Was fighting some Darcovian monsters the other day and decided to do a Shadowslayer high-level revamp. It's surprisingly easy, requires only minor tweaking.
I'll do the nighthunter some time later.
FO earth/dark class armor
Even resists to earth and dark, the rest according to the elemental wheel
MRM somewhat weak to ranged
2 hit basic attack
Trigger: Against Darkovian creatures (vamps, weres and any combination thereof) gain +15% damage.
Trigger: Against undead, zombies and werecreatures (other than werewolf) gain +5% damage.
Dowtrigger: Against anything else, deal 90% damage.
Requirements: lvl 105/120/135/150, lvl 10 rogue, lvl 10 scholar
Appearance: The same.
Description: Train with Cenara to learn how to combat the things that go bump in the night! This version is for levels 105+ only.
Level 0: Evilproof Aura - Passive
If your Class Title is "ShadowSlayer", your Statuses affect enemies of your class more easily!
Gives you the Shadow Potence status, with a potence equal to your class level.
Level 1: Slayer's Strike - Toggle
Your ShadowSlayer training has taught you to strike with more power!
All your attacks deal +25% damage (with approporiate modifiers for magical weapons and spells). This costs 12.5% sp of a standart skill.
Level 2: Healing Light - Active
Call upon the Light that opposes your enemies to heal yourself!
Ranged Healing spell. Costs SP. Uses DEX/4 for damage. Healing is multiplied by the monster's Light resistance. It gets the *0.85 penalty for auto-hitting, but not the *0.9 "always useful" penalty.
Basically, a clone of Your Body Heals at the Speed of Light, but without celerity.
Level 3: Slayer's Secrets - Passive
Your knowledge of your enemies lets you get the most out of specialized gear.
All your weapon attacks, specials and spells that have a trigger against were, vamp, zombie or undead, deal +10% extra damage. This stacks with the armor's triggers and is also applied to all Shadowslayer's active skills (Throw Weapon, Hallowed Grenade and Turn Shadow).
Level 4: Throw Weapon - Active
Select the weapon appropriate for your enemy for an extra effect!
This is considered a weapon-based skill and gets ele-comp as though it is earth element. The elecomp goes into decreased sp cost (that of a standart skill). Select one of the following:
Silver Knife - The skill deals 75% damage of a standart skill. Against were-creatures it deals fire damage. Against anything else, it deals earth. Against werecreatures, if the attack connects, then the monster can become Poisoned (Fire element, power: 1, 10 rounds). Monster can resist (Dex/Luck vs End/Luck) with -10 penalty to save.
Ash Stake - The skill deals 75% damage of a standart skill. Against vampires, this deals Light damage. Against anything else, it deals Earth damage. Against vampires, if the attack connects, then the monster can become Paralysed for (MonsterLightResist/100) rounds. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
Hatchet - Deals full damage of a standart skill. Against Zombies and Skeletons this deals light damage. Against anything else, it deals Earth damage.
Blessed Water - The skill deals 75% damage of a standart skill. Against mummies and ghosts, this deals Light damage. Against anything else, it deals Water damage. Against mummies and ghosts, if the attack connects, then the monster can become Burnt (Light element, power: 2, 5 rounds). Monster can resist (Dex/Luck vs End/Luck) with -10 penalty to save.
Level 5: Call Huntragon - Active
Call on the help of your loyal Huntragon!
Calls an updated sp-costing Huntragon guest. Cast again to dismiss it.
Level 6: Mantle of Light - Active
Cover yourself in a mantle of Light that will punish your enemies if they hurt you!
Light element version of Samukematsuri Caltrops. When fighting a trigger monster, gain ele-comp to damage as though the skill is of darkness element.
Level 7: Combat Training - Passive
You have learned to recover SP after defeating an enemy of the ShadowSlayer Order!
At the end of the battle, if you were fighting a trigger monster, you have a [RoundsEquipped/TotalRounds*100]% chance to gain sp equal to [100*MonsterPower]*SPCostOfStandartSkill. This only works if the mob is ItemLvl-10 or higher.
Level 8: Silver Dusting - Toggle
Cover your weapons in silver dust, leaving the enemies of your Order vulnerable to future strikes.
All of your weapon attacks attempt to inflict EleVuln (+19% fire or light damage for one round per each hit) on trigger monsters. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
This costs 15% sp of a standart skill each round.
Level 9: Hallowed Grenade - Active
Spill your blood to prove your dedication to the cause and throw this mighty Hallowed Hand Grenade at your enemy!
This is a spell-type skill that gets elecomp bonus to damage as though it is earth element. Deals +50% damage for an hp cost.
Against trigger monsters it ele-seeks between light and fire.
This costs sp of a standart skill and hp cost of a Bloodmage armor.
Level 10: Turn Shadow - Active
Paralyzes enemies of your Order! Consumes Mantle of Light for extra paralysis potency and a chance to destroy weak enemies!
A quickcast spell-type skill that doesn't take a turn, but can only be used once per turn. Costs full sp of a standart skill and deals autohit darkness damage equal to 15% of a standart skill.
Against trigger monsters this ele-seeks between fire and light and attempts to paralyse the monster for (MonsterLightResist/100 or MonsterFireResist/100) rounds. Monster can resist (VStat/Luck vs End/Luck) with -10 penalty to save.
If you have Mantle of Light active, this turns it off and the paralysis duration is extended by (RoundsRemaining/2). If your opponent is a trigger monster and 20 or more levels below the ItemLvl, you have a (RoundsRemaining)*20% chance to insta-kill it.
< Message edited by Primate Murder -- 6/17/2018 15:19:41 >