Advanced Disciplines.   Posted by GM-sama.Group: 0
GM-sama
 GM, 20 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:23
Advanced Disciplines
Advanced Disciplines

Starting at Level 30, characters can take Advanced Disciplines, which have more difficult feat requirements and more powerful abilities. Commander is a special Advanced Discipline that can be taken at Level 10, but only by the Commanding Officer. Advanced Disciplines are as follows:

Elemental Savant Discipline: Skills that combine elements to perform amazing feats. Their abilities are focused on magic damage and wide areas. +6 Magic, +5 Spirit, +3 Speed, +2 Attack, +1 Defense.

Commander Discipline: Skills that boost morale. Their abilities focus on increasing efficiency of allies and utilizing tactics. +6 Spirit, +5 Defense, +3 Speed, +2 Attack, +1 Magic.

Transformation Discipline: Skills that alter oneís body. Their abilities focus on long-lasting stat changes. +3Attack, +4 Defense, +4 Magic, +2 Speed, +4 Spirit.

Exorcism Discipline: Skills that destroy evil creatures. Their abilities focus on damaging and warding against demons, undead, and malevolent spirits. +6 Spirit, +5 Magic, +4 Attack, +3 Defense, +1 Speed

Blight Discipline: Skills that cause destruction. Their abilities focus on causing affliction over wide areas. +6 Magic, +5 Attack, +3 Speed, +2 Spirit, +1 Defense

Defender Discipline: Skills that integrate divine powers with physical ones. Their abilities focus on aiding and defending allies while destroying foes. +6 Spirit, +5 Defense, +4 Attack, +3 Magic, +1 Speed.

Inquisition Discipline: Skills that focus on defeating magic-users. Their abilities focus on bolstering magical defenses and destroying those who would use magic in the first place. +6 Spirit, +5 Attack, +4 Defense, +2 Speed, +1 Magic

Ninjutsu Discipline: Skills that combine stealth with magic. Their abilities focus on supernatural stealth feats. +6 Magic, +4 Speed, +3 Spirit, +2 Attack, +1 Defense

Berserker Discipline: Skills that kill with reckless abandon. Their abilities focus on dealing brutal levels of damage with minimal defense. +6 Attack, +4 Speed, +3 Defense, +2 Magic, +1 Spirit

Saintly Discipline: Skills that focus on helping the needy and healing the injured. Their abilities focus on healing and status bonuses. +6 Magic, +5 Spirit, +3 Speed, +2 Defense, +1 Attack

Spiritual Disciple Discipline: Skills that merge the elemental forces of the body with those of the weapons it wields. Their abilities focus on potent elemental abilities as well as melee skills. +6 Magic, +5 Attack, +4 Spirit, +2 Speed, +1 Defense

Weapon Master Discipline: Skills that hone oneís abilities with their equipment. Their abilities focus on abilities that increase the effectiveness of equipment. +6 Attack, +5 Defense, +3 Speed, +2 Magic, +1 Spirit

Marksmanship Discipline: Skills that involve ranged attacks. Their abilities focus on attacking over long distances or wide areas. +6 Attack, +4 Speed, +3 Spirit, +2 Magic, +1 Defense

Arcane Archer: Skills that combine bows with magic. Their abilities focus on elemental attributes that create different effects. +6 Magic, +5 Attack, +3 Speed, +2 Spirit, +1 Defense

Elemental Specialist: Skills that require high levels of competence with a single type of element. +6 Magic, +5 Spirit, +3 Speed, +2 Attack, +1 Defense

Black Belt: Skills that build onto the fundamentals of martial arts. Black belts take creative liberties to utilize effective, though unconventional attacks. +6 Attack, +5 Defense, +3 Speed, +2 Spirit, +1 Magic

Synergist: Skills that enhance allies. The majority of their abilities provide statistical bonuses. +6 Magic, +5 Spirit, +3 Speed, +2 Defense, +1 Attack

Hunter: Hunters specialize in the slaying of specific creatures of choice. There are many types of hunters, each with their own strategies. +6 Attack, +4 Speed, +3 Magic, +2 Defense, +1 Spirit

Necromancer: Necromancers use the dark arts you harm the living and raise the dead as minions. Necromancer Stats: +6 Magic, +5 Spirit, +3 Speed, +2 Attack, +1 Defense

This message was last edited by the GM at 21:26, Fri 27 Aug 2010.

GM-sama
 GM, 21 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:24
Re: Advanced Disciplines
Elemental Savant

Feat: Light Beam (Magic, Line)
Effect: Deals 1.5x Non-elemental damage in a 10 tile line, dealing 10% less damage every time it pierces a target
Cost: 80 FP, 10 Speed
Level: Each level reduces the damage loss by 2.5%
Prerequisite: Firestorm (Level 5), Thunder Beam (Level 5), Level 30

Feat: Big Bang (Magic, Line)
Effect: Deals 2.5x Non-elemental damage in a 3 tile wide, 10 tile long line.
Cost: 150 FP, 20 Speed OR 10 Speed over 2 rounds
Level: Each level improves damage by 4 and length by 1
Prerequisite: Light Beam, Level 40

Feat: Acid Arrow (Magic, Debuff, Defense)
Effect: Deals 2x Earth damage to a target within 4 tiles and reduces defense by 20% for 5 rounds
Cost: 80 FP, 8 Speed
Level: Each level improves damage by 3 and duration by 1 round
Prerequisite: Earthquake (Level 5), Hailstorm (Level 5), Level 30

Feat: Acid Rain (Magic, Radial, Terrain)
Effect: Creates a cloud in a 10-tile radius that deals 10 damage to everyone inside every round for 6 rounds.
Cost: 150 FP, 10 Speed
Level: Each level improves the duration by 1 round
Prerequisite: Acid Arrow, Level 40

Feat: Magma Bomb (Magic, Burst)
Effect: Deals 2.5x Fire damage to one target within 4 tiles and a 3 tile burst
Cost: 80 FP, 8 Speed
Level: Each level increases damage by 6
Prerequisite: Firestorm (Level 5), Earthquake (Level 5), Level 30

Feat: Volcanic Ash (Magic, Radial, Terrain, Blind)
Effect: Creates a ash storm in a 10-tile radius that deals 5 damage every round and blinds all inside for 6 rounds
Cost: 150 FP, 10 Speed
Level: Each level improves the duration by 1 round
Prerequisite: Magma Bomb, Level 40

Feat: Rust Bolt (Magic, Armor, Debuff)
Effect: Deals 3x Lightning damage to a target within 4 tiles and reduces the effectiveness of their armor by 50%
Cost: 80 FP, 8 Speed
Level: Each level improves damage by 4 and defense penalty by 5%
Prerequisite: Hailstorm (Level 5), Thunder Beam (Level 5), Level 30

Feat: Storm (Magic, Terrain, Debuff, Movement)
Effect: Creates a storm in a 10-tile radius that reduces movement efficiency by 1 and randomly strikes one target per round, dealing 1x Lightning damage. Lasts 6 rounds
Cost: 150 FP, 10 Speed
Level: Each level improves the duration by 1 round
Prerequisite: Rust Bolt, Level 40

This message was last edited by the GM at 00:40, Sat 05 June 2010.

GM-sama
 GM, 22 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:24
Re: Advanced Disciplines
Commander

Feat: Rally Call
Effect: Increase attack and defense by 5 in a 1 tile radius for 5 rounds
Cost: 10 FP, 3 Speed
Level: Each level improves bonus, duration, and radius by .5
Prerequisite: Level 10

Feat: Rousing Speech
Effect: Increase magic and spirit by 5 in a 1 tile radius for 5 rounds
Cost: 10 FP 3 Speed
Level: Each level improves bonus, duration, and radius by .5
Prerequisite: Level 10

Feat: Sentinel Banner
Effect: When active, all allies standing adjacent to one another and within 6 tiles of you gain a defense bonus equal to their unused Speed
Cost: 20 FP, 3 Speed
Level: Each level increases radius by 1, with an additional defense point
Prerequisite: Rally Call, Level 15

Feat: Charge Banner
Effect: When active, allies within 6 tiles of you that move directly to a target and attack gain an attack bonus equal to the number of spaces travelled that round.
Cost: 20 FP, 3 Speed
Level: Each level increases radius by 1, with an additional attack point
Prerequisite: Rally Call, Level 15

Feat: Mage Banner
Effect: When active, allies standing adjacent to one another and within 6 tiles of you gain a magic bonus equal to their unused speed.
Cost: 20 FP, 3 Speed
Level: Each level increases radius by 1, with an additional magic point
Prerequisite: Rousing Speech, Level 15

Feat: Focus Banner
Effect: When active, allies with 2 tiles of you restore 2 FP per round
Cost: 20 FP, 3 Speed
Level: Each level increases radius by 1 and restoration increases by 2
Prerequisite: Rousing Speech, Level 15

Feat: Battle Cry
Effect: Increases Attack, Defense, Magic, and Spirit of allies within 3 tiles by 3 points for 10 rounds
Cost: 30 FP, 4 Speed
Level: Each level increases effect by .5
Prerequisite: Rally Call (Level 3), Rousing Speech (Level 3), Level 25

This message was last edited by the GM at 23:15, Fri 04 Dec 2009.

GM-sama
 GM, 23 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:25
Re: Advanced Disciplines
Tranformation

Feat: Assault Mode (Transformation, Physical Augment)
Effect: Increase Attack and Magic by 10, decrease Defense and Spirit by 10
Cost: 10 FP/round, 6 Speed Transform
Level: Each level improves bonuses by 1 and decreases penalties by 1
Prerequisite: 30 Attack, 30 Magic, Level 25

Feat: Sentinel Mode (Transformation Physical Augment)
Effect: Increase Defense and Spirit by 10, decrease Attack and Magic by 10
Cost: 10 FP/round, 6 Speed Transform
Level: Each level improves bonuses by 1 and decreases penalties by 1
Prerequisite: 30 Defense, 30 Spirit, Level 25

Feat: Elemental Mode (Transformation Physical Augment, Elemental)
Effect: Pick an element, elemental attacks of this type deal 5% bonus damage, you take 50% less damage from it. You take 50% more damage from opposite element
Cost: 10 FP/round, 6 Speed Transform
Level: Each level increases damage bonus by 5%
Prerequisite: 5 Feats of that element

Feat: Flash Mode (Transformation Physical Augment)
Effect: Increases Movement Efficiency by 1 and Speed by 1. Decreases accuracy by 5%
Cost: 10 FP/round, 6 Speed Transform
Level: Each level increases Speed bonus by 1
Prerequisite: 15 Speed, Level 25

Feat: Overdrive Mode (Transformation Physical Augment)
Effect: Increase Attack, Defense, Magic, and Spirit by 10. Take 15 damage every round
Cost: 15 FP/round, 6 Speed Transform
Level: Each level decreases damage by 1
Prerequisite: Assault mode OR Sentinel Mode, Level 30

Feat: Archmage Mode (Transformation Physical Augment)
Effect: Reduce FP costs by 10% point, including persistent FP drains, minimum cost of 1
Cost: 30 FP/round, 6 Speed Transform
Level: Each level increases reduction by 5
Prerequisite: 20 Magic feats, 5 transformation feats, Level 40

This message was last edited by the GM at 00:43, Sat 05 June 2010.

GM-sama
 GM, 24 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:25
Re: Advanced Disciplines
Exorcism

Feat: Holy Weapon (Weapon Augment, Holy)
Effect: When Active, all attacks deal 50% damage to demons and undead, but normal damage to others.
Cost: 30 FP, 3 Speed
Level: Each level improves damage against all creatures by 2.
Prerequisite: 40 Attack, Judgement (Level 5), Level 30

Feat: Exorcising Strike (Holy, Death)
Effect: A mighty strike that deals 1.5x damage to normal creatures. Deals 2x damage and has a 10% chance of instantly destroying undead.
Cost: 100 FP, 4 Speed
Level: Each level in,reases damage by 2, damage to undead by 6, and death% by 5
Prerequisite: Holy Weapon, Level 40

Feat: Holy Armor (Buff, Holy)
Effect: Grants one target within 6 tiles 50% protection against Dark element for 5 rounds
Cost: 40 FP, 4 Speed
Level: Each level improves duration by 1 round
Prerequisite: Demon Ward (Level 5), Level 30

Feat: Banishment Circle (Holy, Radial)
Effect: Deals 3x damage to all undead within 12 tiles
Cost: 120 FP 20 Speed OR 10 Speed over 2 rounds
Level: Each level increases radius by 1 tile
Prerequisite: Holy Armor, Level 40

Feat: High Circle of Protection (Holy, Radial, Terrain, Knockback)
Effect: Creates a circle in a 10 tile radius around you. Any demon or undead within the field when it is conjured is knocked to the nearest tile outside of this radius and takes 1x damage per tile. They cannot enter the field unless their level 1 level lower than you or higher, but all creatures are knocked back, regardless of level.
Cost: 120 FP, 20 Speed OR 10 speed over 2 rounds
Level: Each level increases the maximum level you affect by 1.
Prerequisite: Evil Armor, Level 40

Feat: Holy Arrow (Holy, Ranged)
Effect: Fires an arrow that deals 1x Ranged and 1x Holy damage to a single target. Holy damage is 2x against demons and undead.
Cost: 40 FP, 3 Speed
Level: Each level improves ranged and holy damage by 2
Prerequisite: Demon Ward (Level 5), 10 Ranged Feats, Level 30

Feat: Banishing Arrow (Holy, Ranged)
Effect: Fires an arrow that deals 1x Ranged and 2.5x Holy damage to a single target. Holy damage is 5x against demons and undead
Cost: 80 FP, 5 Speed
Level: Each level improves Holy damage by 3
Prerequisite: Holy Arrow, Level 40

This message was last edited by the GM at 00:46, Sat 05 June 2010.

GM-sama
 GM, 25 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:26
Re: Advanced Disciplines
Blight

Feat: Blight Field (Dark, Terrain)
Effect: Creates a cloud of Dark energy in a 5 tile radius that deals 25 damage to all that enter it. It lasts for 5 rounds. Multiple Blight Fields can exist at the same time.
Cost: 80 FP, 7 Speed
Level: Each level increases the duration by 1 round.
Prerequisite: Entropic Vaccum (Level 5), Level 30

Feat: Unhallow (Dark, Terrain, FP)
Effect: Creates a cloud of Dark energy in a 5 tile radius that deals 25 FP damage to all that enter it. It lasts for 10 rounds. Multiple fields can exist at the same time.
Cost: 150 FP, 9 Speed
Level: Each level increases the duration by 1 round
Prerequisite: Blight Field, Level 40

Feat: Sickening Field (Dark, Terrain, Debuff, Attack, Defense, Poison)
Effect: Creates a cloud of Dark energy in a 5 tile radius that reduces Attack and Defense by 10 and inflicts poison on those who enter it. Poison damage stacks if the target remains too long. Debuff lasts for 5 rounds after gained, field lasts for 5 rounds.
Cost: 80 FP, 7 Speed
Level: Each level increases the duration of the field by 1 round.
Prerequisite: Physical Void (Level 5), Level 30

Feat: Numbing Field (Dark, Terrain, Debuff, Magic, Spirit, Silence)
Effect: Creates a cloud of Dark energy in a 5 tile radius that reduces Magic and Spirit by 10 and inflicts silence on those who enter it. Debuff lasts for 5 rounds after gained, field lasts for 5 rounds.
Cost: 80 FP, 7 Speed
Level: Each level increases the duration of the field by 1 round
Prerequisite: Spiritual Void (Level 5), Level 30

Feat: Plague Field (Dark, Terrain, Debuff, Speed, Poison, Silence, Paralysis)
Effect: Creates a cloud of Dark energy in a 5 tile radius that reduces Speed by 10 and randomly inflicts Poison, Silence, and Paralysis on those who enter it. Debuff lasts for 5 rounds after gained, field lasts for 5 rounds
Cost: 150 FP, 10 Speed
Level: Each level increases the duration of the field by 1 round
Prerequisite: Sickening Field, Spiritual Field, Level 40

This message was last edited by the GM at 00:48, Sat 05 June 2010.

GM-sama
 GM, 26 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:26
Re: Advanced Disciplines
Defender

Feat: Cover (Stance)
Effect: When active, you automatically take melee attacks for adjacent allies, negating 10% of the damage at the same time.
Cost: 30 FP, 3 Speed
Level: Each level increases damage negation by 2.5%
Prerequisite: Shield Equipped, Shield Proficiency (Level 5), Level 30

Feat: Counter (Passive, Counter, Melee, Shield)
Effect: When you cover for an ally, you have a 10% chance of countering with Shield Bash for no additional cost.
Prerequisite: Cover, Shield Bash (Level 5), Level 35

Feat: Knightís Gambit (Sacrifice, Recovery)
Effect: Sacrifice an amount of HP of your choice, restoring twice as much to an adjacent ally.
Cost: HP, 30 FP, 1 Speed/50 HP
Level: Each level increases the range by .5 tiles
Prerequisite: Heal (Level 5), Level 30

Feat: Conversion (Sacrifice, FP, Recovery)
Effect: Sacrifice FP to restore three times the amount in HP to yourself
Cost: Any, 1 Speed/50 FP
Level: Each level adds 1 extra HP for every 5 FP.
Prerequisite: Knightís Gambit, Level 40

Feat: Aura (Physical Augment, Aura, Buff, Defense, Regeneration)
Effect: When active, grants you and adjacent allies a +6 bonus to Defense and causing 16 points of regeneration every round.
Cost: 30 FP, 3 Speed
Level: Each level improves Defense bonus and regeneration by 1.
Prerequisite: Heal (Level 5), Barrier (Level 5), Level 30

Feat: Divine Might (Buff, Attack, Spirit, Radial)
Effect: Increases Spirit and Attack by 10 in a 2 tile radius for 6 rounds
Cost: 50 FP, 3 Speed
Level: Each level improves duration by 1 round.
Prerequisite: Aura, Level 40

This message was last edited by the GM at 06:25, Sat 05 June 2010.

GM-sama
 GM, 27 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:26
Re: Advanced Disciplines
Inquisitor

Feat: Counterspell (Stance, Dispel, Sacrifice)
Effect: When active, you can dispel magic that will affect you or an adjacent ally by paying half of the spells original FP cost. The casting Mage loses the FP as if the spell had landed.
Cost: 10 FP, plus the cost from incoming spells, 3 Speed
Level: Each level expands the range you can counterspell from by 1
Prerequisite: Energy Negation OR Spell Redirect (Level 5), Level 30

Feat: Dispel (Dispel, Burst)
Effect: Negates all buffs and debuffs active on a target within 3 tiles and in a 1 tile burst.
Cost: 40 FP, 6 Speed
Level: Each level adds a 5% chance of silencing enemy targets
Prerequisite: Counterspell, Level 40

Feat: Energy Immunity (Physical Augment, Dispel)
Effect: Select one element. You are immune to the next attack of this element that strikes you.
Cost: 80 FP, 8 Speed
Level: Each level negates 1 extra attack, every other level can negate another element
Prerequisite: Elemental Endurance (Level 5), Level 30

Feat: Reflect (Buff, Reflect)
Effect: Once cast, this will reflect the next spell cast at you and deal 80% of its normal damage to the caster.
Cost: 60 FP, 10 Speed
Level: Each level improves the damage of the reflected spell by 10%
Prerequisite: Energy Immunity, Level 40

Feat: Soul Slay Stance (Stance, Melee, FP)
Effect: When active, your attacks deal .5x damage, but damage FP as well.
Cost: 30 FP, 3 Speed
Level: Each level adds 2 damage
Prerequisite: Vampiric Strike OR FP Burn (Level 5), Level 30

Feat: Bleeding Soul (Melee, FP)
Effect: Tags an opponent with a melee strike dealing x1 damage, causing them to lose 20 FP per round for 5 rounds after striking them.
Cost: 60 FP, 5 Speed
Level: Each level increases FP damage by 2.5
Prerequisite: Soul Slay Stance, Level 40

This message was last edited by the GM at 04:31, Tue 05 July 2011.

GM-sama
 GM, 28 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:27
Re: Advanced Disciplines
Ninjutsu

Feat: Utsusemi (Buff, Evasion)
Effect: Increases you evasion rate by 15% for 6 rounds
Cost: 40 FP, 4 Speed
Level: Each level improves evasion rate by 2.5%
Prerequisite: Level 30

Feat: Kawarimi (Counter, Transportation)
Effect: When you are targeted by a single-target attack, instead teleport 2 tiles in any direction, avoiding the effects of the ability.
Cost: 40 FP, 4 Speed)
Level: Each level improves the distance traveled by 1.
Prerequisite: Utsusemi, Level 40

Feat: Katon: Enmaku (Terrain, Radial, Blind, Debuff, Accuracy)
Effect: Creates a field of smoke in a 5-tile radius. All inside, save for Ninja, are Blinded while inside. In addition, any attack made against a target within the smokescreen, save for those made by a Ninja, take a -10% accuracy. The smokescreen lasts for 4 rounds or until it is dispersed.
Cost: 40 FP, 4 Speed
Level: Each level increases gradual radius by .5 tile
Prerequisite: Fireball (Level 5), Light Trap (Level 5), Level 30

Feat: Hyouton: Shimowana (Terrain, Burst)
Effect: Freezes the ground starting at a space up to 3 tiles away, and a 1 tile radius. This ice is difficult terrain, and requires double action points to travel over. The ice remains for 10 rounds.
Cost: 40 FP, 4 Speed
Level: Each level increases the radius by 1 rile and all targets traveling over ice have a 5% chance of slipping, requiring 4 Speed to stand.
Prerequisite: Blizzard (Level 5), Light Trap (Level 5), Level 30

Feat: Raiton: Hideba (Ranged, Elemental, Lightning, Synthesis)
Effect: Throws a knife charged with electrical energy, which travels up to 6 tiles and deals 1.5x melee damage and 1.5x lightning damage. It counts as knife throw for comboing, crit, and sneak attack purposes go.
Cost: 40 FP, 4 Speed
Level: Each level improves physical and magical damage by 2
Prerequisite: Knife Throw (Level 5), Bolt (Level 5), Level 30

Feat: Doton: Chikadou (Ground, Synthesis)
Effect: Burrow yourself underground. You can remain underground without breathing for 3 rounds before surfacing. While underground, each space you move costs 4 extra action points. You can emerge from the ground without spending action points, and the first attack you perform after emerging will do 1.5x damage and cause sneak attack if it can.
Cost: 40 FP, 4 Speed
Level: Each level improves underground movement speed by 1.
Prerequisite: Earth Fang (Level 5), Sneak Attack (Level 5), Level 30

Feat: Hiton: Ryujin (Magic, Sacrifice)
Effect: Condense elemental energy to form a small dragon that moves when you focus. The dragon lasts for 2 rounds, and flies 2 spaces for each action point you sacrifice. The dragon ignores difficult terrain and can deals 2x Non-elemental damage to any foe it touches.
Cost: 80 FP, 10 Speed
Level: Each level adds 6 damage
Prerequisite: Katon: Enmaku, Raiton Hideba, Level 40

Feat: Doroton: Ikiumeru (Terrain, Radial, Debuff, Movement)
Effect: Targets a 6 tile radius. The terrain in this field becomes deep mud. Creatures that move through the mud with -1 movement efficiency. Every round they remain in the area they sink, reducing their movement efficiency by 1 more. If they stay inside for 3 rounds they are unable to move and have to be pulled out for 6 AP. If they remain in the area for 5 rounds they drown in mud and die. The mud lasts for 10 rounds
Cost: 100 FP, 10 Speed
Level: Each level increases radius by 1.
Prerequisite: Hyouton: Shimowana, Doton: Chikadou, Level 40

This message was last edited by the GM at 01:29, Sat 05 June 2010.

GM-sama
 GM, 29 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:27
Re: Advanced Disciplines
Berserker

Feat: Berserk (Physical Augment, Sacrifice)
Effect: When active, increases melee damage by 20%. You take 20% more damage
Cost: 40 FP, 3 Speed
Level: Each level improves damage bonus by 2.5%
Prerequisite: Attack 80, Level 30

Feat: Diehard Frenzy (Physical Augment)
Effect: When active, you do not die from being reduced to 0 Hit Points. You have to be dropped down to -10% HP before dying.
Cost: 70 FP, 3 Speed
Level: Each level increases damage threshold by 2.5%
Prerequisite: Berserk, Level 40

Feat: Devilís Gamble (Melee, Two-Handed)
Effect: Attack an adjacent target for 3x damage with a 50% critical chance with -30% accuracy
Cost: 30 FP, 5 Speed
Level: Each level adds 5 damage.
Prerequisite: Dire Blow (Level 5), Level 30

Feat: Deathís Door (Sacrifice, Radial)
Effect: Sacrifice your own HP, deal a proportional amount of damage in a 1 tile radius around you.
Cost: 70 FP, HP, 10 Speed
Level: Each level improves the radius by .5
Prerequisite: Devilís Gamble, Level 40

Feat: Bloodletter (Stance, Melee, Two-Handed, Bleed)
Effect: When active, all melee strikes cause bleed, which stacks up to 3 times.
Cost: 40 FP, 3 Speed
Level: Each level increases the number of times bleed stacks by 1
Prerequisite: Malevolence Stance (Level 5), Level 30

Feat: Celebratory Slaughter (Melee, Two-Handed, Death)
Effect: If you kill an opponent with a critical hit, attack a second target for x5 damage with a 10% chance of instantly killing.
Cost: 70 FP, 4 Speed
Level: Each level improves death% by 5
Prerequisite: Bloodletter, Level 40

This message was last edited by the GM at 01:43, Sat 05 June 2010.

GM-sama
 GM, 30 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:28
Re: Advanced Disciplines
Saintly

Feat: Mass Mend (Holy, Recovery, Burst)
Effect: Restores 50% HP to a target within 3 tiles and a 1 tile burst.
Cost: 80 FP, 5 Speed
Level: Each level improves healing by 5%
Prerequisite: Mend (Level 5), Level 30

Feat: Full Restore (Holy, Recovery)
Effect: Restores 100% HP to an adjacent target
Cost: 150 FP, 8 Speed
Level: Each level increases the range by 1 tile
Prerequisite: Mass Mend, Level 40

Feat: Fortify (Buff, Defense, Spirit)
Effect: Increases the Defense and Spirit of 1 target within 4 tiles by 16 for 4 rounds.
Cost: 80 FP, 6 Speed
Level: Each level improves the Defense and Spirit bonus by 1
Prerequisite: Wide Barrier (Level 5), Wide Screen (Level 5), Level 30

Feat: Rejuvenate (Holy, Revival)
Effect: Raises a dead target within 6 tiles with 50% HP
Cost: 150 FP, 12 Speed
Level: Each level improves HP restoration by 5%
Prerequisite: Fortify (Level 5), Revive (Level 5), Level 40

Feat: Cure (Recovery)
Effect: Restores Poison, Blind, Silence, Paralysis, and Stun on 1 target within 6 tiles and a 1 tile burst
Cost: 80 FP, 6 Speed
Level: Each level increases radius by 1
Prerequisite: Mend (Level 5), Level 30

Feat: Immunization (Buff, Recovery)
Effect: Makes 1 target Immune to all adverse status, including Bleed, Burn, Freeze, and such, but excluding death, for 7 rounds.
Cost: 150 FP, 8 Speed
Level: Each level increases duration by 2 rounds
Prerequisite: Cure, Level 40

This message was last edited by the GM at 01:45, Sat 05 June 2010.

GM-sama
 GM, 37 posts
 ZA WARUDO!
 Toki wo tomare!
Sun 29 Nov 2009
at 21:40
Re: Advanced Disciplines
Spiritual Disciple

Feat: Spiritual Bond: Fire (Passive)
Effect: Increases Fire resistance by 10%
Level: Each level improves Fire resistance by 10%
Prerequisite: 15 Fire-Elemental Feats, 40 Spirit, Level 30

Feat: Spiritual Bond: Ice (Passive)
Effect: Increases Ice resistance by 10%
Level: Each level improves Ice resistance by 10%
Prerequisite: 15 Ice-Elemental Feats, 40 Spirit, Level 30

Feat: Spiritual Bond: Lightning (Passive)
Effect: Increases Lightning resistance by 10%
Level: Each level improves Lightning resistance by 10%
Prerequisite: 15 Lightning-Elemental Feats, 40 Spirit, Level 30

Feat: Spiritual Bond: Earth (Passive)
Effect: Increases Earth resistance by 10%
Level: Each level improves Earth resistance by 10%
Prerequisite: 15 Earth-Elemental Feats, 40 Spirit, Level 30

Feat: Immolation Strike (Melee, Magic, Elemental, Fire)
Effect: Attack an adjacent target for 2x melee damage and 2x Fire damage, setting the target on fire for 5 rounds, dealing 10 damage each round
Cost: 120 FP, 6 Speed
Level: Each level improves melee and fire damage by 3
Prerequisite: Spiritual Bond: Fire, Level 40

Feat: Arctic Strike (Melee, Magic, Elemental, Ice, Freeze)
Effect: Attack and adjacent target for 2x melee damage and 2x Ice damage, with a 30% of Freezing the target.
Cost: 120 FP, 6 Speed
Level: Each level improves Freeze% by 5
Prerequisite: Spiritual Bond: Ice, Level 40

Feat: Storm Strike (Melee, Magic, Elemental, Lightning, Paralysis)
Effect: Attack an adjacent target for 2x melee damage and 2x Lightning damage, with a 30% chance of causing Paralysis
Cost: 120 FP, 6 Speed
Level: Each level improves Paralysis% by 5
Prerequisite: Spiritual Bond: Lightning, Level 40

Feat: Burial Strike (Melee, Magic, Elmental, Earth, Stun)
Effect: Attack an adjacent target for 2x melee damage and 2x Earth damage, with a 30% chance of stun
Cost: 120 FP, 6 Speed
Level: Each level improves stun% by 5%
Prerequisite: Spiritual Bond: Earth, Level 40

This message was last edited by the GM at 01:46, Sat 05 June 2010.

GM-sama
 GM, 38 posts
 ZA WARUDO!
 Toki wo tomare!
Sun 29 Nov 2009
at 21:42
Re: Advanced Disciplines
Weapon Master

Feat: Sword Mastery (Passive)
Effect: Improves the damage of One Handed Swords by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills with a One-Handed Sword

Feat: Spear Mastery (Passive)
Effect: Improves the damage of One-Handed Spears by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills with a One-Handed Spear

Feat: Axe Mastery (Passive)
Effect: Improves the damage of One-Handed Axes by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 Kills with a One-Handed Axe

Feat: Claymore Mastery (Passive)
Effect: Improves the damage of Two Handed Swords by 4 points
Level: Each level improves damage by 4
Prerequisite: Make at least 100 kills with a Two-Handed Sword

Feat: Lance Mastery (Passive)
Effect: Improves the damage of Two Handed Spears by 4 points
Level: Each level improves damage by 4
Prerequisite: Make at least 100 kills with a Two-Handed Spear

Feat: Greataxe Mastery (Passive)
Effect: Improves the damage of Two Handed Axe by 4 points
Level: Each level improves damage by 4
Prerequisite: Make at least 100 kills with a Two-Handed Axe

Feat: Dagger Mastery (Passive)
Effect: Improves the damage of Daggers by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills with a Dagger

Feat: Bow Mastery (Passive)
Effect: Improves the damage of all Bows by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills with a Bow

Feat: Spellbook Mastery (Passive)
Effect: Improves the damage of Spellbooks by 4 points
Level: Each level improves damage by 4
Prerequisite: Make at least 100 kills with a Spellbook

Feat: Seal Mastery (Passive)
Effect: Improves the damage of Seals by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills with a Seal

Feat: Unarmed Mastery (Passive)
Effect: Improves the damage of your fists by 2 points
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills with your fists

Feat: Unarmored Mastery (Passive)
Effect: Improves your defense when unarmored by 2
Level: Each level improves damage by 2
Prerequisite: Make at least 100 kills while not wearing any armor

Feat: Light Armor Mastery (Passive)
Effect: Improves the Defense bonus of Light Armor by 2.
Level: Each level improves Defense by 2
Prerequisite: Wear Light Armor for at least 50 fights, Level 30

Feat: Medium Armor Mastery (Passive)
Effect: Improves the Defense bonus of Medium Armor by 3.
Level: Each level improves Defense by 3
Prerequisite: Wear Medium Armor for at least 50 fights, Level 30

Feat: Heavy Armor Mastery (Passive)
Effect: Improves the Defense bonus of Heavy Armor by 4.
Level: Each level improves Defense by 4
Prerequisite: Wear Heavy Armor for at least 50 fights, Level 30

Feat: Shield Mastery (Passive)
Effect: Improves the Defense bonus of Shields by 1.
Level: Each level improves Defense by 1
Prerequisite: Wear a Shield for at least 50 fights, Level 30

Feat: Flourish (Melee, One-Handed, Piercing)
Effect: Perform a dexterous feat with your weapon and make a strike that ignores 20% of their defense and has a +20% critical rate
Cost: 30 FP, 5 Speed
Level: Each level improves critical rate by 2.5%
Prerequisite: Weapon Mastery with the weapon, One-Handed Weapon or Dagger, Level 30

Feat: Called Shot (Melee, Two-Handed) OR (Ranged, Bow)
Effect: Perform a carefully executed attack with you weapon, dealing 20% extra damage with +20% accuracy
Cost: 30 FP, 5 Speed
Level: Each level improves damage by 2.5%
Prerequisite: Weapon Mastery with the weapon, Two-Handed Weapon Bow, Level 30

Feat: Unerring Weapon (Passive)
Effect: Pick one weapon type, you accuracy and critical rate with this weapon are increased by 5%
Prerequisite: Weapon Mastery and 50 critical hits with the Weapon type, Level 40

Feat: Narrow Escape (Passive)
Effect: Pick one armor type, attacking creatures have -5% critical rate
Prerequisite: Armor Mastery and taken 50 critical hits with the Armor type, Level 40

Feat: Expert Dodge (Passive)
Effect: Pick one armor type, your evasion rate with this armor is increased by 5%
Prerequisite: Armor Mastery and taken 200 hits with the Armor type, Level 40

This message was last edited by the GM at 07:36, Fri 18 June 2010.

GM-sama
 GM, 41 posts
 ZA WARUDO!
 Toki wo tomare!
Mon 30 Nov 2009
at 22:27
Re: Advanced Disciplines
Marksmanship

Feat: Sneaky Shot (Ranged, Bow, Synthesis)
Effect: A shot that is compatible with Sneak Attack.
Cost: 10 FP, 3 Speed
Level: Each level increases the damage by 2
Prerequisite: Sneak Attack (Level 5), Long Shot (Level 5), Level 30

Feat: Shady Shot (Ranged, Bow, Synthesis)
Effect: A shot that is compatible with Crippling Strike and Shadow Pin
Cost: 30 FP, 5 Speed
Level: Each level increases damage by 3
Prerequisite: Cripple Legs (Level 5), Crippling Strike (Level 5), Shadow Pin (Level 5), Level 40

Feat: Ricochet (Ranged, Bow)
Effect: A shot that bounces off one object and changes direction once, dealing 2x damage, but with a -10% accuracy
Cost: 40 FP, 5 Speed
Level: Each level allows it to bounce off of .5 objects, each bounce reduces accuracy by 10%
Prerequisite: 15 Long-Range feats, Level 30

Feat: Impossible Shot (Ranged, Bow)
Effect: This shot will turn 90 degrees one time and change direction, provided the target is within range. Deals 1.5x damage
Cost: 60 FP, 6 Speed
Level: Each level improves damage by 2
Prerequisite: Head Shot, Ricochet Shot, Level 40

Feat: Barrage Shot (Ranged, Bow)
Effect: Fire 8 arrows at 1x damage at a single target, each with -10% accuracy
Cost: 40 FP, 6 Speed
Level: Each level adds .5 arrows and 1 damage
Prerequisite: Hail of Arrows (Level 5), 30

Feat: Arrow Veil (Ranged, Bow, Radial)
Effect: Fire arrows to attack all opponents within 2-4 tiles of you, each arrow dealing 1x damage.
Cost: 60 FP, 6 Speed
Level: Each level adds 2 damage
Prerequisite: Barrage Shot, Level 40

This message was last edited by the GM at 01:50, Sat 05 June 2010.

GM-sama
 GM, 42 posts
 ZA WARUDO!
 Toki wo tomare!
Mon 30 Nov 2009
at 22:28
Re: Advanced Disciplines
Arcane Archer

Feat: Fire Arrow (Ranged, Bow, Magic, Elemental, Fire, Burn)
Effect: Fires an arrow that deals 1x Ranged and 1x Fire damage to a single target and Burning them, dealing 5 Fire damage per round for 5 rounds
Cost: 40 FP, 3 Speed
Level: Each level increases ranged and fire damage by 2
Prerequisite: Fireball (Level 5), 10 Ranged feats, Level 30

Feat: Explosive Arrow (Ranged, Bow, Magic, Elemental, Fire, Burst)
Effect: Fires an arrow that explodes as it lands, dealing 1x Ranged and 3x Fire damage to the target and 2x Fire damage in a 2 tile burst.
Cost: 80 FP, 5 Speed
Level: Each level increases fire damage by 3
Prerequisite: Fire Arrow, Level 40

Feat: Ice Arrow (Ranged, Bow, Magic, Elemental, Ice, Freeze)
Effect: Fires an arrow that deals 1x Ranged and 1x Ice damage to a single target with a 50% chance of Freezing
Cost: 40 FP, 3 Speed
Level: Each level improves Ice damage by 1 and Freeze% by 5
Prerequisite: Frost (Level 5), 10 Ranged feats, Level 30

Feat: Freezing Arrow (Ranged, Bow, Magic, Elemental, Ice, Freeze)
Effect: Fires an arrow that deals 1x Ranged and 3x Ice damage with a 100% chance of freezing the target
Cost: 80 FP, 5 Speed
Level: Each level increases ice damage by 3
Prerequisite: Ice Arrow, Level 40

Feat: Lightning Arrow (Ranged, Bow, Magic, Elemental, Lightning)
Effect: Fires and arrow that deals 1x Ranged and 1x Lightning damage with an extra 2 tile range
Cost: 40 FP, 3 Speed
Level: Each level improves ranged and lightning damage by 2
Prerequisite: Bolt (Level 5), Long Shot (Level 5), Level 30

Feat: Sparking Arrow (Ranged, Bow, Magic, Elemental, Lightning)
Effect: Fires an arrow that moves at a rapid speed, dealing 1x ranged and 2x lightning damage with 100% accuracy
Cost: 80 FP, 5 Speed
Level: Each level improves Lightning damage by 3
Prerequisite: Lightning Arrow, Level 30

Feat: Earth Arrow (Ranged, Bow, Magic, Elemental, Earth, Stun)
Effect: Fires an arrow that deals 1x Ranged and 1x Earth damage to a single target with a 50% chance of stun
Cost: 40 FP, 3 Speed
Level: Each level improves Earth damage by 1 and Stun% by 5
Prerequisite: Sand Splash (Level 5), Level 30

Feat: Juggernaut Arrow (Ranged, Bow, Magic, Elemental, Earth, Piercing)
Effect: Fires an arrow that deals 1x Ranged and 2x Earth damage and pierces through one obstacle between the user and target. If there are no objects, it ignores their armor.
Cost: 80 FP, 5 Speed
Level: Each level improves Earth damage by 3
Prerequisite: Earth Arrow, Level 40

This message was last edited by the GM at 01:53, Sat 05 June 2010.

GM-sama
 GM, 209 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 8 May 2010
at 20:59
Re: Advanced Disciplines
Elemental Specialist

Feat: Ice Beam (Magic, Elemental, Ice, Line, Debuff, Movement)
Effect: Deals 2x Ice damage in a 10 tile line, reducing movement efficiency by 1 for three rounds.
Cost: 80 FP, 8 Speed
Level: Each level improves damage by 2 and debuff duration by .5 rounds.
Prerequisite: Frost (Level 5), Blizzard (Level 5), Hailstorm (Level 5), Level 30

Feat: Flash Freeze (Magic, Elemental, Terrain, Ice)
Effect: Deals 1x ice damage to all enemies and turns all tiles in a 10 tile radius into ice for 4 rounds, increasing movement efficiency to all within by 1. Every speed expended in the area causes a 10% chance of slipping. It takes 4 speed to recover from a fall.
Cost: 150 FP, 10 Speed
Level: Each level increases damage and duration by 1.
Prerequisite: Ice Beam, Level 40

Feat: Dragonís Breath (Magic, Elemental, Radial, Fire, Cone, Burn)
Effect: Deals 2x Fire damage in a five tile cone, inflicting burn.
Cost: 80 FP, 8 Speed
Level: Each level improves damage by 3.
Prerequisite: Fireball (Level 5), Inferno (Level 5), Firestorm (Level 5), Level 30

Feat: Heat Wave (Magic, Elemental, Fire, Terrain, Radial, Debuff, Movement)
Effect: Deals 1x fire damage to all enemies and turns all tiles in a 10 tile radius into a heat zone for 4 rounds, reducing movement efficiency by 1 and lowering fire resistance by 15%.
Cost: 150 FP, 10 Speed
Level: Each level increases duration by 1 and lowers fire resistance by an additional 2.5%
Prerequisite: Dragonís Breath, Level 40

Feat: Shockwave (Magic, Elemental, Earth, Radial, Debuff, Speed)
Effect: Deals 2x Earth damage to all enemies in a 4 tile radius, dealing 1 speed damage.
Cost: 80 FP, 8 Speed
Level: Each level increases earth damage and speed damage by 1.
Prerequisite: Sand Splash (Level 5), Earth Fang (Level 5), Earth Quake (Level 5), Level 30

Feat: Aftershock (Magic, Elemental, Earth, Radial, Prone)
Effect: If Shockwave or Aftershock was used in the previous round, use Aftershock to deal 1x Earth damage to all enemies in a 4 tile radius with a 15% chance to knock a target over. It takes 4 speed to get back up. Aftershock can only be used once per round.
Cost: 150 FP, 10 Speed
Level: Each level improves the radius by 1 and the knockdown chance by 2.5%
Prerequisite: Shockwave, Level 40

Feat: Call Lightning (Magic, Elemental, Lightning, Burst)
Effect: Deal 4x Lightning damage to one target within 8 tiles. Lightning arcs outward from this target, dealing 2x lightning damage to all within a 2 tile radius.
Cost: 80 FP, 8 Speed
Level: Each level improves damage by 5 and radial damage by 2.
Prerequisite: Bolt (Level 5), Chain Lightning (Level 5), Thunder Beam (Level 5), Level 30

Feat: Electric Field (Magic, Elemental, Lightning, Terrain, Debuff, Movement, Paralysis)
Effect: Creates an electrical field in a 10 tile radius. Everyone wearing medium armor takes 2x Lightning damage and has movement efficiency lowered by 1 while they stay in the field. Everyone wearing heavy armor takes 3x Lightning damage and is paralyzed. Anyone wearing light armor goes unaffected by the field. If paralysis is cured, they can move normally, but will become paralyzed again on the next round. The field persists for 4 rounds.
Cost: 150 FP, 10 Speed
Level: Each level improves damage by 2 and duration by 1.
Prerequisite: Call Lightning, Level 40

Feat: Ice Affinity (Passive)
Effect: Reduces the FP cost of Ice elemental spells by 10% and increases Spirit by 4.
Level: Each level reduces FP costs by an additional 2.5%.
Prerequisite: 25 Ice Elemental Feats, Level 40

Feat: Fire Affinity (Passive)
Effect: Reduces the FP cost of Fire elemental spells by 10% and increases Magic by 4.
Level: Each level reduces FP costs by an additional 2.5%
Prerequisite: 25 Fire Elemental Feats, Level 40

Feat: Earth Affinity (Passive)
Effect: Reduces the FP cost of Earth elemental spells by 10% and increases Defense by 4.
Level: Each level reduces FP costs by an additional 2.5%
Prerequisite: 25 Earth Elemental Feats, Level 40

Feat: Lightning Affinity (Passive)
Effect: Reduces the FP cost of Lightning elemental spells by 10% and increases Speed by 2.
Level: Each level reduces FP costs by an additional 2.5%
Prerequisite: 25 Lightning Elemental Feats, Level 40

This message was last edited by the GM at 01:57, Sat 05 June 2010.

GM-sama
 GM, 211 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 8 May 2010
at 21:01
Re: Advanced Disciplines
Black Belt

Feat: Striker Stance (Stance, Unarmed)
Effect: When Active, combo strikes deal 2 extra damage.
Level: Each level improves this damage bonus by 2.
Prerequisite: Closed Fist (Level 3), Level 30

Feat: Grappler Stance (Stance, Unarmed)
Effect: When Active, counter chance is improved by 5% and grapple/throw damage by 1.
Level: Each level improves counter chance by 5% and damage by 1
Prerequisite: Open Palm (Level 3), Level 30

Feat: Dragon Punch (Melee, Unarmed)
Effect: A powerful uppercut that deals 2.5x damage and attacks up to three spaces high.
Cost: 30 FP, 4 Speed
Level: Each level improves damage by 3.
Prerequisite: Striker Stance, Closed Fist (Level 4), Level 30

Feat: Lightning Kick (Melee, Unarmed)
Effect: Unleash a three fast kicks for 1.5x damage.
Cost: 30 FP +10FP/Extra, 10 Speed
Level: Each level adds an additional kick.
Prerequisite: Striker Stance, Closed Fist (Level 5), Level 40

Feat: Suplex (Melee, Unarmed, Grab, Prone)
Effect: When behind an opponent, grab them and bend backward to slam them into the ground headfirst, dealing 2x damage. The target is prone.
Cost: 30 FP, 4 Speed
Level: Each level improves damage by 3
Prerequisite: Grappler Stance, Open Palm (Level 4), Level 30

Feat: Spinning Piledriver (Melee, Unarmed, Grab, Prone)
Effect: From any direction, grab an adjacent target and leap into the air, spinning them around before piledriving them headfirst into the ground, dealing 3x damage. The target is prone.
Cost: 60 FP, 6 Speed
Level: Each level adds 4 damage.
Prerequisite: Grappler Stance, Open Palm (Level 5), Level 40

This message was last edited by the GM at 02:04, Sat 05 June 2010.

GM-sama
 GM, 216 posts
 ZA WARUDO!
 Toki wo tomare!
Mon 10 May 2010
at 04:53
Re: Advanced Disciplines
Synergist

Feat: Strengthen (Buff, Attack, Magic)
Effect: Increases the Attack and Magic of 1 target within 4 tiles by 16 for 4 rounds
Cost: 80 FP, 6 Speed
Level: Each level improves Attack and Magic bonus by 1
Prerequisite: Wide Barrier (Level 5), Wide Screen (Level 5), Level 30

Feat: Lethal Luck (Weapon Augment)
Effect: Makes the weapon of one target within 10 tiles a Lethal weapon, making the critical multiplier x3. If the weapon is already Lethal, it is also Vorpal. If it is already Lethal and Vorpal, it does nothing. Effect lasts for 4 rounds.
Cost: 150 FP, 8 Speed
Level: Each level improves duration by 1
Prerequisite: Strengthen, Level 40

Feat: Focus (Buff, Accuracy, Burst)
Effect: Increases the Accuracy of 1 target within 6 tiles and a 1 tile burst by 10% for 2 rounds.
Cost: 80 FP, 6 Speed
Level: Each level improves the duration by 1
Prerequisite: Wide Haste (Level 5), Level 30

Feat: Blink (Buff, Evasion)
Effect: Increases the Evasion of 1 target within 6 tiles by 10% for 4 rounds.
Cost: 150 FP, 8 Speed
Level: Each level improves Evasion by 2.5%
Prerequisite: Focus, Level 40

Feat: Life Font (Buff, Regeneration)
Effect: One target within 4 tiles restores 40 HP per round for 4 rounds
Cost: 80 FP, 6 Speed
Level: Each level increases restoration by 15 points.
Prerequisite: Mend (Level 5), Level 30

Feat: Mana Font (Buff, FP)
Effect: One target within  tiles restores 10 FP per round for 4 rounds
Cost: 150 FP, 8 Speed
Level: Each level increases restoration by 5 points
Prerequisite: Life Font, Level 40

This message was last edited by the GM at 06:24, Sat 05 June 2010.

GM-sama
 GM, 286 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 25 Jun 2010
at 01:11
Re: Advanced Disciplines
Hunter

Feat: Favored Enemy (Passive)
Effect: Select one type of enemy. Whenever you deal damage to an enemy of this type, add a +2 feat bonus to damage.
Level: Each level adds another +2 to damage.
Prerequisite: Level 30, must have seen an enemy of this type
Special: Each level you can either select a new type of creature or deal 2 extra damage to an enemy type you already have. You can select any humanoid types (Human, Fey, Beastman, Demon Heritage, Brute, Mage) or any monster type (Undead, Demon, Artificial, Beast, Dragon). You can take as many levels in Favored Enemy as you wish, but only up to five levels for a specific type.

Feat: Bane Weapon (Weapon Augment, Holy, Hunting)
Effect: When active, you treat all favored enemies as demons and undead, dealing bonus damage to them with any attack that would deal bonus damage to demons and undead. They can also be affected by abilities that only affect demons and undead.
Cost:  80 FP, 5 Speed
Level: Each level adds a 7.5% chance of stun on contact.
Prerequisite: Judgement (Level 5), Favored Enemy, Level 30

Feat: Killing Edge (Weapon Augment, Dagger, Hunting)
Effect: When active, your critical strikes have a +1 to their multiplier against favored enemies.
Cost:  40 FP, 5 Speed
Level: Each level adds a 2.5% death chance on critical strikes.
Prerequisite: Sneak Attack (Level 5), Favored Enemy, Level 30

Feat: Smite (Two-Handed, Melee, Synthesis, Hunting)
Effect: When you smite an enemy, the attack used gains a +1 damage multiplier.
Cost:  20 FP, 3 Speed (0 if used with another feat)
Level: Each level adds a 20% chance of bleed on contact
Prerequisite: Power Attack (Level 5), Favored Enemy, Level 30

Feat: Combo Bonus (Physical Augment, Hunting)
Effect: While active, if you make a secondary attack to a favored enemy, add +2 damage to your attack. If you make a third attack, add another +2 bonus.
Cost:  30 FP, 5 Speed
Level: Each level adds a +2 bonus on another successive strike. At level five, do not add a strike, change the damage bonus to +3
Prerequisite: One-Two Punch (Level 5) or Double Strike (Level 5), Favored Enemy, Level 30

Feat: Seeking Arrow (Weapon Augment, Bow, Hunting)
Effect: When active, your range is improved by 2 for the purposes of attacking favored enemies.
Cost:  60 FP, 5 Speed
Level: Each level also improves accuracy by 2.5%
Prerequisite: Long Shot (Level 5), Favored Enemy, Level 30

Feat:  Pack Tactics (Buff, Hunting)
Effect: Select one of your favored enemies. One ally within three tiles and all within a 1 tile radius of this target gain your favored enemy bonus against this type of creature for 1 round.
Cost:  120 FP, 8 Speed
Level: Each level increases the duration by 1.
Prerequisite: Bane Weapon, Wide Barrier (Level 5), Favored Enemy (Level 3), Level 40

Feat: Thrill of the Hunt (Buff, Speed, Attack, Hunting)
Effect: Whenever you kill a favored enemy, you can activate this feat, giving you a +1 Speed and +2 to attack for 2 rounds.
Cost:  60 FP, 8 Speed
Level: Each level increases the speed bonus by 1 and the attack bonus by 2.
Prerequisite: Killing Edge, Favored Enemy (Level 3 for one type), Level 40
Special: This feat can only be activated if the slain favored enemy is a type with which the user has at least three levels of favored enemy.

Feat: Finishing Blow (Melee, Two-Handed, Hunting)
Effect: Deals 3x melee damage to an adjacent target. Deals 6x melee damage to a favored enemy. Smite effects are doubled on a favored enemy.
Cost:  60 FP, 5 Speed
Level: Each level improves damage by 2. This effect is not doubled on favored enemies.
Prerequisite: Smite, Favored Enemy (Level 3 for one type), Level 40
Special: This featís favored enemy functions only work on enemy types with which the user has at least three levels of favored enemy.

Feat: Two for Flinching (Melee, Hunting)
Effect: After scoring a critical hit on a favored enemy, you make two immediate strikes for 2x each.
Cost:  60 FP, 5 Speed
Level: Each level improves the critical chance of each blow by 2.5%
Prerequisite: Combo Bonus, Favored Enemy (Level 3), Level 40

Feat: Homing Arrow (Ranged, Bow, Hunting)
Effect: Deals 2x melee damage to a target within standard range. If the target is a favored enemy, it has a +5% bonus to accuracy and critical rate.
Cost:  60 FP, 5 Speed
Level: Each level improves accuracy and crit rate by 5%
Prerequisite: Seeking Arrow, Favored Enemy (Level 3), Level 40
GM-sama
 GM, 287 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 25 Jun 2010
at 01:11
Re: Advanced Disciplines
Necromancer

Feat: Siphon Spell (Magic, Dark, Drain, Synthesis)
Effect: When paired with a spell, elemental effects become half dark, and the spell drains HP equal to 10% of its total damage. Spell that are already Dark elemental deal 10% extra damage.
Cost:  40 FP, 2 Speed
Level: Each level increases dark damage by 10% and drain by 2.5%
Prerequisite: Drain Touch (Level 5), Level 30

Feat: Symbiosis (Physical Augment, Dark, Drain, Counter)
Effect: When activated, choose any creature within 5 tiles. As long as you are within 11 tiles of this creature, whenever you take damage you can drain the damage taken from the subject. If you suffer a status ailment other than silence or death, you can transfer it to the subject. If you are silenced, the bond immediately stops. If you suffer from a death effect or take a blow that would reduce you to zero hit points, you die and the bond is broken.
Cost:  120 FP, 10 Speed (30 FP, 3 Speed for drain and transfer effects)
Level: Each level improves symbiosis range by 1
Prerequisite: Siphon Spell, Level 40

Feat: Dark Orb (Magic, Dark, Debuff, Defense)
Effect: Create an orb of darkness that travels up to 6 tiles and deals 3x dark damage to a single target. It also lowers defense by 6 points for 3 rounds.
Cost:  80 FP, 8 Speed
Level: Each level increases damage by 3 and debuff by 1.
Prerequisite: Physical Void (Level 5), Level 30

Feat: Raise Dead
Effect: Animate a fallen creature and grant them undead properties. The target is restored to 55% of their maximum HP, is healed by Dark effects and Damaged by Holy effects. The target becomes friendly if it previously wasnít, and is controlled by the GM until it is reduced to zero hit points. The creature has the same stats as before and has access to all of their feats. Any elemental effects become Dark element. The target cannot be resurrected by normal means until it is reduced to zero hit points again, though a resurrection spell has a chance of instantly reducing it to zero hit points.
Cost:  150 FP, 10 Speed
Level: Each level restores 5% extra HP
Prerequisite: Dark Orb, 50 Spirit, Level 40

Feat: Dire Wound (Magic, Dark)
Effect: Deals 20% HP damage to an adjacent target, up to a maximum of 400 Damage.
Cost:  80 FP, 8 Speed
Level: Each level improves damage by 2.5%, increasing maximum damage by 80 points.
Prerequisite: Drain Touch (Level 5), Heal (Level 5)

Feat: Necrotic Surge (Magic, Dark, Radial, Bleed)
Effect: Black tendrils breach the ground and pulse dark energy, dealing 2x Dark damage to all within 4 tiles with a 30% chance of causing Bleed.
Cost:  150 FP, 10 Speed
Level: Each level improves damage by 4.
Prerequisite: Dire Wound, Level 40

This message was last edited by the GM at 01:34, Fri 25 June 2010.