UPDATES:
===Mercenary===
• Removed Club requirement from Armor Breaker
• Added Club requirement to Adrenaline Rush
• Surgical Strike replaced with Telluric Slam. Surgical Strike to be converted into Tactical Mercenary Multi.
• Reduced energy cost on Telluric Slam
• Increased cost of Hybrid Armor by 20
• Maul has had its stun chance decreased slightly, and an addition to the block effect.
• Heavily reduced the cost of Double Strike
===Cyber Hunter===
• Cyber Hunter Revamp Added | January 28th 2014
• Black Rain has had its primary function changed
• Static Charge has been significantly buffed against tanks
• Ultranegator has been slightly buffed
• Short Circuit has had its cost reduced
===Bounty Hunter===
• Bounty Hunter Revamp Added | January 29th 2014
• Bloodlust cost increased from +10 per level to +15 per level
• Frenzy has had its support requirement replaced with support scaling
• Shadow arts has had its base cost increased to 150 and now functions differently while shielded
===Blood Mage===
• Blood Mage Revamp Added | January 29th 2014
• Deadly Aim has had its base values nerfed
• Deadly Aim now scales with Technology
• Jugular Strike, Blood Magic, and Exsanguinate have had their descriptions updated to be more easily understandable
• Added parts of Napalm that were missing.
• Fireball now scales with Dexterity
• Blood Shield has been vastly reworked to be much more unique and versatile within the Blood Mage skill tree.
• Blood Shield has had its cost increased slightly per level
• Updated description on Intimidate to confirm that it lowers robot damage
===Tech Mage===
• Tech Mage Revamp Added | January 29th 2014
• Self Reroute has had its penalty slightly lowered
• Bludgeon now ignores 10% of Defense with swords
===Dark Mage===
• Dark Mage Added | January 30th 2014
• Matter Destruct has had missing cost elements added
• Added some clarifications to certain skills
• Added an energy burn effect to Matter Destruct
• Reversal Barrier has been nerfed
===Tactical Mercenary===
• Tactical Mercenary Added | February 2nd, 2014
• Fixed Black Widow Scaling
• Increased Cost of Black Widow due to being unhealable.
===Wraith===
• Wraith Added | Februrary 9th, 2014
===MERCENARY===
Field Medic - Double Strike - Hybrid Armor
Blood Commander - Armor Breaker - Bunker Buster
Artillery Strike - Berzerker - Maul
Telluric Slam - Adrenaline Rush - Static Blow
NOTE: Designed to increase sword viability and overall mercenary viability slightly.
Adrenaline Rush
Smash an enemy, consuming all of your current rage;
Ignores a % of 45% of defences ignored based on consumed rage;
Increases accuracy and damage by a % of consumed rage points;
Cost: 120 Energy +10 per level
Weapon: Club
(For example: if you have 50% of your rage bar, you will ignore 22.5% defences)
Level 1: 2.50% of Rage Points (35% Increased Accuracy and +35 Damage @ Level 40 w/ full Rage Bar of 1400 Points)
Level 2: 2.85%
Level 3: 3.20%
Level 4: 3.55%
Level 5: 3.90%
Level 6: 4.25%
Level 7: 4.60%
Level 8: 4.95%
Level 9: 5.30%
Level 10: 5.65% of Rage Points (79% Increased Accuracy and +79 Damage @ level 40 w/ full Rage Bar of 1400 Points)
Hybrid Armor
Increases Defense & Resistance for 4 turns. This skill is unaffected by stat changes.
Incoming damage grants the opponent less rage;
30% of Cost must be repaid on dealing direct* damage
50% of Energy Spent during Hybrid Armor is returned on effect end
Cost: 120 +20 per level
Level 1: 22% Defense, Resist | 15% Less Rage
Level 2: 28% Defense, Resist | 17% Less Rage
Level 3: 34% Defense, Resist | 19% Less Rage
Level 4: 40% Defense, Resist | 21% Less Rage
Level 5: 46% Defense, Resist | 23% Less Rage
Level 6: 52% Defense, Resist | 25% Less Rage
Level 7: 58% Defense, Resist | 27% Less Rage
Level 8: 64% Defense, Resist | 29% Less Rage
Level 9: 70% Defense, Resist | 31% Less Rage
Level 10: 76% Defense, Resist | 33% Less Rage
Static Blow
Strike an enemy, absorbing their energy as a percentage of damage done.
If this skill is blocked you will still recover the full amount of energy.
Cost: 0 (1 Turn)
Weapon: All
Level 1: 41% Conversion
Level 2: 44% Conversion
Level 3: 47% Conversion
Level 4: 50% Conversion
Level 5: 53% Conversion
Level 6: 56% Conversion
Level 7: 59% Conversion
Level 8: 62% Conversion
Level 9: 65% Conversion
Level 10: 68% Conversion
Armor Breaker
Deal a massive blow to the enemies armor, reducing their defence and resistance for 3 turns
Cost: 140 +15 per level
Weapon: All
Improves With: Dexterity
+1 Defence and Resistance per 2 Dex after 20
NOTE: I am not as confident on the numbers of this skill as i am others. They may require minor or major tweaks.
Level 1: 13 Defence & Resistance
Level 2: 18 Defence & Resistance
Level 3: 23 Defence & Resistance
Level 4: 28 Defence & Resistance
Level 5: 33 Defence & Resistance
Level 6: 38 Defence & Resistance
Level 7: 43 Defence & Resistance
Level 8: 48 Defence & Resistance
Level 9: 53 Defence & Resistance
Level 10: 58 Defence & Resistance
Maul
Smash an enemy, aiming to stun them;
If this skill is blocked, the impact of their arms and the club hitting their head will guarantee a stun.
A blocked stun will result in the target remaining in the defensive position while stunned, granting them 10% bonus defences.
Weapon: Club
NOTE: 20% Defence ignore has been removed
Level 1: 16% Chance to Stun
Level 2: 19% Chance to Stun
Level 3: 22% Chance to Stun
Level 4: 25% Chance to Stun
Level 5: 28% Chance to Stun
Level 6: 31% Chance to Stun
Level 7: 34% Chance to Stun
Level 8: 37% Chance to Stun
Level 9: 40% Chance to Stun
Level 10: 43% Chance to Stun
Bunker Buster
Fires a rocket that has 25% chance to inflict a critical strike;
If this skill does not critical it ignores 10% of defence
Cost / Requirements / Scaling remains the same as they currently are
Level 1: 215 Physical Damage
Level 2: 230 Physical Damage
Level 3: 245 Physical Damage
Level 4: 260 Physical Damage
Level 5: 275 Physical Damage
Level 6: 290 Physical Damage
Level 7: 305 Physical Damage
Level 8: 320 Physical Damage
Level 9: 335 Physical Damage
Level 10: 350 Physical Damage
Artillery Strike
Inflicts physical damage to all enemies. Deals 90% damage if it hits multiple targets.
Cannot inflict critical strike to more than one target.
Cost / Requirements / Scaling remains the same as they currently are
Level 1: 223 Physical Damage
Level 2: 246 Physical Damage
Level 3: 269 Physical Damage
Level 4: 292 Physical Damage
Level 5: 315 Physical Damage
Level 6: 338 Physical Damage
Level 7: 361 Physical Damage
Level 8: 384 Physical Damage
Level 9: 407 Physical Damage
Level 10: 430 Physical Damage
Blood Commander
Increase Strength, granting lifesteal equal to 60% of Strength gain for 4 turns
Cost / Requirements / Scaling remains the same as they currently are
Level 1: 12 Strength Points
Level 2: 14 Strength Points
Level 3: 16 Strength Points
Level 4: 18 Strength Points
Level 5: 20 Strength Points
Level 6: 22 Strength Points
Level 7: 24 Strength Points
Level 8: 26 Strength Points
Level 9: 28 Strength Points
Level 10: 30 Strength Points
Telluric Slam
Augment your club with bleeding edge technology giving it the power to shatter the earth;
Reduces targets rage by 50%;
30% lifesteal;
Weapon: Club
Cost: 330 +25 per level
Scaling remains the same as Surgical Strike
Level 1: 300 Physical Damage
Level 2: 330 Physical Damage
Level 3: 360 Physical Damage
Level 4: 390 Physical Damage
Level 5: 410 Physical Damage
Level 6: 440 Physical Damage
Level 7: 470 Physical Damage
Level 8: 500 Physical Damage
Level 9: 530 Physical Damage
Level 10: 560 Physical Damage
Double Strike
Attacks your enemy twice for additional damage
Cost: 140 +15 per level
Level 1: 15% More Damage
Level 2: 18% More Damage
Level 3: 21% More Damage
Level 4: 24% More Damage
Level 5: 27% More Damage
Level 6: 30% More Damage
Level 7: 33% More Damage
Level 8: 36% More Damage
Level 9: 39% More Damage
Level 10: 42% More Damage
-------------------------------------------------------------------------------------
===CYBER HUNTER===
Field Medic - Diamond Blades - EMP Grenade
Plasma Armor - Static Charge - Ultranegator
Multi Shot - Short Circuit - Black Rain
Plasma Grenade - Spark Blitz - Static Barrier
Spark Blitz
Rush the enemy with your blades, dealing massive split damage;
50% Energy steal on the element that deals less damage;
Hits: Three Energy, Three Physical
Weapon: Claws
Cost: 330 +25 per level
Level 1: 39% More Damage
Level 2: 48% More Damage
Level 3: 57% More Damage
Level 4: 66% More Damage
Level 5: 75% More Damage
Level 6: 84% More Damage
Level 7: 93% More Damage
Level 8: 102% More Damage
Level 9: 111% More Damage
Level 10: 120% More Damage
Method of Calculation:
((((Final Multiplied Damage) - Resistance) / 2)/3) Three Times
+
((((Final Multiplied Damage) - Defence) /2)/3) Three Times
Static Barrier
Disrupt your opponents HUD and targeting, causing their attacks to miss vitals and weak points;
30% of damage taken is dealt to Energy before Health;
If not enough energy is present, all damage will be dealt to Health.
Duration: 3 Turns
Cost: 110 Energy +15 per level
Level 1: 10% Damage Reduction
Level 2: 13% Damage Reduction
Level 3: 16% Damage Reduction
Level 4: 19% Damage Reduction
Level 5: 22% Damage Reduction
Level 6: 25% Damage Reduction
Level 7: 28% Damage Reduction
Level 8: 31% Damage Reduction
Level 9: 34% Damage Reduction
Level 10: 37% Damage Reduction
Static Charge
Adds a percentage of the damage you inflict to your energy;
Static Charge cannot be blocked or grant rage points;
If static charge were to deal a critical strike or rage, the additional damage will be added to your energy rather than dealt as damage.
33% of the targets Defence/Resistance is added to your energy pool
Weapon: All
Level 1: 33% Damage to Energy
Level 2: 36% Damage to Energy
Level 3: 39% Damage to Energy
Level 4: 42% Damage to Energy
Level 5: 45% Damage to Energy
Level 6: 48% Damage to Energy
Level 7: 51% Damage to Energy
Level 8: 54% Damage to Energy
Level 9: 57% Damage to Energy
Level 10: 60% Damage to Energy
Short Circuit
Short your armor, dealing 100% resistance ignoring additional energy damage on weapon based attacks;
Additional damage is not reduced by blocks or deflection;
Energy is lost every time Short Circuit deals additional damage;
If not enough energy is present, Short Circuit will not deal additional damage.
Duration: 4 Turns
Cost: 95 +15 per level
Level 1: 10% of Primary Damage | 5 Energy Cost
Level 2: 13% of Primary Damage | 7 Energy Cost
Level 3: 16% of Primary Damage | 9 Energy Cost
Level 4: 19% of Primary Damage | 11 Energy Cost
Level 5: 22% of Primary Damage | 13 Energy Cost
Level 6: 25% of Primary Damage | 15 Energy Cost
Level 7: 28% of Primary Damage | 17 Energy Cost
Level 8: 31% of Primary Damage | 19 Energy Cost
Level 9: 34% of Primary Damage | 21 Energy Cost
Level 10: 37% of Primary Damage | 23 Energy Cost
Diamond Blades
Coat your blades in razor-sharp diamond, piercing the armor of your opponent.
Cost: 130 +20 per level
Weapon: Claws
Level 1: 16% Defense/Resistance Ignored
Level 2: 20% Defense/Resistance Ignored
Level 3: 24% Defense/Resistance Ignored
Level 4: 28% Defense/Resistance Ignored
Level 5: 32% Defense/Resistance Ignored
Level 6: 36% Defense/Resistance Ignored
Level 7: 40% Defense/Resistance Ignored
Level 8: 44% Defense/Resistance Ignored
Level 9: 48% Defense/Resistance Ignored
Level 10: 52% Defense/Resistance Ignored
EMP Grenade
Throws an EMP Grenade to drain some of your enemy's energy
Cost: 100 +10 per level
Scaling remains the same as it is currently
Weapon: All
Level 1: 90 Energy Points
Level 2: 110 Energy Points
Level 3: 130 Energy Points
Level 4: 150 Energy Points
Level 5: 170 Energy Points
Level 6: 190 Energy Points
Level 7: 210 Energy Points
Level 8: 230 Energy Points
Level 9: 250 Energy Points
Level 10: 270 Energy Points
Plasma Armor
Increase Resistance for 4 turns. This skill is unaffected by stat changes.
A percentage of direct damage taken is removed from your opponent's energy.
Cost: 130 +20 per level
Level 1: 30% Resistance | 15% of Damage
Level 2: 39% Resistance | 17% of Damage
Level 3: 48% Resistance | 19% of Damage
Level 4: 56% Resistance | 21% of Damage
Level 5: 64% Resistance | 23% of Damage
Level 6: 72% Resistance | 25% of Damage
Level 7: 79% Resistance | 27% of Damage
Level 8: 86% Resistance | 29% of Damage
Level 9: 93% Resistance | 31% of Damage
Level 10: 100% Resistance | 33% of Damage
Multi-Shot
Inflicts energy damage to all enemies. Deals 90% damage against multiple targets.
Cannot inflict critical strike to more than one target.
Cost / Requirements / Scaling remain the same as currently.
Level 1: 210 Energy Damage
Level 2: 231 Energy Damage
Level 3: 252 Energy Damage
Level 4: 273 Energy Damage
Level 5: 294 Energy Damage
Level 6: 315 Energy Damage
Level 7: 336 Energy Damage
Level 8: 357 Energy Damage
Level 9: 378 Energy Damage
Level 10: 399 Energy Damage
Plasma Grenade
Throw a plasma grenade, dealing energy damage; 30% chance to stun the enemy
Cost / Requirements / Scaling remain the same as currently
Level 1: 180 Energy Damage
Level 2: 197 Energy Damage
Level 3: 214 Energy Damage
Level 4: 231 Energy Damage
Level 5: 248 Energy Damage
Level 6: 265 Energy Damage
Level 7: 282 Energy Damage
Level 8: 299 Energy Damage
Level 9: 316 Energy Damage
Level 10: 333 Energy Damage
Black Rain
Spread nuclear fallout on your opponent's side of the field, causing massive unpredictability and lowering support.
Support reduction is doubled if only one opponent is hit.
Causes all skills above level 1 to have their levels swapped with eachother randomly each turn.
Duration: 3 Turns
Improves With: Support - +1 per 8 support
Cost: 130 + 20 per level
Level 1: 1 Support Points
Level 2: 2 Support Points
Level 3: 3 Support Points
Level 4: 4 Support Points
Level 5: 5 Support Points
Level 6: 6 Support Points
Level 7: 7 Support Points
Level 8: 8 Support Points
Level 9: 9 Support Points
Level 10: 10 Support Points
Ultranegator
Improves all non-reduced stats by a percentage of all negative stat effects on the target.
Duration: Until all negative stat effects are gone.
Cost: 120 +10 per level
Level 1: 32% of Negative Stats
Level 1: 34% of Negative Stats
Level 1: 36% of Negative Stats
Level 1: 38% of Negative Stats
Level 1: 40% of Negative Stats
Level 1: 42% of Negative Stats
Level 1: 44% of Negative Stats
Level 1: 46% of Negative Stats
Level 1: 48% of Negative Stats
Level 1: 50% of Negative Stats
-------------------------------------------------------------------------------------
===BOUNTY HUNTER===
Field Medic - Frenzy - Smoke Screen
Energy Shield - Bloodlust - Static Grenade
Replicant Fury - Reflex Boost - Stun Grenade
Shadow Arts - Massacre - Venom Strike
Smoke Screen
Strike and reduce the Dexterity of an enemy for 3 turns
Cost / Requirements / Scaling remain the same as currently
Level 1: 6 Dexterity Points
Level 2: 8 Dexterity Points
Level 3: 10 Dexterity Points
Level 4: 12 Dexterity Points
Level 5: 14 Dexterity Points
Level 6: 16 Dexterity Points
Level 7: 18 Dexterity Points
Level 8: 20 Dexterity Points
Level 9: 22 Dexterity Points
Level 10: 24 Dexterity Points
Energy Shield
Increases energy resistance for you or an ally for 3 turns
Cost / Requirements / Scaling remain the same as currently
Level 1: 10 Resistance Points
Level 2: 30 Resistance Points
Level 3: 50 Resistance Points
Level 4: 70 Resistance Points
Level 5: 90 Resistance Points
Level 6: 110 Resistance Points
Level 7: 130 Resistance Points
Level 8: 150 Resistance Points
Level 9: 170 Resistance Points
Level 10: 190 Resistance Points
Static Grenade
Drain the target's energy. User absorbs 35% of the drained energy.
Cost / Requirements / Scaling remain the same as currently
Level 1: 85 Energy Points
Level 2: 100 Energy Points
Level 3: 115 Energy Points
Level 4: 130 Energy Points
Level 5: 145 Energy Points
Level 6: 160 Energy Points
Level 7: 175 Energy Points
Level 8: 190 Energy Points
Level 9: 205 Energy Points
Level 10: 220 Energy Points
Stun Grenade
Inflicts physical damage with a 30% chance to stun the enemy
Cost / Requirements / Scaling remains the same as currently
Level 1: 167 Physical Damage
Level 2: 184 Physical Damage
Level 3: 201 Physical Damage
Level 4: 218 Physical Damage
Level 5: 235 Physical Damage
Level 6: 252 Physical Damage
Level 7: 269 Physical Damage
Level 8: 286 Physical Damage
Level 9: 303 Physical Damage
Level 10: 320 Physical Damage
Venom Strike
Deals 85% damage, then poisons the enemy for 3 turns. Cured by Field Medic.
Weapon: All
Cost remains the same as it is currently
Level 1: 10% of Primary Damage
Level 2: 13% of Primary Damage
Level 3: 16% of Primary Damage
Level 4: 19% of Primary Damage
Level 5: 22% of Primary Damage
Level 6: 25% of Primary Damage
Level 7: 28% of Primary Damage
Level 8: 31% of Primary Damage
Level 9: 34% of Primary Damage
Level 10: 37% of Primary Damage
Shadow Arts
Fade into shadows, causing attacks to miss vitals and weak points, however you fade out of the protection of shields.
A percentage of damage taken is returned to you during your turn.
Cost: 150 +20 per level
Level 1: 8% Damage Reduction | 15.5% of Damage Taken
Level 2: 11% Damage Reduction | 18.0% of Damage Taken
Level 3: 14% Damage Reduction | 20.5% of Damage Taken
Level 4: 17% Damage Reduction | 23.0% of Damage Taken
Level 5: 20% Damage Reduction | 25.5% of Damage Taken
Level 6: 23% Damage Reduction | 28.0% of Damage Taken
Level 7: 26% Damage Reduction | 30.5% of Damage Taken
Level 8: 29% Damage Reduction | 33.0% of Damage Taken
Level 9: 32% Damage Reduction | 35.5% of Damage Taken
Level 10: 35% Damage Reduction | 38.0% of Damage Taken
Massacre
Unleash a fury of blade strikes upon an enemy, dealing massive damage;
20% Lifesteal applied evenly over 3 turns
Weapon: Wrist Blades
Cost: 330 +25 per level
Level 1: 39% More Damage
Level 2: 48% More Damage
Level 3: 57% More Damage
Level 4: 66% More Damage
Level 5: 75% More Damage
Level 6: 84% More Damage
Level 7: 93% More Damage
Level 8: 102% More Damage
Level 9: 111% More Damage
Level 10: 120% More Damage
Replicant Fury
Augment your equipment to grant you speed so great that it appears as if there were two of you;
Deals 90% damage against multiple targets;
Cannot inflict critical strike to more than one target
Hits: 8 Total. 4 per target if multiple targets are present. EXTREMELY fast hits.
Cost / Scaling is the same as Multi-Shot
Weapon: Wrist Blades
NOTE: Wrist Blades will have a blue glow to them during this attack.
Level 1: 210 Energy Damage
Level 2: 231 Energy Damage
Level 3: 252 Energy Damage
Level 4: 273 Energy Damage
Level 5: 294 Energy Damage
Level 6: 315 Energy Damage
Level 7: 336 Energy Damage
Level 8: 357 Energy Damage
Level 9: 378 Energy Damage
Level 10: 399 Energy Damage
Frenzy
Adds a percentage of the damage you inflict to your health. Ignores 10% defense.
Cost /remain the same as currently.
NOTE: Support Requirement removed.
Weapon: All
Improves With: Suppport - +0.5% per 1 support after 20
Level 1: 10.0% Damage to Health
Level 2: 13.0% Damage to Health
Level 3: 16.0% Damage to Health
Level 4: 19.0% Damage to Health
Level 5: 22.0% Damage to Health
Level 6: 25.0% Damage to Health
Level 7: 28.0% Damage to Health
Level 8: 31.0% Damage to Health
Level 9: 34.0% Damage to Health
Level 10: 37.0% Damage to Health
Bloodlust
Bleed out your enemy with a precise strike, inflicting a % of damage dealt as physical Damage Over 4 turns;
Damage Over Time ignores 100% Defence;
Physical Damage Over Time is regained as health;
Additional/Decreased damage from Rage, Criticals and Block are ignored by the Damage over Time.
Weapon: Wrist Blades
Cost: 160 +15 per level
Level 1: 7% of Damage Dealt
Level 2: 8% of Damage Dealt
Level 3: 9% of Damage Dealt
Level 4: 10% of Damage Dealt
Level 5: 11% of Damage Dealt
Level 6: 12% of Damage Dealt
Level 7: 13% of Damage Dealt
Level 8: 14% of Damage Dealt
Level 9: 15% of Damage Dealt
Level 10: 16% of Damage Dealt
-------------------------------------------------------------------------------------
===BLOOD MAGE===
Field Medic - Fireball - Blood Shield
Jugular Strike - Mark of Blood - Hemorrhage
Deadly Aim - Intimidate - Napalm
Blood Magic - Exsanguinate - Soul Split
Soul Split
Strike the enemy, draining a % of their current energy;
Caster gains 1.5x the amount drained;
20% of damage dealt is taken from the casters health;
Caster gains 2x reflected damage as energy.
Weapon: All
Cost: 0
Level 1: 13% Current Energy
Level 2: 16% Current Energy
Level 3: 19% Current Energy
Level 4: 22% Current Energy
Level 5: 25% Current Energy
Level 6: 28% Current Energy
Level 7: 31% Current Energy
Level 8: 34% Current Energy
Level 9: 37% Current Energy
Level 10: 40% Current Energy
Blood Shield
Sacrifice health to activate a shield that prevents a % of all damage;
This shield has an infinite duration until it prevents an amount of total damage;
Total Damage Prevention increases by +1 per level
Improves With: Support - +10 Damage at 22 support - [b]5 Damage per 1 support[/b]
Cost: 125 Health +[b] 15 Energy per level after 1[/b]
Level 1: 9% Damage Reduction | 87 Damage
Level 2: 11% Damage Reduction | 144 Damage
Level 3: 13% Damage Reduction | 201 Damage
Level 4: 15% Damage Reduction | 258 Damage
Level 5: 17% Damage Reduction | 315 Damage
Level 6: 19% Damage Reduction | 372 Damage
Level 7: 21% Damage Reduction | 429 Damage
Level 8: 23% Damage Reduction | 486 Damage
Level 9: 25% Damage Reduction | 543 Damage
Level 10: 27% Damage Reduction | 600 Damage
Hemorrhage
Strike the enemy, spilling massive amounts of blood, potentially causing the enemy to pass out (30% stun chance).
Weapon: All
Cost: 120 +20 per level
+10 Physical Damage at 22 Dexterity, +10 Physical Damage per 4 Dexterity after
Level 1: 173 Physical Damage
Level 2: 196 Physical Damage
Level 3: 219 Physical Damage
Level 4: 242 Physical Damage
Level 5: 265 Physical Damage
Level 6: 288 Physical Damage
Level 7: 311 Physical Damage
Level 8: 334 Physical Damage
Level 9: 357 Physical Damage
Level 10: 380 Physical Damage
Napalm
Rain napalm down on your enemies;
50% of damage is applied directly;
50% of damage is applied as damage over 3 turns.
50% of damage is applied as damage over 3 turns.
Deals 90% damage against multiple targets;
Cannot inflict critical strike to more than one target
Weapon: Staff
NOTE: 50% is applied after def, of course.
Cost: Same as Plasma Rain
+10 Energy Damage at 24 Support, +10 Energy Damage per 4 Support after
Level 1: 210 Energy Damage
Level 2: 231 Energy Damage
Level 3: 252 Energy Damage
Level 4: 273 Energy Damage
Level 5: 294 Energy Damage
Level 6: 315 Energy Damage
Level 7: 336 Energy Damage
Level 8: 357 Energy Damage
Level 9: 378 Energy Damage
Level 10: 399 Energy Damage
Jugular Strike
Aim for the throat with guaranteed precision, dealing increased damage with 25% chance to critical strike
Weapon: All
Cost: 130 +20 per level
Level 1: 13% More Damage
Level 2: 16% More Damage
Level 3: 19% More Damage
Level 4: 22% More Damage
Level 5: 25% More Damage
Level 6: 28% More Damage
Level 7: 31% More Damage
Level 8: 34% More Damage
Level 9: 37% More Damage
Level 10: 40% More Damage
Deadly Aim
Inflicts enhanced damage with your sidearm
Weapon: Sidearm
Cost: 40 +15 per level
Improves With: Technology - -0.3% More Base Damage per 1 Technology above 20
Level 1: 3.5% More Base Damage
Level 2: 6.0% More Base Damage
Level 3: 8.5% More Base Damage
Level 4: 11.0% More Base Damage
Level 5: 13.5% More Base Damage
Level 6: 16.0% More Base Damage
Level 7: 18.5% More Base Damage
Level 8: 21.0% More Base Damage
Level 9: 23.5% More Base Damage
Level 10: 26.0% More Base Damage
Intimidate
Strike fear into your enemy, causing them to fumble their wepaons and control their robots poorly for 3 turns.
Improves With: Support - +1 Less Damage per 2 Support after 20
Level 1: 13 Less Damage
Level 2: 18 Less Damage
Level 3: 23 Less Damage
Level 4: 28 Less Damage
Level 5: 33 Less Damage
Level 6: 38 Less Damage
Level 7: 43 Less Damage
Level 8: 48 Less Damage
Level 9: 53 Less Damage
Level 10: 58 Less Damage
Exsanguinate
Focus your energy to bleed out the enemy dealing massive physical damage
50% Lifesteal
If not enough energy is present the cost can be paid in HP at a 15% cost increase
If paid with life, 50% Lifesteal instead becomes 35% of Damage Dealt Added to Casters Energy
Improves With: Technology
Cost: 330 +25 per level
Level 1: 300 Physical Damage
Level 2: 330 Physical Damage
Level 3: 360 Physical Damage
Level 4: 390 Physical Damage
Level 5: 410 Physical Damage
Level 6: 440 Physical Damage
Level 7: 470 Physical Damage
Level 8: 500 Physical Damage
Level 9: 530 Physical Damage
Level 10: 560 Physical Damage
Mark of Blood
Marks a target, granting lifesteal to players that attack the marked target.
Cost / Requirements / Scaling remain the same as they currently are
Level 1: 14% Damage to Health
Level 2: 16% Damage to Health
Level 3: 28% Damage to Health
Level 4: 20% Damage to Health
Level 5: 22% Damage to Health
Level 6: 24% Damage to Health
Level 7: 26% Damage to Health
Level 8: 28% Damage to Health
Level 9: 30% Damage to Health
Level 10: 32% Damage to Health
Blood Magic
Converts all remaining Energy to Health;
Allows offensive skills to be cast from Health for 3 turns;
Locks energy to 0 for 3 turns;
Does not end your turn.
Weapon: Staff
Level 1: 27% Increased Cost of Skills
Level 2: 24% Increased Cost of Skills
Level 3: 21% Increased Cost of Skills
Level 4: 18% Increased Cost of Skills
Level 5: 15% Increased Cost of Skills
Level 6: 12% Increased Cost of Skills
Level 7: 9% Increased Cost of Skills
Level 8: 6% Increased Cost of Skills
Level 9: 3% Increased Cost of Skills
Level 10: 0% Increased Cost of Skills
Fireball
Everything remains the same, however this skill now scales with Dexterity.
===TECH MAGE===
Field Medic - Defense Matrix - Plasma Bolt
Technician - Bludgeon - Overload
Malfunction - Reroute - Plasma Rain
Assimilation - Supercharge - Fire Scythe
Defense Matrix
Increases physical defense for you or any ally for 3 turns
Cost / Scaling / Requirements remain the same as currently
Level 1: 29 Defense
Level 2: 48 Defense
Level 3: 67 Defense
Level 4: 86 Defense
Level 5: 105 Defense
Level 6: 124 Defense
Level 7: 143 Defense
Level 8: 162 Defense
Level 9: 181 Defense
Level 10: 200 Defense
Overload
Fires a bolt of lightning with a 30% base chance to stun the enemy
Cost / Requirements / Scaling remain the same as currently
Level 1: 173 Energy Damage
Level 2: 196 Energy Damage
Level 3: 219 Energy Damage
Level 4: 242 Energy Damage
Level 5: 265 Energy Damage
Level 6: 288 Energy Damage
Level 7: 311 Energy Damage
Level 8: 334 Energy Damage
Level 9: 357 Energy Damage
Level 10: 380 Energy Damage
Technician
Improves Technology of you or an ally for 4 turns
Cost / Requirements / Scaling remain the same as currently
Level 1: 11 Technology Points
Level 2: 13 Technology Points
Level 3: 15 Technology Points
Level 4: 17 Technology Points
Level 5: 19 Technology Points
Level 6: 21 Technology Points
Level 7: 23 Technology Points
Level 8: 25 Technology Points
Level 9: 27 Technology Points
Level 10: 29 Technology Points
Malfunction
Strike and reduce an enemy's Technology for 3 turns
Weapon: All
Cost / Requirements / Scaling remain the same as currently
Level 1: 6 Technology Points
Level 2: 8 Technology Points
Level 3: 10 Technology Points
Level 4: 12 Technology Points
Level 5: 14 Technology Points
Level 6: 16 Technology Points
Level 7: 18 Technology Points
Level 8: 20 Technology Points
Level 9: 22 Technology Points
Level 10: 24 Technology Points
Assimilation
Deals 85% damage; drains target's energy. User absorbs 50% of energy drained.
Requirements / Scaling remain the same as currently
Level 1: 69 Energy Points
Level 2: 78 Energy Points
Level 3: 87 Energy Points
Level 4: 96 Energy Points
Level 5: 105 Energy Points
Level 6: 114 Energy Points
Level 7: 123 Energy Points
Level 8: 132 Energy Points
Level 9: 141 Energy Points
Level 10: 150 Energy Points
Fire Scythe
Launches a fire wave, dealing physical damage. Ignores a % of the target's Defense.
Cost / Requirements remain the same as currently
Level 1: 13% Defense Ignored
Level 2: 16% Defense Ignored
Level 3: 19% Defense Ignored
Level 4: 22% Defense Ignored
Level 5: 25% Defense Ignored
Level 6: 28% Defense Ignored
Level 7: 31% Defense Ignored
Level 8: 34% Defense Ignored
Level 9: 37% Defense Ignored
Level 10: 40% Defense Ignored
Reroute
Strike the enemy, granting you 5% of their maximum energy for 5 turns;
The caster gains a percentage of the amount of energy used by rerouted targets;
If cast on yourself, a percentage of remaining health is converted to energy;
Energy gained via self-cast reroute is penalized by 20%;
Self-cast reroute does not consume a turn.
If cast on a partner, a percentage of your remaining energy is transferred to your partner.
Level 1: 15% of Used Energy / 30% of Health / 55% of Energy
Level 2: 17% of Used Energy / 33% of Health / 60% of Energy
Level 3: 19% of Used Energy / 36% of Health / 65% of Energy
Level 4: 21% of Used Energy / 39% of Health / 70% of Energy
Level 5: 23% of Used Energy / 42% of Health / 75% of Energy
Level 6: 25% of Used Energy / 45% of Health / 80% of Energy
Level 7: 27% of Used Energy / 48% of Health / 85% of Energy
Level 8: 29% of Used Energy / 51% of Health / 90% of Energy
Level 9: 31% of Used Energy / 54% of Health / 95% of Energy
Level 10: 33% of Used Energy / 57% of Health / 100% of Energy
Bludgeon
Inflicts enhanced physical damage via the weapon's blunt end;
The extra weight of swords causes them to ignore 10% defense.
Level 1: 23% More Damage
Level 2: 26% More Damage
Level 3: 29% More Damage
Level 4: 32% More Damage
Level 5: 35% More Damage
Level 6: 38% More Damage
Level 7: 41% More Damage
Level 8: 44% More Damage
Level 9: 47% More Damage
Level 10: 50% More Damage
-------------------------------------------------------------------------------------
===DARK MAGE===
Decoy - Fury - Dark Matter
Antimatter Guard - Feedback - Bloodburn
Vulnerability - Reversal Barrier - Black Hole
Matter Destruct - Syphon - Entropy Break
===Base Stats===
Health: 555
Energy: 555
Strength: 20
Dexterity: 20
Technology: 20
Support: 20
Decoy
Creates a copy of your character that has zero energy and a set amount of health;
Decoys do not get turns;
There may be a maximum of 4 entities on any given side of the field;
Recasting decoy at the maximum number of entities will fully heal the lowest health decoy;
If you die with decoy active, you will become the decoy, but you will not retain any of the energy you died with.
Cost: 170 +20 per level
NOTE: Decoys share your dexterity/technology + armor, but not your buffs, and importantly, your debuffs.
To counteract this, a decoys are susceptible to multi-target attacks but DO NOT raise their cost, and you have no way to cure poison by yourself.
Level 1: 140 Health Points
Level 2: 170 Health Points
Level 3: 200 Health Points
Level 4: 230 Health Points
Level 5: 260 Health Points
Level 6: 290 Health Points
Level 7: 320 Health Points
Level 8: 340 Health Points
Level 9: 360 Health Points
Level 10: 380 Health Points
Cooldown: 4 Turns
SCALING:
Level 3: +10 Health Points
Level 4: +10 Health Points
Level 6: +10 Health Points
Level 7: +10 Health Points
Level 9: +10 Health Points
Level 10: +10 Health Points
Level 12: +10 Health Points
Level 13: +10 Health Points
Level 15: +10 Health Points
Level 16: +10 Health Points
Level 18: +10 Health Points
Level 19: +10 Health Points
Level 22: +10 Health Points
Level 23: +10 Health Points
Level 25: +10 Health Points
Level 26: +10 Health Points
Level 28: +10 Health Points
Level 29: +10 Health Points
Level 31: +10 Health Points
Level 32: +10 Health Points
Level 34: +10 Health Points
Level 35: +10 Health Points
Level 36: +6 Health Points
Level 37: +6 Health Points
Level 38: +6 Health Points
Level 39: +6 Health Points
Level 40: +6 Health Points
Fury
Unleash a devastating attack that grows in both power and cost as you lose health.
Cost: 50 Energy
_________________________________________
|% More Damage | Increased Cost|
|----------------------------------------|
|2.5% of Lost Health | 10% of Lost Health|
|3.0% of Lost Health | 12% of Lost Health|
|3.5% of Lost Health | 14% of Lost Health|
|4.0% of Lost Health | 16% of Lost Health|
|4.5% of Lost Health | 18% of Lost Health|
|5.0% of Lost Health | 20% of Lost Health|
|5.5% of Lost Health | 22% of Lost Health|
|6.0% of Lost Health | 24% of Lost Health|
|6.5% of Lost Health | 26% of Lost Health|
|7.0% of Lost Health | 28% of Lost Health|
|----------------------------------------|
Dark Matter
Coat your weapon in unseen Dark Matter, allowing it to pass through enemy defences and guaranteeing a hit.
Weapon: Staff
Cost: 130 +20 per level
Level 1: 13% Defense/Resist Ignored
Level 2: 16% Defense/Resist Ignored
Level 3: 19% Defense/Resist Ignored
Level 4: 22% Defense/Resist Ignored
Level 5: 25% Defense/Resist Ignored
Level 6: 28% Defense/Resist Ignored
Level 7: 31% Defense/Resist Ignored
Level 8: 34% Defense/Resist Ignored
Level 9: 37% Defense/Resist Ignored
Level 10: 40% Defense/Resist Ignored
Bloodburn
Boil the enemies blood dealing massive damage evenly over the course of 3 turns and potentially incapacitating them by the end;
11% Chance to stun each turn;
Cannot Stun more than Once.
NOTE: 11% chance to stun each turn is NOT a 33% chance to inflict stun, it is a 29.5% chance.
NOTE: Total damage IS reduced by defense, the damage is applied evenly over the course of three turns.
Improves With: +10 Physical Damage at 22 Technology, +2.5 Physical Damage per 1 Technology after
Level 1: 173 Total Physical Damage
Level 2: 196 Total Physical Damage
Level 3: 219 Total Physical Damage
Level 4: 242 Total Physical Damage
Level 5: 265 Total Physical Damage
Level 6: 288 Total Physical Damage
Level 7: 311 Total Physical Damage
Level 8: 334 Total Physical Damage
Level 9: 357 Total Physical Damage
Level 10: 380 Total Physical Damage
Feedback
Creates a feedback loop of energy, granting you a % of damage taken as energy
Duration: 5 Turns
Level 1: 12% Conversion
Level 2: 14% Conversion
Level 3: 16% Conversion
Level 4: 18% Conversion
Level 5: 20% Conversion
Level 6: 22% Conversion
Level 7: 24% Conversion
Level 8: 26% Conversion
Level 9: 28% Conversion
Level 10: 30% Conversion
Black Hole
Creates a black hole on the target's side of the field, dealing massive damage;
Damage is reduced by the mean of the targets Defense and Resistance;
Deals 90% damage against multiple targets;
Cannot inflict critical strike to more than one target.
Weapon: Staff
+10 Damage at 24 Technology, +2.5 Damage per 1 Technology after
Cost: 140 / 220 +20 per level
Level 1: 210 Damage
Level 2: 231 Damage
Level 3: 252 Damage
Level 4: 273 Damage
Level 5: 294 Damage
Level 6: 315 Damage
Level 7: 336 Damage
Level 8: 357 Damage
Level 9: 378 Damage
Level 10: 399 Energy Damage
Reversal Barrier
Reverses Base Strength with Base Technology, and Base Support with Base Dexterity;
Grants a bonus to Defense and Resistance;
All buffs cast by the target will be updated to reflect stat changes.
Duration: 3 Turns
+5 Defense at 22 Support, +5 Resistance at 23 Support, +1.25 Defense per 1 Support after 22, +1.25 Resistance per 1 support after 23
Cost: 110 +20 per level
Level 1: 15 Defense | 14 Resistance
Level 2: 24 Defense | 24 Resistance
Level 3: 34 Defense | 33 Resistance
Level 4: 43 Defence | 43 Resistance
Level 5: 53 Defence | 52 Resistance
Level 6: 62 Defense | 62 Resistance
Level 7: 72 Defense | 71 Resistance
Level 8: 81 Defense | 81 Resistance
Level 9: 91 Defense | 90 Resistance
Level 10: 100 Defense | 100 Resistance
Vulnerability
Strike and massively reduce a target's defensive stats;
Players under this effect only lose half the standard defense and resistance from debuffs, including those that are not Vulnerability.
Duration: 3 Turns
+1 Technology Point at 23 Support, +1 Dexterity point at 25 Support +1 Technology Point per 4 Support after 23, +1 Dexterity Point per 4 support after 25
Cost: 130 +20 per level
Level 1: 6 Technology and Dexterity Points
Level 2: 8 Technology and Dexterity Points
Level 3: 10 Technology and Dexterity Points
Level 4: 12 Technology and Dexterity Points
Level 5: 14 Technology and Dexterity Points
Level 6: 16 Technology and Dexterity Points
Level 7: 18 Technology and Dexterity Points
Level 8: 20 Technology and Dexterity Points
Level 9: 22 Technology and Dexterity Points
Level 10: 24 Technology and Dexterity Points
Syphon
Strike the enemy, dealing no damage and granting you a percentage of their max HP
Cost: 0
Level 1: 11% of Maximum Health
Level 2: 12% of Maximum Health
Level 3: 13% of Maximum Health
Level 4: 14% of Maximum Health
Level 5: 15% of Maximum Health
Level 6: 16% of Maximum Health
Level 7: 17% of Maximum Health
Level 8: 18% of Maximum Health
Level 9: 19% of Maximum Health
Level 10: 20% of Maximum Health
Entropy Break
Strike for seemingly 85% damage, the rest of the damage is applied on your next strike;
Your next strike deals a set amount of damage, ignoring your primary damage and strength;
Your next strike is unblockable;
The energy cost is not paid until your next strike.
+10 Damage at 24 Dexterity , +2.5 Damage per 1 Dexterity after
+3 Damage per Character Level
Cost: 130 +20 per level
Level 1: 200 Damage
Level 2: 220 Damage
Level 3: 240 Damage
Level 4: 260 Damage
Level 5: 280 Damage
Level 6: 300 Damage
Level 7: 320 Damage
Level 8: 340 Damage
Level 9: 360 Damage
Level 10: 380 Damage
Antimatter Guard
Creates a barrier of antimatter around your armor, dealling massive damage to any who pass through it with melee skills;
Barrier is anihilated on contact, dealing 15% of the damage back to you;
Targets hit by antimatter guard take 3 extra damage per character level.
Duration: Until Anihilated
+10 Damage at 26 Dexterity , +2.5 Damage per 1 Dexterity after
Cost: 110 +20 per level
Level 1: 230 Damage
Level 2: 250 Damage
Level 3: 270 Damage
Level 4: 290 Damage
Level 5: 310 Damage
Level 6: 330 Damage
Level 7: 350 Damage
Level 8: 370 Damage
Level 9: 390 Damage
Level 10: 410 Damage
Matter Destruct
Obliterate a massive amount of matter, causing untold destruction.
20% of Damage Dealt is removed from the targets energy.
Weapon: Staff
Cost: 330 +25 Per Level + All Remaining Energy
+0.16 Energy Damage per 1 Maximum Energy after 555
Level 1: 290 Energy Damage + 1% of Energy Spent
Level 2: 320 Energy Damage + 2% of Energy Spent
Level 3: 350 Energy Damage + 3% of Energy Spent
Level 4: 380 Energy Damage + 4% of Energy Spent
Level 5: 410 Energy Damage + 5% of Energy Spent
Level 6: 440 Energy Damage + 6% of Energy Spent
Level 7: 470 Energy Damage + 7% of Energy Spent
Level 8: 500 Energy Damage + 8% of Energy Spent
Level 9: 530 Energy Damage + 9% of Energy Spent
Level 10: 560 Energy Damage + 10% of Energy Spent
-------------------------------------------------------------------------------------
===TACTICAL MERCENARY===
Field Medic - Protean Smash - Mineral Armor
Plasma Cannon - Sabotage - Overclock
Energy Diversion - Blood Transfusion - Surgical Strike
Terminate - Atom Splitter - Black Widow
Protean Smash
Strike the target for the damage type they are weakest to;
Deals enhanced damage.
Weapon: Club
Cost: 150 +17 per level
Level 1: 15% More Damage
Level 2: 18% More Damage
Level 3: 21% More Damage
Level 4: 24% More Damage
Level 5: 27% More Damage
Level 6: 30% More Damage
Level 7: 33% More Damage
Level 8: 36% More Damage
Level 9: 39% More Damage
Level 10: 42% More Damage
Mineral Armor
Increase Defence for 4 turns. This skill is unaffected by stat changes.
A percentage of direct damage taken is reflected as damage.
Cost: 130 +20 per level
Level 1: 30% Defence | 15% of Damage
Level 2: 39% Defence | 17% of Damage
Level 3: 48% Defence | 19% of Damage
Level 4: 56% Defence | 21% of Damage
Level 5: 64% Defence | 23% of Damage
Level 6: 72% Decence | 25% of Damage
Level 7: 79% Defence | 27% of Damage
Level 8: 86% Defence | 29% of Damage
Level 9: 93% Defence | 31% of Damage
Level 10: 100% Defence | 33% of Damage
Sabotage
Strike and sneakily sabotage a target's equipment, lowering support;
Target's offensive skill effectiveness is lowered by a % of support lost.
Improves With: +1 Support Point at 24 Dexterity +1 Support Point per 4 Dexterity after
Cost: 130 +20 per level
Level 1: 9 Support Points | 23% of Support Lost
Level 2: 12 Support Points | 26% of Support Lost
Level 3: 15 Support Points | 29% of Support Lost
Level 4: 18 Support Points | 32% of Support Lost
Level 5: 20 Support Points | 35% of Support Lost
Level 6: 22 Support Points | 38% of Support Lost
Level 7: 24 Support Points | 41% of Support Lost
Level 8: 26 Support Points | 44% of Support Lost
Level 9: 28 Support Points | 47% of Support Lost
Level 10: 30 Support Points | 50% of Support Lost
Character Level
Level 3: +1 Support Point
Level 6: +1 Support Point
Level 8: +1 Support Point
Level 11: +1 Support Point
Level 13: +1 Support Point
Level 16: +1 Support Point
Level 18: +1 Support Point
Level 22: +1 Support Point
Level 24: +1 Support Point
Level 26: +1 Support Point
Level 28: +1 Support Point
Level 30: +1 Support Point
Level 32: +1 Support Point
Level 34: +1 Support Point
Level 36: +1 Support Point
Plasma Cannon
Fires plasma with a 25% chance for critical strike.
If this skill does not critical it ignores 10% of resistance.
Cost / Requirements / Scaling remain the same as currently.
Level 1: 170 Energy Damage
Level 2: 190 Energy Damage
Level 3: 210 Energy Damage
Level 4: 230 Energy Damage
Level 5: 250 Energy Damage
Level 6: 270 Energy Damage
Level 7: 290 Energy Damage
Level 8: 310 Energy Damage
Level 9: 330 Energy Damage
Level 10: 350 Energy Damage
Overclock
Increases both the energy cost and power of the next action;
Does not end your turn.
15% Increased power - 11% increased cost
17% Increased Power - 14% increased cost
19% Increased power - 17% increased cost
21% Increased Power - 20% increased cost
23% Increased Power - 22% increased cost
25% Increased power - 26% increased cost
27% Increased power - 29% increased cost
29% Increased power - 32% increased cost
31% Increased power - 35% increased cost
33% Increased Power - 38% increased Cost
Surgical Strike
Inflicts energy damage to all enemies. Deals 90% damage if it hits multiple targets.
Cannot inflict critical strike to more than one target.
Weapon: All
Cost / Requirements / Scaling is the same as Artillery Strike
Level 1: 223 Energy Damage
Level 2: 246 Energy Damage
Level 3: 269 Energy Damage
Level 4: 292 Energy Damage
Level 5: 315 Energy Damage
Level 6: 338 Energy Damage
Level 7: 361 Energy Damage
Level 8: 384 Energy Damage
Level 9: 407 Energy Damage
Level 10: 430 Energy Damage
Terminate
Warmup: 3
Cooldown: 3
Barrage the enemy with a minigun, and finish them off with a crushing club hit;
100% Rage Steal
Weapon: Club
Hits: 16 (15 Minigun 5% Each, 1 Hit 25%)
+10 Energy Damage at 20 Technology, +2.5 Energy Damage per 1 Technology after
Cost: 330 +25 per level
Level 1: 300 Physical Damage
Level 2: 330 Physical Damage
Level 3: 360 Physical Damage
Level 4: 390 Physical Damage
Level 5: 410 Physical Damage
Level 6: 440 Physical Damage
Level 7: 470 Physical Damage
Level 8: 500 Physical Damage
Level 9: 530 Physical Damage
Level 10: 560 Physical Damage
Black Widow
Throw a toxic grenade, dealing 85% damage and increasing poison damage each turn;
The final poison hit will immediately kill any target brought below 10% health with it;
Increases the effectiveness of the target's Field Medic by 20%.
Weapon: All
Poison Damage Distribution: 15%, 30%, 55%
+10 Physical Damage on initial hit at 24 Dexterity, +2.5 Physical Damage per 1 Dexterity after
Cost: 150 +20 per level
Level 1: 10% of Primary Damage
Level 2: 13% of Primary Damage
Level 3: 16% of Primary Damage
Level 4: 19% of Primary Damage
Level 5: 22% of Primary Damage
Level 6: 25% of Primary Damage
Level 7: 28% of Primary Damage
Level 8: 31% of Primary Damage
Level 9: 34% of Primary Damage
Level 10: 37% of Primary Damage
Atom Splitter
Strikes an enemy, burning their energy as a percentage of the damage done;
If blocked, triple the energy damage blocked is returned to you as rage.
Weapon: All
Cost: 60 +10 per level
Level 1: 50% Conversion
Level 2: 54% Conversion
Level 3: 58% Conversion
Level 4: 62% Conversion
Level 5: 65% Conversion
Level 6: 68% Conversion
Level 7: 71% Conversion
Level 8: 74% Conversion
Level 9: 77% Conversion
Level 10: 80% Conversion
Blood Transfusion
Transfers a percentage of remaining HP to or from your partner with an effectiveness bonus;
When used on an opponent, they will bleed out a percentage of their remaining health.
Cost: Energy Equal to 20% of Health Transfused
or
Energy Equal to 80% of Damage Dealt
NOTE: As the damage dealt can be predetermined, this skill knows how much energy will be spent, and cannot be activated without enough energy.
Level 1: 12% of Health | +1% Effectiveness
Level 2: 14% of Health | +2% Effectiveness
Level 3: 16% of Health | +3% Effectiveness
Level 4: 18% of Health | +4% Effectiveness
Level 5: 20% of Health | +5% Effectiveness
Level 6: 22% of Health | +6% Effectiveness
Level 7: 24% of Health | +7% Effectiveness
Level 8: 26% of Health | +8% Effectiveness
Level 9: 28% of Health | +9% Effectiveness
Level 10: 30% of Health | +10% Effectiveness
Energy Diversion
Coats your equipment in energy-leeching plasma, absorbing a percentage of damage done as energy;
A percentage of energy spent is leeched back out of the air, reducing the cost of skills.
Duration: 5 Turns
Cost: 1 Turn
Level 1: 9% Conversion | 3.0% Reduced Cost
Level 2: 11% Conversion | 4.5% Reduced Cost
Level 3: 13% Conversion | 6.0% Reduced Cost
Level 4: 15% Conversion | 7.5% Reduced Cost
Level 5: 17% Conversion | 9.0% Reduced Cost
Level 6: 19% Conversion | 10.5% Reduced Cost
Level 7: 21% Conversion | 12.0% Reduced Cost
Level 8: 23% Conversion | 13.5% Reduced Cost
Level 9: 25% Conversion | 15.0% Reduced Cost
Level 10: 27% Conversion | 16.5% Reduced Cost
----------------------------------------------------------------------------------
===WRAITH===
Soul Barrier - Etherguard - Mimic
Soul Siphon - Cleave - Paradigm Shift
Corrupt - Reave - Spectral Knives
Calamity - Oblivion - Scathe
Soul Barrier
Creates a barrier that negates all damage up to a certain amount;
55% of Damage Negated is removed from the caster's energy +1% for each level below 40 you are.
If not enough energy is present, no damage will be negated.
Duration: Until Broken
NOTE: DOES NOT deactivate on insufficient energy. The shield will lay dormant until enough energy is present to reactivate. ONLY deactivates on being broken.
Scales With: +6.25 Damage Negated per Character Level
Cost: 0 (1 Turn)
Level 1: 140 Damage
Level 2: 170 Damage
Level 3: 200 Damage
Level 4: 230 Damage
Level 5: 260 Damage
Level 6: 290 Damage
Level 7: 320 Damage
Level 8: 340 Damage
Level 9: 360 Damage
Level 10: 380 Damage
Corrupt
Consumes all rage, granting % lifesteal equal to a % of rage points consumed for 3 turns.
Cost: 50 +15 per level
Level 1: 1.2% of Rage Points
Level 2: 1.4% of Rage Points
Level 3: 1.6% of Rage Points
Level 4: 1.8% of Rage Points
Level 5: 2.0% of Rage Points
Level 6: 2.2% of Rage Points
Level 7: 2.4% of Rage Points
Level 8: 2.6% of Rage Points
Level 9: 2.8% of Rage Points
Level 10: 3.0% of Rage Points
Reave
Strike for 85% Damage, damage is converted to energy damage;
A percentage of damage done is given to you as health and energy.
Cost: 0
Level 1: 10% Damage to Health | 31% Damage to Energy
Level 2: 12% Damage to Health | 32% Damage to Energy
Level 3: 14% Damage to Health | 33% Damage to Energy
Level 4: 16% Damage to Health | 34% Damage to Energy
Level 5: 18% Damage to Health | 35% Damage to Energy
Level 6: 20% Damage to Health | 36% Damage to Energy
Level 7: 22% Damage to Health | 37% Damage to Energy
Level 8: 24% Damage to Health | 38% Damage to Energy
Level 9: 26% Damage to Health | 39% Damage to Energy
Level 10: 28% Damage to Health | 40% Damage to Energy
Soul Siphon
Unleash a blast of energy, dealing heavy damage and causing all lifesteal gained from the target to beceome energysteal for 4 turns.
50% of Primary Weapon Base Damage (+350 / 360 at level 40) is added to the damage as additional energy damage.
+3.125 Damage per Character Level
Cost: 150 +20
Level 1: 175 Energy Damage
Level 2: 195 Energy Damage
Level 3: 215 Energy Damage
Level 4: 235 Energy Damage
Level 5: 255 Energy Damage
Level 6: 275 Energy Damage
Level 7: 295 Energy Damage
Level 8: 315 Energy Damage
Level 9: 335 Energy Damage
Level 10: 355 Energy Damage
Calamity
Cloak your daggers in toxin, dealing a massive amount of poison damage.
Weapon: Wrist Blades
+3% of Primary Damage at 20 Technology; 0.75% per 1 technology after
Cost: 330 +25 per level
Level 1: 47% of Primary Damage
Level 2: 52% of Primary Damage
Level 3: 57% of Primary Damage
Level 4: 62% of Primary Damage
Level 5: 67% of Primary Damage
Level 6: 72% of Primary Damage
Level 7: 77% of Primary Damage
Level 8: 82% of Primary Damage
Level 9: 87% of Primary Damage
Level 10: 92% of Primary Damage
Spectral Knives
Throw out multiple knives, piercing the base resistance of all targets hit;
Deals 90% damage if it hits multiple targets;
Cannot inflict critical strike to more than one target.
NOTE: Shields and resistance from buffs are not pierced.
0.425% of base resistance ignored per character level.
3% of base Resistance ignored at 20 Technology, +0.75% base Resistance ignored per 1 Technology, after 20, +2.5 Damage per 1 Technology after 127
Cost: 140 / 220 +20 per level
Level 1: 210 Energy Damage
Level 2: 231 Energy Damage
Level 3: 252 Energy Damage
Level 4: 273 Energy Damage
Level 5: 294 Energy Damage
Level 6: 315 Energy Damage
Level 7: 336 Energy Damage
Level 8: 357 Energy Damage
Level 9: 378 Energy Damage
Level 10: 399 Energy Damage
Etherguard
Grants you a percentage of your primary damage as additional of your lowest defense type;
Grants 50% of the next damage you take as a bonus to your Etherguard
Duration: 3 turns
Level 1: 25% of Primary Damage
Level 2: 30% of Primary Damage
Level 3: 35% of Primary Damage
Level 4: 40% of Primary Damage
Level 5: 45% of Primary Damage
Level 6: 50% of Primary Damage
Level 7: 55% of Primary Damage
Level 8: 60% of Primary Damage
Level 9: 65% of Primary Damage
Level 10: 70% of Primary Damage
Mimic
Use the last offensive skill that was used on you and is compatible with your weapon.
Cost: Cost of Skill Used
Scaling is identical to the skill used.
Level 1: Level 1 Skill
Level 2: Level 2 Skill
Level 3: Level 3 Skill
Level 4: Level 4 Skill
Level 5: Level 5 Skill
Level 6: Level 6 Skill
Level 7: Level 7 Skill
Level 8: Level 8 Skill
Level 9: Level 9 Skill
Level 10: Level 10 Skill
Scathe
A powerful blow that gets stronger with more frequent use;
Increases in power by the amount of extra damage on the first use.
Example:
Use 1: 9% More Damage
Use 2: 18% More Damage
Use 3: 27% More Damage
Use 4: 36% More Damage
Weapon: Wrist Blade
Cost: % More Damage *6
Level 1: 9% More Damage
Level 2: 10% More Damage
Level 3: 11% More Damage
Level 4: 12% More Damage
Level 5: 13% More Damage
Level 6: 14% More Damage
Level 7: 15% More Damage
Level 8: 16% More Damage
Level 9: 17% More Damage
Level 10: 18% More Damage
Paradigm Shift
Strike and lower a targets stats;
Lowers all stats on the target that you have lowered on yourself.
NOTE: Cost increases if you have multiple debuffs on you, as you lower multiple stats.
+1 Stat Point at 22 Support, +1 Stat Point per 4 Support after
Cost: 130 / 175 / 220 / 265 +20 per level
Level 1: 7 Stat Points
Level 2: 9 Stat Points
Level 3: 11 Stat Points
Level 4: 13 Stat Points
Level 5: 15 Stat Points
Level 6: 17 Stat Points
Level 7: 19 Stat Points
Level 8: 21 Stat Points
Level 9: 23 Stat Points
Level 10: 25 Stat Points
Cleave
A wide arcing slash that hits all opponents and pierces their base defense.
Deals 90% damage if it hits multiple targets;
Cannot inflict critical strike to more than one target.
NOTE: Shields and defense from buffs are not pierced.
Weapon: Sword
0.425% of base defense ignored per character level.
3% of base defense ignored at 20 Dexterity, +0.75% base defense ignored per 1 Dexterity, after 20, +2.5 Damage per 1 Dexterity after 127
Cost: 140 / 220 +20 per level
Level 1: 210 Physical Damage
Level 2: 231 Physical Damage
Level 3: 252 Physical Damage
Level 4: 273 Physical Damage
Level 5: 294 Physical Damage
Level 6: 315 Physical Damage
Level 7: 336 Physical Damage
Level 8: 357 Physical Damage
Level 9: 378 Physical Damage
Level 10: 399 Physical Damage
Oblivion
Strike, extending the cooldown of the next skill used by the target;
Ignores 100% of defense, unblockable.
Weapon: Wrist Blades
Level 1: 30 Physical Damage | 1 Turn
Level 2: 35 Physical Damage | 2 Turns
Level 3: 50 Physical Damage | 2 Turns
Level 4: 55 Physical Damage | 3 Turns
Level 5: 70 Physical Damage | 3 Turns
Level 6: 75 Physical Damage | 4 Turns
Level 7: 90 Physical Damage | 4 Turns
Level 8: 95 Physical Damage | 5 Turns
Level 9: 110 Physical Damage | 5 Turns
Level 10: 115 Physical Damage | 6 Turns
Cost:
Level 1: 170 Energy
Level 2: 210 Energy
Level 3: 220 Energy
Level 4: 260 Energy
Level 5: 270 Energy
Level 6: 310 Energy
Level 7: 320 Energy
Level 8: 360 Energy
Level 9: 370 Energy
Level 10: 410 Energy