In Media Res
Dont Talk w/me til Ive had my Dopamine
quote: ~ Ward
Scales linearly between the below values. 70->72->75->77->80->etc.
PLvl 70 95 120 135 150G
BR% 310 385 460 505 559
Stat 562 727 892 991 1109.8
BtH Mod 8 11 15 16 19
Fire 70 64 60 54 51
Water 70 64 60 54 51
Ice 86 82 80 79 78
Wind 93 94 92 91 89
Earth 93 94 92 91 89
Energy 86 82 80 79 78
Light 62 54 47 42 39
Dark 102 100 100 100 100
Fire -30 -36 -40 -46 -49
Earth -7 -6 -8 -9 -11
Water -30 -36 -40 -46 -49
Energy -14 -18 -20 -21 -22
Ice -14 -18 -20 -21 -22
Light -38 -46 -53 -58 -61
Wind -7 -6 -8 -9 -11
Dark 2 0 0 0 0
Melee 40 44 48 50 53
Ranged 35 39 43 45 48
Magic 37 41 45 47 50
TITLE ABILITY: Resonant Interference: Your spiritual power applies a destructive interference to the anima of undead, improving your defenses against their attacks while increasing your damage against them!
+5% weapon/spell damage and +3 blocking vs undead
+3.33% weapon/spell damage and +2 blocking vs demons. Like, non-undead demons. For the sake of brevity I'm just saying "demons" when I mean "non-undead demons".
LEVEL 1: Paladin Armaments: Summon your personal radiant armory, a weapon and shield bound to your Light powers!
Equips you with the Radiant Edge weapon and Resonant Bulwark shield.
Radiant Edge: Melee sword / Ranged spear / Magic sword. Gains +10% damage against undead, +6.67% damage against demons, and -5% damage against anything else.
Resonant Bulwark: Light shield. Gains +6 blocking against undead, +4 against demons, and -3 against anything else.
PowLvl 70 95 120 135 150G
Melee 11 13 15 16 17
Ranged 2 8 10 10 10
Magic 8 10 13 13 13
Light -21 -23 -25 -25 -26
LEVEL 2: Resplendent Surge: Focus a concentrated surge of magical light into a blinding attack!
Two-hit Light spell-like skill. Follows your weapon type. Gets eleComp to damage. Instead of the attack costing more SP for Magic attacks, the SP cost stays the same and it gains a small MP cost.
Deals -50% damage and makes the monster go Blind (3*[hits connected] turns, -20*[eleComp]*[monster Light res] BTH). The monster can resist with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with END/LUK).
LEVEL 3: Searing Radiance: Infuse the Light of your spirit into your body, giving weapon attacks a chance to cause Light-element burns! Costs X SP per turn.
Toggle. Costs [25% of a Melee skill] SP per turn. Causes the monster to Burn (2 rounds, 2.5*[hits connected]/[hits attempted] power, Light-element). The monster can resist with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with DEX/LUK).
Unlocks a new option at Level 7, where you can now cause Panic. Costs the same SP, and causes the monster to take -(20/1.4)% damage. The status is inflicted automatically, but the monster can recover with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with CHA/LUK). You can also inflict both Burn and Panic at the same time by paying both costs.
LEVEL 4: Redeemer's Conviction: Your vigilance has increased your blocking, and your spiritual resonance further increases this effect against Undead!
Passive. Lowers BTH on incoming attacks based on your DEX against undead and demons. Against undead it's +9*[(1 + YourDEX/ExpectedDEX)/2], and against demons it's +6*[(1 + YourDEX/ExpectedDEX)/2], with the part in  to a max of 1.1.
LEVEL 5: Resonant Smite: Resonate with the power of your allies and your heroic legacy, channeling its overwhelming Light into your weapon! This compounds with your other powers to do extra damage to Blinded or Burning foes.
Weapon-based skill. Starts off doing -20% damage. Deals +25% damage if the monster is Burning, and +25% damage if the monster is Blind (for a grand total of +30% damage if the monster has both statuses.)
LEVEL 6: Paladin Reinforcements: Call for help from your allies in the new Paladin Order! More allies are unlocked as you level up!
Summon Daimyo (Lv6), a Celestial Manifestation (Lv11), or a Paladin Recruit (Lv16) as a guest. You can toggle between spending SP or MP as upkeep.
LEVEL 7: Harmonic Might: You have achieved a greater harmony with the will of the spirits you have brought peace to. You can concentrate on this bond to further empower your mind and body.
Toggle to gain a bonus to STR and INT. Costs SP as upkeep.
LEVEL 8: Lay on Hands: Receive healing power from your spirit allies, gaining multiple charges of a swift mending ability!
Spend one turn casting the spell to get three charges. This costs SP equal to 1.5 times a standard skill.
After, you can cast Lay on Hands by paying a charge. This heals you equal to a standard spell with -50% additive damage mod, and *0.85 autohit penalty (no "always useful" penalty because it's tied to the armour).
LEVEL 9: Unwavering: While using your Paladin powers, your spirit's resilience now overlaps your body. Your armor and flesh will use their best resistance against all Undead attacks, and weather Demonic forces better!
This modifies your elemental resists against undead and demons.
Against undead, you basically use your armour's Light resist for all eight elements. This doesn't modify your shield and misc resists, except for the shield from the Level 1 ability.
Against demons, you use [armour Light Res]*2/3 + [armour element res]*1/3. Again, it doesn't modify shields/miscs other than the Lv1 shield.
LEVEL 10: Defiance: Your Paladin abilities imbue your body and soul with a reserve of power to unleash at critical times! If you would die with this skill prepared, you will resist death with the aid of luminous spirits, and use your choice of effect instead!
Each turn, you gain one charge. You can gain +2 additional charges by paying SP equal to 10% of a Melee skill. You don't gain any charges at all against monsters that are 20 levels or lower beneath the armour's Power Level. You can hold up to 50 charges.
Once you have 10 charges, you can recover from death once. This locks your HP at 1 until the start of your next turn, and disables all turn-skipping effects for one turn.
You also get a benefit for each charge beyond the 10 needed to activate this.
Level 10: Glorious Renewal: heals your HP and MP.
- HP Healing: Standard healing spell, uses END for healing. It deals -100+(10 * Extra Charges)% damage.
- MP Healing: 4% of a standard MP spell cost.
Level 13: Heroic Blaze: inflicts Burn (2 rounds, power: [Extra Charges]/0.7, Light). On demons it seeks Light/Harm, and on undead it seeks the standard 8 elements+Harm. The monster can resist with a save at a -20 penalty (inflict with [weapon MainStat]/LUK, resist with DEX/LUK).
Level 17: Heroic Burst: launches an attack. This is a spell-like attack, gets EleComp to damage, and follows your weapon type. On standard enemies it does +(3.75*[Extra Charges]-100)% damage, on demons it does +(20/3 *[Extra Charges] -100)% damage and seeks Light+Harm, and on undead it does +(7.5*[Extra Charges] -100)% damage and seeks the standard 8 elements+Harm.
Level 20: Luminous Abjuation: The first 21 extra charges give you statuses: an Element Shield (-[Extra Charges]/21 *13.5/14 damage, 2 rounds), and Empowerment (+[Extra Charges]/21 *75% damage, 1 additional round). Any charges beyond those go into healing, the same as the first option.
LEVEL 11: Overwhelming Aura: Having achieved a greater harmony with the many souls you've positively influenced, your very presence increases the potency of your status attacks versus Undead and Demons!
Gain Status Potence against demons and undead. Against undead it's +10 +10*[Your CHA]/[Expected CHA], to a max of +22. Against demons it's *2/3 of that.
LEVEL 12: Mantra of Alignment: Once per battle, you can prime the enchantments on your armor to resonate with your powers in an offensive, defensive or balanced combination!
You can change your armour lean once per battle, betwen neutral and full defensive. At Lv17 you can also choose full offensive.
LEVEL 13: Summon Steed: Summon your trusty steed and charge through enemy lines! Deal additional damage or effects depending on your riding skills (CHA). Options unlock as you level.
Weapon-like skill, 2 hits, gets eleComp to reduce its SP cost, locked to Light.
Lv13: Charge!: Uses CHA/4 (maybe +LUK*3/8) for stat damage, CHA*3/40 + DEX*3/40 + LUK/40 for BTH.
Lv16: Trample!: As Charge!, but deals -35% damage and Dazes the monster (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).
Lv19: Chase!: As Charge!, but deals -35% damage and leaves them Element Vulnerable (2 rounds, +50*[hits connected]/[hits attempted] *[mon Light resist]% damage). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).
LEVEL 14: Righteous Surge: A Paladin must always strike true, especially when pushed to the brink. Draw from your deepest reserves, then strike with a bonus to hit!
Weapon-like skill, gets eleComp to reduce its SP cost, locked to Light. For all these effects, it records your HP when you use the skill and calculates things based on that.
Lv14: Righteous Inspiration: Half the attack goes into healing you. This is a spell-like attack (or will be, once I fix it [mumble angrily at Imbues]), deals x0.85x0.5 Healing damage; there's also an additive damage bonus which starts at -100% at full health and scales up to +150% at 0% health. After that, you deal one hit of a weapon-like skill, x0.5 damage, +10 BTH lean. Usable once every 3 turns.
Lv17: Righteous Renewal: Half the attack goes into healing your MP. This is a spell-like attack (or will be, see above), deals [80% of a Magic spell] in MP Healing damage; there's also an additive damage bonus which starts at -100% at full health and scales up to +150% at 0% health. After that, you deal one hit of a weapon-like skill, x0.5 damage, +10 BTH lean. Usable once every 3 turns.
Lv20: Righteous Retribution: Weapon-like skill, +10 BTH lean; there's also an additive damage bonus which starts at -50% at full health and scales up to +75% at 0% health.
LEVEL 15: Inner Light: A signature Light spell of Paladins, your power gives you a particular advantage for learning it.
Spell-like skill, locked to Light, gets eleComp to damage. You can toggle between MP and SP.
Lv15: Harmonic Light: Standard skill.
Lv15: Focused Light: Efficient skill, -60% cost and -37.5% damage.
Lv20: Overwhelming Light: Overcharged skill, +25% damage and +40% cost.
LEVEL 16: Resilient Aura: Your bond with the spirits who lend their power to you has become so clear that your spirit permeates your armor, fortifying its protective enchantments against status effects.
Gain Status Resistance against demons and undead. Against undead it's +10 +10*[Your END]/[Expected END], to a max of +22. Against demons it's *2/3 of that.
LEVEL 17: Inspiring Radiance: Concentrate on projecting your protective powers, reducing your offensive abilities to cover for your allies! Pets and guests will be able to deal greater damage under your inspiring leadership!
Toggle, costs SP per round equal to 1/8 of a standard Melee skill. Weapon attacks and spells that target the monster deal *0.75 damage, all pet/guest attacks deal *1.25 damage, and incoming attacks do *7/8 damage.
LEVEL 18: Redeemer's Might: Your body and armor have become uniquely attuned to channeling the power of spirits - enough that you can briefly embody it instead. Grow into a physical vessel of their faith in you and overwhelm your foe with staggering might!
Overcharged weapon skill. Locked to Light and gets eleComp to SP cost. Gets +25.625% damage. Uses hybrid stats (STR/INT/LUK). Deals +25% damage to undead, +16.7% damage to demons, and -12.5% damage to everything else.
If it connects, the monster is Dazed (5 turns, 25*[mon Light res]% chance of stun). The monster can resist with a save; the save is at a -20 penalty (undead), or a -13.3 penalty (demons), or a +10 bonus (anything else) (inflcit with [weapon Mainstat]/LUK, resist with CHA/LUK).
LEVEL 19: Sunscale's Legacy: Once upon a time, the Paladin Order could call on the protection of the Great Dragon Sunscale. During your efforts to rebuild its legacy, you've gained the ability to call on the radiant, burning breath of his last descendant!
Overcharged spell-like skill. 5 hits, seeks between Light and Fire, and gets eleComp to damage (whichever is higher between Light and Fire). Against undead it deals +25% damage and also seeks Harm/Void, against demons it deals +16.7% damage and also seeks between Harm, and against anything else it deals -12.5% damage.
Leaves the monster Burnt ([hits connected] rounds, same element as the skill). The monster can resist with a save (inflict with [weapon Mainstat]/LUK, resist with DEX/LUK). Against undead the Burn power is 7.5*eleComp and the save is at a -20 penalty, against demon it's power:7*eleComp and a -13.3 penalty, and against anything else it's power:5.25*eleComp and a +10 bonus.
LEVEL 20: Righteous Judgement:
Requires you to charge it up for 4 turns before use. You pay [15% of a standard Magic skill] = [18.75% of a Melee skill] per turn.
Attack is an overcharged weapon-like skill, +100% damage. There's also a trigger if the monster is Burnt, Blinded, Panicked, and/or Dazed. If so, the attack does +(20*[# of statuses]/3)% damage. If not, the attack takes -10% damage.
< Message edited by Ward_Point -- 12/23/2020 9:41:48 >