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
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
This post has been edited by Smoke353: 09 June 2009 - 06:08 AM