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RPG Ability Dictionary

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RPG ABILITY DICTIONARY

The RPG system has a long list of abilities and spell effects for players to use in game. This document will list those abilities and the terms associated with them. Discussion, questions, and suggestions can be made in THIS thread.

 

RPG TERMS

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RPG System - The general term for everything related to the custom system we have on the server for combat, economics, and otherwise. This is a catch all term.

RPG Handbook - The item that all players start with that allows you quick access to your character sheet, abilities, fight, and states.

HP - Health Points, this is the stat that governs how much damage you can suffer before falling in combat.

Energy - A resource that regenerates in combat and allows you to perform actions on your turn, various effects return Energy, but the primary source is the Ingenuity Attribute.

Essence - A resource that regenerates slowly over the day. It allows you to perform powerful or special moves in and out of combat.

Fatigue - A tracked stat on your character, accrued from fighting, swimming, or travel- this effect can make your character more clumsy or even hurt themselves if you get too tired.

Physical Damage - A damage school based on weapons, physical strikes, and bleeding and disease. Physical Damage is usually mitigated by armor and other effects.

Magic Damage - A damage school based on spells, lingering magic, and explosions. Magic Damage is usually mitigated by the Willpower attribute and other effects.

Chaos Damage - A damage school that is context specific. Chaos Damage ignores damage mitigation.

Melee Action Check - An ability modifier that takes your Strength or Dexterity (Whichever is higher) plus 2D5 getting a score used for attacks, skill checks, and so on.

Magical Action Check - An ability modifier that takes your Willpower plus 2D5 getting a score used for attacks, skill checks, and so on.

Dodge Rating - Effects your chance to dodge incoming damage, dodging an attack requires your dodge rating to outscore an enemy's Hit Chance. Granted by Perception and certain equipment and spells.

Dodge Mitigation - Effects how much damage you ignore when you successfully dodge. Granted by Dexterity and certain equipment and spells.

Hit Chance - Effects the accuracy of your attacks and spells, usually granted by the primary 'damage' attribute of your attack, like Strength, Dexterity, or Willpower. Some equipment and effects also grant Hit Chance.

Weapon Damage - A function of the relevant weapon, Main Hand, Off-Hand, and Ranged Weapons exist and are used for different attacks. 

Engaged - A target's ability to interact at melee range. At the start of a fight all targets are disengaged, but can use 'Move' or other actions to get close to a target to hit them with melee range attacks. Some attacks require you to be Engaged, others require you not be Engaged.

Self - An Ability targeting type, usually means the ability only effects your own character.

Target - An Ability targeting type, usually means you must have a target selected in game to hit with the ability.

Cleave - An Ability targeting type, usually means it will target everyone engaged to your own character.

Party - An Ability Targeting type, usually means it will affect yourself and everyone in your party.

Attack - An Ability action type, usually means a negative effect or damage will be dealt to the target.

Heal - An Ability action type, usually means health will be restored to the target.

Utility - An Ability action type, usually means an effect or permanent change will occur on the target.

Buff - An Ability action type, usually means a lasting, positive effect or heal will be dealt to the target.

Debuff - An Ability action type, usually means a lasting, negative effect or damage will be dealt to the target.

Martial - An Ability school used for physical abilities with a focus on melee attacks.

Tactical - An Ability school used for physical combat oriented utility actions.

Subterfuge - An Ability school based around dirty fighting and flashy skills.

Marksman - An Ability school used for physical abilities with a focus on ranged attacks.

Audacity - An Ability school used for skills that lynchpin on luck and the Ingenuity attribute.

Divine - An Ability school used for spells with a holy or pure spirit.

Unholy - An Ability school used for spells of shadow and fel.

Arcane - An Ability school used for spells of learned, principled magic.

Wild - An Ability school used for feral magic of the elements and nature.

Shapeshifting - An Ability school used for changing your race or class.

Generic - An Ability school used for non-specific utility actions and attacks.

 

 

RPG ABILITIES

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RPG Abilities will be broken down in the following format:

 

TEST SPELL (10) Essence (1) Ranged (Generic) 

Target Buff, Does things and stuff based on your Perception * 2- lasts for 1 Rounds

 

'Test Spell' will refer to the name associated with the spell it acts as a small descriptor. '(10)'  is it's Energy Cost. 'Essence (1)' is the abilities cost in the limited resource Essence. 'Ranged' is an extra tag on a spell, if a spell is tagged as ranged, you do not need to be engaged to your target to use it. '(Generic)' refers to the ability school it belongs to. The next line begins with 'Target Buff' this refers to the target choice, in this case it only targets someone else and it applies an effect over time. 'Does things and stuff based on your Perception * 2' describes the abilities function. '- lasts for 1 Rounds' is a description of how long the effect lasts, this is only present on buffs and debuffs.

 

 

 

Base Actions
Quick Attack (8) (Martial) 
Target Attack, Mainhand Weapon Damage * 45% as Physical Damage
Basic Attack (15) (Martial) 
Target Attack, Mainhand Weapon Damage * 100% and Offhand Weapon Damage * 20% as Physical Damage  
Full Attack (20) (Martial)  
Target Attack, Mainhand Weapon Damage * 135% and Offhand Weapon Damage * 70% as Physical Damage
Ranged Attack (6) Ranged (Marksman) 
Target Attack, Ranged Weapon Damage * 40%, Can not be used while Engaged
Precision Shot (16) Ranged (Marksman) 
Target Attack, Ranged Weapon Damage * 140% As Physical Damage, Can not be used while Engaged
Change Weapon (5) (Generic) 
Self Utility, Changes the current Equipped Weapons to what is equipped on the Paperdoll
Flee (10) (Generic) 
Self Utility, Attempts to escape the current fight, All remaining Energy will be consumed when using this skill, Can not be used until your Second Turn. If you Remain near the active fight for the next 2 hours, you have a chance to gain additional injuries and fatigue throughout
Execute (20) (Generic) 
Target Utility, kills a target when they are at 0 Health
Injure* (15) (Generic)
Target Utility, injures a target player when they are at 0 Health, can specify the injury
Move (10) Ranged (Generic)
Target Utility, Attempt to Engage a Target. If self targeted, you will attempt to break all current Engagements via a Melee Action Check versus engaged Target’s Melee Action Check
Guard (10) Ranged (Generic) 
Target Buff, Any ‘Move’ Action taken to the target is redirected to the caster instead, you will also engage all characters currently engaged to the target, can not be used while currently engaged, this effect will be removed if you move or break engagements- lasts until canceled
End (0) (Generic)
Ends your turn.
Use Potion (8) (Generic)  
Self Utility, Consumes a potion and grants its effects. This ability is automatically triggered when clicking a potion in your inventory on your turn
Use Scroll (12) (Generic)  
Self Utility, Consumes a Scroll and grants its effects. This ability is automatically triggered when clicking a potion in your inventory on your turn
Wand Attack (14) Ranged (Marksman) 
Target Attack, Mainhand Weapon Damage * 85% as Magic Damage, This spell can only be used if you have a Wand Equipped

Physical Abilities
Charge (18) Ranged (Martial) 
Target Utility, Attempt to Engage a Target, if you engage to the target than target Attack, Mainhand Weapon Damage * 105% as Physical Damage, than Self Debuff, increases all Damage taken by 30%- lasts for 1 Round, Can not be used while Engaged
Evade (12) (Tactical) 
Self Buff, Increases your Dodge Rating by your Melee Action Check * 75%- lasts for 1 Rounds
Grapple (8) (Tactical) 
Target Attack, Perform a Melee Action Check against your target, if you succeed, than Debuff Target and Self, The next ‘Move’ action taken by the target fails- lasts for 3 Rounds
Rend (10) (Martial) 
Target Debuff, Strength Scale 2.0 as Physical Damage per Round- lasts for 8 Rounds
Overpower (16) (Martial) 
Target Attack, Mainhand Weapon Damage * 90% as Physical Damage, The Hit Chance of this Ability is increased by Melee Action Check/2
Poison Strike (8) (Subterfuge)
Target Debuff, Dexterity Scale 2.5 as Physical Damage per Round- lasts for 6 Rounds
Cleave (18) (Martial) 
Cleave Attack, Mainhand Weapon Damage * 95% as Physical Damage to all targets engaged to you
Crippling Shot (14) Ranged (Marksman) 
Target Attack, Ranged Weapon Damage * 100% as Physical Damage, than Target Debuff, Target loses 2 Energy per round- lasts for 2 Rounds
Searing Arrow (15) Ranged (Marksman) 
Target Attack, Ranged Weapon Damage * 125% As Magic Damage, Can not be used while Engaged
Kill Shot (18) Essence (1) Ranged (Marksman) 
Target Attack, Target’s missing health * 9% plus Ranged Weapon Damage * 50% as Physical Damage, this attack automatically Critically Strikes, Can not be used while Engaged, This attack can not do more than 250 Damage before Critical Strikes
Bludgeon (16) (Martial) 
Target Attack, Melee Action Check * 800% as Physical Damage
Heavy Kick (10) (Martial) 
Target Attack, Melee Action Check * 450% as Physical Damage
Throw Spear (12) Ranged (Marksman) 
Target Attack, Melee Action Check * 450% as Physical Damage, Can not be used While Engaged
Demoralizing Shout (14) (Tactical) 
Cleave Debuff, All targets engaged to you deal Melee Action Check * 1.1 Percent less Damage- lasts for 4 Rounds
Encouragement (10) Ranged (Tactical) 
Target Attack, Melee Action Check * 500% as Physical Damage, than Target Buff, Increases outgoing Damage by Melee Action Check * 2.5 Percent- lasts for 1 Rounds, Can not be cast on Self
Attack Order (15) Essence (1) Ranged (Tactical) 
Target Debuff, Reduce Target’s Dodge Rating by Melee Action Check/4 and Increases Incoming Physical Damage by 10%- lasts for 5 Rounds
Bolster (12) Essence (1) Ranged (Tactical) 
Target Buff, Reduces Incoming Damage by Self Dodge Rating * 4 Percent- lasts for 2 Rounds, Can only be used on a target with the ‘Guard’ buff, Can not be used on Self
Shiv (8) (Subterfuge)
Target Attack, Offhand Weapon Damage * 45% as Chaos Damage, This attack is affected by your current Physical Damage modifiers
Point Blank Shot (14) (Marksman) 
Target Attack, Ranged Weapon Damage * 120% as Physical Damage 
Revenge (18) Essence (1) (Martial) 
Target Attack, Self Missing Health * 20% plus Mainhand Weapon Damage * 70% as Physical Damage, This attack can not do more than 250 Damage before Critical Strikes
Shield Slam (16) Essence (1) (Martial) 
Target Attack, Offhand Weapon Damage * 100% plus Self Dodge Rating * 200% as Physical Damage, than Target Utility, If this Attack Critically Strikes, remove 1 Buff, This spell can only be used if you have a Shield Equipped, The Critical Strike Chance of this Action is increased by 35%
Obliterate (18) Essence (1) (Martial) 
Target Attack, Mainhand Weapon Damage * 165% as Physical Damage(On the next turn, target must remain Engaged to Self), this attack automatically Critically Strikes, than Self Debuff, Can not perform any Action and sets Energy Regeneration to 0- lasts for 1 Rounds
Twin-Snipe (18) Ranged (Marksman) 
Target Attack, Ranged Weapon Damage * 90% As Physical Damage, than Target Attack. Ranged Weapon Damage * 90%, Your Hit Chance for this attack is reduced by 3, Can not be used while Engaged
Toxic Shot (10) Ranged (Marksman) 
Target Debuff, Dexterity Scale 2.5 as Physical Damage per Round- lasts for 6 Rounds
Disengage (16) Essence (2) (Marksman) 
Target Attack, Ranged Weapon Damage * 70% as Physical Damage, than Self Utility, Break all engagements, This counts as a move action
Wyvern Sting (15) Ranged (Marksman) 
Target Attack, Ranged Weapon Damage * 125% As Physical Damage, if the Target has a Debuff on them remove it and Wyvern Sting deals Chaos Damage affected by your Physical Damage modifiers instead, Can not be used while Engaged
Shield Block (12) (Tactical) 
Self Buff, Reduces incoming and outgoing Damage by Self Dodge Rating * 2 Percent, This spell can only be used if you have a Shield Equipped- lasts for 3 Rounds
Boomerang Toss (12) Ranged (Marksman) 
Target Attack, Melee Action Check * 275% as Physical Damage, than Target Utility, Removes 2 Energy, Can not be used While Engaged
Burgeoning Rage (16) Essence (1) (Tactical)
Self Buff, Increases your Strength and Dexterity by .5 and Increases Incoming Damage by 5% per turn, this effect stacks- lasts for 13 Rounds
Battle Cry (10) Ranged (Tactical) 
Party Buff, Increases Physical Damage done by 4% and Critical Strike Chance by 1.5% for all members of your party, this effect stacks to a maximum of 5- lasts for 5 Rounds
Throw Stone (6) Ranged (Marksman)
Target Attack, Melee Action Check * 175% as Physical Damage
Weaving Strike (12) (Subterfuge)
Target Attack, Mainhand Weapon Damage * 60%, than Self Buff, Restores 2 Energy- lasts for 2 Rounds
Righteous Protection (14) Essence (1) (Divine) 
Self Buff, Increases Constitution by 1, Dodge Rating by 1, and Incoming Healing by 20%, you may not cast Wild and Unholy spells while this Buff persists- lasts for 11 Rounds
Unholy Strength (14) Essence (1) (Unholy)
Self Buff, Increases Constitution by 1, Hit Chance by 1, and Restores Health equal to your Missing Health * 4% per Round, you may not cast Arcane and Divine spells while this Buff persists- lasts for 11 Rounds
Dusk Strike (16) (Unholy)
Target Attack, Mainhand Weapon Damage * 80% as Physical Damage, than Target Debuff, Willpower Scale 5.0 as Magic Damage per Round- lasts for 2 Rounds
Rake (18) (Martial)
Target Debuff, Melee Action Check * 200% as Physical Damage per Round- lasts for 7 Rounds
Flurry (5) (Subterfuge)
Target Attack, Mainhand Weapon Damage * 19% and Offhand Weapon Damage * 19% as Physical Damage
Pierce (16) (Subterfuge)
Target Attack, Mainhand Weapon Damage * 50% and Offhand Weapon Damage * 20% as Physical Damage, than Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Shatter Shot- lasts for 8 Rounds
Shatter Shot (12) Ranged (Marksman) 
Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Pierce, This spell can only be used if you have a Ranged Weapon Equipped- lasts for 8 Rounds


Class Actions

Players may only choose 2 of these per class that they belong to.

 

Warrior

Mortal Strike (20) Essence(1) (Martial) 
Target Attack, Mainhand Weapon Damage* 135% plus 20 as Physical Damage, than Target Debuff, Reduces Incoming healing by 35%- lasts for 3 Rounds
Devastate (15) (Martial) .cast 44079 self cast at target
Target Attack, Target Attack, Mainhand Weapon Damage * 30%, The Damage of this Attack is increased by 100% for Each Stack of ‘Pierced Armor’ on the Target, than Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Shatter Shot- lasts for 8 Rounds, This spell can only be used if you have a Shield Equipped
Whirlwind (20) (Martial) 
Cleave Attack, Mainhand Weapon Damage * 100% and Offhand Damage * 50% as Physical Damage to all targets Engaged to you
Enraged Regeneration (14) Essence (2) (Tactical) 
Self Buff, Restores Health Equal to 10% of your Maximum Health per Round, the Healing from this ability can not critically strike- lasts for 3 Rounds
Recklessness (5) Essence (2) (Tactical) .cast 90929 self cast than .unaura 90929 self after a moment
Self Buff, Increases Critical Strike chance by 45% and Incoming Damage by 35%- lasts for 2 Rounds 
 

Paladin
Crusader Strike (18) (Divine) 
Target Attack, Mainhand Weapon Damage * 135% as Magic Damage, The Hit Chance of this Ability is increased by Melee Action Check/1.5
Blessing of Sanctuary (14) Ranged (Divine) 
Target Buff, Reduces incoming damage by 18% and Grants 1 Constitution - lasts for 5 Rounds
Holy Shock (12) Ranged (Divine) 
Target Attack, Magical Action Check * 385% as Magic Damage, if the target is friendly it heals instead, The Critical Strike Chance of this Action is increased by 18%
Judgement (10) Ranged (Divine) 
Target Debuff, Every successful Attack Action made against the this target restores 8 Health and 1 Energy- lasts for 4 Rounds
Devotion Aura (8) (Divine) 
Party Buff, Inspires everyone in your party, reducing incoming Physical Damage by 5%- lasts until Cancelled, Can not be removed

Hunter
Beastial Wrath (18) Essence (2) (Tactical) 
Self Buff, Increases Ingenuity by Ingenuity * .6 and Increases Damage dealt by 25% - lasts for 4 Rounds
Aimed Shot (18) Essence (1) Ranged (Marksman)
Target Attack, Ranged Weapon Damage * 90% plus Dexterity Scale 5.0 as Physical Damage, than Target Debuff, Reduces Incoming healing by 50%- lasts for 3 Rounds, Can not be used while Engaged, This attack automatically Critically Strikes
Black Arrow (12) Ranged (Marksman) 
Target Debuff, Dexterity Scale 2.5 plus Willpower Scale 2.5 as Magic Damage per Round, This spell can only be used if you have a Ranged Weapon Equipped- lasts for 7 Rounds
Frost Trap (10) Ranged (Tactical) 
Target Debuff, The next ‘Move’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
Aspect of the Dragonhawk (12) Essence (1) (Subterfuge) .cast 8115 self cast than .unaura 8115
Self Buff, Increases Dodge Chance by 2 and Outgoing Physical Damage by 12%, This spell can only be used if you have a Ranged Weapon Equipped- lasts until Cancelled
 

Shaman
Lava Burst (18) Essence (1) Ranged (Wild)
Target Attack, Magical Action Check * 800% as Magic Damage, if the Target has a Debuff on them remove it and Lava Burst automatically Critical Strikes
Windfury Weapon (12) Ranged (Wild)
Target Buff, Increases Target’s Outgoing Physical Damage by 8% and whenever the Target deals Physical Damage, they deal an additional 8 Points of Physical Damage- lasts for 4 Rounds, if cast on Self the buff duration is increased to 8 Rounds
Healing Wave (16) Ranged (Wild) 
Target Heal, Magical Action Check * 700%  as Healing, than Target Buff, Reduces incoming Damage by 10%- lasts for 2 Rounds
Earth Shock (10) Ranged ( Wild) 
Target Attack, Melee Action Check plus Magical Action Check * 200% Willpower as Magic Damage, than Target Debuff, Reduces Outgoing Damage and Healing by 5%- lasts for 2 Rounds
Dispel Magic (14) Ranged (Arcane)
Target Utility, Removes one Buff and one Debuff from the Target, Can not be cast on Self

Druid
Moonfire (10) Ranged (Wild)
Target Attack, Willpower Scale 4.0 as Magic Damage, than Target Debuff, Willpower Scale 4.0 as Damage per Round- lasts for 2 Rounds
Rejuvenate (10) Ranged (Wild)
Target Buff, Willpower Scale 4.5 as Healing per Round- lasts for 3 Rounds
Mangle (10) (Martial)
Target Attack, Melee Action Check * 275% as Physical Damage, than Target Debuff, Increases incoming Physical Damage by 10%- lasts for 8 Rounds
Mark of the Wild (12) Ranged (Wild)
Target Buff, Increases all Attributes by 1 and reduces incoming Damage by 5%- lasts for 5 Rounds
Barkskin (10) Essence (1) (Tactical)
Self Buff, Reduces incoming Damage by 35%- lasts for 2 Rounds

Rogue
Mutilate (18) (Subterfuge)
Target Attack, Mainhand Weapon Damage * 80% and Offhand Weapon Damage * 80% as Physical Damage, The Damage of this spell is increased by 20% for each Debuff on the target, to a maximum of 60%
Killing Spree (20) Essence (1) (Subterfuge)
Target Attack, Target Attack, Mainhand Weapon Damage * 37.5% and Offhand Weapon Damage * 37.5% as Physical Damage, Than Target Attack, Target Attack, Mainhand Weapon Damage * 37.5% and Offhand Weapon Damage * 37.5% as Physical Damage, Than Target Attack, Target Attack, Mainhand Weapon Damage * 37.5% and Offhand Weapon Damage * 37.5% as Physical Damage
Hemorage (10) (Subterfuge) 
Target Attack,  Mainhand Weapon Damage * 20% and Offhand Weapon Damage * 8% as Physical Damage, than Target Debuff, Whenever the Target receives Physical Damage from an Attack Action they receive an additional 4 Points of Physical Damage- lasts for 5 Rounds
Shadowstep (6) Essence (1) Ranged (Subterfuge) 
Target Utility, Perform a ‘Move’ action to a Target unit and bypasses the ‘Guard’ Buff, This action removes all other Engagements on Self
Vanish (4) Essence (4) (Subterfuge) 
Self Utility, Breaks all Engagements and Removes all Buffs and Debuffs

Priest
Power Word: Fortitude (12) Ranged (Divine) 
Party Buff, Increases Constitution by 1 for everyone in your Party- lasts for 11 Rounds
Greater Heal (18) Ranged (Divine) 
Target Heal, Magical Action Check * 1000% as Healing
Shadow Form (8) (Unholy) 
Self Buff, Engulfs you in Shadows increasing Outgoing Magical Damage by 8% and reducing Incoming Damage by 4%, but preventing you from using Wild and Divine Skills. Can be used outside of Combat, cast this spell again to remove this Buff, can not be removed by any other means
Devouring Plague (15) Ranged (Unholy) 
Target Debuff, Willpower Scale 3.5 as Magic Damage per round and the Caster is healed for the Damage Dealt- lasts for 5 Rounds
Dispel Magic (14) Ranged (Arcane)
Target Utility, Removes one Buff and one Debuff from the Target, Can not be cast on Self

Mage
Ice Lance (8) Ranged (Arcane) 
Target Attack, Willpower Scale 4.0 as Magic Damage, The Damage of this spell is increased by 40% for each Debuff on the target, to a maximum of 200%
Pyroblast (18) Essence (1) Ranged (Arcane) 
Target Attack, Magical Action Check * 1200% as Magic Damage(On the next turn), this attack automatically Critically Strikes, than Self Debuff, Can not perform any Action and sets Energy Regeneration to 0- lasts for 1 Rounds
Arcane Explosion (12) (Arcane) 
Cleave Attack, Magical Action Check * 425% as Magic damage to all targets engaged to Self
Ice Block (8) Essence (2) (Arcane) 
Self Buff, Automatically ends your turn, Removes all debuffs and prevents them from being applied to you, and reduces Incoming Damage by 100%, you can not perform any ability or action while this buff is active- lasts for 2 Rounds
Mana Shield (5) (Arcane) 
Self Buff, Consumes your remaining Energy and You receive Temporary HP equal to your remaining Energy * (Magical Action Check/2)- lasts for 4 Rounds, Sources of Temporary HP do not stack

Warlock
Curse of Exhaustion (10) Ranged (Unholy) 
Target Debuff, The next ‘Move’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
Fel Armor (10) Essence (1) (Unholy)
Self Buff, Increases Outgoing Magic Damage by 15% and Restores Health Equal to your Maximum Health * 2% per Round, you may not cast “Divine” spells while this Buff persists- lasts 13 Rounds
Chaos Bolt (18) Essence (1) Ranged (Unholy) 
Target Attack, Magical Action Check * 900% as Chaos Damage, This attack is affected by your current Magic Damage modifiers
Curse of Agony (8) Ranged  (Unholy) 
Target Debuff, Willpower Scale 2.5 as Magic Damage per Round- lasts for 6 Rounds
Shadow Bolt (18) Ranged (Unholy) 
Target Attack, Magical Action Check * 1050% as Magic Damage

Death Knight
Hysteria (14) Ranged (Unholy)
Target Buff, Increases Outgoing Damage by 25%, than Target Debuff, Target’s Constitution * 5.0 plus 35 as Chaos Damage per round, This attack is affected by your current Magic Damage modifiers- Lasts 4 Rounds
Lichborne (5) Essence (2) (Unholy) 
Self Utility, Remove all Debuffs and Buffs
Ebon Plague (15) (Unholy) 
Target Debuff, Strength Scale 3.0 and Willpower Scale 3.0 as Magic Damage per Round and incoming Magic Damage is increased by 10%- lasts for 5 Rounds
Death Strike (14) (Unholy) 
Target Attack, Mainhand Weapon Damage * 60% and Offhand Weapon Damage * 20% as Physical Damage, you Heal for the Damage done by this ability
Plague Strike (18) (Unholy)
Target Attack, Mainhand Weapon Damage * 120% plus Offhand Weapon Damage * 48% as Magic Damage, The Damage of this spell is increased by 8% for each Debuff on the target, to a maximum of 24%



Magical Action

Buffs
Iron Skin (15) (Arcane) 
Self Buff, Reduces Physical Damage Taken by Willpower * 5 Percent- lasts for 5 Rounds
Magic Barrier (15) (Arcane) 
Self Buff, Reduces Magic Damage Taken by Willpower * 5 Percent- lasts for 5 Rounds
Sorcerer’s Attunement (12) (Wild) 
Self Buff, Increases Willpower by Willpower Scale .33- lasts for 6 Rounds
Ogre’s Attunement (12) (Wild) 
Self Buff, Increases Strength by Willpower Scale .33- lasts for 6 Rounds
Scoundrel’s Attunement (12) (Wild)
Self Buff, Increases Dexterity by Willpower Scale .33- lasts for 6 Rounds
Mark of the Bulwark (12) Ranged (Arcane) 
Target Buff, Reduces Damage taken and Damage dealt by Willpower * 3.5 Percent- lasts for 5 Rounds
Mark of the Rager (12) Ranged (Arcane) 
Target Buff, Increases Damage taken and Damage dealt by Willpower * 3.5 Percent- lasts for 5 Rounds
Mark of the Master (16) Essence (1) Ranged (Arcane) 
Target Buff, Decreases Damage taken and Increases Damage dealt by Willpower * 3.5 Percent- lasts for 5 Rounds
Mark of the Mender (12) Ranged (Arcane) 
Target Buff, Willpower Scale 4.5 as Healing- lasts for 3 Rounds
Evoke: Holy (10) (Divine)
Self Buff, Increases Outgoing Healing by 20%, you may not cast “Unholy” spells while this Buff persists, Requires, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
Evoke: Shadow (10) (Unholy)
Self Buff, Reduces Incoming Damage by 12%, you may not cast “Divine” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
Evoke: Arcane (10) (Arcane)
Self Buff, Increases your Maximum Energy by 6, you may not cast “Wild” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
Evoke: Elements (10) (Wild)
Self Buff, Increases Damage done by 15%, you may not cast “Arcane” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
Arcane Brilliance (18) (Arcane) 
Party Buff, Inspires everyone in your party, Increasing Maximum Energy by 2 and Outgoing Magic Damage and Healing by 8%- lasts for 11 Rounds

Attack
Molten Blast (15) Ranged (Arcane) 
Target Attack, Magical Action Check * 775% as Magic Damage
Icy Crush (12) Ranged (Wild) 
Target Attack, Magical Action Check * 500% as Magic Damage
Arcane Jolt (6) Ranged (Arcane) 
Target Attack, Magical Action Check * 225% as Magic Damage
Shadow Blast (16) Ranged (Unholy) 
Target Attack, Willpower Scale 5.0 as Magic Damage, than Target Debuff, Magical Action Check * 675% as Magic Damage per Round- lasts for 1 Rounds
Divine Sheer (16) Ranged (Divine) 
Target Attack, Magical Action Check * 650% as Magic Damage, The Hit Chance of this Ability is increased by Magical Action Check /2
Scorching Touch (10) (Wild) 
Target Attack, Willpower Scale 3.0 as Magic Damage, than Target Debuff, Willpower Scale 4.5 as Magic Damage- lasts for 2 Rounds
Frost Barbs (18) Ranged (Arcane)
Target Attack, Magical Action Check * 725% as Magic Damage, than Target Debuff, Incoming Damage is increased by 10%- lasts for 2 Rounds
Arcane Salvo (20) Essence (1) Ranged (Arcane)
Target Attack, Magical Action Check * 800% as Magic Damage, than Self Buff, Restore 3 Energy per Round- lasts for 3 Rounds
Siphon of Darkness (14) Ranged (Unholy) 
Target Attack, Magical Action Check * 400% as Magic Damage, The caster Heals for the Damage done by this attack
Holy Strike (14) (Divine) 
Target Attack, Melee Action Check plus Magical Action Check * 350%  as Magic Damage
Fiery Burst (18) (Arcane) 
Cleave Attack, Magical Action Check * 900% as Magic Damage to all targets engaged to you
Lightning Rod (20) Essence (1) Ranged (Wild) 
Target Attack, Magical Action Check * 500% as Magic Damage, than Cleave Attack, Magical Action Check * 900% as Magic Damage to all to all targets engaged to the target
Sting of the Wild (14) Ranged (Wild) 
Target Attack, Magical Action Check * 575% as Magic, than Target Debuff, Reduces Outgoing Damage by 10%- lasts for 1 Rounds
Lightning Bolt (16) Ranged (Wild) 
Target Attack, Magical Action Check * 650% as Magic Damage,  The Hit chance of this Ability is increased by Magical Action Check/2
Overwhelming Blast (20) Essence (2) Ranged (Arcane) 
Target Attack, Magical Action Check * 600% as Magical Damage, than Target Utility, Remove all Engagements and the ‘Guard’ Buff
Dark Vestiges (18) Essence (1) Ranged (Unholy) 
Target Attack, Target’s Missing Health * 21% plus Willpower Scale 6.0 as Magical Damage, This attack can not do more than 250 Damage before Critical Strikes
Arc Lightning (8) Ranged (Wild) 
Target Attack, Magical Action Check * 375% as Magical Damage, than Target Utility, Restore 3 Energy, Can not be cast on Self
Clutch of Winter (20) Ranged (Arcane) 
Target Attack, Magical Action Check * 625% as Magic Damage, Target Debuff, The next ‘Move’ or ‘Flee’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
Focused Burn (20) Ranged (Wild) 
Target Attack, Magical Action Check * 1100% as Magic Damage
Shadow Consumption (20) Essence (1) (Unholy)
Cleave Attack, Magical Action Check * 550% as Magic Damage to all targets engaged to you, The caster Heals for half the Damage done by this attack
Shadow Lash (14) Ranged (Unholy)
Target Attack, Magical Action Check * 525% as Magical Damage, The Damage of this spell is increased by 30% for each Debuff on the target, to a maximum of 60%
 

Debuffs
Corroding Magic (10) Ranged (Unholy) 
Target Debuff, Willpower Scale 2.5 as Magic Damage per Round- lasts for 6 Rounds
Unstable Magic (12) Ranged (Arcane) 
Target Debuff, Willpower Scale 3.25 as Magic Damage per Round- lasts for 5 Rounds
Fuse Magic (14) Ranged (Wild) 
Target Debuff, Willpower Scale 2.0 as Magic Damage per Round- lasts for 15 Rounds
Cripple (12) Ranged (Unholy) 
Target Debuff, Target loses 3 Energy per Round- lasts for 5 Rounds
Amplify Magic (12) Ranged (Arcane)
Target Debuff, Increases Incoming Magic Damage and Incoming Healing by 15%- lasts for 5 Rounds 
Terrify (6) Essence (1) Ranged (Unholy) 
Target Debuff, The next ‘Move’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
Mark of the Scorned (14) Ranged (Arcane) 
Target Debuff, Reduces Incoming healing by 35%- lasts for 6 Rounds
Insect Swarm (14) Ranged (Wild) 
Target Debuff, Willpower Scale 2.25 as Physical Damage and Target’s Hit Chance is reduced by 2- lasts for 7 Rounds
Engulfing Flames (18) Ranged (Unholy) 
Target Debuff, Willpower Scale 2.5 as Chaos Damage per Round, This attack is affected by your current Magic Damage modifiers- lasts for 8 Rounds
Proselytize (14) Essence (1) Ranged (Divine) 
Target Debuff, You may not cast “Unholy” spells while this Debuff persists and Increases Incoming Healing by 50%, Can not be cast on Self- lasts for 2 Rounds
Mounting Corrosion (12) Ranged (Unholy)  
Target Debuff, Reduces the Target’s Current Magical Damage Reduction by 25%, this effect stacks to a maximum of 3- lasts for 8 Rounds 

Utility
Blink (10)  (Arcane) 
Self Utility, Attempt to break all current Engagements via a Magical Action Check versus engaged Target’s Melee Action Check
Meditation (6) Essence (3) (Arcane) 
Self Utility, Restore Energy equal to your Willpower * 2.5
Purge (12) (Wild) 
Target Utility, Removes 1 Buff and 1 Debuff from the Target, Can not be cast on Self
Purify Spirit (4) Essence (1) (Divine) 
Self Utility, Removes all Debuffs from Self, than Self Attack, Constitution Scale 5.0 plus 75 as Chaos Damage, This attack is affected by your current Magic Damage modifiers
Divine Shield (18) Essence (1) (Divine) 
Self Buff, Automatically ends your turn, Removes all debuffs and prevents them from being applied to you, and reduces Incoming Damage by 100%, you can not perform any ability or action while this buff is active- lasts for 2 Rounds
Light Spike (8) Ranged (Divine) 
Target Heal, Magical Action Check * 275% as Healing
Nature’s Guidance (10) Ranged (Wild)  
Target Heal, Magical Action Check * 225% as Healing, than Target Buff, Increases all Attributes by 1- lasts for 1 Rounds

Improvised Action
Dive (8) Essence (1) (Audacity) .cast 24222 self cast 
Self Utility, Attempt to break all current Engagements via Ingenuity * 3.5 versus engaged Target’s Melee Action Check
Shove (12) (Audacity) 
Target Utility, Target loses energy equal to your Ingenuity * 1.5
Distracting Flourish (10) Essence (1) Ranged (Audacity) 
Target Debuff, Target deals Ingenuity * 5 Percent less damage- lasts for 1 Rounds
Scream (20) Essence (2) (Audacity) 
Self Heal, Ingenuity Scale 12.5 as Healing, than Self Buff, Increases Ingenuity by Ingenuity * .6, Increases Outgoing Damage by 10%- lasts for 4 Rounds
Focus Energy (8) Essence (1) (Audacity) 
Self Buff, Increases your Critical Strike chance by Ingenuity * 3.5 Percent, than Self Utility, Restore 6 Energy- lasts for 0 Rounds
Parry (8) Essence (1) (Audacity) 
Self Buff, Increase Dodge Rating by 2 and increases Dodge Mitigation by Ingenuity Scale 1.2- lasts for 1 Rounds
Appeal (6) Essence (1) (Audacity)
Self Buff, For each target in your current fight, reduce Incoming Damage by Ingenuity * 2 Percent- lasts for 1 Rounds
Both Eyes Open (4) Essence (1) (Audacity) 
Self Buff, Increases Magical and Physical hit chance by Ingenuity *.7- lasts for 2 Rounds, For Each Missing Eye you have, reduce Duration by 1
 

Transformation
Cat Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
Self Utility, Transforms you into the Druidic Cat race, removing your current Racial bonuses and applying the Druidic Cat race, Increasing Physical Damage done by 8% and Critical Strike Chance by 4%, but preventing you from using Marksman, Wild, Arcane, Unholy, and Divine Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
Bear Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
Self Utility, Transforms you into the Druidic Bear race, removing your current Racial bonuses and applying the Druidic Bear race, Reducing all Damage taken by 12%, but preventing you from using Marksman, Wild, Arcane, Unholy, and Divine Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
Worgen Form (8) (Shapeshifting) *SPECIAL NOTE, THE WORGEN RACE RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
Self Utility, Transforms you into the Full Worgen race, removing your current Racial bonuses and applying the Full Worgen race, Increases Critical Strike Chance by 4% and Increasing Incoming Damage by 2.5%. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
Treant Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
Self Utility, Transforms you into the Druidic Treant race, removing your current Racial bonuses and applying the Druidic Treant race, Increasing Outgoing Healing by 10% and Reducing incoming Physical Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
Moonkin Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
Self Utility, Transforms you into the Druidic Moonkin race, removing your current Racial bonuses and applying the Druidic Moonkin race, Increasing Outgoing Magical Damage by 7% and Reducing incoming Physical Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.


Non-Combat
Field Medical Treatment (0) Essence (3) (Non-Combat)
Target Buff, Target is buffed for Fifteen Minutes, when the buff expires Remove 1 random Light Injury and all it’s stacks, Can not be used in combat, Must be within 10 Yards of the target if not self cast, Learning Field Medical Treatment Requires the use of a Book of Medicine
Surgery (0) Essence (3) (Non-Combat)
Target Buff, Target is buffed for Forty Minutes, when the buff expires Removes Grave Wounds from the Target, Requires and consumes a Medical Kit, Can not be used in combat, Can not cast on self, Must be within 10 Yards of the target, Learning Surgery Requires the use of a Book of Medicine
Vital Spirit (0) Essence (3) (Non-Combat)
Self Utility, Reduces Fatigue by 550, Can not be used in combat

 

Quote

REMOVED SPELLS
Power Word: Shield (8) Ranged (Divine) 
Target Buff, Magical Action Check * 500% as Temporary HP- lasts for 2 Round
Deep Freeze (10) Essence (1) Ranged (Arcane) 
Debuff Target, Increases incoming damage by 25% and the target fails the next ‘Move’ action- lasts for 1 Rounds
Earth Shield (8) Ranged (Wild) 
Target Buff, The next time the target would take damage they also heal for Willpower Scale 10.0 before the damage takes place- lasts for 5 Rounds
Shield Wall (10) Essence(1) (Tactical) 
Self Buff, Reduces incoming damage by 50%- lasts 2 Rounds
Focus Strike (15) Essence (1) (Audacity) 
Target Attack, Mainhand Weapon Damage * 115% as Physical Damage, this attack gains your Ingenuity * 4 Percent increased chance to Critically Strike
Soul Link (15) (Unholy) 
Self Buff, Reduces Incoming Damage by 20%- lasts until cancelled 
Eviscerate (15) (Subterfuge) 
Target Attack, Mainhand Weapon Damage * 20% plus 20, Up to 5 Additional Energy will be consumed when using this skill and 73% Damage will be added per point of Energy consumed

 

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