Post by One on Jul 17, 2009 12:18:23 GMT -6
Samurai
Veteran - increases best when fighting alone or when hit by spells
25% - Maintain (samurai's items take virtually no damage, parry doesn't damage weapon)
50% - Recluse (Bonuses from non-detection are doubled (ac bonus from invis, damage bonuses from hide, use when out of combat to hide as long as you stay in one place)
75% - Preparedness (doubles the damage of any skill used to open combat (stacks with aim and empower-like effects) also can be used as a debuff before combat to increase your damage vs that target)
100% - Weathered (Samurai gains massive resistances (50%) to the major nature-elemental attacks (water fire earth lightning and wind) that stacks with any equipment and spell related resistances. in addition, your own elemental damage (procs, etc) is increased.)
Baron - increases best in battles that end quickly or when using ranged weapons
25% - Material (samurai gets damage bonus that scales up based on amount of gold carried (max of 15% increase at 5million gold ON CHARACTER, not bank...that's +1% per 333,333 gold. can use the coinflip ability to gain a temporary buff or debuff to your damage taking/done.)
50% - Fiefdom (samurai is used to defending large plot of land and gets double damage for all ranged. triple to any ranged attack used when not in combat (thrown, bow, crossbow, stacks with any aim type abilities)
75% - Wartide (Samurai feels the flow of battle, gaining 20 haste for every 2 group members (up to 100 haste, yes samurai + 1 other = 2 group members = 20 haste)
100% - Frontlines (1/day 10 tick buff that allows samurai to keep an enemies attention, including taking ripostes and preventing switches for group members. increases a samurai's in-combat ranged shooting chances)
Warrior categories
Commander - increases best when in a group, especially if leading it
25% - Strategem (doubles benefits of groups foreground or background selection)
50% - Organization (short duration buff doubles the offensive bonus of group's stance choices)
75% - Challenge (self buff - minute or so - warrior automatically attempts a "taunt" every round while this buff is active...this causes no delay)
100% - Missive (can use on 1 other target to grant them +20% damage out -20% damage taken for a minute or so.)
Coldheart - increases best when riposting and tanking, especially when solo
25% - Swat (extremely fast skill that swings the shield at an opponent, doing damage based on armor rating of shield and granting a side-effect based on size)
spirit - damage plus chance to silence opponent.
small - damage plus chance to increase own haste by 50 for short while.
medium - damage plus chance to stun opponent.
large - damage plus chance to knockdown opponent.
50% - Coolheaded (Allows warrior to keep his avoidance bonus while agitated. When used as an ability Coolheaded will heal the Warrior for a % of his or her health based on how degree of agitation. Consumes half of your agitation level.)
75% - Doubleriposte (on a successful riposte, has a chance to swing 1 more time)
100% - Meaty (everytime brace activates for warrior they counterattack. if not tanking you will randomly strike for double, non-crit, damage on your melee and skill strikes instead)
Ranger
Earthen - increases best when using entangle or buffs.
25% - Muck (an upgraded debuff similar to entangle that has double the duration. AE, aggressive.)
50% - Drought (Adds prof/10% chance to proc sandblast on any melee attack, passive, always on.)
75% - Aftershock (earthquake style attack that splits cost between movement and mana, outdoors this hits flying creatures with debris for 2/3 damage, but they are given a chance to dodge as if it were a normal melee attack, ONLY for flying and outdoors. Indoors, hits all.)
100% - Earthgift (very brief and hugely potent group regeneration ability. can be used as a regen-heal in combat. stacks with all)
Squall - increases best when fighting with ranged weapons
25% - Vapor (when assisting, the ranger is allowed to free his limbs of their solidity and throws additional punches and kicks in combat (punches can trigger hand-slot spells, if equipment has any assigned) This should be slightly less frequent than bard extra attacks)
50% - Favorablewind (random arrows fired by ranger will get boosted by tailwind, adding 1-100% damage.)
75% - Fluid (randomly act as a fluid and attacks are ignored. His form will also splash when this happens, and issue a water-based retaliation. (think a 1-shot torrent, damage wise)
100% - Dervish (1/day self buff, lasts 10 ticks. physical damage out, -15%(yes minus), reduces physical damage taken by 40%, +250 haste, stacks with all, also additional 250 avoid. damage penalty does not apply when in archer mode. also adds procs of whirlwind to bow shots if you are not using magic arrow at the time. )
Scourge categories
Enigma - increases when doing repentent actions (fighting evil mobs, using rescue)
25% - Sneak (Access to hide and sneak as assassin)
50% - Hollow (multi-hit ward 3 hits...stacks with ward)
75% - Withdrawn (charsma/2 % chance to auto-dodge)
100% - Essencedrain (large energy drain based on target's remaining mana, drains normal amount of edrain hp AND adds extra based on mana from target and converts both to HP for scourge) - drain 200hp and 400 mana - heal 600 for scourge. alternate version: drains hp and mana, giving a portion of both back to the scourge. gain 200hp and 400mana, etc)
Sinistri - increases by extreme evil deeds (pking players, killing very very good mobs 750+ align)
25% - Scrap (adds extra "dirty" attacks to melee similar to wemic claws)
50% - Followup (successful physical skills (kick bash or racial physicals) add a melee swing if successful
75% - Stealsense debuff that individually attempts to blind, perversion, silence, bind, poison and sleep. unlike many of the individual skills, this WOULD initiate combat (unless sleep succeeds) also success would grant a small% chance of giving truesight buff to scourge
100% - Systemshock (soul shock w/ 2 round delay and improved knockdown chance, successful knockdowns add harm-damage(as if harm was cast on them in addition to soulshock) to victims)
Paladin
Avenger - increases only when casting non-offensive spells
25% - Flashblade (large elec elemental hit upon one target, uses paladin's weapon for base damage, heals yourself for a medium amount, this ability will advance cross combo by one)
50% - Hallowedground (passive, your hallowedcross now buffs the whole group with 15% heal in/out, not just you)
75% - Heavenlygust (medium wind elemental hit upon all targets in room, uses paladin's weapon for base damage, also heals party for portion of damage done, this ability will advance cross combo by one)
100% - Finalcross (passive, Immaculatecross now fully heals the target of the NPC you strike with it. target must be a valid healable, and must not be you)
Old pally one, reference:
25% - Faerieswarm (5-hit fairly weak earth elemental strikes upon all targets in room, uses paladin's weapon for base damage)
50% - Flashblade (large holy elemental hit upon one target, uses paladin's weapon for base damage)
75% - Heavenlygust (small wind elemental hit upon all targets in room, uses paladin's weapon for base damage, also heals party for portion of damage done)
100% - Omniblade (15-hit poison-elemental magic attack upon one target, uses paladin's weapon for base damage)
Defender - increases when tanking
25% - Standyourground (usable when not in combat only. reduces damage taken until cancelled, however cannot move out of the room until cancelled either)
50% - Criticalguard (greatly reduces the chance that the paladin will be critically hit, similar to critical dampener)
75% - Shieldwall (self buff mode that reduces damage you take by 40% for a short while, only usable every few minutes)
100% - Juggernaut (greatly reduces damage you take when you have 90% or greater of your max hp remaining)
Shapeshifter
Introspect - increases best when switching forms often
25% - Density (Increases AC rating by level of shifter)
50% - Intensity (increases focus on action...giving +(level/2) hitroll to shifter and adding (level/50) % (4% at 200) chance to critical hit)
75% - Neurogasm (increases magical damage by shifter (level/10)% and provides (level/10)% bonus to any magical buff effects (additional AC from stoneskin etc)
100% - Metabolize (Increase haste by shifter level and increase the power of heals you do by a large margin)
Shaper - increases best when fighting in a variety of terrain types
25% - Elevation (Raises ground beneath shifter, granting higher likelihood to hit head and throat of target, and reducing/removing likelihood of getting hit in head or throat)
50% - Realign (debuff that causes the enemy's armor to realign it's structure, granting a weakness to one attack type of shifter choice. (blunt, slash, pierce, etc)
75% - Inversion (debuff/buff can be used on friend or foe. reverses hitroll and damroll of target for 10 ticks.)
100% - Pressurize (increases the air pressure to the benefit of the shifter...occasionally causing a (1, level/5) % damage reduction on incoming attacks (this is basically a brace with up to 40% reduction)
Mystic
Centralist - increases when using mystic nukes
25% - Angermanagement (all spell damage is greatly boosted by being more agitated.)
50% - Centered (toggle ability that causes all melee strikes to become non-elemental spell strikes and do additional damage. these strikes cost a small amount of mana.)
75% - Breathingcontrol (fully recovers all hp, mana and vit. 3-4 round delay.)
100% - Earthfury (calls forth earthen spirits to inflict heavy damage to all targets currently (already) fighting the mystic. all melee strikes for the round afterward will add additional earth damage. fairly high mana cost._
Empath - increases when using heals
25% - Overexertion (mend like buff that takes hp from the mystic and heals the others in his group randomly for the duration)
50% - Tutor (drains 100% of mystic mana and movement and stuns mystic for 2 rounds to boost party's haste by 200 for 3 ticks. every party member recovers an extra 20% of their max mana over the duration. only usable in combat and within 10% of full movement.)
75% - Empath (fully heals one target and removes all basic negative status. mystic takes 50% of all damage healed for. CAN kill the mystic if there is not enough hp to draw from.)
100% - Spiritwall (cannot use if truespirit is active. activates truespirit on another player. uses less mana per damage point reduced than truespirit but cannot be used upon oneself.)
Cleric
Reaper - increases when using 2h weapon or when casting harm/defile
25% - Twohand (passive, do additional damage with 2h weapons)
50% - Dreadsyphoning (harm spell and defile spell now are followed by an energy draining second hit)
75% - Darkpath (passive, gives cleric the equivalent of double attack ability)
100% - Reap (powerful physical attack skill, plus self buff for 2x physical damage for a minute or two afterward. Cannot use again until the buff fades.)
Seraphic - increase when casting heals
25% - Feathercloak (buff. target gains small, stackable evasion bonus)
50% - Shake (completely conceals target from switches, cannot be used on self or other clerics)
75% - Cherub (passive, grants cherub feather a 50% increase in healing power)
100% - Perfectshield (buff that can be used to remove self or another from all danger, preventing damage in/out. this target will be considered a non-target for tanking.)
Druid
Feral - increases when fighting in forms
25% - Hunterspride (when active, will automatically pursue and engage a fleeing enemy, fight will re-open with a pounce attack that can knockdown enemy, but not druid.)
50% - Territorial (marks the room, making mobs in the room noaggro (does not work on sentinel mobs)
75% - Wildmind (allows spellcasting when transformed)
100% - Alphadog (bad justin timberlake movie. improves forms by increasing physical damage by 50% and reduces physical damage taken by 25% when in a form.)
Gaiamancer - increases when casting damage spells
25% - Worldly (in any natural environment, (indoor or out) the environment will randomly block attacks aimed for druid. based on proficiency)
50% - Forestavenger (like forest defender but does much more damage and has decreased longevity by comparison, damage portion only applies to magical damage though)
75% - Gather (instant self buff, next single target damage spell will now have half delay and strike for a minimum of two hits, consumes the buff.)
100% - Stormeye (druid is always calm. when heirophant is active, druid spells will not fail from armor, and druid will not lose concentration. also increases damage with rain/storm spells significantly)
Mage
Enchanter - increases when grouping with anything, rarely otherwise when buffing
25% - Illusionaryself (functions similarily to disguise, npc will see you as a non-threat until aggroed. can use mid-combat to escape combat and redo the anti-aggro)
50% - Animateobject (cast on a item to convert it into a pet npc. weapons do more damage and armor
tank better, magical types are more likely to be caster type pets)
75% - Obsession (cast on monster to prevent switching from its current target for about 3 rounds)
100% - Mezmerize (ae mez all targets in room, causing them to cease combat and stand there doing nothing until struck or until the mez fades.)
Battlemage - increases on melee hits or when struck by them
25% - Defiance(slam ground and send magical shockwave at target, has chance to knockback/stun)
50% - Battlemage(passive, halves penalties from wearing armor, and increases number of attack chances for mage)
75% - Magearmor(self buff that reduces physical damage taken by 25% and magical damage taken by 50%)
100% - Latent(passive, proc master spells at full strength)
Sorcerer
Aegis - increases when using abjuration spells
25% Asylum (target will leave reality to a separate space that is completely safe. no combat may reach them there. there is no time limit as to how long you may stay in asylum. only usable on players and grouped npcs)
50% Vitalwall (target will take damage out of their vitality, blocking almost all hp damage for duration)
75% Interdiction (group buff, reduces damage taken by up to 1000 per hit. max of 50% reduction on the hit)
100% Supremacy (target will take no damage for a few rounds, can still damage other and use all abilities, fades instantly if not in combat, not usable on self)
Unraveller - increases when casting spells which debuff the target (space prof will now be based on casting nukes)
25% - Stripresists (debuff: reduces spell saves if successful, Sorcerer gains temporary magical damage resistance of 60%)
50% - Strippower (debuff: reduces victim's damage if successful,
Sorcerer gains temporary 20% bonus to all damage)
75% - Stripdefenses (debuff: reduces physical damage resistance if successful, Sorcerer gains temporary physical damage resistance of 60%)
100% - Stripregen (debuff: halves regeneration if successful, Sorcerer gains temporary 100% bonus to all regens)
Necromancer
Craniophile - increases when harvesting heads from corpses
25% - Lipstitch (consumes a severed head and casts an AE silence. Success of Silence landing is based on level of head. does some magical damage, as well)
50% - Skullcharm (creates a norent nodrop item that stays in necromancer inventory, has 5 slots. can attach severed head to it to gain +1 magroll. When necro gets hit for 10% or more (of max hp) in a single blow, a head will absorb the damage and be removed from the chain)
75% - Windows (removes the eyes of a head to animate the head into a floating weapon. It acts like magic sword, but does a holy-based attack each round, firing spirit energy from the eye sockets. This would be a 1-4 hit ray-spell(based on level of head)...floating head lives for variable duration based on level.)
100% - Load (fills the head with explosive materials and magic to create a 1-use idol to do an AE attack that is fire and spirit based damage. Can also attach to charm belt and the AE will occur when the charm absorbs a hit.)
Surgeon - increases when harvesting non-head remains from corpses.
25% - Transplant (consume remains in inventory to recover hp/mana based on quality of remains (similar to tailoring)
50% - Acroanimate (consume remains which animates the hands of the remains. effect is a self-only buff that lasts 10 ticks, hands do barehand melee attacks each round. damage and swing speed are based on remains used.)
75% - Skinsuit (consumes remains to give an inertial barrier effect with durability based on quality of corpse (ac hp level con)
100% - Tracksoul (locates traces of the soul's essence in the remains and pulls the necromancer to a living incarnation of the target remains. (could be deadly!!!!) not restricted by noportal areas...but only brings necromancer, not whole party.)
Assassin:
Hitman - increases mostly on one-hit kills
25% - Partinggift (skill-strike when using disengage. also when assassin flees from a mob and mob tracks him the mob will be hit by an explosion trap that the assassin leaves, causing good fire damage. ONLY works on tracking mobs
50% - Poisontaste (can drink venoms used to poison their weapons. granting them a passive bonus to all damage based on the amount of gain normall provided from the venom. reduces your hp regeneration while active.)
75% - Lure (Allows a stealthed assassin to pick a direction...he will move that direction and target mob will follow him(if successful). when mob arrives assassin will open with a backstab with a 20% damage bonus for the surprise.
100% - Shadowstab (successful backstab yields a chance that the mob will not attack the assassin. This is based both on mob's ability to detect the assassin, and the assassin's dexterity, because they need to get back out of sight!
Psionic - increases mostly when using psiblade, sometimes when casting haste
25% - Menace (debuff When fighting one on one Assassin can impose his presence and frighten his enemy, causes enemy to lose attacks in successful rounds(like bard jig) against the assassin when fighting 1 vs 1 only!)
50% - Psishield (makes assassin immune to mind-altering attacks (including psiblade backfires and fear and charm)
75% - Mindwhip (can use on mobs under psiblade effect. Rends the opponents mind causing -5int for 2 ticks and does moderate damage)
100% - Psilance (improved version of psiblade doing better damage, for 3x mana of psiblade. Also, psi effect duration gets +1 round)
Barbarian
Scrapper - increases fastest when fighting with low hp
25% - Clingtolife (2x con% chance to fall into coma instead of death. Must wait for coma to fade before waking up 1-2 tick(or healed by spell)
50% - Secondwind (use to recover 3/4 max health for 2/3 max mana, lowers agitation to calm, 1-2 tick recharge, decent chance to remove rage delay (33%?))
75% - Brace (chance for 50% damage, highest chance brace available > (33% warrior))
100% - Closequarters (chance to riposte while forward/offense stance or foreground, uses non-conventional strikes such as kicks, gouges etc)
close quarters is dex % which seems high but barbs have no other damage avoid abilities like dodge/parry, also works same while berserked
Exterminator - increases mostly when attacks miss
25% - Surefooted (remove fall chance on skills, resist knockdown, plus heavily reduces chance to fumble skills due to armor)
50% - Greaterrage (increased bonuses from rage, 10% or more damage increase if very berserked)
75% - Angeredstrikes (passive 10% chance to ignore avoidance skills. next hit after any missed attack increases damage by 25%, and decreases miss chance by 15%.)
100% - Breach (use on target to place a debuff that reduces their armor and a 1/2 dex% chance to completely ignore armor)
Judoka
Enlightened - increases mostly when using self buffs and innerhealing
25% - Chifount (passive bonus to all regens and gain 50% resistance to non-magical strikes)
50% - Soulfist (fire a volley of spirit bombs at target, slow and powerful multi-hit magical attack.)
75% - Spiritflow (passive increase in barehand damage based on % vit remaining, and magroll+int count toward physical)
100% - Archonblades (use to consume some mana and grow two spirit weapons out of your hands that deal massive damage and function as barehand. the blades pierce armor, ignore barrier, and are very difficult to dodge/avoid. Archonblades consume some mana per hit, and will cease to exist if your mana gets low.)
Brewmaster - increases mostly when fighting drunk
25% - Intoxicatingbreath (consumes 10 drunkedness to use breath attack on all targets, does some magic damage and debuffs targets with incredible dizziness, reducing their hit chance and max damage, also increases their skill/spell fumble chance)
50% - Strikemastery (increased base damage with barehand, increased dodge chances, and can use any staff weapon with all skills)
75% - Perfectspirits (consumes 10 drunkedness to heal self and group for sizable amount. provides buff afterward that reduces the physical damage that the recipients take for a minute or so)
100% - Painmastery (resist all damage to some degree, based on drunk level. ideal amount is exactly 50% drunk NOT completely smashed drunk. VERY potent damage resistance when used perfectly(50% all dmg reduction)
Ninja
Artist(secret scroll) - increases mostly when using scroll attacks
25% - Vanish (ninja fades invis and gains protection from next hit, similar to fenrir)
50% - Calm (heal ninja for the amount of vitality that they currently have, heals all others in group for half that amount)
75% - Turmoil (damage all appropriate targets in room for amount of ninja's current mana)
100% - Redouble (ninja goes double damage and takes double damage for the next minute, high mana cost)
Shinobi - increases mostly when tanking
25% - Skillfocus (heavily reduces skill fumble chance)
50% - Epicclash (usable on a target to take greatly reduced damage from them, short duration debuff but easily usable on multiple targets if you keep it up)
75% - Heavyarmor (ninja may wear heavier armor than usual, bending class limitations)
100% - Iamtheone (fast ae damaging attack that forces all targets to attack you)
Bard
Pantomime - increases mostly when tanking or in a group
25% - Observation (use on target to understand their movement style - gives bard much increased hit and crit chance)
50% - Improvise (bards are used to being taken by surprise and get a bonus to avoidance and an extra chance to avoid damage from sneak attacks and skills from mobs (bash kick bstab etc))
75% - Mimic (bard has a chance to mirror any special attack executed by other group members automatically at 75% effectiveness)
100% - Impersonate (bard has a good chance (30-50%?) to copy any spell with a verbal component cast by a group member or a mob during combat and direct the spell at their target, this would cost the bard mana as if he cast the spell.
Puppetmaster - increases best when not tanking
25% - Stringsattached (sirencall has a better success chance based on dexterity in addition to charisma)
50% - Shadowpuppets (castable debuff that makes mob swings occasionally target shadows and miss their target)
75% - Puppeteer (short duration buff (5 ticks) if bard is killed while buff is active AND is grouped, bard has 50% chance to live, they return completely stripped of all buffs and debuffs but at 100% hp and mana, no death sickness)
100% - Marionette (usable on another group member or pet to strike again with any damage they do for the duration, lasts until target is successfully struck in combat)
Veteran - increases best when fighting alone or when hit by spells
25% - Maintain (samurai's items take virtually no damage, parry doesn't damage weapon)
50% - Recluse (Bonuses from non-detection are doubled (ac bonus from invis, damage bonuses from hide, use when out of combat to hide as long as you stay in one place)
75% - Preparedness (doubles the damage of any skill used to open combat (stacks with aim and empower-like effects) also can be used as a debuff before combat to increase your damage vs that target)
100% - Weathered (Samurai gains massive resistances (50%) to the major nature-elemental attacks (water fire earth lightning and wind) that stacks with any equipment and spell related resistances. in addition, your own elemental damage (procs, etc) is increased.)
Baron - increases best in battles that end quickly or when using ranged weapons
25% - Material (samurai gets damage bonus that scales up based on amount of gold carried (max of 15% increase at 5million gold ON CHARACTER, not bank...that's +1% per 333,333 gold. can use the coinflip ability to gain a temporary buff or debuff to your damage taking/done.)
50% - Fiefdom (samurai is used to defending large plot of land and gets double damage for all ranged. triple to any ranged attack used when not in combat (thrown, bow, crossbow, stacks with any aim type abilities)
75% - Wartide (Samurai feels the flow of battle, gaining 20 haste for every 2 group members (up to 100 haste, yes samurai + 1 other = 2 group members = 20 haste)
100% - Frontlines (1/day 10 tick buff that allows samurai to keep an enemies attention, including taking ripostes and preventing switches for group members. increases a samurai's in-combat ranged shooting chances)
Warrior categories
Commander - increases best when in a group, especially if leading it
25% - Strategem (doubles benefits of groups foreground or background selection)
50% - Organization (short duration buff doubles the offensive bonus of group's stance choices)
75% - Challenge (self buff - minute or so - warrior automatically attempts a "taunt" every round while this buff is active...this causes no delay)
100% - Missive (can use on 1 other target to grant them +20% damage out -20% damage taken for a minute or so.)
Coldheart - increases best when riposting and tanking, especially when solo
25% - Swat (extremely fast skill that swings the shield at an opponent, doing damage based on armor rating of shield and granting a side-effect based on size)
spirit - damage plus chance to silence opponent.
small - damage plus chance to increase own haste by 50 for short while.
medium - damage plus chance to stun opponent.
large - damage plus chance to knockdown opponent.
50% - Coolheaded (Allows warrior to keep his avoidance bonus while agitated. When used as an ability Coolheaded will heal the Warrior for a % of his or her health based on how degree of agitation. Consumes half of your agitation level.)
75% - Doubleriposte (on a successful riposte, has a chance to swing 1 more time)
100% - Meaty (everytime brace activates for warrior they counterattack. if not tanking you will randomly strike for double, non-crit, damage on your melee and skill strikes instead)
Ranger
Earthen - increases best when using entangle or buffs.
25% - Muck (an upgraded debuff similar to entangle that has double the duration. AE, aggressive.)
50% - Drought (Adds prof/10% chance to proc sandblast on any melee attack, passive, always on.)
75% - Aftershock (earthquake style attack that splits cost between movement and mana, outdoors this hits flying creatures with debris for 2/3 damage, but they are given a chance to dodge as if it were a normal melee attack, ONLY for flying and outdoors. Indoors, hits all.)
100% - Earthgift (very brief and hugely potent group regeneration ability. can be used as a regen-heal in combat. stacks with all)
Squall - increases best when fighting with ranged weapons
25% - Vapor (when assisting, the ranger is allowed to free his limbs of their solidity and throws additional punches and kicks in combat (punches can trigger hand-slot spells, if equipment has any assigned) This should be slightly less frequent than bard extra attacks)
50% - Favorablewind (random arrows fired by ranger will get boosted by tailwind, adding 1-100% damage.)
75% - Fluid (randomly act as a fluid and attacks are ignored. His form will also splash when this happens, and issue a water-based retaliation. (think a 1-shot torrent, damage wise)
100% - Dervish (1/day self buff, lasts 10 ticks. physical damage out, -15%(yes minus), reduces physical damage taken by 40%, +250 haste, stacks with all, also additional 250 avoid. damage penalty does not apply when in archer mode. also adds procs of whirlwind to bow shots if you are not using magic arrow at the time. )
Scourge categories
Enigma - increases when doing repentent actions (fighting evil mobs, using rescue)
25% - Sneak (Access to hide and sneak as assassin)
50% - Hollow (multi-hit ward 3 hits...stacks with ward)
75% - Withdrawn (charsma/2 % chance to auto-dodge)
100% - Essencedrain (large energy drain based on target's remaining mana, drains normal amount of edrain hp AND adds extra based on mana from target and converts both to HP for scourge) - drain 200hp and 400 mana - heal 600 for scourge. alternate version: drains hp and mana, giving a portion of both back to the scourge. gain 200hp and 400mana, etc)
Sinistri - increases by extreme evil deeds (pking players, killing very very good mobs 750+ align)
25% - Scrap (adds extra "dirty" attacks to melee similar to wemic claws)
50% - Followup (successful physical skills (kick bash or racial physicals) add a melee swing if successful
75% - Stealsense debuff that individually attempts to blind, perversion, silence, bind, poison and sleep. unlike many of the individual skills, this WOULD initiate combat (unless sleep succeeds) also success would grant a small% chance of giving truesight buff to scourge
100% - Systemshock (soul shock w/ 2 round delay and improved knockdown chance, successful knockdowns add harm-damage(as if harm was cast on them in addition to soulshock) to victims)
Paladin
Avenger - increases only when casting non-offensive spells
25% - Flashblade (large elec elemental hit upon one target, uses paladin's weapon for base damage, heals yourself for a medium amount, this ability will advance cross combo by one)
50% - Hallowedground (passive, your hallowedcross now buffs the whole group with 15% heal in/out, not just you)
75% - Heavenlygust (medium wind elemental hit upon all targets in room, uses paladin's weapon for base damage, also heals party for portion of damage done, this ability will advance cross combo by one)
100% - Finalcross (passive, Immaculatecross now fully heals the target of the NPC you strike with it. target must be a valid healable, and must not be you)
Old pally one, reference:
25% - Faerieswarm (5-hit fairly weak earth elemental strikes upon all targets in room, uses paladin's weapon for base damage)
50% - Flashblade (large holy elemental hit upon one target, uses paladin's weapon for base damage)
75% - Heavenlygust (small wind elemental hit upon all targets in room, uses paladin's weapon for base damage, also heals party for portion of damage done)
100% - Omniblade (15-hit poison-elemental magic attack upon one target, uses paladin's weapon for base damage)
Defender - increases when tanking
25% - Standyourground (usable when not in combat only. reduces damage taken until cancelled, however cannot move out of the room until cancelled either)
50% - Criticalguard (greatly reduces the chance that the paladin will be critically hit, similar to critical dampener)
75% - Shieldwall (self buff mode that reduces damage you take by 40% for a short while, only usable every few minutes)
100% - Juggernaut (greatly reduces damage you take when you have 90% or greater of your max hp remaining)
Shapeshifter
Introspect - increases best when switching forms often
25% - Density (Increases AC rating by level of shifter)
50% - Intensity (increases focus on action...giving +(level/2) hitroll to shifter and adding (level/50) % (4% at 200) chance to critical hit)
75% - Neurogasm (increases magical damage by shifter (level/10)% and provides (level/10)% bonus to any magical buff effects (additional AC from stoneskin etc)
100% - Metabolize (Increase haste by shifter level and increase the power of heals you do by a large margin)
Shaper - increases best when fighting in a variety of terrain types
25% - Elevation (Raises ground beneath shifter, granting higher likelihood to hit head and throat of target, and reducing/removing likelihood of getting hit in head or throat)
50% - Realign (debuff that causes the enemy's armor to realign it's structure, granting a weakness to one attack type of shifter choice. (blunt, slash, pierce, etc)
75% - Inversion (debuff/buff can be used on friend or foe. reverses hitroll and damroll of target for 10 ticks.)
100% - Pressurize (increases the air pressure to the benefit of the shifter...occasionally causing a (1, level/5) % damage reduction on incoming attacks (this is basically a brace with up to 40% reduction)
Mystic
Centralist - increases when using mystic nukes
25% - Angermanagement (all spell damage is greatly boosted by being more agitated.)
50% - Centered (toggle ability that causes all melee strikes to become non-elemental spell strikes and do additional damage. these strikes cost a small amount of mana.)
75% - Breathingcontrol (fully recovers all hp, mana and vit. 3-4 round delay.)
100% - Earthfury (calls forth earthen spirits to inflict heavy damage to all targets currently (already) fighting the mystic. all melee strikes for the round afterward will add additional earth damage. fairly high mana cost._
Empath - increases when using heals
25% - Overexertion (mend like buff that takes hp from the mystic and heals the others in his group randomly for the duration)
50% - Tutor (drains 100% of mystic mana and movement and stuns mystic for 2 rounds to boost party's haste by 200 for 3 ticks. every party member recovers an extra 20% of their max mana over the duration. only usable in combat and within 10% of full movement.)
75% - Empath (fully heals one target and removes all basic negative status. mystic takes 50% of all damage healed for. CAN kill the mystic if there is not enough hp to draw from.)
100% - Spiritwall (cannot use if truespirit is active. activates truespirit on another player. uses less mana per damage point reduced than truespirit but cannot be used upon oneself.)
Cleric
Reaper - increases when using 2h weapon or when casting harm/defile
25% - Twohand (passive, do additional damage with 2h weapons)
50% - Dreadsyphoning (harm spell and defile spell now are followed by an energy draining second hit)
75% - Darkpath (passive, gives cleric the equivalent of double attack ability)
100% - Reap (powerful physical attack skill, plus self buff for 2x physical damage for a minute or two afterward. Cannot use again until the buff fades.)
Seraphic - increase when casting heals
25% - Feathercloak (buff. target gains small, stackable evasion bonus)
50% - Shake (completely conceals target from switches, cannot be used on self or other clerics)
75% - Cherub (passive, grants cherub feather a 50% increase in healing power)
100% - Perfectshield (buff that can be used to remove self or another from all danger, preventing damage in/out. this target will be considered a non-target for tanking.)
Druid
Feral - increases when fighting in forms
25% - Hunterspride (when active, will automatically pursue and engage a fleeing enemy, fight will re-open with a pounce attack that can knockdown enemy, but not druid.)
50% - Territorial (marks the room, making mobs in the room noaggro (does not work on sentinel mobs)
75% - Wildmind (allows spellcasting when transformed)
100% - Alphadog (bad justin timberlake movie. improves forms by increasing physical damage by 50% and reduces physical damage taken by 25% when in a form.)
Gaiamancer - increases when casting damage spells
25% - Worldly (in any natural environment, (indoor or out) the environment will randomly block attacks aimed for druid. based on proficiency)
50% - Forestavenger (like forest defender but does much more damage and has decreased longevity by comparison, damage portion only applies to magical damage though)
75% - Gather (instant self buff, next single target damage spell will now have half delay and strike for a minimum of two hits, consumes the buff.)
100% - Stormeye (druid is always calm. when heirophant is active, druid spells will not fail from armor, and druid will not lose concentration. also increases damage with rain/storm spells significantly)
Mage
Enchanter - increases when grouping with anything, rarely otherwise when buffing
25% - Illusionaryself (functions similarily to disguise, npc will see you as a non-threat until aggroed. can use mid-combat to escape combat and redo the anti-aggro)
50% - Animateobject (cast on a item to convert it into a pet npc. weapons do more damage and armor
tank better, magical types are more likely to be caster type pets)
75% - Obsession (cast on monster to prevent switching from its current target for about 3 rounds)
100% - Mezmerize (ae mez all targets in room, causing them to cease combat and stand there doing nothing until struck or until the mez fades.)
Battlemage - increases on melee hits or when struck by them
25% - Defiance(slam ground and send magical shockwave at target, has chance to knockback/stun)
50% - Battlemage(passive, halves penalties from wearing armor, and increases number of attack chances for mage)
75% - Magearmor(self buff that reduces physical damage taken by 25% and magical damage taken by 50%)
100% - Latent(passive, proc master spells at full strength)
Sorcerer
Aegis - increases when using abjuration spells
25% Asylum (target will leave reality to a separate space that is completely safe. no combat may reach them there. there is no time limit as to how long you may stay in asylum. only usable on players and grouped npcs)
50% Vitalwall (target will take damage out of their vitality, blocking almost all hp damage for duration)
75% Interdiction (group buff, reduces damage taken by up to 1000 per hit. max of 50% reduction on the hit)
100% Supremacy (target will take no damage for a few rounds, can still damage other and use all abilities, fades instantly if not in combat, not usable on self)
Unraveller - increases when casting spells which debuff the target (space prof will now be based on casting nukes)
25% - Stripresists (debuff: reduces spell saves if successful, Sorcerer gains temporary magical damage resistance of 60%)
50% - Strippower (debuff: reduces victim's damage if successful,
Sorcerer gains temporary 20% bonus to all damage)
75% - Stripdefenses (debuff: reduces physical damage resistance if successful, Sorcerer gains temporary physical damage resistance of 60%)
100% - Stripregen (debuff: halves regeneration if successful, Sorcerer gains temporary 100% bonus to all regens)
Necromancer
Craniophile - increases when harvesting heads from corpses
25% - Lipstitch (consumes a severed head and casts an AE silence. Success of Silence landing is based on level of head. does some magical damage, as well)
50% - Skullcharm (creates a norent nodrop item that stays in necromancer inventory, has 5 slots. can attach severed head to it to gain +1 magroll. When necro gets hit for 10% or more (of max hp) in a single blow, a head will absorb the damage and be removed from the chain)
75% - Windows (removes the eyes of a head to animate the head into a floating weapon. It acts like magic sword, but does a holy-based attack each round, firing spirit energy from the eye sockets. This would be a 1-4 hit ray-spell(based on level of head)...floating head lives for variable duration based on level.)
100% - Load (fills the head with explosive materials and magic to create a 1-use idol to do an AE attack that is fire and spirit based damage. Can also attach to charm belt and the AE will occur when the charm absorbs a hit.)
Surgeon - increases when harvesting non-head remains from corpses.
25% - Transplant (consume remains in inventory to recover hp/mana based on quality of remains (similar to tailoring)
50% - Acroanimate (consume remains which animates the hands of the remains. effect is a self-only buff that lasts 10 ticks, hands do barehand melee attacks each round. damage and swing speed are based on remains used.)
75% - Skinsuit (consumes remains to give an inertial barrier effect with durability based on quality of corpse (ac hp level con)
100% - Tracksoul (locates traces of the soul's essence in the remains and pulls the necromancer to a living incarnation of the target remains. (could be deadly!!!!) not restricted by noportal areas...but only brings necromancer, not whole party.)
Assassin:
Hitman - increases mostly on one-hit kills
25% - Partinggift (skill-strike when using disengage. also when assassin flees from a mob and mob tracks him the mob will be hit by an explosion trap that the assassin leaves, causing good fire damage. ONLY works on tracking mobs
50% - Poisontaste (can drink venoms used to poison their weapons. granting them a passive bonus to all damage based on the amount of gain normall provided from the venom. reduces your hp regeneration while active.)
75% - Lure (Allows a stealthed assassin to pick a direction...he will move that direction and target mob will follow him(if successful). when mob arrives assassin will open with a backstab with a 20% damage bonus for the surprise.
100% - Shadowstab (successful backstab yields a chance that the mob will not attack the assassin. This is based both on mob's ability to detect the assassin, and the assassin's dexterity, because they need to get back out of sight!
Psionic - increases mostly when using psiblade, sometimes when casting haste
25% - Menace (debuff When fighting one on one Assassin can impose his presence and frighten his enemy, causes enemy to lose attacks in successful rounds(like bard jig) against the assassin when fighting 1 vs 1 only!)
50% - Psishield (makes assassin immune to mind-altering attacks (including psiblade backfires and fear and charm)
75% - Mindwhip (can use on mobs under psiblade effect. Rends the opponents mind causing -5int for 2 ticks and does moderate damage)
100% - Psilance (improved version of psiblade doing better damage, for 3x mana of psiblade. Also, psi effect duration gets +1 round)
Barbarian
Scrapper - increases fastest when fighting with low hp
25% - Clingtolife (2x con% chance to fall into coma instead of death. Must wait for coma to fade before waking up 1-2 tick(or healed by spell)
50% - Secondwind (use to recover 3/4 max health for 2/3 max mana, lowers agitation to calm, 1-2 tick recharge, decent chance to remove rage delay (33%?))
75% - Brace (chance for 50% damage, highest chance brace available > (33% warrior))
100% - Closequarters (chance to riposte while forward/offense stance or foreground, uses non-conventional strikes such as kicks, gouges etc)
close quarters is dex % which seems high but barbs have no other damage avoid abilities like dodge/parry, also works same while berserked
Exterminator - increases mostly when attacks miss
25% - Surefooted (remove fall chance on skills, resist knockdown, plus heavily reduces chance to fumble skills due to armor)
50% - Greaterrage (increased bonuses from rage, 10% or more damage increase if very berserked)
75% - Angeredstrikes (passive 10% chance to ignore avoidance skills. next hit after any missed attack increases damage by 25%, and decreases miss chance by 15%.)
100% - Breach (use on target to place a debuff that reduces their armor and a 1/2 dex% chance to completely ignore armor)
Judoka
Enlightened - increases mostly when using self buffs and innerhealing
25% - Chifount (passive bonus to all regens and gain 50% resistance to non-magical strikes)
50% - Soulfist (fire a volley of spirit bombs at target, slow and powerful multi-hit magical attack.)
75% - Spiritflow (passive increase in barehand damage based on % vit remaining, and magroll+int count toward physical)
100% - Archonblades (use to consume some mana and grow two spirit weapons out of your hands that deal massive damage and function as barehand. the blades pierce armor, ignore barrier, and are very difficult to dodge/avoid. Archonblades consume some mana per hit, and will cease to exist if your mana gets low.)
Brewmaster - increases mostly when fighting drunk
25% - Intoxicatingbreath (consumes 10 drunkedness to use breath attack on all targets, does some magic damage and debuffs targets with incredible dizziness, reducing their hit chance and max damage, also increases their skill/spell fumble chance)
50% - Strikemastery (increased base damage with barehand, increased dodge chances, and can use any staff weapon with all skills)
75% - Perfectspirits (consumes 10 drunkedness to heal self and group for sizable amount. provides buff afterward that reduces the physical damage that the recipients take for a minute or so)
100% - Painmastery (resist all damage to some degree, based on drunk level. ideal amount is exactly 50% drunk NOT completely smashed drunk. VERY potent damage resistance when used perfectly(50% all dmg reduction)
Ninja
Artist(secret scroll) - increases mostly when using scroll attacks
25% - Vanish (ninja fades invis and gains protection from next hit, similar to fenrir)
50% - Calm (heal ninja for the amount of vitality that they currently have, heals all others in group for half that amount)
75% - Turmoil (damage all appropriate targets in room for amount of ninja's current mana)
100% - Redouble (ninja goes double damage and takes double damage for the next minute, high mana cost)
Shinobi - increases mostly when tanking
25% - Skillfocus (heavily reduces skill fumble chance)
50% - Epicclash (usable on a target to take greatly reduced damage from them, short duration debuff but easily usable on multiple targets if you keep it up)
75% - Heavyarmor (ninja may wear heavier armor than usual, bending class limitations)
100% - Iamtheone (fast ae damaging attack that forces all targets to attack you)
Bard
Pantomime - increases mostly when tanking or in a group
25% - Observation (use on target to understand their movement style - gives bard much increased hit and crit chance)
50% - Improvise (bards are used to being taken by surprise and get a bonus to avoidance and an extra chance to avoid damage from sneak attacks and skills from mobs (bash kick bstab etc))
75% - Mimic (bard has a chance to mirror any special attack executed by other group members automatically at 75% effectiveness)
100% - Impersonate (bard has a good chance (30-50%?) to copy any spell with a verbal component cast by a group member or a mob during combat and direct the spell at their target, this would cost the bard mana as if he cast the spell.
Puppetmaster - increases best when not tanking
25% - Stringsattached (sirencall has a better success chance based on dexterity in addition to charisma)
50% - Shadowpuppets (castable debuff that makes mob swings occasionally target shadows and miss their target)
75% - Puppeteer (short duration buff (5 ticks) if bard is killed while buff is active AND is grouped, bard has 50% chance to live, they return completely stripped of all buffs and debuffs but at 100% hp and mana, no death sickness)
100% - Marionette (usable on another group member or pet to strike again with any damage they do for the duration, lasts until target is successfully struck in combat)