Post by sppectre on Jun 11, 2018 19:40:25 GMT
As you'll reach 20 points in each attribute, you may take a skill based on the attribute. From then, additional 10 points milestones will be rewarded with additional skills. So, 20 Strength - 1 skill/30 Strength - 2 skills and so on.
These skills will be constantly updated for the playerbase's advancement and their characters' powers.
Bear in mind, you can still, for an instance, try to taunt an enemy without the proper skill, but the skill is a 100% success chance (unless countered).
- Strength:
20 - Thunderclap: An 5ft AOE attack that reduces affected targets' Physical Armour by 25%. Does not stack. 5 Turns cooldown.
30 - Cleave: Deal your weapons' damage in an arc in front of you, damaging any and all units. Range depends on the weapon used. 6 Turns cooldown.
40 - Bash: Stun a single target with your pummel or shield, dealing low damage. 8 Turns cooldown.
50 - Ground Slam: Stomp the ground, creating a 5ft AOE area around yourself that damages your enemies and dazzles them. 6 Turns cooldown.
- Resistance:
20 - Tenacity: Remove any physical debiliating effects on yourself (Root, Slow, Disarm, etc.). 6 Turns cooldown.
30 - Taunt: Taunts one group or an individual enemy, forcing them to attack you. 7 Turns cooldown.
40 - Hunker Down: Dig in your position, giving yourself +30DT until you move or attack. 5 Turns cooldown.
- Endurance:
20 - Take a Breather: Restore all of your depleted stamina. 8 Turns cooldown.
30 - Enchance: Your stamina does not deplete for the next 2 turns. 7 Turns cooldown when effect finishes.
- Intelligence:
20 - Spellcasting: You are now intelligent enough to utilize mana and cast any and all spells you'll memorize.
30 - Augment: Your next damaging spell deals additional damage based on the spell type. Your next support spell heals/protects more. 8 Turns cooldown.
40 - Intellectual Hint: Ask the GM for a hint of resolving an issue. Once per dungeon.
50 - Double Trouble: Your next spell is cast twice in a quick succession. 8 Turns cooldown.
- Vitality:
20 - Second Wind: Restore 15% of damage taken. 5 Turns cooldown.
- Willpower:
20 - Clarity: Remove any mental debiliating effects on yourself (Stun, Dazzle, Charm, Taunt, etc.). 6 Turns cooldown.
- Fortitude:
20 - Cleanse: Remove any damaging effect on yourself (Poison, Bleed, etc.). 6 Turns cooldown.
- Perception:
20 - Detect Minor Traps: Detect any non-lethal traps in sight. Passive.
30 - See Through: Detect any invisible units in sight. Passive.
40 - Detect Major Traps: Detect lethal traps in sight. Passive.
50 - Detect Vulnerability: See the most vulnerable places of one major enemy and the most effective way of fighting it. Once per dungeon.
- Dexterity:
20 - Feint... The next single-target attack against you misses. 7 Turns cooldown.
30 - ...and Parry: Critically strike the target that you just Feinted against, dealing 2x your damage. 7 Turns cooldown.
40 - Dirty Tactics: Throw in some pocket sand at your enemy, blinding them. 7 Turns cooldown.
50 - Disarm: Low damaging attack that will disarm all but the mightiest of foes. 8 Turns combat.
These skills will be constantly updated for the playerbase's advancement and their characters' powers.
Bear in mind, you can still, for an instance, try to taunt an enemy without the proper skill, but the skill is a 100% success chance (unless countered).
- Strength:
20 - Thunderclap: An 5ft AOE attack that reduces affected targets' Physical Armour by 25%. Does not stack. 5 Turns cooldown.
30 - Cleave: Deal your weapons' damage in an arc in front of you, damaging any and all units. Range depends on the weapon used. 6 Turns cooldown.
40 - Bash: Stun a single target with your pummel or shield, dealing low damage. 8 Turns cooldown.
50 - Ground Slam: Stomp the ground, creating a 5ft AOE area around yourself that damages your enemies and dazzles them. 6 Turns cooldown.
- Resistance:
20 - Tenacity: Remove any physical debiliating effects on yourself (Root, Slow, Disarm, etc.). 6 Turns cooldown.
30 - Taunt: Taunts one group or an individual enemy, forcing them to attack you. 7 Turns cooldown.
40 - Hunker Down: Dig in your position, giving yourself +30DT until you move or attack. 5 Turns cooldown.
- Endurance:
20 - Take a Breather: Restore all of your depleted stamina. 8 Turns cooldown.
30 - Enchance: Your stamina does not deplete for the next 2 turns. 7 Turns cooldown when effect finishes.
- Intelligence:
20 - Spellcasting: You are now intelligent enough to utilize mana and cast any and all spells you'll memorize.
30 - Augment: Your next damaging spell deals additional damage based on the spell type. Your next support spell heals/protects more. 8 Turns cooldown.
40 - Intellectual Hint: Ask the GM for a hint of resolving an issue. Once per dungeon.
50 - Double Trouble: Your next spell is cast twice in a quick succession. 8 Turns cooldown.
- Vitality:
20 - Second Wind: Restore 15% of damage taken. 5 Turns cooldown.
- Willpower:
20 - Clarity: Remove any mental debiliating effects on yourself (Stun, Dazzle, Charm, Taunt, etc.). 6 Turns cooldown.
- Fortitude:
20 - Cleanse: Remove any damaging effect on yourself (Poison, Bleed, etc.). 6 Turns cooldown.
- Perception:
20 - Detect Minor Traps: Detect any non-lethal traps in sight. Passive.
30 - See Through: Detect any invisible units in sight. Passive.
40 - Detect Major Traps: Detect lethal traps in sight. Passive.
50 - Detect Vulnerability: See the most vulnerable places of one major enemy and the most effective way of fighting it. Once per dungeon.
- Dexterity:
20 - Feint... The next single-target attack against you misses. 7 Turns cooldown.
30 - ...and Parry: Critically strike the target that you just Feinted against, dealing 2x your damage. 7 Turns cooldown.
40 - Dirty Tactics: Throw in some pocket sand at your enemy, blinding them. 7 Turns cooldown.
50 - Disarm: Low damaging attack that will disarm all but the mightiest of foes. 8 Turns combat.