Post by One on Nov 7, 2005 19:24:10 GMT -6
Class proficiencies. There will be 4 to choose from per class eventually. You will be able to only have a total of 100% learned among all of them. Initially there will be 2 per class. You will be able to start learning them when you hit level 50.
Warrior
Brawler- increases with throw, drunken fighting, and counter attacks.
25% - Trouble (passive, counter more often, and counter spells
enemies randomly fail their attacks against you.
also adds berserk-like bonus from drunkenness)
50% - Cheapshot (very quick attack that opens up a combo)
75% - Resourceful (passive, bonus to all when using 2h weapons,
dual wield, and especially with barehand.
also increases damage with throw)
100% - Ruin (double-hit strike for pretty large damage
does better damage to and from offensive type stances)
Spellbreaker - increases with being hit by spells.
25% - @silencer(single target physical damage with chance to silence, strikes for far more damage and the silence lasts twice as
long if the warrior is telnarius)
50% - @eatmana(recover some health and mana when hit by magic)
75% - @magiwall(probability to block all negative spells and magical attacks, also can prevent negative debuffs)
100% - @drawout(pulls a buff off of the target, inflicting damage, reducing the target's mana and sometimes giving the buff to the warrior))
Cleric
Monk - increases on melee hits and on being struck by them
25% - @fistsoffury(powerful multi-strike attack vs one target. can also grant the fistsofwind, fistsofdarkness and fistsofcorrosion moves if you know the three expansion ae nukes, these moves are similar to fistsoffury but cost more vitality they gain bonuses based on target's element, or penalty if the target is strong vs it, in addition wind is faster than fury, darkness is very strong but slower, and corrosion is stronger but regular speed),
50% - @outerhealing(heal another for 12% of their max hp, low cost/nomag usable. no chance of npc switching from using this heal)
75% - @ironfist(cleric will receive more attacks per round when not wielding anything and will inflict sizable damage with barehands)
100% - @endure(25% reduced phys dam taken, and greatly increased vitality regeneration, also can be triggered upon someone else, which causes the target to have the same effects))
Mentalist - increases while using nukes and other offensive spells
25% - @panic(dmg+confuse+fear ae nuke)
50% - @mentalassault(dmg+mana drain ae nuke)
75% - @toxicity(dmg+poison ae nuke)
100% - @mindcontrol(very potent charm vs one target. must be somewhat intelligent, but not TOO much so)
Mage
Elemancer - increases when striking a target's elemental weakness
25% - @elemancer(passive bonus damage toward using a target's elemental weakness. example: bonus when using ice against a fire elemental)
50% - @duocannon(single target buff which grants an elemental cannon 2x proc to any target, stacks with all. works twice as often for mage elemental pets)
75% - @variantshield(group buff, grants resistance to elemental magic, especially toward fire, ice, water, wind, and earth. also increases currernt wisdom of all in group by 4)
100% - @refineform(passive huge bonus to mage's elemental pet's health, mana, basic attack capacity, spell damage and the like))
Arcanist - increases when casting non-offensive spells
25% - @arcblast(single target spellskill, intelligence affects arcane spells more greatly than normal spells, can cancel the stance of the target)
50% - @archeal(heal target for amount based on intelligence, if this target is currently fighting something... their target will be struck for
approximately the same amount that the heal did, the damage portion does not work when you heal yourself with the skill unless you are also under the effect of arcshield, and then only for half damage)
75% - @arcshield(sets up a protective shield that prevents the mage from doing any physical damage but also prevents incoming physical damage with a 50% probability)
100% - @arcshock(powerful ae magic damage skill, inflicts greater damage to very inteligent/wise/pious(highly favored of a god or very holy or evil), intelligence adds to the damage moreso than to other damage types, also cancels the stance of the target))
Barbarian
Warlord - increases when fighting fully berserked, especially vs higher level opponents
25% - @howl(reduces armor of all in room, agg)
50% - @wicked(removes the avoidance penalty from berserk and decreases all physical damage barbarian takes by a small amount),
75% - @battlecry(raises max hp of party)
100% - @wargod(super form of berserk. cannot flee, move or use any commands. increases damage, haste, resistance to damage and hit chance until the barbarian is dead or the opponent is. minotaur barbarians also trigger bloodlust by using this skill.
barbarian also gains an passive 5% damage bonus to berserk)
Nomad - increases when fighting while not in a group
25% - @sanity(flee even while berserk, also can be triggered to instill a regenerative mode that is canceled upon being struck, agitation generally goes down while under the effect)
50% - @convenience(use magic items and other equipment that the barbarian could not normally wear/wield)
75% - @fiercemind(heavily reduces max capacity of magic damage vs barb)
100% - @comfort(regen type effects work fully, and beneficial status from other sources, characters, will now usually stick))
Ranger
Mercenary - increases rarely when fighting in melee
25% - @backattack(a surprise attack similar to assassin's backstab)
50% - @strongpull(increased physical damage with bows)
75% - @guts(probability of reducing damage for very painful hits taken and increases crit chances)
100% - @toetotoe(brings out the ranger's inner tank, reducing damage taken by a sizable amount and increasing basic melee damage done by a large amount))
Naturalist - increases when casting spell, especially when in nature
25% - @replenish(restores portion of vitality, if used on another person it will also heal them for a portion of the ranger's current health)
50% - @understand(2x healing effect to Ranger and from Ranger's own spells/abilities)
75% - @snipe(greatly increased arrow damage from concealment, partial bonus for when not target of attack and another bonus for firing while not currently fighting, works better in same room than in far away locations)
100% - @companion(callcompanion to create a companion trinket that allows you to turn your befriended pets into a full-time pets. this companion will level up with you and can be re-summoned every 6 minutes or so. pet can become very powerful at high level))
Paladin
Templar - increases when leading a group or when casting nukes
25% - @zealot(party buff which increases haste by 25, also increases current dex by 4)
50% - @command(party buff which prevents skill/spell fumbles with a high probability, also increases current cha by 4)
75% - @templarblade(innate procs of dispel evil as long as you're not evil yourself)
100% - @fervor(innate greatly increased offensive spell damage from any source))
Vigilante - increases when fighting solo
25% - @sustain(remove the thirst/hunder of self or someone else, also passively reduces the damage a paladin takes when he or she has 50% or less of maximum health remaining)
50% - @notice(great probability of noticing secret/hidden/invis things,
also increases paladin's critical hit chance and chance to parry/shieldblock)
75% - @repair(as dwarf)
100% - @determination(innate greatly increased phys damage, especially with 2h))
Scourge
Defiler - increases when using energy drain
25% - @tactical(recover mana at 20% increased rate and vitality at 2x rate)
50% - @layhandmaster(half layhand delay)
75% - @ebbdrain(heal self based on mob maxhp, higher target hp means you drain for more)
100% - @darktouch - on layhands timer, -10str -10con -10int, and large poison-style debuff that is not based on any element-resist...only blockable by shield/AMS as per layhands)
Brute - increases when using kick and bash
25% - @ponderous(may use bash in mid-combat with equal success chances when compared to normally)
50% - @bloodrage(your energy drains will cause you to fly into a berserker rage. this increases all damage by 10% AND increases agitation to max)
75% - @smack(medium damage phys skill, also increases the power of your next physical hit -- similar to kick)
100% - @unholyspeed(receive additional attacks per round, up to 2x as many as normal))
Assassin
Fighter - increases sometimes in standard combat.
25% - @setup(physical attack skill that also decreases target's chance to hit for a time afterward)
50% - @quickguard(take reduced damage after being switched to)
75% - @killingspree(usable to increase agitation and replenish some vitality, also passively increases your agitation every time you get a kill and automatically aims your next attack after getting any kill)
100% - @followthrough(increased physical damage, especially with regular melee)
Shadow - increases when casting spells or using shadowstep.
25% - @darkwing(sprout black wings which protect vs magic esp dark, and your own magic has increased effect)
50% - @fallen(any blow that would have killed you will do 90% reduced damage until you are at exactly 1 hp)
75% - @venomous(increased ability to envenom. success chances increased and damage bonuses increased)
100% - @shadowdoor(shadowstep upgrade, can step to a specific target, as long as they're in a dark room. shadowdoor will grant an evasion-like affect if performed without a target))
Judoka
Ascetic - increases when fighting barehanded, no fist weapons
25% - @throughstrike(a physical attack skill that pierces defenses and armor, also provides passive anti-armor pierce when not wielding a weapon in either hand)
50% - @masterfist(a more powerful and reliable version of deathstrike's regular form. it does not inflict additional damage when the target is low on health. judoka also gains 10% passive bonus to all skill damage)
75% - @spinkick(sudden possibly-stunning kick, strikes all those fighting the judoka, also grants kick proc in combat if not wearing shoes.)
100% - @risingdragon(very powerful 2-hit damage skill, the first hit is physical and the second hit is fire element. no delay if the first hit kills the victim, also grants mid-combat hits in combat if not wielding in either hand and not wearing gloves.)
Soldier - increases when using non-barehand weaponry
25% - @heavyweapon(use heavy weapons in either hand)
50% - @adapt armor(somewhat like human's adapt, judoka can use some nojudo armor)
75% - @martialweapon(use barehand skills with any weapon)
100% - @heavyblow(increased damage on all criticals. also adds a chance to knockdown))
Necromancer
Arbiter - increases when raising corpses
25% - @burnout(greatly increase a pet's damage potential for a period of time)
50% - @patch(heals one pet for a large portion of its maximum health)
75% - @crystallize(greatly increase a pet's tanking ability for a period of time)
100% - @growportal(all portals created by the necromancer will become as if they were cast by a mage or sorcerer. conjuration spell damage is also increased fairly significantly))
Redeemer - increases when using non-aggressive spells
25% - @absorb(instantly vaporizes one undead pet and converts its energy into a large amount of mana for the necromancer)
50% - @necroticrenewal(places a buff upon one target and enters necromancer into heal spillover mode. anytime the necromancer does damage anyone in the group with necroticrenewal buff upon them will receive a portion of damage as healing. one necro can create one necroticrenewal buff at a time.)
75% - @reversal(cancels lich and prevents all regular status for 5 minutes or until canceled)
100% - @exhume(raise group of undead without a corpse. the type depends on location. not usable while in a flight room)
Mystic
Shaman - increases when healing
25% - @bolster(single target buff to armor and health)
50% - @spirits(passive 40% healing power increase)
75% - @totem(makes room peaceful and increases party all/regens by 50%)
100% - @spiritjuice - 30 haste 20% regen 20% mregen group buff, stacks with haste and insight etc)
Animalist - increases sometimes on melee hits
25% - @wildhide - passive that upgrades all armor on mystic lower than heavy dragonscale to heavy dragonscale, without the penalties to spells/skills (if they wearing a robe for example, it works as heavy dragonscale without the downsides)
50% - @primal(mystic has a fairly high chance to strike for triple damage on all physical hits)
75% - @reflexes(grants a animalistic riposte ability and a wild dodge ability, plus grants a passive 30 self haste)
100% - @beast(str/dex/con +4current, +1max single target buff))
Bard
Acrobat - increases sometimes when acrobatics procs
25% - @somersault(aim for 3xdam, not 2xdam)
50% - @escapeartist(high resistance to stuns and knockdowns)
75% - @leaping(dex-based dodge ability, and able to limitedly fly without fly)
100% - @troubadour(more hits in battle, flashy)
Musician - increases when playing instruments
25% - @heartfelt(doubles the duration of any song or spell from the bard)
50% - @powerchords(instrument cast at increased level)
75% - @jamboree (holding an instrument boosts song effects based on the instrument's power)
100% - @inspiration (playing an instrument adds a small heal or damage boost depending on whether the instrument is violent or not in nature.)
Druid
Tamer - increases when fighting in a group or casting non violent spells
25% - @tamer(ability that attempts to subdue/charm a target)
50% - @vigorate(group energize)
75% - @loyalty(buff for one pet, increases damage, defense, regen, haste for pet, only usable on one target at a time)
100% - @nurture(group mend, stacks with mending))
Guardian - increases when tanking or fighting
25% - @vine(summons a poisonous vine pet to help you, also grants you a passive evasion ability)
50% - @translocate(transfer party to a mob, target must be outside and must be a valid portal/summon location)
75% - @porcupine(bracken and thornskin increase armor twice as much as usual and all druid's own regular damage shields do double damage)
100% - @locusts(powerful damage over time debuff that also reduces the victim's hit chance))
Shapeshifter
Breaker (fight better outside of forms using form-based skills)
NOTE: none of these do anything when in a form.
increases when not in a form
25 - comfort (claw, talon, scale, spirit) - defensive abilities based upon skills known in each of the forms.
@comfort claw - sneak+hide rolled into one.
@comfort talon - blocks 1 physical hit and counters it.
@comfort scale - take reduced damage for a period of time.
@comfort spirit - resist debuffs for a period of time.
50 - unleash - (claw, talon, scale, spirit) - offensive abilities based upon skills known in each of the forms.
@unleash claw - single target 2x hit with bleeding damage.
@unleash talon - single hit with chance to stun.
@unleash scale - ae physical hit.
@unleash spirit - single magical hit. prevent target from fleeing.
75 - memory - (claw, talon, scale, spirit) - beneficial abilities based upon skills known in each of the forms.
@memory claw - passive bonus to number of attacks.
@memory talon - passive bonus to physical damage.
@memory scale - passive bonus to regeneration.
@memory spirit - passive bonus to magical damage.
100 - infuse - (claw, talon, scale, spirit) - utility abilities based upon skills known in each of the forms.
@infuse claw - increases phys and mag damage, improves
ability to take damage and increases phys
and mag crit chance for group for a short time,
stacks with all.
@infuse talon - debuff one target to take more phys and mag
damage, while doing slightly less, also lowers
target max hp for duration.
@infuse scale - heal self and rest of group for your current
remaining hp.
infuse spirit - passive automatic invisibility, detect
invis/sense/infravision and fly.
also increases mana regen.
- Savage (use some form-related abilities in different forms than normal)
increases in forms, switching forms periodically to speed up the process
25 - @kinship - the blow of negative stats is lessened by 1 when shifted (-3 becomes -2)
50 - @supremacy - any normal armor bonus granted by forms is increased by a huge amount. also increases the power of casted spells in a form by 20%.
75 - @instinct - low accuracy forms become neutral, and neutral forms become high accuracy, high accuracy forms gain a bonus toward critical hits
100 - @alpha - All forms are granted an extra attack and a 25% bonus to all regens.
samurai
Ronin - increases when dual wielding, using a shield, mounting or using whips etc
25% - @shieldease(with no penalty, 2h devotion works with it)
50% - @dualhand(samurai is able to dual wield without penalty, primary weapon does not receive bonuses as if it were 2h when a samurai uses two weapons)
75% - @equestrian(improves all abilities/damage etc when mounted, also permits the samurai to mount some non-unique beast npc which may not normally be possible to mount)
100% - @exotic(samurai receives the bonus that they normally receive for swords and polearms with any weapon. also sometimes grants an additional attack with any weapon type)
Devoted - increases when rescuing and fighting in a group
25% - @impervious(gain resistance to stuns, debuffs, and knockdowns)
50% - @receptical(healing abilities will heal you for far more than they normally would)
75% - @servant(samurai will take reduced damage when following another person)
100% - @bladeshield - a short duration buff (3ticks?) placed on a party member that allows the samurai a chance to parry/ possibly riposte attacks directed at that party member. can be used on self also)
Ninja
Tormentor - increases when using intimidation skills (like gluttony etc)
25% - @theft(basic stealing ability, cannot steal specific items -- only gold and stealonly items)
50% - @flashball(stun and/or blind and small amount of damage)
75% - @fan(use held thrown weapon to strike every target in room for surprisingly high damage)
100% - @pyschological(passive 15% damage increase, plus all ninja skills(riches, glutton, etc) are granted increased abilities in the way of damage, debuffs, and terror instilled in the victim)
Nightblade - increase when tanking
25% - @find(allows use of the track command, also grants some passive detection of invisible, hidden or secret. if the ninja also has truesight on it will grant increased critical hit chance as well)
50% - @deadened(reduces damage taken by random 10% to 50% per hit, plus you cannot be struck for over 34% of your maxhp in one hit)
75% - @survivor(increase own max health (max increase 3000) very long duration)
100% - @blinkkick(alternate version of flipkick where the ninja is a non-target for 3 rounds afterward, does quite a bit more damage))
Sorcerer
Timebender - increases when casting buffs
25% - @quicken/Delay(increase or reduces one target's haste factor by a massive amount for a few rounds)
50% @timestop(stop time for all those who are attackable in room, a somewhat long duration stun)
75% - @timeleap(warps the fabric of time itself. time will pass in an increment of 3 to 6 hours instantly)
100% - @doubletime(spell delays halved, mana costs stay the same. spellcasting while using doubletime also consumes some vitality))
Voidcaller - increases when casting debuffs
25% - @vortex(dispel magic on all enemies in the room, any targets who previously had fly on them will be struck for very high magic damage)
50% - @teleport(teleport to any target wished, permitted that the target is within a room that is possible to portal to)
75% - @implosion(ae magic damage, very high probability to stun targets of equal or lower level than the sorcerer. higher level target can still be stunned, but it is not nearly as likely)
100% - @darkflare(single target magic damage, incredibly powerful non-elemental damage. shares damage traits with both flux and equilibrium. high mana cost)
Warrior
Brawler- increases with throw, drunken fighting, and counter attacks.
25% - Trouble (passive, counter more often, and counter spells
enemies randomly fail their attacks against you.
also adds berserk-like bonus from drunkenness)
50% - Cheapshot (very quick attack that opens up a combo)
75% - Resourceful (passive, bonus to all when using 2h weapons,
dual wield, and especially with barehand.
also increases damage with throw)
100% - Ruin (double-hit strike for pretty large damage
does better damage to and from offensive type stances)
Spellbreaker - increases with being hit by spells.
25% - @silencer(single target physical damage with chance to silence, strikes for far more damage and the silence lasts twice as
long if the warrior is telnarius)
50% - @eatmana(recover some health and mana when hit by magic)
75% - @magiwall(probability to block all negative spells and magical attacks, also can prevent negative debuffs)
100% - @drawout(pulls a buff off of the target, inflicting damage, reducing the target's mana and sometimes giving the buff to the warrior))
Cleric
Monk - increases on melee hits and on being struck by them
25% - @fistsoffury(powerful multi-strike attack vs one target. can also grant the fistsofwind, fistsofdarkness and fistsofcorrosion moves if you know the three expansion ae nukes, these moves are similar to fistsoffury but cost more vitality they gain bonuses based on target's element, or penalty if the target is strong vs it, in addition wind is faster than fury, darkness is very strong but slower, and corrosion is stronger but regular speed),
50% - @outerhealing(heal another for 12% of their max hp, low cost/nomag usable. no chance of npc switching from using this heal)
75% - @ironfist(cleric will receive more attacks per round when not wielding anything and will inflict sizable damage with barehands)
100% - @endure(25% reduced phys dam taken, and greatly increased vitality regeneration, also can be triggered upon someone else, which causes the target to have the same effects))
Mentalist - increases while using nukes and other offensive spells
25% - @panic(dmg+confuse+fear ae nuke)
50% - @mentalassault(dmg+mana drain ae nuke)
75% - @toxicity(dmg+poison ae nuke)
100% - @mindcontrol(very potent charm vs one target. must be somewhat intelligent, but not TOO much so)
Mage
Elemancer - increases when striking a target's elemental weakness
25% - @elemancer(passive bonus damage toward using a target's elemental weakness. example: bonus when using ice against a fire elemental)
50% - @duocannon(single target buff which grants an elemental cannon 2x proc to any target, stacks with all. works twice as often for mage elemental pets)
75% - @variantshield(group buff, grants resistance to elemental magic, especially toward fire, ice, water, wind, and earth. also increases currernt wisdom of all in group by 4)
100% - @refineform(passive huge bonus to mage's elemental pet's health, mana, basic attack capacity, spell damage and the like))
Arcanist - increases when casting non-offensive spells
25% - @arcblast(single target spellskill, intelligence affects arcane spells more greatly than normal spells, can cancel the stance of the target)
50% - @archeal(heal target for amount based on intelligence, if this target is currently fighting something... their target will be struck for
approximately the same amount that the heal did, the damage portion does not work when you heal yourself with the skill unless you are also under the effect of arcshield, and then only for half damage)
75% - @arcshield(sets up a protective shield that prevents the mage from doing any physical damage but also prevents incoming physical damage with a 50% probability)
100% - @arcshock(powerful ae magic damage skill, inflicts greater damage to very inteligent/wise/pious(highly favored of a god or very holy or evil), intelligence adds to the damage moreso than to other damage types, also cancels the stance of the target))
Barbarian
Warlord - increases when fighting fully berserked, especially vs higher level opponents
25% - @howl(reduces armor of all in room, agg)
50% - @wicked(removes the avoidance penalty from berserk and decreases all physical damage barbarian takes by a small amount),
75% - @battlecry(raises max hp of party)
100% - @wargod(super form of berserk. cannot flee, move or use any commands. increases damage, haste, resistance to damage and hit chance until the barbarian is dead or the opponent is. minotaur barbarians also trigger bloodlust by using this skill.
barbarian also gains an passive 5% damage bonus to berserk)
Nomad - increases when fighting while not in a group
25% - @sanity(flee even while berserk, also can be triggered to instill a regenerative mode that is canceled upon being struck, agitation generally goes down while under the effect)
50% - @convenience(use magic items and other equipment that the barbarian could not normally wear/wield)
75% - @fiercemind(heavily reduces max capacity of magic damage vs barb)
100% - @comfort(regen type effects work fully, and beneficial status from other sources, characters, will now usually stick))
Ranger
Mercenary - increases rarely when fighting in melee
25% - @backattack(a surprise attack similar to assassin's backstab)
50% - @strongpull(increased physical damage with bows)
75% - @guts(probability of reducing damage for very painful hits taken and increases crit chances)
100% - @toetotoe(brings out the ranger's inner tank, reducing damage taken by a sizable amount and increasing basic melee damage done by a large amount))
Naturalist - increases when casting spell, especially when in nature
25% - @replenish(restores portion of vitality, if used on another person it will also heal them for a portion of the ranger's current health)
50% - @understand(2x healing effect to Ranger and from Ranger's own spells/abilities)
75% - @snipe(greatly increased arrow damage from concealment, partial bonus for when not target of attack and another bonus for firing while not currently fighting, works better in same room than in far away locations)
100% - @companion(callcompanion to create a companion trinket that allows you to turn your befriended pets into a full-time pets. this companion will level up with you and can be re-summoned every 6 minutes or so. pet can become very powerful at high level))
Paladin
Templar - increases when leading a group or when casting nukes
25% - @zealot(party buff which increases haste by 25, also increases current dex by 4)
50% - @command(party buff which prevents skill/spell fumbles with a high probability, also increases current cha by 4)
75% - @templarblade(innate procs of dispel evil as long as you're not evil yourself)
100% - @fervor(innate greatly increased offensive spell damage from any source))
Vigilante - increases when fighting solo
25% - @sustain(remove the thirst/hunder of self or someone else, also passively reduces the damage a paladin takes when he or she has 50% or less of maximum health remaining)
50% - @notice(great probability of noticing secret/hidden/invis things,
also increases paladin's critical hit chance and chance to parry/shieldblock)
75% - @repair(as dwarf)
100% - @determination(innate greatly increased phys damage, especially with 2h))
Scourge
Defiler - increases when using energy drain
25% - @tactical(recover mana at 20% increased rate and vitality at 2x rate)
50% - @layhandmaster(half layhand delay)
75% - @ebbdrain(heal self based on mob maxhp, higher target hp means you drain for more)
100% - @darktouch - on layhands timer, -10str -10con -10int, and large poison-style debuff that is not based on any element-resist...only blockable by shield/AMS as per layhands)
Brute - increases when using kick and bash
25% - @ponderous(may use bash in mid-combat with equal success chances when compared to normally)
50% - @bloodrage(your energy drains will cause you to fly into a berserker rage. this increases all damage by 10% AND increases agitation to max)
75% - @smack(medium damage phys skill, also increases the power of your next physical hit -- similar to kick)
100% - @unholyspeed(receive additional attacks per round, up to 2x as many as normal))
Assassin
Fighter - increases sometimes in standard combat.
25% - @setup(physical attack skill that also decreases target's chance to hit for a time afterward)
50% - @quickguard(take reduced damage after being switched to)
75% - @killingspree(usable to increase agitation and replenish some vitality, also passively increases your agitation every time you get a kill and automatically aims your next attack after getting any kill)
100% - @followthrough(increased physical damage, especially with regular melee)
Shadow - increases when casting spells or using shadowstep.
25% - @darkwing(sprout black wings which protect vs magic esp dark, and your own magic has increased effect)
50% - @fallen(any blow that would have killed you will do 90% reduced damage until you are at exactly 1 hp)
75% - @venomous(increased ability to envenom. success chances increased and damage bonuses increased)
100% - @shadowdoor(shadowstep upgrade, can step to a specific target, as long as they're in a dark room. shadowdoor will grant an evasion-like affect if performed without a target))
Judoka
Ascetic - increases when fighting barehanded, no fist weapons
25% - @throughstrike(a physical attack skill that pierces defenses and armor, also provides passive anti-armor pierce when not wielding a weapon in either hand)
50% - @masterfist(a more powerful and reliable version of deathstrike's regular form. it does not inflict additional damage when the target is low on health. judoka also gains 10% passive bonus to all skill damage)
75% - @spinkick(sudden possibly-stunning kick, strikes all those fighting the judoka, also grants kick proc in combat if not wearing shoes.)
100% - @risingdragon(very powerful 2-hit damage skill, the first hit is physical and the second hit is fire element. no delay if the first hit kills the victim, also grants mid-combat hits in combat if not wielding in either hand and not wearing gloves.)
Soldier - increases when using non-barehand weaponry
25% - @heavyweapon(use heavy weapons in either hand)
50% - @adapt armor(somewhat like human's adapt, judoka can use some nojudo armor)
75% - @martialweapon(use barehand skills with any weapon)
100% - @heavyblow(increased damage on all criticals. also adds a chance to knockdown))
Necromancer
Arbiter - increases when raising corpses
25% - @burnout(greatly increase a pet's damage potential for a period of time)
50% - @patch(heals one pet for a large portion of its maximum health)
75% - @crystallize(greatly increase a pet's tanking ability for a period of time)
100% - @growportal(all portals created by the necromancer will become as if they were cast by a mage or sorcerer. conjuration spell damage is also increased fairly significantly))
Redeemer - increases when using non-aggressive spells
25% - @absorb(instantly vaporizes one undead pet and converts its energy into a large amount of mana for the necromancer)
50% - @necroticrenewal(places a buff upon one target and enters necromancer into heal spillover mode. anytime the necromancer does damage anyone in the group with necroticrenewal buff upon them will receive a portion of damage as healing. one necro can create one necroticrenewal buff at a time.)
75% - @reversal(cancels lich and prevents all regular status for 5 minutes or until canceled)
100% - @exhume(raise group of undead without a corpse. the type depends on location. not usable while in a flight room)
Mystic
Shaman - increases when healing
25% - @bolster(single target buff to armor and health)
50% - @spirits(passive 40% healing power increase)
75% - @totem(makes room peaceful and increases party all/regens by 50%)
100% - @spiritjuice - 30 haste 20% regen 20% mregen group buff, stacks with haste and insight etc)
Animalist - increases sometimes on melee hits
25% - @wildhide - passive that upgrades all armor on mystic lower than heavy dragonscale to heavy dragonscale, without the penalties to spells/skills (if they wearing a robe for example, it works as heavy dragonscale without the downsides)
50% - @primal(mystic has a fairly high chance to strike for triple damage on all physical hits)
75% - @reflexes(grants a animalistic riposte ability and a wild dodge ability, plus grants a passive 30 self haste)
100% - @beast(str/dex/con +4current, +1max single target buff))
Bard
Acrobat - increases sometimes when acrobatics procs
25% - @somersault(aim for 3xdam, not 2xdam)
50% - @escapeartist(high resistance to stuns and knockdowns)
75% - @leaping(dex-based dodge ability, and able to limitedly fly without fly)
100% - @troubadour(more hits in battle, flashy)
Musician - increases when playing instruments
25% - @heartfelt(doubles the duration of any song or spell from the bard)
50% - @powerchords(instrument cast at increased level)
75% - @jamboree (holding an instrument boosts song effects based on the instrument's power)
100% - @inspiration (playing an instrument adds a small heal or damage boost depending on whether the instrument is violent or not in nature.)
Druid
Tamer - increases when fighting in a group or casting non violent spells
25% - @tamer(ability that attempts to subdue/charm a target)
50% - @vigorate(group energize)
75% - @loyalty(buff for one pet, increases damage, defense, regen, haste for pet, only usable on one target at a time)
100% - @nurture(group mend, stacks with mending))
Guardian - increases when tanking or fighting
25% - @vine(summons a poisonous vine pet to help you, also grants you a passive evasion ability)
50% - @translocate(transfer party to a mob, target must be outside and must be a valid portal/summon location)
75% - @porcupine(bracken and thornskin increase armor twice as much as usual and all druid's own regular damage shields do double damage)
100% - @locusts(powerful damage over time debuff that also reduces the victim's hit chance))
Shapeshifter
Breaker (fight better outside of forms using form-based skills)
NOTE: none of these do anything when in a form.
increases when not in a form
25 - comfort (claw, talon, scale, spirit) - defensive abilities based upon skills known in each of the forms.
@comfort claw - sneak+hide rolled into one.
@comfort talon - blocks 1 physical hit and counters it.
@comfort scale - take reduced damage for a period of time.
@comfort spirit - resist debuffs for a period of time.
50 - unleash - (claw, talon, scale, spirit) - offensive abilities based upon skills known in each of the forms.
@unleash claw - single target 2x hit with bleeding damage.
@unleash talon - single hit with chance to stun.
@unleash scale - ae physical hit.
@unleash spirit - single magical hit. prevent target from fleeing.
75 - memory - (claw, talon, scale, spirit) - beneficial abilities based upon skills known in each of the forms.
@memory claw - passive bonus to number of attacks.
@memory talon - passive bonus to physical damage.
@memory scale - passive bonus to regeneration.
@memory spirit - passive bonus to magical damage.
100 - infuse - (claw, talon, scale, spirit) - utility abilities based upon skills known in each of the forms.
@infuse claw - increases phys and mag damage, improves
ability to take damage and increases phys
and mag crit chance for group for a short time,
stacks with all.
@infuse talon - debuff one target to take more phys and mag
damage, while doing slightly less, also lowers
target max hp for duration.
@infuse scale - heal self and rest of group for your current
remaining hp.
infuse spirit - passive automatic invisibility, detect
invis/sense/infravision and fly.
also increases mana regen.
- Savage (use some form-related abilities in different forms than normal)
increases in forms, switching forms periodically to speed up the process
25 - @kinship - the blow of negative stats is lessened by 1 when shifted (-3 becomes -2)
50 - @supremacy - any normal armor bonus granted by forms is increased by a huge amount. also increases the power of casted spells in a form by 20%.
75 - @instinct - low accuracy forms become neutral, and neutral forms become high accuracy, high accuracy forms gain a bonus toward critical hits
100 - @alpha - All forms are granted an extra attack and a 25% bonus to all regens.
samurai
Ronin - increases when dual wielding, using a shield, mounting or using whips etc
25% - @shieldease(with no penalty, 2h devotion works with it)
50% - @dualhand(samurai is able to dual wield without penalty, primary weapon does not receive bonuses as if it were 2h when a samurai uses two weapons)
75% - @equestrian(improves all abilities/damage etc when mounted, also permits the samurai to mount some non-unique beast npc which may not normally be possible to mount)
100% - @exotic(samurai receives the bonus that they normally receive for swords and polearms with any weapon. also sometimes grants an additional attack with any weapon type)
Devoted - increases when rescuing and fighting in a group
25% - @impervious(gain resistance to stuns, debuffs, and knockdowns)
50% - @receptical(healing abilities will heal you for far more than they normally would)
75% - @servant(samurai will take reduced damage when following another person)
100% - @bladeshield - a short duration buff (3ticks?) placed on a party member that allows the samurai a chance to parry/ possibly riposte attacks directed at that party member. can be used on self also)
Ninja
Tormentor - increases when using intimidation skills (like gluttony etc)
25% - @theft(basic stealing ability, cannot steal specific items -- only gold and stealonly items)
50% - @flashball(stun and/or blind and small amount of damage)
75% - @fan(use held thrown weapon to strike every target in room for surprisingly high damage)
100% - @pyschological(passive 15% damage increase, plus all ninja skills(riches, glutton, etc) are granted increased abilities in the way of damage, debuffs, and terror instilled in the victim)
Nightblade - increase when tanking
25% - @find(allows use of the track command, also grants some passive detection of invisible, hidden or secret. if the ninja also has truesight on it will grant increased critical hit chance as well)
50% - @deadened(reduces damage taken by random 10% to 50% per hit, plus you cannot be struck for over 34% of your maxhp in one hit)
75% - @survivor(increase own max health (max increase 3000) very long duration)
100% - @blinkkick(alternate version of flipkick where the ninja is a non-target for 3 rounds afterward, does quite a bit more damage))
Sorcerer
Timebender - increases when casting buffs
25% - @quicken/Delay(increase or reduces one target's haste factor by a massive amount for a few rounds)
50% @timestop(stop time for all those who are attackable in room, a somewhat long duration stun)
75% - @timeleap(warps the fabric of time itself. time will pass in an increment of 3 to 6 hours instantly)
100% - @doubletime(spell delays halved, mana costs stay the same. spellcasting while using doubletime also consumes some vitality))
Voidcaller - increases when casting debuffs
25% - @vortex(dispel magic on all enemies in the room, any targets who previously had fly on them will be struck for very high magic damage)
50% - @teleport(teleport to any target wished, permitted that the target is within a room that is possible to portal to)
75% - @implosion(ae magic damage, very high probability to stun targets of equal or lower level than the sorcerer. higher level target can still be stunned, but it is not nearly as likely)
100% - @darkflare(single target magic damage, incredibly powerful non-elemental damage. shares damage traits with both flux and equilibrium. high mana cost)