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Skill trees

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Hellfire Champion
Captain

PostPosted: Fri Mar 28, 2008 7:48 pm


Okay. This is the thread that tell you of all the skills your character can learn.

I think that here would be a good place to explain how you gain skills:

When you level up, you not only gain a set amount of ability points, you gain some skill points as well. Skill points are used to learn new skills or power up your old ones. Use these skill points wisely. Depending on how you assign skill points, you can have many different skills to keep your opponents guessing, or you can have a small amount of really powerful skills. It's all up to you on how you create your character.

All skills have a cooldown time, meaning that that skill cannot be used for a certain amount of turns you must wait before the skill can be used again. The more skill points you have in a certain skill, the more turns it takes to cooldown.

Also, skills arn't confined to leveling up. When you equip certain weapons, maybe new skills might be added...

There are also special skills only available when you change your class. But that will come later.

Okay, the following posts will be the skill trees.
PostPosted: Fri Mar 28, 2008 8:10 pm


FIGHTER SKILLS:

Level 0(Beginning skills)

Reinforced Blow Adds 10 bonus damage to your attacks. Attack power increases by 10 with every upgrade.

Defender's shield: Adds 10 bonus defence when you are attacked. Bonus defence increases by 10 with every upgrade.

Level 1:

First Aidb] Restores 20 hp to the unit who uses it. Damage recovered increases by 10 with every upgrade.

Charge: Charges up attacks, increasing attack power by 30. A coin is flipped for every charge. If heads, the attack power increases. But if it's tails, a discharge occurs, and half the attack power charged will be inflicted on the user. With every upgrade, the number of charges will increase by one.

Elemental Strike: Depending on the affinity of the equipped weapon, you mauy unleash an elemental attack


Level 3

Blood Rage Inflicts a minor wound upon yourself, dealing 30 damage to self, but increases your power by 100 for the next attack. Powering up this skill increases the damage done to you by 20, but allows you to keep your rage power for one extra turn for each upgrade. Your next turn will be spent with half attack and no defense because you need to recover from the rage.

Counter Force Takes a defensive stance. When the enemy attacks you, You will take half damage, and then strike back with 30 damage. Each upgrade increases the damage returned by 10.

WoundInflicts a regular attack on the enemy. For the next five turns, the enemy will take 30 additional damage to themselves at the beginning of their turn. Each upgrade increases the damage done by 10.


Level 5

Wild Drive Inflicts a regular attack on the enemy, but inflicts half the damage to the foe positioned right behind the one attacked. Each upgrade increases the damage done to the back enemy by 10

Sonic Arc Inflicts a regular attack on everyone on the front row. Each upgrade increases the damage done by 10.


Spellblade:
Gives your weapon an elemental ability. It changes the attribute of the weapon, giving you an elemental advantage. The downside is that the attack power of the weapon is cut in half. Each upgrade increases the damage done by 10.


Level 7

Double Slash: Inflicts a regular attack on the enemy. A second attack is then delivered. Regular rules do apply for the attacks. Each upgrade increases the attacks damage by 10 for bonus damage.



Warrior Skills:

Hellfire Champion
Captain


Hellfire Champion
Captain

PostPosted: Thu May 01, 2008 6:33 pm


LONG RANGE FIGHTER SKILLS:


Level 1:

Take Aim: Adds 10 bonus damage to the attack. Each upgrade increases the bonus damage by 5

First Aid:: Restores 20 HP. Damage recovered increases by 10 with every upgrade


Level 3:

Aim: Arm: Aims at the enemies arm. The target cannot attack for the next turn. Each upgrade increases the damage by 10 points.

Aim: Leg: Unit cannot any noncombat action(Such as defending, using items, and others) the following turn. Each upgrade increases the damage done by 10 points.

Wound(20+10): Inflicts a regular attack on the enemy. For the next five turns, the enemy will take 10 additional damage to themselves at the beginning of their turn. Each upgrade increases the damage done by 10


Level 5:

Bolt Rain:
Sends up a projectile, then it splits into 2 projectiles. Each projectile does 5 damage to any enemy the user specifies. Each upgrade increases the amount of projectiles by 1.

Piercing shot: Shoots an arrow at a unit. One half of that damage will be inflicted on the enemy stationed behind the target. Each upgrade will increase the damage to the rear unit by 10.



Level 7:

Enchant Arrow: Gives the arrow an elemental affinity. This only works once per attack. Each upgrade will increase the damage done by 5.
PostPosted: Fri Jul 04, 2008 11:49 am


PRIEST/CLERIC SKILLS:

Level 0:

Heal(10+10) Heals 20 damage to any ally, whether they are controlled by you or another. Each upgrade will increase the amount restored by 10



Level 1

Recover(20+10): Heals 10 damage to every party member under your control. Each upgrade inceases the damage healed by 5

Ward: Gives five bonus defence to one ally for one attack. Each upgrade increases the amount of bonus defence by 5

Level 3

Reinforcement: Increases one ally's attack by 10 for the next attack. Each upgrade will increase the bonus damage by 5.



Level 5:

Stamina Restore: Restores 5 stamina to any ally. Each upgrade will increase the amount restored by 5.

Revitalize: restore 15 damage to every party member on your side, whether you control them or not. Each upgrade increases the damage healed by 5

Hellfire Champion
Captain


Hellfire Champion
Captain

PostPosted: Fri Jul 04, 2008 11:50 am


SOL/LUNA MAGE SKILLS:

((The numbers at the end of the spells is the amount of damage done, regardless of the enemies defense. The +X((Number)) at the end of that number is the amount of damage added on to the spell with each upgrade.

Level 0(Used by both Sol and Luna:

Magic Burst: Unleash a burst of pure magic. Element affected by equipped weapon. 10+5

Level 3:

Charge: Adds ten bonus damage to the next attack. Each upgrade inceases the damage charged by 5

Level 5:

Magic Drain: Steals 10 stamina from the enemy and adds it to your own. Each upgrade inceases stamina stolen/restored by 5


SOL MAGIC:

Level 1:

Fire Burst: Makes a small, fiery explosion on a single target. 10+5

Gravel Pound: Bashes your opponent with a small rock. 10+5

Smite Evil:
Calls upon a small ray of light from Heaven to strike a single target. 10+5

Level 3:

Eruption: Creates a huge eruption from the ground and hits a single enemy. 50+10

Rock Slide: Tears huge rocks from the gound and pounds it into an enemy. 50+10

Holy Lance: Creates a lance from pure light and impales a foe. 50+10


Level 5

Level 7



LUNA MAGIC:

Level 1:

Wind Talon: Razor sharp wind engulfs the battlefield and damages all enemies. 5+5

Flood: Floods the battlefield of the opposing side with freezing cold water. 5+5

Damnation: Hands rise up from Hell and grasps all enemies, sending dark power into their bodies. 5+5


Level 3:

Lightning Strike: Calls a lightning storm to electrecute all enemies. 20+5

Sub-Zero: Lowers the temperature around all enemies to freezing point. 20+5

Eternal Damnation: Calls forth a demon from Hell and drains the life force from all enemies. 20+5
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Crimson Skies (under contruction)

 
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