All through-out the world of Sanctuary, there is one thing for certain we can all agree on, no matter which path you choose, or which forgotten tomb you dare enter, all around you are the spectacular sites of great cathedrals, wonderful palaces, and breath-taking monuments that display the multitude and array of life within this, the world of Sanctuary. Near the beginning of time, when man first settled these lands, sprouting like wild flowers in the Great Plains, grew great cities, towns, and villages. The men responsible for these astonishing feats of creation were the Guild of Masons.
Azu-Ahem was a young boy when his father went to fight for the Caldeum National Guard, although he never agreed with his father?s decision, his father being a mere carpenter, he supporting him none-the less. Azu?s father always wanted to be great, to fight for something worth his life. We can safely speculate, it was the one true gift Azu?s father had passed to him. Unfortunately the same determination that grew in Azu so bright like a burning star was the same curse like substance that would be the death of his father. When the call of duty rang aloud, Azu?s father answered. He fought with honor and a purpose but no one could have anticipated the bloodiness of what was to come, slain by Belial?s minions in the battle of west gate, Azu?s father was were a true warrior belonged, in the Heavens with the Great Architect. Azu began his quest early in life when he joined the Guild of Masons as an entered apprentice, only to fall short of his goal to become a mason, just like his father, becoming only a carpenter for contract hire. For months after Azu?s dismissal from the Guild, Azu sat around the city, begging for work, and seeing little but a dull future, when Azu?s mother pressed him to stay strong, that his calling would soon show itself. She showed him a book his father once held dear; it was a tomb of great adventures, mysteries and travel, tails of demons and beasts of horrific abomination. This was the journal of a great Mason, Leader and Grand Mason of the Guild. She told Azu of how it was passed down to his father from the Grand Master Asad-Ashraf, who took his skills of masonry to the depths of Hells, to fight for the light against the burning hells. This book was awe-inspiring to Azu, he would go on to finish his training at the Guild and become a Master Mason, to use this new found way of life, to finally avenge his father?s death.
Skills of the Mason
+Stone Mason Skills+ The Mason is an excellent craftsman, able to construct powerful wards and burning towers of light from incantations of the tomb of stone masons.
LVL1 Tower of Light - The Mason constructs a tower of light which seeks nearby enemies otherwise unseen in the darkness [Lasts 3O sec][Completes in 6 sec, -.2 sec per lvl][Dam inc per lvl]
LVL3 Tower Damage Increase - Damage increase for Fire and ice Towers [7% inc per lvl] Tower of Flame - The Mason constructs a tower of flame to incinerate his foes. [Lasts 3O sec] [Completes in 6 sec, -.2 sec per lvl] [Dam increase per lvl] Tower of ice - The Mason constructs a tower of ice to freeze and disable his enemies [Last 3O sec] [Completes in 6 sec, -.2 sec per lvl] [Dam increase per lvl]
LVL7 Summons Apprentice - The Mason summons a lower apprentice to work by his side. [Constructs towers 25% faster][+1% per lvl]
LVL14 Ward Purification Increase - Purification increase for Health and Will wards [3% inc per lvl]
Health Ward - The Mason constructs a ward that is blessed by the Divine, able to purify all that fight for the light. [Purifies the Hero at 13% per sec/1.2%inc per lvl]
LVL24 Will Ward - the Mason constructs a well that is blessed by the Divine that gives power to all that fight for the light. [Purifies the Hero at 13% per sec/1.2%inc per lvl]
LVL3O Summons Higher Apprentice - The Mason summons a higher apprentice to work by his side. [Cunstructs Towers 35% faster/Able to use Enchanted Hammer Tower of the Gods - The Mason constructs a tower of lightning that bolts for the Heavens to split demons in. [Last 45 sec][Completes in 3 sec][Dam increase per lvl]
++Destruction Skills++ The Mason is a powerful builder, but sometimes things need to be destroyed in order for new projects, the Mason uses these skills to effect the world around him, to make way for a new path, or to simply take out his enemies
LVL 2 Minor\Major Charge - Places a minor charge in an area with destructive power, to destroy foes or to knock down walls or obstacles [5sq ft+5dam per lvl][lvl 15 becomes major charge, 2Osq ft +1Odam per lvl]
LVL4 Proximity Mine - Places a mine in an area that does massive damage to nearby passing enemies [detonates when enemies pass within 5ft][15+dam per lvl]
LVL7 Molotov - Some of the Masons techniques aren?t exactly old fashioned or even in use by modern day Masons, but on the quest for truth and holiness anything to destroy a foul beast will come in handy. [Throws a wine bottle filled with igniter to damage and scatter his enemies in a fiery explosion][23.5 dam per sec][17%dam inc per lvl]
LVL12 Dynamite - The mason throws a stick of dynamite at approaching enemies [2O+ dam per lvl]
LVL24 Summons Wrecking Crew - The Master Mason has the ability to cause massive damage to buildings and structures around him, summoning a wrecking crew will bring a metal geared robot to do his bidding, the bot can carry massive loads of weight and toss enemies with relative ease.
+Tool Worker Skills+ The Mason has an arsenal of tools at his disposal, most of which double as weapons to use against his enemies. Slamming the Ground with his mighty Masons Hammer to Leveling the Minds of his foes with the Masons Level
LVL3 Masons Hammer - The Mason slams the ground with divine force stunning and smashing the legs of his enemies. [7-16dam per sec lvl1][1O% inc per lvl] Masons Level - When the Masons sees a corrupt hellish creature, he must level its mind for the greater purpose, firing a divine shout from his inner soul, he severs the heads of foes.
LVL5 Masons Flame Cannon - Burn your enemies to a crisp with Your Flame Cannon, a constant burst of fire is sure to keep any foe back. [16 dam per sec][6% inc per lvl]
LVL7 Mortar Gun - The Mason uses his mortar gun to blast his enemies with a liquid-stone substance to disable and permanently remove his foes from battle. [17% slow][4%inc per lvl][At lvl 26 ? 7% enemies become permanently disabled instantly]
LVL12 Divine Spirit - One of the Masons many tools is the Light of the Great Architech, with this influence the he can shield himself from damage for a short period. [Last 7sec][1 sec per lvl]
LVL15 Pin Gun - The Mason uses his pin gun to fire iron bolt like projectiles into the hearts of demons and evil prowlers. [13-22dam per sec][11%inc dam per lvl/rate of burst fire3][1 pin per sec per lvl]
LVL22 Master Masons Tools - Increase the Damage of Tool Working Skills. [7% inc per lvl]
LVL3O Anti-Gravity Machine - The Mason has stumbled upon some great truths when becoming a Master Mason, one of these, the power to defy the laws of physics. Using the limitless power of mathematics, he constructs a device that allows the Mason to float through the Heavens, above any hostile creation, and out of any harm. [Last 4 sec][1.5 sec per lvl]
---Ancestor Skill Tree---
The Ancestor tree is the magic side of the Samurai class. Calling upon the spirits of their ancestors imbues them with abilities from the spiritual plane.
Spirit Blast
The Samurai summons a spirit to attack the enemy
Effect: Shoots a small blast at an enemy.
Ancestral Armor
The Samurai calls upon their ancestors for extra protection from evil.
Effect: Surrounds the Samurai in a shield of spirits that absorbs damage from enemy attacks.
Ancient Lines
Even demons have a traceable lineage.
Effect: Deals a blast which jumps to enemies of the same type.
Soul Release
The Samurai calls the spirit out of their foes, leaving only a mindless husk.
Effect: Lowers the defense of enemies in a radius around the Samurai for a limited time.
Karma Blast
Samurai have a strong belief that evil actions stain the soul forever.
Effect: Sends a large blast at a single foe, which branches off and will damage enemies or heal party members it hits. (same as the Paladins Fist of the Heavens from D2)
Ancestor Mastery
Becoming so attuned to the spirit world grants the Samurai an increased link with its powers.
Effect: Increases damage done by Ancestor Spells.
---Tactics Skill Tree---
This tree focuses on a Samurai's fighting abilities and their ability to stay alive in combat.
Armor Mastery
A Samurai?s armor is an extension of their body. Both are honed to perfection.
Effect: Increases the armor of the Samurai by a percentage.
Weapon Mastery
If the armor is the body of a Samurai, the weapon is the soul.
Effect: Reduces the durability loss of the Samurai's Weapon during combat.
Lead the Charge
Samurai are never afraid to lead their soldiers into battle
Effect: Charge an enemy, temporarily stunning them and dealing extra damage.
Swift Strikes
A Samurai?s blade is sharp enough to cut through multiple foes
Effect: Deal extra attacks that have a chance to hit additional nearby enemies.Number of extra attacks, and chance to hit additional targets increased with skill points.
Blind Defense
Being constantly in a state of awareness has honed a Samurai's reflexes.
Effect: Increases the Samurai's chance to parry attacks, but the Samurai cannot move while this skill is activated.
Call to Battle
A Samurai always arrives in the nick of time.
Effect: Increases the Samurai's movement speed, but reduces the Samurai's defense while this skill is activated
---Honor Skill Tree---
The Honor tree works much like the Assassin's martial arts. Building up honor points, but the Samurai unleashes Bushido buffs instead of attacks as finishing moves.
Honor Kill
A Samurai remembers every fight, and every kill
Effect: Deals Extra damage. Adds an Honor point to the Samurai
Blood of the Enemy (Bushido Move)
An honorable fight only strengthens a Samurai's resolve.
Effect: Gives the Samurai and party members within radius of effect a percentage of Health based on honor points.
Inner Strength
A Samurai can sometimes channel their fighting spirit into their weapon's attacks
Effect: attack that deals extra damage of a random element. Adds an Honor point to the Samurai.
Field Tactics (Bushido Move)
An honorable warrior shares his knowledge on the field.
Effect: Grants a temporary boost to the attack rating of the Samurai and any party members within the radius of effect. Attack rating boost and duration increased with honor points.
True Strike
A Samurai knows not only how to hit an enemy, but how to strike at their soul.
Effect: deals an attack which ignores enemy's defense, adds an Honor point to the Samurai.
Gift of the Elders (Bushido Move )
Honor is held from one life to the next
Effect: Temporarily increases the resistances of the Samurai and all party members within the radius of effect. Duration and amount of resistance increased with honor points.
I wish I'd known about this sooner, I might have been able to do more. Here is my entry: The Battlemage.
BATTLEMAGE
Strategy - The Battlemage is a front line attacker that uses magic to augment his strength and to reach enemies at range. The intended focus is short range combat with both weapon and magic, but the Battlemage has long range skills and could be built for ranged combat. Although the Battlemage is a front line combatant, it does not make a good tank. The Battlemage is a damage dealer, but, like most mages, is not a good damage taker. While better protected than most mages, the Battlemage must also balance strength with energy, depending on how much it focuses on magic, it may not be able to use higher level armor. The Battlemage works best with one handed melee weapons, leaving the other hand open for magic which can be augmented with a magical orb. The enchanting skill set has several buffs which can be used to aid a party, but the majority of the Battlemage's skills are focused on just damaging the enemy. The Battlemage has several skills that affect an area instead of just a single target, allowing him to fight large groups of enemies more easily than with just a sword.
Orbs - The Battlemage's unique item is the Orb. It is similar to a crystal ball or a charm, but is used in place of a shield. It is used to strengthen magic by channeling energy through it. The Battlemage uses single-handed weapons to keep the other hand open for casting spells, but covering that hand with a shield would make it just as difficult to cast magic. So instead, they use magical Orbs, which instead of defense, grant magic to the user. Most of them add some amount to the Battlemage's mana, to counter the fact that the Battlemage has to balance strength, dexterity, and energy in order to be effective with its skills. This allows the Battlemage to make use of its magic while still being able to fight using decent weapons and armor. Orbs can have any kind of magical effects, just like any magical item, however, the most commn magical effects are magic defense, attribute bonuses, and skill bonuses like wands and staves do.
COMBAT SKILLS - The Battlemage's skill in weapon combat. Most of these skills are passive, as they represent the Battlemage's training.
Axe Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed axes.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Sword Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed swords.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Mace Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed maces.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Power Strike (melee attack)
Requirements: level 6
Effects: Powerful melee attack that increases damage and attack rating at the cost of mana.
Leveling Bonuses: Increases damage and attack rating.
Bonuses From: none
Channeling (passive)
Requirements: level 12
Effects: Adds non-elemental magic damage to your weapon based on your energy attribute.
Leveling Bonuses: Increases the amount of damage gained from energy.
Bonuses From: none
Shatter (melee attack)
Requirements: level 18, Power Strike
Effects: Damages an enemy's armor, decreasing their defense and damaging the durability of the armor on enemy players.
Leveling Bonuses: Increases armor penalty.
Bonuses From: none
Deflection (passive)
Requirements: level 18, Agility, Channeling, Orb equipped
Effects: Uses an equipped Orb to deflect incoming attacks and defend against magic.
Leveling Bonuses: Increases chance to block and magic defense.
Bonuses From: Orb Mastery: Slightly increases deflection chance.
Counterattack (passive)
Requirements: level 24, Deflection, one-handed weapon equipped
Effects: When the Battlemage performs a successful deflection or block, this skill gives a chance to strike back at the attacker. If this skill succeeds, the Battlemage's current action will be interrupted.
Leveling Bonuses: Increases chance to counter and damage dealt.
Bonuses From: none
Final Blow (passive)
Requirements: level 30, Shatter
Effects: Gives a chance to add a bonus to the Battlemage's damage, but only if that damage would allow the attack to kill the target. (i.e. - you do 10 damage and Final Blow would add 5 more. If the enemy has 15 life, you kill it. If the enemy has 20 life, you do only your normal 10 damage.)
Leveling Bonuses: Increases damage bonus and chance of success.
Bonuses From: Axe/Sword/Mace Mastery: Slightly increases chance of success
ENCHANTING - The combination of the physical and mystical, the perfect representation of the Battlemage's style.
Fire Enchant (buff. can target allies)
Requirements: none
Effects: Temporarily adds fire damage to a weapon. a weapon cannot have more than one enchant skill on it at a time.
Leveling Bonuses: Increases fire damage and duration.
Bonuses From: Storm Blade: Increases damage
Ice Enchant (buff. can target allies)
Requirements: level 6
Effects: Temporarily adds ice damage to a weapon. a weapon cannot have more than one enchant skill on it at a time. This enchantment can slow enemies but does not freeze them.
Leveling Bonuses: Increases ice damage and duration of enchantment. slow duration does not increase.
Bonuses From: Storm Blade: Increases damage
Orb Mastery (passive)
Requirements: level 6
Effects: Increases the magical effects of the Battlemage's Orbs.
Leveling Bonuses: Increases bonus.
Bonuses From: none
Shield (buff. can target allies)
Requirements: level 6
Effects: Creates a magical shield, which will absorb damage until the enchantment wears off, or the maximum amount of damage is taken.
Leveling Bonuses: Increases duration and maximum damage.
Bonuses From: none
Lightning Enchant (buff. can target allies)
Requirements: level 12
Effects: Temporarily adds lightning damage to a weapon. a weapon cannot have more than one enchant skill on it at a time. Lightning damage has a wider range than fire, with a higher maximum damage and a lower minimum.
Leveling Bonuses: Increases lightning damage and duration.
Bonuses From: Storm Blade: Increases damage
Siphon Energy (spell. targets corpses)
Requirements: level 12
Effects: Draws any remaining energy out of a corpse and converts it to mana. amount of mana gained is based on the maximum hit points of the monster when it was alive. This 'uses up' a corpse in the same way Find Potion and Summon Skeleton do.
Leveling Bonuses: Increases the amount of mana gained.
Bonuses From: Blood and Magic: Increases mana gained
Hardening (buff. can target allies)
Requirements: level 12, Shield
Effects: Temporarily increases the defense of all the armor the target is wearing and makes it less likely to be damaged. Hardened armor has a 50% chance to resist a Shatter attack from another Battlemage.
Leveling Bonuses: Increases defense bonus and duration.
Bonuses From: none
Regeneration (buff. targets self only)
Requirements: level 18, Siphon Energy
Effects: Increases health and mana regeneration for a short period of time. while this spell is active, the Battlemage is stunned and has a defense rating of 0. The spell ends automatically when life and mana are full. This is intended to be used for the Battlemage to heal itself between battles.
Leveling Bonuses: Increases regeneration rate.
Bonuses From: Blood and Magic: Increases regeneration rate
Storm Blade (buff. targets self only)
Requirements: level 30, Fire Enchant, Ice Enchant, Lightning Enchant
Effects: Combines all 3 of your enchant spells on your own weapon. this spell requires a great deal of concentration for the Battlemage, so it cannot be cast on party members. This spell has a shorter duration than the other enchantments, but combines the powers of all 3.
Leveling Bonuses: Increases duration and decreases cost.
Bonuses From: Magic Storm: Increases duration
Blood and Magic (buff. targets self only)
Requirements: level 30, Regeneration, Shield
Effects: This spell allows the Battlemage to transform himself into a semi-ethereal form in which his health and mana are as one. For the duration of the spell, anything that would affect life or mana instead affects the Blood and Magic gauge (damage, potions, casting spells, etc). When the spell ends, the percentage remaining in the gauge is applied to both life and mana (if 50% of the total is left, when the spell ends, you will have 50% of your life and 50% of your mana.) The spell also increases physical defense, and makes the Battlemage slightly more vulnerable to magic.
Leveling Bonuses: Increases duration and physical defense.
Bonuses From: Shield: Increases defense
OFFENSIVE MAGIC - The destructive power of the magic wielded in combination with a weapon makes the Battlemage extremely deadly.
Firebolt (ranged spell. single target)
Requirements: none
Effects: Creates a ball of fire and throws it at an enemy.
Leveling Bonuses: Increases damage.
Bonuses From: Raw Energy: Increases damage, Fire Enchant: Increases damage
Repulse (short range spell. all nearby targets)
Requirements: none
Effects: Causes an energy blast that surrounds the Battlemage, knocking enemies away and causing light damage. If they collide with other enemies or a part of the environment (walls, rocks, etc) they have a chance to be stunned.
Leveling Bonuses: Decreases cost, and slightly increases damage and range.
Bonuses From: Explosion: Increases knockback
Freezing Touch (melee spell. single target)
Requirements: level 6
Effects: Grabs an enemy and forces freezing magic through them, dealing a small amount of damage and freezing them. Slows bosses and enemy players instead of freezing.
Leveling Bonuses: Increase damage and duration.
Bonuses From: Raw Energy: Increases damage, Ice Enchant: Increases cold duration
Arc Lightning (short range spell. all nearby targets)
Requirements: level 12, Firebolt
Effects: Releases bolts of lightning into all enemies close to the Battlemage; these bolts will then jump to enemies near the original target. The bolts will jump an infinite number of times, but no enemy will be hit more than once and damage decreases with every jump.
Leveling Bonuses: Increase damage and slightly increase casting range. The range of subsequent jumps does not increase.
Bonuses From: Raw Energy: Increases damage, Lightning Enchant: Decreases jump damage penalty
Explosion (short range spell. all nearby targets)
Requirements: level 12, Firebolt, Repulse
Effects: Causes fire to explode from around the Battlemage, dealing damage and knocking back enemies with nothing behind them.
Leveling Bonuses: Increases damage and range.
Bonuses From: Raw Energy: Increases damage
Phantom Blades (summoning spell)
Requirements: level 18
Effects: Summons magical floating swords which fight for the Battlemage until they are destroyed or the magic wears off. The swords are almost immune to physical damage, but are very vulnerable to magic. The duration is short compared to most summons, they are not intended to last more than a single battle. Also, unlike most summons, all the swords are summoned, at once instead of one per cast.
Leveling Bonuses: Increases durability, damage, and number of blades. Duration does not increase.
Bonuses From: none
Raw Energy (short ranged spell. all nearby targets, self and allies included)
Requirements: level 24, Arc Lightning
Effects: Explodes raw magic, dealing a large amount of non-elemental damage, but with very little control, and a high cost. A large amount of the damage dealt is also dealt to the Battlemage and any allies that are too close. Leveling up this skill teaches the Battlemage a lot about magic control, allowing his other spells to become stronger.
Leveling Bonuses: Increases damage and slightly increases control of the spell (decreasing friendly fire).
Bonuses From: none
Mana Burn (ranged spell. single target)
Requirements: level 24, Raw Energy
Effects: Drains an enemy's mana and turns it into non-elemental magic damage. Damage dealt is equal to the amount of mana drained; if the target runs out of mana, then the damage dealt is equal to the amount of mana drained before it empties. Cannot target an enemy with no mana. (This spell assumes that casting monsters have mana. If they do not, then the spell can be cast on casting monsters as though they had mana.)
Leveling Bonuses: Increases maximum mana drained (and therefore maximum damage dealt).
Bonuses From: Raw Energy: Increases damage
Immolation (aura. targets nearby enemies)
Requirements: level 30, Explosion, Raw Energy
Effects: While this spell is active, it constantly drains mana and deals fire damage to all enemies that get too close. Also increases the strength of Fire Enchant and Storm Blade on the Battlemage when it is active.
Leveling Bonuses: Increases damage dealt.
Bonuses From: none
Magic Storm (summoning spell)
Requirements: level 30, Raw Energy, Firebolt, Freezing Touch, Arc Lightning
Effects: Creates a storm of magic around the Battlemage, dealing damage in all 3 elements to enemies caught in the storm. The cold damage slows, does not freeze.
Leveling Bonuses: Increases duration and damage.
Bonuses From: Raw Energy: Increases damage, Firebolt: Increases fire damage, Freezing Touch: increases ice damage, Arc Lightning: Increases lightning damage
Star Shooters are a strange, mystical and relatively new form of Archer to recently grace the province of Sanctuary. Star Shooters are very superstitious people and have a deep belief system rooted in Astrology. They spend long hours dibbling in ink with quills by candle-light, writing tomes to name the stars and map them out. Star Shooters are said to be able to harness the powers of the stars themselves to aid in combat. Many are unsure excatly how this kind of power can be of use in a combat situation. Or at least, those who have not witnessed a Star Shooter in combat. Masters of the Glaive and the Bow, Star Shooters prefer ranged combat, with some meele support.
"Come, join me, take a look at the stars. The Past, Present and Future is written in the sky."
Weaponry: Star Shooters practice a mastery of ranged weapons including the Bow, but many find the star-shaped Throwing Glaive to be the most extraordinary weapon in their arsenal. These warriors arm themselves with stars made from steel. The Glaive can be used both as a meele weapon and as a ranged weapon, similar to the Amazon's javelin in Diablo 2. The Glaive could be used to perform close-range cutting attacks or could be thrown, "boomerang-style" into a crowd of enemies and will promptly return to the users hand.
Skill Trees: The Star Shooter is an odyssey to most. By reading the stars, Star Shooters gain subtle control over both Nature and Probability. It is said that by reading the stars, they can glimpse into the future and alter probability itself. Through the study of stars, they discover secrets unknown to most. These secrets allow them to alter Earthly principals, such as gravity itself.
Star-Shooting The subtle combination of expertise in weilding the Bow and a divine knowledge of Astronomy.
--Luminous Arrow The Star Shooter uses secret, magic knowledge gained from studying the night skies to embue his arrow with Magic Damage.
Effect: Fire a luminous arrow embued with magical properties to deal Magic and Ranged Damage to a single target.
--Velvet Fang The Star Shooter Fires an arrow imbued with magical properties designed to pierce through multiple opponents standing in a line, dealing Magic Damage and Ranged Damage. (Weaker damage than luminous arrow, a trade-off for the piercing effect)
Effect: Piercing attack that deals Magic Damage + Ranged Damge to multiple opponents in a line.
--Gravity Slip The Star Shooter uses knowledge gained from his study of the stars to alter gravity around a fired arrow, dragging in enemies within the impact radius.
Effect: Arrow that drags in opponents within the radius of the arrow's impact area.
--Star-Written Arrow The Star Shooter uses forseen knowledge written in the stars to alter probability, firing an arrow that cannot miss it's mark.
Effect: Fire an unblockable, undodgable arrow that deals massive ranged damage to a single target. (Cooldown Timer.)
Shooting-Star: The more exotic weapon in the Star Shooter's arsenal. Designed for both meele and ranged combat, the balance of these star-shaped weapons is uncanny.
--Star-Flash Meele glaive strike infused with the same magic force that the Star Shooter uses to embue his arrows. Deals Weapon Damage + Magic Damage to a single target.
Effect: Strike an opponent with a magic imbued glaive for added Magic Damage.
--Orbital Magnetic The Star Shooter alters gravity around himself, forcing a spinning glaive to orbit around him in a protective circle, dealing damage to all opponents within range of being hit.
Effect: Uses a glaive in your inventory or an equipped glaive to create an orbiting glaive, dealing damage to all opponents within range for a duration. The dps dealt is dependant on the glaive used in the skill.
-- Graviton Star Alters gravity around a thrown glaive forcing it to bounce from opponent to opponent in a chain effect. Chain number increases with points invested. Adds Extra Ranged Damage.
Effect: Throws a glaive with a chain effect, bouncing from opponent to opponent, dealing extra ranged damage.
--Crying Comet Select a target and activate this skill to hover an equipped glaive into the sky using altered gravity. Activate this skill a second time to send the glaive crashing down onto the selected target, dealing magic damage, ranged damage and fire damage to the selected target. The longer the Glaive stays in the air, the greater the damage dealt. (Damage stacks to a certain degree, best used with Orbital Magnetic.)
Supreme Astrology: The root of the Star Shooter's abilites. The powers gained from studying in the night, writing tome by candle-light.
--Star Gazing (Passive) The Star Shooter learns much from his studies. Increases accuracy and all Magic Damage effects generated by the Star Shooters skills.
Effect: Increases accuracy and magic damage effects generated by the Star Shooters skills.
--Star Mapping (Passive) Map the Stars themselves, revealing the future written in them.
Effect: Increases defense rating and dodge rate.
--Solar Blessing (Passive) Call upon the stars to influence your luck with a positive stroke.
Effect: Increases the chance for a health globe to drop from any opponent killed by you.
--Shrapnel Diviner (Passive) Just as withered stars fade and crumble into the night, so must a Star Shooter's arrows. But much more violently of course.
Effect: Gives your fired arrows a % chance to burst into a cloud of luminous shrapnel upon impact. Causes splash damage to adjacent opponents in the form of magic damage. Completed.
Bloodthirst tree for some rituals became addictions, the need to feed overwhelmed all other instincts,
demonic tree for some curseblods they have neigh but turned into demons themselves.
Command tree The first to feast before the curse, their commanding presence, skills
bloodthirst tree Terror's curse has caused what was once a ritual to become an obsession causing you to feast on both your living and slain enemies. Your thirst never satisfied. tier 1 *living feast 15 ranks feast on a living target causing x damage and y bleed damage over z seconds
*blood thirst 10 ranks for x seconds after you kill an enemy your attack speed is increased by y but your defense is decresed by y
*canablize 1 rank feast on fallen corpses regenerating health
tier 2
*serrated fangs increases damage and duration of bleed affect cause by living feast by x%
*regeneration 15 ranks your demonic transformation has given you enhanced regeneration
* Your demonic transformation has granted you inhuman regeneration, regenerat x health every y seconds
tier 3 *Taste for blood 5 ranks your caniblize now also regenerates your combat resource
*killing territory 5 ranks when standing among enemies you have slain your damage is increased by x%
*stake your cliam 5 ranks driving a stake threw slain enemies will prevent both friend and foe from utilizing the your stake in corpses. enemy corpses will remain on the battlefield while active. lasts x seconds per rank.
tier 4 *quiet meal reduces the amount of defense lost when using blood thirst by 20% per rank
*devour 15 ranks increases the speed at which you regain health while canabilizing corpses higher ranks will also allow movement while canablism is active(top 5 ranks 20% move speed at rank 11 100% move speed at rank 15)
*blood surf 15 ranks leap on targets, raking flesh as you move to your next target causing them to bleed for x damage over y seconds, then leaping to another target (successive ranks increase the number of targets and the damage)
tier 5 *hemophobia 5 ranks your bleed affects have a x% chance to stun your target for .5 seconds each time they take periodic damage
*blood piercing 10 ranks the blood of your enemies increases the affectiveness of your weapon strikes penetrating x% defenses
*hemophile 15 ranks the sight of your own blood does not intimidate or slow you down damage from bleed affects on you and your allies by x%
*tier 6
*bloodbath 15 ranks Increases the damage of all bleed affects by x%
*blessing of blood(requires 5 points in hemophile) 1 rank your hemophilia ability now reduces the affect periodic damage from all sources
*lasting blood 1 rank the affects of killing territory will now follow you from battle to battle can not last longer than 15 seconds
Demonic tree While some chose to resist the curse diablo brought to the fallen and inadvertently the curseblood, there are those that chose to embrace it and strengthen their will and combat fortitude Tier 1 Embrace of the fallen 15 ranks
*increases movement speed of you and your minions by x
*detect demons 5 ranks displays demon within x yards on minimap
*exploit weakness 15 ranks increase damage dealt against demons by x%
Tier 2
*softspot 10 ranks increase critical strike chance against demons by x%
*know your enemy 10 ranks increases chance to hit all enemies by x% and increases critical damage to demons by y%
*corpse armor 15 ranks while standing among slain enemies your damage taken is reduced by x
Tier 3
*spell deflect(requires shield) 10 ranks 1 charge per rank while active will deflect 1 spell cast by an enemy, the spell will be redirected in a random direction and may hit another target
*forceblow deals damage knocks back enemies in front of the attack in a cone, causes double damage to demons
*parry gives x% chance to parry this will often cause your next attack's speed to be doubled
Tier 4 *Demonic knowlege 10 ranks Increases your maximum resource by x
*Embrace of the goatmen 15 ranks While weilding a 2 handed weapon you have a chance to decapitate the target causing x bonus damage
*veteran warrior(requires 10 points in softspot) your softspot now works on all targets
Tier 5
*embrace of the knight 15 ranks your attacks will x% addional arcane/fire/frost(whichever the enemy is weakest to)
*spell reflection 1 rank(requires 10 points in spell deflection) your spell defleciton will no longer go in a random direction instead it will be returned directly to the caster
*demonhide- requires 15 points in demonic skills Increases total health by x%
Tier 6
Vengance of the fallen your force blow ability now causes enemies to collide with eachother dealing bonus damage as enemy weapons pierce their own ranks.
Embrace of the finger mage 10 ranks Fires several bolts of energy draining resouces from enemies unlucky enough to feel its wrath. Drains x%
Voice of terror 15 ranks each rank reduces the cooldown Causes all enemies within 10 yards to flee from the attacker. Enemies that run into barriers in their path will attempt to claw their way through it damaging themselves. This can have a devastating affect if that barrier happens to be more enemies or an environmental hazard
Command Tree
Tier 1
*Power Corrupts ? 3 ranks 33/66/100% each rank
When fighting a group of monsters with a leader among them, you gain the same benefits as their underlings
*Summon Fallen ? 7 ranks
Summon a fallen imp
*Cripple 5 ranks 2.5% per rank Cripple a target reducing their movement speed and attack speed.
Tier 2 ? 10 ranks
*Restoring the fallen Increases the health of your minions by x%
*Demoralize ? 3 ranks 33/66/100%
When fighting a group of monsters with a leader among them, the bonus affects granted by that leader on his minions are negated
*feeding the ranks
Gives your minions the ability to cannibalize corpses to regain health
Summon riding hound increasing run speed by 10%/rank however you can only use the hounds charge ability Charge ? temporarily increases run speed by 50%/rank and knocks lesser enemies aside stunning them for 2.5 seconds *Lightning enchant(only one enchant can be used at a time) - 15 ranks Each rank increases bolts generated
Makes your fallen lightning enchanted.
*Fire enchant(only one enchant can be used at a time) ? 15 ranks Each rank increases %health dealt to enemies when killed
Rank 6
Master commander 3 ranks 100/200/300% Greatly improves the effect of Power corrupts and Demoralize(does not increase player effect of Power corrupts)
*Lightning inferno 15 ranks
*Summon Shaman - 15 ranks Summons a fallen shaman that will heal and resurrect your minions.
My second entry, this one was a little rushed, and cutting it close to the deadline, but I think I did a pretty good job considering. I didn't format this one, don't want to run out of time making the letters bold ;). Hope it's not harder to read.
ARCHANGEL
Strategy - The Archangel is a melee fighter, but is intended more as a support character than a fighter. The Archangel makes a good party leader, with auras and healing abilities, and is extremely effective against the undead. The archangel can be a powerful attacker, but in terms of defense, the archangel is weaker than most forward attackers. The archangel has abilities both to boost allies and to weaken enemies, making them more vulnerable to allies' attacks
Halo - The Archangel's unique item. Halos offer little defense, but have magical properties instead. They may add mana, resistances, etc, and they always have some bonus to light radius. They also sometimes increase the Archangel's skills.
COMBAT SKILLS
Smite (melee attack)
Requirements: none
Effects: Increases damage and attack rating, deals greatly increased damage to undead.
Leveling Bonuses: Increases damage and attack rating.
Bonuses From: Cleanse/Wrath of Heaven: Increases damage to undead.
Sword Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed swords.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Sweep (short range spell. targets all nearby enemies)
Requirements: level 6
Effects: The Archangel forces its enemies forward using its wings, moving the enemies around it to be in front of it, grouping them together.
Leveling Bonuses: Increases speed and decreases cost. Slightly increases range.
Bonuses From: Burning Wings: Adds fire damage to the enemies affected by Sweep.
Vengeance (buff. targets self)
Requirements: level 6, Smite
Effects: Increases damage based inversely on the amount of remaining life the Archangel has.
Leveling Bonuses: Increases damage bonus.
Bonuses From: Wrath of Heaven: Increases damage bonus.
Sword Throw (ranged spell. single target)
Requirements: level 12, Sword Mastery, sword equipped
Effects: The Archangel throws his sword into an enemy, then rips it out using magic. Deals more damage to undead. Receives bonuses as though it were a melee attack performed with a sword.
Leveling Bonuses: Increases damage and range.
Bonuses From: none
Flight (buff. targets self)
Requirements: level 12, Sweep
Effects: The Archangel rises into the air, preventing melee attacks from reaching it, but also making it unable to use its own melee attacks. While flying, the Archangel may pass over enemies and environmental obstacles. Can still cast spells and be hit by ranged attacks. Sword Throw may be cast from the air.
Leveling Bonuses: Increases duration.
Bonuses From: none
Diving Charge (moving melee attack)
Requirements: level 18, Flight
Effects: When in the air, the Archangel can use this skill to dive into enemies, slicing through them as he goes. The Archangel then lands in the nearest possible position at the end of the dive.
Leveling Bonuses: Increases damage.
Bonuses From: Burning Wings: Adds fire damage to the dive.
Phase Out (passive)
Requirements: level 18
Effects: Because the Archangel is not entirely a part of the physical world, he can blink out of existence, giving him a chance to dodge physical attacks.
Leveling Bonuses: Increases dodge rate.
Bonuses From: none
Warp Time (buff. targets self)
Requirements: level 24, Phase Out
Effects: Time works differently in the realm of angels; being able to pass between the barriers in the worlds, he can effectively move faster through time, making his attacks and movement faster.
Leveling Bonuses: Increases speed bonus and duration.
Bonuses From: Phase Out: Increases duration.
Burning Wings (passive)
Requirements: level 30, Diving Charge
Effects: The wings of angels are not used to fly, they float in the air by magic. Their wings are more ethereal and fiery. This skill allows the Archangel to amplify that fire, damaging enemies who come behind the archangel. Also adds fire damage to Sweep and Diving Charge.
Leveling Bonuses: Increases damage.
Bonuses From: none
WILL OF HEAVEN
Purity (aura)
Requirements: none
Effects: The Archangel's purity makes it easy to identify and purge impurities created by enemies. This allows the Archangel to reduce the negative effects of enemy spells and curses.
Leveling Bonuses: Increases resistance to negative effects.
Bonuses From: Cleanse: Increases resistance
Dominating Presence (aura. targets enemies)
Requirements: level 6, Purity
Effects: An Archangel is an impressive sight to behold. His allies are filled with awe, and his enemies with fear. This skill takes advantage of that fear and lowers the defense of enemies.
Leveling Bonuses: Increases defense penalty.
Bonuses From: Dominating Will: Increases range.
Guidance (aura)
Requirements: level 6
Effects: The powers of Heaven guide the righteous. This aura increases attack rating and critical threat of his allies.
Leveling Bonuses: Increases bonus.
Bonuses From: none
Cleanse (ranged spell. targets all nearby enemies)
Requirements: level 12
Effects: A wave of deadly magic expands from the Archangel, seeking out demons and undead monsters and damaging them. This spell only damages undead and demons, does not damage animals.
Leveling Bonuses: Increases damage.
Bonuses From: Wrath of Heaven: adds a small percentage of the damage to be dealt to non-demons and undead.
Manipulate (curse. targets a small area of enemies)
Requirements: level 12, Dominating Presence
Effects: Angels use their influence to manipulate the minds of mortals, they use this spell to confuse enemies, making them attack anything in sight, even former allies. This spell has no effect on bosses or players, and does not prevent monsters from attacking you as well as your enemies.
Leveling Bonuses: Increases duration.
Bonuses From: Dominating Presence/Dominating Will: Increases chance of success
Dominating Will (curse. targets a single enemy)
Requirements: level 18, Manipulate
Effects: This skill takes the manipulation of minds to the next level, completely dominating them. Affected monsters will turn on your enemies and fight for you. Weaker-minded monsters have a chance to be permanently affected and will follow you until they die. Maximum number of dominated followers is determined by level. When you reach the maximum number, newly dominated monsters will have no chance of being dominated permanently. This spell has no effect on bosses or players.
Leveling Bonuses: Increases duration, chance of becoming permanent, and maximum number of dominated minions.
Bonuses From: Dominating Presence: Increases chance of permanent effects.
Rewards of Faith (aura)
Requirements: level 18, Guidance
Effects: Increases the life regeneration of living party members and summons.
Leveling Bonuses: Increases regeneration rate.
Bonuses From: none
Obliterate (ranged spell. targets all corpses and enemies in the area)
Requirements: level 24, Cleanse
Effects: When an Archangel deems an area too corrupted to be redeemed, he simply destroys everything in the area, dead or alive. This spell destroys all the corpses within range and deals damage to enemies in the area based on the maximum life of the corpses destroyed.
Leveling Bonuses: Increases range and damage.
Bonuses From: Cleanse/Wrath of Heaven/Stagnation: Increases damage.
Stagnation (aura. targets all corpses and enemies in range)
Requirements: level 24, Dominating Will
Effects: The balance is critical to Sanctuary. It is the deepest belief of the Necromancers, and the charge of Trag'Oul to keep the balance. Heaven must be kept at bay to prevent stagnation and decay of the world. This aura represents Heaven's threat to the balance. It prevents healing and revival of enemies, and prevents enemy players from using corpses for spells.
Leveling Bonuses: Increases range.
Bonuses From: none
Wrath of Heaven (ranged spell. targets all nearby enemies)
Requirements: level 30, Obliterate, Stagnation
Effects: Decimates the surrounding area with a blast of holy energy. Deals massive damage to undead and demons, as well as large damage any living enemy in range.
Leveling Bonuses: Increases damage and range.
Bonuses From: Cleanse/Obliterate: Increases damage.
HOLY MAGIC
Holy Blade (buff. can target allies)
Requirements: none
Effects: Enchants a weapon with holy energy, adding to attack rating and damage vs. undead and demons.
Leveling Bonuses: Increases bonuses and duration.
Bonuses From: Smite/Wrath of Heaven: Increases damage bonus to undead and demons.
Blinding Light (ranged spell. all nearby targets)
Requirements: none
Effects: Creates a blast of light, blinding enemies and damaging the undead. Blinded enemies have a greatly reduced attack rating, and have a chance to not attack at all.
Leveling Bonuses: Increases duration.
Bonuses From: Wave of Light: Slightly increases range.
Wave of Light (short range spell. multiple targets)
Requirements: level 6, Blinding Light, Holy Blade
Effects: Sends a wave of holy light forward, damaging undead and healing allies in its path. Hits enemies in front of the Archangel, and is very effective when combined with Sweep against the undead.
Leveling Bonuses: Increases damage/healing power.
Bonuses From: Wrath of Heaven: adds small damage to non-undead enemies, Blinding Light: slightly increases range.
Redemption (ranged spell. targets a corpse)
Requirements: level 6, Purity, Blinding Light
Effects: Redeems the soul of the deceased enemy, damaging undead near it, and healing your party. Both damage and healing are based on the maximum health of the monster the corpse came from. You cannot use Redemption on a monster that you use Soul Trap on. Redeeming a corpse causes it to be 'used up' just like Find Item or Summon Skeleton would.
Leveling Bonuses: Increases effects.
Bonuses From: Soul Trap: Increases effects.
Illusion (passive)
Requirements: level 6
Effects: By manipulating the minds of his enemies, the Archangel can avoid detection, causing enemies to not notice the Archangel until he attacks.
Leveling Bonuses: Increases success rate and decreases minimum range.
Bonuses From: Manipulate/ Dominating Will: Increase success rate.
Barrier (buff. can target allies)
Requirements: level 12, Wave of Light
Effects: Creates a magical shield, preventing damage until it is broken down or wears off.
Leveling Bonuses: Increases maximum damage and duration.
Bonuses From: none
Raise Spirit (summoning spell. targets a corpse)
Requirements: level 12, Redemption
Effects: Raises the soul of a dead monster to serve the Archangel in combat. 'Uses up' the corpse. Cannot be used on the corpse of a monster that was Soul Trapped.
Leveling Bonuses: Increases strength of the spirit.
Bonuses From: none
Soul Trap (curse. single target)
Requirements: level 12, Redemption, Illusion
Effects: Turns the life force of a demon into mana. This destroys the soul of the monster, meaning it cannot be Redeemed or Raised. This does not prevent other characters from interacting with the corpse, with the exception of the Paladin's Redemption. Obliterate can still target this corpse. If the Soul Trap fails, the demon is sent into a rage, increasing its damage temporality.
Leveling Bonuses: Increases success rate and mana stolen.
Bonuses From: Redemption: Increases mana stolen, Cleanse: Increase success rate.
Consecrate (short range spell. no target)
Requirements: level 24, Barrier, Redemption
Effects: Consecrates the ground around the Archangel, making it damage undead and demons that walk on it, and healing allies who stand on it.
Leveling Bonuses: Increases damage dealt.
Bonuses From: none
Avatar of Light (summoning spell)
Requirements: level 30, Raise Spirit, Consecrate
Effects: Calls down a spirit from Heaven. The Avatar will have one of the following auras: Guidance, Prayer, Sanctuary, Rewards of Faith, or Stagnation.
Leveling Bonuses: Increases hit points and the level of the aura.
Bonuses From: Guidance, Stagnation, Rewards of Faith: Your skill level increases that of the Avatar, Consecrate increases Prayer, and Smite increases Sanctuary.
(Prayer and Sanctuary are auras from the Paladin of Diablo 2)
Mechanist - fights using conductors, mechanical summons, chains, gears, and smithing techniques.
Conductor talents
Conduits: a wire is strung between two conductors and charged with magical energy. The wire is the conduit that carries the magical effect of the skill. Enemies must be in contact with the wire or "beam" to receive the spell effect. Conduits are basically lines created by the player that carry a specific effect.
Syphons: a syphon is a conductor that uses the player as the second conductor to form a conduit beam. The beam forms between the player and the conductor whenever the player is within radius. as the player runs around the conductor, the beam follows and moves like the hands of a clock. Syphons are not radial damage traps: enemies must still be on the beam to receive an effect. Therefore, the player must keep enemies between himself and the conductor. Position is important.
Syphon effects have their own short duration independent of player or enemy relation to the conduit beam.
Conductors are stationary summoned objects with no physical presence and no hit points. Neither the conductors nor the "beam" block enemies. They are like Assassin traps in that sense: they cannot be bumped into nor destroyed. They can be summoned on any walkable surface. They expire only if re-cast or if their duration expires.
Conductors would have a long enough cooldown and long enough duration that there would be enough incentive for the player to actually care about the geometry of the placed wall. Once the first conductor is placed, the second conductor can be placed without any cooldown, and the beam appears between the conductors. Once the second conductor is placed, then the cooldown begins. If the player can only make two conductors and there are two conductors in place, summoning another conductor will unsummon the existing conductors because the player is trying to replace the formation.
Just as the player can place two conductors without a cooldown, with a multistrike rune, the player can place conductors without any cooldown penalty until all possible conductors are placed. Multistrike runes allow more than two conductors.
Conductors cannot be placed above a certain maximum distance apart in order for a beam to form. When placing a second or greater conductor, a transparent indicator will show if the conductor location is within radius. If the player summons a conductor outside of the radius of the first, the first will automatically unsummon. This indicator will also show if there is an object between two conductors [like a column] that would prevent a beam from forming.
Diagram 3 = player staying inside of two dimensional area provided by a three-conductor conduit
Diagram 4 = player behind large U-shaped wall provided by four-conductor conduit. Notice the far left and far right conductors do not form a beam because they are too far apart.
Diagram 5 = enemies stuck in two dimensional area provided by three-conductor conduit
Diagram 6 = syphon beam affecting more than one enemy
Diagram 9 = multiple skills in action. Player enclosed within conduit of impact; enemy casters packed into small area due to pillar of negation; player casts wheel of war at grouped enemy casters; servant mechs engage enemies; machine god sacrifices servant mech and casts lightning nova; sacrificed servant mech explodes because of socketed lethality rune
conduit of impact [ACTIVE]
effect = beam has x chance to knockback y length
more points = increased x
multistrike rune = allows creation of multiple conduits
power rune = increase max beam length
striking rune = adds x chance to stun for z duration
lethality rune = colliding enemies do x physical damage to each other
energy rune = increased y
Description: knockback to keep back waves of enemies. With multistrike, prisons can be created around player or around enemies.
electric fence [PASSIVE]
effect = adds x lightning damage to conduit of impact skill
more points = increased x
oiled components [PASSIVE]
effect = increases duration of conduits/syphons by x
more points = increased x
process improvements [PASSIVE]
effect = decreases cooldown between conduit/syphon uses by x
more points = increased x
level 2
blood syphon [ADVICE]
effect = beam decreases enemy life by x and increases player life by y for z duration [not leech, but temporary health boost]
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = adds x bleeding over z duration
lethality rune = enemies gib on death and have increased x chance to drop health globe
energy rune = increased z duration
Description: player health increase and enemy health decrease lasts for a short duration regardless of player or enemy location to beam.
transfusion [PASSIVE]
effect = adds x life leech to blood syphon skill
more points = increased x
heat syphon [ACTIVE]
effect = beam does x cold damage to enemy, adds y cold resistence to player for z duration
more points = increased x cold damage and y cold resistence
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = decreases enemy cold resistence by x
lethality rune = enemies shatter on death, icey shards do x cold damage over y radius
energy rune = increased z duration
Description: syphon steals heat from the enemy, which makes them cold, hence cold damage. Syphon gives heat to the player, warming them up, hence cold resistence.
condenser [PASSIVE]
effect = adds x chance to freeze for z duration to heat syphon skill
more points = increased x
level 3
conduit of pesticide [ACTIVE]
effect = beam does x poison damage over z duration
more points = increased x
multistrike rune = allows creation of multiple conduits
power rune = increased max beam length
striking rune = poisoned enemies have damage decreased by x for y duration
lethality rune = enemies dissolve on death, leaving pool of poison that does x poison damage over y radius for z duration to passing enemies
energy rune = decreased z
Description: self-explanatory
disease vector [PASSIVE]
effect = decreases enemy poison resistence by x
more points = increased x
iron syphon [ACTIVE]
effect = beam decreases enemy armor by x and increases player armor by y for z duration
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = decreases enemy block chance by x for z duration
lethality rune = enemies gib on dead for x armor reduction over y radius for z duration to nearby enemies
energy rune = increased z duration
Description: makes the player harder to hit, enemies easier to hit.
forging [PASSIVE]
effect = adds x chance to repair y durability of any worn equipment to iron syphon skill
more points = increased x
Descrption: can repair any gear worn by player, including ethereal items
level 4
conduit of obedience [ACTIVE]
effect = beam has x chance to convert for z duration.
more points = increased x chance and z duration
multistrike rune = allows creation of multiple conduits
power rune = increased max beam length
striking rune = converted monster attacks stun x chance for z duration
lethality rune = converted monster damage is increased
energy rune = increase z duration
Description: conduit beam implants device in enemies that causes them to fight for the player, even after death.
frankenstein effect [PASSIVE]
effect = adds x chance for enemies killed while in contact with the beam to return as revives for z duration to conduit of obedience skill
more points = increased x
haste syphon [ACTIVE]
effect = beam decreases enemy speed by x and increases player speed by y for z duration
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = adds x chance of being uninterruptible
lethality rune = enemies splatter on death and their gooey body parts apply x speed penalty over y radius for z duration to nearby enemies
energy rune = increased z duration
Description: frenzies player and slows enemies at the same time.
rust [PASSIVE]
effect = enemy hit recovery speed decreased by x, block speed decreased by y
more points = increased x and y
level 5
conduit of annihilation [ACTIVE]
effect = beam has x chance to explode corpse over y radius for z physical damage
more points = increased x chance
multistrike rune = allows creation of multiple conduits
power rune = increased max beam length
striking rune = explosions give x chance for enemies to drop shields
lethality rune = increased z damage
energy rune = increased y radius
Description: beam must pass on top of corpses. Try to kill monsters on top of the beam, or create conduit after corpses are already on ground.
irresistible force [PASSIVE]
effect = decreases enemy physical resistence by x for conduit of annihilation skill
more points = increased x
essence syphon [ACTIVE]
effect = beam decreases enemy elemental resistences by x and increases player elemental resistences by y for z duration
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = removes positive buffs from enemies and applies them to player for z duration
lethality rune = enemies implode on death vacuuming positive buffs from nearby enemies over y radius
energy rune = increased z duration
Description:
soul sucker [PASSIVE]
effect = adds x mana leech to essence syphon skill
more points = increased x
Pillars: pillars are stationary summons like conductors that have no physical presence or hit points. Pillars do damage over an area. Only one pillar type at a time. If using multistrike, pillars with overlapping radii do not stack damage. Pillars do not conflict with conduits/syphons. Therefore, one pillar and conduit, or one pillar and syphon at a time.
level 1
pillar of blades [ACTIVE]
effect = x physical damage over y radius
more points = increased x damage
multistrike rune = allows creation of multiple pillars
power rune = increased y radius
striking rune = adds x bleeding damage for z duration
lethality rune = enemies gib on death, doing x damage over y distance in a line
energy rune = decreased mana cost
upgraded materials [PASSIVE]
effect = increases duration of pillars by x
more points = increased x
servant mech [ACTIVE]
effect = summons servant mech minion that deals x physical damage with y health
more points = increased x damage and y health
multistrike rune = increased attack speed by x
power rune = increased y health
striking rune = attacks do x splash damage over y radius
lethality rune = servant mechs explode on death, dealing x fire damage over y radius
energy rune = decreased mana cost by x
prolific construction [PASSIVE]
effect = increased foot speed by x for servant mech minions and machine god minion, allows creation of additional servant mech minions
more points = increased x foot speed, increased servant mechs
level 2
thresher [PASSIVE]
effect = successive hits increase damage by x per for pillar of blades skill
more points = increased x
pillar of steam [ACTIVE]
effect = x fire damage over y radius
more points = increased x fire damage
multistrike rune = allows creation of multiple pillars
power rune = increased y radius
striking rune = adds x chance to blind enemies for z duration
lethality rune = enemies evaporate on death, leaving no usable corpse
energy rune = decreased mana cost
evaporation [PASSIVE]
effect = increases item drop chance of all non-boss enemies by x when killed by pillar of steam skill
more points = increased x
Description: completely purges enemy flesh from carried equipment, increasing the chance that something can be salvaged.
advanced construction [PASSIVE]
effect = decreases cooldown between pillar uses by x
more points = increased x
level 3
pillar of negation [ACTIVE]
effect = pulls magic-using enemies from max y radius when they cast spells
more points = increased y
multistrike rune = allows creation of multiple pillers
power rune = disables enemy auras and deals x lightning damage to aura-bearing enemies
striking rune = enemies take x lightning damage when casting spells
lethality rune = enemies' mana combusts on death, silencing nearby enemies over y radius for z duration
energy rune = removes positive enemy buffs and deals x lightning damage to those enemies
Description: anti-magic pillar that provides "reverse knockback" to magic users when they cast, like a tractor beam. "Reverse knockback" causes casters to concentrate in a small area, making them easier prey.
ionization field [PASSIVE]
effect = decreases lightning resistence of enemies by x for pillar of negation skill
more points = increased x
wheel of war [ACTIVE]
effect = linear projectile does x damage and travels at z speed until colliding with obstacle
more points = increased x damage
multistrike rune = projectile allowed to bounce off of obstacles and obtain new trajectory
power rune = decreased z speed
striking rune = adds x chance to stun for y duration
lethality rune = enemies knocked over on death, rolling and doing x damage in a line over y distance
energy rune = increased z speed
Description: mechanist releases huge gear which bowls over enemies. Gear can hit multiple times, like a druid tornado. Gear breaks if striking impassable object unless multistrike runes are used. Each level of multistrike allows the gear to bounce once and re-path. Power rune allows gear to roll more slowly for greater damage [more hit checks]. Energy rune allows for greater accuracy against distant moving targets with faster gear speed. No limit to number of gears at once time, but cooldown is significant.
wheel factory [PASSIVE]
effect = decreases wheel of war skill cooldown by x and decreases mana cost by y
more points = increased x and y
level 4
machine god [ACTIVE]
effect = machine god minion does x physical damage in melee and has y health
more points = increased x physical damage and y health
multistrike rune = attack speed increased by x
power rune = increased y health
striking rune = attacks do splash x damage over y radius
lethality rune = enemies gib on death, casting fear spell on nearby enemies over y radius
energy rune = decreased mana cost by x
Description: high-level minion. Only one at a time. Machine god has a lot of other skills associated with it that enhance its use.
pyramid form [ACTIVE, MINION BUFF]
effect = transforms machine god minion into stationary tower with x lightning damage ranged projectile attack
more points = increased x
Description: What is an active minion buff? Select this skill and then right click on an active machine god minion to cause it to transform. Machine god gains ranged attack but becomes immobile. Lightning attack is a single-hit projectile, like a single charged bolt. Like how conduits, syphons and pillars have significant cooldowns to force the player to carefully consider their use, transforming has a significant cooldown and would have an animation of a second or two thrown on top to limit the ability to exploit the form change.
eye of the machine god [PASSIVE]
effect = ranged lightning projectile attack becomes beam attack with increased damage by x and ability to pierce up to y enemies in pyramid form
more points = increased x and y
Description: dramatically improves the attack of the machine god when in pyramid form.
havok wheel [PASSIVE]
effect = adds x physical damage to wheel of war skill when used downhill/downstairs
more points = increased x
Description: let's take advantage of the modern era of gaming and involve some physics in our skills. Game calculates whether gear is rolling downhill and adds damage.
level 5
assimilation [ACTIVE, MINION BUFF]
effect = assimilated metal armor boosts armor by x for a maximum of z; assimilated metal weapon boosts damage by x for a maximum of z for active machine god minion in machine form
more points = increased x armor/damage
Description: select skill, right click on active machine god minion, and the inventory will open and present the player with an item drop slot, like a necromancer iron golem. Effect is permanent for the life of the machine god and multiple assimilations stack armor/damage bonuses up to a certain maximum. Feed the machine and keep it alive.
glory to the machine god [ACTIVE, MINION BUFF]
effect = machine god minion casts lightning nova for x lightning damage over y radius and knocks back over y radius by sacrificing selected servant mech minion
more points = increased x lightning damage and y radius
Description: the player initiates this spell by right clicking on a minion, at which point the machine god targets it. The machine god "casts" the spell visually but a mana cost and a cast animation are still attributible to the player. To prevent pathing problems, the machine god does not have to be near the servant mech, but can access it from anywhere. Works over any distance as long as both the machine god and servant mech are on screen. This skill serves as a panic button for an overwhelmed machine god.
shadow of the machine god [PASSIVE]
effect = adds aura to machine god minion adding x attack speed increase over y radius affecting servant mech minions and machine god minion
more points = increased x attack speed and y radius
Description: aura does not affect player or allies or mercs, only servant mechs and the machine god itself.
machine mastery [PASSIVE]
effect = increases resistences by x of servant mech minions and machine god minion, decreases transformation time of machine god minion by y
more points = increased x and y
attack skill = left mouse attack
reflexive buff = cast on self with limited duration, like cloak of shadows
chains of war [ACTIVE, ATTACK SKILL]
effect = linear whip attack does x% of weapon damage over y distance hitting up to z enemies, with s speed penalty
more points = increased x%
multistrike rune = increased z enemies
power rune = increased y distance
striking rune = x chance for enemies to drop shields
lethality rune = enemies gib on death, doing x damage over y radius to nearby enemies
energy rune = reduced s speed penalty
Description: attack uses proportion of weapon damage and carries all attack effects otherwise found on a normal weapon attack.
golden chains [PASSIVE]
effect = increased x attack rating for chains of war skill
more points = increased x
increased hemoglobin [PASSIVE]
effect = added iron to blood makes healing globes more effective by x%
more points = increased x%
iron consumption [ACTIVE, REFLEXIVE BUFF]
effect = decreased armor by x, increased health by y for z duration
more points = increased y
Description: mechanist consumes armor and gains life temporarily. For use against non-melee casters when armor is not needed.
level 2
boot springs [PASSIVE]
effect = increased x movement speed
move points = increased x
grip of the smith [PASSIVE]
effect = decreases requirements by x for all "metal" weapons
more points = increased x
girth of the smith [PASSIVE]
effect = decreases requirements by x for all "metal" armor
more points = increased x
grin of the smith [PASSIVE]
effect = reduced repair costs at vendor by x
more points = increased x
level 3
shield sprockets [ACTIVE, REFLEXIVE BUFF]
effect = turns shield into two magical gears, enemies take x damage on successful block
more points = increased x
Description: two gears grind enemies upon successful block
top gear [PASSIVE]
effect = successive blocks gradually increase block speed by x, block chance by y for z duration for shield sprockets skill
more points = increased x block speed and y block chance
pulverize [PASSIVE]
effect = successive blocks destroy enemy weapons, decreasing enemy damage by x for z duration for shield sprockets skill
more points = increased x
gear haven [PASSIVE]
effect = increased x armor for shield sprocket skill
more points = increased x
level 4
links of shock [PASSIVE]
effect = adds x lightning damage to chains of war skill and chain torrent skill
more points = increased x
chain torrent [PASSIVE]
effect = adds 360 degree radial attack for x% of weapon damage over y radius to chains of war skill
more points = increased x
resistor [PASSIVE]
effect = increased x lightning resistence for iron consumption skill
more points = increased x
efficient reaction [PASSIVE]
effect = decreases armor reduction by x for iron consumption skill
more points = increased x
level 5
burnish weapon [ACTIVE, REFLEXIVE BUFF]
effect = turns weapons ethereal for duration z. Requires consumption of ethereal "metal" weapon.
more points = increased z
Description: mechanist polishes weapon to such a high sheen that weapon actually becomes ethereal. Ethereal items can break, but once duration wears off, items can be repaired normally. Only works on "metal" weapons. Player casts skill and is prompted with item drop slot [like iron golem creation] to insert ethereal metal weapon. This required item prevents player from simply recasting the skill constantly, making the increased z duration more meaningful as a reward for additional points.
burnish armor [ACTIVE, REFLEXIVE BUFF]
effect = turns armor ethereal for duration z. Requires consumption of ethereal "metal" armor.
more points = increased z
Description: only works on "metal" armor. Requires input of ethereal metal armor, which is destroyed.
cosmic luster [PASSIVE]
effect = consumed ethereal metal weapon/armor has x proportion of its magical effects and base damage/armor transferred to the player's weapon/armor for burnish weapon and burning armor skill
more points = increased x
Description: allows the player to take advantage of the actual stats, both base and magical, of the consumed ethereal item for burnish skills. At low levels, the effect would be minimal, gradually rising with more points. Ever get tired of finding ethereal magical/rare items that have absolutely no use except to be sold? Eat them instead.
lacquered armor [PASSIVE]
effect = increased x arcane resistence for iron consumption skill
more points = increased x
why my entry should be seriously considered: i completed a full 20 skills for each tree and included effects for all 5 known skill runes for applicable active skills.
To the Contest Moderator--I'm sorry but life got in the way and I didn't have time to finish up my post and clean it up so that it looks nice. As it stands, all of the text representing the class skills is final draft material...but I don't want to edit it and make it look nice for fear that updating the timestamp on the post will disqualify me for the contest.
I'd be more than willing to spend some time to make it a bit easier on the eyes (and remove the other messages I put in there that have nothing to do with the class skills) if I could get some kind of assurance that this wouldn't put me out of the running.
PS, by edit, I mean synchronize the font-sizing, color and bold text where necessary...I will not change a single word of text relating to the skills themselves...
bah...maybe I'm just really OCD and you guys don't really care.
ummm i see my posts say they were edited after 2AM on 6/9/09 im assuming that this is because the site is displaying a different time zone, but i want to make sure, it isnt even 2AM yet.
Good luck to all who entered!
All through-out the world of Sanctuary, there is one thing for certain we can all agree on, no matter which path you choose, or which forgotten tomb you dare enter, all around you are the spectacular sites of great cathedrals, wonderful palaces, and breath-taking monuments that display the multitude and array of life within this, the world of Sanctuary. Near the beginning of time, when man first settled these lands, sprouting like wild flowers in the Great Plains, grew great cities, towns, and villages. The men responsible for these astonishing feats of creation were the Guild of Masons.
Azu-Ahem was a young boy when his father went to fight for the Caldeum National Guard, although he never agreed with his father?s decision, his father being a mere carpenter, he supporting him none-the less. Azu?s father always wanted to be great, to fight for something worth his life. We can safely speculate, it was the one true gift Azu?s father had passed to him. Unfortunately the same determination that grew in Azu so bright like a burning star was the same curse like substance that would be the death of his father. When the call of duty rang aloud, Azu?s father answered. He fought with honor and a purpose but no one could have anticipated the bloodiness of what was to come, slain by Belial?s minions in the battle of west gate, Azu?s father was were a true warrior belonged, in the Heavens with the Great Architect.
Azu began his quest early in life when he joined the Guild of Masons as an entered apprentice, only to
fall short of his goal to become a mason, just like his father, becoming only a carpenter for contract hire. For months after Azu?s dismissal from the Guild, Azu sat around the city, begging for work, and seeing little but a dull future, when Azu?s mother pressed him to stay strong, that his calling would soon show itself. She showed him a book his father once held dear; it was a tomb of great adventures, mysteries and travel, tails of demons and beasts of horrific abomination. This was the journal of a great Mason, Leader and Grand Mason of the Guild. She told Azu of how it was passed down to his father from the Grand Master Asad-Ashraf, who took his skills of masonry to the depths of Hells, to fight for the light against the burning hells. This book was awe-inspiring to Azu, he would go on to finish his training at the Guild and become a Master Mason, to use this new found way of life, to finally avenge his father?s death.
Skills of the Mason
+Stone Mason Skills+
The Mason is an excellent craftsman, able to construct powerful wards and burning towers of light from incantations of the tomb of stone masons.
LVL1
Tower of Light - The Mason constructs a tower of light which seeks nearby enemies otherwise unseen in the darkness [Lasts 3O sec][Completes in 6 sec, -.2 sec per lvl][Dam inc per lvl]
LVL3
Tower Damage Increase - Damage increase for Fire and ice Towers [7% inc per lvl]
Tower of Flame - The Mason constructs a tower of flame to incinerate his foes. [Lasts 3O sec] [Completes in 6 sec, -.2 sec per lvl] [Dam increase per lvl]
Tower of ice - The Mason constructs a tower of ice to freeze and disable his enemies [Last 3O sec] [Completes in 6 sec, -.2 sec per lvl] [Dam increase per lvl]
LVL7
Summons Apprentice - The Mason summons a lower apprentice to work by his side. [Constructs towers 25% faster][+1% per lvl]
LVL14
Ward Purification Increase - Purification increase for Health and Will wards [3% inc per lvl]
Health Ward - The Mason constructs a ward that is blessed by the Divine, able to purify all that fight for the light. [Purifies the Hero at 13% per sec/1.2%inc per lvl]
LVL24
Will Ward - the Mason constructs a well that is blessed by the Divine that gives power to all that fight for the light. [Purifies the Hero at 13% per sec/1.2%inc per lvl]
LVL3O
Summons Higher Apprentice - The Mason summons a higher apprentice to work by his side. [Cunstructs Towers 35% faster/Able to use Enchanted Hammer
Tower of the Gods - The Mason constructs a tower of lightning that bolts for the Heavens to split demons in. [Last 45 sec][Completes in 3 sec][Dam increase per lvl]
++Destruction Skills++
The Mason is a powerful builder, but sometimes things need to be destroyed in order for new projects, the Mason uses these skills to effect the world around him, to make way for a new path, or to simply take out his enemies
LVL 2
Minor\Major Charge - Places a minor charge in an area with destructive power, to destroy foes or to knock down walls or obstacles [5sq ft+5dam per lvl][lvl 15 becomes major charge, 2Osq ft +1Odam per lvl]
LVL4
Proximity Mine - Places a mine in an area that does massive damage to nearby passing enemies [detonates when enemies pass within 5ft][15+dam per lvl]
LVL7
Molotov - Some of the Masons techniques aren?t exactly old fashioned or even in use by modern day Masons, but on the quest for truth and holiness anything to destroy a foul beast will come in handy. [Throws a wine bottle filled with igniter to damage and scatter his enemies in a fiery explosion][23.5 dam per sec][17%dam inc per lvl]
LVL12
Dynamite - The mason throws a stick of dynamite at approaching enemies [2O+ dam per lvl]
LVL24
Summons Wrecking Crew - The Master Mason has the ability to cause massive damage to buildings and structures around him, summoning a wrecking crew will bring a metal geared robot to do his bidding, the bot can carry massive loads of weight and toss enemies with relative ease.
+Tool Worker Skills+
The Mason has an arsenal of tools at his disposal, most of which double as weapons to use against his enemies. Slamming the Ground with his mighty Masons Hammer to Leveling the Minds of his foes with the Masons Level
LVL3
Masons Hammer - The Mason slams the ground with divine force stunning and smashing the legs of his enemies. [7-16dam per sec lvl1][1O% inc per lvl]
Masons Level - When the Masons sees a corrupt hellish creature, he must level its mind for the greater purpose, firing a divine shout from his inner soul, he severs the heads of foes.
LVL5
Masons Flame Cannon - Burn your enemies to a crisp with Your Flame Cannon, a constant burst of fire is sure to keep any foe back. [16 dam per sec][6% inc per lvl]
LVL7
Mortar Gun - The Mason uses his mortar gun to blast his enemies with a liquid-stone substance to disable and permanently remove his foes from battle. [17% slow][4%inc per lvl][At lvl 26 ? 7% enemies become permanently disabled instantly]
LVL12
Divine Spirit - One of the Masons many tools is the Light of the Great Architech, with this influence the he can shield himself from damage for a short period. [Last 7sec][1 sec per lvl]
LVL15
Pin Gun - The Mason uses his pin gun to fire iron bolt like projectiles into the hearts of demons and evil prowlers. [13-22dam per sec][11%inc dam per lvl/rate of burst fire3][1 pin per sec per lvl]
LVL22
Master Masons Tools - Increase the Damage of Tool Working Skills. [7% inc per lvl]
LVL3O
Anti-Gravity Machine - The Mason has stumbled upon some great truths when becoming a Master Mason, one of these, the power to defy the laws of physics. Using the limitless power of mathematics, he constructs a device that allows the Mason to float through the Heavens, above any hostile creation, and out of any harm. [Last 4 sec][1.5 sec per lvl]
---Ancestor Skill Tree---
The Ancestor tree is the magic side of the Samurai class. Calling upon the spirits of their ancestors imbues them with abilities from the spiritual plane.
Spirit Blast
The Samurai summons a spirit to attack the enemy
Effect: Shoots a small blast at an enemy.
Ancestral Armor
The Samurai calls upon their ancestors for extra protection from evil.
Effect: Surrounds the Samurai in a shield of spirits that absorbs damage from enemy attacks.
Ancient Lines
Even demons have a traceable lineage.
Effect: Deals a blast which jumps to enemies of the same type.
Soul Release
The Samurai calls the spirit out of their foes, leaving only a mindless husk.
Effect: Lowers the defense of enemies in a radius around the Samurai for a limited time.
Karma Blast
Samurai have a strong belief that evil actions stain the soul forever.
Effect: Sends a large blast at a single foe, which branches off and will damage enemies or heal party members it hits. (same as the Paladins Fist of the Heavens from D2)
Ancestor Mastery
Becoming so attuned to the spirit world grants the Samurai an increased link with its powers.
Effect: Increases damage done by Ancestor Spells.
---Tactics Skill Tree---
This tree focuses on a Samurai's fighting abilities and their ability to stay alive in combat.
Armor Mastery
A Samurai?s armor is an extension of their body. Both are honed to perfection.
Effect: Increases the armor of the Samurai by a percentage.
Weapon Mastery
If the armor is the body of a Samurai, the weapon is the soul.
Effect: Reduces the durability loss of the Samurai's Weapon during combat.
Lead the Charge
Samurai are never afraid to lead their soldiers into battle
Effect: Charge an enemy, temporarily stunning them and dealing extra damage.
Swift Strikes
A Samurai?s blade is sharp enough to cut through multiple foes
Effect: Deal extra attacks that have a chance to hit additional nearby enemies.Number of extra attacks, and chance to hit additional targets increased with skill points.
Blind Defense
Being constantly in a state of awareness has honed a Samurai's reflexes.
Effect: Increases the Samurai's chance to parry attacks, but the Samurai cannot move while this skill is activated.
Call to Battle
A Samurai always arrives in the nick of time.
Effect: Increases the Samurai's movement speed, but reduces the Samurai's defense while this skill is activated
---Honor Skill Tree---
The Honor tree works much like the Assassin's martial arts. Building up honor points, but the Samurai unleashes Bushido buffs instead of attacks as finishing moves.
Honor Kill
A Samurai remembers every fight, and every kill
Effect: Deals Extra damage. Adds an Honor point to the Samurai
Blood of the Enemy (Bushido Move)
An honorable fight only strengthens a Samurai's resolve.
Effect: Gives the Samurai and party members within radius of effect a percentage of Health based on honor points.
Inner Strength
A Samurai can sometimes channel their fighting spirit into their weapon's attacks
Effect: attack that deals extra damage of a random element. Adds an Honor point to the Samurai.
Field Tactics (Bushido Move)
An honorable warrior shares his knowledge on the field.
Effect: Grants a temporary boost to the attack rating of the Samurai and any party members within the radius of effect. Attack rating boost and duration increased with honor points.
True Strike
A Samurai knows not only how to hit an enemy, but how to strike at their soul.
Effect: deals an attack which ignores enemy's defense, adds an Honor point to the Samurai.
Gift of the Elders (Bushido Move )
Honor is held from one life to the next
Effect: Temporarily increases the resistances of the Samurai and all party members within the radius of effect. Duration and amount of resistance increased with honor points.
BATTLEMAGE
Strategy - The Battlemage is a front line attacker that uses magic to augment his strength and to reach enemies at range. The intended focus is short range combat with both weapon and magic, but the Battlemage has long range skills and could be built for ranged combat. Although the Battlemage is a front line combatant, it does not make a good tank. The Battlemage is a damage dealer, but, like most mages, is not a good damage taker. While better protected than most mages, the Battlemage must also balance strength with energy, depending on how much it focuses on magic, it may not be able to use higher level armor. The Battlemage works best with one handed melee weapons, leaving the other hand open for magic which can be augmented with a magical orb. The enchanting skill set has several buffs which can be used to aid a party, but the majority of the Battlemage's skills are focused on just damaging the enemy. The Battlemage has several skills that affect an area instead of just a single target, allowing him to fight large groups of enemies more easily than with just a sword.
Orbs - The Battlemage's unique item is the Orb. It is similar to a crystal ball or a charm, but is used in place of a shield. It is used to strengthen magic by channeling energy through it. The Battlemage uses single-handed weapons to keep the other hand open for casting spells, but covering that hand with a shield would make it just as difficult to cast magic. So instead, they use magical Orbs, which instead of defense, grant magic to the user. Most of them add some amount to the Battlemage's mana, to counter the fact that the Battlemage has to balance strength, dexterity, and energy in order to be effective with its skills. This allows the Battlemage to make use of its magic while still being able to fight using decent weapons and armor. Orbs can have any kind of magical effects, just like any magical item, however, the most commn magical effects are magic defense, attribute bonuses, and skill bonuses like wands and staves do.
COMBAT SKILLS - The Battlemage's skill in weapon combat. Most of these skills are passive, as they represent the Battlemage's training.
Axe Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed axes.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Sword Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed swords.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Mace Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed maces.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Power Strike (melee attack)
Requirements: level 6
Effects: Powerful melee attack that increases damage and attack rating at the cost of mana.
Leveling Bonuses: Increases damage and attack rating.
Bonuses From: none
Agility (passive)
Requirements: level 12
Effects: Increases attack rating and slightly increases defense.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Channeling (passive)
Requirements: level 12
Effects: Adds non-elemental magic damage to your weapon based on your energy attribute.
Leveling Bonuses: Increases the amount of damage gained from energy.
Bonuses From: none
Shatter (melee attack)
Requirements: level 18, Power Strike
Effects: Damages an enemy's armor, decreasing their defense and damaging the durability of the armor on enemy players.
Leveling Bonuses: Increases armor penalty.
Bonuses From: none
Deflection (passive)
Requirements: level 18, Agility, Channeling, Orb equipped
Effects: Uses an equipped Orb to deflect incoming attacks and defend against magic.
Leveling Bonuses: Increases chance to block and magic defense.
Bonuses From: Orb Mastery: Slightly increases deflection chance.
Counterattack (passive)
Requirements: level 24, Deflection, one-handed weapon equipped
Effects: When the Battlemage performs a successful deflection or block, this skill gives a chance to strike back at the attacker. If this skill succeeds, the Battlemage's current action will be interrupted.
Leveling Bonuses: Increases chance to counter and damage dealt.
Bonuses From: none
Final Blow (passive)
Requirements: level 30, Shatter
Effects: Gives a chance to add a bonus to the Battlemage's damage, but only if that damage would allow the attack to kill the target. (i.e. - you do 10 damage and Final Blow would add 5 more. If the enemy has 15 life, you kill it. If the enemy has 20 life, you do only your normal 10 damage.)
Leveling Bonuses: Increases damage bonus and chance of success.
Bonuses From: Axe/Sword/Mace Mastery: Slightly increases chance of success
ENCHANTING - The combination of the physical and mystical, the perfect representation of the Battlemage's style.
Fire Enchant (buff. can target allies)
Requirements: none
Effects: Temporarily adds fire damage to a weapon. a weapon cannot have more than one enchant skill on it at a time.
Leveling Bonuses: Increases fire damage and duration.
Bonuses From: Storm Blade: Increases damage
Ice Enchant (buff. can target allies)
Requirements: level 6
Effects: Temporarily adds ice damage to a weapon. a weapon cannot have more than one enchant skill on it at a time. This enchantment can slow enemies but does not freeze them.
Leveling Bonuses: Increases ice damage and duration of enchantment. slow duration does not increase.
Bonuses From: Storm Blade: Increases damage
Orb Mastery (passive)
Requirements: level 6
Effects: Increases the magical effects of the Battlemage's Orbs.
Leveling Bonuses: Increases bonus.
Bonuses From: none
Shield (buff. can target allies)
Requirements: level 6
Effects: Creates a magical shield, which will absorb damage until the enchantment wears off, or the maximum amount of damage is taken.
Leveling Bonuses: Increases duration and maximum damage.
Bonuses From: none
Lightning Enchant (buff. can target allies)
Requirements: level 12
Effects: Temporarily adds lightning damage to a weapon. a weapon cannot have more than one enchant skill on it at a time. Lightning damage has a wider range than fire, with a higher maximum damage and a lower minimum.
Leveling Bonuses: Increases lightning damage and duration.
Bonuses From: Storm Blade: Increases damage
Siphon Energy (spell. targets corpses)
Requirements: level 12
Effects: Draws any remaining energy out of a corpse and converts it to mana. amount of mana gained is based on the maximum hit points of the monster when it was alive. This 'uses up' a corpse in the same way Find Potion and Summon Skeleton do.
Leveling Bonuses: Increases the amount of mana gained.
Bonuses From: Blood and Magic: Increases mana gained
Hardening (buff. can target allies)
Requirements: level 12, Shield
Effects: Temporarily increases the defense of all the armor the target is wearing and makes it less likely to be damaged. Hardened armor has a 50% chance to resist a Shatter attack from another Battlemage.
Leveling Bonuses: Increases defense bonus and duration.
Bonuses From: none
Regeneration (buff. targets self only)
Requirements: level 18, Siphon Energy
Effects: Increases health and mana regeneration for a short period of time. while this spell is active, the Battlemage is stunned and has a defense rating of 0. The spell ends automatically when life and mana are full. This is intended to be used for the Battlemage to heal itself between battles.
Leveling Bonuses: Increases regeneration rate.
Bonuses From: Blood and Magic: Increases regeneration rate
Storm Blade (buff. targets self only)
Requirements: level 30, Fire Enchant, Ice Enchant, Lightning Enchant
Effects: Combines all 3 of your enchant spells on your own weapon. this spell requires a great deal of concentration for the Battlemage, so it cannot be cast on party members. This spell has a shorter duration than the other enchantments, but combines the powers of all 3.
Leveling Bonuses: Increases duration and decreases cost.
Bonuses From: Magic Storm: Increases duration
Blood and Magic (buff. targets self only)
Requirements: level 30, Regeneration, Shield
Effects: This spell allows the Battlemage to transform himself into a semi-ethereal form in which his health and mana are as one. For the duration of the spell, anything that would affect life or mana instead affects the Blood and Magic gauge (damage, potions, casting spells, etc). When the spell ends, the percentage remaining in the gauge is applied to both life and mana (if 50% of the total is left, when the spell ends, you will have 50% of your life and 50% of your mana.) The spell also increases physical defense, and makes the Battlemage slightly more vulnerable to magic.
Leveling Bonuses: Increases duration and physical defense.
Bonuses From: Shield: Increases defense
OFFENSIVE MAGIC - The destructive power of the magic wielded in combination with a weapon makes the Battlemage extremely deadly.
Firebolt (ranged spell. single target)
Requirements: none
Effects: Creates a ball of fire and throws it at an enemy.
Leveling Bonuses: Increases damage.
Bonuses From: Raw Energy: Increases damage, Fire Enchant: Increases damage
Repulse (short range spell. all nearby targets)
Requirements: none
Effects: Causes an energy blast that surrounds the Battlemage, knocking enemies away and causing light damage. If they collide with other enemies or a part of the environment (walls, rocks, etc) they have a chance to be stunned.
Leveling Bonuses: Decreases cost, and slightly increases damage and range.
Bonuses From: Explosion: Increases knockback
Freezing Touch (melee spell. single target)
Requirements: level 6
Effects: Grabs an enemy and forces freezing magic through them, dealing a small amount of damage and freezing them. Slows bosses and enemy players instead of freezing.
Leveling Bonuses: Increase damage and duration.
Bonuses From: Raw Energy: Increases damage, Ice Enchant: Increases cold duration
Arc Lightning (short range spell. all nearby targets)
Requirements: level 12, Firebolt
Effects: Releases bolts of lightning into all enemies close to the Battlemage; these bolts will then jump to enemies near the original target. The bolts will jump an infinite number of times, but no enemy will be hit more than once and damage decreases with every jump.
Leveling Bonuses: Increase damage and slightly increase casting range. The range of subsequent jumps does not increase.
Bonuses From: Raw Energy: Increases damage, Lightning Enchant: Decreases jump damage penalty
Explosion (short range spell. all nearby targets)
Requirements: level 12, Firebolt, Repulse
Effects: Causes fire to explode from around the Battlemage, dealing damage and knocking back enemies with nothing behind them.
Leveling Bonuses: Increases damage and range.
Bonuses From: Raw Energy: Increases damage
Phantom Blades (summoning spell)
Requirements: level 18
Effects: Summons magical floating swords which fight for the Battlemage until they are destroyed or the magic wears off. The swords are almost immune to physical damage, but are very vulnerable to magic. The duration is short compared to most summons, they are not intended to last more than a single battle. Also, unlike most summons, all the swords are summoned, at once instead of one per cast.
Leveling Bonuses: Increases durability, damage, and number of blades. Duration does not increase.
Bonuses From: none
Raw Energy (short ranged spell. all nearby targets, self and allies included)
Requirements: level 24, Arc Lightning
Effects: Explodes raw magic, dealing a large amount of non-elemental damage, but with very little control, and a high cost. A large amount of the damage dealt is also dealt to the Battlemage and any allies that are too close. Leveling up this skill teaches the Battlemage a lot about magic control, allowing his other spells to become stronger.
Leveling Bonuses: Increases damage and slightly increases control of the spell (decreasing friendly fire).
Bonuses From: none
Mana Burn (ranged spell. single target)
Requirements: level 24, Raw Energy
Effects: Drains an enemy's mana and turns it into non-elemental magic damage. Damage dealt is equal to the amount of mana drained; if the target runs out of mana, then the damage dealt is equal to the amount of mana drained before it empties. Cannot target an enemy with no mana. (This spell assumes that casting monsters have mana. If they do not, then the spell can be cast on casting monsters as though they had mana.)
Leveling Bonuses: Increases maximum mana drained (and therefore maximum damage dealt).
Bonuses From: Raw Energy: Increases damage
Immolation (aura. targets nearby enemies)
Requirements: level 30, Explosion, Raw Energy
Effects: While this spell is active, it constantly drains mana and deals fire damage to all enemies that get too close. Also increases the strength of Fire Enchant and Storm Blade on the Battlemage when it is active.
Leveling Bonuses: Increases damage dealt.
Bonuses From: none
Magic Storm (summoning spell)
Requirements: level 30, Raw Energy, Firebolt, Freezing Touch, Arc Lightning
Effects: Creates a storm of magic around the Battlemage, dealing damage in all 3 elements to enemies caught in the storm. The cold damage slows, does not freeze.
Leveling Bonuses: Increases duration and damage.
Bonuses From: Raw Energy: Increases damage, Firebolt: Increases fire damage, Freezing Touch: increases ice damage, Arc Lightning: Increases lightning damage
Star Shooters practice a mastery of ranged weapons including the Bow, but many find the star-shaped Throwing Glaive to be the most extraordinary weapon in their arsenal. These warriors arm themselves with stars made from steel. The Glaive can be used both as a meele weapon and as a ranged weapon, similar to the Amazon's javelin in Diablo 2. The Glaive could be used to perform close-range cutting attacks or could be thrown, "boomerang-style" into a crowd of enemies and will promptly return to the users hand.
Another Example: http://www.yourprops.com/norm-43ca89...281998%29.jpeg
The Star Shooter is an odyssey to most. By reading the stars, Star Shooters gain subtle control over both Nature and Probability. It is said that by reading the stars, they can glimpse into the future and alter probability itself. Through the study of stars, they discover secrets unknown to most. These secrets allow them to alter Earthly principals, such as gravity itself.
*Shooting-Star (Glaive techniques)
*Supreme Astrology (Astrology techniques)
The subtle combination of expertise in weilding the Bow and a divine knowledge of Astronomy.
The Star Shooter uses secret, magic knowledge gained from studying the night skies to embue his arrow with Magic Damage.
The Star Shooter Fires an arrow imbued with magical properties designed to pierce through multiple opponents standing in a line, dealing Magic Damage and Ranged Damage. (Weaker damage than luminous arrow, a trade-off for the piercing effect)
The Star Shooter uses knowledge gained from his study of the stars to alter gravity around a fired arrow, dragging in enemies within the impact radius.
The Star Shooter uses forseen knowledge written in the stars to alter probability, firing an arrow that cannot miss it's mark.
The more exotic weapon in the Star Shooter's arsenal. Designed for both meele and ranged combat, the balance of these star-shaped weapons is uncanny.
Meele glaive strike infused with the same magic force that the Star Shooter uses to embue his arrows. Deals Weapon Damage + Magic Damage to a single target.
The Star Shooter alters gravity around himself, forcing a spinning glaive to orbit around him in a protective circle, dealing damage to all opponents within range of being hit.
Alters gravity around a thrown glaive forcing it to bounce from opponent to opponent in a chain effect. Chain number increases with points invested. Adds Extra Ranged Damage.
Select a target and activate this skill to hover an equipped glaive into the sky using altered gravity. Activate this skill a second time to send the glaive crashing down onto the selected target, dealing magic damage, ranged damage and fire damage to the selected target. The longer the Glaive stays in the air, the greater the damage dealt. (Damage stacks to a certain degree, best used with Orbital Magnetic.)
The root of the Star Shooter's abilites. The powers gained from studying in the night, writing tome by candle-light.
The Star Shooter learns much from his studies. Increases accuracy and all Magic Damage effects generated by the Star Shooters skills.
Map the Stars themselves, revealing the future written in them.
Call upon the stars to influence your luck with a positive stroke.
Just as withered stars fade and crumble into the night, so must a Star Shooter's arrows. But much more violently of course.
Completed.
Bloodthirst tree
for some rituals became addictions,
the need to feed overwhelmed all other instincts,
demonic tree
for some curseblods they have neigh but
turned into demons themselves.
Command tree
The first to feast before the curse, their commanding presence,
skills
bloodthirst tree
Terror's curse has caused what was once a ritual to become an obsession causing you to feast on both your living and slain enemies. Your thirst never satisfied.
tier 1
*living feast 15 ranks
feast on a living target causing x damage and y bleed damage over z seconds
*blood thirst 10 ranks
for x seconds after you kill an enemy your attack speed is increased by y but your
defense is decresed by y
*canablize 1 rank
feast on fallen corpses regenerating health
tier 2
*serrated fangs
increases damage and duration of bleed affect cause by living feast by x%
*regeneration 15 ranks
your demonic transformation has given you enhanced regeneration
* Your demonic transformation has granted you inhuman regeneration, regenerat x health
every y seconds
tier 3
*Taste for blood 5 ranks
your caniblize now also regenerates your combat resource
*killing territory 5 ranks
when standing among enemies you have slain your damage is increased by x%
*stake your cliam 5 ranks
driving a stake threw slain enemies will prevent both friend and foe from
utilizing the your stake in corpses. enemy corpses will remain on the battlefield
while active. lasts x seconds per rank.
tier 4
*quiet meal
reduces the amount of defense lost when using blood thirst by 20% per rank
*devour 15 ranks
increases the speed at which you regain health while canabilizing corpses higher ranks
will also allow movement while canablism is active(top 5 ranks 20% move speed at rank 11
100% move speed at rank 15)
*blood surf 15 ranks
leap on targets, raking flesh as you move to your next target
causing them to bleed for x damage over y seconds, then leaping to another target
(successive ranks increase the number of targets and the damage)
tier 5
*hemophobia 5 ranks
your bleed affects have a x% chance to stun your target for .5 seconds each time they take
periodic damage
*blood piercing 10 ranks
the blood of your enemies increases the affectiveness of your weapon strikes penetrating x%
defenses
*hemophile 15 ranks
the sight of your own blood does not intimidate or slow you down
damage from bleed affects on you and your allies by x%
*tier 6
*bloodbath 15 ranks
Increases the damage of all bleed affects by x%
*blessing of blood(requires 5 points in hemophile) 1 rank
your hemophilia ability now reduces the affect periodic damage from all sources
*lasting blood 1 rank
the affects of killing territory will now follow you from battle to battle
can not last longer than 15 seconds
Demonic tree
While some chose to resist the curse diablo brought to the fallen and inadvertently the curseblood, there are those that chose to embrace it and strengthen their will and combat fortitude
Tier 1
Embrace of the fallen 15 ranks
*increases movement speed of you and your minions by x
*detect demons 5 ranks
displays demon within x yards on minimap
*exploit weakness 15 ranks
increase damage dealt against demons by x%
Tier 2
*softspot 10 ranks
increase critical strike chance against demons by x%
*know your enemy 10 ranks
increases chance to hit all enemies by x% and increases critical damage
to demons by y%
*corpse armor 15 ranks
while standing among slain enemies your damage taken is reduced by x
Tier 3
*spell deflect(requires shield) 10 ranks
1 charge per rank
while active will deflect 1 spell cast by an enemy, the spell will be redirected in a random direction and may hit another target
*forceblow
deals damage knocks back enemies in front of the attack in a cone, causes double damage to demons
*parry
gives x% chance to parry this will often cause your next attack's speed to be doubled
Tier 4
*Demonic knowlege 10 ranks
Increases your maximum resource by x
*Embrace of the goatmen 15 ranks
While weilding a 2 handed weapon you have a chance to decapitate the target causing x
bonus damage
*veteran warrior(requires 10 points in softspot)
your softspot now works on all targets
Tier 5
*embrace of the knight 15 ranks
your attacks will x% addional arcane/fire/frost(whichever the enemy is weakest to)
*spell reflection 1 rank(requires 10 points in spell deflection)
your spell defleciton will no longer go in a random direction instead it will be returned directly to the caster
*demonhide- requires 15 points in demonic skills
Increases total health by x%
Tier 6
Vengance of the fallen
your force blow ability now causes enemies to collide with eachother dealing bonus damage as enemy weapons pierce their own ranks.
Embrace of the finger mage 10 ranks
Fires several bolts of energy draining resouces from enemies unlucky enough to feel its wrath.
Drains x%
Voice of terror 15 ranks each rank reduces the cooldown
Causes all enemies within 10 yards to flee from the attacker. Enemies that run into barriers in their path will attempt to claw their way through it damaging themselves. This can have a devastating affect if that barrier happens to be more enemies or an environmental hazard
Command Tree
Tier 1
*Power Corrupts ? 3 ranks
33/66/100% each rank
When fighting a group of monsters with a leader among them, you gain the same benefits as their underlings
*Summon Fallen ? 7 ranks
Summon a fallen imp
*Cripple 5 ranks
2.5% per rank
Cripple a target reducing their movement speed and attack speed.
Tier 2 ? 10 ranks
*Restoring the fallen
Increases the health of your minions by x%
*Demoralize ? 3 ranks
33/66/100%
When fighting a group of monsters with a leader among them, the bonus affects granted by that leader on his minions are negated
*feeding the ranks
Gives your minions the ability to cannibalize corpses to regain health
Tier 3
*Summon Lunatic 10 ranks
additional ranks increase life, speed, and explosion radius
Summons a fallen lunatic that will destroy itself doing a portion of its own health to enemies around it
*Resurrect ? 1 rank
Passive ability that will resurrect your fallen minions(does not work on Lunatics)
can only occur once every 10 seconds
*Spell steal 15 ranks
Steals one spell from an enemy demon
Tier 4
*Summon Imp Hound 7 ranks
each rank adds 1 hound
Summons a hound that your imps will mount, increasing that damage and speed by 25%
*Command 15 ranks
each rank improves duration
Take control of target demon.
*Take lead
Your restoring the fallen and power corrupts abilities now effects your minions and allies
Tier 5
*Summon Riding hound ? 5 ranks
requires 7 points in Summon Imp hound
Summon riding hound increasing run speed by 10%/rank however you can only use the hounds charge ability
Charge ? temporarily increases run speed by 50%/rank and knocks lesser enemies aside stunning them for 2.5 seconds
*Lightning enchant(only one enchant can be used at a time) - 15 ranks
Each rank increases bolts generated
Makes your fallen lightning enchanted.
*Fire enchant(only one enchant can be used at a time) ? 15 ranks
Each rank increases %health dealt to enemies when killed
Rank 6
Master commander 3 ranks
100/200/300%
Greatly improves the effect of Power corrupts and Demoralize(does not increase player effect of Power corrupts)
*Lightning inferno 15 ranks
*Summon Shaman - 15 ranks
Summons a fallen shaman that will heal and resurrect your minions.
ARCHANGEL
Strategy - The Archangel is a melee fighter, but is intended more as a support character than a fighter. The Archangel makes a good party leader, with auras and healing abilities, and is extremely effective against the undead. The archangel can be a powerful attacker, but in terms of defense, the archangel is weaker than most forward attackers. The archangel has abilities both to boost allies and to weaken enemies, making them more vulnerable to allies' attacks
Halo - The Archangel's unique item. Halos offer little defense, but have magical properties instead. They may add mana, resistances, etc, and they always have some bonus to light radius. They also sometimes increase the Archangel's skills.
COMBAT SKILLS
Smite (melee attack)
Requirements: none
Effects: Increases damage and attack rating, deals greatly increased damage to undead.
Leveling Bonuses: Increases damage and attack rating.
Bonuses From: Cleanse/Wrath of Heaven: Increases damage to undead.
Sword Mastery (passive)
Requirements: none
Effects: Increases damage, attack rating, and critical threat when using one-handed swords.
Leveling Bonuses: Increases these bonuses.
Bonuses From: none
Sweep (short range spell. targets all nearby enemies)
Requirements: level 6
Effects: The Archangel forces its enemies forward using its wings, moving the enemies around it to be in front of it, grouping them together.
Leveling Bonuses: Increases speed and decreases cost. Slightly increases range.
Bonuses From: Burning Wings: Adds fire damage to the enemies affected by Sweep.
Vengeance (buff. targets self)
Requirements: level 6, Smite
Effects: Increases damage based inversely on the amount of remaining life the Archangel has.
Leveling Bonuses: Increases damage bonus.
Bonuses From: Wrath of Heaven: Increases damage bonus.
Sword Throw (ranged spell. single target)
Requirements: level 12, Sword Mastery, sword equipped
Effects: The Archangel throws his sword into an enemy, then rips it out using magic. Deals more damage to undead. Receives bonuses as though it were a melee attack performed with a sword.
Leveling Bonuses: Increases damage and range.
Bonuses From: none
Flight (buff. targets self)
Requirements: level 12, Sweep
Effects: The Archangel rises into the air, preventing melee attacks from reaching it, but also making it unable to use its own melee attacks. While flying, the Archangel may pass over enemies and environmental obstacles. Can still cast spells and be hit by ranged attacks. Sword Throw may be cast from the air.
Leveling Bonuses: Increases duration.
Bonuses From: none
Diving Charge (moving melee attack)
Requirements: level 18, Flight
Effects: When in the air, the Archangel can use this skill to dive into enemies, slicing through them as he goes. The Archangel then lands in the nearest possible position at the end of the dive.
Leveling Bonuses: Increases damage.
Bonuses From: Burning Wings: Adds fire damage to the dive.
Phase Out (passive)
Requirements: level 18
Effects: Because the Archangel is not entirely a part of the physical world, he can blink out of existence, giving him a chance to dodge physical attacks.
Leveling Bonuses: Increases dodge rate.
Bonuses From: none
Warp Time (buff. targets self)
Requirements: level 24, Phase Out
Effects: Time works differently in the realm of angels; being able to pass between the barriers in the worlds, he can effectively move faster through time, making his attacks and movement faster.
Leveling Bonuses: Increases speed bonus and duration.
Bonuses From: Phase Out: Increases duration.
Burning Wings (passive)
Requirements: level 30, Diving Charge
Effects: The wings of angels are not used to fly, they float in the air by magic. Their wings are more ethereal and fiery. This skill allows the Archangel to amplify that fire, damaging enemies who come behind the archangel. Also adds fire damage to Sweep and Diving Charge.
Leveling Bonuses: Increases damage.
Bonuses From: none
WILL OF HEAVEN
Purity (aura)
Requirements: none
Effects: The Archangel's purity makes it easy to identify and purge impurities created by enemies. This allows the Archangel to reduce the negative effects of enemy spells and curses.
Leveling Bonuses: Increases resistance to negative effects.
Bonuses From: Cleanse: Increases resistance
Dominating Presence (aura. targets enemies)
Requirements: level 6, Purity
Effects: An Archangel is an impressive sight to behold. His allies are filled with awe, and his enemies with fear. This skill takes advantage of that fear and lowers the defense of enemies.
Leveling Bonuses: Increases defense penalty.
Bonuses From: Dominating Will: Increases range.
Guidance (aura)
Requirements: level 6
Effects: The powers of Heaven guide the righteous. This aura increases attack rating and critical threat of his allies.
Leveling Bonuses: Increases bonus.
Bonuses From: none
Cleanse (ranged spell. targets all nearby enemies)
Requirements: level 12
Effects: A wave of deadly magic expands from the Archangel, seeking out demons and undead monsters and damaging them. This spell only damages undead and demons, does not damage animals.
Leveling Bonuses: Increases damage.
Bonuses From: Wrath of Heaven: adds a small percentage of the damage to be dealt to non-demons and undead.
Manipulate (curse. targets a small area of enemies)
Requirements: level 12, Dominating Presence
Effects: Angels use their influence to manipulate the minds of mortals, they use this spell to confuse enemies, making them attack anything in sight, even former allies. This spell has no effect on bosses or players, and does not prevent monsters from attacking you as well as your enemies.
Leveling Bonuses: Increases duration.
Bonuses From: Dominating Presence/Dominating Will: Increases chance of success
Dominating Will (curse. targets a single enemy)
Requirements: level 18, Manipulate
Effects: This skill takes the manipulation of minds to the next level, completely dominating them. Affected monsters will turn on your enemies and fight for you. Weaker-minded monsters have a chance to be permanently affected and will follow you until they die. Maximum number of dominated followers is determined by level. When you reach the maximum number, newly dominated monsters will have no chance of being dominated permanently. This spell has no effect on bosses or players.
Leveling Bonuses: Increases duration, chance of becoming permanent, and maximum number of dominated minions.
Bonuses From: Dominating Presence: Increases chance of permanent effects.
Rewards of Faith (aura)
Requirements: level 18, Guidance
Effects: Increases the life regeneration of living party members and summons.
Leveling Bonuses: Increases regeneration rate.
Bonuses From: none
Obliterate (ranged spell. targets all corpses and enemies in the area)
Requirements: level 24, Cleanse
Effects: When an Archangel deems an area too corrupted to be redeemed, he simply destroys everything in the area, dead or alive. This spell destroys all the corpses within range and deals damage to enemies in the area based on the maximum life of the corpses destroyed.
Leveling Bonuses: Increases range and damage.
Bonuses From: Cleanse/Wrath of Heaven/Stagnation: Increases damage.
Stagnation (aura. targets all corpses and enemies in range)
Requirements: level 24, Dominating Will
Effects: The balance is critical to Sanctuary. It is the deepest belief of the Necromancers, and the charge of Trag'Oul to keep the balance. Heaven must be kept at bay to prevent stagnation and decay of the world. This aura represents Heaven's threat to the balance. It prevents healing and revival of enemies, and prevents enemy players from using corpses for spells.
Leveling Bonuses: Increases range.
Bonuses From: none
Wrath of Heaven (ranged spell. targets all nearby enemies)
Requirements: level 30, Obliterate, Stagnation
Effects: Decimates the surrounding area with a blast of holy energy. Deals massive damage to undead and demons, as well as large damage any living enemy in range.
Leveling Bonuses: Increases damage and range.
Bonuses From: Cleanse/Obliterate: Increases damage.
HOLY MAGIC
Holy Blade (buff. can target allies)
Requirements: none
Effects: Enchants a weapon with holy energy, adding to attack rating and damage vs. undead and demons.
Leveling Bonuses: Increases bonuses and duration.
Bonuses From: Smite/Wrath of Heaven: Increases damage bonus to undead and demons.
Blinding Light (ranged spell. all nearby targets)
Requirements: none
Effects: Creates a blast of light, blinding enemies and damaging the undead. Blinded enemies have a greatly reduced attack rating, and have a chance to not attack at all.
Leveling Bonuses: Increases duration.
Bonuses From: Wave of Light: Slightly increases range.
Wave of Light (short range spell. multiple targets)
Requirements: level 6, Blinding Light, Holy Blade
Effects: Sends a wave of holy light forward, damaging undead and healing allies in its path. Hits enemies in front of the Archangel, and is very effective when combined with Sweep against the undead.
Leveling Bonuses: Increases damage/healing power.
Bonuses From: Wrath of Heaven: adds small damage to non-undead enemies, Blinding Light: slightly increases range.
Redemption (ranged spell. targets a corpse)
Requirements: level 6, Purity, Blinding Light
Effects: Redeems the soul of the deceased enemy, damaging undead near it, and healing your party. Both damage and healing are based on the maximum health of the monster the corpse came from. You cannot use Redemption on a monster that you use Soul Trap on. Redeeming a corpse causes it to be 'used up' just like Find Item or Summon Skeleton would.
Leveling Bonuses: Increases effects.
Bonuses From: Soul Trap: Increases effects.
Illusion (passive)
Requirements: level 6
Effects: By manipulating the minds of his enemies, the Archangel can avoid detection, causing enemies to not notice the Archangel until he attacks.
Leveling Bonuses: Increases success rate and decreases minimum range.
Bonuses From: Manipulate/ Dominating Will: Increase success rate.
Barrier (buff. can target allies)
Requirements: level 12, Wave of Light
Effects: Creates a magical shield, preventing damage until it is broken down or wears off.
Leveling Bonuses: Increases maximum damage and duration.
Bonuses From: none
Raise Spirit (summoning spell. targets a corpse)
Requirements: level 12, Redemption
Effects: Raises the soul of a dead monster to serve the Archangel in combat. 'Uses up' the corpse. Cannot be used on the corpse of a monster that was Soul Trapped.
Leveling Bonuses: Increases strength of the spirit.
Bonuses From: none
Soul Trap (curse. single target)
Requirements: level 12, Redemption, Illusion
Effects: Turns the life force of a demon into mana. This destroys the soul of the monster, meaning it cannot be Redeemed or Raised. This does not prevent other characters from interacting with the corpse, with the exception of the Paladin's Redemption. Obliterate can still target this corpse. If the Soul Trap fails, the demon is sent into a rage, increasing its damage temporality.
Leveling Bonuses: Increases success rate and mana stolen.
Bonuses From: Redemption: Increases mana stolen, Cleanse: Increase success rate.
Consecrate (short range spell. no target)
Requirements: level 24, Barrier, Redemption
Effects: Consecrates the ground around the Archangel, making it damage undead and demons that walk on it, and healing allies who stand on it.
Leveling Bonuses: Increases damage dealt.
Bonuses From: none
Avatar of Light (summoning spell)
Requirements: level 30, Raise Spirit, Consecrate
Effects: Calls down a spirit from Heaven. The Avatar will have one of the following auras: Guidance, Prayer, Sanctuary, Rewards of Faith, or Stagnation.
Leveling Bonuses: Increases hit points and the level of the aura.
Bonuses From: Guidance, Stagnation, Rewards of Faith: Your skill level increases that of the Avatar, Consecrate increases Prayer, and Smite increases Sanctuary.
(Prayer and Sanctuary are auras from the Paladin of Diablo 2)
Conductor talents
Conduits: a wire is strung between two conductors and charged with magical energy. The wire is the conduit that carries the magical effect of the skill. Enemies must be in contact with the wire or "beam" to receive the spell effect. Conduits are basically lines created by the player that carry a specific effect.
Syphons: a syphon is a conductor that uses the player as the second conductor to form a conduit beam. The beam forms between the player and the conductor whenever the player is within radius. as the player runs around the conductor, the beam follows and moves like the hands of a clock. Syphons are not radial damage traps: enemies must still be on the beam to receive an effect. Therefore, the player must keep enemies between himself and the conductor. Position is important.
Syphon effects have their own short duration independent of player or enemy relation to the conduit beam.
Conductors are stationary summoned objects with no physical presence and no hit points. Neither the conductors nor the "beam" block enemies. They are like Assassin traps in that sense: they cannot be bumped into nor destroyed. They can be summoned on any walkable surface. They expire only if re-cast or if their duration expires.
Conductors would have a long enough cooldown and long enough duration that there would be enough incentive for the player to actually care about the geometry of the placed wall. Once the first conductor is placed, the second conductor can be placed without any cooldown, and the beam appears between the conductors. Once the second conductor is placed, then the cooldown begins. If the player can only make two conductors and there are two conductors in place, summoning another conductor will unsummon the existing conductors because the player is trying to replace the formation.
Just as the player can place two conductors without a cooldown, with a multistrike rune, the player can place conductors without any cooldown penalty until all possible conductors are placed. Multistrike runes allow more than two conductors.
Conductors cannot be placed above a certain maximum distance apart in order for a beam to form. When placing a second or greater conductor, a transparent indicator will show if the conductor location is within radius. If the player summons a conductor outside of the radius of the first, the first will automatically unsummon. This indicator will also show if there is an object between two conductors [like a column] that would prevent a beam from forming.
click the below image links [imbed fail] to see diagrams of skill mechanics
http://img208.imageshack.us/my.php?image=legendo.jpg
http://img208.imageshack.us/my.php?image=conduit.jpg
Diagram 1 = enemies affected by a conduit beam placed horizontally, such as a conduit of impact skill
Diagram 2 = enemies affected by a conduit beam placed vertically to increase time spent over the beam, such as conduit of obedience
http://img208.imageshack.us/my.php?image=multistrikeconduit.jpg
Diagram 3, 4, 5, 6 = multistrike runes in action
Diagram 3 = player staying inside of two dimensional area provided by a three-conductor conduit
Diagram 4 = player behind large U-shaped wall provided by four-conductor conduit. Notice the far left and far right conductors do not form a beam because they are too far apart.
Diagram 5 = enemies stuck in two dimensional area provided by three-conductor conduit
Diagram 6 = syphon beam affecting more than one enemy
http://img208.imageshack.us/my.php?image=negation.jpg
Diagram 7 = pillar of negation "tractor beam." Only enemy casters are affected.
http://img208.imageshack.us/my.php?image=syphon.jpg
Diagram 8 = syphon beam forms between player and conductor. Enemies within the conductor radius but not in contact with the beam are unaffected.
http://img150.imageshack.us/my.php?image=machinegod.jpg
Diagram 9 = multiple skills in action. Player enclosed within conduit of impact; enemy casters packed into small area due to pillar of negation; player casts wheel of war at grouped enemy casters; servant mechs engage enemies; machine god sacrifices servant mech and casts lightning nova; sacrificed servant mech explodes because of socketed lethality rune
level 1
conduit of impact [ACTIVE]
effect = beam has x chance to knockback y length
more points = increased x
multistrike rune = allows creation of multiple conduits
power rune = increase max beam length
striking rune = adds x chance to stun for z duration
lethality rune = colliding enemies do x physical damage to each other
energy rune = increased y
Description: knockback to keep back waves of enemies. With multistrike, prisons can be created around player or around enemies.
electric fence [PASSIVE]
effect = adds x lightning damage to conduit of impact skill
more points = increased x
oiled components [PASSIVE]
effect = increases duration of conduits/syphons by x
more points = increased x
process improvements [PASSIVE]
effect = decreases cooldown between conduit/syphon uses by x
more points = increased x
level 2
blood syphon [ADVICE]
effect = beam decreases enemy life by x and increases player life by y for z duration [not leech, but temporary health boost]
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = adds x bleeding over z duration
lethality rune = enemies gib on death and have increased x chance to drop health globe
energy rune = increased z duration
Description: player health increase and enemy health decrease lasts for a short duration regardless of player or enemy location to beam.
transfusion [PASSIVE]
effect = adds x life leech to blood syphon skill
more points = increased x
heat syphon [ACTIVE]
effect = beam does x cold damage to enemy, adds y cold resistence to player for z duration
more points = increased x cold damage and y cold resistence
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = decreases enemy cold resistence by x
lethality rune = enemies shatter on death, icey shards do x cold damage over y radius
energy rune = increased z duration
Description: syphon steals heat from the enemy, which makes them cold, hence cold damage. Syphon gives heat to the player, warming them up, hence cold resistence.
condenser [PASSIVE]
effect = adds x chance to freeze for z duration to heat syphon skill
more points = increased x
level 3
conduit of pesticide [ACTIVE]
effect = beam does x poison damage over z duration
more points = increased x
multistrike rune = allows creation of multiple conduits
power rune = increased max beam length
striking rune = poisoned enemies have damage decreased by x for y duration
lethality rune = enemies dissolve on death, leaving pool of poison that does x poison damage over y radius for z duration to passing enemies
energy rune = decreased z
Description: self-explanatory
disease vector [PASSIVE]
effect = decreases enemy poison resistence by x
more points = increased x
iron syphon [ACTIVE]
effect = beam decreases enemy armor by x and increases player armor by y for z duration
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = decreases enemy block chance by x for z duration
lethality rune = enemies gib on dead for x armor reduction over y radius for z duration to nearby enemies
energy rune = increased z duration
Description: makes the player harder to hit, enemies easier to hit.
forging [PASSIVE]
effect = adds x chance to repair y durability of any worn equipment to iron syphon skill
more points = increased x
Descrption: can repair any gear worn by player, including ethereal items
level 4
conduit of obedience [ACTIVE]
effect = beam has x chance to convert for z duration.
more points = increased x chance and z duration
multistrike rune = allows creation of multiple conduits
power rune = increased max beam length
striking rune = converted monster attacks stun x chance for z duration
lethality rune = converted monster damage is increased
energy rune = increase z duration
Description: conduit beam implants device in enemies that causes them to fight for the player, even after death.
frankenstein effect [PASSIVE]
effect = adds x chance for enemies killed while in contact with the beam to return as revives for z duration to conduit of obedience skill
more points = increased x
haste syphon [ACTIVE]
effect = beam decreases enemy speed by x and increases player speed by y for z duration
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = adds x chance of being uninterruptible
lethality rune = enemies splatter on death and their gooey body parts apply x speed penalty over y radius for z duration to nearby enemies
energy rune = increased z duration
Description: frenzies player and slows enemies at the same time.
rust [PASSIVE]
effect = enemy hit recovery speed decreased by x, block speed decreased by y
more points = increased x and y
level 5
conduit of annihilation [ACTIVE]
effect = beam has x chance to explode corpse over y radius for z physical damage
more points = increased x chance
multistrike rune = allows creation of multiple conduits
power rune = increased max beam length
striking rune = explosions give x chance for enemies to drop shields
lethality rune = increased z damage
energy rune = increased y radius
Description: beam must pass on top of corpses. Try to kill monsters on top of the beam, or create conduit after corpses are already on ground.
irresistible force [PASSIVE]
effect = decreases enemy physical resistence by x for conduit of annihilation skill
more points = increased x
essence syphon [ACTIVE]
effect = beam decreases enemy elemental resistences by x and increases player elemental resistences by y for z duration
more points = increased x and y
multistrike rune = beam affects multiple enemies
power rune = increased max beam length
striking rune = removes positive buffs from enemies and applies them to player for z duration
lethality rune = enemies implode on death vacuuming positive buffs from nearby enemies over y radius
energy rune = increased z duration
Description:
soul sucker [PASSIVE]
effect = adds x mana leech to essence syphon skill
more points = increased x
Pillars: pillars are stationary summons like conductors that have no physical presence or hit points. Pillars do damage over an area. Only one pillar type at a time. If using multistrike, pillars with overlapping radii do not stack damage. Pillars do not conflict with conduits/syphons. Therefore, one pillar and conduit, or one pillar and syphon at a time.
level 1
pillar of blades [ACTIVE]
effect = x physical damage over y radius
more points = increased x damage
multistrike rune = allows creation of multiple pillars
power rune = increased y radius
striking rune = adds x bleeding damage for z duration
lethality rune = enemies gib on death, doing x damage over y distance in a line
energy rune = decreased mana cost
upgraded materials [PASSIVE]
effect = increases duration of pillars by x
more points = increased x
servant mech [ACTIVE]
effect = summons servant mech minion that deals x physical damage with y health
more points = increased x damage and y health
multistrike rune = increased attack speed by x
power rune = increased y health
striking rune = attacks do x splash damage over y radius
lethality rune = servant mechs explode on death, dealing x fire damage over y radius
energy rune = decreased mana cost by x
prolific construction [PASSIVE]
effect = increased foot speed by x for servant mech minions and machine god minion, allows creation of additional servant mech minions
more points = increased x foot speed, increased servant mechs
level 2
thresher [PASSIVE]
effect = successive hits increase damage by x per for pillar of blades skill
more points = increased x
pillar of steam [ACTIVE]
effect = x fire damage over y radius
more points = increased x fire damage
multistrike rune = allows creation of multiple pillars
power rune = increased y radius
striking rune = adds x chance to blind enemies for z duration
lethality rune = enemies evaporate on death, leaving no usable corpse
energy rune = decreased mana cost
evaporation [PASSIVE]
effect = increases item drop chance of all non-boss enemies by x when killed by pillar of steam skill
more points = increased x
Description: completely purges enemy flesh from carried equipment, increasing the chance that something can be salvaged.
advanced construction [PASSIVE]
effect = decreases cooldown between pillar uses by x
more points = increased x
level 3
pillar of negation [ACTIVE]
effect = pulls magic-using enemies from max y radius when they cast spells
more points = increased y
multistrike rune = allows creation of multiple pillers
power rune = disables enemy auras and deals x lightning damage to aura-bearing enemies
striking rune = enemies take x lightning damage when casting spells
lethality rune = enemies' mana combusts on death, silencing nearby enemies over y radius for z duration
energy rune = removes positive enemy buffs and deals x lightning damage to those enemies
Description: anti-magic pillar that provides "reverse knockback" to magic users when they cast, like a tractor beam. "Reverse knockback" causes casters to concentrate in a small area, making them easier prey.
ionization field [PASSIVE]
effect = decreases lightning resistence of enemies by x for pillar of negation skill
more points = increased x
wheel of war [ACTIVE]
effect = linear projectile does x damage and travels at z speed until colliding with obstacle
more points = increased x damage
multistrike rune = projectile allowed to bounce off of obstacles and obtain new trajectory
power rune = decreased z speed
striking rune = adds x chance to stun for y duration
lethality rune = enemies knocked over on death, rolling and doing x damage in a line over y distance
energy rune = increased z speed
Description: mechanist releases huge gear which bowls over enemies. Gear can hit multiple times, like a druid tornado. Gear breaks if striking impassable object unless multistrike runes are used. Each level of multistrike allows the gear to bounce once and re-path. Power rune allows gear to roll more slowly for greater damage [more hit checks]. Energy rune allows for greater accuracy against distant moving targets with faster gear speed. No limit to number of gears at once time, but cooldown is significant.
wheel factory [PASSIVE]
effect = decreases wheel of war skill cooldown by x and decreases mana cost by y
more points = increased x and y
level 4
machine god [ACTIVE]
effect = machine god minion does x physical damage in melee and has y health
more points = increased x physical damage and y health
multistrike rune = attack speed increased by x
power rune = increased y health
striking rune = attacks do splash x damage over y radius
lethality rune = enemies gib on death, casting fear spell on nearby enemies over y radius
energy rune = decreased mana cost by x
Description: high-level minion. Only one at a time. Machine god has a lot of other skills associated with it that enhance its use.
pyramid form [ACTIVE, MINION BUFF]
effect = transforms machine god minion into stationary tower with x lightning damage ranged projectile attack
more points = increased x
Description: What is an active minion buff? Select this skill and then right click on an active machine god minion to cause it to transform. Machine god gains ranged attack but becomes immobile. Lightning attack is a single-hit projectile, like a single charged bolt. Like how conduits, syphons and pillars have significant cooldowns to force the player to carefully consider their use, transforming has a significant cooldown and would have an animation of a second or two thrown on top to limit the ability to exploit the form change.
eye of the machine god [PASSIVE]
effect = ranged lightning projectile attack becomes beam attack with increased damage by x and ability to pierce up to y enemies in pyramid form
more points = increased x and y
Description: dramatically improves the attack of the machine god when in pyramid form.
havok wheel [PASSIVE]
effect = adds x physical damage to wheel of war skill when used downhill/downstairs
more points = increased x
Description: let's take advantage of the modern era of gaming and involve some physics in our skills. Game calculates whether gear is rolling downhill and adds damage.
level 5
assimilation [ACTIVE, MINION BUFF]
effect = assimilated metal armor boosts armor by x for a maximum of z; assimilated metal weapon boosts damage by x for a maximum of z for active machine god minion in machine form
more points = increased x armor/damage
Description: select skill, right click on active machine god minion, and the inventory will open and present the player with an item drop slot, like a necromancer iron golem. Effect is permanent for the life of the machine god and multiple assimilations stack armor/damage bonuses up to a certain maximum. Feed the machine and keep it alive.
glory to the machine god [ACTIVE, MINION BUFF]
effect = machine god minion casts lightning nova for x lightning damage over y radius and knocks back over y radius by sacrificing selected servant mech minion
more points = increased x lightning damage and y radius
Description: the player initiates this spell by right clicking on a minion, at which point the machine god targets it. The machine god "casts" the spell visually but a mana cost and a cast animation are still attributible to the player. To prevent pathing problems, the machine god does not have to be near the servant mech, but can access it from anywhere. Works over any distance as long as both the machine god and servant mech are on screen. This skill serves as a panic button for an overwhelmed machine god.
shadow of the machine god [PASSIVE]
effect = adds aura to machine god minion adding x attack speed increase over y radius affecting servant mech minions and machine god minion
more points = increased x attack speed and y radius
Description: aura does not affect player or allies or mercs, only servant mechs and the machine god itself.
machine mastery [PASSIVE]
effect = increases resistences by x of servant mech minions and machine god minion, decreases transformation time of machine god minion by y
more points = increased x and y
level 1
attack skill = left mouse attack
reflexive buff = cast on self with limited duration, like cloak of shadows
chains of war [ACTIVE, ATTACK SKILL]
effect = linear whip attack does x% of weapon damage over y distance hitting up to z enemies, with s speed penalty
more points = increased x%
multistrike rune = increased z enemies
power rune = increased y distance
striking rune = x chance for enemies to drop shields
lethality rune = enemies gib on death, doing x damage over y radius to nearby enemies
energy rune = reduced s speed penalty
Description: attack uses proportion of weapon damage and carries all attack effects otherwise found on a normal weapon attack.
golden chains [PASSIVE]
effect = increased x attack rating for chains of war skill
more points = increased x
increased hemoglobin [PASSIVE]
effect = added iron to blood makes healing globes more effective by x%
more points = increased x%
iron consumption [ACTIVE, REFLEXIVE BUFF]
effect = decreased armor by x, increased health by y for z duration
more points = increased y
Description: mechanist consumes armor and gains life temporarily. For use against non-melee casters when armor is not needed.
level 2
boot springs [PASSIVE]
effect = increased x movement speed
move points = increased x
grip of the smith [PASSIVE]
effect = decreases requirements by x for all "metal" weapons
more points = increased x
girth of the smith [PASSIVE]
effect = decreases requirements by x for all "metal" armor
more points = increased x
grin of the smith [PASSIVE]
effect = reduced repair costs at vendor by x
more points = increased x
level 3
shield sprockets [ACTIVE, REFLEXIVE BUFF]
effect = turns shield into two magical gears, enemies take x damage on successful block
more points = increased x
Description: two gears grind enemies upon successful block
top gear [PASSIVE]
effect = successive blocks gradually increase block speed by x, block chance by y for z duration for shield sprockets skill
more points = increased x block speed and y block chance
pulverize [PASSIVE]
effect = successive blocks destroy enemy weapons, decreasing enemy damage by x for z duration for shield sprockets skill
more points = increased x
gear haven [PASSIVE]
effect = increased x armor for shield sprocket skill
more points = increased x
level 4
links of shock [PASSIVE]
effect = adds x lightning damage to chains of war skill and chain torrent skill
more points = increased x
chain torrent [PASSIVE]
effect = adds 360 degree radial attack for x% of weapon damage over y radius to chains of war skill
more points = increased x
resistor [PASSIVE]
effect = increased x lightning resistence for iron consumption skill
more points = increased x
efficient reaction [PASSIVE]
effect = decreases armor reduction by x for iron consumption skill
more points = increased x
level 5
burnish weapon [ACTIVE, REFLEXIVE BUFF]
effect = turns weapons ethereal for duration z. Requires consumption of ethereal "metal" weapon.
more points = increased z
Description: mechanist polishes weapon to such a high sheen that weapon actually becomes ethereal. Ethereal items can break, but once duration wears off, items can be repaired normally. Only works on "metal" weapons. Player casts skill and is prompted with item drop slot [like iron golem creation] to insert ethereal metal weapon. This required item prevents player from simply recasting the skill constantly, making the increased z duration more meaningful as a reward for additional points.
burnish armor [ACTIVE, REFLEXIVE BUFF]
effect = turns armor ethereal for duration z. Requires consumption of ethereal "metal" armor.
more points = increased z
Description: only works on "metal" armor. Requires input of ethereal metal armor, which is destroyed.
cosmic luster [PASSIVE]
effect = consumed ethereal metal weapon/armor has x proportion of its magical effects and base damage/armor transferred to the player's weapon/armor for burnish weapon and burning armor skill
more points = increased x
Description: allows the player to take advantage of the actual stats, both base and magical, of the consumed ethereal item for burnish skills. At low levels, the effect would be minimal, gradually rising with more points. Ever get tired of finding ethereal magical/rare items that have absolutely no use except to be sold? Eat them instead.
lacquered armor [PASSIVE]
effect = increased x arcane resistence for iron consumption skill
more points = increased x
why my entry should be seriously considered: i completed a full 20 skills for each tree and included effects for all 5 known skill runes for applicable active skills.
I'd be more than willing to spend some time to make it a bit easier on the eyes (and remove the other messages I put in there that have nothing to do with the class skills) if I could get some kind of assurance that this wouldn't put me out of the running.
Whaddya say?
bah...maybe I'm just really OCD and you guys don't really care.
sigh, where does the time go.
Why didn't anyone design the class "Time Stopper"