light that explodes after 5 seconds dealing AOE damage while taunting those it damages. If the target dies from the DOT the ability heals the caster instead.
11: Accoutrement - Summon an arsenal of weapons that homes in on a target.
12: Divine arsenal - Each weapon type has a chance to summon. Sword - fights alongside you in combination dealing slash damage and causing bleed for 5 seconds every 5 seconds for 15 seconds. Spear - rain down spears in a 15-meter radius causing damage and stunning any target it hits. Javalin - summon javelins behind the target that tracks and hits the target causing them to lose control of their ability for 5 seconds. Fantasma - call a beam of pure sunlight from the heavens to heal allies or damage enemies in a 15meter radius around the target location.
13: Golden Bond - Summon 3 pillars of light to restrain a target and drain their health for 5 seconds while healing you for 100% of the damage done.
14: Sword Art - Summon a dome with you being in the center. The dome will periodically shoot swords at anyone in it that has been taunted by the player in the last 15 seconds.
15: Lux Sanctus - a sword that removes all defenses, buffs, and steals any healing from targets it touches all while dealing no damage.
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Fysi Natur (Support Healer)
1: Reinvigorate - Put a HOT on as many allies as you want. The effect does not stack with itself and lasts 10 seconds.
2: Regrowth - Heal the area allowing nature to grow. AOE HOT has no cooldown and last 10 seconds.
3: Bloom Flower - Summon wildflowers to grow on your target healing them as it grows. Once the flower is fully grown it will burst and heal for 10% of the caster’s max Health.
4:Resurrection - Allows the user to combat revive. An hour cooldown.
5: Sun Flower - Create a sunflower in the area to release a poisonous gas that deals DOT to enemies while providing HOT to allies.
6: Protective Swarm - send out magic butterflies that protects the user and up to four other allies from magic damage only.
7: Wooden Cage - Trap an enemy in a wooden cage that drains the HP of its victims for 10 seconds. The damage stored will then explode dealing AOE. The cage can only be opened after 10 seconds or if someone opens it.
8: Mutagen - Summon powerful spores in an area to heal an ally for 50% of the damage it does for 10 seconds. If an ally dies while affected their body burst with Genotoxicity. (Careful the negative effect harms friends and foe alike).
9: Spyryjyon - Summon a warmonger spirit to aid you in battle with life-draining abilities that will heal anyone using a taunting ability for 20 seconds before vanishing with something in hand.
10: Nang Takian - Summon a young tree spirit. Her job is to ensure that all that protect nature is powered. Those who fight for the mother are also protected so they can in turn protect the mother. (Restore MP, SP, and HP for 500 every second).
11: Cat Transformation: Transform into a sabertooth cat keep control of all your current abilities but gain increased movement speed, evasion, and increase out-of-combat health regen.
12: Earth Totem: Reduce damage by 5% for those within 5 meters of it.
13: Fire totem: Call down a rain of fire to deal damage within 10 meters of it.
14: Yggdrasill: Protect the caster from death last 10 seconds. while wrapped in the world tree the caster is unable to use any skill and is completely immobile.
15: Passerine: Adopt a form that is best suited for aerial travel.
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Summoner (Healer)
1: Summoner - Summon two fallen heroes to fight by your side for 10 seconds. Magic specialized in AOE Healing and a shield maiden who faces her foes without waiver. (Shield madden will only attack and taunt anything that attacks you. she will never attack anything first).
2: Death Dealer - Mark a target for 10 seconds dealing DOT, while also doing HOT based on the damage done in an AOE. If the target dies with the effect you gain a 50% cooldown to all skills on cooldown with a 25% cause to gain a burst AOE healing.
3: Blood Alter - Summon an alter that lasts 5 seconds, consuming all blood spilled by friend and foe alike then release it back as an AOE, HOT for all allies within 15-meters. Healing is based on max HP and Crit.
4: Graveyard - Bring forth a necromancer’s playground and see who survives. Deal AOE damage, while slowing the target by 5%. slow gets stronger the longer a target stays in it. if a target dies within the AOE there is a 5% chance to summon two Deathliest that will provide shields based on the casters max HP for 10 seconds.
5: Necro Army - Bring forth an Archer, warrior, mage, and a duelist from the great beyond to do their signature moves before returning to rest. Archer fires an arrow into the air raining down multiple powerful arrows within a certain area. The mage uses arch lightning to hit multiple foes, warrior swings his sword to strike at his foe doing a series of blows, the duelist will teleport to the closet target and strike them from behind if this move kills the target the mage will then return once again and heal the closet ally for 5% of the caster’s max health. (They come out one after the other, not together, and this is a channeled ability that doesn’t require the caster to be stationary, however, it does slow their movement speed by half. And the way to target this spell is by ground targeting).
6: Death’s Ballet - Conjure up a musical instrument of death that will heal the target or damage them for 10 seconds. -Single Target spell-
7: Death’s Protector - use 70% of your max HP to heal for 9999999999999999999 HP. This spell will also consume all remaining MP and increase all active cooldowns by 5 seconds. Healing lasts 5 seconds. If you are bested while this spell is active your team gains a HOT for 10 seconds.
8: Soul Harvest - Only available while Graveyard is in use. Spawn a plague in graveyard dealing DOT on anyone foolish enough to trespass.
9: Essenes Guardian - Grants you the ability to resurrect one of your fallen comrades at half health with a HOT that last 5 seconds. However, the ally will not be affected by any summoner’s ability for 20 seconds.
10: Reapers Agent - Toggle ability that grants you the scythe and Shadow spells.
10.5: Scythe - Allow you to rotate a huge scythe in 360 degrees for 10 seconds. -Great to use with blood alter just saying-
10.10: Shadows - Throw a ball of death that bounces between allies and enemies alike dealing damage and healing. after the fourth bounce, the ball will either burst into an AOE DOT or an AOE HOT that lasts 5 seconds. The summoner is not affected by the HOT but can and will be damaged by the DOT.
11: Death’s Shadow: Summon 5 spirits that will take 20% of your max health in damage before vanishing.
12: Door of Faith: Summon a door that has a 25% chance of doing one of four abilities: HOT to all allies for 10 seconds, a magical explosion that damages everyone, removes all curses on allies, or grants a regen buff that regains all tank roles health within 10 meters of the door.
13: Spectral Javelin: Throw a javelin that siphons health as it passes by once it reaches its target it will explode and heal all allies within a 5-meter radius. If no health is siphoned then the ability will not go on cooldown.
14: Wraith Form: While in this form you do 20% more healing, 30% less damage, and have a 50% chance to resist death but revert to human form.
15: Penumbra: Send forth a shadow of yourself to damage those it passes through, activating the ability again will allow you to teleport to your shadow.
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Feny Lokko (DPS)
1: Convergence - Summon lightning from heaven to smite your foes with destructive capabilities.
2: Conduit - Allow lightning to flow through your body then release it in a radius around you dealing incredible amounts of damage with a 50% chance to stun for 5 seconds. (Charge takes 5 seconds to charge up and then releases)
3: Light Speed - Become so fast you move at the speed of light. Dodge all attacks for 5 seconds while dealing AOE damage within 5 meters around you for 10 seconds.
4: Goliath - Stomp on the ground and allow the flow of magic to create a lightning trap in front of you that damages anyone it touches.
5: Supreme Tempo - Increase your health Regan, attack speed, magic/stamina regen, and you are immune to snares and reduce speed effects for 10 seconds.
6: Telsa Arc - Summon a slow-moving ball that will throw arc lightning at everyone within a 15-meter radius of it every 5 seconds.
7: Doubleganger - Conjure up a doubleganger made from lightning. The doubleganger will use all abilities you use, but deal 5% less damage. During Godspeeds reduce the cooldown time. If doubleganger and Godspeed are active simultaneously, reduce the cooldown of all skills by 2secs every 2secs. Duration 5secs.
8: Fleecy Attack - Summon a bolt of lightning to strike the targeted area four times. If someone is lightning will arc to additional targets. (I don’t know I am not a gamer or anything but why not let the lightning hit you and arc to enemies? Would you be safe in your AOE? Idk man.).
9: Heavenly Spear - hit an enemy with a spear made entirely from lightning, if the target is hit 3 more spears will strike in the area causing an AOE explosion.
10: Thunderclap - Manifest lightning in the shape of a fist then send out a series of strikes before crushing your foe.
11: Red Storm: Summon blood lightning to strike yourself healing you and pushing back anyone within melee range of you.
12: Culvert: Summon a lightning storm within a 20-meter radius.
13: Furrow: absorb all lightning effects, you currently have active to heal yourself for 10% of your max health.
14: Static Wall: Summon a long line of lightning that damages and stun those brave enough to pass through it.
15: Ligmini: Send out waves of lightning that have a chance to arch to 2 additional targets. (Low damage, rapid fire)
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Water (Support DPS)
1: Tsunami - 7 waves will crash into your target dealing AOE splash damage, with each wave increasing in power and range. The last wave will heal instead of dealing splash damage (the last wave will still do direct damage however, the AOE damage is instead replaced with AOE healing).
2: Water Whip - Water weapon that can replace your current weapon, the whip has a range of 10 meters and has its combo (whip is a toggle ability and does not stop the casting of other spells).
3: Landslide - summon water filled with rocks to destroy any enemy-created effects and replace it with a purge pool. Purge pool will remove one negative effect on anyone who uses it. Beware Purge Pool cannot tell friend from foe.
4: Storms - Summon multiple waterspouts to deal damage within a 5-meter radius. Once the spouts disappear a cloud is left behind that rain’s acid dealing DOT.
5: Heat Weave - Boil the blood of your victim dealing 2% of the target HP in damage, also allowing the target to take an extra 2% increase damage from the fire element.
6: Cold Spells - Freeze the water around the target causing the target to take additional damage for 5 seconds to all water spells.
7: Droughts - Drain all the water from your target and use it to replenish the closest ally for 200 HP, which can be cast on yourself if no one is around. (Heals the lowest health ally).
8: Cholera - Cause your target to randomly spit out water causing dehydration. Stun and adds a DOT, stun last 5 seconds, while the DOT last 10 seconds. Replenish your MP/SP instead of causing Damage.
9: Eis Saule - Summon ice pillars to block a path, after 5 seconds the ice turns to snow granting the effect of Cold Spell (does not stack with a cold spell), for 5 seconds. The snow will then turn to water pools granting you and your allies mana/stamina regen.
10: Sai - Replenish the mana/Stam of 3 group members at the cost of your own.
10.5: Sei - Replenish the mana/Stam of 6 group members at the cost of your own
(Saisei- A Japanese word loosely meaning rebirth)
11: Mausoleum: A prison that grows as more targets get trapped within, exploding after a certain timeframe or 3 people have been captured.
12: Atmokinesis: Create Chaos with the elements. Fire, Ice, Lightning, and Wind.
13: Icenado: Summon an icy storm from your fingertips that cause puncture on all targets hit.
14: Loch: summon a lake under your feet that continue to refresh players’ resources by four points every two seconds for twenty seconds.
15: Moist: Dappen your allies protecting from all fire abilities by reducing fire damage by 10% for 20 seconds.
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Tan (Tank)
1: Steam wave - let the steam flow from your body dealing AOE DPS, and taunting anything with a 5-meter radius.
2: Fire Bending - send out several fireballs from the hands and feet to damage multiple opponents or just one. (Double press, 1st press allows you to target up to 5 targets to hit and 2nd press will activate the ability).
3: Flame Control - Send out a wave of black fire that will hit one target and then spike anyone within 10 meters for 5 seconds.
4: Call to Heaven - summon a meteor shower AOE that rains 5 meteors, and then one big one.
5: Aspect of Fire - Summon lava within an area to deal DOT while removing any negative effects on the caster, after the ring ends steam wave will be cast for free within the area.
6: Aspect of Flames - Spite fire from your mouth placing a DOT on anyone caught in the effect. The effect is a cone In front of the cast. DOT lasts 10 seconds.
7: Aspect Control - Consume aspect of fire and or flame to heal yourself for 10% of your max HP.
8: Phoenix Fire - spit two firebirds out that will seek their target and detonate. Once the ability hits a target a weaker version of the ability will spring up from the blast to seek a new target. This will happen 3x if new targets can be found or 2x if only one target is there.
9: Aspect of Dragon - Summon a flaming dragon to rain down fire while passing by.
10: Aspect of Strength - Cover the caster in fire to deal damage in an AOE while reducing the damage the caster takes by 5% for every enemy hit. Increasing healing received from other players by 5% for every enemy hit. (Max 90% reduction and healing)
11: Buyer’s Sale: Remove the resource cost for all abilities for allies. This does not affect the caster.
12: Light Show: Send out a ball of flaming magma that explodes after a 5-second incubation period.
13: Lava Ball: Set a ball of lava above a targeted area to rain down molten lava in the area.
14: Pumice: trap a target in lava damaging the target for 10 seconds, while the DOT is active the lava will spill over and damage those within the area as well. If placed on an ally the DOT will be removed and replaced with a damage reduction shield but the AOE will remain.
15: Colloid: An AOE ability that marks those affected by Pumice and allows you to deal twice the damage to that target for 5 seconds.
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Relic Master (Tank/Healer)
1: Excalibur - AOE stun/taunt/CC, Summon the lady of the lake to give you this iconic weapon that you then placed into the ground causing anyone in the area to try and pull it from the stone.
2: Holy Grail - Conjure the grail and toss it to whoever has the lowest health and allow them to recover health. The water within the grail will recover a chunk of health and then do HOT for 2% of the caster’s health.
3: Pandora’s Box - Set the box that has all of mankind’s horrors on the battlefield. Each time the box opens an effect happens.
3.1: Shirt of Nessus – Anyone who touches the user while he is wearing it will be poisoned.
3.2: Ragnar Shirt – Protect the caster and allies for 5 seconds.
3.5: Needs 3 more mythical gear to add
4: Icarus Wings – Charge into battle leaving behind rays of sunlight to heal your allies and damage your foe.
5: Mjolnir – Summon the god of thunders hammer in a location to strike foes with thunder and taunt everyone within the AOE, and stun them for 5 seconds.
6: Sumarbrander - Summon Freyr’s sword and wield it. Summon a frost giant to fight for you for 10 seconds once the giant falls in battle or leaves, the sword will then shine a ray of sunlight upon the weakest member of the group to heal them for 500 health.
7: Poseidon Trident - Call forth the power to command the weave. 7 waves will cash on a target dealing direct DPS and the splash AOE DPS. The splash AOE DPS will be a DOT to everyone within the AOE except for the original target. Every third cast of this ability will see it replaced will an AOE water squid that will do continuous DPS and trap the target pulling them to the center where the damage is even stronger.
8: Golden Lasso – This can be used twice before going on cooldown. Whip a target and command them to fight by your side. (Once a target has been whipped, they will become an ally for 10 seconds, the same target cannot be affected by the whips influence for 20 seconds) Whipping the same target again will instead stunt them for 5 seconds.
9: Spear of Ra – This sun spear will allow you to shoot beams of solar energy at a single target. (Can shoot up to 3 beams) Once the beams have been shot the caster will throw the spear to strike a target. That target will then receive increase fire damage (2x Multiplier) while the caster will take increase healing receive, mana regens, and Dark Damage.
10: Anubis Scale – Bring forth the scale to judge the worth of your allies. Equaling everyone’s health to your own if you’re at 50% HP or higher. At 40% HP your group will be healed for the points based on your missing health and you will not be healed but instead, you will gain CC immunity.
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Superstition (DPS)
1: Beginners Luck - Use before combat to enhance your first spell/ability used granting it a 100% chance to crit and a 50% chance to cost no MP/SP.
2: Gold Coin - Find a gold coin, increase your evasion, Boost your MP/SP by 100 and your health by 500 Hitpoints.
3: In 3 - bad luck comes in 3’s but so does disaster. have 3’s disasters befall your target for 20 seconds. Earthquake - deal AOE damage to the target and its surroundings for 10 seconds 10-meter radius, High tide- have a series of waves crash into your target, Drought - Cause your target to lose all of their manna for 10 seconds.
4: 666 - Call forth the beast of the end times. the beast will randomly attack anyone in his path. his damage will drain 30% of a player’s health.
5: Ushi No Kokumairi - Call fourth the shrine of the ox to cause a powerful curse in the targeted area. (Shine will display the numbers 0100 - 0200)
6: Name in Red - Grab your red ink and your black book and write a target’s name in red marking them for 10 seconds. Mark target takes increased damage and reduced healing but has increased MP/SP.
7: Sǐwáng - The player draws the number four, two times before throwing the cards in fear. bind your Faith with your attacker’s faith for 10 seconds. If you die will they will die as well no matter their health, however, this does not work on bosses and the attacker who dies will be in white clothing allowing him to be resurrected only when you are resurrected.
8: Summon Spirits - As the moon rises you decide to whistle. summon multiple spirits to attack everyone in the area for 10 seconds. 1 spirit per person with a 10-meter radius of you and your target. whistle again to double the spirits.
9: Shani 8 - The first 7 spells you cast will give you 5% of that damage as heals, the 8th spell will instead heal your target even if the spell is used on you. the 9th and 10th spell will heal your target for 5% of the damage done. Go on cooldown after you use 10 spells or abilities.
10: Ominous Owl - If you are affected by any negative effect you will have an owl following you around. Throw salt in the fire to remove one negative effect from you.
11: Spear of Lugh – A lightning spear that has a 25% chance to instantly kill anyone with 10% HP and lower, with the percentage increasing the lower a person’s health gets.
12: Spear of Longinus – Blinds all within the area with golden light while reviving a down ally.
13: Fragarach: Deal DOT to a target with a 20% reduction to all healing received. Every third cast will spread in the wind affecting multiple targets within a 10meter range.
14: Sudarshana Chakra: Reverse time and regain any resources you used in the last 15 seconds. If the dice are thrown at an ally, they will regain a percentage of their health randomly (HP gain; 15% 30% 45% 75% over 10 seconds), however, if thrown at an enemy they will instead lose health. (Health lost; 5% 10% 25% 40%). However, holding the ability will allow you to place it on the ground leaving behind the effect that allows all allies to walk through and refresh their cooldowns.
15: Jarngreipr: An iron gauntlet when worn will reduce all damage received by 2% while healing any Fenny Lokko users by 5% for 10 seconds.
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Monk (DLC)-(Tank)
Not working on DLC content at this time.
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Illusionist (DLC)-(DPS)
Not working on DLC content at this time.
School of Magic
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Elemental (Vampire's Starter School)
1: Pollaploús - Create a Pole that will continuously change elements. Pole zaps anyone who enters its 15meter range.
2: Tasu - Summon a multi meteor storm from the void to strike in a 10-meter radius.
3: Duo: Become immune to all elements for 10 seconds, then heal based on the damage negated.
4: Neskol - Grant your allies an elemental shield that blocks 10% of any elemental damage, however, the caster will use 10% more resources while the shield persists.
5: Mehrere - Convert half of your Hit Points into a fountain that then releases different types of elemental effects; Fire deals damage in a 5-meter radius around the fountain, Water heals all allies for 1000 HP over 10 seconds, lightning sets a static discharge within a 15-meter radius stunning everyone once every 5 seconds, Air increase movement speed, reduce cooldowns by 5 seconds every 10 seconds, and increase out of combat health regen and run speed for 5 seconds.
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Tactics (Templar Starter School)
1: Entrapment - Set a sigil on the ground that will snare a single target and then teleport that target to you. must be within 50 meters of the sigil.
2: Ōmikami - Summon the power of the sun goddess Amaterasu to purge all negative effects from all allies within a 10-meter radius while healing you for 500 HP every second. must remain still while casting.
3: Monkey See - Allows you to equal out your health to the same percentage value as the closest player to you. The range of this effect is 15 meters.
4: Tactical Repositiopng - Gain immunity to all crowd control effects for 5 seconds.
5: Inner Fire - Turn yourself into a time bomb that explodes in a 5-meter radius with sun magic. ability is weaker at night.
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Control (Skin Walker starter School)
1: Dominate the mind - Prevent yourself from attacking or being attacked by the target for 5 seconds.
2: High Tide - Take control of a player’s mind and use them to fight your battles with you. Target will attack whomever you are attacking using the same skills as you. Won’t work on self.
3: Mind Wipe - Increase the target’s cooldowns at the cost of decreasing your movement speed for 5 seconds.
4: Elenchos - (Toggle) At night all crowd control effects last 2 seconds longer all fear radius is increased by 5 meters, and all self-healing cooldowns are reduced by 1 second.
5: Seriously - Reset all your cooldowns but reduce your max health by 20% for 10 seconds. Can only be used once per engagement.
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Stamina (Magi starter School)
1: Grit: Heals for 2% of missing health every 2 seconds for 12 seconds.
2: Perseverance: Breakout of all stuns for free. The ability has a 40 seconds cooldown.
3: Robustness: While toggled use 5% more resources on ability usage in exchange for a 5% reduction to all direct attacks.
4: Fortitude: In exchange for not being able to attack while at 20% health or lower, gain a 100% damage reduction shield, and a 50% reduction in movement speed.
5: Staunchness: Create a standing stone that absorbs 50% of all damage done in the area for 10 seconds.