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Wilfred Locks Beta Tester
Posts : 188 Join date : 2020-02-13
| Subject: Skills/ feats list Wed Apr 15, 2020 12:49 am | |
| This is the skill list avaliable currently in SAO remastered. In the spoiler below it will be broken down between combat and support skills. These are the keys to leveling up (refer to experience guide) Now a few things. You can indeed switch skills. But to do so you will lose all progress with that skill for the other skill. Realize that this results in losing levels potentially. So best to be careful. The only way to bypass this is through the crystal bottle of Kaels'Oh which is rewarded upon reaching level 10 in the craftsman skill. - Combat Skills:
One-Handed Swords Lv. 1 • Can wield 1H Swords. Lv. 2 • 500 Cor Lv. 3 • 1,000 Cor Lv. 4 • 1,500 Cor Lv. 5 • Can wield a 2H Sword. Lv. 6 • Can wield a Sword & Shield. Lv. 7 • 3,000 Cor Lv. 8 • Can wield a 1H Katana. Lv. 9 • Can wield a 2H Katana. Lv. 10 • 10,000 Cor
One-Handed Daggers Lv. 1 • Can wield 1H Daggers. Lv. 2 • Unlocks 'Unseen' Ability. Lv. 3 • Unlocks 'Waylay' Ability. Lv. 4 • Can Dual-Wield Daggers. Lv. 5 • 2,000 Cor Lv. 6 • 2,500 Cor Lv. 7 • Unlocks 'Blade-Throwing' Feat. Lv. 8 • 3,500 Cor Lv. 9 • 4,000 Cor Lv. 10 • 10,000 Cor
One-Handed Rapiers Lv. 1 • Can wield 1H Rapiers. Lv. 2 • 500 Cor Lv. 3 • 1,000 Cor Lv. 4 • Unlocks "En Guarde" Feat. Lv. 5 • 2,000 Cor Lv. 6 • Can wield a Rapier & Shield. Lv. 7 • 3,000 Cor Lv. 8 • 3,500 Cor Lv. 9 • 4,000 Cor Lv. 10 • Can Dual-Wield Rapiers.
One-Handed Maces Lv. 1 • Can wield 1H Maces. Lv. 2 • Unlocks 'Increased Strength' Feat. Lv. 3 • 1,000 Cor Lv. 4 • 1,500 Cor Lv. 5 • Can wield a 2H Mace. Lv. 6 • Can wield a Mace & Shield. Lv. 7 • 3,000 Cor Lv. 8 • 3,500 Cor Lv. 9 • 4,000 Cor Lv. 10 • 10,000 Cor
One-Handed Axes Lv. 1 • Can wield 1H Axes. Lv. 2 • 500 Cor Lv. 3 • 1,000 Cor Lv. 4 • Can wield 2H Axes. Lv. 5 • Can wield an Axe & Shield. Lv. 6 • Can Dual-Wield Axes. Lv. 7 • 3,000 Cor Lv. 8 • 3,500 Cor Lv. 9 • Unlocks 'Fearless' Feat. Lv. 10 • 10,000 Cor
One-Handed Spears Lv. 1 • Can wield 1H Spears. Lv. 2 • 500 Cor Lv. 3 • 1,000 Cor Lv. 4 • 1,500 Cor Lv. 5 • 2,000 Cor Lv. 6 • Can use 2H Polearms. Lv. 7 • Can wield a Spear & Shield. Lv. 8 • Unlocks 'Spear-Throwing' Feat. Lv. 9 • 4,000 Cor Lv. 10 • Unlocks 'Dragoon' Feat.
Martial Arts (Unarmed) Lv. 1 • Can use Fist Weapons. Lv. 2 • 500 Cor Lv. 3 • 1,000 Cor Lv. 4 • 1,500 Cor Lv. 5 • Can Dual-Wield Fist Weapons. Lv. 6 • 2,500 Cor Lv. 7 • Unlocks 'Titanic Grasp' Feat. Lv. 8 • 3,500 Cor Lv. 9 • 4,000 Cor Lv. 10 • Unlocks 'Enhanced Speed' Feat.
Bows Lv. 1 • Can wield Longbows & Shortbows. Lv. 2 • Unlocks 'Hawkeye' Feat. Lv. 3 • 1,000 Cor Lv. 4 • 1,500 Cor Lv. 5 • Can wield Crossbows. Lv. 6 • 2,500 Cor Lv. 7 • 3,000 Cor Lv. 8 • 3,500 Cor Lv. 9 • 4,000 Cor Lv. 10 • Unlocks 'Familiarity' Feat.
Theurgy (Magic) Lv. 1 • Unlocks 'Light Magic' & 'Dark Magic' Feat. Lv. 2 • Unlocks 'Time Magic' Feat. Lv. 3 • Unlocks 'Lightning Magic' Feat. Lv. 4 • Unlocks 'Wind Magic' feat Lv. 5 • 2,000 Cor Lv. 6 • Unlocks 'Earth Magic' feat Lv. 7 • 3,000 Cor Lv. 8 • Unlocks 'Fire Magic' & 'Frost Magic' Feats. Lv. 9 • 4,000 Lv. 10 • 10,000 Cor
Support skills play just as important a role as combative skills. Granting both important crafts skills,and opportunities to influence the game much to your advantage. While also nabbing some nice open doors towards some decent combative bonuses. - Support Skill List:
Blacksmith Lv. 1 • May forge Level 1 Weapons. Lv. 2 • May forge Level 2 Weapons. Lv. 3 • May forge Level 3 Weapons. Lv. 4 • May forge Level 4 Weapons. Lv. 5 • May forge Level 5 Weapons. ○ Unlocks 'Weaponmaster' Feat. Lv. 6 • May forge Level 6 Weapons. Lv. 7 • May forge Level 7 Weapons. Lv. 8 • May forge Level 8 Weapons. Lv. 9 • May forge Level 9 Weapons. Lv. 10 • May forge Level 10 Weapons. ○ Unlocks 'Mace Proficiency' Feat.
Armorsmithing Lv. 1 • May forge Level 1 Armor. Lv. 2 • May forge Level 2 Armor. Lv. 3 • May forge Level 3 Armor. Lv. 4 • May forge Level 4 Armor. Lv. 5 • May forge Level 5 Armor. ○ Unlocks 'Armormaster' Feat. Lv. 6 • May forge Level 6 Armor. Lv. 7 • May forge Level 7 Armor. Lv. 8 • May forge Level 8 Armor. Lv. 9 • May forge Level 9 Armor. Lv. 10 • May forge Level 10 Armor. ○ Unlocks 'Ironclad' Feat.
Engineer Lv. 1 • May repair Level 1 Armor & Weapons. Lv. 2 • May repair Level 2 Armor & Weapons. Lv. 3 • May repair Level 3 Armor & Weapons. Lv. 4 • May repair Level 4 Armor & Weapons. Lv. 5 • May repair Level 5 Armor & Weapons. ○ Unlocks 'Novice Repairman' Feat. Lv. 6 • May repair Level 6 Armor & Weapons. Lv. 7 • May repair Level 7 Armor & Weapons. Lv. 8 • May repair Level 8 Armor & Weapons. Lv. 9 • May repair Level 9 Armor & Weapons. Lv. 10 • May repair Level 10 Armor & Weapons. ○ Unlocks 'Master Repairman' Feat.
Crafting Lv. 1 • May make Level 1 Items. Lv. 2 • May make Level 2 Items. Lv. 3 • May make Level 3 Items. Lv. 4 • May make Level 4 Items. Lv. 5 • May make Level 5 Items. ○ Unlocks 'Perceptive' Feat. Lv. 6 • May make Level 6 Items. Lv. 7 • May make Level 7 Items. Lv. 8 • May make Level 8 Items. Lv. 9 • May make Level 9 Items. Lv. 10 • May make Level 10 Items. ○ Unlocks 'Child of Kales'Oh' Feat.
Acrobatics Lv. 1 • +2 Feet Jumping Distance. Lv. 2 • +4 Feet Jumping Distance. Lv. 3 • +6 Feet Jumping Distance. Lv. 4 • +8 Feet Jumping Distance. Lv. 5 • +10 Feet Jumping Distance. ○ Unlocks 'Novice Acrobat' Feat. Lv. 6 • +12 Feet Jumping Distance. Lv. 7 • +14 Feet Jumping Distance. Lv. 8 • +16 Feet Jumping Distance. Lv. 9 • +18 Feet Jumping Distance. Lv. 10 • +20 Feet Jumping Distance. ○ Unlocks 'Master Acrobat' Feat.
Whispering Lv. 1 • May communicate with Level 1 Animals. Lv. 2 • May communicate with Level 2 Animals. Lv. 3 • May communicate with Level 3 Animals. Lv. 4 • May communicate with Level 4 Animals. Lv. 5 • May communicate with Level 5 Animals. ○ Unlocks 'Novice Tamer' Feat. Lv. 6 • May communicate with Level 6 Animals. Lv. 7 • May communicate with Level 7 Animals. Lv. 8 • May communicate with Level 8 Animals. Lv. 9 • May communicate with Level 9 Animals. Lv. 10 • May communicate with Level 10 Animals. ○ Unlocks 'Master Tamer' Feat.
First Aid Lv. 1 • May create Level 1 Potions. Lv. 2 • May create Level 2 Potions. Lv. 3 • May create Level 3 Potions. Lv. 4 • May create Level 4 Potions. Lv. 5 • May create Level 5 Potions. ○ Unlocks 'Novice Brewer' Feat. Lv. 6 • May create Level 6 Potions. Lv. 7 • May create Level 7 Potions. Lv. 8 • May create Level 8 Potions. Lv. 9 • May create Level 9 Potions. Lv. 10 • May create Level 10 Potions. ○ Unlocks 'Master Brewer' Feat.
Negotiation Lv. 1 • May persuade Level 1 NPCs. Lv. 2 • May persuade Level 2 NPCs. Lv. 3 • May persuade Level 3 NPCs. Lv. 4 • May persuade Level 4 NPCs. Lv. 5 • May persuade Level 5 NPCs. ○ Unlocks 'Smooth Talker' Feat. Lv. 6 • May persuade Level 6 NPCs. Lv. 7 • May persuade Level 7 NPCs. Lv. 8 • May persuade Level 8 NPCs. Lv. 9 • May persuade Level 9 NPCs. Lv. 10 • May persuade Level 10 NPCs. ○ Unlocks 'Master Bartering' Feat. ● Persuasion = 50% Chance to Persuade
Thievery Lv. 1 • May pickpocket Level 1 NPCs. Lv. 2 • May pickpocket Level 2 NPCs. Lv. 3 • May pickpocket Level 3 NPCs. Lv. 4 • May pickpocket Level 4 NPCs. Lv. 5 • May pickpocket Level 5 NPCs. ○ Unlocks 'Novice Smuggler' Feat. Lv. 6 • May pickpocket Level 6 NPCs. Lv. 7 • May pickpocket Level 7 NPCs. Lv. 8 • May pickpocket Level 8 NPCs. Lv. 9 • May pickpocket Level 9 NPCs. Lv. 10 • May pickpocket Level 10 NPCs. ○ Unlocks 'Master Smuggler' Feat. ● Pickpocketing = 50% Chance to Steal
Trapmaking Lv. 1 • Can make Level 1 Traps. Lv. 2 • Can make Level 2 Traps. Lv. 3 • Can make Level 3 Traps. Lv. 4 • Can make Level 4 Traps. Lv. 5 • Can make Level 5 Traps. ○ Unlocks 'Novice Detector' Feat. Lv. 6 • Can make Level 6 Traps. Lv. 7 • Can make Level 7 Traps. Lv. 8 • Can make Level 8 Traps. Lv. 9 • Can make Level 9 Traps. Lv. 10 • Can make Level 10 Traps. ○ Unlocks 'Master Detector' Feat.
Running Lv. 1 • +2 Speed. Lv. 2 • +4 Speed. Lv. 3 • +6 Speed. Lv. 4 • +8 Speed. Lv. 5 • +10 Speed. ○ Unlocks 'Novice Circumvention' Feat. Lv. 6 • +12 Speed. Lv. 7 • +14 Speed. Lv. 8 • +16 Speed. Lv. 9 • +18 Speed. Lv. 10 • +20 Speed. ○ Unlocks 'Master Circumvention' Feat.
Construction Lv. 1 • Can construct a hut. Lv. 2 • Can construct a small home. Lv. 3 • Can construct a large home. Lv. 4 • Can construct a 2 floor home. Lv. 5 • Can construct a 3 floor home. ○ Unlocks 'Mace Proficiency' Feat. Lv. 6 • Can construct a 4 floor home. Lv. 7 • Can construct a 5 floor home. Lv. 8 • Can construct a manor. Lv. 9 • Can construct a mansion. Lv. 10 • Can construct a chateau/castle. ○ Unlocks 'Weightless' Feat. ● At Level 1, takes 24 hours to build a home, each level adding an additional 24 hours.
Hiding Lv. 1 • Unseen undetection rate +10%. Lv. 2 • Unseen undetection rate +20%. Lv. 3 • Unseen undetection rate +30%. Lv. 4 • Unseen undetection rate +40%. Lv. 5 • Unseen undetection rate +50%. ○ Waylay Damage +30%. Lv. 6 • Unseen undetection rate +60%. Lv. 7 • Unseen undetection rate +70%. Lv. 8 • Unseen undetection rate +80%. Lv. 9 • Unseen undetection rate +90%. Lv. 10 • Unseen undetection rate +100%. ○ Hemorrhage: Bleed Damage +50%. ● Detection Rate is 90% within 5 feet of an enemy of your own level, each level of Hiding reducing this by 10%, Level 10 meaning you become undetectable to any NPC within any range.
Cooking Lv. 1 • Can make Level 1 Food. Lv. 2 • Can make Level 2 Food. Lv. 3 • Can make Level 3 Food. Lv. 4 • Can make Level 4 Food. Lv. 5 • Can make Level 5 Food. ○ Unlocks 'Novice Chef' Feat. Lv. 6 • Can make Level 6 Food. Lv. 7 • Can make Level 7 Food. Lv. 8 • Can make Level 8 Food. Lv. 9 • Can make Level 9 Food. Lv. 10 • Can make Level 10 Food. ○ Unlocks 'Master Chef' Feat. ● Food, when eaten, provides a specific buff that grants an Avatar who consumes it with a buff for a predesignated amount of time. The higher the Level of food eaten, the more powerful the buff.
*more skills will be added in the future along with the addition of more feats * Feats Diffrence between feats and abilities. Are that feats are more passive bonuses rewarded to you upon gaining the appropriate level in a skill. This is the list of current skills avaliable to sao remastered. *more will be added in time* - Combat Skill Feats:
Blade-Throwing Your Avatar may throw their dagger at the enemy with extremely precise accuracy. This does +25% the damage of your dagger on contact. The dagger must be retrieved by your Avatar after having been thrown.
En Guarde Your Avatar has a passive defensive stance, granting 10% extra Defense to your total Defense Rating.
Increased Strength Your Avatar has an extra 10% passive Strength added to your total Strength Rating.
Fearless Your Avatar has seen the horrors of the world, and as such, stuns have minimal effect on them. Reduce the post count of your stuns by -2. ● If the stun only has a 1 or 2 post duration, it becomes negated.
Spear-Throwing Your Avatar may throw their spear at the enemy with extremely precise accuracy. This does +20% the damage of your spear on contact. The spear must be retrieved by your Avatar after having been thrown.
Dragoon Your Avatar has become extremely proficient in the art of combat where spears are concerned, which naturally requires a lot of jumping and agility. As such, add up to +15 Feet Jumping Distance when any jump is made. ● You do not have to jump the entirety of 15 Feet and may choose to not add this bonus at all.
Titanic Grasp Your Avatar has the grip of a titan and the strength of what would be considered multiple oxen. As a result, if you also have the ability to wield two-handed weapons, you may now Dual-Wield them.
Enhanced Speed Your Avatar has an extra 10% passive Speed added onto your total Speed Rating.
Hawkeye Your Avatars visionary prowess is second to none, thereby increasing their passive Accuracy by 20% of your total Accuracy Rating.
Familiarity Your Avatar may both communicate and tame any Animal (NPC) that is at least the level of your Avatar. (You cannot tame a Level 3 Animal if you are Level 2, but you may tame a Level 3 Animal if you are Level 3 or higher.) ○ Communication follows the same rule as taming, meaning you can't talk to an Animal with a higher level than your Avatar. ● To tame an Animal you must spend a total number of posts equal to the Level of the Animal you are taming. This process must include your Avatar bonding with it.
Light Magic Your Avatar has access to Light Magic spells. These include things such as buffs, healing spells, smiting smells (Undead NPCs) and the like.
Dark Magic Your Avatar has access to Dark Magic spells. These include things such as debuffs, vampiric effects that drain health and transfer it to your Avatar, Area of Effect spells and the like.
Lightning Magic Your Avatar has access to Lightning Magic spells. These include things such as stuns, are fast moving, large-scale Area of Effect spells and the like.
Fire Magic Your Avatar has access to Fire Magic spells. These include things such as burn damage over time effects, extended Area of Effect spells, armor spells that cover your Avatar with fire and the like.
Frost Magic Your Avatar has access to Frost Magic spells. These include things such as slowing effects, stun effects, Area of Effect spells, armor spells that cover your Avatar with frost and the like.
Earth Magic Your Avatar has acess to earth magic spells. These include things like, pinning and holding enemies in place with earth claws, area effect spells, armor spells that cover your Avatar with earth and the like.
Wind Magic Your Avatar has acess go wind magic spells. These include flight abilities,creating large gusts of wind that knock down fliers. Area effect spells, and armor spells thar cover your Avatar with solidified air and the like
Time Magic Your Avatar has access to Time Magic spells. These include things such as minor teleportation, speeding projectiles or magical bolts up, speeding yourself or another Avatar up, increasing your casting speed and the like.
Support feats definitely make their mark in combative features and shaving time from preparing most support based things play a large part in outfitting your Avatar. - Support Skill Feats:
Weaponmaster Your Avatar has become exceptionally skilled in identifying the weaknesses and strengths of weaponry as a whole. As a result, your Avatar deals 5% more damage with all weapons and has 5% less damage done to you with all weapons.
Mace Proficiency Due to your excessive use of hammers while blacksmithing, your Avatar has become prolific in the usage and application of them. Your Avatar deals 10% more damage with Mace weapons, both One-Handed and Two-Handed.
Armormaster Your Avatar has become exceptionally skilled in identifying the weaknesses and strengths of armor as a whole. As a result, your Avatar receives 10% less damage from any attack made on you while wearing armor.
Ironclad Due to excessive use of hammers and other forging methods your body has become as tough as iron. As a result, your Avatar receives 10% less damage from any attack made on you, even while not wearing armor.
Novice Repairman You have become skilled in the reparation of armor and weaponry. As a result it takes 25% less time to repair a weapon or piece of armor than normal. ● Each Level of an item takes 24 hours to repair. Each corresponding Level above that takes an additional 24 hours. (Level 1 - 24 Hours, Level 2 - 48 Hours, etc.)
Master Repairman Your Avatars ability to repair weaponry and armor is second to none and as such, it takes a significantly less amount of time to repair them. As a result, it takes 50% less time to repair a weapon or piece of armor than normal. ● Refer to Novice Repairman for repair time values.
Perceptive Your Avatar has a keen eye for detail and often finds more loot where loot shouldn't be. As a result, you have a 50% chance to double the amount of rewards you acquire from an NPC upon looting.
Child of Kales'Oh This Feat is unique to the Crafting Support Skill, and upon reaching Level 10 in it, you unlock the ability to create a Crystal Bottle of Kales'Oh, which can only be done once per every 14 days (bi-weekly). This item enables you to maintain a skill at its current level should you decide to switch a skill. Furthermore, your Avatar also unlocks the ability to create a Transmitter, which allows you to teleport your Avatar or your party to any other floor, provided the user of the Transmitter has visited and/or completed the floor they are attempting to teleport to. This, like the Crystal Bottle of Kales'Oh, can only be made once every 2 weeks.
Gambler Your Avatar has the ability to reroll the drop from an NPC, the only drawback being you have a 50% chance to get a rare item, and should the roll fail, you get no loot at all.
Novice Acrobat Your Avatar has become extremely nimble and quick, as a result, your Jumping Distance is increased by +2 Feet per Level acquired.
Master Acrobat Your Avatar has legs of steel and has mastered the art of acrobatics and aerodynamics. As a result, increase your Jumping Distance by +5 Feet per Level acquired.
Novice Tamer Your Avatar has become proficient in understanding how Animals behave, as a result, it takes 1 post less to bond with an Animal while taming them.
Master Tamer Your Avatar has become masterful in understanding how Animals behave and act, as a result it takes 50% less time to bond with an Animal you are taming.
Novice Brewer Your Avatar has a great understanding of how potions are created and what resources to use to create both a beneficial and negative effect. You can now brew poisons per each Level acquired. ● Brewing takes 24 hours per Level of potion or poison being created, upon completion yielding a satchel of vials containing 5 of whatever type of potion you brewed. (Brewing a Level 2 potion takes 48 hours, and yields 5 individual vials of that potion. You may choose how many of these are either a Potion or a Poison.)
Master Brewer Your Avatar has a masterful understanding of how potions are created and what resources to use to create highly beneficial effects as well as the most harmful of such. You can now brew poisons of any Level. ● Refer to Novice Brewer for potion creation rules and yield.
Smooth Talker Your Avatar is extremely cunning and deceptive, and has mastered the art of negotiation and persuasion. You now have a 50% chance to persuade an NPC instead of 25%.
Master Bartering Your Avatar has a way with words and an extremely prolific understanding of economics and how they are applied. As a result, you have a 50% deduction of cost when purchasing an item from any NPC.
Novice Smuggler Your Avatar is skilled in the art of hiding or concealing illegal goods as well as how to steal without being caught. As a result, you have a 50% chance to get away if confronted by a police force with stolen goods on you as well as a 75% chance to pickpocket instead of 50%.
Master Smuggler Your Avatar is masterful in the art of hiding and concealing illegal goods as well as how to steal without being caught. As a result, you have a 100% chance to get away if confronted by a police force with stolen goods on you as well as a 75% chance to pickpocket instead of 50%.
Novice Detector Your Avatar has become skilled in the creation, application, fundamentals and placement of traps, and as a result, you have a 50% chance to detect a trap within 15 Feet of your Avatar at any given time. Additionally, you have a 25% chance of detecting a hidden person within 10 feet of you.
Master Detector Your Avatar has become masterful in the creation, application, fundamentals and placement of traps, and as a result, you have a 100% chance to detect a trap within 30 Feet of your Avatar at any given time. Additionally, you have a 50% chance of detecting a hidden person within 10 feet of your location.
Novice Circumvention Your Avatar has a skillful understanding of evasion and dodging oncoming attacks whether ranged or in close-quarters combat. As a result, you receive a 10% passive bonus to your Speed Rating.
Master Circumvention Your Avatar has a masterful understanding of evasion and dodging oncoming attacks whether ranged or in close-quarters combat. As a result, you receive a 25% passive bonus to your Speed Rating instead of 10%.
Weightless Through the consistent carrying, delivery and installation of heavy equipment such as wood, lodging, roofing supplies and stone, your Avatar has become extremely proficient in avoiding encumbrance. As a result, your Avatar has a 50% deduction in carrying equipment weight.
Novice Chef Your character has become extremely proficient in the art of cooking and preparation of food. As such, it requires 25% less time to prepare a dish than it typically would. ● Cooking takes 2 hours per meal being prepared before it can be eaten, each consecutive Level thereafter increasing preparation time by 2 hours. Each meal yields 3 dishes to consume.
Master Chef Your character has become masterful in the art of cooking and preparation of food. As such, it requires 50% less time to prepare a dish than it typically would. ● Refer to Novice Chef for food preparation time and yield.
Percentage Reduction Breakdown Any percentage reduction results in time being rounded down or up to the nearest whole number.I.E. If your deduction results in a 9.3 post duration, it becomes 9. If it resulted in a 9.6 post duration, it becomes 10.
Last edited by Wilfred Locks on Wed Jun 09, 2021 11:09 am; edited 1 time in total | |
| | | Wilfred Locks Beta Tester
Posts : 188 Join date : 2020-02-13
| Subject: Re: Skills/ feats list Fri Jun 04, 2021 11:58 am | |
| advanced skills and feats these skills and feats are tied behind the sub classes avaliable. Note to even claim these you must claim a sub class, and posess the correct skills required outlined in general overview of classesWhile powerful and granting many bonuses it is still important to remember that there are many combinations avaliable and more to come. - advanced skills:
Aegis (holy knight)
level:1:+5 DFR
level:2:+10 DFR
level:3 +15 DFR
level:4 *Gains *Guardian of light* Feat*
level:5:+20 DFR
level:6 + 25 DFR
level:7 +30 DFR
level:8 +35 DFR
level:9 +40 DFR
level:10 *unlocks the "Guardian angel* Ability.
Anti Theurgy (spell theif)
level 1: +5 magic DFR
level 2: +10 Magic DFR
level 3: +15 magic DFR
level 4: gain "Anti Theurgy magic"
level 5: +20 magic DFR
level 6: +25 magic DFR
level 7: gain "Theurgy Dampener" feat
level 8: +30 magic DFR
level 9: +35 magic DFR
level 10: +40 DFR (unlocks Theurgy addict feat)
beast pact(beastmaster)
level 1: pets deal +5% damage
level 2: can have 4 pets.
level 3: pets can gain 1 additional combat skill.
level 4: unlocks the *feral tactician feat*
level 5: pets deal +10% damage
level 6: can have 5 pets.
level 7: pets can gain 1 additional support skill.
level 8: unlocks *my army feat*
level 9: pets deal +15% damage
level 10: unlocks *beast form* feat.
Divine force (Arch bishop)
level 1: light magic heals +5%
level 2: light magic heals +10%
level 3: gains feat *cleansing hands*
level 4: light magic damage +5%
level 5: light magic damage +10%
level 6:light magic healing +15%
level 7:light magic damage +15%
level 8: gains feat* holy fever*
level 9: light magic healing +20%
level 10:light magic damage +20%
Dark heart (death knight)
level 1: +5% bonus damage with axes and swords
level 2: +7% bonus damage with axes and swords
level 3: +10% bonus damage increase with axes and swords
level 4: "unlocks minor life steal" feat
level 5: +15% bonus damage with axes and sword
level 6: +20% bonus damage with axes and swords weapons.
level 7:unlocks "born in darkness" feat
level: 8 +25% bonus damage with axes and swords
level: 9 unlocks "greater life steal"
level: 10 +30% bonus damage with axes and swords
Infiltrator (Assasin)
Level 1: can invade level 1 houses/rob avatars 5 overall levels below yours.
Level 2: can invade level 2 houses/ rob avatars 4 overall levels below yours.
Level 3: can invade level 3 houses/ rob avatars 3 overall levels below yours.
Level 4: can invade level 4 houses, can rob avatars 2 overall levels below yours. (*unlocks deep red feat*)
level 5: can invade level 5 houses, can rob avatars 1 overall level below yours.
level 6: can invade level 6 houses, can rob avatars of equal overall level as your own.
level 7: can invade level 7 houses, can rob avatars 1 overall level greater then yours.
level 8: can invade level 8 houses, can rob avatars 2 overall levels higher then yours.
level 9: can invade level 9 houses, can rob avatars 3 overall levels higher then yours.
level 10: can invade level 10 houses, can rob avatars 4 overall levels higher than yours. *unlocks the feat: invader *
gunsmith (gunslinger)
level 1 can make level 1 guns
level 2 can make level 2 guns
level 3 can make level 3 guns
level 4 *unlocks the semi auto feat* can make level 4 guns.
level 5 can make level 5 guns
level 6 can make level 6 guns
level 7 can make level 7 guns
level 8 can make level 8 guns
level 9 unlocks *full auto feat* can make level 9 guns.
level 10 can make level 10 guns
sharp shooter (gunslinger)
level 1: can wield pistols
level 2: can weild blunderbuss
level 3: can dual wield pistols
level:4: unlock feat *dead eye*
level:5 can wield rifles
level:6 can wield shot guns
level:7 unlocks *welcome to the gun show*
level:8 can wield machine guns
level:9 can wield launchers
level:10 *unlocks universal gun rack feat*
spell fusion( Arch mage)
level 1 can now fuse 2 level 1 spells
level 2 can now fuse 2 level 2 spells
level 3 can now fuse 2 level 3 spells
level 4 *unlocks dual cast feat*
level 5 can now fuse 2 level 4 spells
level 6 can now fuse 2 level 5 spells.
level 7 *unlocks Tricasting feat* can fuse 2 level 6 spells
level 8 can fuse 2 level 7 spells
level 9 *unlocks quadcasting feat*
level 10 can fuse 2 level 8 spells.
summoner (summoner)
level 1: can create level 2 summon spells
level 2: can create level 3 summon spells
level 3: can create level 4 summon spells
level 4: can create level 5 summon spells
level 5: unlocks *summoners pact* feat
level 6: can create level 6 summon spells
level 7: can create level 7 summon spells.
level 8: can create level 8 summon spells.
level 9: can create level 9 summon spells
level 10: can create level 10 summon spells. *unlocks creator seal* feat
war cooking(war chef)
requires: any combat skill: level 5, cooking skill: level 5
level:1 food buffs last +1 post
level:2 food prepped can increase 1 additional stat by +10.
level:3 food buffs while in effect grant 5% damage reduction.
level:4 unlocks *what you eat is what you get* feat.
level:5 food buffs while in effect grant consumer +5% damage.
level:6 while food buffs are in effect. consumer gains +1 ACR.
level:7 food buffs last +1 additional post.
level:8 while food buffs are in effect. consumers gain 10% damage reduction.
level:9 while food buffs are in effect user gains +2 ,ACR.
level:10 *unlocks the *war chef culinary art of war: Banquet* Ability.
advanced feats like with advanced skills these are tied with the subclasses. And follow similar rules to be claimed. - advanced feats:
war chef what you eat is what you get This enables the chef and their party members to consume food in combat by consuming 1ACR. creatures drop on kill special hides. This is used in food delicately prepared for war by war chefs is unique. by mixing a monster hide, or other ingredients from monsters an consumer will gain a permanent bonus in a main stat equal to a set percentage of a monsters highest stat. This is determined by the grade of the food, and some rare monsters may grant multiple permanent stats and an ability unique to said monster. holy knight Guardian of light: the avatar's party receives -15% damage from all sources of damage. They also receive +5% ,Bonus DFR, Bonus DUR, and healing from spells. Assasin Deep Red: The Avatar deals +15% more damage to other avatars during PVP events (duels, ambush, guild wars, etc) invader: this grants the user the ability to invade other topics with an unique perk. The user will start off undetected, and invisible, this stealth is broken if detected within an creature/player's detection range, and if you are successfully hit. attacks from this state are considered sneak attacks. - invader notes and rules:
when initiating invasion in another players thread/ home base, or a guild. all effective parties must be informed. granted players being invaded as opposed to normal 48 hour response time, has a 72 hour response time.
when invading homes/bases, or guilds the user must roll the invader die, to determine if successfully entering or not, keep in mind on successful entrance the player must, navigate any traps placed, and friendly NPC's that the owner has.
disarming traps have a detection range of 30 feet, in which if disarming a trap it takes posts equal to the level of the trap. if trap disarming is done while in the detection range of an npc, or a player stealth from the "hiding skill" is disabled.
Gunslinger dead eye: All guns can be fired an additional +15 feet away. Welcome to the gun show: enables party members to be considered level 1 in "sharpshooter" skill. this enables all members to wield pistols. in the case of two or more people with sharpshooter skill. each one grants 1 level (this caps up to level 3) universal gun rack the user is so skilled with all gun weapons that with no effort they suffer no inherent Gun ACC reductions when firing at targets from a distance. semi Auto the avatar can augment guns of the appropriate level to semi automatic guns. this comes at an 4 ooc hour smithing project per level of the gun. every 500 words written in the topic pertaining to this conversion will reduce it by 1 hour. This task will not yield EXP like normal crafting tasks. When fired a semi Auto can use up an action to fire 2 rounds. the second round is a bit more accurate then the first shot. full auto the avatar can augument guns of the appropriate level into "Automatic guns". this comes at an 8 ooc hour smithing project per level of the gun. every 500 words written in the topic pertaining to this conversion will reduce it by 1 hour. this task will not yield EXP like normal crafting tasks. Full Auto guns can use a single action to fire all shots. After the first shot the additional shots will suffer an inherent -5% accuracy hit. Arch mage Dual casting in combat every 2 posts. The Avatar can cast 2 spells at the same time for the same ACR cost of 1 spell. Note that the second spell can only be no higher than 1 level below the first spell. tricasting In combat every 3 posts. The avatar can cast 3 spells for the same ACR cost of 1 spell. Note that the 2nd, and 3rd spell can only be no higher than 1 level below the first spell. Quad casting every 4 post the avatar can cast 4 spells For the same ACR cost as 1. Note that the 2nd, 3rd, and 4th spell can be no higher than 1 level below the first spell. Arch bishop cleansing hands feat when healing a target. the user will also remove any status afflictions/ debuffs from the target. holy fever feat when casting light based spells. 20% chance to apply Pierce if a target is hit. if the pierce is applied ghe target will burn from holy fire for 1 post. this burn damage is equal to ½ of the users INT Stat Death knight minor lifesteal. the avatar being imbedded in the violent dark arts learned to harbor from the suffering, and pain of their victims. Any damage delt by the avatar will heal both HPR, and DFR by 10% ,of the total damage delt. in the case of over healing. the avatar will gain bonus DFR, and HPR. this caps at 2X its base value. born in darkness the dark heart beats in the avatar changing them, and not only making them adapt, but also be one with the darkness. the avatar will not suffer any reduction in ACC, or reduced visual range in darkness, or other low light settings/conditions. major lifesteal. The Death knight near its prime is a terrifying force. Now any damage the avatar deals will heal both HPR, and DFR by 20% of the total damage. in the case of over healing. the avatar will gain bonus HPR, and DFR. this caps at 3X its base value. This bonus will fade at the end of combat. Spell theif - Anti theurgy:
Anti Theurgy is the defensive art of countering,and redirecting other Theurgy spells. Offensive, or otherwise defensive/ utility based. Based on how said spell is used/designed these can outright reduce the damage/bonuses of spells can grant.
At lower levels this will merely at the most negate other spells of Equal or lower levelsWhile at higher levels Anti Theurgy can limit or otherwise outright forbid magic of certain kinds from being casted. Only at the highest levels is it capable of turning A spell against its original caster and potentially their allies.
Theurgy dampener The Avatar is used to taking on both spell damage, and their adverse effects. party members in this avatars party will take a reduced -15% total spell damage from any spells. while gaining an additional +10% from spells that benefit them. via bonus DFR,DUR, stats, and healing. Theurgy addict. Being capable of soaking up Theurgy spells of all sorts the avatar gets a high when spells make contact with them. This grants the avatar an temporary flat ACR bonus their next post equivalent to 10% of the total damage dealt to them. This effect only triggers once every 2 posts. Beast master feral tactics. the user, and their pets can provoke up to 3 targets drawing the targets attention towards either user, or a pet. in this state it has a +10% chance to susceed for each ally/ pet used in the effort. while an enemy is provoked, all attacks used against the targets are considered sneak attacks. beast form The user can fuse with up to 3 of their pets. this in turn enables them to take form, and communicate with the same creatures as the beasts. while fused Their stats combine, but the users stat gains from leveling up, quests, missions, and training are halved. the user can temporarily rally up to 5 additional allies of the same species as their fused pets. (level and stats are 5 levels below the user.) These allies disappear at the end of the topic, but can be commanded by the user accordingly. if the user is killed the fused animal is killed instead. this will only trigger once every 3 battles, and the user is left at 1 HP. summoner - summoning:
summoning is an advanced form of magic,where the avatar has the ability to summon both live, dead, and other kinds of creatures. objects, for offense and defense. Although these must be supported in sone form by the system. (be created as an NPC)
when summoned these creatures are summoned with base stats for the level of the user, and can be enhanced via spells and abilities specifically for summons.
if summoned with equipment they are supplied with base quality equipment from the system. (note the act of taking away a summons items for keep sake will make the item dissappear.
when first summoned the user can name their respective summon, and can call out the summons name to summon it freely. if killed that particular summon race will be unable to be summoned for 2 topics.
in each combat post the summoner can summon 1 of each of the following classes.
rouge: swindlers, theives, pick pockets. warrior: knights, and fighters. ranger: archers, and gunslinger mage: priests, mages, valkeries: spear users, flying units special: elementals, and mythical creatures. Animals: basic or unique animals.
summoner pact This enables summons when summoned to gain additional stats equal to half of the user's stats. additionally any creature the user has slain. They can summon the same species. Seal of the creator This feat enables the user to summon creatures with a bonus to their stats equal to the user's total stats. (does not stack with summoner's pact.) Every 3 posts, while they have any summons out, the user will transfer any damage dealt to them to a summon within 10 ft of them.
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