Post by [GM] John on Dec 3, 2015 1:16:04 GMT
Weapon Talents
x
Longsword Mastery
The ability to use longswords. Longswords have an overall balanced use, always giving an ample supply of damage but never lacking in defensive department, however, not the most superior of anything
Requires: General (Can require all)
Requires: General (Can require all)
x
Curved Blade Mastery
The ability to use curved swords. Curved swords have less of a high damage than most weapons but are usually very swift. Commonly items will have required agility to use them.
Requires: Agility
Requires: Agility
x
Dagger Mastery
The ability to use daggers. Daggers have a generally swift and dexterous approach to them, often being less than superior in overall damage output from standard attacks, however, often able to land critical hits and attack rapidly.
Requires: Agility/Dexterity
Requires: Agility/Dexterity
x
Polearm Mastery
The ability to use polearms. Polearms have a generally high damage, though are usually still very suitable for landing critical strikes. Often these weapons also outrange most other weapons on the battlefield.
Requires: Strength/Dexterity
Requires: Strength/Dexterity
x
Two-Handed Sword Mastery
The ability to use two-handed swords. Two-handed swords are known for their brutally hard hitting damage, but often fall off in speed department. Generally these will be one of the hardest hitting weapons.
Requires: Strength
Requires: Strength
x
Rapier Mastery
The ability to use rapiers. Rapiers are known for being highly accurate weapons built around precision and accuracy rather than damage. Users of this weapon are known to hit critical often buffing up the lower damaged standard attack.
Requires: Dexterity
Requires: Dexterity
x
Axe Mastery
The ability to use axes. Axes are known for hitting hard, but still having a variance in selections. Both two handed and one handed axes apply to this field. Two handed axes generally require strength and perseverance whereas single handed axes often will utilize agility with their strength.
One Handed Requires: Strength, Agility
Two Handed Requires: Strength, Endurance
One Handed Requires: Strength, Agility
Two Handed Requires: Strength, Endurance
x
Shield Mastery
The ability to use shields. Shields being the obviously used for defensive purposes often are used on tank characters looking to beef up their character. Shields may also be used offensive however generally provide no attack damage, requiring the user to have high strength if no weapon.
Requires: Endurance
Requires: Endurance
x
Cestus Mastery
The ability to use cesti. (To be Filled Out)
Requires: Level 2, 1 Available Talent Point
Requires: Level 2, 1 Available Talent Point
Combat Talents
x
Stealth Mastery
The ability to use go invisible to players and monsters. This can be used to get out of fights or to sneak around during them. This talent offers less effectiveness if the enemies has already seen you prior to going invisible. Any attacks made while invisible have a heightened damage if a critical strike is hit, going up by a 10% for every level in the talent rather than 2x multiplier.
Ex. Lv. 1 = 2.1x, Lv. 5 = 2.5x
Requires: 4 Agility
Ex. Lv. 1 = 2.1x, Lv. 5 = 2.5x
Requires: 4 Agility
x
Throwing Mastery
The ability to use throwing weapons, such as needles and throwing knives. User can also throw minor objects in the surrounding such as rocks and still inflict small damage. Damage is usually set by the weapon equip, often dealing very low damages but applying status effects. Critical strikes CAN occur from thrown weapons. Different weapons will require higher levels of throwing mastery.
Requires: 4 Dexterity
Requires: 4 Dexterity
x
Perseverance Mastery
The ability to endure extraneous amounts of damage. Perseverance is only active while the player is under 50% of their total health. For every level of perseverance, the player will gain an additional 2 to their defense roll, and if under 30% health, the player will get an additional 3 per level.
Requires: 4 Endurance
Requires: 4 Endurance
x
Burst Mastery
The ability to get 'burst' strikes. These are equivalent to critical hits, however require no dexterity to achieve, making a means of getting high damage luck hits in for primary strength users. For every level of burst mastery the player will have an additional 2.5% critical hit chance
Requires: 4 Strength
Requires: 4 Strength
x
Battle Healing Mastery
The ability to recover health without potions or items at a slow rate. The player will receive 2% of their total health per level of battle mastery. For example, if the player has 70 health, and level 2 battle mastery, he will receive 4.2 health per turn, however, all decimals are always round up, so 5 health would be healed.
Requires: Player Level 2
Requires: Player Level 2
Miscellaneous Talents
x
Night Vision
The ability to see in dark places.
x
Acrobatics
The ability to maneuver through air and climbing.
x
Mapping
The ability to create maps of dungeons and record data on enemies. Also helps locate dungeons.
x
Lock Picking
The ability to pick locks and treasure chests.
x
Detection
The ability to notice things others may not. Includes all senses.
x
Tracking
The ability to track targets.
Requires: Detection Level 1
Requires: Detection Level 1
Familiar Talents
x
Familiar Mastery
The ability to catch and tame a creature to fight in combat.
Requires: Level 2
Requires: Level 2
x
Familiar Leadership
The ability to have more than one familiar. (Only one can be active at a time)
Requires: Familiar Master Level 5
Requires: Familiar Master Level 5
Social Talents
x
Provisioning
The ability to cook foods. Food's act as a means of recovery in combat.
x
Tailoring
The ability to sow leathers. Utilized in both weapon and armor crafting.
x
Blacksmithing
The ability to forge metals. Utilized in both weapon and armor crafting.
x
Fishing
The ability to catch fish. Fish often heals for more than foods dropped by enemies.
x
Channeling
The ability to craft trinkets and recall stones.
x
Mercantile
The ability to sell items in a shop, and open up a shop. (Removes taxes and service fees on sales.)
Guild Talents
x
Leadership
The ability to start a guild, also requires two other members signatures on petition. (Other members do not need this talent.)
Requires: Level 2
Requires: Level 2