Fighters Paths’ Skills
Basics
The Fighter’s Path
- Improved Strike This allows you to inflict stronger damage than usual.
- Provocation This skill allows you to increase the target’s aggression towards you.
- Buckler strike This allows you to stun your opponent for a few seconds.
- Vampiric Weapon This allows you to leech the life of your enemy by adding it to your own health.
- Finishing Strike This strike allows you to inflict stronger damage to a dying opponent.
1 The Warrior’s Path
- Improved Strike This allows you to inflict stronger damage than usual.
- Provocation This skill allows you to increase the target’s aggression towards you.
- Buckler strike This allows you to stun your opponent for a few seconds.
- Vampiric Weapon This allows you leech the life of your enemy by adding it to your own health.
- Finishing Strike Strike allows you to inflict stronger damage to a dying opponent.
1A Combatant’s Path
- Light wound The target takes cutting damage and suffers from light bleeding (minor DoT)
- Irritating Pain This strike only inflicts low damage but it provokes the enemy and increases its aggressiveness towards you.
- Aggravated Wound If the target is already bleeding, it will worsen. (Increased DoT). The warrior must be sideways to use this strike that will slow down the target’s movements.
- Brutal Shock If the enemy already has an aggravated wound, this strike will knock him out for a few seconds.
- Blades Whirlwind A frantic craze that lasts a few seconds during which the warrior can’t do anything and the warrior hits every enemy that is close enough to him.
- Double Slash If the ambidextrous warrior is using two weapons, this strike will make the enemy bleed (minor DoT) in addition to the infliction of the usual damage.
- Double Laceration If the ambidextrous warrior is using two weapons and the target is already bleeding (active minor DoT), this strike will make the bleeding worse (DoT increases).
- Abridge the Pain This strike makes it possible to hit a dying enemy harder.
- Annihilation If your target is knocked out, this strike will inflict major damage.
1B Defender’s Path
- Solid Rampart The warrior focuses on self-defense and becomes less vulnerable to assaults (AC increased temporarily).
- Crucial Intervention The warrior protects a nearby ally by taking all the damage of the next two strikes dealt to this ally.
- Provocation The warrior attacks all enemies in the effective area. It only inflicts medium damage but their aggressiveness towards the warrior is increased.
- Comforting Presence The warrior’s presence inspires the group which feels stronger (maximum HP increased for the whole group during the spell).
- Provoking Attitude When this skill is active, the warrior’s attacks increase the aggressiveness of the target towards the warrior
- Close Protection The warrior protects a nearby ally by taking most of the damage himself.
- Shield Hit The warrior hits the target with his/her shield, drawing all of its aggressiveness on him/her.
- Optimization of Defense By his/her commandment, the warrior makes the group more resistant to the ennemy’s assaults. Each member of the group gets an AC buff.
- Swift Intervention The warrior instantly replaces one of the members of his/her group during the fight.
- Violent Strike The warrior charges his/her target, pushing it back, and knocking it out by the violence of the hit. It will result in an increased aggressiveness from the target towards the warrior.
2 The Paladin’s Path
- Holy Weapon This spell enchants your weapon and adds holy damage to all of your blows.
- Healing Light Allows you to heal the target.
- Flawless Determination This spell increases the Paladin’s natural ability to regenerate himself.
- Halo of Protection This strengthens the Paladin’s resistance to holy attacks.
- Staggering Blow This strike knocks the opponent back several meters.
2A The sacred fighting way.
- Striking Conviction With each of his/her strikes, the Paladin might knock out his/her opponent for a few seconds.
- Introduce Doubt This strike might leave the opponent confused and drowsy.
- Forced Hesitation This strike might reduce the attacking speed of the enemy.
- Blinding Light The target takes medium damage and has more difficulty hitting the Paladin.
- Divine Radiance With each of his/her strikes, the Paladin may inflict extra holy damage to his/her opponent.
- Gift of Life The Paladin uses this spell to bring a dead ally back to life, even though it might come back weak. The spell will require a specific reagent to be used.
- Persistent Smash The target is hit by a persistent holy pain (holy DoT) and takes the usual damage as well.
- Sacred annihilation Undead enemies hit by this strike take three times more damage.
- Sacred strike This powerful strike inflicts a lot of damage and spoils the target’s armor, decreasing its protection (AC debuff).
- Divine justice This strike inflicts major damage and stuns the opponent for a while.
2B The Holy Auras Master’s Path
- Sacred Armor The Paladin uses divine protection to make his/her armor more resistant (AC buff) and to protect him/her from holy attacks (holy SV buff).
- Aura of Strength This aura regenerates the endurance of the Paladin, together with his/her allies’ as time goes by (stamina HoT).
- Aura of Concentration This aura regenerates the Mana of the Paladin and his/her nearby allies as time goes by (Mana HoT).
- Aura of Relief This aura regenerates the vitality of the Paladin and his/her nearby allies as time goes by (HP HoT).
- Self-Sacrifice Makes it possible for the Paladin to transfer vital energy (HP) to the members of his/her group.
- Repel Enemies around the Paladin are pushed several meters back by an invisible force.
- Transfer Strength Makes it possible for the Paladin to transfer his/her endurance (stamina) to the members of his/her group.
- Sacred Wall The Paladin has an easier time blocking and avoiding the enemies’ attacks.
- Blessing of Courage The Paladin’s presence inspires the group which feels stronger (maximum HP increased for the whole group during the spell).
- Sanctuary The earth surrounding the Paladin is blessed, healing its allies.
3 The Shadow Knight’s Path
- Life Puncture Restores some of your health: The amount is a portion of the damage inflicted to the target.
- Decay The target is cursed and loses health for a few seconds (DoT).
- Withering Aura The natural health recovery rate of the target is diminished.
- Unholy Halo Decreases the resistance to curses (SV Curse) of its target.
- Call back the dead Animates the dead corpses surrounding the caster as skeletons for a limited amount of time.
3A The mastery of dark auras
- Aura of Weariness This aura decreases the traveling speed of all enemies located near the Shadow knight.
- Aura of Endurance Destruction All enemies located near the Shadow Knight feel heavy and tired while constantly losing stamina (Stamina DoT).
- Aura of Magic Destruction All enemies located near the Shadow Knight feel like they are losing control over the surrounding Mana . (Mana DoT).
- Aura of Decay All enemies located near the Shadow Knight feel physically weakened and lose their strength when this curse is applied (cursed HP DoT).
- Decrepitude The person hit by this curse feels his/her life suddenly slip away. The target suffers from medium curse damage.
- Call of Death This spell attracts all the enemies inside the area of effect to the Shadow Knight as if they were led by an invisible force.
- Aura of Stamina Absorption With this aura, the Shadow Knight drains the endurance of the surrounding enemies.
- Aura of Magic Disturbance This aura disrupts the natural regeneration of the enemies’ Mana if they are close enough to the Shadow Knight.
- Terrifying Presence With this aura, the Shadow Knight creates terror into his/her enemies. They start to feel weak and their vitality decreases (the maximum health goes down).
- Impious Pact This powerful spell brings the Shadow Knight back to life. It can be used once a day (every 24 hours), but its use will require a specific reagent.
3B Dark Combatant’s Path
- Drain Life This strike allows the Shadow Knight to steal part of the target’s health. The target suffers medium damage.
- Drain Strength This strike allows the Shadow Knight to steal a part of the target’s stamina. The target suffers medium damage.
- Contaminating Strike The target hit by this strike takes medium damage and starts bleeding (minor DoT). It also gets infected by a disease (disease DoT). After being hit, the target will turn its whole attention to the Shadow Knight (Taunt).
- Drain Energy This strike allows the Shadow Knight to steal a part of the target’s Mana . The target suffers from medium damage.
- Venomous Strike The target hit by this strike takes medium damage. If it was already infected by a disease, the disease gets worse (it gets an additional DoT).
- Impious Feast With this spell, the Shadow Knight can drain the Mana found in the bodies around him. The Mana is then distributed to the members of the Shadow Knight’s group. The spell will require a specific reagent to be used.
- Mortal Venom The target of this strike takes medium damage and if the target is still infected by the « venomous strike », the effect of it will be amplified (the DoT becomes even greater).
- Drain Will This strike lets the Shadow Knight steal a part of the target’s vital essentials (health, Mana and endurance).
- Impale If the target hit by this strike is still suffering from « mortal venom », it also gains a powerful curse upon the wound.
- Impious Enchantment The Shadow Knight enchants its weapon so that it may inflict additional cursed damage to the target with every hit.