ForumsForum Games(Construction Project) Ultimate Medieval V2

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nivlac724
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nivlac724
2,555 posts
Shepherd

I present to you my first long term four game! All of the other RPGs I have made up to this point you can consider those just a test! To see what types of fourm games I like and which ones I abandoned. Now with that research in mind I can create an RPG that will be fun for both me and my players. Now I want this too be a long term RPG. Thats means I will not abandon this RPG but I need players that are really interested and won't get bored of this RPG I know you don't know what its about yet but we are almost there in fact I will explain now!

This RPG is a sequel to one of my favorite RPGs! It will have many! And I mean many Classes it will be free roam and medieval. it will have a stat based battle system but absolutely no luck (At least for the most part). Anyway that raps up the description (If you want more just tell me what you want like storyline or char sheet) now we get into what I need you for!

Having so many classes has a down side I need an in-depth skill tree for all of them! I just need you to suggest skills for them and I will put it into a skill tree. To give you an idea of power and cost the weakest skill could cost 1 mana or energy and have a power of 3 while the strongest could cost 50 mana or energy and deal 50 damage. Format is like this:
[power, mana or energy cost , special effects (below)]

Damage over time effects:

Burn:
Corresponding element: Fire
High damage over time Includes armor
5 tiers

Drown:
Corresponding element: water
low-high damage over time gets stronger as it goes. Ignores armor.
5 tiers

Poison:
Corresponding element: Poison
Mid damage over time ignores armor
5 tiers

Cut: (Suggestions needed)
Corresponding element: Metal
5 tiers

Shock: (Belongs to 2 categories)
Corresponding element: Lightning
Very low damage over time also slows.
5 tiers

Slowing effects:

Shock: (Belongs to 2 categories)
Corresponding element: Lightning
Very low damage over time also slows.
5 tiers

Freeze:
Corresponding element: Ice
Slows (Better slowing than shock)
5 tiers

Other effects:

Heal:
Heals nothing much more to say
Corresponding element: Life and Light
5 tiers

Life drain:
Heals depending on how much damage is dealt
Corresponding element: Death
5 tiers

Fear:
Makes enemies unwilling to fight
Corresponding element: Shadows
5 tiers

Everything above this text you must specify how long the effect happens.

AoE: (T1 effects 2 targets, T2 effects 3, T3 effects 4, T4 effects 5, T5 effects all)
Corresponding element: None
5 tiers

Always open for more suggestions on effects! Please suggest what you think bleed and knockback should do!

  • 91 Replies
nivlac724
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nivlac724
2,555 posts
Shepherd

wait you think balancing should increase dex?

Probably no ninja

so the elements would probably be light and death right? Give some ideas on stats and maybe.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

Not balancing, throwing. Actually probably a little bit of both Dex and Str.

I am not one for ideas.

nivlac724
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nivlac724
2,555 posts
Shepherd

Hmm maybe it will use half of melee damage addition and half of ranged?

danwar123
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danwar123
3,075 posts
Jester

No,there will be weapons,just DONT LIST THEM.jeez.

nivlac724
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nivlac724
2,555 posts
Shepherd

So should I put them in the info thread? Or keep the list to my self? I am not going to straight up not list them though.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

I think he wants you not to show us what weapons we can have. Or something like that. And yes i guess you shouldn't show it too...

I think Strength would be power and range, and Dex would be accuracy and arcing, for throwing.

nivlac724
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nivlac724
2,555 posts
Shepherd

I think he wants you not to show us what weapons we can have. Or something like that. And yes i guess you shouldn't show it too...

Hmm i'l have to think of some sort of complicated system.... Maybe, maybe.

nivlac724
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nivlac724
2,555 posts
Shepherd

So since we can't think of a wind effect and earth doesn't have one either its just stronger than most magic. How about we make wind cheaper than most magic?

Shoeminor
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Shoeminor
912 posts
Blacksmith

At this rate,it may as well be an actual flash game!

danwar123
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danwar123
3,075 posts
Jester

remove 50% of its dmg capibilites and turn it to more of a support magic,like our wind effects and something like "second wind" or something.

nivlac724
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nivlac724
2,555 posts
Shepherd

I don;t really get what you mean "second wind" or our wind effects. We don;t have wind effects the one I thought we should use is cheaper.

danwar123
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danwar123
3,075 posts
Jester

I don;t really get what you mean "second wind" or our wind effects. We don;t have wind effects the one I thought we should use is cheaper.

We are not on the same page i guess..
nivlac724
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nivlac724
2,555 posts
Shepherd

? What are you talking about

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

When will this start?

nivlac724
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nivlac724
2,555 posts
Shepherd

Update;

I haven't been posting lately because I've been putting my free time towards the RPG. I'l probably be posting more though because summer break has started and I have a lot more free time. The RPG is expected to be released from late June - late July. Have a good summer everyone!!

An Updated OP:

Info:

This is a Cooperative open world medieval RPG. We will start when 2 people join. Maximum of 6 people in a party (0 so far) then a new party will form.

Stats can go into negative numbers here is what they do:

Vitality:
Every vitality below 0 Take away 5 from health

Stamina:
Every stamina below 0 Take away 5 from energy

Wisdom:
Every wisdom below 0 Take away 5 from mana

Constitution:
every 2 constitution below 0 you take 1 extra damage

Strength:
every strength below 0 you do 1 less damage than your skill power for melee attacks

Dexterity:
every dexterity below 0 you do 1 less damage than your skill power for Ranged attacks

Intelligence:
every intelligence below 0 you do 1 less damage than your skill power for magic attacks

Agility
every agility below 0 theres a 2% chance that you're so slow the enemy has a chance to attack twice and deal double damage

Weapon info:

Format

Material Name [Stat pros and cons, amount of hands, weapon trait(s)]

Hands

One hand

You can benefit from two one handed weapons at a time. You cannot benefit from two one handed weapons and a two handed weapon or one one handed weapon and a two handed weapon. You can have two one handed weapons equipped at the same time though you need to have the dual weapon trait to benefit from two of the same weapons.

Two Hands[.b]

You can benefit from one two handed weapons at a time. You cannot benefit from two one handed weapons and a two handed weapon or one one handed weapon and a two handed weapon. You can have one two handed weapons equipped at a time.

[b]Weapon traits:

Melee

This weapon is primarily meant for melee skillls.

Ranged

This weapon is primarily meant for ranged skillls.

Magic

This weapon is primarily meant for magic skillls.

Mount

This weapon is primarily meant for mount skillls and you need one in order to use mount skills.

Block

This weapon is primarily meant for defense.

Dual

You can benefit from using two of this weapon at the same time.

Lore:

Let me explain to you the tri-dimensional theory or as we say fact. This theory says that there are 3 dimensions. One without magic, one where magic replaces technology and one where they have both. We call these the tech dimension, the magic dimension and the harmony dimension respectively. In this RPG you are a fighter from the magic dimension. In the magic dimension there are 4 kingdoms each home to a race. Human, Orc, Elf or Dwarf. Ome day a fifth kingdom rose up the kingdom of undead. They declared war on the other kingdoms, this RPG takes place around 300 years in the future of the war. The war ended around 295 years ago but undead have been reported near every kingdom.

Character sheet:

Name:
Age:
Bio:
Gender:
Appearance:
Personality:
Class Category: (see below)
Class: (see below)
Race: (see below)
Languages: (I fill out)
Inventory:
1 Silver 25 copper
2 Silver 50 copper to @danwar and @loop_stratos they were very helpful in the construction thread.
-------------------------------------------------------------------------------------------
Health: 50/50
Energy: 50/50
Mana: 50/50
Chance to dodge: (Based on Stats)
Damage reduction: (Based on Stats)
Melee damage addition: (Based on Stats)
Ranged damage addition: (Based on Stats)
Magic damage addition: (Based on Stats)
-------------------------------------------------------------------------------------------
Stats: (Pool of 35 + class bonus (see below)
Vitality: (Every vitality add 5 to health)
Stamina: (Every stamina add 5 to energy)
Wisdom: (Every wisdom add 5 to mana)
Agility: (every agility add 2% to chance to dodge)
Constitution (every 2 constitution add 1 to damage reduction)
Strength: (every strength add 1 to Melee damage edition the damage you deal for melee attacks is your skills power plus your Melee damage edition)
Dexterity: (every dexterity add 1 to Ranged damage edition the damage you deal for ranged attacks is your skills power plus your Ranged damage edition)
Intelligence: (every Intelligence add 1 to Magic damage edition the damage you deal for magic attacks is your skills power plus your Magic damage edition)
-------------------------------------------------------------------------------------------
Skills: (Pool of 5)
(Based on class)
-------------------------------------------------------------------------------------------
Abilities: (Based on skills)
-------------------------------------------------------------------------------------------
Passive abilities: (Based on skills)
—————————————————————————————————————————————-
Status effects:
—————————————————————————————————————————————-

Races:

Human:

No element
No pros
No cons

Dwarf:

Element:
Earth

Pros:
+3 Strength
+4 Stamina
+4 Vitality
+4 constitution

Cons:
- 4 Agility
- 3 Intelligence
- 3 Dexterity
- 4 Wisdom

Elf:

Element:
Life

Pros:

+7 Dexterity
+4 Stamina
+4 Agility

Cons:
- 5 Vitality
- 5 constitution

Orc:

Element:
Shadow

Pros:
+3 Strength
+2 Stamina
+8 Vitality
+8 Constitution

Cons:
- 6 Intelligence
- 6 Dexterity
- 6 Wisdom

Classes:

Fighter Classes:

Warrior:

Class special:
Name: Fighting Aura
Type: Aura
Use: At the beginning of your turn there is a 1/5 chance for each enemy to be inflicted with bleed. The tier and amount of turns is equal your level.

Weapons:

Iron longsword [+3 strength, +3 agility, one hand, Dual, Melee]
Steel longsword [+5 strength, +3 agility, one hand, Dual, Melee]
Dwarvensteel longsword [+7 strength, +3 agility, one hand, Dual, Melee]

Iron broadsword [+7 strength, -4 agility, two hands, Melee]
Steel broadsword [+11 strength, -4 agility, two hands, Melee]
Dwarvensteel broadsword [+16 strength, -4 agility, two hands, Melee]

Iron Shield [+4 constitution, one hand, Block]
Steel Shield [+6 constitution, one hand, Block]
Dwarvensteel Shield [+8 constitution, one hand, Block]

Skills:

Warrior Weapons (10 levels)
Elemental Strikes (8 levels)

Stats:

+6 Strength
+6 Stamina
+4 Vitality
+4 constitution
-6 agility

Knight:

Class special:
Name: Chivalry
Type: Stat
Use: every chivalry add 1 to Mount damage edition the damage you deal for mount attacks is your skills power plus your Mount damage edition

Weapons:

Iron Knightsword [+4 strength, one hand, Only usable when not on mount, melee]
Steel Knightsword [+6 strength, one hand, Only usable when not on mount, melee]
Dwarvensteel Knightsword [+8 strength, one hand, Only usable when not on mount, melee]

Iron Lance [+6 strength, +2 chivalry, one hand, Only usable when on mount, melee]
Steel Lance [+8 strength, +4 chivalry, one hand, Only usable when on mount, melee]
Dwarvensteel Lance [+10 strength, +6 chivalry, one hand, Only usable when on mount, melee]

Iron Shield [+4 constitution, one hand, Block]
Steel Shield [+6 constitution, one hand, Block]
Dwarvensteel Shield [+8 constitution, one hand, Block]

Weak Mule [+3 Chivalry, +3 agility, Mount]
Trusty Steed [+5 Chivalry, +6 agility, Mount]
Pegasus [+7 Chivalry, +9 agility, Can fly, Mount]

Skills:

Knight Weapons (10 levels, limited to level 7)
Mounts (5 levels)

Stats:

+4 Strength
+4 Stamina
+2 Vitality
+2 constitution

Berserker:

Class special:
Name: Rage
Type: Meter
Use: When you deal damage you gain the amount of damage dealt divided by 5 rounded to the nearest 1 rage. You can spend three to activate the T1 berserker effects for the rest of the battle no matter what health you have. six on T2, nine on T3, twelve on T4 fifteen on T5 eighteen on T6 twenty-one on T7 twenty-four on T8 twenty-seven on T9 and thirty on T10. You can use rage as well as an ability on the same turn.

Weapons:

Iron broadsword [+7 strength, -4 agility, two hands, Melee]
Steel broadsword [+11 strength, -4 agility, two hands, Melee]
Dwarvensteel broadsword [+16 strength, -4 agility, two hands, Melee]

Iron Battleaxe [+5 strength, -4 agility, two hands, Attacks with this have a 25% chance to inflict bleed T1, melee]
Steel battleaxe [+8 strength, -4 agility, two hands, Attacks with this have a 45% chance to inflict bleed T3, melee]
Dwarvensteel battleaxe [+13 strength, -4 agility, two hands, Attacks with this have a 65% chance to inflict bleed T5, melee]

Iron warhammer [+5 strength, -4 agility, two hands, Attacks with this ignore 50% of armor not counting shields, melee]
Steel warhammer [+8 strength, -4 agility, two hands, Attacks with this ignore 50% of armor not counting shields, melee]
Dwarvensteel warhammer [+13 strength, -4 agility, two hands, Attacks with this ignore 50% of armor not counting shields, melee]

Iron Mace [+9 strength, -6 agility, two hands, melee]
Steel Mace [+13 strength, -6 agility, two hands, melee]
Dwarvensteel Mace [+8 strength, -6 agility, two hands, melee]

Skills:

Berserker Weaponry (10 levels, limited to 7)
Elemental Strikes (8 levels, limited to 5)
Berserking (10 levels)

Stats:

+9 Strength
+2 Stamina
-2 agility

Ranged Classes:

Archer:

Class special:
Name: Range
Type: Perk
Use: If you see an enemy and they don’t see you, you can attack from a range and the enemy first turn will always be walking up to you unless they have a ranged weapon.

Weapons:

Oak Slingshot [+3 dexterity, +4 agility, two hand, Ranged]
Mahogany Slingshot [+5 dexterity, +4 agility, two hands, Ranged]
Elvenwood Slingshot [+7 dexterity, +4 agility, two hands, Ranged]

Oak Shortbow [+5 dexterity , +2 agility, two hand, Ranged]
Mahogany Shortbow [+7 dexterity, +2 agility, two hands, Ranged]
Elvenwood Shortbow [+9 dexterity, +2 agility, two hands, Ranged]

Oak Crossbow [+7 dexterity , two hand, Ranged]
Mahogany Crossbow [+9 dexterity, two hands, Ranged]
Elvenwood Crossbow [+11 dexterity, two hands, Ranged]

Oak Longbow [+9 dexterity , -2 agility, two hand, Ranged]
Mahogany Longbow [+11 dexterity, -2 agility, two hands, Ranged]
Elvenwood Longbow [+13 dexterity, -2 agility, two hands, Ranged]

Skills:
Archery (10 levels)
Elemental Shots (10 levels)

Bonuses:
+6 Dexterity
+4 Stamina
+4 Agility
-2 constitution

Beast Tamer:

Class special:
Name: Beast Fury
Type: Perk
Use: If a beast gets the final kill on an enemy you gain twice as much gold and xp.

Weapons:

Whip [+5 strength, one hand, +10% chance to tame beasts, melee]
Reinforced Whip [+8 strength, one hand, +25% chance to tame beasts, melee]
Giant Whip [+11 strength, one hand, +35% chance to tame beasts, melee]

Oak Crossbow [+7 dexterity , two hand, Ranged]
Mahogany Crossbow [+9 dexterity, two hands, Ranged]
Elvenwood Crossbow [+11 dexterity, two hands, Ranged]

Oak Longbow [+9 dexterity , -2 agility, two hand, Ranged]
Mahogany Longbow [+11 dexterity, -2 agility, two hands, Ranged]
Elvenwood Longbow [+13 dexterity, -2 agility, two hands, Ranged]

Skills:
Archery (10 levels)
Whips (10 levels)
Beast taming (5 levels)

Bonuses:
+4 Dexterity
+4 Stamina
+4 Strength

Magic Classes:

Weather Wizard:

Class special:
Name: Weather control
Type: Perk
Use: You can change the weather at will.

Weapons:

Beat-up Spellbook [ +2 intelligence, +6 agility, one hand, magic]
Papyrus Spell book [ +4 intelligence, +6 agility, one hand, magic]
Tornado Spell book [ +6 intelligence, +6 agility, one hand, magic]

Oak Wand [ +4 intelligence, +3 agility, one hand, magic]
Mahogany Wand [ +6 intelligence, +3 agility, one hand, magic]
Thunderbird Wand [ +8 intelligence, +3 agility, one hand, magic]

Oak Staff [ +5 intelligence, two hands, magic]
Mahogany Staff [ +8 intelligence, two hands, magic]
Flight Staff [ +10 intelligence, two hands, magic]

Glass orb [ +7 intelligence, -3 agility, two hands, magic]
Magiglass orb [ +10 intelligence, -3 agility, two hands, magic]
Storm orb [ +12 intelligence, -3 agility, two hands, magic]

Skills:
Lightning magic (10 levels)
Wind magic (10 levels)
Time Control (10 levels)
Utility magic (10 levels)

Bonuses:
+8 Intelligence
+4 Wisdom
-4 constitution

Aquamancer:

Class special:
Name: Ice armor
Type: Perk
Use: Immunity to frost damage.

Weapons:

Beat-up Spellbook [ +2 intelligence, +6 agility, one hand, magic]
Papyrus Spell book [ +4 intelligence, +6 agility, one hand, magic]
Lake Spell book [ +6 intelligence, +6 agility, one hand, magic]

Oak Wand [ +4 intelligence, +3 agility, one hand, magic]
Mahogany Wand [ +6 intelligence, +3 agility, one hand, magic]
Yeti Wand [ +8 intelligence, +3 agility, one hand, magic]

Oak Staff [ +5 intelligence, two hands, magic]
Mahogany Staff [ +8 intelligence, two hands, magic]
Aqua Staff [ +10 intelligence, two hands, magic]

Glass orb [ +7 intelligence, -3 agility, two hands, magic]
Magiglass orb [ +10 intelligence, -3 agility, two hands, magic]
Blizzard orb [ +12 intelligence, -3 agility, two hands, magic]

Skills:
Ice magic (10 levels)
Water magic (10 levels)
Water control (10 levels)
Utility magic (10 levels)

Bonuses:
+4 Intelligence
+2 Wisdom

Sorcerer:

Class special:
Name: Essence
Type: Meter
Use: When you deal damage you gain the damage you dealt divided by 2 rounded to the nearest 1 essence. You can use essence in place of mana to cast spells at half the cost for example mana cost 8 would be essence cost 4.

Weapons:

Beat-up Spellbook [ +2 intelligence, +6 agility, one hand, magic]
Papyrus Spell book [ +4 intelligence, +6 agility, one hand, magic]
Flaming Spell book [ +6 intelligence, +6 agility, one hand, magic]

Oak Wand [ +4 intelligence, +3 agility, one hand, magic]
Mahogany Wand [ +6 intelligence, +3 agility, one hand, magic]
Steel Wand [ +8 intelligence, +3 agility, one hand, magic]

Oak Staff [ +5 intelligence, two hands, magic]
Mahogany Staff [ +8 intelligence, two hands, magic]
Phoenix Staff [ +10 intelligence, two hands, magic]

Glass orb [ +7 intelligence, -3 agility, two hands, magic]
Magiglass orb [ +10 intelligence, -3 agility, two hands, magic]
Metallic orb [ +12 intelligence, -3 agility, two hands, magic]

Skills:
Metal magic (10 levels)
Fire magic (10 levels)
Magic Knowledge (10 levels)
Utility magic (10 levels)

Bonuses:
+6 Intelligence
+3 Wisdom
-2 constittution

Druid:

Class special:
Name: Biome manipulation
Type: Perk
Use: You can change the biome at will. You can not change the biome in a city or quest biome or to a city or quest biome.

Weapons:

Beat-up Spellbook [ +2 intelligence, +6 agility, one hand, magic]
Papyrus Spell book [ +4 intelligence, +6 agility, one hand, magic]
Terra Spell book [ +6 intelligence, +6 agility, one hand, magic]

Oak Wand [ +4 intelligence, +3 agility, one hand, magic]
Mahogany Wand [ +6 intelligence, +3 agility, one hand, magic]
Vine Wand [ +8 intelligence, +3 agility, one hand, magic]

Oak Staff [ +5 intelligence, two hands, magic]
Mahogany Staff [ +8 intelligence, two hands, magic]
Earthquake Staff [ +10 intelligence, two hands, magic]

Glass orb [ +7 intelligence, -3 agility, two hands, magic]
Magiglass orb [ +10 intelligence, -3 agility, two hands, magic]
Life orb [ +12 intelligence, -3 agility, two hands, magic]

Skills:
Earth magic (10 levels)
Life magic (10 levels)
Shapeshifting (10 levels)
Utility magic (10 levels)

Bonuses:
+4 Intelligence
+8 Wisdom
-3 constittution

Necromancer:

Class special:
Name: Bone manipulation
Type: Perk
Use: If you are disarmed instead of taking your turn to grab your weapon or fighting without one. You may conjure a weapon made from bone, while wielding a bone weapon you cannot use any skills and you use only one depending on your weapon and your level.

Weapons:

Beat-up Spellbook [ +2 intelligence, +6 agility, one hand, magic]
Papyrus Spell book [ +4 intelligence, +6 agility, one hand, magic]
Skull Spell book [ +6 intelligence, +6 agility, one hand, magic]

Oak Wand [ +4 intelligence, +3 agility, one hand, magic]
Mahogany Wand [ +6 intelligence, +3 agility, one hand, magic]
Dark Wand [ +8 intelligence, +3 agility, one hand, magic]

Oak Staff [ +5 intelligence, two hands, magic]
Mahogany Staff [ +8 intelligence, two hands, magic]
Grim Staff [ +10 intelligence, two hands, magic]

Glass orb [ +7 intelligence, -3 agility, two hands, magic]
Magiglass orb [ +10 intelligence, -3 agility, two hands, magic]
Shadow orb [ +12 intelligence, -3 agility, two hands, magic]

Bone weapons:

Bone Sword [+5 strength, While using this weapon you can only use a no cost melee skill that has a skill power of 3xyour level, two hands, bone]

Bone Bow [+5 dexterity, While using this weapon you can only use a no cost ranged skill that has a skill power of 3xyour level, two hands, bone]

Bone Staff [+5 intelligence, While using this weapon you can only use a no cost magic skill that has a skill power of 3xyour level, two hands, bone]

Skills:
Shadow magic (10 levels)
Death magic (10 levels)
Raising dead (10 levels)
Utility magic (10 levels)

Bonuses:
+3 Intelligence
+3 Wisdom
+3 strength
+3 dexterity
-1 constitution

Holy Classes:

Priest:

Class special:
Name: Healing Aura
Type: Aura
Use: At the beginning of your turn there is a 1/5 chance for each ally to be inflicted with heal, the tier to your level.
Weapons:

Beat-up Spellbook [ +2 intelligence, +6 agility, one hand, magic]
Papyrus Spell book [ +4 intelligence, +6 agility, one hand, magic]
Healing Spell book [ +6 intelligence, +6 agility, one hand, magic]

Oak Wand [ +4 intelligence, +3 agility, one hand, magic]
Mahogany Wand [ +6 intelligence, +3 agility, one hand, magic]
Bright Wand [ +8 intelligence, +3 agility, one hand, magic]

Oak Staff [ +5 intelligence, two hands, magic]
Mahogany Staff [ +8 intelligence, two hands, magic]
Heaven Staff [ +10 intelligence, two hands, magic]

Glass orb [ +7 intelligence, -3 agility, two hands, magic]
Magiglass orb [ +10 intelligence, -3 agility, two hands, magic]
Sun orb [ +12 intelligence, -3 agility, two hands, magic]

Skills:
Light magic (10 levels)
Utility magic (10 levels)

Bonuses:
+2 Intelligence
+2 Wisdom
+8 Vitality
-1 constitution

Paladin:

Class special:
Name: Blessing Aura
Type: Aura
Use: At the beginning of your turn there is a 1/5 chance for each allies stats to be raised by 2 for 2 turns.

Weapons:

Holy Iron warhammer [+4 strength, +3 intelligence, -5 agility, two hands, Attacks with this ignore 50% of armor not counting shields, melee]
Holy Steel warhammer [+7 strength, +6 intelligence, -5 agility, two hands, Attacks with this ignore 50% of armor not counting shields, melee]
Holy Dwarvensteel warhammer [+12 strength, +11 intelligence, -5 agility, two hands, Attacks with this ignore 50% of armor not counting shields, melee]

Holy Iron longsword [+2 strength, +1 intelligence, +1 agility, one hand, Dual, Melee]
Holy Steel longsword [+4 strength, +3 intelligence, +2 agility, one hand, Dual, Melee]
Holy Dwarvensteel longsword [+6 strength, +5 intelligence, +3 agility, one hand, Dual, Melee]

Holy Iron broadsword [+6 strength, +5 intelligence, -5 agility, two hands, Melee]
Holy Steel broadsword [+10 strength, +9 intelligence, -5 agility, two hands, Melee]
Holy Dwarvensteel broadsword [+14 strength, +13 intelligence, -5 agility, two hands, Melee]

Holy Iron Shield [+2 constitution, +2 wisdom, one hand, Block]
Holy Steel Shield [+4 constitution, +4 wisdom, one hand, Block]
Holy Dwarvensteel Shield [+6 constitution, +6 wisdom, one hand, Block]

Skills:
Light magic (10 levels, limited to level 5)
Paladin Weaponry (10 levels)

Bonuses:
+4 Intelligence
+4 Strength
+4 Vitality

Monk:

Class special:
Name: Praying
Type: Perk
Use: You may pray to the gods inside or outside of battle. If you do it inside battle it does not take up your turn. There is a one turn cooldown in between praying. When you pray there is a 1/20 (1) chance you lose 15 Hp, 9/20 (2-10) nothing happens 2/20 (18-19) chance you get healed to full health, 1/20 (20) chance you get 5 stat points, 2/20 (16-17) chance all enemies in your current battle (If you pray inside battle) or next battle (of you pray out side of battle) lose 30 hp and a 5/20 (11-15) chance to get healed by 20 Hp.

Weapons:

Iron spear [+3 strength, +2 agility, two hands, melee]
Steel spear [+6 strength, +2 agility, two hands, melee]
Dwarvensteel spear [+9 strength, +2 agility, two hands, melee]

Iron Gauntlets [+5 strength, two hands, melee]
Steel Gauntlets [+8 strength, two hands, melee]
Dwarvensteel Gauntlets [+11 strength, two hands, melee]

Iron Pike [+7 strength, -4 agility, two hands, melee]
Steel Pike [+10 strength, -4 agility, two hands, melee]
Dwarvensteel Pike [+13 strength, -4 agility, two hands, melee]

Iron Halberd [+9 strength, -6 agility, two hands, melee]
Steel Halberd [+12 strength, -6 agility, two hands, melee]
Dwarvensteel Halberd [+15 strength, -6 agility, two hands, melee]

Skills:
Monk Weaponry (10 levels)
Meditation (10 levels)

Bonuses:
+4 Strength
+4 Vitality
+4 Stamina

Misc Class

Rogue:

Class special:
Name: Stealth
Type: Stat
Use: Used in most stealth skills.

Weapons:

Iron longsword [+3 strength, +3 agility, one hand, Dual, Melee]
Steel longsword [+5 strength, +3 agility, one hand, Dual, Melee]
Dwarvensteel longsword [+7 strength, +3 agility, one hand, Dual, Melee]

Iron shortsword [+2 strength, +8 agility, +4 stealth one hand, Dual, Melee]
Steel shortsword [+4 strength, +8 agility, +4 stealth, one hand, Dual, Melee]
Dwarvensteel shortsword [+6 strength, +8 agility, +4 stealth, one hand, Dual, Melee]

Iron dagger [+1 strength, +12 agility, +8 stealth, one hand, Dual, Melee]
Steel dagger [+3 strength, +12 agility, +8 stealth, one hand, Dual, Melee]
Dwarvensteel dagger [+5 strength, +12 agility, +8 stealth, one hand, Dual, Melee]

Skills:
Agility (10 levels)
Stealth (10 levels)
Poison (10 levels)

Bonuses:
+3 Strength
+4 Stamina
+10 Agility
+5 Stealth
-4 Constitution

Merchant:

Class special:
Name: IM FREAKING RICH!!!!
Type: Perk
Use: you start the game with 5 extra silver

Weapons:

This class cannot equip weapons.

Skills:
Merchant Skills (10 levels)

Bonuses:
No bonuses

Skill trees:

Skill format

Name [Skill power, mana/energy cost, special effects, Status effects, damage type, skill type]

Skill types:

Melee
This is a damaging skill that is used in battle and uses melee damage addition.

Ranged
This is a damaging skill that is used in battle and uses ranged damage addition.

Magic
This is a damaging skill that is used in battle and uses magic damage addition.

Mount
This is a damaging skill that is used in battle and uses mount damage addition. This skill can be used along with another type of skill though not 2 mount skills or 2 other types of skills.

Support
This is a non-damaging skill that is used in battle.

Passive
This skill happens automatically.

Outside
This skill is used outside of battle.`

Inside and Outside
This skill is used ouside of battle and in battle.

Summon
This skill summons a creature, you need to choose what skill it uses as long as its alive.

Weaponry: (For warrior, knight, berserker, paladin and monk)

Level 1:

Strike [skill power: 4, energy cost: 2, Weapon Damage, Melee]

Level 2:

Bulk up [energy cost: 2, Gain 4 strength for the next 2 turns, none, support]

Level 3:

Double Strike [skill power: 1, energy cost: 6, deals damage 2 times or once on 2 targets, Weapon Damage, Melee]

Level 4:

Power Strike [skill power: 10, energy cost: 15, Weapon Damage, Melee]

Level 5:

Disarm [energy cost: 6, Disarm 2 turn cooldown , No Damage, Support]

Level 6:

Fury [skill power: 7, energy cost: 17, AoE T5, Weapon Damage, Melee]

Level 7:

Permanent Bulk [Gain 7 strength for the rest of the game, none, passive]

Level 8:

Ultimate Strike [skill power: 17, energy cost: 23, Weapon Damage, Melee]

Level 9:

Grandmaster Bulk [Gain 7 strength for the rest of the game this stacks with permanent bulk, no damage, passive]

Level 10:

Grandmaster Strike [skill power: 17, energy cost: 35, AoE T5, Weapon Damage, Melee]

Elemental Strikes: (For warrior and berserker)

Level 1:

Elemental Strike [skill power: 4, mana cost: 4, your next two attacks have an 80% chance to inflict a random T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Melee]

Level 2:

Elemental charge [mana cost: 4, your next two attacks have an 80% chance to inflict a random T1 status effect of your choice that is not AoE disarm or heal for 2 turns, none, support]

Level 3:

Double Elemental Strike [skill power: 4, mana cost: 8, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, hits twice on the same or different targets (specify), Weapon Damage, Melee]

Level 4:

Power Elemental Strike [skill power: 10, mana cost: 17, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Melee]

Level 5:

Triple Elemental Strike [skill power: 4, mana cost: 12, hits three times on the same or different targets (specify), 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Melee]

Level 6:

Elemental Fury [skill power: 7, energy cost: 19, AoE T5, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Melee]

Level 7:

Advanced Elemental Charge [mana cost: 6, your next two attacks have an 90% chance to inflict a random T1 status effect of your choice that is not AoE disarm or heal for 2 turns, none, support]

Level 8:

Ultimate Elemental Strike [skill power: 17, mana cost: 25, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Melee]

Level 9:

Grandmaster Elemental Charge [mana cost: 8, your next two attacks have an 100% chance to inflict a random T1 status effect of your choice that is not AoE disarm or heal for 2 turns, none, support]

Level 10:

Grandmaster Elemental Strike [skill power: 17, mana cost: 35, AoE T5, your next two attacks have an 80% chance to inflict a random T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Melee]

Mounts: (For knight, You can use a mount skill and a weaponry skill in the same turn)

Level 1:

Gallop [energy cost: 2, Gain 4 agility for the next 2 turns, none, support]

Level 2:

Ride [energy cost: 10, Can half the movement value of traveling rounded down for you and all of your teammates, No Damage, Outside]

Level 3:

Kick [skill power: 4, energy cost: 2, Weapon Damage, Mount]

Level 4:

Double Kick [skill power: 4, energy cost: 6, hits twice on the same or different targets (specify), Weapon Damage, Mount]
Level 5:

Charge [skill power: 10, energy cost: 15, Weapon Damage, Mount]

Berserking: (For berserker) Level 1:

T1 Berserking [when at 30% health or less you gain 1 damage reduction and 2 melee damage addition, No Damage, Passive]

Level 2:

T2 Berserking [when at 30% health or less you gain 2 damage reduction and 4 melee damage addition, No Damage, Passive]

Level 3:

T3 Berserking [when at 30% health or less you gain 3 damage reduction and 6 melee damage addition, No Damage, Passive]

Level 4:

T4 Berserking [when at 30% health or less you gain 4 damage reduction and 8 melee damage addition, No Damage, Passive]

Level 5:

T5 Berserking [when at 30% health or less you gain 5 damage reduction and 10 melee damage addition, No Damage, Passive]

Level 6:

T6 Berserking [when at 30% health or less you gain 6 damage reduction and 12 melee damage addition, No Damage, Passive]

Level 7:

T7 Berserking [when at 30% health or less you gain 7 damage reduction and 14 melee damage addition, No Damage, Passive]

Level 8:

T8 Berserking [when at 30% health or less you gain 8 damage reduction and 16 melee damage addition, No Damage, Passive]

Level 9:

T9 Berserking [when at 30% health or less you gain 9 damage reduction and 18 melee damage addition, No Damage, Passive]

Level 10:

T10 Berserking [when at 30% health or less you gain 10 damage reduction and 20 melee damage addition, No Damage, Passive]

Archery: (For archer and beast tamer)

Level 1:

Shot [skill power: 4, energy cost: 2, Weapon Damage, Ranged]

Level 2:

Concentrate [energy cost: 2, Gain 4 dexterity for the next 2 turns, none, support]

Level 3:

Double Shot [skill power: 1, energy cost: 6, deals damage 2 times or once on 2 targets, Weapon Damage, Ranged]

Level 4:

Power Shot [skill power: 10, energy cost: 15, Weapon Damage, Ranged]

Level 5:

Triple Shot [skill power: 1, energy cost: 8, deals damage 3 times deals damage twice on one target and once on another or deals damage one times on 3 targets, Weapon Damage, Ranged]

Level 6:

Arrow Fury [skill power: 7, energy cost: 17, AoE T5, Weapon Damage, Ranged]

Level 7:

Permanent Concentration [Gain 7 dexterity for the rest of the game, none, passive]

Level 8:

Ultimate Shot [skill power: 17, energy cost: 23, Weapon Damage, RAnged]

Level 9:

Grandmaster Concentration [Gain 7 dexterity for the rest of the game this stacks with permanent bulk, no damage, passive]

Level 10:

Grandmaster Shot [skill power: 17, energy cost: 35, AoE T5, Weapon Damage, Ranged]

Elemental Shots: (For Archer)

Level 1:

Elemental Shot [skill power: 4, mana cost: 4, Weapon Damage, ranged]

Level 2:

Elemental charge [mana cost: 4, your next two attacks have an 80% chance to inflict a random T1 status effect of your choice that is not AoE disarm or heal for 2 turns, none, support]

Level 3:

Double Elemental Shot [skill power: 4, mana cost: 8, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, hits twice on the same or different targets (specify), Weapon Damage, Ranged]

Level 4:

Power Elemental Shot [skill power: 10, mana cost: 17, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Ranged]

Level 5:

Triple Elemental Shot [skill power: 4, mana cost: 12, hits three times on the same or different targets (specify), 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Ranged]

Level 6:

Elemental Arrow Fury [skill power: 7, energy cost: 19, AoE T5, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Ranged]

Level 7:

Permanent Elemental charge [for the rest of the game your attacks have a 5% chance to inflict a random T1 status effect that is not AoE disarm or heal for 2 turns, none, passive]

Level 8:

Ultimate Elemental Shot [skill power: 17, mana cost: 25, 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, Weapon Damage, Ranged]

Level 9:

Grandmaster Elemental Charge [for the rest of the game your attacks have a 5% chance to inflict a random T1 status effect that is not AoE disarm or heal for 2 turns this stacks with permanent elemental charge, no damage, passive]

Level 10:

Grandmaster Elemental Shot [skill power: 17, mana cost: 35, your next two attacks have an 80% chance to inflict a T1 status effect of your choice that is not AoE disarm or heal for 2 turns, AoE T5, Weapon Damage, Melee]
IWhips: (For Beast tamer)

Level 1:

Whip [skill power: 3, energy cost: 1, Weapon Damage, Melee]

Level 2:

Weaken [energy cost: 2, you have a 10% better chance of taming the beast you use this skill on for 2 turns, none, support]

Level 3:

Double Whip [skill power: 3, energy cost: 5, hits twice on the same or different targets (specify), Weapon Damage, Melee]

Level 4:w
Power Whip [skill power: 9, energy cost: 14, Weapon Damage, Melee]

Level 5:

Weakening Whip [skill power: 3, energy cost: 5, you have a 10% better chance of taming the beast you use this skill on for 2 turns, Weapon Damage, Melee]

Level 6:

Weakening Fury [skill power: 5, energy cost: 19, you have a 10% better chance of taming the beast you use this skill on for 2 turns, AoE T5, Weapon Damage, Melee]

Level 7:

Permanent Intimidation [you have a 10% better chance of taming a beast for the rest of the game, none, passive]

Level 8:

Ultimate Whip [skill power: 16, energy cost: 21, Weapon Damage, Melee]

Level 9:

Permanent Intimidation [you have a 10% better chance of taming a beast for the rest of the game this stacks with permanent bulk, none, passive]

Level 10:

Grandmaster Whip [skill power: 16, energy cost: 33, AoE T5, Weapon Damage, Melee]

Beast Taming: (For Beast tamer)

Level 1:

Tame Tiny Beast [65% chance to tame a tiny beast, None, Support]

Level 2:

Tame Small Beast [45% chance to tame a small beast, None, Support]

Level 3:

Tame Medium Beast [30% chance to tame a medium beast, None, Support]

Level 4:

Tame Large Beast [20% chance to tame a large beast, None, Support]

Level 5:

Tame Gigantic Beast [10% chance to tame a gigantic beast, None, Support]

Lightning Magic: (For Storm Wizard)

Level 1:

Lightning Strike [skill power: 4, mana cost: 2, Lightning Damage, Magic]

Level 2:

Paralyzing wave [mana cost: 4, AoE T1 Shock T1, None, Support]

Level 3:

Shocking beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Lightning Damage, Magic]

Level 4:

Electric Shield [mana cost: 3, you take no lightning damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 5:

Summon Thunder Bat [mana cost: 7, 30 Hp 50 Mana 10% chance to dodge 2 damage reduction 3 magic damage addition can use lightning strike and shocking beam, None, Summon]

Level 6:

Destructive Bolt [skill power: 8, mana cost: 13, AoE T2 Shock T1, Lightning Damage, Magic]

Level 7:

Chain Bolt [skill power: 6, mana cost: 15, AoE T5, Lightning Damage, Magic]

Level 8:

Multi Shock [skill power: 0, mana cost: 25, Deals damage 5 times, Lightning Damage, Magic]

Level 9:

Summon Thunder Serpent [mana cost: 17, 50 Hp 75 Mana 15% chance to dodge 4 damage reduction 7 magic damage addition can use lightning strike shocking beam paralyzing wave and destructive bolt, None, Summon]

Level 10:

Thunderstorm [skill power: 12, mana cost: 32, AoE T5 Shock T2, Lightning Damage, Magic]

Wind Magic: (For Storm Wizard)

Level 1:

Gust [skill power: 4, mana cost: 2, Wind Damage, Magic]

Level 2:

Tempest beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Wind Damage, Magic]

Level 3:

Wind Shield [mana cost: 3, you take no Wind damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 4:

Summon Eagle [mana cost: 7, 30 Hp 50 Mana 15% chance to dodge 2 damage reduction 2 magic damage addition can use Gust and tempest beam, None, Summon]

Level 5:

Power Winds [skill power: 8, mana cost: 9, AoE T2, Wind Damage, Magic]

Level 6:

Healing Tempest [mana cost: 14, AoE T5 Heal T1, None, Support]

level 7:

Flight [mana cost: 9, Can half the movement value of traveling rounded down for you and all of your teammates, No Damage, Outside]

Level 8:

Summon Roc [mana cost: 17, 50 Hp 75 Mana 15% chance to dodge 4 damage reduction 7 magic damage addition can use Gust Tempest beam and Power Winds, None, Summon]

level 9:

Push [mana cost 30, make 1 enemy miss 1 turn, none, support]

Level 10:

Tornado [skill power: 12, mana cost: 24, AoE T5, Wind Damage, Magic]

Water Magic: (For Aquamancer)

Level 1:

Water bolt [skill power: 4, mana cost: 2, Water Damage, Magic]

Level 2:

Aqua beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, water Damage, Magic]

Level 3:

Dripping Shield [mana cost: 3, you take no water damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 4

Whirlpool [mana cost 4, AoE T1 Drown T1, none, support]

Level 5:

Summon Shark [mana cost: 7, 20 Hp 50 Mana 0% chance to dodge (25% in a water environment) 2 damage reduction 7 magic damage addition can use Water bolt and Aqua beam, None, Summon]

Level 6:

Water Jet [skill power: 8, mana cost: 13, AoE T2 Drown T1 , Water Damage, Magic]

Level 7:

Holy Water [skill power: 7, mana cost: 15, only effects undead unts if you use it on an ally or non undead unit than T2 heal instead of damage, Water Damage, Magic]

Level 8:

Bubble [Mana cost: 9 Allow you to breath under water, no damage, inside and outside]

Level 9:

Summon Kraken [mana cost: 17, 75 Hp 75 Mana 4% chance to dodge 6 damage reduction 3 magic damage addition can use Water bolt Aqua beam Whirlpool and Water jet, None, Summon]

Level 10:

Tidal wave [skill power: 12, mana cost: 32, AoE T5 Drown T2, Water Damage, Magic]

Ice Magic: (For Aquamancer)

Level 1:

Frostbite [skill power: 4, mana cost: 2, Ice Damage, Magic]

Level 2:

Freezing beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Ice Damage, Magic]

Level 3:

Ice Shield [mana cost: 3, you take no ice damage and 70% less from other damage types for the next 2 turns, None, Support]

Level 4:

Ice prison [mana cost 4, AoE T1 Freeze T1, none, support

Level 5:

Summon Ice elemental [mana cost: 7, 30 Hp 50 Mana 9% chance to dodge 5 damage reduction 4 magic damage addition can use Frostbite and Freezing beam, None, Summon]

Level 6:

Icy Death [skill power: 8, mana cost: 13, AoE T2 Freeze T1 , Ice Damage, Magic]

Level 7:

Icicle Blast [skill power: 5, mana cost: 13, AoE T5, Ice Damage, Magic]

level 8:

Frostburn [Skill power: 0, mana cost 9, Freeze T1 Burn T1, Ice or Fire damage depending on what will do more damage, Magic]

Level 9:

Summon Yeti [mana cost: 17, 90 Hp 75 Mana 4% chance to dodge 11 damage reduction 6 magic damage addition can use Frostbite Freezing beam Ice Prison and Icy Death, None, Summon]

Level 10:

Blizzard [skill power: 12, mana cost: 32, AoE T5 Freeze T2, Ice Damage, Magic]

Metal Magic: (For Sorcerer)

Level 1:

Metal Spike [skill power: 4, mana cost: 2, Metal Damage, Magic]

Level 2:

Metallic beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Metal Damage, Magic]

Level 3:

Cage [mana cost: 5, prevents dodging , No Damage, Support]

Level 4:

Steel Shield [mana cost: 3, you take no metal damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 5:

Bleed [mana cost: 4, Bleed T1, None, Support]

Level 6:

Summon Enchanted Sword [mana cost: 7, 65 Hp 50 Mana 2% chance to dodge 8 damage reduction 2 magic damage addition can use Metal Spike and Metallic Beam beam, None, Summon]

Level 7:

Titanium Destruction [skill power: 8, mana cost: 13, AoE T2 Bleed T1 , Metal Damage, Magic]

Level 8:

Metal Fist [Mana cost: 8, increase Strength by 6, None, Support]

Level 9:

Summon Steel Abomination [mana cost: 17, 130 Hp 75 Mana 4% chance to dodge 17 damage reduction 5 magic damage addition can use Metal Spike Metallic beam and Titanium Destruction, None, Summon]

Level 10:

Blade Storm [skill power: 12, mana cost: 32, AoE T5 Bleed T2, Metal Damage, Magic]

Fire Magic: (For Sorcerer)

Level 1:

Fireball [skill power: 4, mana cost: 2, Fire Damage, Magic]

Level 2:

Flaming beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Fire Damage, Magic]

Level 3:

Blazing Shield [mana cost: 3, you take no metal damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 4:

Blaze [mana cost: 4, Burn T1, none, Support]

Level 5:

Summon Hellhound [mana cost: 7, 25 Hp 50 Mana 15% chance to dodge 1 damage reduction 8 magic damage addition can use Fireball and Flaming Beam, None, Summon]

Level 6:

Destructive Flame [skill power: 8, mana cost: 13, AoE T2 Burn T1, Fire Damage, Magic]

Level 7:

Ignite Weapon [mana cost: 8, all attacks for the rest of the battle inflict burn T2, none, support]

Level 8:

Phoenix Wings [Mana cost: 10, Allows flight for 3 turns, none, Inside and outside]

Level 9:

Summon Phoenix [mana cost: 17, 45 Hp 75 Mana 24% chance to dodge 4 damage reduction 13 magic damage addition can use Fireball Flaming beam and Destructive Flame, None, Summon]

Level 10:

Inferno’s Wrath [skill power: 12, mana cost: 32, AoE T5 Burn T2, Fire Damage, Magic]

Life Magic: (For Druid)

Level 1:

Nature Blast [skill power: 4, mana cost: 2, Life Damage, Magic]

Level 2:

Thorn beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Life Damage, Magic]

Level 3:

Leaf Shield [mana cost: 3, you take no Life damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 4:

Entangle [mana cost: 6, immobilizes the target and prevents them from dodging, None, Support]

Level 5:

Summon Forest Imp [mana cost: 7, 35 Hp 50 Mana 10% chance to dodge 4 damage reduction 4 magic damage addition can use Nature Blast and Thorn Beam, None, Summon]

Level 6:

Lesser Heal [mana cost: 6, Heal T1, No Damage, Support]

Level 7:

Guardian Shield [mana cost: 13, you take no Life damage and 50% less from other damage types for the next 2 turns, AoE T5, None, Support]

Level 8:

Summon Ent [mana cost: 17, 65 Hp 75 Mana 15% chance to dodge 7 damage reduction 8 magic damage addition can use Nature Blast Thorn beam and Thorn Storm, No Damage, Summon]

Level 9:

Tree of Life [mana cost: 48, 85 Hp 0% chance to dodge 0 damage reduction inflicts Heal T2 to all friendly targets each turn, No Damage, Summon]

Level 10:

Revive [mana cost: 150, Instantly revive a party member, No Damage, Inside and Outside]

Earth Magic: (For Druid)

Level 1:

Boulder Throw [skill power: 4, mana cost: 2, Earth Damage, Magic]

Level 2:

Dirt beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Earth Damage, Magic]

Level 3:

Terrakinisis [Mana cost: 5, Manipulate Shape and create Earth does not take up the skill that turn, None, Inside and Outside]

Level 4:

Rock Prison [mana cost: 6, immobilizes the target and prevents them from dodging, None, Support]

Level 5:

Rocky Shield [mana cost: 3, you take no Earth damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 6:

Summon Earth Golem [mana cost: 7, 100 Hp 50 Mana 0% chance to dodge 10 damage reduction 0 magic damage addition can use Boulder Throw and Dirt Beam, None, Summon]

Level 7:

Rockslide [skill power: 12, mana cost: 13, AoE T2, Earth Damage, Magic]

Level 8:

Earth Bullets [skill power: 0, mana cost: 25, Deals damage 5 times, Earth Damage, Magic]

Level 9:

Summon Mountain Giant [mana cost: 17, 150 Hp 75 Mana 0% chance to dodge 16 damage reduction 0 magic damage addition can use Boulder Throw Dirt beam and Rockslide, No Damage, Summon]

Level 10:

Earthquake [skill power: 18, mana cost: 32, AoE T5, Earth Damage, Magic]

Death Magic: (For Necromancer)

Level 1:

Grim blast [skill power: 4, mana cost: 2, Death Damage, Magic]

Level 2:

Deathly beam [skill power: 2, mana cost: 2, power is multiplied by 1.5 each time used in succession, Death Damage, Magic]

Level 3

Lesser Drain [skill power: 0, mana cost: 5, Life drain T1, Death Damage, Magic[

Level 4:

Spirit Shield [mana cost: 3, you take no Death damage and 50% less from other damage types for the next 2 turns, None, Support]

Level 5:

Bone Arrow [skill power: 4, mana cost: 2, Death Damage, Ranged]

Bone Slice [skill power: 4, mana cost: 2, Death Damage, Melee]

Level 6:

Life Drain [skill power: 8, mana cost: 13, AoE T2 Lifedrain T1, Death Damage, Magic]

Level 7:

Bone Fury [skill power: 10, mana cost: 12, Death Damage, Melee]

Bone Missiles [skill power: 10, mana cost: 12, Death Damage, Ranged]

Level 8:

Deal with Hades [mana cost: 200, Instantly revive a party member, No Damage, Inside and Outside]

Level 9:

Summon Bone Colossus [mana cost: 17, 70 Hp 75 Mana 9% chance to dodge 9 damage reduction 7 magic damage addition can use Bone Slice and Bone Fury, None, Summon]

Summon Bone Hunter [mana cost: 17, 70 Hp 75 Mana 9% chance to dodge 9 damage reduction 7 magic damage addition can use Bone Arrow and Bone Missiles, None, Summon]

Level 10:

Eternity [skill power: 12, mana cost: 32, AoE T5 Life Drain T2, Death Damage, Magic]

To do:

-Biomes
-Weather
-Quests
-Finish skill trees
-Status effects (Disarm)
-Languages

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