(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Temperamage
Temperamage (simply I don't have another name)
The temperamages were originally untalented people. Their ambitious minds and willingness to sacrifice anything for a specific purpose made them a recognizable clique in society.
Generally, this class is about sacrificing anything, whether it's health or energy or armor, to get an advantage.
Armors:
Set 1: Health gain when you sacrifice (+3 Body, +2 Leggings, +2 Feet, +2 Gloves)
Set 2: Energy gain when you sacrifice (+1 Body, +1 Leggings, +1 Feet, +1 Gloves)
Set 3: Increased Armor when Casting (+20 AL, locational)
Primary Attribute: Ambition
Health Magic
Ether Magic
Palladium Magic
Energy sacrifices: Energy costs apply after the sacrifices.
Ambition:
For every point in Ambition, your spells that require sacrifices sacrifice X% less (from the percentage), where X = 1½ () level, rounded down.
If your Ambition level is 12 or over, maintenance costs are reduced by one-half, rounded up.
Attrition {E}
10% Health sacrifice, 10% Energy sacrifice, 1c, 10r
Spell
Destroy target summoned creature you control. All nearby foes take 10...67 damage, and nearby summoned creatures take an additional 10...130 damage.
Sacrificial Gains {E}
33% Energy sacrifice, 33% Health sacrifice, 5e, 1c, 10r
Skill
Gain 4...30 Energy.
Mark of Impatience
25% Energy sacrifice, 20r, maintenance: 1 Health regeneration
Stance
Recharge times for skills used under this stance are reduced by 10...50%.
Ambition's Cost
33% Health sacrifice, 5e, ¼c, 10r, maintenance: -40 Armor
Skill
You gain +0...5 Energy regeneration.
“I Will Succeed!” {E}
10e, 20r
Shout
For 5...18 seconds, your skills cannot be interrupted, and every time you finish using a skill, you gain 1..4 energy.
Oubliette {E}
15e, 1c, 20r, maintenance: 2 Energy degeneration, 3 Health degeneration, -40 Armor
Spell
Target foe cannot move. (50% Failure chance with Ambition 4 or lower)
Mark of Paranoia
5e, 1c, 10r
Skill
For 10 seconds, you invoke a Mark of Paranoia at your location. Allies near this location gain -3...1 Health regeneration and +0...2 Energy regeneration.
Health Magic:
Blood Link
10e, ¼c, 5r, maintenance: 1 Health regeneration
Enchantment Spell
Target ally receives 5...18% less damage when damaged.
Summon Shambler
17% Health sacrifice, 10e, ½c, 10r, maintenance: 2 Health regeneration
Summoning Spell
Create a level 3...16 (~) at target foe's location. When you stop maintaining this spell, the (~) is destroyed.
Summon Vampire {E}
25% Health sacrifice, 5e, 1c, 10r, maintenance: 2 Health regeneration
Summoning Spell
Create a level 3...16 Vampire at target foe's location. The Vampire has a life-stealing attack. When you stop maintaining this spell, the Vampire is destroyed.
Blood Trap
25% Health sacrifice, 5e, ¼c, 5r, maintenance: 1 Health regeneration
Summoning Spell
Create a Blood Trap at your current position. When you stop maintaining this spell, the Blood Trap explodes and you steal 10...65 health from each foe nearby.
Blood Shield
33% Health sacrifice, 5e, ¼c, 15r, maintenance: 2 Health regeneration
Spell
Target foe is surrounded by a Blood Shield. That foe loses 0...2 Energy regeneration and you gain 0...2 Energy regeneration. That foe is slowed 75% and becomes immune to nonphysical damage.
Health Bond {E}
10e, ½c, 20r, maintenance: 0
Skill
You and target touched ally both gain 1 Health degeneration. All damage is shared equally between your ally and you, and all energy spendings are spent equally between your ally and you.
Blood Funnel {E}
5e, ¾c, 5r, maintenance: 1 Health regeneration
Enchantment Spell
Spells you cast that require Energy sacrifices sacrifice Health instead. (50% failure with Health Magic 4 or less)
Vitality Signet
20% Health sacrifice, 2c, 10r
Signet
Other party members in the area gain 10...130 health.
Timely Sacrifice {E}
100% Health sacrifice, 5e, ¼c, 60r
Skill
Living party members in the area gain a 10% morale boost.
Ether Magic
Energy Absorption {E}
33% Energy sacrifice, 5e, ¼c, 15r, maintenance: 4 Energy degeneration
Summoning Spell
All foes within the area of this Summoning Spell gain 1 Energy degeneration. You gain 1 Energy regeneration for each foe affected.
Convert Into Ether {E}
10% Energy sacrifice, 5e, ¼c, 20r
Spell
Lose 33% of your current health. You gain 0...2 Energy for each 10 Health lost.
Ether Field
33% Energy sacrifice, 10e, 1c, 2r
Spell
All foes in the area lose 15...28% of their current health.
Ether Barrage
50...33% Energy sacrifice, 5e, 1c, 5r
Spell
Target foe is struck 2...5 times for the amount of Energy that foe has.
Summon Wraith
17% Energy sacrifice, 5e, 1c, maintenance: 1 Energy degeneration
Summoning Spell
Create a level 3...16 Wraith at target foe's location. When you stop maintaining this spell, the Wraith is destroyed.
Summon Ether Spirit {E}
25% Energy sacrifice, 5e, 1c, maintenance: 2 Energy degeneration
Summoning Spell
Create a level 3...16 Ether Spirit at target foe's location. This spirit does no damage but whenever it hits a foe you gain 2 energy. When you stop maintaining this spell, the Ether Spirit is destroyed.
Negate Hexes
33% Energy sacrifice, 5e, 1c, 15r
Spell
Remove 1...3 hexes from target ally.
Negate Enchantment
33...10% Energy sacrifice, 5e, 1c, 15r
Spell
Remove 1 enchantment from target foe.
Ether Reconstruction
100% Energy sacrifice, 10e, 4c, 12r
Spell
Target ally is resurrected with 25...70% Health and energy equal to the amount of energy you sacrificed.
Ether Rewards {E}
10% Energy sacrifice, 5e, ¼c, 10r
Spell
For each Enchantment and Hex on you, you gain 1...4 Energy. Ether Rewards deals 25 damage for each Enchantment and Hex on you.
Ether Permission
33% Energy sacrifice, 10e, 1c, 20r
Spell
For 8...21 seconds, target ally's attacks deals double damage against Spirits.
Ether Negation
33% Energy sacrifice, 5e, ¼c, 10r
Spell
Target foe loses 33% of their maximum Energy. If that foe was casting a spell, that spell is interrupted.
Palladium Magic
Channel Defenses
5e, 1c, 5r, maintenance: -10 Armor
Spell
Target ally gets +1...26 Armor.
Pact of Quickening
5e, ¼c, 15r
Spell
For 10 seconds, all party members move 25% faster, and for 10 seconds, you have -40...10 armor.
Pact of Binding
5e, ¼c, 15r
Spell
For 10 seconds, all foes move 25...66% slower, and for 10 seconds, you have -40 armor.
Pact of Disenchantment
5e, ¼c, 15r, maintenance: -20 Armor
Hex Spell
Target foe cannot cast enchantments. When this hex is removed, remove an enchantment from that foe.
Pact of Release
5e, ¼c, 15r, maintenance: -20 Armor
Enchantment Spell
Target ally cannot be the target of hexes. When this enchantment is removed, remove a hex from that ally.
Brand
5e, 1c, 5r, maintenance: -10 Armor
Skill
Gain control of target summoned creature.
Signet of Protection
1c, 20r
Signet
You get +10...23 Armor for 7...20 seconds.
Summon Golem
10e, 2c, 15r, maintenance: -20 Armor
Summon Spell
Create a level 3..16 Golem at target foe's location. This Golem has 80 Armor and +20 Armor vs. Physical. When you stop maintaining this spell, the Golem is destroyed.
Summon Incarnation {E}
10e, 2c, 15r, maintenance: -40 Armor
Summon Spell
Create a level 3...16 Incarnation at target foe's location. This Incarnation has 80 Armor and +20 Armor vs. Physical. This Incarnation has an area of effect attack. When you stop maintaining this spell, the Incarnation is destroyed.
Carve Defenses
5e, 3c, 25r
Spell
For 8...21 seconds other allies in the area have a 50% chance to evade attacks, and you have -40 Armor.
No Attribute
Ether Ritual {E}
33% Health sacrifice, 1c, 10r
Skill
You gain 33% of your total Energy.
Health Ritual {E}
33% Energy sacrifice, 1c, 10r
Skill
You gain 33% of your total Health.
Blood Defenses {E}
33% Health sacrifice, 1c, 10r
Skill
For 10 seconds, you gain +40 armor.
Ether Defenses {E}
33% Energy sacrifice, 1c, 10r
Skill
For 10 seconds, you gain +40 armor.
I NEED A NAME >.<
Rushed class concept ftw.
(*Shameless promotion*) Read my Ethermage, too.
Last edited by LightningHell; Oct 05, 2006 at 05:19 AM // 05:19..
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