Complete List of Skill 31+ Abilities for all classes

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Merlin
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Complete List of Skill 31+ Abilities for all classes

Post by Merlin »

Got sick of looking at multiple threads for this info, So i have compiled it into one:

Thieves:
31 - All players in the same party as you are able to fully see you while hidden. All players in the party also receive a 5 level bonus for the purpose of seeing hidden creatures
32 - Thrown attacks (at a specific target) (Through the THROW command) are doubled (One command gets two throws).
33 - Mug will begin to work with an item in your right hand
34 - All poison based damage +15%
35 - All disease based damage +15%
36 - On rare occasion the thief will find himself remaining hidden after a non-fatal backstab
37 - The thief gains an automatic "Quick Stab" ability (cumulative with the quirk), and ANY PARTY MEMBER gets a chance of each combat swing being classified as a backstab
38 - Duration of all thief DOTs increases by 5 rounds
39 - The thief may hide with ANY number of health points
40 - TBC

Mentalist:
31 - Increased teleport locations per server (+4). +5 boost to ep regen per round
32 - +100 floating max energy points
33 - All fire based damage increases by 15%
34 - All ice damage + 15%
35 - All non-primal "buff" durations increased by 1round/skill level
36 - All energy based damage + 15%
37 - Increased absorption/protfire/protice discs by 3 times current skill level (on top of existing skill bonuses)
38 - Mentalist gains 5 additional EP regen per round, damage from Corspray/related abilities is increased
39 - All lightning/acid based attacks increased by 30%
40 - Able to set teleport in locations which were previously blocked (currently bugged, as you cant Massteleport out, can only single teleport)

Healers:
31 - Str/Agility disciplines are increased to a +8 stat boost
32 - Mental based fire/ice effects receive a +300 damage bonus (including dots). Healer gains +5 regen to ep
33 - All assault based damage increases by 15%
34 - All non primal "buff" durations increased by 1.5rounds/level
35 - "Disease" damage increased by 300 points (including dots)
36 - Str and Agil bufs increased to 10 points
37 - ANTISTUN now increases the saving throw for PRIMALSTUN by +5 levels
38 - ATONE no longer takes HP or stats from the healer, healer gains a small chance beneficial primal discs will take ZERO energy
39 - Healer gains 200 HP, all party members receive the same boost. Healer gains +5 bonus to EP regen
40 - TBC

Martialists:
31 - The martialist is able to compensate for the stun of CHI SHIELD abilities, limiting the effect to one round or less
32 - CHI DeathTouch no longer requires constitution
33 - The Dragon's Revenge ability is now innate to the martialist. If the quirk is present, the effectiveness is increased
34 - The martialist gains a +100 damage reflect ability (stacking with other abilities)
35 - CHI Deathtouch gains a third attack for non-fatal blows
36 - CHI Jumpstrike gains an additional "kick" at the end of the series
37 - MA vs MA combat block-bypassing abilities (vs skill blocks) is increased
38 - Damage from Kick/Boot (both kick and jumpkick) is boosted
39 - Chance of any "full force" open hand attack primal stunning an opponent
40 - Able to Sweep large creatures where previously it failed (Giants,Dragons)

Fighter/Mentalist:
31 - All fire based damage increases by 10%
32 - The ThrustStrike FOCI becomes usable by the F/M
33 - All nice based danage is increased by 10%. Increased teleport locations per server (+2)
34 - Damage reduction "advanced abilities" +10% reduction (including EnergyShield)
35 - All energy based damage +10%
36 - All melee "hits" have a small chance of casting deplete on the enemy
37 - F/M Gains +5 to EP regen and +50 bonus floating EP
38 - F/M gains a large offensive armor penetration boost based on skill of weapon in hand, PARTY receives the boost based on F/Ms MENTALIST skill
39 - HASTE no longer runs the risk of damaging the target. Additional stress is involved in avoiding this
40 - TBC

Paladin:
31 - All three BOOST foci no longer stun when used
32 - Disarm becomes effective against creatures up to level 62 (+10 bonus)
33 - Paladin receives a +30% damage bonus against evil creatures
34 - All "armor damaging" abilities have greater effectiveness (special weapons as well as armorstrike)
35 - FOCUS PIERCE gains a 2nd "swing"
36 - MAXSTRIKE gains a 3rd, slightly less effective attack
37 - Paladins gain an additional 30% bonus against E/E crits
38 - Paladin gains a boost to shield blocking while holding a shield, and a bonus to shield penetration if the left hand is empty
39 - Paladin AND his party gain a boost to AC, based on the skill of the weapon the paladin is holding
40 - TBC

Barbarians:
31 - The barbarian's nature absorptive ability for melee attacks is increased by one half the barbarians level
32 - A fully effective "cleave" attack gains DOUBLE the combat debuf on the target
33 - The bonuses to str/agi/attack at the highest beserk level have been increased to 6/6/8 respectively
34 - CLEAVE no longer auto-deserks the barb. Instead a 50 "round" penalty is applied to the zerk (and deserk occurs if this causes a level drop)
35 - The barbarian is better equipped to penetrate the deflect ability of other barbs
36 - The "ZERK" gained by the berserk command increases
37 - The barbarian's natural damage absorption is increased to equal the barbarian's level
38 - The barbarian's ZERK pool is doubled, based on the skill of the weapon being held
39 - The barbarian as a small chance of primal stunning a target
40 - TBC
Last edited by Merlin on Wed Apr 18, 2012 7:39 am, edited 2 times in total.
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Re: Complete List of Skill 31+ Abilities for all classes

Post by flisk »

I still wanna see some abilities for the Merchant class!

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Re: Complete List of Skill 31+ Abilities for all classes

Post by Martialarts »

Dang good page Merlin :idea:

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Darge
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Re: Complete List of Skill 31+ Abilities for all classes

Post by Darge »

Since I'm pretty sure none of this will ever finish coming to fruition and there's probably nothing to spoil any longer... If anyone was curious, this is where the skill bonuses were derived from and what else there was *supposed* to be (I wrote them up). It shows why Ments received the odd lightning/acid damage bonus as well.

Also, rosebud was his sled.

Primal Skill Benefits (Sk 31-42)

Some general notes here:
-Unless noted otherwise in the first sentence of a tier description, all tiers are single target cast.
-Mentalists and Paladins have some notes on fixes that need to be taken care of, or looked at and relate to the primal bonuses.
-I've not noted any EP costs for tiers with Mentalists, Healers, or F/M's. This is because I am not very good with predicting how potential EP costs will work in terms of balance without being able to use them in an in-game environment.
-All damage specified is 'base' and doesn't factor in boosts from quirks or skills.

Thieves-
Sk 31- All players in the same party as you are able to fully see you while hidden. All players in party receive a +5 level bonus for purpose of seeing hidden enemies.
Sk 32- Thrown attacks with a specific target (throw right/left at X) swing double the norm. The recast for Razorblades decreases.
Sk 33- Mug and steal are now able to affect primal enemies. Mug begins to work with right hand occupied, left hand empty.
Sk 34- All poison based damage increases by 15%.
Sk 35- All disease based damage increases by 15%.
Sk 36- The Thief has a small chance to remain hidden after connecting with a backstab that does not kill an opponent.
Sk 37- Veil and Fog of Deciet now grant a 5% chance of being 'auto-missed' by an attacking enemy's melee abilites.
Sk 38- Duration of all Thief Dot's increases by 5 rounds, to 15.
Sk 39- Chance of #hide being a free action. The Thief may also sucessfully hide now with as little as 1/4th their maximum hp.
Sk 40- Thrown attacks with a specific target (throw right/left at X) swing three times.  The recast for Razorblades decreases.
Sk 41- Backstab has a chance to Primal Stun an enemy on a successful connect.
Sk 42- 15% Chance of #hide being a free action.

Tier Ideas-
Assassin's Haze- 3x3 AoE, affects party members only. All affected have a 10% chance of a strike being a backstab. 10 round duration, 30 round recast.

Veil of Shadows- Self cast. While affected, a thief may hide on any hex, even if the hex is not up against walls or near shadows. 10 round duration, 30 round recast.

Envenom- A player affected by this tier has all successful melee attacks deal an additional 75 poison damage. All thief players benefiting from the disk deal an additional 300 poison damage instead, being that thieves are much more adept at using poisons. 20 round duration, 5 round recast.

Serpent's Coils- Any enemy affected takes 500 physical damage a round and has their movement stat reduced by 1. 5 round duration, 10 round recast.

Mentalists-
General Fixes Needed:
-Corpsray is currently broken, and deals either none, or extremely little damage to item condition. In terms of balance, tuning the damage it does to condition so that it doesn't compare to Armorstrike against armor/weapons, but that it still can be effectively used to wear down worn items like helms and boots should give it an effective role.

Sk 31- Increased teleport memorizations per server. (+4) The Mentalist gains a +5 boost to EP regen per round.
Sk 32- The Mentalist gains a +100 floating bonus to EP.
Sk 33- All fire based damage increases by 15%.
Sk 34- All ice based damage increases by 15%.
Sk 35- All non primal disc prot durations increase by 1 rounds per skill.
Sk 36- All energy based damage increases by 15%.
Sk 37- Increases Absorption, ProtFire and ProtIce discs base protection per skill by 3 points. Also increases Thermal Globe's protection by
Sk 38- The damage Corpsray and Vitriolic Sphere deal to gear increases. The Mentalist gains a +5 boost to EP regen per round.
Sk 39- All lightning/acid based damage increases by 30%.
Sk 40- The Infravision, Featherfall, Protfire, Protice and Respirate discs gain a "mass cast" function, where they affect all visible party members when cast, instead of a single target.  This is triggered by typing "#form <disc name> all", and incurs an additional 300 ep cost on top of the normal disc ep cost.
Sk 41- Small chance of any mentalist tier being cast at 0 EP cost.
Sk 42- The Mentalist gains a natural 10% reduction in damage from fire, ice, lightning and acid discs/tiers.  In a party, all party members also recieve this boost.

Tier Ideas-
Thermal Globe- 500 fire/ice vs tiers (1:1 protection ratio). 30 round duration, 5 round recast. Affected by the Thermic Barrier quirk.

Ball Lightning- 2k lighting damage, chance to paralyze damaged enemy for 2 rounds. 6 round recast.

Vitriolic Sphere- DoT. 500 acid damage, deals damage to the condition of gear like Corpsray. 4 round duration, 6 round recast.

Sonic Maelstrom- Hex based effect. When used, this tier turns the hex the mentalist is standing on into a 'whirlpool' that draws in any enemies in a 5x5 area around the epicenter into the middle. All enemies are unable to move out of the effect for the duration, but may still attack, and all enemies take 1k energy damage per round if they are on the originating hex. 10 round duration, 100 round recast.

Healers-
Sk 31- Bonus to Strength and Agility from the Strength and Agility discs increases to +8.
Sk 32- Cold Fusion/Fire Blood damage increase by 300. The Healer gains a +5 bonus to EP regen.
Sk 33- All assault based damage increases by 15%.
Sk 34- All non primal disc prot durations increase by 1.5 rounds per skill.
Sk 35- Hemorrhagic Fever damage increases by 200 hp and 100 ep per round.
Sk 36- Bonus to Strength and Agility from the Strength and Agility discs increases to +10. The AutoHeal disc can now trigger 5 times before dispelling.
Sk 37- The Healer disc AntiStun now also protects players against Primal Stun.
Sk 38- The Atone disc no longer take HP or stats from the casting healer.
Sk 39- The Healer gains a +200 floating hp boost. In a party, all other members receive the boost. The Healer gains a +5 bonus to EP regen.
Sk 40- The Healer disc Stun now has a 50% chance to Primal Stun when used.
Sk 41- All HP regen abilities stemming from the Healer improve by 30% (Party Medic, tiers).
Sk 42- 40% Chance of any non tier buff (Aid, Strength, AntiStun, etc) being cast as a free action

Tier Ideas-
Force of Healing- it's coded already, let it be a drop.

Word of Withering- The target has their str/agi/con reduced for the duration. 10 round duration, 10 round recast.

Entomb- 1x1 AoE. 2k damage attack. 5 round recast.

Cellular Detonation- DoT. 1k assault damage per round, deals 500 damage to all other non players within 1 hex range. 3 round duration, 10 round recast.

Martialists-
Sk 31- The Chi Shield line abilities no longer stun when used.
Sk 32- Chi Deathtouch no longer takes Constitution when used.
Sk 33- The Martialist gains Dragon's Revenge naturally. If the Martialist already had purchased quirks in the ability, the chance of it occurring increases.
Sk 34- The Martialist gains a natural 100 damage reflect. In a party, all members also receive the boost.
Sk 35- Chi Deathtouch (both swings) gains a chance to reduce an enemy's Strength score for 10 rounds.
Sk 36- Chi Jumpstrike gains a 3rd strike (a 2nd punch).
Sk 37- Martialist vs Martialist to-hit vs skill blocks improves.
Sk 38- Boost to Boot damage.
Sk 39- Chance of primal stun with 'open handed' melee connects.
Sk 40- All Claw tiers gain an extra swing.
Sk 41- Boost to Martialist skill blocking.
Sk 42- Chance of RapidPunch striking an 8th time.

Tier Ideas-
For the Stance tiers, If one style is activated while another is already active, the first style is dispelled and the second style takes effect.

Porcupine Growth- +50 damage, +100 damage reflect. 50 round duration, 5 round recast.

Dragon Tail- 3x3 AoE. Single strike sweep attack, high damage. Affects enemies normally immune to sweep, affected by Allied Avoidance if the Martialist has it. 10 round recast.

Dragon Stance- Self-cast. For the duration, the Martialist gains a 1 hex reach. All damage dealt from 1 hex away is at 1/2 damage. 30 round duration, 50 round recast.

Tiger Stance- Self-cast. For the duration, to-hit vs skill blocks increases and all attacks you make deal an additional +200 damage per armor blocked strike (being armor blocked still deals 200 damage to the enemy). 30 round duration, 50 round recast.

Fighter Mentalists-
Allow both primal weapon and mentalist skill to give all of the bonuses, but have both skill routes give the exact same bonuses. Bonus types would be split, and alternate between weapon based and psionic based.
Sk 31- All fire based damage increases by 10%.
Sk 32- The Thruststrike foci may be used by F/M's.
Sk 33- All ice based damage increases by 10%. Increased teleport memorizations per server. (+2)
Sk 34- The damage reduction from the EnergyShield disc and Akronium Shield tier increase.
Sk 35- The range of all Ankor's tiers increases by 1. All energy based damage increases by 10%.
Sk 36- All melee attacks have a small chance of casting deplete on enemy with a successful connect. The Deplete disc is at a skill equal to current psi skill minus 5 and does not restore EP.
Sk 37- The Fighter Mentalist gains a +5 bonus to EP regen and a +50 floating bonus to EP.
Sk 38- The Fighter Mentalist gains an offense boost towards armor blocks. In a party, all members also receive the boost.
Sk 39- The Fighter Mentalist's Haste disc no longer bears the risk of a stressed metabolism. As a result, the aging penalty for both the Fighter Mentalist and the target increases.
Sk 40- All single target melee attacks have a chance of striking a 2nd time.
Sk 41- The recast time on all Ankor's tiers is reduced to 6 rounds.
Sk 42- Chance to primal stun on melee hits.

Tier Ideas-
Piercing Eye- +To hit buff in the vein of Discerning Eye. Slightly improved over the former, with an additional bonus to ignore part of an enemy's EnergyShield and Damage Absorption. 50 round duration, 5 round recast.

Hybrid Essence- Self-cast. In the vein of Divergent Essence. +Damage, +to hit, slightly better than the former. Dispels Acc line tiers when activated. Grants the Fighter Mentalist the Battlemage Retribution quirk for the duration, and increases chance of Battlemage Retribution triggering if the Fighter Mentalist already has purchases in the ability. -40 EP regen a round. 10 round duration, 20 round recast.

Kinetic Dispersal- Whenever those affected strike an enemy with a melee attack, an additional 25 damage is dealt to all other enemies on hex per connecting strike. The 'dispersal damage' may not exceed 500 per crit, per action (a Chi Powersweep successfully connecting 20 times against a zoo of enemies would still only deal an additional 500 damage to them all for that action). 50 round duration, 10 round recast.

Battlemage's Wrath- 3x3 AoE. While affected, all successful melee attacks are 'excellent' connects. 10 round duration, 40 round recast.

Paladins-

General Fixes Needed:
-The Prolonged Disarm quirk should be reworked to give a 5% chance per purchase of also attempting to disarm the left hand of an enemy (done by a separate roll). As is, it is a waste of 200 QP. With the addition of more enemies with shields and left handed items, an important party dynamic can be created.

-A fix to Armorstrike where once an outer layer of armor becomes useless, the next inner layer begins to take damage.

Sk 31- Pierce gains a 1 hex charge. All three Boost foci no longer stun when used.
Sk 32- Disarm is now able to affect the left hands of primal enemies.
Sk 33- The Paladin receives a 30% boost to all damage against E/E aligned enemies. The duration of all three Boost foci increases significantly.
Sk 34- Armorstrike damage to the condition of weapons/armor doubles.
Sk 35- Pierce gains a 2nd swing.
Sk 36- Maxstrike has a chance of swinging a 3rd time.
Sk 37- The Paladin receives another 30% boost to all damage against E/E aligned enemies.
Sk 38- The Paladin gains a boost to shield blocking when holding a shield in the left hand. When not holding a shield, the Paladin gains a boost towards penetrating shield and skill blocks.
Sk 39- The Paladin gains a boost to AC. In a party, all members also receive the boost.
Sk 40- Chance to primal stun on melee hits.
Sk 41- The Paladin gains a boost to weapon blocking.  In a party, all members also receive the boost.
Sk 42- All party members gain a 5% chance for the Parry quirk to trigger.  If the Paladin or other Paladin party members already have this quirk, it's chance of occurring increases by 10%.

Tier Ideas-
Barrier of Honor- Added as a drop to Labrat, Lvl 60 req. +150 damage reflect, +AC, increased ES component.

Barrier of Nobility- +200 damage reflect, +AC, increased ES component.

Boost Tier. I think there is actually already a tier coded like this, called Avatar, and occupying *xform 303, just unimplemented.

TrueSight- Cures/grants immunity to blindness and grants 1x1 infravision for the duration. Small bonus to to-hit versus skill and shield blocks. 30 round duration, 5 round recast.

Healing Wave- 3x3 AoE tier, +200 hp regen per round, grants 600 poison/disease prot (300 vs poison/disease tiers). 10 round duration, 20 round recast.

Barbarians-
Sk 31- The Barbarian gains natural Damage Absorption equal to one half the Barbarian's level.
Sk 32- The duration of the de-buff from a successful Cleave attack increases.
Sk 33- The bonuses to str/agi/attack at Froth increase to +6/+6/+8, respectively.
Sk 34- Cleave no longer dezerks the barb to Crazed, it instead imposes penalty to the Barbarian's 'zerk pool'. If necessary, this will bring the Barbarian to lower levels of 'zerk'. Cleave may still only be used at Froth.
Sk 35- The Barbarian is able to more easily penetrate the Deflect ability of other Barbarians. In a party, all members also receive the boost.
Sk 36- The amount of 'zerk' gained from a #berserk command increases.
Sk 37- The Barbarian's natural Damage Absorption increases to equal the Barbarian's level.
Sk 38- The maximum amount 'zerk' able to be pooled increases.
Sk 39- Chance to primal stun on melee hits.
Sk 40- An #arg that results in a Fury round has a maximum of 5 attacks, instead of 4.  Whenever the Frenzy tier is active, the barb may swing up to 6 times.
Sk 41- The bonuses to str/agi/attack at Froth increase to +10/+10/+12, respectively.
Sk 42- 25% Chance of #berserk being a free action.

Tier Ideas-
Frenzy- Self-Cast. While affected, the Barbarian is unable to do anything but attack, #arg and move; Autobalm is disabled for the duration. All fury's (from either #arg or ripostes) have 5 swings instead of 4, and all attacks are at +100 damage. 20 round duration, 100 round recast.

Psionic Disruption- Self-cast/3x3 AoE hybrid. When activated, this ability acts as an DoT originating from the Barbarian against all enemies in a 3x3 area around the Barbarian. Enemies affected have a 50% chance of their tiers and psionic discs failing when attempted. The duration of the prot when an enemy is affected by it is equivalent to the number of rounds remaining of the tier on the Barbarian (if the Barbarian has only 6 rounds of duration left on the tier, and an enemy wanders into range, the enemy is subject to the tier for 6 rounds as well). The effect remains even if an enemy wanders out of the area of effect afterward. 10 round duration, 50 round recast.

Savage Reflection- Chance of any damage taken from tiers is dealt back to the caster. Damage is still taken as normal by those affected. 30 round duration, 10 round recast.

Titanic Swing- Single swing attack. High to-hit and damage. Successful connect Primal Stuns and enemy for 5 rounds. 40 round recast.
SIN
My father was a wolf, I'm a kinsman of the slain, Sworn to rise again
I will bring salvation, punishment and pain, The hammer of hate is our faith
Power and dominion are taken by the will, By divine right hail and kill

trav: you bad bad girl

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Volcom
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Re: Complete List of Skill 31+ Abilities for all classes

Post by Volcom »

This will never happen lol
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dragonmage
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Re: Complete List of Skill 31+ Abilities for all classes

Post by dragonmage »

My main is a barb (76/39)...would LOVE to see those tiers put into the game. The ones for other classes sound good too, but the barb ones really made me happy. ;)

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