Post by Merc on Oct 16, 2012 15:12:26 GMT -5
To learn a new skill you must first have the greenhorn level version and then slowly work your way up if the skill has any higher level versions. For example, you can't just learn the Magic Limiter Break skill without learning Magic Limit and then Magic Limiter Low first. Each skill is bought with skill points, not with jewels however there is no limit to the number of skills you can buy.
-Note
You do not have to be at a certain level to learn a skill. If you have learned Endurance Low and want to upgrade it to Great-Endurance despite still being a greenhorn feel free! You can even unlock a second mage type at greenhorn level. As long as you have the points to spend, go right ahead!
Also, even if effects of skills stack with one another, similar stat increases don't, so if you buy Magic Limit, and then buy Magic Limiter Low, you will only decrease mana cost by 20% and not 30%.
Unlock Mage Type
New Mage Type: Once this skill is bought you can gain an extra mage type, though a mage can only have a total of three mage types maximum including their starting one. When buying this make sure you post which type you’re going into. Though this skill costs skill points to buy, the mage must have earned a certain amount of exp before it can be bought. Your secondary type can only use spells up to Destructive level while the third type can only use spells up to Mediocre as opposed to your original mage type which can learn spells up to any level of power.
You must have 500 exp before you can learn a second mage type and 1000 exp before you can learn a third. This skill costs 120 points each time it’s learned.
Affinity Mastery
(With every new skill an additional Affinity skill is obtained, you don't have to buy every skill to get all the effects as every skill inherits the effects of previous skills)
Affinity: Allows the users elemental affinity to have an effect on their spells. This gives the mage the ability to reduce all attacks or spells they are strong against by one level (Someone with Light Affinity attacked by a Feeble Dark spell would be able to reduce it to a greenhorn dark spell). Spend 15 skill points to learn.
Affinity Starter: Allows the users elemental affinity to have an effect on their spells. Has the same effects as previous affinity skills as well as the ability to increase any spell against someone by one level if they are weak to it (Like Light is weak to fire, allowing a Fire User to make their greenhorn level spells count as Feeble if they are using it against a Light Affinity Mage). Spend 20 skill points to learn.
Affinity Specialist: Allows the users elemental affinity to have an effect on their spells. Has the same effects as previous affinity skills as well as the ability negate all damage done by an attack they are strong against once per thread. Spend 60 skill points to learn.
Affinity Expert: Allows the users elemental affinity to have an effect on their spells. Has the same effects as previous affinity skills as well as the ability to be healed of small amounts of damage when near their element. Spend 100 skill points to learn.
Affinity Master: Allows the users elemental affinity to have an effect on their spells. Has the same effects as previous affinity skills as well as the ability to remove any of their Affinities weaknesses for two post per thread. Spend 120 skill points to learn.
Magic Limiter Break
Magic Limit: Once someone learns this skill, they gain the ability to use magic more freely. Allowing them have one spell that isn't related to their magic types or universal (assuming they have the correct elemental affinity). The amount of mana all spells use to cast is reduced by 10%. Spend 15 skill points to learn, cannot be combined with other Magic Limiter Break Skills, doesn't stack with other Magic Limiter Break skills.
Magic Limiter Low: Once someone learns this skill, they gain the ability to use magic more freely. Allowing them have two spells that aren't related to their magic types or universal (assuming they have the correct elemental affinity). The amount of mana all spells use to cast is reduced by 20%. Spend 20 skill points to learn, doesn't stack with other Magic Limiter Break skills.
Magic Limiter Break: Once someone learns this skill, they gain the ability to use magic more freely. Allowing them have three spells that aren't related to their magic types or universal (assuming they have the correct elemental affinity). The amount of mana all spells use to cast is reduced by 30%. Spend 60 skill points to learn, doesn't stack with other Magic Limiter Break skills.
Magic Limiter High: Once someone learns this skill, they gain the ability to use magic more freely. Allowing them have four spells that aren't related to their magic types or universal (assuming they have the correct elemental affinity). The amount of mana all spells use to cast is reduced by 40%. Spend 100 skill points to learn, doesn't stack with other Magic Limiter Break skills.
Magic Master: Once someone learns this skill, they gain the ability to use magic more freely. Allowing them have five spells that aren't related to their magic types or universal (assuming they have the correct elemental affinity). The amount of mana all spells use to cast is reduced by 50% Spend 120 skill points to learn, doesn't stack with other Magic Limiter Break skills.
Endurance Training
Endurance: Anyone who learns this can handle pain slightly more than an average person. A mages durability and stamina is increased enough to take one spell of up to greenhorn level without damage once per thread. Endurance Stat is also increased by 10%. Spend 15 points to learn.
Endurance Low: Anyone who learns this can handle pain slightly more than an average person. A mages durability and stamina is increased enough to take one spell of up to Feeble level without damage once per thread. Endurance Stat is also increased by 20%. Spend 20 points to learn.
Greater Endurance: Anyone who learns this can handle pain slightly more than an average person. A mages durability and stamina is increased enough to take one spell of up to Mediocre level without damage once per thread. Endurance Stat is also increased by 30%. Spend 60 points to learn.
Endurance High: Anyone who learns this can handle pain slightly more than an average person. A mages durability and stamina is increased enough to take one spell of up to Intermediate level without damage once per thread. Endurance Stat is also increased by 40%. Spend 100 points to learn.
Endurance Master: Anyone who learns this can handle pain slightly more than an average person. A mages durability and stamina is increased enough to take one spell of up to Destructive level without damage once per thread. Endurance Stat is also increased by 50%. Spend 120 points to learn.
Speed Training
Speed Specialist: Anyone who learns this can run and generally move faster allowing them to completely evade one spell or attack of up to greenhorn level per thread. Speed Stat is also increased by 10%. Spend 15 skill points to learn.
Speed Specialist Low: Anyone who learns this can run and generally move faster allowing them to completely evade one spell or attack of up to Feeble level per thread. Speed Stat is also increased by 20%. Spend 20 skill points to learn.
Speed Expert: Anyone who learns this can run and generally move faster allowing them to completely evade one spell or attack of up to Mediocre level per thread. Speed Stat is also increased by 30%. Spend 60 skill points to learn.
Speed Master: Anyone who learns this can run and generally move faster allowing them to completely evade one spell or attack of up to Intermediate level per thread. Speed Stat is also increased by 40%. Spend 100 skill points to learn.
Living Blur: Anyone who learns this can run and generally move faster allowing them to completely evade one spell or attack of up to Destructive level per thread. Speed Stat is also increased by 50%. Spend 120 skill points to learn.
Speed Casting
Speed Cast:A mage with this skill will have the casting speed of all his spells increased. This allows the mage to ignore any spell cool downs or recast times once per thread. Magic Defense is also increased by 10%. Spend 15 skill points to learn.
Speed Casting Low:A mage with this skill will have the casting speed of all his spells increased. This allows the mage to ignore any spell cool downs or recast times twice per thread. Magic Defense is also increased by 20%. Spend 20 skill points to learn.
Speed Caster:A mage with this skill will have the casting speed of all his spells increased. This allows the mage to ignore any spell cool downs or recast times three times per thread. Magic Defense is also increased by 30%. Spend 60 skill points to learn.
Speed Casting High:A mage with this skill will have the casting speed of all his spells increased. This allows the mage to ignore any spell cool downs or recast times four times per thread. Magic Defense is also increased by 40%. Spend 100 skill points to learn.
Grand Caster A mage with this skill will have the casting speed of all his spells increased. This allows the mage to ignore any spell cool downs or recast times five times per thread. Magic Defense is also increased by 50%. Spend 120 skill points to learn.
Magic Buster
Magic Buster: This skill will boost the power of all offensive spells. Allowing the user to cast one spell per thread as if it was a level higher than what it normally is (like casting a greenhorn spell as if it was Feeble, ect). Magic Attack is also increased by 10%. Spend 15 skill points to learn, doesn't stack with other Magic Buster skills.
Magic Buster Low: This skill will boost the power of all offensive spells. Allowing the user to cast two spells per thread as if it was a level higher than what it normally is (like casting a greenhorn spell as if it was Feeble, ect). Magic Attack is also increased by 20%. Spend 20 skill points to learn, doesn't stack with other Magic Buster skills.
Magic Amplifier: This skill will boost the power of all offensive spells. Allowing the user to cast three spells per thread as if it was a level higher than what it normally is (like casting a greenhorn spell as if it was Feeble, ect). Magic Attack is also increased by 30%. Spend 60 skill points to learn, doesn't stack with other Magic Buster skills.
Magic Amplifier High: This skill will boost the power of all offensive spells. Allowing the user to cast four spells per thread as if it was a level higher than what it normally is (like casting a greenhorn spell as if it was Feeble, ect). Magic Attack is also increased by 40%. Spend 100 skill points to learn, doesn't stack with other Magic Buster skills.
Awakened Arcana: This skill will boost the power of all offensive spells. Allowing the user to cast five spells per thread as if it was a level higher than what it normally is (like casting a greenhorn spell as if it was Feeble, ect). Magic Attack is also increased by 50%. Spend 120 skill points to learn, doesn't stack with other Magic Buster skills.
Martial Arts Training
Martial Arts: Training in martial arts allows the mage to increase the damage of his physical attacks. Allows the mage the ability to consider any psychical attack they do as a greenhorn level spell. Strength is also increased by 10%. Spend 15 skill points to learn.
Martial Arts Low: Training in martial arts allows the mage to increase the damage of his physical attacks. Allows the mage the ability to consider any psychical attack they do as a Feeble level spell. Strength is also increased by 20%. Spend 20 skill points to learn.
Martial Arts Expert: Training in martial arts allows the mage to increase the damage of his physical attacks. Allows the mage the ability to consider any psychical attack they do as a Mediocre level spell. Strength is also increased by 30%. Spend 60 skill points to learn.
Martial Arts Master: Training in martial arts allows the mage to increase the damage of his physical attacks. Allows the mage the ability to consider any psychical attack they do as a Intermediate level spell. Strength is also increased by 40%. Spend 100 skill points to learn.
Martial Arts Grandmaster: Training in martial arts allows the mage to increase the damage of his physical attacks. Allows the mage the ability to consider any psychical attack they do as a Destructive level spell. Strength is also increased by 50%. Spend 120 skill points to learn.
Elemental Mastery
Extra Element: Every time this is bought the user unlocks another elemental affinity, however must have the correct mage type to make use of this. However, this combines what you are weak and strong against. So if you have both Light and Wind elements for example, Wind is strong to fire and Light is weak to fire. This means that you will always be indifferent to fire attacks (neither strong or weak to) even if you at a later date bought Water (which is strong to fire). This means that the more elements you have the less useful Affinity skills become. Costs 40 skill points to learn.
Extra Skills
(Note: A character can only learn one Extra Skill)
Treasure Hunter: The character gains a 50% bonus to Jewels earned within a thread. Applicable only to earnings IC, not OoC rewards (such as for advertising and the like). Costs 40 skill points to learn.
Survivor: The will to live drives the character to cling to life in a desperate situation. One per thread, when a character would have otherwise died, their will to live drives them to cling to their life. Costs 40 skill points to learn.
Animal Senses: The mage has a heightened sense of awareness, particularly when it comes to sensing magical auras, be it from an incoming attack, or the natural magical presence that seeps from a mage. Allows you to evade a spell once per thread and sense anyone around you trying to hide themselves. Costs 40 skill points to learn.
Berserker: Once per thread, when a mage is enraged, they may go 'berserk'. Fueled by their anger, they no longer feel the pain of enemy attacks, rather they become an inhuman, unstoppable force, for three posts. Strength and Magic Attack stats are doubled. After these three posts have passed, they black out, and are injured/weakened in the next three threads that the character has joined. Costs 40 skill points to learn.
Dragon's Blood: Not to be taken literally, this trait simply grants the character a natural resistance to poison or any illness, which has no effects on any character with this trait, unless they are poisoned by a spell/weapon of higher level, in which case they have a 50% resistance. Costs 40 skill points to learn.
Bargain Hunter: The character is granted a 10% discount on all purchases on items, armour, weapons, spells, and any other purchases made with Jewels. Costs 40 skill points to learn.