Masteries: Difference between revisions
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===Lion Fire Barrage - Fire=== | ===Lion Fire Barrage - Fire=== | ||
Upgrade to Sear. A series of explosive Sear-like Projectiles that damage once and deal a light knockback. | Upgrade to Sear. A series of explosive Sear-like Projectiles that damage once and deal a light knockback. | ||
===Water Dragon's Roar - Water=== | ===Water Dragon's Roar - Water=== | ||
===Piercing Strike - Lightning=== | ===Piercing Strike - Lightning=== |
Revision as of 01:07, 14 February 2020
These are rare, high level abilities that characters obtain by influencing the world and the people within it in a way that justifies a power boost. This is not intermediate magic (poison, bone, magma, sand, etc), which can be taught in-game or learned with consistent play. This tier of power has higher quality expectations and is seen as a reward for exceptional actions. This might mean a well written in-game journal, or an approved application in the ability section of the forums.
Characters with a hidden spell are less likely to progress beyond that point unless they show exceptional proactive storytelling.
Intermediate
Wild Boar Style - Armed
A berserker-like style.
- Cost: 15 RPP
Patient Blade - Armed
The Patient Blade style is said to channel the flow of time through the user's weapon.
- +5% AP, +10 Agility.
- Special - Sets the target's GCD to 2.5s.
- Cost: 5 RPP
Gentle Blade - Armed
The Gentle Blade technique was designed to blunt the weapon and prevent blows that might have otherwise been fatal, by warding the metal in a controlled measure of holy magic. Also known as the Burning Edge and the Sword of Light.
- Cost: 5 RPP
Assassin's Fist - Unarmed
The Assassin Fist is focused around the illusionary arts and deadly blows that target the opponent's vital areas.
- Cost: 5 RPP
Inferno Style - Unarmed
By generating heat beneath the opponent's skin on contact, the Inferno Style generates fire magic with each crack of the knuckles, bubbling and boiling their target's internals.
- Cost: 5 RPP
Way of Willpower - Unarmed
Way of Willpower applies Energy Magic to martial arts in order to dissuade foes, targeting mana circuitry sometimes directly. Rumored to be the signature style of an old master of the dojo within Osrona's walls. Special - Silences for 3 seconds, 8 Spell Damage. It's a blue-fist projectile that has fireball speed.
- Cost: 5 RPP
Lion Fire Barrage - Fire
Upgrade to Sear. A series of explosive Sear-like Projectiles that damage once and deal a light knockback.
Water Dragon's Roar - Water
Piercing Strike - Lightning
Arc of Devastation - Lightning
Spiral Bomb - Energy
Rather than release energy projectiles like the magic is known for, the Spiral Bomb focuses the mana at a single point and keeps it connected during to the palm, continuing to control and empower the sphere until they release it in a close-ranged strike.
Energy Cannon - Energy
Ethereal Wings - Energy
- 10% AP and DR for 20 seconds on cast
- Cost: 15 RPP
Deflecting Palm - Energy
Stardust Explosion - Cosmic
Melodic Repose - Sound
An AoE that heals the caster for 1 every 1s and reduces the enemy's AP by 10%, applying a light slow.
Withcraft - Occult
An eternal contract with the netherworld. An ancient pact with demons.
- Costs 5 RPP for Spectral Eyes
- Witchcraft abilities are free.
Druid - Nature
A druid can be noted as a person with fae-like features, often having pointed ears and soft traits. It is a metamorphis of sorts as the nature mage 'becomes one' with the woodlands themselves. They're said to be long-lived.
Master
Primordial Flame - Fire
The very essence of fire, pure and unrefined.
- Aura
Volcanic Eruption - Magma
Spring's Bloom - Nature
Cruel Thesis - Nature
Ruby Bloodstones - Crystal
Sapphire Shards - Crystal
Tremor - Earth
The land roars and splits at your call with absolute mastery over the aspect of Earth Magic. Knockbacks. (AOE Rockslide)
Storm - Lightning
Glacier - Ice
A projectile that homes in on the target in a Sear-like pattern, leaving a trail of faded Glaciers behind.
- Cost: 15 RPP
Crimson Vapor - Blood
Omega Overdrive - Energy
Above 50% HP it gives: 30 Power, + Silence chance on all physical strikes, +AOE attacks when facing more than 1 opponent
Below 50% HP it gives: 30 Power, additional 20% total AP, +silence on all physical strikes, +AOE damage when facing more than 1 opponent
- Cost: 15 RPP
Starlight Overdrive - Cosmic
- Aura
- 10% AP and 5% DR
- Cost: 5 RPP
Cosmic Overdrive - Cosmic
Crimson Overdrive - Cosmic
Barrier - Holy
Faeroum Arcana - Light
Lightspeed Rush - Light
Caster fades white and teleports around the target, dealing a series of rapid blows (10 in 1 second).
Spatial Rush - Time
Caster fades white and teleports around the target, dealing a series of rapid blows (10 in 1 second).
Chronos - Time
- Grants 10% AP & 10 Agility, on E grants 3 second immunity.
- Aura
- Cost: 10 RPP
Exalted
UltraSMASH - Armed / Unarmed
Thunder King - Lightning
Godspeed - Lightning
Blast Rush - Explosion
Winter Crown - Ice
Water Prison - Water
Tsunami - Water
Wintermute - Ice
- Cost: 15 RPP
Great Spiral Bomb - Energy
Celestial Ascension - Cosmic
Galaxy Explosion - Cosmic
World of Nightmares - Illusion
Dark Guardian - Occult
One of the aspects of advanced Occult magic, this summons forth a guardian to stand protectively over the user while also strengthening their magic. (Toggle).
- Gives 8% AP and an occasional heal.
- Toggle
- Cost: 10 RPP
Devil's Eye - Occult
Death Magic - Occult
Executioner's Beam - Occult
Holy Cannon - Holy
Titan of Light - Holy
One of the aspects of advanced Holy magic, this summons forth a guardian to stand protectively over the user while also strengthening their magic. (Toggle).
- Gives 8% AP and an occasional heal.
- Toggle
- Cost: 10 RPP