|
| Re: Monster (Skills, Proficiencies & Magic) | |
| | Author | Message |
---|
Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Monster (Skills, Proficiencies & Magic) 1st May 2020, 2:33 pm | |
| - Skills (For Moderating Purposes):
kills are divided into the following: Magic Skills (Includes Special Skills like Command) Weapon Skills (Includes Elemental Weapon) Racial Skills (Includes Elemental Racial Skills) Job Skills (Included Elemental Job)
These are all gained Icly and revolve around the use of a Success Chance Roll to determine whether one gains a skill or not.
10 = Magic Skill Gain (Special Skill Gain) 9 = Job Skill Gain (Elemental Racial Skill Gain) 8-7 = Racial Skill Gain (Elemental Weapon Skill Gain) 6-4 = Weapon Skill Gain 3-1 = No Skill Gain
Likewise depending on ones Tier & Level after gaining a new Skill one suffers from a decrease in gaining more until after a set amount of posts. This is only reset after the duration is lost or if the Monster Ranks up and those who are higher level will find that it is more difficult to rapidly gain new skills in comparison to their less leveled counterparts. Furthermore it is easier to gain more skills the lower ones tier is, due to ones potential having not yet been reached, on the other hand the higher the tier one is the harder it is to gain more due to ones potential being realized. Tier - Subtraction Modifier - Lvl - Duration of Penalty (Tier Modifier) 0 - 1 - 1-20 - 10 P.T (I = 1x) I - 1 - 21-40 - 15 P.T (II = 1.5x) II - 2 - 41-60 - 20 P.T (III = 2x) III - 2 - 61-80 - 25 P.T (IV = 2.5x) IV - 3 - 81-99 - 30 P.T (V = 3x) V - 3
One will however find that skills are easier to obtain when fighting against higher threats. This is due to the life or death situation spurring one to become stronger in response to the threat. Type of Monster (Race)- Bonus to Roll Prey (Non-Combat Job Holder) - +1 Predator (Noble, Combat Job Holder) - +2 Apex Predator (Young Hero, Special Job Holder/Racial Rank-Up) - +3 Blessing of the Demi-God (Hero, Racial Rank-Up) - +4 Blessing of the God (Great Hero. Floor Boss) - +5 Blessing of the Great God (Legendary Hero, Dungeon Boss) - +6
They are also easier to obtain when they are taught, however Job Skills are unable to be taught to Monsters without Jobs, while Job Skills are only able to be taught to individuals with the same Job as the teacher or the same Job as the skill their teacher obtained said skill from. Taught Skill = Bonus Modifier Weapon Skill = +5 Elemental Weapon Skill = +4 Racial Skill = +3 Elemental Racial Skill = +2 Job Skill = +1 Magic Skill = 0 Elemental Job Skill = -1 Special Skill = -2 Command = -3
Skill Master ListWhen referring to skills there is a common word language which determines skill effects these are as follows: Minor (For Example: a minor damage boost) which gives +1/-1 Dmg when referring to an offensive/defensive skill or 1 +/- when referring to a buff (boost) or debuff (penalty). Slight (For Example: a slight damage boost) which gives +2/-2 Dmg when referring to an offensive/defensive skill or 1 +/- in two stats when referring to a buff (boost) or debuff (penalty). Fair (For Example: a damage boost) which gives +3 Dmg when referring to an offensive/defensive skill or 2 +/- when referring to a buff (boost) or debuff (penalty). Decent (For Example: a decent damage boost) which gives +4/-4 Dmg when referring to an offensive/defensive skill or 2 +/- in two stats when referring to a buff (boost) or debuff (penalty). Major (For Example: a major damage boost) which gives +5 Dmg when referring to an offensive/defensive skill or 3 +/- when referring to a buff (boost) or debuff (penalty). - General Skill Information:
1. When skills Rank-Up they branch with said monster choosing one of the two options. 2. When skills are Maxed & a monster Rejects a Rank-up, the monster has the option of merging them with another skill: *If done between a Maxed Skill & one which isn't Maxed the skill gains half of the levels of the Maxed Skill (+50) while the Maxed Skill is lost. The effects of the merging doesn't take effect until the other skill is Maxed in which the branching options change. *If done between two Maxed Skills the skills are lost and the monster determines which skill is dominant & which is recessive, once that is determined, a new Skill (Lvl 1) is formed having the traits of both skills albeit being more similar in structure to the dominant skill while the branching paths will take into account the recessive skill. 3. Monsters of a Certain Rank can only Merge a set amount of skills at once: Tier 0-I (2 Skills), Tier II-III (3 Skills) & Tier IV-V (4 Skills) 4. Skills can be trained over time with 1 Hour worth of training being treated as 1 Successful Use, Skills can also be trained by sparring over time, with 1 Hour worth of sparring being treated as 2 Successful uses albeit -1 to the sparring individuals HP. 5. As monsters become more powerful over time, they are able to learn stronger versions of skills from the get go. This applies only to the acquisition of brand new skills, and does not restrict the tier a monster can rank a skill up to. Tier 0 & I Monsters -> Up to Tier 0 Skills Tier II & III Monsters -> Up to Tier I Skills Tier IV & V Monsters -> Up to Tier II Skills
Racial Skills- Universal (All Skills can be relearned up to 3 Times):
- Tier I Skills:
Name: Antivenom Effect: This skill is gained from a creature ingesting at least two different kinds of poison and surviving. Upon surviving the second poisoning, the user’s body will begin to adapt antibodies that can be used to lessen, or with dedicated practice, even cure a poison in the creature’s system. Skill Level - Effect 1-25 - -1 damage dealt from poison 26-50 - -1 post to poison duration 51-75 - -2 post to poison duration 76-100 - Immunity to Tier 1 and below poisons Level: 1/100 Exp: 0/100
Name: Bash Effect: A basic attack which involves hitting an object into another object recklessly in order to deal damage and make the next strike which hits the object that was bashed deal double damage. This technique gives a minor boost to the initial strike, while the second strike can be done by anyone including the user but requires another object/surface to bash their victim against (which also inflicts damage to it) in order to be used. But if it is done by the user then their Res and Dex is considered Halved until the next turn due to their reckless strikes. Level: 1/100 Exp: 0/100
Name: Basic Language (Varies) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Racial (Same Race) 2-25 - Civilized (Breeder Race) 26-50 - Species (Racial Monsters) 51-75 - Common (Human) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Battle-Cry Effect: A cry meant to intimidate an opponent causing them to suffer from intimidation which results in their flee success chance having a minor boost however it likewise results in their Resilience being hampered by a Minor penalty for a set number of turns. Battle-Cry has a chance to work depending on the level of this skill improving the more it is used in combat due to its effects being honed and eventually mastered. Battle-Cry can only be used on a single opponent before going on cooldown. Those with Fear Tolerance or Resistance are affected for shorter durations, while those with Fear Immunity are unable to be affected by this skill. Skill Level - Success Chance (Dice Roll) - Cooldown 1-25 - 10% (1) - 5 Turns 26-50 - 20% (1-2) - 4 Turns 51-75 - 30% (1-3) - 4 Turns 76-100 - 40% (1-4) - 3 Turns Level: 1/100 Experience: 0/100
Name: Bite Effect: The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to bite prey to deal damage, in exchange for being unable to dodge for 1 Turn they can keep hold of a target to inflict the Bleed Status on a victim. Level: 1/100 Experience: 0/100
Name: Bond Effect: Form a Bond with a (Non Starter or Civilized Race) Monster allowing one to make a companion out of it. This is a interesting skill which gives one a pet which can fight at ones side, however this Bond has to be refreshed constantly to ensure the pet remains tame and one can not gain another Bond with a monster until that companion is either dead or one gains a Command Skill pertaining to the monster in question. Each day that passes one must fulfill another roll to retain the Bond between them and their pet Monster and the actions they have done during that day will affect said roll. Skill Level (Success Chance) - Action - Refresh Bonus (Herbi/Omni/Carni) 1 (1) - Feeding Plants - (+1/+1/-1) 2-24 (1-2) - Feeding Meat - (-1/+1/+1) 25 (1-3) - Killing Same Species (-1/-1/-1) 26-49 (1-4) - Killing Rival Species - (+1/+1/+1) 50 (1-5) - Grooming (+1/+1/+1) 51-74 (1-6) - Punishing (-1/-1/-1) 75 (1-7) - Near Death Experience (-2/-2/-2) 76-99 (1-8) - Rank-Up (+2/+2/+2) Level: 1/100 Experience: 0/100
Name: Bounce Throw Effect: A ranged weapon skill which involves the user throwing an object with enough force for it to bounce off of what it hits and back to where it was thrown. This doesn't guarantee the user will catch it on the return but if it bounces into another foe they will sustain damage as if it was unguarded due to the unpredictable attack. Level: 1/100 Experience: 0/100
Name: Brace Effect: The user of this skill is able to tense, and thus harden their muscles on the point of impact. This offers a minor boost to resilience, however also gives a minor penalty to their dexterity while the skill is being used. Level: 1/100 Exp: 0/100
Name: Calm Effect: Some monster's know how to tap into their rational mind harnessing logic to get an edge in a battle, other's unfortunately for them don't. This skill inflicts a minor penalty to the user's Str in order to give them a minor bonus to their Mag, a sacrifice of physical strength for magical. Level: 1/100 Experience: 0/100
Name: Cede Effect: Sometimes a monster has to play dead so that they don't actually get killed. It is an effective strategy though it can be seen through with a sensory skill (contested roll), or if it has been used on an opponent once previously by the user. This skill consumes 1 Hunger & 1 Thirst per Turn it is active, during which the user appears to be dead, not breathing or moving. Level: 1/100 Exp: 0/100
Name: Hide Effect: Inflict Minor Penalty to success chance when being tracked by a foe, reducing the odds of being successfully tracked by double the penalty if used while not wounded. Level: 1/100 Experience: 0/100
Name: Cannibal Effect: Most monsters eat prey, some aren't picky about what is considered prey even if it meant eating their own species. This skill is a slippery slope, eating the same species fills your hunger limit for an extra hour, however increased leveling of this skill makes it difficult to eat anything else. Level 1-25 - Fills H. L. for an extra Hour when eating same species Level 26-50 - Fills H. L. for 1 hour less when eating different species Level 51-75 - Fills H. L. for an extra 2 hours when eating same species Level 75+ - Fill H. L. for 2 hours less when eating different species Level: 1/100 Experience: 0/100
Name: Carnivore/Herbivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meat/Plants and have their hunger filled for 2x the time as normal monsters while they can eat Plants/Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 1/100 Experience: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100
Name: Catch Effect: A basic defensive skill which involves catching a object. This technique is capable of allowing one to catch an object falling towards them if they have the strength to lift it. This skill can also be used to catch an object thrown at the user if when dodging or/& blocking reduces the damage sustained to 0. Becomes unavailable if one does not have any free hands to catch an object. Level: 1/100 Exp: 0/100
Name: Choke Effect: The monster grabs a victim with their limbs tightening them around the neck to strangle a victim. While not as effective as its job equivalent victims sustain damage as long as they are unable to break free which requires strength exceeding that of the user by at least 1 +. Level: 1/100 Exp: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 1/100 Exp: 0/100
Name: Command "Insert Monster" (Lesser) Effect: The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Minor Boost to Intimidation Chance 2+ - Minor Boost to Persuasion Chance 3+/1 Grade - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 2 Grades - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 4 Grades - Orders which can be self-harming in nature. Level: 1/100 Experience: 0/100
Name: Dash Effect: Most monsters learn how to run, really fast for various reasons, those that don't better have potent defenses. This skill allows the monster to run faster giving a minor boost to Flee Chance but a minor penalty to Sneak. Level: 1/100 Exp: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 1/100 Experience: 0/100
Name: Drag Effect: A basic attack which involves grabbing onto a target and using one's weight to drag them 1 ft away. This technique is capable of holding down those with less strength than the combination of the user's resistance + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 1/100 Exp: 0/100
Name: Fast Effect: This skill is unlocked after the second time a creature empties his/her hunger limit and begins to starve, but is able to find food before starving to death. Once achieved, hunger penalties are delayed from activating as the creature has adapted his/her body to functioning on less food. Level: 1/100 Exp: 0/100
Name: Firestarter Effect: Typically monsters run from fire, others...are curious. This skill allows a monster to learn how to make a fire, and with increased skill their success at such an endeavor increases. Upon making a fire it deals 1 Fire Dmg every P.T and requires fuel to keep it going. Level - Success Chance - Fuel (Duration Increase) 1-25 - 2 - Stick (1 P.T Per) 26-50 - 2 & 4 - Sticky Sap (2 P.T Per) 51-75 - 2, 4 & 6 - Monster Bones (3 P.T per) 75+ - 2, 4, 6 & 8 - Oil (4 P.T PEr) Level: 1/100 Exp: 0/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 1/100 Experience: 0/100
Name: Glide Effect: Sometimes it's all about how you fall, rather than the fact that you are falling. This skill is learned by those who typically possess wings, excess skin or have managed to use other things in their pursuit of slowing their fall. As such they are able to glide for a short period of time delaying the speed at which they fall to the ground, furthermore they are able to stop gliding at any moment to fall to the ground which can be used to give them a minor bonus to their next melee attack due to the added force from their fall. This skill grows more effective with additional levels. Level - Gliding Duration 1-25 - 1 P.T 26-50 - 2 P.T 51-75 - 3 P.T 76-100 - 4 P.T Level: 1/100 Experience: 0/100
Name: Indulge Effect: Req. 1 Day of eating enough food to constant fill Hunger Limit without any reductions since consciousness. This is a skill which allows a chance of a minor bonus to their ability to learn a skill after consuming meat or a minor bonus to their ability to learn a proficiency after consuming plants. With additional levels this chance increases (Success Chance of 3) making the use of this skill more readily available. 1-25 - 3 26-50 - 3 & 6 51-75 - 3, 6 & 9 75+ - 1, 3, 6 & 9 Level: 1/100 Experience: 0/100
Name: Hard Head Effect: Repeated hits to the head encourages one to have a thick skull, as such this skill gives a Minor boost to the resilience of the monster's head making it more durable in comparison to the rest of the body. However this has the effect of likewise lowering their intelligence by a Minor Penalty any time this particular skill was used. When not in use their resilience and intelligence return to their normal values. Level: 1/100 Experience: 0/100
Name: Heavy Hand Effect: Steady, yet focused movement. The use of this skill gives a minor boost to Resilience while giving a minor penalty to Dexterity, with additional mastery this skill can become quite useful for one who desires sturdiness over swiftness. Level: 1/100 Experience: 0/100
Name: Hold Effect: A basic attack which involves grabbing onto a target and using one's weight to hold them in place. This technique is capable of holding down those with less strength than the combination of the user's resistance + their size modifier. This results in the victim & the user being held in place while being unable to dodge incoming attacks while their blocks are halved due to their immobility. Size - Res Modifier when Hold is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 1/100 Exp: 0/100
Name: Insomniac Effect: Some creatures, for one reason or another, choose to sleep less or not at all. After going five days without sleep, creatures will be considered insomniacs. For reasons yet to be understood, these creatures actually run better on lack of sleep, resulting in certain bonuses based on how long they’ve been awake and how accustomed they have become to it. Level - Days w/out Sleep Required to Reactivate - Milestone Benefit Unlocked 1-25 - 4 - Level Milestone Skills 26-50 - 3 - Level Milestone Stats 51-74 - 2 - Daily Level Up Bonus 75-100 - 1 - Rank Up Bonus Level: 1/100 Experience: 0/100
Name: Hop Effect: Hop off of one foot and leave the ground briefly to either help move upward or dodge an attack targeting your legs. This skill gives a minor boost to Dexterity while giving a minor penalty to a skill that targets the legs. While this skill is being used, during that same turn they count as being airborne, and thus can be targeted by aerial skills, but likewise they can target enemies relying on aerial skills to keep their distance. Level: 1/100 Experience: 0/100
Name: Light Feet Effect: Nimble, yet graceful movement. The use of this skill gives a minor boost to Dexterity while giving a minor penalty to Resilience, with additional mastery this skill can become quite useful for one who desires quickness over power. Level: 1/100 Experience: 0/100
Name: Loner Effect: For those monsters who have hunted exclusively by themselves 5 times in a row (Including PC's), they have learned to adapt to being alone. As a result, the cool-downs on using luck are all collectively lowered by 1 Level 1-25 = -1 Level 26-50 = -2 Levels 51-75 = -3 Levels 76-Max = -4 Levels. Level: 1/100 Experience: 0/100
Name: Metabolize Effect: The user has mastered the art of making the most of the energy stored within their food. As a result, creatures are able to rapidly drain their fat reserves for a momentary boost in Endurance. This boost only lasts until the creature exits the topic, but they are often left starving. Hunger converts to Endurance at a ratio of 5:1 with every 5 points of hunger being converted to 1 + of Endurance. Skill Level - Max Health Gained 1-25 - 10 26-50 - 20 51-75 - 30 76-100 - 40 Level: 1/100 Exp: 0/100
Name: Nocturnal Effect: For those monsters who have hunted exclusively during night 5 times in a row, they have learned to adapt to the night. As a result, Nocturnal monsters gain a minor boost to all damage when hunting at night. Level: 1/100 Experience: 0/100
Name: Night Vision Effect: After hunting in the dark for an extended period of time (2 nights in a row), the user’s eyesight has adapted. While active, the creature using Night Vision gains a minor boost to dex in darkness, but a minor penalty to dex when in well lit areas. Level: 1/100 Exp: 0/100
Name: Observe Effect: Able to understand small information on creatures and objects. Level: 1/100 Experience: 0/100
Name: Paranoia Effect: Some monsters are carefree, other monsters are paranoid, for good reason as life is dangerous. This is a special skill which causes the user to be aware of threats with a sense of foreboding, allowing them to notice if a hostile is nearby. Note this technique allows one to be aware of a threat using a concealment technique but not the direction where said threat is. Level: 1/100 Experience: 0/100
Name: Prehensile Tail Effect: Some monsters use their limbs to grab stuff, few monsters can use their tail for such a purpose. This skill allows a monster to use their tail to hold something however it isn't as strong as the use of their other limbs without additional leveling 1-25 - 3- Str 26-50 - 2- Str 51-75 - 1- Str 75+ - Equivalent to Str Level: 1/100 Exp: 0/100
Name: Prospect Effect: Those who possess this ability gain some knowledge toward identifying ores and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Ore 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 1/100 Experience: 0/100
Name: Reckless Attack Effect: Most monsters have a last resort technique, others use all of their power all the time regardless of the pain. This technique doubles the damage of a hit as calculated by Strength, but the original damage of the strike is dealt back to them as recoil. This recoil includes bonus modifiers to an attack's damage. Level: 1/100 Experience: 0/100
Name: Regurgitate Effect: Occasionally a creature will eat something that doesn’t agree with it, thus resulting in regurgitation. However, some creatures have figured out a way to weaponize this, forcing themselves to regurgitate on command. Targets struck by the regurgitation will suffer a blinding effect for an amount of posts equal to how much food the creature regurgitates. The more food that is regurgitated, the faster their level of hunger increases with a ratio of 3 hunger levels for every 1 post of blindness. Level: 1/100 Exp: 0/100
Name: Rip Effect: Whether with claws or bare hands, this skill allows the user to rip apart materials ranging from plant fiber to skin. When used in combat, the user’s strength stat must exceed the target’s resilience stat by at least 1+ in order to rip off chunks of flesh. This induces the bleed status once used successfully. Level: 1/100 Exp: 0/100
Name: Roll Effect: Roll along the ground for a minor boost to Resilience & Dexterity while giving a minor penalty to Strength & Magic. This unique form of moving can be quite useful for those who prefer dodging over standing their ground. Level: 1/100 Experience: 0/100
Name: Scavenger Effect: Req. 2 Days of eating only Rotten Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a rotten food, and less nutrition from eating non-rotten. Scavengers can eat rotten Meat or Plants and have their hunger filled for 2x the time as normal monsters while they can eat normal Plants or Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 1/100 Experience: 0/100
Name: Slam Effect: The monster lifts their target off the ground before slamming them back down to deal damage. This technique requires sufficient strength to lift a target but even more, strength is required to either lift a target with one hand or two targets with one hand each. The strength needed is determined by the size of the victim. Size - Str Req with Two Hands (One Hand) Small - F- (F+) Humanoid - E- (E+) Medium S - D- (D+) Medium M - C- (C+) Medium L - B- (B+) Medium XL - A- (A+) Level: 1/100 Exp: 0/100
Name: Slide Effect: Slide along the ground for a minor boost to Dexterity & Fleeing Chance while giving a minor penalty to Strength & Throwing Accuracy. This unique form of moving can be quite useful for those who prefer dodging over standing their ground. Level: 1/100 Experience: 0/100
Name: Smash Effect: A basic overhead strike which is more powerful against an airborne target despite still being useful against grounded ones. Upon striking a target they are knocked downward 1 ft (+2 ft per + in Strength), with airborne targets sustaining 2x the damage inflicted from the smash due to being hit and then colliding with the ground. Level: 1/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 1/100 Experience: 0/100
Name: Swim Effect: Some monsters can swim, others drown. This skill allows a monster to swim, and with increased skill where they can successfully swim without drowning become more prevalent. 1-25 - Pond 26-50 - Lake 51-75 - River 75+ - Sea Level: 1/100 Exp: 0/100
Name: Sway Effect: Sway out of the way of an incoming attack for a minor boost to Dexerity. This skill also inflicts a minor penalty on ranged attacks trying to hit the user, however due to being off balance skills which knock the user to the ground or off their feet deal an extra minor amount of damage for 1 Turn after it's used. Level: 1/100 Experience: 0/100
Name: Tack Effect: Some monsters know how to find methods to deal with problems they encounter, others just flail violently and hope it works. This skill uses an bonus action to harness their mind to think up a way to better deal with a problem allowing one to use Int as a substitute for Dex, Str or Lck in a following action. Level: 1/100 Experience: 0/100
Name: Tackle Effect: A basic attack which involves ramming one's body into another target in order to deal damage and knock them down. This technique is capable of knocking down those with less Strength than the user, up to 1 ft away, however, if used on an opponent that is not guarding while it doesn't knock them away it does knock them off their feet. Level: 1/100 Exp: 0/100
Name: Taunt Effect: A cry meant to infuriate an opponent causing them to focus solely on the user rendering stealth based skills unusable until the next turn (user) but redirecting any attacks meant for others from the taunted target onto the user. However while the opponent is focusing on the user, any attacks they sustain from others is treated as undefended for a single hit, after which they will become aware of others despite focusing attacks on the user till the next turn. Taunt can only be used on a single opponent, and if another is taunted it drops the effect on the first target to apply it to the second one. Level: 1/100 Experience: 0/100
Name: Temper Effect: Some monster's know how to tap into their primal instincts harnessing their rage to get an edge in a battle, other's unfortunately for them don't. This skill inflicts a minor penalty to the user's Mag in order to give them a minor bonus to their Str, a sacrifice of magical strength for physical. Level: 1/100 Experience: 0/100
Name: Topple Effect: A basic attack which involves first leaping onto a target and then using ones weight to try and topple them to the ground. This technique is capable of knocking down those with less strength than the combination of the user's strength + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 1/100 Exp: 0/100
Name: Track Effect: Gains a Minor Bonus to success chance when tracking a foe or item, improving the odds by double the bonus if used on a wounded monster. Level: 1/100 Experience: 0/100
- Tier II Skills:
Name: Acute Paranoia Effect: Rank-up of Paranoia Some monsters are carefree, other monsters are paranoid, for good reason as life is dangerous. This is a special skill which causes the user to be aware of threats with a sense of foreboding, allowing them to notice if a hostile is nearby. Note this technique allows one to be aware of a threat using up to a Tier II concealment technique but not the direction where said threat is. Level: 1/100 Experience: 0/100
Name: Antibodies Effect: Rank-up from Anti-Venom. An offshoot of the Antivenom skill, Antibodies allow the creature’s system to adapt to various pathogens and diseases. This allows the body to passively lessen, or with dedicated practice, even cure a disease in the creature’s system naturally. Skill Level - Effect 1-25 - -1 damage dealt from disease 26-50 - -1 post to disease duration 51-75 - -2 post to disease duration 76-100 - Immunity to Tier 1 and below diseases Level: 1/100 Exp: 0/100
Name: Apex Carnivore Effect: Ranked-up from Carnivore. Once one has dedicated themselves to the carnivorous lifestyle, they become an Apex Carnivore. This skill means that creatures receive 2x the hunger filling benefits when eating meat, 2x the thirst quenching benefits when drinking blood, but only .25x the benefits when eating plants. Level: 1/100 Experience: 0/100
Name: Butcher Effect: Merged from Carve (D) and Carnivore (R). The butchering of monsters for use for hunting or wounding in battle. This skill is capable of being influenced by weapon proficiency depending on what tool is used to butcher a target (Blunt/Pierce = -, Slash/Natural = +). However if used on a mobile target it has a slight penalty to the butchering success. 1-2 = Failure 3-4 = Partial Failure, +30 Min more Meat Gained OR Bleed Status for +1 P.T 5-6 = Slight Success, +1 Hour more Meat Gained OR Bleed Status for +2 P.T 7-8 = Moderate Success, +2 Hours more Meat Gained OR Bleed Status for +3 P.T 9-10 = Success, +3 Hours more Meat Gained Or Bleed Status for +4 P.T Level: 1/100 Experience: 0/100
Name: Nip Effect: Ranked-up from Bite. The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to nip prey to deal minor damage, with a chance to inflict the Bleed Status on a victim. With additional skill the chance of doing so increases (Success Chance 1 out of 10) 1-50 = 1 51-Max = 1-2 Level: 1/100 Experience: 0/100
Name: Coast Effect: Ranked-up from Glide. Sometimes it's all about how you fall, rather than the fact that you are falling. This skill improves on one’s ability to utilize the sky for attacks and is used by those who typically possess wings, excess skin or have managed to use other things in their pursuit of slowing their fall. As such, they are able to coast on air currents for a short period of time, delaying the speed at which they fall to the ground. Furthermore, they are able to stop coasting at any moment to fall to the ground, which can be used to give them a slight bonus to their next melee attack due to the added force from their fall. This skill grows more effective with additional levels. Level - Gliding Duration 1-25 - 1 P.T 26-50 - 2 P.T 51-75 - 3 P.T 76-100 - 4 P.T Level: 1/100 Experience: 0/100
Name: Conceal Effect: Ranked up from the merge of Hide (Dominant) & Sneak (Recessive). Inflict Slight Penalty to success chance when being tracked by a foe, while giving a Minor Bonus to Dexterity while concealed & reducing the odds of being successfully tracked by double the penalty if used while not wounded. Level: 1/100 Experience: 0/100
Name: Creep Effect: Ranked up from the merge of Sneak (Dominant) & Observe (Recessive). Gains a slight Bonus to attack when attacking a foe from their blind-spot, and a minor Bonus to the user's attack when targeting an identified weak spot such as eyes, joints etc. Level: 1/100 Experience: 0/100
Name: Curved Throw Effect: Rank-up from Bounce Throw. A ranged weapon skill which involves the user throwing an object and flicking their wrist in such a way to curve the thrown object and strike targets at an angle. Opponents who are hiding under cover can be struck with this skill, sustaining damage as if they were unguarded due to the unpredictable attack. Level: 1/100 Experience: 0/100
Name: Delusion Effect: Rank-up from Paranoia. Some paranoid creatures embrace their paranoia and adapt it to survival, others choose to ignore it and pretend it doesn’t exist. These creatures are considered delusional in their beliefs. While users are unable to detect creatures using a concealment technique, they receive a slight boost to their luck stat for one roll once per day. After all, delusional creatures only need to get lucky once or twice to become steadfast in their beliefs. Level: 1/100 Experience: 0/100
Name: Drift Effect: Ranked-up from Glide. Some creatures have adapted to attempt to stay off the ground as much as possible. This skill improves upon one’s ability to stay airborne and is used by those who typically possess wings, excess skin or have managed to use other things in their pursuit of slowing their fall. As such they are able to float for a short period of time, delaying the speed at which they fall to the ground. Furthermore, they are able to stop floating at any moment to fall to the ground, which can be used to give them a minor bonus to their next melee attack due to the added force from their fall. This skill grows more effective with additional levels. Level - Gliding Duration 1-25 - 2 P.T 26-50 - 3 P.T 51-75 - 4 P.T 76-100 - 5 P.T Level: 1/100 Experience: 0/100
Name: Ire Effect: Ranked up from Temper. Some monster's know how to tap into their primal instincts harnessing their rage to get an edge in a battle, other's unfortunately for them don't. This skill inflicts a minor penalty to the user's Mag in order to give them a slight bonus to their Str, a sacrifice of magical strength for physical. Level: 1/100 Experience: 0/100
Name: Fury Effect: Ranked up from Temper. Some monsters know how to tap into their primal instincts harnessing their rage to get an edge in a battle, some even manage to do it through pain. This skill inflicts a variable amount of damage to the user each turn, in order to give them a slight bonus to their Str, though they can freely end its effect if need be. After ending this skill goes on cooldown for 5 Turns. Level - Str Stat (Damage each Turn) 1-25 - F (Minor), E (Fair), D (Major), C & Above (2x Major Per Threshold) 26-50 - F (Minor), E (Slight), D (Major), C & Above (2x Major Per Threshold) 51-75 - F-E (Minor), D (Slight), C (Decent), B & Above (Major Per Threshold) 76+ - F-D (Minor), C (Fair), B & Above (Major Per Threshold) Level: 1/100 Experience: 0/100
Name: Harvest Effect: Rank-up from Carve. The gathering of materials from plants for use towards equipment, items or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to harvest a target. However if used on a plant based monster it has a minor penalty to the harvesting success. 1 = Failure 2-3 = Partial Failure, Tier 0 equipment/item obtained (Target Dependent) 4-5 = Slight Success, Tier I equipment/item obtained (Target Dependent) 6-7 = Moderate Success, Up to Tier II equipment/item obtained (Half Durability) 8-9 = Success, Up to Tier II equipment/item obtained (Target Dependent) 10 = Great Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100
Name: Hew Effect: Rank-up from Carve. The gathering of materials from creatures for use towards equipment, items or armor. This skill is capable of being influenced by weapon proficiency depending on what tool is used to harvest a target. However if used on a plant, it has a minor penalty to the harvesting success. 1 = Failure 2-3 = Partial Failure, Tier 0 equipment/item obtained (Target Dependent) 4-5 = Slight Success, Tier I equipment/item obtained (Target Dependent) 6-7 = Moderate Success, Up to Tier II equipment/item obtained (Half Durability) 8-9 = Success, Up to Tier II equipment/item obtained (Target Dependent) 10 = Great Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100
Name: Hunt Effect: Ranked-up from Track. This is a skill which allows an individual to better hunt down and encounter creatures considered to be prey, or herbivores. This skill must be noted when it’s used for encounter rolls and allows the user to roll twice to determine encountering a predator or prey, with prey being encountered in the event of a tie. Level: 1/100 Experience: 0/100
Name: Lariat Effect: Req. Tackle (Dominant) & Choke (Recessive). The monster rushes towards a victim with a limb outstretched and collides with their neck the victim sustains slight damage and suffers a penalty to their Res due to choking until their next turn. Level: 1/100 Exp: 0/100
Name: Mock Effect: Rank-up from Taunt. A cry meant to infuriate an opponent causing them to focus solely on the user, rendering stealth based skills unusable until the next turn (user), but redirecting any attacks meant for others from the provoked target onto the user or a specified target they choose. A target who has been mocked has a minor penalty given to their resilience, but a minor buff to their strength. Level: 1/100 Experience: 0/100
Name: Mount Effect: Ranked-up from Climb. Having learned to climb atop other creatures, some monsters have managed to learn how to properly mount them as well. As the user becomes more skilled in mounting creatures larger than them, their ability to resist being thrown off increases. Skill Level - Str Required to Stay On 1-25 - 3 levels higher than target 26-50 - 2 levels higher than target 51-75 - 1 level higher than target 76-100 - same level as target Level: 1/100 Experience: 0/100
Name: Chomp Effect: Ranked-up from Bite. The mouth can be quite a dangerous weapon, despite being also an eating tool. This skill works by the user using their teeth to chomp prey to deal slight damage. Level: 1/100 Experience: 0/100
Name: Obligate Carnivore Effect: Ranked-up from Carnivore. Some monsters take to the carnivorous lifestyle with a bit too much excitement, leading them down a more addicted style path. While these creatures gain a 3x boost to filling their hunger when eating meat, and a 2x boost to quenching their thirst from drinking blood, their body is so repulsed by the idea of plant matter that they now have a chance to be poisoned by the consumption of plants. Skill Level - Poison Chance 1-25 - 1 26-50 - 1,10 51-75 - 1,5,10 76-100 - 1,3,5,10 Level: 1/100 Experience: 0/100
Name: Perceive Effect: Ranked up from Observe. Able to perceive hidden things, objects and monsters up to Tier I stealth or concealed skills or magic. Level: 1/100 Experience: 0/100
Name: Plan Effect: Ranked up from Tack. Some monsters know how to find methods to deal with problems they encounter, others just flail violently and hope it works. This skill uses a bonus action to harness their mind to think up a way to better deal with a problem allowing one to use Int as a substitute for Dex, Str or Lck in two following actions. Level: 1/100 Experience: 0/100
Name: Plot Effect: Ranked up from Tack. Some monsters know how to find methods to deal with problems they encounter, others just flail violently and hope it works. This skill uses a bonus action to harness their mind to think up a way to better deal with a problem allowing one to use Int as a substitute for Dex, Str or Lck in a following action with a minor boost. Level: 1/100 Experience: 0/100
Name: Pluck Effect: Ranked up from Catch. A defensive skill which involves plucking an object from someone else's grip. This technique is capable of allowing one to pluck an object falling towards them if they have the strength to lift it. This skill can also be used to catch an object thrown at the user if when dodging or/& blocking reduces the damage sustained to 0. Becomes unavailable if one does not have any free hands to catch an object. Level: 1/100 Exp: 0/100
Name: Predate Effect: Ranked-up from Track. This is a skill a creature learns after several days of experience in the forest facing tough monsters. It allows an individual to better be found by predators, as the usual has learned their hunting patterns and can anticipate where a predator might be and when. This skill must be noted when it’s used for encounter rolls and allows the user to roll twice to determine encountering a predator or prey, with predator being encountered in the event of a tie. Level: 1/100 Experience: 0/100
Name: Provoke Effect: A cry meant to infuriate an opponent causing them to focus solely on the user rendering stealth based skills unusable until the next turn (user) but redirecting any attacks meant for others from the provoked target onto the user or a specified target they choose. However while the opponent is focusing on their target, any attacks they sustain from others is treated as undefended for a single hit, after which they will become aware of others despite focusing attacks on the target till the next turn. Provoke can only be used on a single opponent, and if another is provoked it drops the effect on the first target to apply it to the second one. Level: 1/100 Experience: 0/100
Name: Prowl Effect: Ranked up from Sneak. Gains a Slight Bonus to attack when attacking a foe from their blind-spot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 15/100 Experience: 0/100
Name: Ram Effect: Ranked up from Tackle. An attack which involves ramming one's body into another target in order to deal slight damage and knock them down. This technique is capable of knocking down those with less Strength than the user, up to 5 ft away, however, if used on an opponent that is guarding while it doesn't knock them away it does knock them off their feet. Level: 1/100 Exp: 0/100
Name: Ricochet Throw Effect: Rank-up from Bounce Throw. A ranged weapon skill which involves the user throwing an object with enough force for it to bounce off of what it hits and strike a secondary target near the initial hit. Targets hit by the ricochet sustain damage as if it was unguarded due to the unpredictable attack. Level: 1/100 Experience: 0/100
Name: Rummage Effect: Rank-Up from Forage. Those who possess this ability gain some knowledge towards searching for inedible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 1/100 Experience: 0/100
Name: Roar Effect: Ranked up from Battle-Cry. A roar meant to intimidate multiple opponents causing them to suffer from stun for a set number of turns, while this skill goes on cooldown. Roar has a chance to work depending on the level of this skill improving the more it is used in combat due to its effects being honed and eventually mastered. Roar can only be used on a two opponent in per action at low levels while with higher levels the number of targets can increase. Those with Fear Tolerance or Resistance are affected for shorter durations, while those with Fear Immunity are unable to be affected by this skill. Skill Level - Success Chance (Dice Roll) - No. of Targets (Cooldown) 1-25 - 10% (1) - 2 - 5 Turns 26-50 - 20% (1-2) - 3 - 4 Turns 51-75 - 30% (1-3) - 3 - 4 Turns 76-100 - 40% (1-4) - 4 - 3 Turns Level: 1/100 Experience: 0/100
Name: Run Effect: Ranked-Up from Dash. Most monsters learn how to run, really fast for various reasons, those that don't better have potent defenses. This skill allows the monster to run faster giving a slight boost to Flee Chance but also slight penalty to Sneak. Level: 1/100 Exp: 0/100
Name: Savage Bite Effect: Merged from Bite (D) and Reckless Attack (R). For those creatures who use their mouths not only to consume, but also as a weapon, this skill is their trademark. The user will bite down on a target, resulting in the user being unable to dodge for 1 turn if they choose to continue biting down, but inflicting the Bleed Status on the victim. Due to the savagery of this attack, this doubles the bleed damage of a hit as calculated by Strength, but the original damage of the strike is dealt back to them as recoil. This recoil includes bonus modifiers to an attack's damage. Level: 1/100 Experience: 0/100
Name: Scramble Effect: Ranked-up from Climb. Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to scramble, and with increased skill what they can scramble up becomes more varied. Monsters who scramble are given a slight bonus to successfully fleeing when using this skill. Skill Level - Ability Granted 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 1/100 Experience: 0/100
Name: Scream Effect: Rank-up from Battle-Cry. A scream meant to unnerve multiple opponents causing them to suffer from a Slight penalty to their Resilience for a set number of turns while this skill goes on cooldown. Scream has a chance to work depending on the level of this skill, improving the more it is used in combat due to its effects being honed and eventually mastered. Scream can only be used on a single opponent per Action used at low levels, while with higher levels the number of targets can increase. Those with Fear Tolerance or Resistance are affected for shorter durations, while those with Fear Immunity are unable to be affected by this skill. Skill Level - Success Chance (Dice Roll) - No. of Targets (Cooldown) 1-25 - 10% (1) - 1 (5) 26-50 - 20% (1-2) - 2 (4) 51-75 - 30% (1-3) - 2 (4) 76-100 - 40% (1-4) - 3 (3) Level: 1/100 Experience: 0/100
Name: Skulk Effect: Ranked up from Sneak. Gains a minor Bonus to attack when attacking a foe from their blind-spot, and a Slight Bonus to their Dex when moving around under cover of stealth. Level: 1/100 Experience: 0/100
Name: Snatch Effect: Ranked-up from Catch. While catch and pluck are more defensive tactics, Snatch is used to grab an object from an opponent. The user makes contact with the target, reaching out and grabbing an object that is visible in the target’s hand. This skill fails if the target has a higher strength stat than the user. User’s strength - Roll needed Equal or lower - Fail 1 higher - 1-2 2 higher - 1-4 3 higher - 1-6 4 higher - 1-8 5 higher - Success Level: 1/100 Experience: 0/100
Name: Sprint Effect: Ranked-Up from Dash. Most monsters learn how to run, really fast for various reasons, those that don't better have potent defenses. This skill allows the monster to sprint using up their bonus action to Dodge, before needing to rest after. Level - Cooldown before Sprint can be used again 1-50 - 4 Turns 51-100 - 3 Turns Level: 1/100 Exp: 0/100
Name: Takedown Effect: Ranked up from Tackle. This skill involves the user using the full force of one’s body to slam into a target. On a successful attack, the user’s strength stat counts as one and a half for damage calculations only, but it deals damage equal to half of the user’s strength stat to the user. If the target’s Str is less than the user's End, then the target is knocked prone. Level: 1/100 Experience: 0/100
Name: Watch Effect: Ranked-up from Observe. Those creatures who take their time to scout and watch an area, have the advantage in any given fight. As a result, the longer a creature is purposefully watching an area, the more of a benefit they receive while in that area. Posts Spent Watching - Benefit 1 - None 2 - Minor Dexterity bonus while in area 3 - Slight Dexterity bonus while in area Level: 1/100 Experience: 0/100
- Tier III Skills:
Name: Discern Effect: Ranked-up from Perceive. Able to discern hidden things, objects and monsters up to Tier II stealth or concealed skills or magic. Level: 1/100 Experience: 0/100
Name: Dismember Effect: Ranked-up from Dissect. The gathering of materials in combat preying on the observed movements of Monsters for use to create equipment &/or other items. This skill has a Slight bonus if used in Combat & is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. Dismember is more geared towards combat and wounding a target resulting in them sustaining minor bleed damage if the carved body part is not healed/sealed in some way. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Full Durability) 5-6 = Slight Success, Up to Tier I equipment/item obtained (Half Durability) 7-8 = Moderate Success, Up to Tier II equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100
Name: Recognize Effect: Ranked-up from Perceive. Some creatures are able to study a target and glean details about what they are and where they came from based on those details. The information they can recognize increases in depth as the skill level increases. Skill Level - Information Gleaned 1-25 - Current Rank Race 26-50 - Previous Race 51-75 - Current Job 76-100 - Previous Job(s) Level: 1/100 Experience: 0/100
Name: Vivisect Effect: Ranked-up from Dissect. The gathering of materials in combat preying on the observed movements of Monsters for use to create equipment &/or other items. This skill has a Slight Bonus if used in Combat & is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. Vivisect is more geared carving and obtaining useful raw materials from a target resulting in them sustaining minor bleed damage (halved duration) if the carved body part is not healed/sealed in some way. 1 = Failure 2 = Partial Failure, Tier 0 equipment/item obtained (Full Durability) 3-5 = Slight Success, Up to Tier I equipment/item obtained (Target Dependent) 6-8 = Moderate Success, Up to Tier II equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100
Last edited by Aurielle on 27th October 2024, 3:20 pm; edited 27 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Skills, Proficiencies & Magic) 1st May 2020, 2:33 pm | |
| - Goblin:
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 1/100 Experience: 0/100
Name: Bakemono Feet Effect: Bakemono have feet which are just like hands, in that they possess opposable thumbs and can aid in climbing or holding weapons when their arms are otherwise occupied. This skill gives the monster the ability to wield weapons or shields using their feet just as easily as they do their hands. Level: 1/100 Experience: 0/100
Name: Basic Language (Bakemono/Ghul) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Gobo which is a dialect of Daemonic and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Gobo (Goblin) 2-25 - Common (Human) 26-50 - Infernal (Some Demon Racial Monsters) 51-75 - Abyssal (Some Demon Racial Monsters) & Terran (Beastman) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Batiri) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Gobo which is a dialect of Daemonic and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Gobo (Goblin) 2-25 - Common (Human) 26-50 - Infernal (Some Demon Racial Monsters) 51-75 - Abyssal (Some Demon Racial Monsters) & Sylvian (Fae) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Demogoblin) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Gobo which is a dialect of Daemonic and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Gobo (Goblin) 2-25 - Common (Human) 26-50 - Infernal (Some Demon Racial Monsters) 51-75 - Abyssal (Some Demon Racial Monsters) & Oniese (Oni) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Beg Effect: Goblins are cowardly creatures who are quick to beg for their lives if they think that their foe will give them mercy. This skill gives a Minor Bonus to being spared in a life or death fight. Level: 1/100 Experience: 0/100
Name: Command Goblin Effect: Ranked-Up from Command (Lesser Goblin). The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster (Goblins & Rank-ups stemming from Goblins up to Tier II) causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Slight Boost to Intimidation/Persuasion Chance 2+ - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 3+/1 Grade - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 2 Grades - Orders which can be self-harming in nature. 3 Grades - Orders now have a chance of affecting Faction NPCs (3/10) 4 Grades - .Orders now have a chance of affecting Former PC NPC's (1/10) Level: 1/100 Experience: 0/100
Name: Cunning Effect: Some monster's are smart, Goblins are cunning. This skill allows the user to receive a moment of inspiration during critical situations giving a +1 to any action. With additional leveling the type of action it can be applied to varies whereas the amount of HP needed to trigger this will be increased. Level - HP Threshold to Trigger - Action Added to 1-25 - 1 HP Remaining - Fleeing 26-50 - Less than a Quarter HP Remaining - Dodging 51-75 - Quarter HP Remaining - Blocking 76-99 - Less than Half HP Remaining - Attacking Level: 1/100 Experience: 0/100
Name: Demon Factor Effect: Gained from drinking the blood of a demon, influences your rank-up options. Level: 1/100 Experience: 0/100
Name: Flanking Effect: Ranked-up from Ambush. Though weak, Goblins are sneaky creatures, some are a bit sneakier. This skill gives a chance to bypass resilience when attacking something that is already being attacked (1/10 Success Chance), increased leveling increases this chance. 1-25 - 2 26-50 - 2, 4 51-75 - 2, 4, 6 76-Max - 2, 4, 6, 8 Level: 1/100 Experience: 0/100
Name: Ghul Sac Effect: Ghul's possess a sac within their stomach which store poisons they consume so that they can produce it naturally, however they toxicity of the poison can only be up to a certain limit. Upon being produced it can be vomited up as a projectile. Level: 1/100 Experience:
Name: Glare Effect: Even cornered prey can become a predator, though only Goblin seem to have gotten that memo. This skill temporarily stuns a single target who is the subject of the user's glare, this does not work on those of a higher level than the user and has a duration multiplier based on how close to death the user is. Hp Threshold - Stun Duration Full HP - Does not Work 3/4th HP - 1 P.T 1/2 HP - 2 P.T 1/4 HP - 1 Turn 1 HP - 2 Turns Level: 1/100 Experience: 0/100
Name: Hobgoblin Virility Effect: Hobgoblins are more prolific than their goblin counterparts, this is simply due to their role in goblin society. This skill gives a minor bonus to the chance of producing hybrid offspring with other starter races. Level: 1/100 Experience: 0/100
Name: Libido (Goblin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Goblins they primarily kidnap humans, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 1/100 Experience: 0/100
Name: Mask of Batiri Effect: Batiri Goblins possess a face permanently obscured by a mask made out of what seems to be wood, but is in fact an organic material. Each mask is carved in a way to resemble a particular monster whose carve has been worn in the past and as such is used to bestow certain benefits to the user. 1-25 - Guard Boost of 1 (Head) 26-50 - Insert First Skull Worn (+25 Exp Boost when using Insert Skill) 51-75 - Insert Second Skull Worn (+50 Exp Boost when using Insert Skill) 75-Max - Insert Third Skull Worn (+75 Exp Boost when using Insert) Level: 1/100 Experience: 0/100
Name: Taint Effect: Demogoblins have traces of demonic blood within their ancestry as such they possess a unique skill which can be used to power up things albeit at a price. Taint is a skill which is used to imbue weapons or armor with magic albeit at the cost of a portion of their durability, the stronger the taint the more durability is sacrificed to taint it. This however is not able to be controlled and thus relies on a success chance to determine how strong of a taint said item receives, if an item has less durability than the taint requires it is destroyed. 1=2 = Failure (Quarter of Item's durability is lost) 3-4 = Partial Failure, Tier 0 Tainted Enchantment gained (Quarter of Max Item durability is Lost, One-Fifth if Lesser Spirit Stone is used up) 5-6 = Slight Success, Up to Tier I Enchantment gained (One-Third of Max Item durability is Lost, Quarter if Standard Spirit Stone is used up) 7-8 = Moderate Success, Up to Tier II Enchantment gained (Half of Max Item durability is Lost, One-Third if Greater Spirit Stone is used up) 9-10 = Success, Up to Tier II Enchantment gained (Three-Quarters of Max Item durability is Lost, Half if High Spirit Stone is used up.) Level: 1/100 Exp: 0/100
. - Kobold:
Name: Basic Language (Flind/Gnoll) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Kobonish (Kobold) 2-25 - Terran (Beastmen) 26-50 - Beast Speak (Beast Racial Monsters) 51-75 - Common (Human) & Gnoll (Gnoll & Flinds) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Jungle Kobold) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Kobonish (Kobold) 2-25 - Terran (Beastmen) 26-50 - Beast Speak (Beast Racial Monsters) 51-75 - Common (Human) & Monkay (Apeman) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Kobold, Felwrought) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Kobonish (Kobold) 2-25 - Terran (Beastmen) 26-50 - Beast Speak (Beast Racial Monsters) 51-75 - Common (Human) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Urd) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Kobonish (Kobold) 2-25 - Terran (Beastmen) 26-50 - Beast Speak (Beast Racial Monsters) 51-75 - Common (Human) & Were Speak (Lycanthropes) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Novice Language (Kobold) Effect: Req. Tier II. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a Dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. Due to having Ranked-Up from (Insert Previous Rank-Up) this individual also speaks (Insert Language). Languages Known (Speakers) 1-50 - Kobonish, Terran, Beast Speak, Common & Dungeon Script 51-Max - Dragon Tongue & (Varies on Rank-Up) Level: 1/100 Experience: 0/100
Name: Basic/Novice Taijutsu (Kobold Ninja) Effect: All Ninja, like their shifty brethren have an increased mastery of one of the fundamental ninja arts, namely taijutsu. This deals minor/slight damage if an attack is thrown without use of weapons, merely relying on ones own body whether limbs or natural weapons. Level: 1/100 Experience: 0/100
Name: Basic Ninjutsu (Kobold Shinobi) Effect: All Shinobi, like their shifty brethren have an increased mastery of one of the fundamental ninja arts, namely ninjutsu. This gives a minor bonus to the success of elemental status effects, if one possesses an affinity for it. Affinity Strength (Magic/Skill Tier Affected) Basic (N/A) Lesser (I) Base (II) Greater (III) Level: 1/100 Experience: 0/100
Name: Blood Drinker Effect: Vampire Spawn are not undead merely thralls of undead masters, still they do share one similarity with their betters and that is the ability to gain sustenance from blood. This skill halves the thirst filled by blood in exchange for filling hunger by the same amount. Level: 1/100 Experience: 0/100
Name: Boneater Effect: Gnolls have powerful jaws and even more powerful digestive juices in their stomach. This is a skill which allows an individual to gain more nutrition from eating bones, allowing them to get more nutrition from meat in comparison to others. With additional skill the amount of time their hunger limit remains full from consuming a meal of meat and bones is increased. 1-25 - 30 Min Extra 26-50 - 1 Hour Extra 51-75 - 2 Hours Extra 76+ - 3 Hours Extra Level: 1/100 Experience: 0/100
Name: Command Kobold Effect: Ranked-Up from Command (Lesser Kobold). The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster (Kobold & Rank-ups stemming from Kobolds up to Tier II) causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Slight Boost to Intimidation/Persuasion Chance 2+ - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 3+/1 Grade - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 2 Grades - Orders which can be self-harming in nature. 3 Grades - Orders now have a chance of affecting Faction NPCs (3/10) 4 Grades - .Orders now have a chance of affecting Former PC NPC's (1/10) Level: 1/100 Experience: 0/100
Name: Dragon Factor Effect: Gained from drinking the blood of a dragon, influences your rank-up options. Level: 1/100 Experience: 0/100
Name: Libido (Kobold) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Kobolds they primarily kidnap beastmen, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 1/100 Experience: 0/100
Name: Organic Barb Effect: Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. Level: 1/100 Experience: 0/100
Name: Organic Blade (Kobold Ninja/Genin) Effect: Though fragile, Kobold Ninja are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with (Tanto) or Throw (Kunai). The Organic Tanto gained from this skill is counted as a natural weapon in regards to boosting proficiency (Slight/Minor Boost). Level: 1/100 Experience: 0/100
Name: Organic Bow Effect: Though fragile, Kobold Archers are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with, causing it to expand into a bow albeit not having any arrows. The Organic Bow gained from this skill is counted as a natural weapon in regards to boosting proficiency (Minor Boost). Level: 1/100 Experience: 0/100
Name: Organic Fang Effect: Req. Kobold Type Sub-Species. Though fragile, Kobolds are able to produce what is known as an Organic Weapon, though this one is a mutated version due to emerging from their teeth. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency & converts bleed dmg inflicted by the mouth into drinkable blood. Level: 1/100 Experience: 0/100
Name: Organic Orb Effect: Though fragile, rarely a Kobold is able to produce what is known as an Organic Orb, which is centered in the middle of their snout. This acts as a bolster to their MP, increasing it by increments of 0.25 for each Organic Orb they possess. Level: 1/100 Experience: 0/100
Name: Organic Sai (Kobold Shinobi/Chūnin) Effect: Ranked up from Organic Blade. Unlike their morally just counterparts Kobold Shinobi/Chūnin are lowkey with their organic weaponry which they are able to both attack with & throw as a projectile. The Organic Sai gained from this skill is counted as a natural weapon in regards to boosting proficiency (Slight Boost). Level: 1/100 Experience: 0/100
Name: Poison Barb Effect: Those Kobolds who have the fortune to apply a status berry to their Organic Weapon find out that by placing them back within their tail they can learn how to replicate the effect. A Kobold can have only 1 stored Status which fades from the organic barb after a hit and it can be replenished through a Minor reduction from their HP. Level: 1/100 Experience: 0/100
Name: Scaly Breath Effect: Felwrought Kobold have a basic breath weapons which sacrifices a Minor amount of HP in order to have a chance to deal the Burn Status (1/10). With additional skill the number of opponents this can affect increases. Level - No. of Targets 1-50 - 1 51-Max - 2 Level: 1/100 Experience: 0/100
Name: Tidal Tail Effect: A special skill bestowed to a monster that has consumed a Lesser Water Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Water Spirit Stone. The Kobold due to possessing a natural weapon imbues mana into their organic barb in order to empower it allowing it to deal Water Elemental Damage at the cost of 1 MP. This skill's price must be paid each time the empowered Organic Barb is used in order to reactivate it. Level: 1/100 Experience: 0/100
Name: Trap Effect: Kobold's are wily creatures with a perchance for traps, as such in comparison to most monsters they are skilled at creating them. This skill gives a minor boost to the damage of a trap made by the user. Level: 1/100 Experience: 0/100
Name: Urd Hearing Effect: Urd have impressive hearing, akin to those of bats albeit refine due to being monsters. As such this technique gives a Minor to detecting monsters who are using specific hiding skills. This detection gets more potent with additional skill & this can eventually even include inflicting a Minor Penalty on monster fleeing chance. 1-25 - Sneak 26-50 - Camouflage 51-75 - Ambient Mana: Cloak 76+ - Minor Penalty to Fleeing Monsters Success Chance Level: 1/100 Experience: 0/100
Name: Spawn Hearing Effect: Vampire Spawn have impressive hearing, akin to those of bats albeit refined due to being monsters. As such this technique gives a Slight Bonus to detecting monsters who are using specific hiding skills. This detection gets more potent with additional skill & this can eventually even include inflicting a Slight Penalty on monster fleeing chance. 1-25 - Skulk 26-50 - Disguise 51-75 - Ambient Mana: Shroud 76+ - Slight Penalty to Fleeing Monsters Success Chance Level: 1/100 Experience: 0/100
- Orc:
Name: Basic Language (Orc) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak the Orcish which is a dialect of Giant Speech and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Orcish 2-25 - Elvish 26-50 - Giant Speech 51-75 - Common 75+ - Dungeon Script Level: 1/100 Experience: 0/100
Name: Basic Language (Orsimer) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak the Orcish which is a dialect of Giant Speech and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Orcish (Orc) 2-25 - Elvish (Elf) 26-50 - Giant Speech (Giant Racial Monsters) 51-75 - Common (Humans) & Drowish (Drow) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Swamp Orc) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak the Orcish which is a dialect of Giant Speech and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Orcish (Orc) 2-25 - Elvish (Elf) 26-50 - Giant Speech (Giant Racial Monsters) 51-75 - Common (Human) & Goblish (Goblin) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Electrocute Stench Effect: A special skill bestowed to a monster that has consumed a Lesser Lightning Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Lightning Spirit Stone. Some Orcs are able to wield their Stench in unique ways, this is the most basic version of that with the Orc harnessing their pitiful mana reserve into order to modify their stench which has a chance of applying a Electrocute Status on a hit. 1-50 = 1 51-Max = 1-2 Level: 1/100 Experience: 0/100
Name: Gretchen Metabolism Effect: Gretchen are capable of slowly regenerating health when they eat on a full stomach, the amount of health regenerated follows a set ratio initially being 12 hours of food equals 1 HP but the timeframe gets shorter with increased levels. 1-25 = 8 Hours 26-50 = 6 Hours 51-Max = 4 Hours Level: 1/100 Experience: 0/100
Name: Homunculus Bond Effect: Upon creation a Homunculus shares a bond with it's creator which allows them to communicate telepathically with them, this not only allows for the Homunculus to pick up on their creator's thoughts but also project their own to them. This skill works to create a bond with another monster in a similar way to how the original Homunculus were able to bond with their creators, once established the user can telepathically communicate with their bonded, with additional distances becoming available via level-up. 1-25 = Same Topic 26-50 = Different Topic, Same Direction (i.e both in North) 51-Max = Different Topic, Nearby Direction (i.e when in North, either North-East or North-West) Level: 1/100 Experience: 0/100
Name: Libido (Orc) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 1/100 Experience: 0/100
Name: Fertility (Orc) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their fertility sometimes it can result in twin births. Level - Twin Chance 1-25 - 1 26-50 - 1, 5 51-75 - 1, 5 75+ - 1, 5, 7 Level: 1/100 Experience: 0/100
Name: Ardor (Orc) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their ardor some monsters are capable of reducing the time till birth by -3 when breeding other civilized races. Level: 1/100 Experience: 0/100
Name: Tanarukk Vomit Effect: Tanarukk have innate fire manipulating capabilities stemming from their stomach, as such all Tanarukk are capable of forcing themselves to throw up except this results in them vomiting out flames which are capable of inflicting the burn status on an opponent (Success Chance 1). Depending on how full a Tanarukk is this can be used repeatedly as it consumes from their Hunger Bar to use, and with additional leveling the price to do so can be raised in exchange for targeting more than one victim. Level - Price (No. of Targets) 1-25 - 5 Hunger (1) 26-50 - 10 Hunger (2) 51-75 - 20 Hunger (3) 75-Max - 40 Hunger (4) Level: 1/100 Experience: 0/100
Name: Troll Skin Effect: Trolls are nocturnal creatures who when exposed to sunlight are temporarily turned into stone. This causes their skin to becomes tougher increasing their Res by a Slight amount while they are immobilized as stone. With additional levels they have a chance of not being turned into stone while still retaining the positive benefit. 1-50 = 1 51-Max = 2 Level: 1/100 Experience: 0/100
Name: Orog Skin Effect: Orog's are more evolved in comparison to their Troll brethren as such they aren't as hampered by sunlight only decreasing their End by a Minor amount. In the sun their skin becomes tougher decreasing their Dexterity by a Minor amount while increasing their Res by a Minor amount. Level: 1/100 Experience: 0/100
Name: Olog Skin Effect: Olog's are even more evolved in comparison to their Troll brethren as such they aren't as hampered by sunlight. In the sun their skin becomes tougher decreasing their Dexterity by a Minor amount while increasing their Res by a Slight amount. Level: 1/100 Experience: 0/100
Name: Rape Effect: Some do it for pleasure, others for dominance but one thing is for sure Orc's excel at it. This technique causes a Minor Penalty to the victim's luck stat for 1 Day, repeated use of this skill before the duration ends extends this duration. Level: 1/100 Experience: 0/100
Name: Plunder Effect: Rank-up from Rape. Some do it for pleasure, others for dominance but one thing is for sure Orc's excel at it. This technique causes a Minor buff to the user's luck stat for 1 Hour after it's use, repeated use of this skill before the duration ends extends this duration. No. of Victims - Duration Extension 1 - 1 Hour 5 - 4 Hours 10 - 8 Hours 15+ - 12 Hours Level: 1/100 Experience: 0/100
Name: Violate Effect: Rank-up from Rape. Some do it for pleasure, others for dominance but one thing is for sure Orc's excel at it. This technique causes a Slight penalty to the victim's luck stat for 1 Hour after its use. Repeated use of this skill before the duration ends extends this duration. Level: 1/100 Experience: 0/100
Name: Rave Effect: Req. Tier I Rank-up. Orsimer might be enlightened in comparison to their brethren but it doesn't mean they aren't capable of taping into the primal rage of the Orcs. This skill causes the monster to Rave giving a Minor Penalty to their Resilience to give them a Minor Bonus to their Magic. Level: 1/100 Experience: 0/100
Name: Rant Effect: Rank-Up of Rave. Orsimer might be enlightened in comparison to their brethren but it doesn't mean they aren't capable of taping into the primal rage of the Orcs. This skill causes the monster to Rant giving a Penalty to their Resilience to give them a Bonus to their Magic. Level: 1/100 Experience: 0/100
Name: Ramble Effect: Rank-Up of Rave. Some Orsimer tap their natural rage after finding the ability to string coherent words together, others have a hard time figuring out how to stop talking once they’ve started. This skill causes the monster to Ramble, giving a Penalty to their Dexterity to give them a Bonus to their Int. Level: 1/100 Experience: 0/100
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 1/100 Experience: 0/100
Name: Odor Effect: Ranked up from Stench. Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong scents. This skill grants a bonus to intimidation and deals minor damage to an individual tracking by scent. Level: 1/100 Experience: 0/100
Name: Scent Effect: Ranked up from Stench. Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong scents. This skill grants a bonus to evading being tracked by scent or can be used to attract herbivores. Level: 1/100 Experience: 0/100
Name: Stench Imbue Effect: Some Orcs are able to wield their Stench in unique ways, this is the most basic version of that with the Orc harnessing their pitiful mana reserve into order to imbue an object with their stench which applies a Minor Dizzy Status on a hit. Level: 1/100 Experience: 0/100
Name: Stank Imbue Effect: Ranked up from Stench Imbue. Some Orcs are able to concentrate their stench into Stank and then use that in unique ways, this results in the Orc harnessing their pitiful mana reserve into order to imbue an object with their stench which applies a Dizzy Status on a hit. Level: 1/100 Experience: 0/100
Name: Pheromone Emission Effect: Ranked up from Stench Imbue. Some Orcs are able to concentrate their stench into Pheromone Emission and then use that in unique ways. This results in the Orc harnessing their pitiful mana reserve in order to imbue an object with their stench, which applies an Aroused Status on a hit.
Aroused Status = Target afflicted is more likely to use libido based skills and has their resilience lowered while afflicted. Level: 1/100 Experience: 0/100
Name: Webbed Appendages Effect: Req. Tier I Rank-up. Swamp Orcs are adapted to the water, it's why they have webbed hands and feet so that they can move around more easily. This skill grants a Minor Bonus to the user's Dex while moving in water, while when submerged the monster is capable of remaining under fore double the duration of a non-aquatic monster. Level: 1/100 Experience: 0/100
- Lizardfolk:
Name: Avian Factor Effect: Gained from drinking the blood of an avian, influences your rank-up options. Level: 1/100 Experience: 0/100
Name: Basic Language (Metallic/Chromatic/Gem Black Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) & Undercommon (Duergar) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Basic Language (Metallic/Chromatic/Gem White Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Novice Language (Lizardkin) Effect: Req. Tier II. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a Dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. Due to having Ranked-Up from (Insert Previous Rank-Up) this individual also speaks (Insert Language). Languages Known (Speakers) 1-50 - Zardese, Dwarvish, Dragon Tongue, Common & Dungeon Script 51-Max - Sylvian & (Varies on Rank-Up) Level: 1/100 Experience: 0/100
Name: Basic Language (Ophidian) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) & Lizz Speech (Scaled Racial Monsters) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Black Lizardkin Breath Effect: Showcasing their draconic heritage-colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of dealing minor damage and inflicting a status condition on various foes. Black Lizardkin exhale a breath which inflicts the corrode status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-20 - 1 (1) 21-40 - 1 (2) 41-60 - 1 or 5 (2) 61-80 - 1, or 5 (3) 81-99 - 1, 5, 10 (3) Level: 1/100 Experience: 0/100
Name: Command Lizardkin (Lesser) Effect: The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Minor Boost to Intimidation Chance 2+ - Minor Boost to Persuasion Chance 3+/1 Grade - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 2 Grades - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 4 Grades - Orders which can be self-harming in nature. Level: 1/100 Experience: 0/100
Name: Command Lizardkin Effect: Ranked-Up from Command Lizardkin (Lesser).The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Slight Boost to Intimidation/Persuasion Chance 2+ - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 3+/1 Grade - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 2 Grades - Orders which can be self-harming in nature. 3 Grades - Orders now have a chance of affecting Faction NPCs (3/10) 4 Grades - .Orders now have a chance of affecting Former PC NPC's (1/10) Level: 1/100 Experience: 0/100
Name: Chromatic Scales (White) Effect: Unlike their metallic cousins Chromatic Dragons have vibrant scales which transition from light to dark in the specific color that they are. However due to this these scales are capable of reducing the damage they sustain from specific (White = Ice) magical attacks by a minor amount. Likewise Chromatic White Scales are capable of reducing the duration of the Cold Status when affecting the user by a minor amount, though both effects are not immediately available. 1-50 = Reduction to Cold Status 51-Max = Reduction to Cold Status & Ice Dmg Level: 1/100 Experience: 0/100
Name: Chromatic White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting minor damage and a status condition on various foes. Chromatic White Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 1/100 Experience: 0/100
Name: Doff Effect: Ranked-up from Shed. Some Lizardkin have used their knowledge of how scales are shed to figure out the fastest way to shed equipment. This is particularly useful when equipment has been afflicted by some sort of negative status. As a result, those Lizardkin who learn how to Doff equipment can remove all of their equipment with a single bonus action rather than a full action. Level: 1/100 Experience: 0/100
Name: Egg-Shell Effect: Most Lizardfolk completely break out of their eggs when they hatch, some are weirdly attached to their shells, this skill only occurs in those who have not completely removed all of their shell. This skill inflict a minor penalty on their Magic in exchange for giving a Minor Boost to their Resilience but only affects the parts of their body which the shell is still attached to. Level: 1/100 Experience: 0/100
Name: Fertility (Lizardkin) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap Dwarves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their fertility sometimes it can result in twin births. Level - Twin Chance 1-25 - 1 26-50 - 1, 5 51-75 - 1, 5 75+ - 1, 5, 7 Level: 1/100 Experience: 0/100
Name: Firenewt Skin Effect: Firenewt skin is a translucent orange with their veins being visible to those who study them closely, however what most don't realize is the natural body heat a firenewt gives off is enough to burn victims who come in contact with it. This skill acts as a natural defense having a chance to burn victims which increases with a higher level. Level - Chance to Burn 1-25 - 1 26-50 - 1, 2 51-75 - 1, 2. 3 76+ - 1, 2, 3, 4 Level: 1/100 Experience: 0/100
Name: Libido (Lizardkin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap dwarves reducing the time till birth by -5 Days in comparison to normal. Level: 1/100 Experience: 0/100
Name: Molt Effect: Ranked-up from Shed. While shed was more of a gradual process, Lizardkin who have become well versed in rapidly removing damaged scales and growing new ones have learned a faster, more efficient process called Molt. This skill grants a Slight bonus to health recovery when health is next recovered. Level: 1/100 Experience: 0/100
Name: Poison Teeth Effect: Ophidian are known for their dangerous bites, due to their teeth secreting a poison which is capable of inflicting the hallucinate status on a victim bitten. This has an increased chance of happening with additional levels and starts off with a singular chance (Success Chance of 1) 1-25 = 1 26-50 = 1-2 51-75 = 1-3 76-Max = 1-4 Level: 1/100 Experience: 0/100
Name: Rock-Scale Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Earth Spirit Stone. The Lizardfolk due to lacking skin imbues mana into their scales in order to harden them (1 +) at the cost of 1 MP. This skill can be kept active at the cost of depleting 1 Mp each time the Lizardfolk is hit in order to reactivate it, or inactive which results in the Lizardfolk having to reactivate it each time it is to be used. Level: 1/100 Experience: 0/100
Name: Shed Effect: Though durable, Lizardkin are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 1/100 Experience: 0/100
Name: Shed Hydration Effect: A special skill bestowed to a monster that has consumed a Lesser Water Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming a Water Spirit Stone. The Lizardkin imbue Water Mana into their scales to heal a minor amount of HP over time. The duration of this skill grows with additional leveling. 1-25 - 1 P.T 25-50 - 2 P.T 51-75 - 1 Turn 75-00 - 2 Turns Level: 1/100 Experience: 0/100
Name: Tail Barb (Wyvernspur) Effect: Wyverns and their kin have evolved to possess not only a functioning and handy tail, but a barb within said tail. This barb gives a Minor damage boost and has a chance to inflict the same status conditions as the Lizardkin’s breath attack. The chance initially being a 1/8 success chance, but with additional skill, not only will the number of targets increase from 1, but so will the success chance. Status: Skill Level - Success Roll 1-30 - 1, 8, 31-75 - 1, 5, 8, 75-Max - 1, 3, 5, 8 Level: 1/100 Experience: 0/100
Name: Water Lung (Gillkin) Effect: Gillkin and their kin have readily adapted to the water, becoming more courageous and daring with how much time they spend in it while others steer clear of it. As such, Gillkin have evolved to embrace the water and gain a Minor boost to Endurance while underwater. Level: 1/100 Experience: 0/100
Name: White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. White Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 1/100 Experience: 0/100
- Myconid:
Name: Basic Language (Pixie) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Shroomish which is a dialect of Plant Communicate and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Shroomish (Plant) 2-25 - Oniese (Oni) 26-50 - Plant Communicate (Plant Racial Monsters) 51-75 - Common (Humans) & Sylvian (Fae) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 1/100 Experience: 0/100
Name: Fae Factor Effect: Gained from drinking the blood of a fae, influences your rank-up options. Level: 1/100 Experience: 0/100
Name: Libido (Myconid) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Myconid they are capable of fertilizing those of either gender, which in the case of a female they get pregnant while in the case of a male the Myconid gets pregnant. Level: 1/100 Experience: 0/100
Name: Parasite (Lesser) Myconid Effect: A rare skill of the same vein as Command, albeit with a twist, which gains exp at the same rate as a Magic Skill. This entails the Myconid using their spores to parasitize a single Myconid that is a lower in intelligence. The difference in grade determines it's success chance while additional levels in this skill increases the max number of parasitized myconids. Going over that limit frees the first parasitized myconid & reduces the user's MP by a Quarter. Level - No. of Parasite Targets - Grade Difference (Success Chance Roll) 1-25 - 1 - 1 (10) 26-50 - 2 - 2 (10 & 7) 51-75 - 2 - 3 (10, 7 & 5) 75+ - 3 - 4 (10, 7, 5 & 3) Level: 1/100 Experience: 0/100
Name: Pixie Dust Effect: Pixies are capable of producing powder from the flapping of their wings which upon being inhaled has a chance of inflicting the Hallucinate status (Success Chance of 1). With increased levels the chance can be improved. 1-25 = 1 26-50 = 1, 5 51-Max = 1, 5, 10 Level: 1/100 Experience: 0/100
Name: Poison Drain Effect: A special skill bestowed to a myconid that has utilized Drain on a poison, this skill versatile yet hazardous to the Myconid's health if used without restraint. When a poison is drained the Myconid sustains a set amount of damage preventing them from sustaining repetitive damage from that poison in exchange for temporarily storing it. From there the Myconid can then transfer the poison to another victim though contact causing them to lose the poison they have currently stored albeit being able to obtain a new one. This skill becomes more powerful with increased levels allowing more dangerous poisons to be stored albeit each having their own damage dealt to the user. Level - Tier of Poison Capable of being Drained (Damage Sustained) 1-25 - 0 (2) 26-50 - I (4) 51-75 - II (8) 76-100 - III (16) Level: 1/100 Experience: 0/100
Name: Rock-Cap Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Earth Spirit Stone. The Myconid due to lacking skin imbues mana into their mushroom cap in order to harden it (2 +) at the cost of 1 MP however that only extends to their cap not the rest of their body. This skill can be kept active at the cost of depleting 1 Mp each time the Myconid is hit in order to reactivate it, or inactive which results in the Myconid having to reactivate it each time it is to be used. Level: 1/100 Experience: 0/100
Name: Meld Spores (Myconid/Pixie) Effect: Melders are a special designation within the society of plants which are capable of producing parasitic spores which allow them to meld with a target and siphon their MP in order to utilize magic rather than the user's own for 1 Turn. This has a chance of being successfully attaching to a victim (1) and with higher levels the chance of successful attachment increases. 1-50 = 1 51-Max = 1 & 5 Level: 1/100 Experience: 0/100
Last edited by Aurielle on 26th July 2024, 4:00 pm; edited 19 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Skills, Proficiencies & Magic) 1st May 2020, 2:35 pm | |
| - Weapon Proficiencies (Can Relearn up to 2 Times):
- Basic:
Name: Basic Aim Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able to carefully line up your target makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Dodging only) when aiming with a ranged weapon in battle. Level: 1/100 Experience: 0/100
Name: Basic Bore Strike Effect: Merge of Basic Pierce Weapon (D) & Basic Blunt Weapon (R). Some creatures are able to utilize a blunt object to pierce through something, as a result they've learned how to deal damage which affect two damage types. This skill allows one to convert blunt damage into piercing damage while giving a minor bonus to pierce damage inflicted in combat. Level: 1/100 Experience: 0/100
Name: Basic Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a minor bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Close Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able tp use a ranged attack at short range makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Blocking only) when using a ranged weapon up close in battle. Level: 1/100 Experience: 0/100
Name: Basic Close Volley Effect: Rank-up from Basic Close Projectile. A style of ranged weapon proficiency emphasizing throwing weapons quick succession up close. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Blocking only) when using a ranged weapon up close in battle. With increased skill this skill can be used to target more than one opponent at once using a single thrown object per target. Level - No. of Targets 1-25 - 1 26-50 - 2 51-75 - 2 75+ - 3 Level: 1/100 Experience: 0/100
Name: Basic Deflect Effect: Rank-up of Basic Block. Having become proficient with shields, the user still receives a slight defense modifier when using them to block or block and dodge, but now the user’s next attack will hit as if the target was unguarded to their initial attack being deflected off the shield and opening them up for attack. Level: 1/100 Experience: 0/100
Name: Basic Deter Effect: Rank-up of Basic Block. Having become proficient with shields, the user still receives a slight defense modifier when using them to block or block and dodge, but now also inflicts a slight penalty to an attacker’s ability to dodge the user’s next attack after Basic Deter is used. Level: 1/100 Experience: 0/100
Name: Basic Dual Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a minor bonus to their attack modifier with both weapons, while likewise giving a minor penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Great Weapons Effect: The 4th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a branch. This adds a minor damage & Guard boost based on the size of the weapon being wielded with the user being able to effectively use larger weapons with increased leveling. Level - Size of Weapon - Dmg/Guard Boost 1-25 - Small - 0/0 26-50 - Humanoid - 1/1 51-75 - Medium S - 2/1 76-Max - Medium M - 3/2 Level: 1/100 Experience: 0/100
Name: Basic Impact Strike Effect: Rank-up from Basic Blunt Weapons. Some creatures focus on bludgeoning things, whether with their fists or with a weapon. This adds a minor bonus to damage when inflicting blunt damage on an opponent. Level: 1/100 Experience: 0/100
Name: Basic Limb weapons Effect: The second most basic of the unarmed proficiency list. Other creatures aren't lucky enough to be born with claws, fangs or tails, so instead they use their arms, legs and skull. This adds a minor bonus attack modifier when using no weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Meditate Effect: Very few monsters are able to meditate, this is due more to the danger of it not because it isn't useful. This skill allows one to spend time meditating in order to recover MP more rapidly than normal, for every 2 Hours Spent Meditating, a monster can regain a Minor amount of MP Level: 1/100 Experience: 0/100
Name: Basic Minor Weapons Effect: The 5th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a twig. This adds a minor damage boost based on the size of the weapon being wielded with the user being able to effectively use larger weapons with increased leveling. Level - Size of Weapon - Dmg Boost 1-25 - Medium S - 0 26-50 - Humanoid - 1 51-75 - Small - 1 76-Max - Tiny - 2 Level: 1/100 Experience: 0/100
Name: Basic Monster Weapons Effect: Ranked-Up from Basic Natural Weapons. The most primal of the unarmed proficiency list. Some creatures rely solely on their unaltered biological weaponry while others seek to emulate others by using the natural weapons of other in their pure form. This adds a minor bonus attack and defense modifier when using natural weapons & carved monster parts (unaltered by Craft or other similar skills) in battle. However it adds a minor penalty attack and defense modifier when using other weapons & weapons made out of crafted monster parts in battle. Level: 1/100 Experience: 0/100
Name: Basic Multi-Handed Effect: A rare yet basic style of weapon proficiency. A few creatures are fortunate enough to have multiple limbs capable of holding weapons and then choose to use all of them to hold a single weapon rather than wield multiple. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving bonuses depending on how many limbs are being used to hold said weapon simultaneously. No. of Weapons - Penalty 3 - Minor Bonus to Critical Chance 4 - Minor Bonus to Block & Critical Chance 5 - Slight Bonus to Critical Chance & Minor Bonus to Block 6 - Slight Bonus to Block 7+ - Slight Bonus to Block & Critical Chance Level: 1/100 Experience: 0/100
Name: Basic Multi-Limb Weapons Effect: Rank-up from Basic-Limb Weapons. An uncommon, yet basic style of limb proficiency. Few creatures are fortunate enough to have multiple limbs and enough control of their body to make them capable of being used offensively. Thus it gives them an edge against their counterparts, however this skill is hard to master, only giving Exp on par with Magic Skills. While the damage they are capable of potentially dealing can be formidable, it has weaknesses that the other styles lack. This adds a slight bonus to the user’s attack modifier with the limb used, while likewise giving penalties depending on how many limbs are being used to attack simultaneously. No. of Limbs - Penalty 3 - Minor Penalty to Melee Accuracy 4 - Minor Penalty to Melee Accuracy & Critical Chance 5 - Penalty to Critical Chance & Minor Penalty to Melee Accuracy 6 - Penalty to Melee Accuracy 7+ - Penalty to Melee Accuracy & Critical Chance Level: 1/100 Experience: 0/100
Name: Basic Multi-Wield Effect: An uncommon yet basic style of weapon proficiency. A few creatures are fortunate enough to have multiple limbs capable of holding weapons more than just the standard two. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving penalties depending on how many weapons are being used simultaneously. No. of Weapons - Penalty 3 - Minor Penalty to Melee Accuracy 4 - Minor Penalty to Melee Accuracy & Critical Chance 5 - Penalty to Critical Chance & Minor Penalty to Melee Accuracy 6 - Penalty to Melee Accuracy 7+ - Penalty to Melee Accuracy & Critical Chance Level: 1/100 Experience: 0/100
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using pierce weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Pole Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon as long or longer than their body makes them more dangerous. This adds a minor bonus to their defense modifier with the weapon held, when wielding a pole, staff or weapon as long or longer than the monster's height. Level: 1/100 Experience: 0/100
Name: Basic Pole Strike Effect: Rank-up from Basic Pole Wield. Weapons which have reach are quite useful, and some monsters have learned how to use this to their advantage. This adds a minor bonus to their attacking when wielding a pole, staff or weapons as long or longer than the monster's height. Level: 1/100 Experience: 0/100
Name: Basic Puncture Strike Effect: Rank-up from Basic Pierce Weapons. Some creatures focus on piercing things, whether with their fangs or with a weapon. This adds a minor bonus to damage when inflicting pierce damage on an opponent. Level: 1/100 Experience: 0/100
Name: Basic Rest Effect: Ranked-up from Basic Meditate. Very few monsters are able to properly rest when not in their home. However, after a certain amount of time with becoming comfortable in their surroundings, a creature has the ability to learn how to rest in a beneficial manner, even while out in the forest. This skill allows one to spend time resting in order to recover HP more rapidly than normal. For every 2 Hours Spent Resting (which includes sleep), a monster can regain an additional Minor amount of HP. Level: 1/100 Experience: 0/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Slicing Strike Effect: Rank-up from Basic Cut Strikes. Some creatures focus on slicing things, whether with their claws or with a weapon. This adds a minor bonus to damage when inflicting slash damage on an opponent. Level: 1/100 Experience: 0/100
Name: Basic Rapid Projectile Effect: An uncommon yet basic style of weapon proficiency. A few creatures are capable of having multiple limbs instead of the standard two and use it to launch multiple projectiles at once. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a minor bonus to their attack modifier with the amount of projectiles launched, while likewise giving penalties depending on how many projectiles are being used simultaneously. No. of Projectiles - Penalty 2 - Minor Penalty to Accuracy 3 - Minor Penalty to Blocking & Dodging 4 - Penalty to Blocking & Minor Penalty to Accuracy 5 - Penalty to Dodging & Minor Penalty to Accuracy 6 - Penalty to Dodging, Blocking & Accuracy 7+ - Penalty to Accuracy & Critical Chance Level: 1/100 Experience: 0/100
Name: Basic Ranged Weapons Effect: The 3rd most basic of the ranged proficiency list. Some creatures are able to launch attacks using something that does the work for them rather than throwing it themselves. This allows Dexterity to be used in place of strength when using ranged weapons in battle, however using Strength now has a minor penalty if used with Ranged Wea. Level: 1/100 Experience: 0/100
Name: Basic Two-Handed Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon with both hands makes them more dangerous. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving a minor penalty to their defense modifier (dodging only) when wielding a weapon with both hands in battle. Level: 1/100 Experience: 0/100
- Novice:
Name: Novice Aim Projectile Effect: The next stage in ranged weapon proficiency. A couple of creatures think being able to carefully line up your target makes a dangerous attack. This adds a slight bonus to their attack modifier during a ranged attack, while likewise giving a slight penalty to their defense modifier (Dodging only) when aiming with a ranged weapon in battle. Level: 1/100 Experience: 0/100
Name: Novice Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a slight bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
Name: Novice Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a slight bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Novice Close Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able tp use a ranged attack at short range makes a dangerous attack. This adds a slight bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Blocking only) when using a ranged weapon up close in battle. Level: 1/100 Experience: 0/100
Name: Novice Dual Wield Effect: The next stage in dual wielding weapon proficiency. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a slight bonus to their attack modifier with both weapons, while likewise giving a slight penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 1/100 Experience: 0/100
Name: Novice Great Weapons Effect: The next stage in Great Weapons proficiency and the 4th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a branch. This adds a slight damage & Guard boost based on the size of the weapon being wielded with the user being able to effectively use larger weapons with increased leveling. Level - Size of Weapon - Dmg/Guard Boost 1-25 - Small - 0/0 26-50 - Humanoid - 1/1 51-75 - Medium S - 2/1 76-Max - Medium M - 3/2 Level: 1/100 Experience: 0/100
Name: Novice Limb weapons Effect: The second most basic of the unarmed proficiency list. Other creatures aren't lucky enough to be born with claws, fangs or tails, so instead they use their arms, legs and skull. This adds a slight bonus attack modifier when using no weapons in battle. Level: 1/100 Experience: 0/100
Name: Novice Meditate Effect: Very few monsters are able to meditate, this is due more to the danger of it not because it isn't useful. This skill allows one to spend time meditating in order to recover MP more rapidly than normal, for every 2 Hours Spent Meditating, a monster can regain a Slight amount of MP Level: 1/100 Experience: 0/100
Name: Novice Minor Weapons Effect: The next stage in minor weapons proficiency and the 5th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a twig effectively. This adds a slight damage boost based on the size of the weapon being wielded with the user being able to effectively use smaller weapons with increased leveling. Level - Size of Weapon - Dmg Boost 1-25 - Medium S - 0 26-50 - Humanoid - 1 51-75 - Small - 1 76-Max - Tiny - 2 Level: 1/100 Experience: 0/100
Name: Novice Monster Weapons Effect: The next stage in Monster Weapon proficiency. The most primal of the unarmed proficiency list. Some creatures rely solely on their unaltered biological weaponry while others seek to emulate others by using the natural weapons of other in their pure form. This adds a slight bonus attack and defense modifier when using natural weapons & carved monster parts (unaltered by Craft or other similar skills) in battle. However it adds a slight penalty attack and defense modifier when using other weapons & weapons made out of crafted monster parts in battle. Level: 1/100 Experience: 0/100
Name: Novice Multi-Handed Effect: The next stage in Multi-Handed proficiency. A rare yet basic style of weapon proficiency. A few creatures are fortunate enough to have multiple limbs capable of holding weapons and then choose to use all of them to hold a single weapon rather than wield multiple. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a slight bonus to their attack modifier with the weapon held, while likewise giving bonuses depending on how many limbs are being used to hold said weapon simultaneously. No. of Weapons - Penalty 3 - Minor Bonus to Critical Chance 4 - Minor Bonus to Block & Critical Chance 5 - Slight Bonus to Critical Chance & Minor Bonus to Block 6 - Slight Bonus to Block 7+ - Slight Bonus to Block & Critical Chance Level: 1/100 Experience: 0/100
Name: Novice Multi-Wield Effect: Ranked-Up from Basic Multi-Wield. An uncommon yet basic style of weapon proficiency. A few creatures are fortunate enough to have multiple limbs capable of holding weapons more than just the standard two. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a slight bonus to their attack modifier with the weapon held, while likewise giving penalties depending on how many weapons are being used simultaneously. No. of Weapons - Penalty 3 - Minor Penalty to Melee Accuracy 4 - Minor Penalty to Melee Accuracy & Critical Chance 5 - Penalty to Critical Chance & Minor Penalty to Melee Accuracy 6 - Penalty to Melee Accuracy 7+ - Penalty to Melee Accuracy & Critical Chance Level: 1/100 Experience: 0/100
Name: Novice Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Novice Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a slight bonus attack and defense modifier when using pierce weapons in battle. Level: 1/100 Experience: 0/100
Name: Novice Pole Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon as long or longer than their body makes them more dangerous. This adds a slight bonus to their defense modifier with the weapon held, when wielding a pole, staff or weapon as long or longer than the monster's height. Level: 1/100 Experience: 0/100
Name: Novice Slash Weapons Effect: The next stage in Slash Weapons proficiency.The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a slight bonus attack and defense modifier when using slash weapons in battle. Level: 1/100 Experience: 0/100
Name: Novice Rapid Projectile Effect: The next stage in Rapid Projectile proficiency. An uncommon yet basic style of weapon proficiency. A few creatures are capable of having multiple limbs instead of the standard two and use it to launch multiple projectiles at once. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a slight bonus to their attack modifier with the amount of projectiles launched, while likewise giving penalties depending on how many projectiles are being used simultaneously. No. of Projectiles - Penalty 2 - Minor Penalty to Accuracy 3 - Minor Penalty to Blocking & Dodging 4 - Penalty to Blocking & Minor Penalty to Accuracy 5 - Penalty to Dodging & Minor Penalty to Accuracy 6 - Penalty to Dodging, Blocking & Accuracy 7+ - Penalty to Accuracy & Critical Chance Level: 1/100 Experience: 0/100
Name: Novice Ranged Weapons Effect: The next stage in Ranged Weapon proficiency. The 3rd most basic of the ranged proficiency list. Some creatures are able to launch attacks using something that does the work for them rather than throwing it themselves. This allows Dexterity to be used in place of strength when using ranged weapons in battle, however using Strength now has a slight penalty if used with Ranged Wea. Level: 1/100 Experience: 0/100
Name: Novice Two-Handed Effect: The next stage in Two-Handed weapon proficiency. A basic style of weapon proficiency. A couple of creatures think being able to use a weapon with both hands makes them more dangerous. This adds a slight bonus to their attack modifier with the weapon held, while likewise giving a slight penalty to their defense modifier (dodging only) when wielding a weapon with both hands in battle. Level: 1/100 Experience: 0/100
- Adept:
Name: Adept Multi-Wield Effect: Ranked-Up from Novice Multi-Wield. An uncommon, yet basic, style of weapon proficiency. A few creatures are fortunate enough to have multiple limbs capable of holding weapons more than just the standard two. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a Fair bonus to their attack modifier with the weapon held, while likewise giving penalties depending on how many weapons are being used simultaneously. No. of Weapons - Penalty 3 - Minor Penalty to Melee Accuracy 4 - Minor Penalty to Melee Accuracy & Critical Chance 5 - Penalty to Critical Chance & Minor Penalty to Melee Accuracy 6 - Penalty to Melee Accuracy 7+ - Penalty to Melee Accuracy & Critical Chance Level: 1/100 Experience: 0/100
- Magic:
Name: Basic Multi-Cast Effect: A rare, yet basic, style of magic casting. Few mages are fortunate enough to have the capability to cast spells multiple times with a single chant rather than preforming a chant for each spell use. Thus, it gives them an edge against their counterparts however this proficiency is hard to master only giving Halved Exp on par with Magic Skills (25 Exp per Use) and while the number of spells that are capable of potentially dealing can be formidable it has weaknesses that the other casting styles lack in addition to being only able to be used Once per Turn. This adds a variable price multiplier to a spell depending on how many times it's being casted with one chant. Level - Spell Number Per Chant - MP Multiplier 1-25 (3) - 4x 26-50 (3 or 4) - 3.5x, 4x 51-75 (3 or 4) - 3x/3.5x 75+ (3 or 4) - 2.5x/3x Level: 1/100 Experience: 0/100
Name: Acid Shot Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming 2 Lesser Water Spirit Stones at the same time. The monster channels their mana into their fingertips for 3 MP while touching a projectile before firing it off dealing Acid Elemental damage, however if the fired projectile lacks Tier I Resonance it has a chance of being corroded (Success Chance 1-4), with additional skill the chance of a fired projectile being destroyed decreases. 1-25 = 1-4 26-50 = 1-3 51-75 = 1-2 75-Max = 1 Level: 1/100 Experience: 0/100
- Other:
Name: Craft Effect: Creation is crucial to survival and few monsters capitalize on that fact. This skill allows for the creation of items by harnessing raw materials, items and/or equipment, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at creating things. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item created (Halved Durability if not food) 5-6 = Slight Success, Tier 0 equipment/item created (Full Durability if not Weapon/Armor) 7-8 = Moderate Success, Up to Tier I equipment/item created (Target Dependent) 9-10 = Success, Up to Tier II equipment/item created (Target Dependent) Level: 1/100 Experience: /100
Name: Enchant Effect: The only thing better than a weapon is a magic weapon, few monsters ever realize this fact. This skill allows for the enchanting of items by harnessing Spirit Stones, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at enchanting things. 1-2 = Failure (Any Spirit Stone Destroyed) 3-4 = Partial Failure, Tier 0 Enchantment gained (Lesser Spirit Stone Destroyed, others go down twice in power) 5-6 = Slight Success, Tier 0 Enchantment gained (Standard Spirit Stone & Below Destroyed, others go down once in power) 7-8 = Moderate Success, Up to Tier I Enchantment gained (Greater Spirit Stone & Below Destroyed) 9-10 = Success, Up to Tier II Enchantment gained (High Spirit Stone & Below Destroyed) Level: 1/100 Experience: /100
Name: Poison Effect: Most monsters learn how to kill things on their own, other monsters learn how to use harmful things to kill for them. This skill allows the monster to poison an item by harnessing raw materials or carves, for a set amount of time which grows longer based on the leveling. 1-2 = Failure - 1 Turn 3-4 = Partial Failure, Tier 0 Poison (Halved Duration if not a tool) - 1 Turn 5-6 = Slight Success, Tier 0 Poison (Full Duration if not Weapon/Armor) - 2 Turns 7-8 = Moderate Success, Up to Tier I Poison (Target Dependent) - 2 Turns 9-10 = Success, Up to Tier II Poison (Target Dependent) - 3 Turns Level: 1/100 Exp: 0/100
Last edited by Aurielle on 11th November 2024, 1:50 am; edited 14 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Skills, Proficiencies & Magic) 1st May 2020, 2:36 pm | |
| - Job Skills:
- Basic:
Name: Basic Aristocracy Effect: Gained through the Noble Job at Lvl 75. The mark of a noble is not how he fights, but how he speaks and with words one can humble even the most dangerous opponents. This skill acts as a counter speech skill neutralizing the effects of an opponent's Command skill equivalent. Type of Noble (Command Skill Type Neutralized) House (Lesser Command) Royal (Lesser Command, Lesser Parasitize) Level: 1/100 Experience: 0/100
Name: Backstab Effect: Gained through the Rogue Job at Lvl 75. Gain a minor bonus to damage dealt while under the effect of a stealth skill, increases to a Slight bonus if damage is dealt from behind a target. Level: 1/100 Experience: 0/100
Name: Basic Blunt/Slash/Pierce Weaponry Effect: Gained through the Swordsman/Pikeman/Warrior Job. Through training one has learned how to effectively use a Sword/Spear/Axe in combat, this adds a minor bonus attack and defense modifier when using slash/pierce/blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic One-Handed Weaponry Effect: Gained through the Noble Job at Lvl 50. Through training a Noble has refined his skill at elegant combat. This adds a minor bonus attack and defense modifier when using a weapon in a single hand. Level: 1/100 Experience: 0/100
Name: Basic Cooking/Farming/Tailoring/Writing/Mining/Cleaning Utensils/Tools Effect: Gained through the Cook/Farmer/Tailor/Appraiser/Miner/Slave Job. Gain a minor bonus when utilizing Cooking/Farming/Tailoring/Writing/Mining/Cleaning utensils/tools making one more proficient at doing said tasks. Level: 1/100 Experience: 0/100
Name: Basic Consecrate Effect: Gained through the Cleric Job at Lvl 50. A cleric is responsible for ensuring the dead remain peacefully in the afterlife, as such this skill can be used to replenish an individual's Infection Limit by a minor amount after the Cleric touches them. When used on a fresh corpse their infection limit is replenished by a slight amount, however if this skill is used on Undead they are dealt slight damage. Level: 1/100 Experience: 0/100
Name: Basic Mount Riding Effect: Gained through the Noble Job. Through training one can become in sync with their steed and their steed becomes in sync with them, this adds a minor bonus attack and dodge modifier when fighting astride a mount in battle to them and said mount. Level: 1/100 Experience: 0/100
Name: Basic Prayer Effect: Gained through the Cleric Job at Lvl 25. By praying to one of the demi-gods that rule this world the cleric is able to use an action to restore a minor amount of MP after a set amount of time spent praying. While praying said action is occupied preventing them from using one of them, however the truly pious can spend both actions praying in order to stack the restorative effect. Level - Turns Praying 1-25 - 4 26-50 - 3 51-75 - 2 76-100 - 1 Level: 1/100 Experience: 0/100
Name: Basic Restorative Mana Effect: Gained through the Cleric Job. The most basic restorative magic which unlike it's offensive counterpart is reliable but rather weak as it restores a minor amount of HP to a target. Level: 1/100 Experience: 0/100
Name: Basic Sharpen Effect: Gained through the Swordsman Job at Lvl 100. This skill involves the sharpening of a blade increases the damage boost of a wielded weapon by a minor amount albeit decreasing the weapons durability by a minor amount for a single blow. This technique can be reapplied after it wears off but cannot be stacked. Level: 1/100 Experience: 0/100
Name: Basic Shuffle Effect: Gained through the Fighter Job at Lvl 25. Through training the fighter learns how to move during combat giving them a minor bonus to their Dodge action. Level: 1/100 Experience: 0/100
Name: Shatter Effect: Gained through the Warrior Job at Lvl 25. The warrior swings a blunt object to inflict minor damage onto a victim. Level: 1/100 Experience: 0/100
Name: Basic Stealth Effect: Gained through the Rogue Job. Gain a minor bonus when attempting to act stealthily, making it harder for enemies to notice your presence. Level: 1/100 Experience: 0/100 Name: Basic Swing Effect: Gained through the Warrior Job at Lvl 50. Inflict the Stun Status on a target hit by the user, doubles duration of stun status if a weak spot is struck. Level: 1/100 Experience: 0/100
Name: Basic Throw Effect: Gained through the Rogue Job at Lvl 50. This skill gives a rogue the ability to hit an opponent with a thrown weapon, with a minor bonus to their accuracy if targeting a weak spot. Level: 1/100 Experience: 0/100
Name: Basic Unarmed Weapons Effect: Gained through the Fighter Job. Through training even, the body can be used as a weapon, this adds a minor bonus attack and defense modifier when fighting unarmed in battle. Level: 1/100 Experience: 0/100
Name: Basic Wound Effect: Gained through the Rogue Job at Lvl 25. Inflict the Bleed Status on a target hit by the user, doubles duration of bleed status if a weak spot is struck. Level: 1/100 Experience: 0/100
Name: Cut Effect: Gained through the Swordsman Job at Lvl 25. The swordsman swings their blade to inflict minor damage onto a victim. Level: 1/100 Experience: 0/100
Name: Domesticate Effect: Gained through the Farmer Job at Lvl 50. Farmers have the ability to employ monsters in their service at the downside of reducing their stats upon them becoming allies. The Farmer can only have as many monsters they can have companions (Monsters take .5 in comparison to a normal companion's 1). Increased skill level reduces the number of reduced stats inflicted. 1-50 = 3 Stats Lower 51-Max = 2 Stats Lower Level: 1/100 Experience: 0/100
Name: Grab Effect: Gained through the Fighter Job at Lvl 75. Through training the fighter is able to reach out and grab an opponent, treating their dodge as unguarded for their next attack. Level: 1/100 Experience: 0/100
Name: Heroic Pose Effect: Gained through the Young Hero Job at Lvl 75. Through training the Young Hero is able to pose, heroically. While it might not seem useful at first glance this skill is useful to psyche themselves up giving a Bonus to the action (Attack, Magic, Dodge or Block) done 1 Turn after it is used. Level: 1/100 Experience: 0/100
Name: Heroic Gambit Effect: Gained through the Young Hero Job at Lvl 100. Through training the Young Hero is able to gain a new surge of strength when their HP is low. This gives them a Minor Bonus to all of their Stats when at 1 HP. The threshold to trigger this skill increases with additional levels (every 20 Levels = +1 HP needed to trigger, caps at 6 HP) Level: 1/100 Experience: 0/100
Name: Heroic Strike Effect: Gained through the Young Hero Job at Lvl 25. Through training the Young Hero is able to strike heroically which when used in conjunction with targeting the weak spots of a monster doubles the damage granted from said weak spot. With additional levels the weak spots this skill applies to become more varied. 1-25 - Non-Vital Area 25-50 - Vulnerable Area 51-75 - Delicate Area 75-Max -Vital Area Level: 1/100 Experience: 0/100
Name: Kick Effect: Gained through the Fighter Job Lvl 50. Through training the Fighter learns how to Kick an enemy, dealing damage & allowing them to knock an opponent back 1 ft. If an opponent possesses strength equal (if larger than the fighter) or exceeding (if equivalent in size or smaller than the fighter) they are not knocked back. Level: 1/100 Experience: 0/100
Name: Nobility Effect: Gained through the Noble Job at Lvl 25. Nobles are just better, but it is unbecoming to show off lest the common rabble grow dispirited. Depending on the level of this skill in addition to the type of noble one is, they are capable of increasing their damage dealt to an opponent or reducing incoming damage from an opponent. Level - Type of Noble (House/Royal) - Skill Cooldown 1-25 - 1x/1.5x - 5 Turns 26-50 - 1.25x/1.75x - 4 Turns 51-75 - 1.5x/2x - 3 Turns 76+ - 1.75x/2.25x - 2 Turns Level: 1/100 Experience: 0/100
Name: Parry Effect: Gained through the Swordsman Job at Lvl 75. Deflect an incoming strike by having more damage than what is inflicted to you, unlike normal parries this technique causes the parrying weapon to sustain half the damage it would usually sustain if the swordsman is overpowered. Level: 1/100 Experience: 0/100
Name: Punch Effect: Gained through the Fighter Job at Lvl 25. Through training the Fighter learns how to Punch an enemy, dealing damage & allowing them to interrupt their attack. If an opponent with Dual Wielding or Multi-Attack is punched, then one of their attacks are interrupted causing them to lose their bonus to hit. Level: 1/100 Experience: 0/100
Name: Plant Effect: Gained through the Farmer Job Lvl 25. The Farmer plants a berry, nut or fruit seed, speeding up the rate of growth by 1 Day. With additional leveling the speed of growth can be increased further. 1-50 = 1 Day 51-Max = 2 Days Level: 1/100 Experience: 0/100
Name: Heroic Strafe Effect: Gained through the Young Hero Job at Lvl 50. Through training the Young Hero is able to quickly move from side to side, giving a Minor Bonus to their Dodge action while trying to avoid an incoming attack Level: 1/100 Experience: 0/100
Name: Toil Effect: Gained through the Farmer Job at Lvl 75. The Farmer works incredibly hard to increase the results of a harvest, this skill results in the yield from a plant to be increased by 1, with increased leveling said yield will be further increased. 1-25 = +1 26-50 = +2 51-75 = +3 76-Max = +4 Level: 1/100 Experience: 0/100
Name: Young Hero's Will Effect: Gained through the Young Hero Job. Learn skills more quickly while in combat depending on the adversity faced, with increased levels the type of adversity that triggers this skill will become more varied. Level - Adversity (Bonus to Skill Acquisition) 1 - Normal Monster (+1) 2-25 - Variant Monster (+2) 26-50 - Starter Race (+3) 51-75 - Apex Predator (+4) 75-Max - Any of the Above with Blessing (+5) Level: 1/100 Experience: 0/100
Last edited by Aurielle on 7th July 2024, 3:55 pm; edited 6 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Skills, Proficiencies & Magic) 1st May 2020, 2:36 pm | |
| - Magic:
- Basic:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Rolls 1-3 = Failure 4-5 = Magic Attack 6-7 = Minor Debuff to 1 Stat (Enemy) 8-9 = Minor Buff to 1 Stat (Self) 10 = Random Beneficial Effect Dependent on QM Level: 1/100 Experience: 0/100
Name: Basic Detect Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the detection of Mana within an object in contact with the user or the use of mana externally around the user. Rolls 1 = Failure 2-4 = Detect Magic in Object 5-6 = Detect Magic in Immediate Area 7-9 = Detect Magic in General Area (North, South, East or West) 10 = Detect Magic in Specific Area (NW,NE,SE,SW,N,W,E,S) Level: 1/100 Experience: 0/100
Name: Basic Restorative Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic to heal which is based on the user's Magic after paying the price to preform it (6 MP) however when targeting Vulnerable, Delicate or Vital locations the bonus is turned into a penalty. Level: 1/100 Experience: 0/100
Name: Basic Sacrificial Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of sacrifice to produce raw magic in a following action, with an equivalent price to preform it (5 MP), however due to being untrained with no elemental affinity, it can be unreliable. Sacrificial Magic is very strenuous on the body and as a result it requires 5 Turn cooldown after its use. Rolls - Cooldown 1-3 = Self Sacrifice of Life (-6 HP) 4-5 = Self Sacrifice of Blood (-3 HP & -6 Thirst) 6-7 = Self Sacrifice of Nourishment (-6 Hunger & -6 Thirst) 8-9 = Sacrifice of Spirit (-6 Hours from a Spirit Stones Element Store) 10 = Can apply sacrificial price to a target (Requires Contact) Level: 1/100 Experience: 0/100
Name: Basic Mana Gathering Effect: The most basic of the magic proficiency list. Mage's must learn how to gather mana from the environment lest they become useless in combat when they run out of MP. The mage gathers Mana equivalent to the damage capable of being dealt by their Magic, which is then used to rapidly replenish their MP. Rapidly gathering mana is strenuous for the body in comparison to it naturally refilling over time, as a result it requires a 5 Turn Cooldown after its use. Rolls 1 = Failure 2-4 = Detect Magic in Object 5-6 = Detect Magic in Immediate Area 7-9 = Detect Magic in General Area (North, South, East or West) 10 = Detect Magic in Specific Area (NW,NE,SE,SW,N,W,E,S) Level: 1/100 Experience: 0/100
- Affinities:
Name: Aqua Affinity Effect: Rank-Up from Aqua Affinity. Aqua Magic is one of the Perfect Primary Affinities third highest on the totem pole of the arcane & one of the hardest to master due to that. This Affinity halves the cost of all Tier I-II Aqua Magic, making it easier to harness Aqua Mana in combat. However it doubles the cost of Tier 0 Yugure, Blaze, Fire, Clay, Diamond & Earth Magic Level: 1/100 Experience: 0/100
Name: Lesser Aqua Affinity Effect: Required to harness Aqua Mana. Aqua Magic is one of the Perfect Primary Affinities third highest on the totem pole of the arcane & one of the hardest to master due to that. This Affinity halves the cost of all Tier I Aqua Magic, making it easier to harness Aqua Mana in combat. Note: Raising this affinity will weaken your ability to harness Yugure, Blaze, Fire & Clay, Diamond, Earth Mana. Level: 1/100 Experience: 0/100
Name: Blood Affinity Effect: Rank-up of Lesser Blood Affinity. Blood is one of the Dual Affinities lower middle on the totem pole of the arcane yet more advanced than those who harness superior primary mana. This Affinity halves the cost of all Tier I-II Blood Magic, making it easier to harness Blood Mana in combat. Note: Raising this affinity will double the Cost of Tier 0 Oil, Shadow, Scorch & Magnet Mana. Level: 1/100 Experience: 0/100
Name: Lesser Blood Affinity Effect: Required to harness Blood Mana. Blood is one of the Dual Affinities lower middle on the totem pole of the arcane yet more advanced than those who harness superior primary mana. This Affinity halves the cost of all Tier I Blood Magic, making it easier to harness Blood Mana in combat. Note: Raising this affinity will weaken your ability to harness Oil, Shadow, Scorch & Magnet Mana. Level: 1 /100 Experience: 0/100
Name: Lesser Boil Affinity Effect: Required to harness Boil Mana. Acid Magic is one of the Dual Affinities lower middle on the totem pole of the arcane yet more advanced than those who harness superior primary mana. This Affinity halves the cost of all Tier I Boil Magic, making it easier to harness Boil Mana in combat. Note: Raising this affinity will weaken your ability to harness Earth, Gem, Scorch & Disease Mana. Level: 1/100 Experience: 0/100
Name: Lesser Poison Affinity Effect: Required to harness Poison Mana. Poison Magic is one of the Tri Affinities upper middle on the totem pole of the arcane yet more advanced than those who harness superior dual mana. This Affinity halves the cost of all Tier I Poison Magic, making it easier to harness Poison Mana in combat. Note: Raising this affinity will weaken your ability to harness Life, Blood, Flesh, Smoke & Sand Mana. Level: 1/100 Experience: 0/100
Name: Lesser Fire/Water/Earth/Wind/Lightning/Bone Affinity Effect: Required to harness Fire/Water/Earth/Wind/Lightning/Bone Mana. Fire/Water/Earth/Wind/Lightning/Bone Magic is one of the Primary Affinities lowest on the totem pole of the arcane yet more advanced than those who harness ambient mana. This Affinity halves the cost of all Tier I Fire/Water/Earth/Wind/Lightning/Bone Magic, making it easier to harness Fire/Water/Earth/Wind/Lightning/Bone Mana in combat. Note: Raising this affinity will weaken your ability to harness Wind/Fire/Lightning/Earth/Wind & Water/Earth/Lightning/Fire/Earth (All other Primary in the case of Bone) Mana. Level: 1/100 Experience: 0/100
Name: Fire/Water/Earth/Wind/Lightning/Bone Affinity Effect: Required to harness Fire/Water/Earth/Wind/Lightning/Bone Mana. Fire/Water/Earth/Wind/Lightning/Bone Magic is one of the Primary Affinities lowest on the totem pole of the arcane yet more advanced than those who harness ambient mana. This Affinity halves the cost of all Tier I-II Fire/Water/Earth/Wind/Lightning/Bone Magic, making it easier to harness Fire/Water/Earth/Wind/Lightning/Bone Mana in combat. Note: Raising this affinity will double the cost of Tier 0 Wind/Fire/Lightning/Earth/Wind & Water/Earth/Lightning/Fire/Earth (All other Primary in the case of Bone) Mana. Level: 1/100 Experience: 0/100
Name: Basic Time Affinity Effect: Time Magic is one of the Complex Affinities highest on the totem pole of the arcane & is the hardest to master due to that. This Affinity halves the cost of all Tier I Time Magic, making it easier to harness Time Mana in combat. Note: Raising this affinity will weaken your ability to harness Rift & Order Mana. Level: 1/100 Experience: 0/100
- Deity Based Magics:
Name: Acid Mane Effect: Req. Blessing of Demi-God of Acid, this skill is the weakest of the skills that are able to be gained by being favored by an Acid Deity. The monster is capable of growing a teal mane, which has unique hair that is capable of secreting acid when 3 MP is fed into it. This deals Acid damage equivalent to the monsters Mag + their Res, when they are struck by an opponent, and the duration of this effect lasts longer with increased leveling. 1-25 - 1 P.T 26-50 - 2 P.T 51-75 - 3 P.T 75-Max - 4 P.T Level: 1/100 Experience: 0/100
Name: Acid Stomach Effect: Req. Blessing of Demi-God of Acid, this skill is the weakest of the skills that are able to be gained by being favored by an Acid Deity. The monster is capable of increasing the strength of the digestive fluids in their stomach when 3 MP is fed into it. This allows them to derive nutrition from more than just meat or edible plants, the types of things that are now edible using this technique varies with additional skill levels 1-25 - Normal Food 26-50 - Bark (1 Hour Per Bark) 51-75 - Rotten Food (Half Amount of Hunger Replenished dependent on food source) 75-Max - Bones (Half Amount of Hunger Replenished dependent on food source) Level: 1/100 Experience: 0/100
Name: Poison Tail Effect: Req. Blessing of God of Poison, this skill is the weakest of the skills that are able to be gained by being favored by a Poison Deity. The monster's tail are empowered by Poison Mana becoming more of a dangerous weapon and inflicting a Minor amount of Poison Elemental dmg to an opponent while costing 6 MP per use. Level: 1/100 Experience: 0/100
Name: Poison Venom Bite Effect: Req. Blessing of God of Poison, this skill is the weakest of the skills that are able to be gained by being favored by a Poison Deity. The monster's fangs are empowered by Poison Mana becoming more of a dangerous weapon and inflicting a Minor amount of Poison Elemental dmg to an opponent while costing 7 MP per use. This technique has a chance of poisoning a victim (Success Chance of 10) which deals recurrent poison damage equal to the damage inflicted by the bite. Level: 1/100 Experience: 0/100
Name: Roar of Flame Effect: Req. Blessing of Demi-God of Fire & Rank-Up from Growl of Flame. This skill is the weakest of the skills that are able to be gained by being favored by a Fire Deity. The Hind Bear gathers Fire mana within it's vocal chords before roaring out, resulting in a cone of fire emerging from it's mouth which deals fire elemental damage to opponents within it's radius. With additional levels the cone grows larger allowing more targets to be caught within it and improves the chance of successfully inflicting them with burns. 1-25 - 1 (1, 10) 26-50 - 2 (1, 5, 10) 51-75 - 3 (1, 3, 5, 10) 76-Max - 4 (1, 3, 5, 7, 10) Level: 1/100 Experience: 0/100
Name: Nature's Claw Effect: Req. Blessing of Demi-Goddess of Nature, this skill is the weakest of the skills that are able to be gained by being favored by a Nature Deity. The monster's claws are empowered by Nature Mana becoming more of a dangerous weapon and inflicting a Minor amount of Nature Elemental dmg to an opponent while costing 1 MP per use. Level: 1/100 Experience: 0/100
Name: Nature's Sight Effect: Req. Blessing of the Demigoddess of Nature, this skill is the weakest of the skills that are able to be gained by being favored by a Nature Deity. The Kobold is capable of empowering their vision with Nature Mana allowing them to distinguish between plant life at the cost of 4 MP per Turn Active, allowing them to quickly locate them while traveling. With increased levels not only are the plant life able to be distinguished more varied by the duration it can be kept active increases. Level - Plant Life Distinguished (Duration) 1-25 - Landscape (1 Turn) 26-50 - Food (2 Turns) 51-75 - Poison (3 Turns) 75-Max - Medicine (4 Turns) Level: 1/100 Experience: 0/100
Name: Wind Fang Effect: Req. Blessing of Demi-Goddess of Wind, this skill is the weakest of the skills that are able to be gained by being favored by a Wind Deity. The monster's jaws are empowered by Wind Mana becoming more of a dangerous weapon and inflicting a Minor amount of Wind Elemental dmg to an opponent while costing 1 MP per use. Level: 1/100 Experience: 0/100
- Tier I:
Name: Ambient Mana: Ball Effect: Tier I Magic. By learning how to channel ones magic into a sphere form before launching it at an opponent the monster has gained a basic albeit useful attack magic. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Ambient Mana: Growl Effect: Tier I Magic. By learning how to channel ones magic into their vocal chords the monster has gained a basic albeit useful enfeebling magic which causing a brief Stun effect for 1 Turn. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. This magic does not always work (Success Chance 1) but becomes more effective at higher levels. Level - Success Chance 1-25 - 1 26-50 - 1 & 5 51-75 - 1, 5 & 7 76-99 - 1, 5, 7 & 10 Level: 1/100 Experience: 0/100
Name: Ambient Mana: Jump Effect: Tier I Magic. By learning how to channel ones magic into their legs the monster has gained a basic albeit useful support magic which allows them leap high into the air. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. This magic is notable for giving more lift if double the mana is put into it. Level: 1/100 Experience: 0/100
Name: Ambient Mana: Protect Effect: Tier I Magic. This spell grants the user the opportunity to gain a minor boost to their resistance stat, which in turn protects their body with a shell of magic, however the duration of the boost is determined by the successfulness of it's use. 1-4 Failure 5-8 Boost the user's Resistance for one attack 9-10 Boost the user's Resistance for one post Level: 1/100 Experience: 0/100
Name: Ambient Mana: Block Effect: Tier I Magic. By learning how to channel one's magic into the shape of a rectangular sheet, the monster is capable of protecting themselves from damage with the Guard Boost of the magical Block being equivalent to the damage one would inflict with their Magic stat. Level: 1/100 Experience: 0/100
Name: Ambient Mana: Shield Effect: Tier I Magic. By learning how to channel ones magic into the shape of a circular shield, the monster is capable of protecting something they touch, from damage with the Guard Boost of the shield being equivalent to the damage one would inflict with their Magic stat. Level: 1/100 Experience: 0/100
Name: Ambient Mana: Sight Effect: Tier I Magic. By learning how to channel ones magic into their eyes the monster has gained a basic albeit useful support magic which allows them to see through mana and identify mana affinities through color. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. However like other magic in it's series it can be kept active for a set duration which becomes better the more skilled one is with it's use. Level - Duration before Price is re-collected 1-25 - 1 Turn 26-50 - 2 Turns 51-75 - 3 Turns 76-100 - 4 Turns Level: 1/100 Experience: 0/100
Name: Aqua Mana: Aquaball Effect: Tier I Aqua Magic. By learning how to channel aqua into a sphere form before launching it at an opponent the monster has gained a basic albeit useful aqua attack magic that has a chance to erode a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Lightning Mana: Electroball Effect: Tier I Lightning Magic. By learning how to channel aqua into a sphere form before launching it at an opponent the monster has gained a basic albeit useful aqua attack magic that has a chance to electrocute a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Water Mana: Water Dart Effect: Tier I Water Magic. By learning how to channel water into a dart form before launching it at an opponent the monster has gained a basic albeit useful water attack magic that deals minor damage to a foe. The cost to use this magic is 5 MP, however with a water affinity or a foci this cost may go down. Level: 1/100 Experience: 0/100
Name: Fire Mana: Fireball Effect: Tier I Fire Magic. By learning how to channel fire into a sphere form before launching it at an opponent the monster has gained a basic albeit useful fire attack magic that has a chance to burn a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Blood Mana: Blood Dart Effect: Tier I Blood Magic. By learning how to channel blood into a dart form before launching it at an opponent the monster has gained a basic albeit useful blood attack magic that deals minor damage to a foe. The cost to use this magic is 5 MP, however with a blood affinity or a foci this cost may go down. Level: 1/100 Experience: 0/100
Name: Poison Mana: Poisonball Effect: Tier I Poison Magic. By learning how to channel poison into a sphere form before launching it at an opponent the monster has gained a basic albeit useful poison attack magic that has a chance to poison a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Restorative Mana: Heal Effect: Tier I Magic. By learning how to effectively channel healing magic into a target, for a cost of 6 MP, this skill allows for a minor amount of HP to be recovered over time initially being 1 Post but with additional skill it lasts for a longer duration. 1-25 = 1 P.T 26-50 = 2 P.T 51-75 = 3 P.T 76-Max = 4 P.T Level: 1/100 Experience: 0/100
Name: Restorative Mana: Replenish Effect: Tier I Magic. By learning how to effectively channel healing magic into a target, for a cost of 6 MP, this skill allows for a minor amount of MP to be recovered over time initially being 1 Post but with additional skill it lasts for a longer duration. 1-30- = 1 P.T 31-60 = 2 P.T 61-Max = 3 P.T Level: 1/100 Experience: 0/100
Name: Water Mana: Wave Effect: Tier I Aqua Magic. By learning how to channel water into a wave form before launching it at an opponent the monster has gained a weak albeit useful water attack magic that deals minor damage to multiple foes. This has a 11 MP Cost, and with additional leveling more foes can be hit at once with this technique. 1-50 = 1 51-Max = 2 Level: 1/100 Experience: 0/100
- Tier II:
Name: Ambient Mana: Howl Effect: Rank-up of Ambient Mana: Growl. Tier II Magic. Cost 4 MP. By learning how to channel one’s magic into their vocal chords, the monster has gained a basic albeit useful enfeebling magic, which causes a brief Stun effect for 1 Turn on multiple targets based on the user’s skill level. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. This magic does not always work (Success Chance 1, 5) but becomes more effective at higher levels. Skill Level - Number of Targets 1-25 - 1 26-50 - 2 51-75 - 3 76-100 - 4 Level: 1/100 Experience: 0/100
Name: Ambient Mana: Life Drain Effect: Tier II Magic. By learning how to channel ones magic into their Drain Skill and focusing on a target to trigger it's effect the monster has gained a standard albeit useful hybrid attack & restorative magic. The damage that is dealt to a victim is added to the user's hp, however it is only half as effective on corpses, while using this skill on undead results in the user taking double damage. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Ambient Mana: Sigil Creation Effect: Tier II Magic. Costs This spell creates a Sigil that floats above the user or a target which confers a random effect as like most uses of raw magic it is quite unreliable. As a bonus action the user can move a sigil to another target, detonate it to deal direct damage or dispel the sigil which allows them to regain half of its cost. If said sigil is destroyed (1 HP, only vulnerable to magical damage) then it's effects end and the mana used to fuel it is lost. Rolls 1 = Failure 2-3 = Evasion Sigil (+1/-1 to Dodge Actions) 4-5 = Defense Sigil (+1/-1 to Block Actions) 6-7 = Attack Sigil (+1/-1 to Attack Actions) 8-9 = MP Regen Sigil (Restores 1 MP each Turn) 10 = HP Regen Sigil (Restores 2 HP each Turn) Level: 1/100 Experience: 0/100
Name: Ambient Mana: Snarl Effect: Rank-up of Ambient Mana: Growl. Tier II Magic. Cost 4 MP. By learning how to channel one’s magic into their vocal chords, the monster has gained a basic albeit useful enfeebling magic which causes a brief Stun effect for 2 Turns on a single target. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. This magic does not always work (Success Chance 1, 5) but becomes more effective at higher levels. Level: 1/100 Experience: 0/100
Name: Aqua Mana: Aqua Bomb Effect: Tier II Aqua Magic (Rank-up of Aqua Ball). By learning how to channel aqua into a sphere form before launching it at an opponent the monster is capable of detonating it dealing aqua damage, and resulting in a chance of eroding multiple foes at once. Level - No. of Targets - Erode Status Chance 1-25 - 1 - 1-2 26-50 - 2 - 1-3 51-75 - 2 - 1-3 76+ - 3 - 1-4 Level: 1/100 Experience: 0/100
Name: Aqua Mana: Aqua Jet Effect: Tier II Aqua Magic. Focusing Aqua Mana into their body they can use it to propel themselves, this can be utilized in place of swimming, or can be used to give a bonus to a physical attack. This has a 13 MP Cost, and the bonus lasts for as long as it's duration. Level - Duration of Aqua Jet 1-50 - 1 Turn 51-75 - 2 Turns 76+ - 3 Turns Level: 1/100 Experience: 0/100
Name: Aqua Mana: Stench Sphere Effect: Tier II Aqua Magic (Req. Aquaball & Stench Imbue to be gained). By learning how to channel aqua into a sphere form and imbuing it with one's Stench it creates a projectile which upon being launched covers the victim in aqua with a foul stench. With this the monster has gained a standard albeit useful aqua attack & enfeebling magic that has a chance to erode a foe's Dexterity (Success Chance 5 & 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
Name: Aqua Mana: Aqua Wave Effect: Tier II Aqua Magic. By learning how to channel aqua into a wave form before launching it at an opponent the monster has gained a standard albeit useful water attack magic that deals slight damage to multiple foes. This has a 11 MP Cost, and with additional leveling more foes can be hit at once with this technique. 1-25 = 1 26-50 = 2 51-75 = 2 75-Max = 3 Level: 1/100 Experience: 0/100
Name: Lightning Mana: Lightning Strike Effect: Tier II Lightning Magic. By learning how to channel lightning into striking an opponent down from above the monster has gained a standard albeit useful lightning attack magic which is more effective on airborne targets albeit typically dealing a slight amount of lightning damage to anyone it strikes. This has a 5 MP price to use however affinities or a foci may bring this cost down, with additional levels the damage it deals to airborne targets increases. 1-25 = +0 Dmg 26-50 = +1 Dmg 51-75 = +1 Dmg 76-100 = +2 Dmg Level: 1/100 Experience: 0/100
Name: Poison Mana: Drench Effect: Tier II Poison Magic. By learning how to channel poison into their mouth before spewing it outward which covers the ground in poison for a set amount of time. Those who linger on the ground covered with the poison, have a chance to be poisoned (Success Chance 10). This has a 9 MP Cost for it's use with a 6 MP cost to keep it active after it's duration runs out, with additional skill the duration of it's effect is increased. Level - Success Chance (Duration) 1-25 = 10 (1 Turn) 26-50 = 1 & 10 (1 Turn) 51-75 = 1, 5 & 10 (2 Turns) 75-Max = 1, 5, 7 & 10 (2 Turns) Level: 1/100 Experience: 0/100
Name: Water Mana: Water Wall Effect: Tier II Water Magic. By learning how to channel water into a wall form to manifest it around an ally, the monster has gained a standard albeit useful water defense magic that provides a slight defensive boost to an ally, which due to it's magical nature allows it to protect against magic. The cost to use this magic is 6 MP, and it lasts for 1 Turn before needing to be manifested again. Level: 1/100 Experience: 0/100
- Tier III:
Name: Aqua Mana: Stench Cannon Effect: Tier III Aqua Magic (Rank-up from Aqua Mana: Stench Sphere). By learning how to channel aqua into a sphere form and imbuing it with one's Stench it creates a large projectile which upon being launched covers the victim(s) in aqua with a foul stench. With this the monster has gained an aqua attack & enfeebling magic that has a chance to erode more than one foe's Dexterity (Success Chance 1, 5 & 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level - No. of Targets 1-50 - 1 51+ - 2 Level: 1/100 Experience: 0/100
Name: Aqua Mana: Stink Bomb Effect: Tier III Aqua Magic (Rank-up from Aqua Mana: Stench Sphere). By learning how to channel aqua into a sphere form and imbuing it with one's Stench, it creates a large projectile which can be detonated at will with up to three turns of delay possible. Once detonated, it covers the victim(s) in aqua with a foul stench within a 20 foot radius of the sphere. With this, the monster has gained an aqua attack & enfeebling magic that has a chance to erode more than one foe's Dexterity (Success Chance 1, 5 & 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level - No. of Targets 1-50 - 1 51+ - 2 Level: 1/100 Experience: 0/100
- Tier IV:
- Tier V:
Last edited by Aurielle on 26th October 2024, 10:11 pm; edited 17 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Skills, Proficiencies & Magic) 13th May 2020, 2:34 pm | |
| Monster Skills- Demon:
- Giant:
- Scaled:
- Avian:
Name: Echolocation Effect: A skill popularized by bats which entails using sound, typically screeches, in order to locate prey, due to the sound bouncing off of the area. Due to not relying on vision it can render some concealment skills useless against it. As it grows stronger the skills that it can counteract will increase. 1-50 - Sneak 50-99 - Camouflage Level: 1/100 Experience: 0/100
- Aquatic:
- Plant:
- Beast:
Name: Brutal Tackle Effect: A reckless tackle using the full force of ones body to slam into a target, favored by Stamp Pigs and their rank-ups. Though it deals damage to the user it doubles the damage dealt to an opponent making it quite dangerous in the hands of those with health to spare. Level: 1 Exp: 0/100
Name: Brutal Takedown Effect: Rank-up from Brutal Tackle. A reckless takedown using the full force of ones body to slam into a target, favored by Stamp Pigs and their rank-ups. Though it deals damage to the user it doubles the damage dealt to an opponent while knocking them down if their Str is less than the user's End making it quite dangerous in the hands of those with health to spare and a natural hardy constitution. Level: 1 Exp: 0/100
Name: Rock-Fur Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Earth Spirit Stone. The Beast due to possessing a covering over their skin imbues mana into their fur in order to harden them (1 +) at the cost of 1 MP. This skill can be kept active at the cost of depleting 1 Mp each time the Beast is hit in order to reactivate it, or inactive which results in the beast having to reactivate it each time it is to be used. Level: 1/100 Experience: 0/100
Name: Sling Poop Effect: A basic attack using biological ammo, thrown at a target to deal damage like a normal ranged attack. It's special in that this attack relies on natural weapons and due to the stink it inflicts a Minor penalty on smell based skills until it is cleansed. Level: 1/100 Exp: 0/100
Name: Stone Jaws Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Earth Spirit Stone. The beast due to possessing a natural weapon imbues mana into their fangs in order to empower it allowing it to deal Earth Elemental Damage at the cost of 1 MP. This skill's price must be paid each time the empowered fangs are used in order to reactivate it. Level: 1/100 Experience: 0/100
Name: Savage Tackle Effect: Rank-up from Brutal Tackle. A reckless tackle using the full force of one’s body to slam into a target, favored by Stamp Pigs and their rank-ups. Though it deals damage to the user, it does 2.5x the damage dealt to an opponent, thus making it quite dangerous in the hands of those with health to spare Level: 1/100 Experience: 0/100
Name: Gleam Effect: The specialty of Gleam Rodents and their rank-ups, involving harnesses their mana (1 MP) in order to release a gleam of light in order to temporarily blind a victim (Success Chance = 1). With additional levels this status effect becomes easier to trigger despite only being able to be used to target a single opponent at a time. 1-50 = 1 51-Max = 1 & 5 Level: 1 Exp: 0/100
Name: Glint Effect: Ranked up from Gleam. This skill involves harnesses their mana (2 MP) in order to release a gleam of light in order to temporarily blind up to two victims (Success Chance = 1). With additional levels this status effect becomes easier to trigger despite only being able to be used to target two opponents at a time. 1-25 = 1 26-50 = 1 & 5 51-Max = 1, 7 & 5 Level: 1 Exp: 0/100
- Insect:
Name: Poison Spray Effect: The insect spews bile or poison from within itself onto a large five foot area, inflicting the poison status on all who touch it. It inflicts 2 poison damage for up to 3 post unless purged from them. Level: 1/100 Experience: 0/100
Name: Iron Silk Effect: Ranked-Up version of Silk. Some creatures are able to create a stick, durable webbing within their bodies. This webbing can be used for both movement and for restraining prey. As the user continues generating and practicing applying this strange substance, it becomes more durable and difficult to untangle from. The substance is flammable. Skill Level - Str Required to Escape 1-24 - 2 str less than the user's 25-49 - 1 str less than the user's 50-74 - same str as the user 75-100 - 1 str more than the user's Level: 6/100 Experience: 0/100
- Undead:
- Construct:
- Universal:
Name: Orcish Factor Effect: Gained from mating with an Orc, influences your rank-up options. Level: 1/100 Experience: 0/100
Name: Goblinoid Factor Effect: A select few monsters who mate with goblins, are corrupted by their seed, which influences their rank-up options. Level: 1/100 Experience: 0/100
*********************** - Past is Past:
| |
| | | Sponsored content
| Subject: Re: Re: Monster (Skills, Proficiencies & Magic) | |
| |
| | | | Re: Monster (Skills, Proficiencies & Magic) | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
[ Full reading ] | Comments: 4 |
Who is online? | In total there are 15 users online :: 1 Registered, 0 Hidden and 14 Guests BladeMost users ever online was 346 on 15th April 2021, 2:59 pm |
|