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Posted: Thu Jul 06, 2006 1:35 am
// SKILLSKnight Cleric Thief Archer Apprentice
Skills may undergo name, description and power revamps as seen appropriate. Especially those apprentice skill names. biggrin There are also no elements, because I actually thing they�re a hassle right now.
A note on skill: Some skills will have an Elite class, which may have a special requirement that needs to be fulfilled before it can be used. (Possibilities include special quests, stat requirements, special items, apprenticeship etc.) Elite skills may be equipped at the same time with their �normal� counterparts.
If the base attack of the skill is 0, it means that the skill will not do any damage.
Quote: TERMINOLOGY:Full cycle: When every member of both the ally and enemy party has moved. Player cycle: The time between one player�s move and the next. Allied party: The party of the player. Enemy party: The party of the enemies. AC: Activation Condition. The condition that must be fulfilled for the skill to function. This is only applicable to passive skills. SELF: Indicates that the skill can only be cast upon the user. ALL: Indicates that the skill affects one party. (Allied or enemy) FIELD: Indicates spell affects all players on the field. Base Damage: The initial strength of the skill, either INT or STR is added on to result in the total strength. Set Damage: The amount of damage a skill will do. INT or STR will never be added to this amount. Prayer: A skill that must be maintained to have an effect.
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Posted: Thu Jul 06, 2006 1:38 am
// Knight Skills
CLEAVE | BASE DAMAGE: 7 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
A basic attacking move used by knights.
ELITE: CRUSHER | BASE DAMAGE: 10 | COOLDOWN: 5 | Roll 1d20. If the dice lands on 20, the target is instantly KOed and removed from battle. Does not apply to bosses. _______________________________________________________
CANOPENER | BASE DAMAGE: 5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
A skill that deals more damage to armored opponents. If the opponent is not wearing armour, then this skill will only do 5 DMG + STR. If the opponent is wearing armour, this skill gains 4 bonus damage. _______________________________________________________
KNOCKDOWN | BASE DAMAGE: 2 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
Roll 1d10. If the number is 9 or above, then the opponent has been delayed. This means this opponent will now move one space after its original battle order. The battle order will revert back to normal after 1 full cycle.
For example: The original battle order: Kyle the Knight >> Gertrude the Goblin >> Mana the Mage
Kyle the Knight uses Knockdown on Gertrude the Goblin! He successfully rolls a 9. Now the battle order becomes: Kyle >> Mana >> Gertrude, allowing Mana to move before the goblin. After both Mana and Gertrude move, the order reverts to Kyle >> Gertrude >> Mana. _________________________________________________
GUARD | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 2 | SELF
The Knight can guard a player (ally or enemy) of his or her choice for one player cycle. He/she will receive a +2 DEF bonus for this duration.
ELITE: SENTINAL | COOLDOWN: 2 | SELF | Protects the entire party for the knight�s player cycle. He/she will receive a +5 DEF bonus for this duration.
NOTE: This move only protects players from melee and range attacks. Magic will always hit the intended target. _______________________________________________________
RALLY | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 2 |
A knight can spend the turn inspiring his or her allies, granting them a STR bonus (+1 STR) for the knight�s player cycle and restoring their vitality (+2 HP). _______________________________________________________
FRENZY | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 4 |
Doubles attack strength but halves defence of the knight up to and for the next turn of the knight.
For example: Party 1: Katie the Knight | HP: 22 | STR: 12 | DEF: 10 | AGI: 6 | Party 2: Zach the Zombie | HP: 18 | STR: 11 | DEF: 6 | AGI: 3 |
Since Katie is faster, she moves first. Katie the Knight uses Frenzy and her turn ends. Her defence is halved and her attack doubled. Zach the Zombie attacks Katie. Normally, he would only do 1 DMG: but since Katie�s DEF is now 5, he can do 6 DMG instead (STR - ENEMY DEF/2). It is Katie�s turn again, and she attacks Zach. Her STR has been doubled to 24. Originally, she would be doing 6 DMG to Zach. But now she can do 18 DMG (2STR - ENEMY DEF), and KOs Zach the Zombie.
NOTE: When using a skill, the equation for damage is: 2(STR + SKILL BASE DMG) � ENEMY DEF = DAMAGE _______________________________________________________
MIGHT | PASSIVE | AC: NONE
The knight gains a +1 bonus to STR when this skill is equipped.
When paired with Aggression, it will result in a total raise of 3 STR. _______________________________________________________
AGGRESSION | PASSIVE | AC: NONE
The knight gains a +1 bonus to STR when this skill is equipped.
When paired with Might, it will result in a total raise of 3 STR. _______________________________________________________
LONEWOLF | PASSIVE | AC: Knight must be alone.
When this skill is activated, the Knight gains a +3 Bonus to both STR and DEF, but only if the knight is travelling alone. This can also work if the knight is travelling with a party, so long as the party does not give or take assistance from the knight. Once any party member leaps into the fray (using a skill or attacking; taking damage and healing one another is fine), all bonuses received from this skill are negated, and the battle proceeds as it would normally. This skill can also be reactivated if all members are unconscious or in some way or another unable to participate in the battle. _______________________________________________________
COUNTER | PASSIVE | AC: NONE
When equipped, the Knight is able to return any close range physical attack upon the attacker, but only with 25% of its original strength. _______________________________________________________
MEDITATION | PASSIVE | AC: Player must pass his/her turn
If the player does not move/cast/attack during his/her turn, then he/she regains 5 HP. _______________________________________________________
VENGEANCE | PASSIVE | AC: At least 1 ally must be KOed.
For each ally KOed, the Knight gains a +2 STR Bonus and a +2 AGI Bonus.
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Posted: Thu Jul 06, 2006 1:40 am
// Cleric Skills
HEAL | BASE DAMAGE: -5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 0 |
The basic healing spell of all clerics. ___________________________________________________
MANA RAIN | BASE DAMAGE: -5 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 5 | ALL
A cleric starts to chant a prayer of grace that calls upon a slight drizzle that heals allies of their wounds. _______________________________________________________
WISH | BASE DAMAGE: -10 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5 | ALL
Heals the entire party after 2 turns have elapsed. During these two turns, the Cleric is still able to do whatever he/she wishes to do.
For example: Cecilia the Cleric casts Wish. Her turn ends. When it reaches her turn again, she may do whatever she wishes to do, so she heals a party member. Her turn ends. When it reaches her turn again for the third time, she again can do whatever she wishes to do. When her turn ends, wish activates and the entire party is healed 10 HP + Cleric INT.
NOTE: During these two turns, �Wish� is not considered to be in �casting�. _______________________________________________________
FLASH | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 |
A blinding flash of light upon a single enemy. The caster must roll 1d100 � if the number is even then the caster has successfully blinded the foe. If it is odd, then the spell was unsuccessful. If the spell has been successful, then the targeted enemy will miss his/her next attack.
Basic Cleric offensive spell. _______________________________________________________
SMITE | BASE DAMAGE: 5 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2
Basic Cleric offensive spell.
ELITE: SERAPHIC LIGHT | BASE DAMAGE: 6 | CASTING TIME: 2 | RECOVERY TIME: 1 | COOLDOWN: 5 | ALL _______________________________________________________
ANOINT BLADE | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 3 DURATION: 5
A cleric utters a short litany upon which it imbues his/her or an ally's blade with holy energy. The imbued weapon will radiate a soft white glow which upon contact with an ally will heal some of his wounds, while touching a fiend's hide will cause grievous harm.
The anointed blade will do STR+2 damage to the foes it touches (defence is still applied), while when touching an ally, it will heal 1d4 HP. _______________________________________________________
ENFEEBLE | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 3 | DURATION: ? | PRAYER
As so long the Cleric continues this spell, (this can be indicated by saying: Clara continues Praying or whatever) selected enemy target will suffer from halved DEF and STR. Recovery time and cooldown are only applied once the cleric releases the spell. _______________________________________________________
BOLSTER | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 3 | DURATION: ? | PRAYER
As so long the Cleric continues this spell, (this can be indicated by saying: Clara continues Praying or whatever) selected ally target will recieve a +2 bonus to all stats. Recovery time and cooldown are only applied once the cleric releases the spell. _______________________________________________________
BENEDICTION | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 DURATION: 3
A blessing upon a single target. Target receives at +3 STR and DEF boost _______________________________________________________
PRAYER | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 | DURATION: 3
A blessing upon a single target. Target receives at +3 INT and LUK boost _______________________________________________________
REVERSAL | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 2 | DURATION: 3
Causes the sDEF and STR stats to be reversed. Can target any player on the field. _______________________________________________________
HEAVEN'S BASTION | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 7 | DURATION: 3
Conjures a 10-ft. high, unseen and hallowed wall of force centered on the cleric and spans a 10-ft. radius that prevents all mundane missiles from getting through. Deals damage to evil creatures that pass through the wall. Outgoing missiles also cannot pass through the wall, magic not included. Allies can call that they wish to stay out of the circle in order to attack with their long-range weapons.
Evil creatures that pass through the barrier will take 3 DMG, regardless of DEF. _______________________________________________________
DEVOTION | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 5 | COOLDOWN: 6 | DURATION: 3 | SELF
When the cleric casts this skill, the casting time, recovery time and cool-down of all healing spells are reduced to 0. When this skill ends, the cleric will take 10 DMG. If the battle ends before the skill ends, then the cleric will take no damage.
ELITE: MARTYRDOM | DURATION: 5 | SELF Has the same effect as Devotion. The healing potency of each spell is also doubled. However, once the skill ends, the Cleric is KOed and can no longer participate in battle. _______________________________________________________
THE GATHERING CALM | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: BATTLE | DURATION: 2 | FIELD
When the cleric casts this skill, no attacks or movement can be made for the duration of this skill. Any skills that are in the midst of casting will be cancelled. (Skills that have been cancelled must be re-cast) _______________________________________________________
CALM MIND | PASSIVE | AC: NONE
When this skill is equipped, the Cleric will gain a 1 reduction to cool-down time for healing spells. _______________________________________________________
MAGICROD | PASSIVE | AC: NONE
When this skill is equipped, the Cleric will attract all enemy magical spells towards him/herself.
Note that if the enemy uses an attack ALL skill, the Cleric will take all damage for his/her team mates.
For Example: Clarissa the Cleric is in a party with two other people and she has Magic Rod equipped. Dirk the Drow casts Dark Blast, which would normally deal 5 DMG to each member of the party�but all magic is attracted to Clarissa. Since the spell was intended to hit three people, Clarissa will take 3 times the damage and therefore take 15 DMG. (Note that Clerics and Apprentices can equip good anti-magic robes. If Clarissa has 5 Magic DEF, the spell will do 3(MAGIC DMG � MAGIC DEF), therefore doing no damage.) _______________________________________________________
MEDITATION | PASSIVE | AC: Player must pass his/her turn
If a player does not move / cast a spell / attack for one turn, then he/she regains 5 HP. _______________________________________________________
FAITH | PASSIVE | AC: NONE
Whenever a support skill is used by the cleric, he/she will gain a +1 STAT BONUS. (ie. When the skill is cast, if it normally raises 2 DEF, it will raise 3 instead.)
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Posted: Thu Jul 06, 2006 1:41 am
// Thief Skills
PICKPOCKET | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
Steals money from the enemy. This skill cannot be used on the same enemy twice (even if it is used by another thief.) Throw 1d100, and the number produced is the amount of PP stolen. 50% of the stolen money will go to the thief, and the rest will be distributed evenly among party members.
Some enemies do not carry gold. (Use your common sense! Wild wolves probably won�t have anything of worth on them!)
ELITE: BURGLE | BASE DAMAGE: 5 | COOLDOWN: 3 | Works the same as Pickpocket, except this skill is capable of doing damage. PP gained is also increased to 2d100. _______________________________________________________
FLASH BOMB | SET DAMAGE: 5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 3 |
Toss a bomb which emits a blinding flash of light upon detonation. Always does 5 DMG. The user must roll 1d100 � if the number is even then the user has successfully blinded the foe. If it is odd, then the skill was unsuccessful. If the skill has been successful, then the targeted enemy will miss his/her next attack. _______________________________________________________
HAMSTRING | BASE DAMAGE: 5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 3 |
Roll 1d10. If the number is 9 or above, then the enemy has been delayed.
ELITE: CRIPPLE | BASE DAMAGE: 7 | Roll 1d10. If the number is a 10, the enemy has been permanently delayed. (ie. The enemy remains in its delayed position for the rest of the battle.) _______________________________________________________
GAMBLER | BASE DAMAGE: ? | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5 |
Damage dealt is based of the dice used. Damage is based off STR.
1d4: If the number is 3 or above, damage is increased by 3. If not, no damage is dealt. 1d6: If the number is 4 or above, damage is increased by 5. If not, no damage is dealt. 1d10: If the number is 7 or above, damage is doubled. If not, no damage is dealt. 1d20: If the number is 16 or above, damage is tripled. If not, no damage is dealt. 3d20: If the number is 55 or above, double damage is dealt to all enemies. If not, no damage is dealt. 1d100: If the number is 95 or above, all enemies are KOed. _______________________________________________________
SERPENTSTRIKE | BASE DAMAGE: ? | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN:5
A Thief's keen vision not only allows him to spot possible victims but also aid him in finding gaps even in the most sturdy of mails. Roll damage for this turn is not reduced by enemy's defense. Ignores enemy armor only. Enemy's natural defense still applies. _______________________________________________________
COBRACOIL | SET DAMAGE: 5 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 4 | DURATION: THIEF STR - ENEMY STR
A thief can slink undetected amongst foes and leap on an enemy's back. He then proceeds to coil his arms and legs against his enemies, rendering the both of them immobile - vulnerable to attacks.
When attacking the enemy that the Thief has grappled, that enemy is considered to have 0 DEF. But Thief is also damaged by any attack inflicted on his grappled target - but he does not suffer the Defense penalty.
When enemy decides to target the Thief, it is automatically considered to be targeting the Thief's grappled target. Then same rules apply.
This skill automatically fails if the target�s STR is higher than the thief�s. _______________________________________________________
EVASION | PASSIVE | AC: N/A
When the thief is targeted, he/she may roll a 1d100. If the resulting number is below his/her speed, then it is considered that he/she has dodged the attack, and will take no damage or suffer from any ailment associated with the skill. However, please remember that magic cannot be dodged, and a roll is not needed. _______________________________________________________
SATISFACTION | PASSIVE | AC: At least 1 enemy must be KOed.
For each enemy KOed, the Thief gains a +2 boost in LUK. _______________________________________________________
LUCKY 7s | PASSIVE | AC: NONE
If a 7 is rolled when the thief attacks, then the attack is a critical. _______________________________________________________
POWERFUL 7s | PASSIVE | AC: NONE
If a 7 is rolled when the thief attacks, then the attack gains a +2 ATK bonus. _______________________________________________________
HEALING 7s | PASSIVE | AC: NONE
If a 7 is rolled when the thief attacks, then the thief will be healed by the amount of damage dealt. _______________________________________________________
LUCKY 3s | PASSIVE | AC: NONE
If a 3 is rolled when the thief attacks, then the attack is a critical. _______________________________________________________
POWERFUL 3s | PASSIVE | AC: NONE
If a 3 is rolled when the thief attacks, then the attack gains a +2 ATK bonus. _______________________________________________________
HEALING 3s | PASSIVE | AC: NONE
If a 3 is rolled when the thief attacks, then the thief will be healed by the amount of damage dealt.
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Posted: Thu Jul 06, 2006 1:42 am
// Archer Skills
PIERCE | BASE DAMAGE: STR | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1
Disregard 2 enemy DEF. _______________________________________________________
RICOCHET | BASE DAMAGE: 3 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 | A special type of shot used by experienced archers. The arrow is shot at a certain angle in order for the arrow to Richochet off the target and hit another enemy. The Archer will choose which two enemies to strike.
Main target receives 60% of total damage. Second target is chosen by the archer and receives 40% of total damage. If there is only one target then the Main target still receives 60% of total damage. _______________________________________________________
DIVERSION | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 3 |
An arrow is shot into the sky which draws the attention of all enemies giving an advantage to the next attack.
Roll 1d100. The total damage of the next attack upon any of the affected enemies is increased by the total damage x dice roll %. The Diversion technique does not work on intelligent enemies. The next attack after this skill is used must be from an ally otherwise it is wasted. So it is best used with a party that has an ally with a lower agility stat than the archer. _______________________________________________________
ARROWSQUALL | BASE DAMAGE: ? | CASTING TIME: 1 | RECOVERY TIME: 1 | COOLDOWN: 5
The archer unleashes a rain of arrows upon his/her enemies, wreaking havoc where they land.
The amount of arrows drawn is equivalent to the Archer�s STR, and fired equally among the enemies. The dice roll signifies the amount of arrows that have hit.
Damage will be calculated by (Archer STR � Enemy DEF) x Number of Arrows Hit
For example: Annabelle the Archer has 12 STR. She is facing 2 enemies. Since there are two enemies, she must use 2 die� hence, she will use 2d6.
She rolls a 4 and a 6. Her first enemy has 8 DEF, so the damage she will do is 4. Since 4 arrows have hit, she will do 16 DMG. Her second enemy, rather unfortunately, has 13 DEF, so she will deal no damage regardless of the amount of arrows that have hit.
But the numbers aren�t usually as perfect, so: Archie the Archer has 13 STR. He is facing 3 enemies. Since there are three enemies, he must use 3 die� hence, he will use 3d4. The extra arrow will be ignored. Damage will be calculated in the same manner as the above.
In the case that the archer does not have enough STR to cover all enemies, ie. Archer has 10 STR and there are 3 enemies, the MOD will choose two enemies at random, and the Archer will use 2d4. _______________________________________________________
INTERRUPT | BASE DAMAGE: 1 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5
Fires an arrow at the enemy, effectively interrupting skills that are about to be cast.
For this skill to work, damage must be dealt to the interrupted target (ie. Archer STR is greater than enemy DEF) and the archer must have higher AGI.
ELITE: STUN INTERRUPT | BASE DAMAGE: 1 | RECOVERY: 5 |
Fires an arrow at the enemy, effectively stunning the target and causing the target to lose its turn. Same rules apply as Interrupt. _______________________________________________________
G�E BOLGA | BASE DAMAGE: 4 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5
Named after a legendary spear that is said to have been forged by ancient gods to defeat a mythical monster. The G�e Bolga was said to pierce even the toughest of hides with the greatest of ease.
A Ranger who has achieved a certain level of experience and clarity is able to harness such immense power into his arrow that it can pierce through steel and bone.
Roll damage for this turn is not reduced by enemy's defense. Ignores enemy armor only. Enemy's natural defense still applies. _______________________________________________________
CALL OF THE WILD | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 7 | DURATION: RANGER ROLL � ENEMY STR
[RANGER ONLY] When faced with an animal foe, a Ranger can attempt to communicate with the animal and convince it to temporarily join their cause. The Ranger rolls a 1d4 + INT. If total roll value is higher than animal's STR, it is then considered under his command for a duration, determined by the Ranger�s rolled value minus the animal�s STR.
When failing a roll, Ranger automatically gets attacked by the animal he tried to charm. Does not affect Boss-type animals.
When controlling the animal, the animal�s roll is made by the controlling Ranger. _______________________________________________________
TRAPPER | PASSIVE | AC: NONE
When equipped, Archer gains a +2 STR bonus against beasts. _______________________________________________________
EAGLE EYE | PASSIVE | AC: NONE
When equipped, the Archer can roll either a 9 or 10 to deal a critical.
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Posted: Thu Jul 06, 2006 1:43 am
// Apprentice Skills
BOLT | BASE DAMAGE: 10 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 3
Basic attacking skill for apprentices. _______________________________________________________
FLARE | BASE DAMAGE: 6 | CASTING TIME: 2 | RECOVERY TIME: 1 | COOLDOWN: 6 | ALL
Hits all enemies. Basic attacking skill. _______________________________________________________
FLASH FLOOD | BASE DAMAGE: 10 | CASTING TIME: 4 | RECOVERY TIME: 2 | COOLDOWN: 10 | FIELD
Hits all players on the field. _______________________________________________________
GRAVITON WELL | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 3 | DURATION: 3
Affected target will suffer from a -1 DMG penalty for all melee attacks he/she uses, and will take an extra 1 DMG for every melee attack he/she takes. All projectiles made of metal (i.e. arrows) will also be attracted towards the target. _______________________________________________________
EMPATHY | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 5 DURATION: 1 | SELF
Reflects 100% of all damage back onto the attacker. Only applicable for physical attacks. _______________________________________________________
ROCKHIDE | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 5 | DURATION: 2 | SELF
To compensate for an apprentices's frail defense, sages have created this kind of spell in order to reinforce their personage.
Causing all of the apprentice's muscles to tense and tighten, his skin almost emulates the properties of the earth itself - strong and resilient. It can now turn away blade and spear leaving his skin unscathed since due to the tightening of the muscles, it causes gaps in between tendons to close, thus there is no place for blades to pierce through.
Apprentice becomes immune to all physical attacks for the duration of the spell, but becomes unable to cast magic. _______________________________________________________
CLARITY | PASSIVE | AC: NONE
When equipped, the Apprentice will gain a +1 INT bonus. Any Spirits on the field will also be made visible � but these spirits are only visible to the apprentice, and he/she will be notified of their presence via PM at the beginning of the battle. _______________________________________________________
SPIRITWELL | PASSIVE | AC: A spirit must be present.
Draws from the power of the surrounding spirits. The stat boosts gains depends on the spirits. _______________________________________________________
MAGICROD | PASSIVE | AC: NONE
When this skill is equipped, the Apprentice will attract all enemy magical spells towards him/herself.
Note that if the enemy uses an attack ALL skill, the Apprentice will take all damage for his/her team mates.
For Example: Andy the Apprentice is in a party with two other people and he has Magic Rod equipped. Dirk the Drow casts Dark Blast, which would normally deal 5 DMG to each member of the party�but all magic is attracted to Andy. Since the spell was intended to hit three people, Clarissa will take 3 times the damage and therefore take 15 DMG. (Note that Clerics and Apprentices can equip good anti-magic robes. If Andy has 5 Magic DEF, the spell will do 3(MAGIC DMG - MAGIC DEF), therefore doing no damage.)
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