Classes/Skills [Part 4]
[Blood Knight]
Blood knights, unlike their normal knights or paladins, have learned that the strongest weapon in their arsenal are not weapons, but the very material that makes life, blood. While they have great HP and status protections, they have a lower magical defense. They can wield from a variety of short swords to great swords. Blood = deal slight damage with every turn for 2 turns.
[Level 1] Inner Power: Restore a small amount of your own HP
[Level 2] Grip of Blood: Sacrifice a little bit of HP, deal low blood damage to an enemy
[Level 5] Forged Blood: Sacrifice a little bit of HP, increase your strength and speed for 2 turns
[Level 10] Blood Strike: Sacrifice some HP, attack up to 2 enemies with small blood damage
[Level 12] Life Drain: Slightly damage an enemy, and heal your HP by double the amount of damage dealt
[Level 15] [Sharable] Duplicate: Restore some of your own HP
[Level 18] Blood Fall: Sacrifice some HP, attack an enemy with medium blood damage with a 65% chance to slow
[Level 25] Blood Armor: Sacrifice a small amount of HP, increase your physical and magical defense for 3 turns
[Level 35] Blood Drain: Deal medium damage to an enemy and heal your HP for the same amount of damage
[Level 40] Whirlwind Slash: Attack all enemies twice
[Level 45] Blood Infusion: Sacrifice a small amount of HP, Your attacks do blood damage for 3 turns
[Level 50] *Custom Skill*
[Level 60] Bloody Rage: Sacrifice a chunk of HP, deal heavy blood damage to up to 3 enemies
[Level 70] Sacrifice: Deal medium damage and heal your HP for the same amount of damage dealt. Also, increase your magical defense for 2 turns and decrease the enemy's physical defense for 2 turns
[Level 80] Blood Offering: Sacrifice half of your HP, deal heavy blood damage to all enemies 7 times. Skip your next attack phase
[Level 90] Bleeding Doll: Deal heavy blood damage to an enemy, and take control of that enemy for 2 turns. That enemy can only use basic attacks for the turns it's controlled for.
[Level 100] My Blood will guide my way!: {Use only on a certain occasion}
[Guardian]
Guardians are a form of spellcasters that have a unique aura that allows them to not only use light and dark attacks, but also summon voidsent to fight with them. Due to their obedience to guardians, the voidsent summoned by them are known as familiars. They have great magic and magical defense, but don't do well with physical defense. They can wield daggers, swords, spears, and books.
[Level 1] Darkbolt: Deal low dark Damage to an enemy
Lightbolt: Deal low light Damage to an enemy
[Level 2] Will-O-Wisp Genesis: Create a Will-O-Wisp Familiar that will fight for you
[Level 5] Spiritual Connection: Increase the health and strength of your next familiar for 2 turns
[Level 10] Ruina: Deal low non-elemental Damage 2 times on an enemy
[Level 12] Imp Genesis: Create an Imp Familiar that will fight for you
[Level 15] [Sharable] Mystical Barrier: Increase your magical and physical defense for 3 turns
[Level 18] Spiritual Contact: Increase all stats of your next familiar for 2 turns
[Level 25] Spiritual Blessing: Increase all stats of one of your teammates for 2 turns
[Level 35] Darkstrike: Deal medium dark Damage to an enemy
Lightstrike: Deal medium light Damage to an enemy
[Level 40] Possessed Armor Genesis: Create a Possessed Armor Familiar That will fight for you
[Level 45] Enigma Curse: Decrease the physical and magical defense of all enemies for 3 turns
[Level 50] *Custom Skill*
[Level 60] Gargoyle Genesis: Create a Gargoyle Familiar that will fight for you
[Level 70] DarkVoid: Deal heavy dark Damage to an enemy
LightGrace: Deal heavy light Damage to an enemy
[Level 80] Mystical Faith: Increase all stats of your part for 5 turns
[Level 90] Malice Genesis: Create a Malice Familiar that will fight for you
[Level 100] This is for all spirits beyond!: {Use only on a certain occasion}
[Lancer]
Lancers are a great tanking class who put their own lives in place by getting the enemies attention and increasing their own stats to defend against those attacks. They have high HP and physical defense, but are also very slow in speed. They only wield lances and a big shield to accompany the set.
[Level 1] Taunt: Make one enemy target you For it's next Attack
[Level 2] Puncture Hit: Attack an Enemy with a chance to Increase Crit Rate for 2 turns
[Level 5] Confidence Boost: Increase your strength for 3 turns
[Level 10] Aggravate: Make all enemies target you for 1 turn
[Level 12] Counter: Attack an Enemy that attacks you for 1 turn
[Level 15] [Sharable] Wall: Grant protect and shell to your party for 3 turns
[Level 18] Lance Toss: Attack an Enemy and make that enemy target you for it's next turn
[Level 25] Drill Lance: Attack an Enemy twice and Increase your physical defense for 2 turns
[Level 35] Honor Guard: Increase your physical and magical defense for 5 turns
[Level 40] Shield Blessing: Attack an Enemy and Increase your magical defense for 2 turns
[Level 45] Intimidating Stance: Make all enemies target you for 3 turns
[Level 50] *Custom Skill*
[Level 60] Indomitable Defenses: Increase your physical and magical defenses for 8 turns
[Level 70] Unbroken Determination: Attack any enemy that attack you for 6 turns
[Level 80] Pride Storm: Attack all enemies and Increase all of your stats for 5 turns
[Level 90] Defender's Wings: Increase your party's physical and magical defense for 8 turns
[Level 100] No matter how strong the force, I will still stand!: {Use only on a certain occasion}
[Gambler]
Gamblers always tempt with their own luck to turn any tides to anyones favor. They have great attack, as well as a great crit rate, and can give out great benefits if they're lucky, but if they're unlucky, their moves could support the enemy instead, not to mention they aren't good with HP. Gamblers wield cards and dices.
[Level 1] Roulette: Spin a red and black wheel and predict what color it'll land on. If it lands on red, Deal low fire damage to an enemy. If it lands on black, Deal low dark damage to an enemy. The damage increases to medium if the color you predicted was chosen
[Level 2] Card Throw: Attack an Enemy with a slight increased chance of it being a critical hit
[Level 5] Draw: Each Attack either deals low fire, thunder, or ice damage for 3 turns
[Level 10] Improve: Increase either you Physical or Magical Defense for 3 turns
[Level 12] Risk Take: Roll a die. If the die lands on (1,3,5) deal low physical damage to all enemies. If the die lands on (2,4,6) deal low physical damage to self.
[Level 15] [Sharable] Lucky Chance: Increase your Crit Rate for 2 turns
[Level 18] Double Down: Offer any amount of HP and spin a black and red wheel and guess which color will the arrow touches. If wrong, deal damage equal to the HP offered. If right, the Damage is doubled
[Level 25] Card Summon: Draw a care that either increase your attack (Red) Increase your Physical and Magical defense (Blue) increase your speed (Green) or increase your crit rate (yellow) for the entire battle [Max 3] If you have already have 3 cards and use this skill, choose one card to get rid of.
[Level 35] Hand Play: If all three of your cards you drew from the skill Card Summon have the same color, you can sacrifice them and unleash a power
(Red) Deal heavy physical damage to all enemies
(Blue) increase your party's physical and magic defense for 5 turns
(Green) You get two extra turns
(Yellow) Your next two attacks are guaranteed critical hits
[Level 40] Risk Doubler: Roll two dices. If any of the die lands on (4,5,6) deal medium damage to all enemies, but if one die lands on (1,2,3) deal medium damage to all teammates
[Level 45] Support Coin: Flip a coin and guess what it'll land on. If you're correct, increase attack and both defenses for your team. If your wrong, all enemies get increased attack and defense.
[Level 50] *Custom Skill*
[Level 60] Slots: Spin three wheels with different symbols. If three of the same symbol light up, increase your attack for 4 turns and your attacks inflict that attribute affiliated with it.
[Level 70] Card Slicer: Deal heavy physical Damage to one enemy. If you have a card summoned from Card summon, sacrifice up to two cards to increase the damage
[Level 80] Risk-it-All: Roll a die and guess which number appears, flip a coin and guess the side it lands on, and spin a red and black wheel and guess which color it lands on. If you get one right, deal medium physical damage to an enemy. If you got two out of three right, deal heavy physical damage to an enemy. If you got all three right, deal massive physical damage to an enemy. If you got none right, take heavy physical damage and the enemy gets speed up and attack up.
[Level 90] Airship Strike: Deal heavy physical damage to all enemies 2 times
[Level 100] Don't fail me, Lady Luck!: {Only on a certain occasion}
[SpellBlade]
The SpellBlades are warriors who learned to infuse their blade with elemental powers and unleash it in forms of physical attacks onto enemies to bypass elemental barriers. They have great Magical Defense and Magic, but have low critical Rates. SpellBlades wield all kinds of blades.
[Level 1] Fire Blade: Deal low fire damage that counts as a physical attack
[Level 2] Blizzard Blade: Deal low ice damage that counts as a physical attack
Thunder Blade: Deal low lightning damage that counts as a physical attack
Aero Blade: Deal low wind damage that counts as a physical attack
[Level 5] Amplification: Increase your Attack and Magic for 3 turns
[Level 10] Drain Blade: Attack and restore a small amount of HP
[Level 12] Silence Blade: Attack with a chance of inflicting silence
[Level 15] [Sharable] Refresh: Cure yourself of any status alignments (Usable only once per battle)
[Level 18] Ether Connection: Increase your magical defense and magic for 3 Turns
[Level 25] Fira Blade: Deal medium fire damage that counts as a physical attack
Blizzara Blade: Deal medium ice damage that counts as a physical attack
Thundara Blade: Deal medium lightning damage that counts as a physical attack
Aerora Blade: Deal medium wind damage that counts as a physical attack
[Level 35] Dispel Blade: Attack and remove any buffs from the enemy
[Level 40] Power Drain: Attack and restore a medium amount of HP
[Level 45] Poison Blade: Attack with a chance of inflicting poison
[Level 50] *Custom Skill*
[Level 60] Stop Blade: Attack with a chance of inflicting stop
[Level 70] Firaga Blade: Deal heavy fire damage that counts as a physical attack
Blizzaga Blade: Deal heavy ice damage that counts as a physical attack
Thundaga Blade: Deal heavy lightning damage that counts as a physical attack
Aeroga Blade: Deal heavy wind damage that counts as a physical attack
[Level 80] Death Blade: Attack with the chance of inflicting Insta-death (Does not work on bosses)
[Level 90] Multi-Blade: Attack an enemy five times, dealing either heavy elemental damage (Fire, Ice, Lightning, Wind) or a greater chance of inflicting a status alignment
[Level 100] This is the limit of my Blade!: {Only on a certain occasion}
[Alchemist]
Alchemists are experts in the study of, well, Alchemy. They can create potions and vitals that contain many effects, whether beneficial or harmful, with the right ingredients. They have good magic and great speed, but lack physical defense. Alchemists who choose to adventure would use bottles and sometimes a knife if they must go to battle.
[Level 1] Potion Throw: Deal low non-elemental damage to an enemy
[Level 2] Health Potion: Heal an ally by a small amount (Damages undead enemies)
[Level 5] Volatile Potion: Deal low physical damage to all enemies
[Level 10] Paralysis Potion: Attack an enemy with a chance of inflicting paralysis
[Level 12] Venom Potion: Attack an enemy with a chance of inflicting Poison
[Level 15] [Sharable] Healing Shower: Heal the party by a small amount for 3 turns
[Level 18] Sealing Potion: Prevents enemies from dealing critical hits for 3 turns
[Level 25] Golem Substitute: Creates a Human-sized golem that protects a teammate from up to 200 Damage for 3 turns
[Level 35] Slumber Potion: Attack an enemy with a chance of inflicting sleep
[Level 40] Potion Barrage: Attack all enemies with a chance of inflicting a status alignment
[Level 45] Bomb in a Bottle: Deal medium physical damage to all enemies
[Level 50] *Custom Skill*
[Level 60] Automaton: Creates an Automaton to fight alongside with for 5 turns
[Level 70] Full Restore: Heal an ally by a large amount and cute any status alignments
[Level 80] Regeneration: Heals an ally by a large amount for 5 turns
[Level 90] Trick Potion: Switch to a different class and use the skills of that class for 2 turns
[Level 100] My greatest creation!: {Use only on a certain occasion}
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