Academy Page
Join Date: Aug 2007
Guild: The Frosty Posse [BrOs]
Profession: Rt/E
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[[Lorekeeper]]
..[The Lorekeeper]..
The Lorekeepers of the ancient scriptures prefer to stay indoors and keep watch over their precious books; however, they have been called out to help defend their homelands. The Lorekeeper offers a class strongly based on hexes, conditions, and magical damage.
Primary Disabler, Secondary Damage Dealer.
AL:
Beginning: 15 AL
Low: 30 AL
Mid: 50 AL
Final: 65 AL
Energy:
30>>>>
Weapons:
[Offhand]: Books. Instead of providing energy, books provide 100% boosted attribute levels, and, sometimes, conditional energy. Sample weapons later.
[Main Hand]: Symbols. Symbols are not primary damaging weapons, per-se, but have special effects to them. The damage range of a symbol is 4-8.
((I will post pictures of a male and female lorekeeper later, when I have a chance to draw them.))
ATTRIBUTES
Reading
Reading allows the Lorekeeper to use books more effectively than any other class who decides to play a secondary Lorekeeper. For every two points in Reading, books provide +1 energy to the Lorekeeper.
Reading Skils:
- Read: Dwayna's Lore (Elite) -- Elite Enchantment Spell. As long as you maintain Read: Balthazar's Lore, your Sociology attribute is boosted by +1...4. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
25 Energy, 5 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
- Read: Lyssa's Lore (Elite) -- Elite Enchantment Spell. As long as you maintain Read: Lyssa's Lore, your Psychology attribute is boosted by +1...4. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
25 Energy, 5 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town.
- Read: Grenth's Lore (Elite) -- Elite Enchantment Spell. As long as you maintain Read: Grenth's Lore, your Physiology attribute is boosted by +1...4. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
25 Energy, 5 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town.
- Read: Lore -- Enchantment Spell. As long as you maintain Read: Lore, all of your attributes are boosted by 1. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
30 Energy, 10 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town.
Psychology
The Psychology attribute deals with AoE hexes, which allow the Lorekeeper to do various things such as more melee damage, take less damage, etc.
Psychology Skills:
- Weaken Soul -- AoE Hex Spell. As long as you maintain this AoE hex on the target, all enemies in the area of the target do 25...60% less damage to you through elemental damage. 50% chance failure with Psychology 4 or less. 15 Energy, 3 Casting Time, -1 Energy Regen, 25 second recharge.
- Weaken Body -- AoE Hex Spell. As long as you maintain this AoE hex on the target, the target and all enemies adjacent to the target 30...67% less damage to you though melee attacking. 50% chance failure with Psychology 4 or less. 15 Energy, 3 Casting Time, -1 Energy Regen, 25 second recharge.
- Murder Soul (Elite) -- Elite Hex Spell. For 9...17 seconds, target has 3...5 energy degeneration and cannot use signets. 20 Energy, 1/4 casting time, 60 second recharge.
- Infuse Chaos -- Hex Spell. For 30...94 seconds, target takes 3...8 dark damage whenever he/she takes chaos damage.
- Infuse Scriptures: Lyssa -- Hex Spell. For 4...12 seconds, the spells of the target take twice the energy to cast. 5 Energy, 1/4 casting time, 6 Recharge time.
- Infuse Scriptures: Grenth -- Hex Spell. For 9...18 seconds, target has -3...8 health degeneration. This spell causes exhaustion. 10 Energy, 1/4 Casting Time, 40 recharge time.
- Infuse Scriptures: Balthazar -- Hex Spell. For 4...12 seconds, target has a 50% chance to miss and a 50% chance to be blocked while attacking. 5 Energy, 1/4 Casting Time, 6 Recharge Time.
- Infuse Scriptures: Melandru -- Enchantment Spell. For 3...17 seconds, target's spells take 1...5 less energy to cast. 5 Energy, 1/4 Casting Time, 6 Recharge Time.
- Infuse Scriptures: Dwayna -- Hex Spell. For 9...16 seconds, target has 8...3 health regeneration. Once Infuse Scriptures: Dwayna is over, target takes 5...11 damage for every second it was active. This spell causes exhaustion. 10 Energy, 1/4 Casting Time, 40 recharge time.
- Frontier Psychiatrist (Elite) -- Elite Spell. For 6...9 seconds, you copy the target's class combination, attribute levels, and skill bar. This skill is renewed for 1...2 seconds every time you take damage. 30 energy, 1/4 casting time, 60 recharge time.
Sociology
Sociology deals with not allowing targets to interact with each other through healing, enchantment, etc.
- Heal Block Signet (Elite) -- Elite Signet. For 4...8 seconds, target foe does not take any health from healing skills. 2 Casting Time, 60 recharge time.
- Sociopath (Elite) -- Elite Enchantment Spell. For 30 seconds, you cannot be targeted by enchantment spells or spells from allies. You gain 4...6 health regeneration and do +11...33 damage with every spell you cast. Furthermore, all of your attributes are boosted by 1. 30 energy, 1/4 casting time, 60 recharge time.
- Heal Block -- Hex Spell. For 3...5 seconds, target foe cannot be targeted by any Monk or Ritualist spells. 15 Energy, 4 Casting Time, 20 Recharge Time.
- Farewell -- Spell. Remove all enchantments and hexes on target. For all hexes removed, heal target for 10...26 health. For all enchantments removed, deal 10...26 chaos damage. 10 Energy, 1/2 CT, 10 Recharge Time. NOTE: This spell can be used on both allies and foes.
- Glare of Knowledge -- Spell. Deal 44...60 chaos damage to target. If target is suffering from two or more conditions, deal an additional 11...44 damage. 10 Energy, 1 CT, 5 Recharge Time.
- Block Enchantments -- Hex Spell. For 4...11 seconds, target foe cannot be targeted by any enchantment spells. 15 Energy, 4 Casting Time, 20 Recharge Time.
- Block Support -- Hex Spell. For 4...11 seconds, target foe cannot be targeted by any shouts, echoes, or chants. 15 Energy, 4 Casting Time, 20 Recharge Time.
Physiology
Physiology deals with inflicting conditions on enemies.
- Mad Doctor (Elite) -- Spell. Inflict 3 random conditions on target. 50% chance of failure with Physiology 4 or less. 10 Energy, 1/4 CT, 60 Recharge.
- Envenom -- Hex Spell. Target is poisoned for 60 seconds or until it is the target of another Physiology spell. 50% chance of failure with Physiology 4 or less. 5 Energy, 1/4 CT, 10 Recharge.
- Rasp -- Spell. Deplete 5...15 of the target's energy. This spell causes exhaustion. 5 Energy, 2 CT, 5 Recharge.
- Astra -- Enchantment Spell. The next time a foe tries to inflict a condition on the target and all targets adjacent to the target for 8...12 seconds, if fails. 10 Energy, 2 CT, 10 Recharge.
- Rend -- Hex Spell. Target bleeds for 60 seconds or until it is the target of another Physiology spell. 50% chance of failure with Physiology 4 or less. 5 E, 1/4 CT, 10 R
- Blood-Tainted Miasma (Elite) -- Hex Spell. Inflict disease, poison, and bleed on target for 5...10 seconds. 5 E, 1/4 CT, 10R
- Armor of Flame -- Enchantment Spell. You are set on fire for 3...6 seconds, and all spells against you fail. 5 E, 1/4 CT, 10R
- Check-Up (Elite) -- Elite Signet. All conditions and hexes are removed from target ally. Ally is hexed with Check-Up. After 5 seconds, any ally hexed with Check-Up is knocked down. 5CT, 120 recharge.
ABOUT SYMBOLS
Mind Symbol
Req. 9 Psychology
+5 Energy
4-8 Chaos Damage
Effect: Every time you attack with this symbol, you steal one energy from target foe.
Social Symbol
Req. 9 Sociology
+5 Energy
4-8 Dark Damage
Effect: Every time you attack with this symbol, you have a 25% chance to remove one enchantment.
Physic's Symbol
Req. 9 Physiology
+5 Energy
4-8 Light Damage
Effect: Every time you attack with this symbol, you have a 10% chance to inflict a random condition on the target.
Last edited by Vossler Efson; Aug 21, 2007 at 06:13 PM // 18:13..
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