I've been thinking about this for a while. Trying something new here. Instead of skills and maxed out damage, human subrace armor is a return to the basics, emphasizing effects, versatility and survival. Usable by any build, but best for those that dabble in everything.
To compensate for the fact that human subrace requires no quests, as well as due to being thematically approporiate, this armor requires you to level up different classes. You gain the scaled no-drop armor when you reach level 10 in fighter, rogue, mage and scholar classes, but can only use the level 0 ability. You gain one level of armor every time you level one of the tier 2 classes to 5, as there are conveniently 10 of those classes.
Human subrace armor.
Neutral armor; element follows your Clan (or neutral if clanless)
MRM are average
3 hit basic attack
Requirements: level 10 fighter, scholar, rogue and mage; as well as level 5 Beastmaster, Berserker, Dracomancer, Dragonslayer, Knight, Martial Artist, Ninja, Pirate, Wizard and Shadowslayer/Nighthunter.
Appearance: A chainmail underneath a worn cloak with a togglable hood (uses no-drop colors). There's also a quiver of arrows on the back, a double scabbard with a sword and a magical rod on the belt, and a set of potions on a harness diagonally crossing the chest. Attack is a strike with a fireball, followed by a weapon slash, followed by a crossbow bolt from the shield arm as you retreat.
Description: You've been there and done that. This armor is only usable by players that have properly unlocked it by travelling across all of Lore.
Level 0: Mastery of the Craft - Active
You have mastered the craft of battle. Once per battle you can call upon one of the aspects of battle that you've mastered. Doesn't take a turn.
You have one Mastery at the beginning of every battle. Regardless of whether you use it or not, or if you gain more Masteries, you reset to one Mastery at the beginning of every new battle. You can use your Mastery to gain one of the following effects:
Aspect of Power - your next attack deals +100% damage. (/2 for spells, *4/3 for magical weapons).
Aspect of Salvation - cure yourself of one hostile status condition. If you're affected by several, cure the strongest one.
Aspect of Knowledge - gain +20 potency with all effect inflictions for one round.
Level 1: Skilled Fighter - Toggle
Draw upon the skill of a thousand battles and combat styles of a dozen martial schools to attack with increased damage!
Deal +25% damage with all weapon attacks and skills.
Note: This also affects 100-proc weapons.
Note2: You cannot have both this and Arcane Potency active at the same time.
Costs 12.5% sp of a standart skill.
Level 2: Shield Optimization - Toggle/Passive
Draw upon your knowledge of the enemy for increased defense against it's attacks.
Gain a defence boost to Melee, Ranged or Magic (switchable via toggle) at the beginning of every turn. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to saves. If it fails, you gain +18 to the defence of your choice.
Has no cost, as 6 MRM is equal to 5% melee on a 50/50 save, making it a passive skill.
Level 3: Mage's Warding - Toggle
Draw upon your mastery of magic to decrease the damage you take!
Gain an Elemental Shield (0.8 damage from all elements).
Costs 12.5% mp of a standart spell.
Level 4: The Power of Friendship - Passive
A heartwarming display of camaraderie.
Gain an extra Mastery every time you use Ally Assist.
Level 5: Center Mass / Headshot - Toggle/Passive
Hit the Center Mass of your foe for certain damage. / Boom, Headshot!
Toggle is used to switch between the Headshot mode and Center Mass mode; one is always active.
In Headshot mode all Base damage of your weapon attacks and spells is converted into Random. You also gain -5 bth lean.
In Center Mass mode all Random damage of your weapon attacks and spells is converted into Base. You also gain +5 bth lean.
Level 6: Comes with Experience - Passive
With enough experience, you can scrounge some gain even from the worst of losses.
When you miss with a weapon attack or skill, deal (5/0.15*0.85) or 28.33% damage of that attack to the monster.
When you miss with a spell, you have a HitsMissed/HitsAttempted chance to regain (5/0.15*0.85*0.9*1.5) or 38.25% mp spent on that spell.
Level 7: I've Got an Eye for This - Toggle/Passive
Attack the weakest link in your enemy's defences.
Lock your weapon type to Melee, Ranged or Magic (via toggle); one is always active.
You deal *0.75 damage if you switch to magic.
Level 8: Arcane Potency - Toggle
Draw upon your understanding of the arcane to empower your weapons and spells.
Power Cascade: If you're wielding a staff or a magical 100-proc (such as a wand or a tome), then you deal +25% damage on consecutive spells (basically, casting a spell makes you deal +25% damage with spells for one turn).
Sorcerous Infusion: If you're wielding any magical weapon that isn't a staff or 100-proc (and this includes type-shifted weapons from Eye for This skill), then you deal +(25/0.75) or +33% damage with all weapon attacks and skills when your mana is below StandartSpellCost (less than 653 at lvl 150, for example). This should bring your damage up to that of a standart melee weapon.
Note: You cannot have both this and Skilled Fighter active at the same time.
Costs 12.5% sp of a standart skill.
Level 9: Element Lock - Active/Passive
Strike at the enemy's weakest resistance.
Choose Fire, Water, Wind, Ice, Earth, Energy Light or Darkness. All your weapon attacks and spells are locked to that element. A passive that uses a quickcast sp-costing skill to switch elements.
Level 10: Resource Usage - Active
An experienced traveller can use every resource at his disposal with maximum efficiency.
Drink a health or a mana potion. This is a quickcast skill that doesn't take a turn.
Costs a small amount of sp.
< Message edited by Primate Murder -- 8/8/2018 4:09:31 >