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Locked Topic
Classes
Topic Started: Aug 9 2008, 03:40 PM (830 Views)
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Classes are titles bestowed upon the most prestigious and powerful Reploids. Once a Reploid has reached a Level of 5 or higher, he is able to take a Class and further augment his own abilities and fighting styles.

However, rather than providing a mere boost in statistics; Classes offer something much different. They allow a Reploid to more easily train his or her body, attuning it to the style of their chosen class. For example:

Code:
 
A Berserker Reploid has gained a level. Instead of paying 3 Stat Points to increase his STR by 2, he instead only has to pay 2 Stat Points, allowing him to exponentially increase his STR; the defining stat of the Berserker class.


Below are the base classes available at this time in 3.0.




Berserker:
Benefits:
+2 Stat Points to raise STR by 2.
+2 Stat Points to raise HP by 30.
+1 to Move at all times.

Downsides:
+5 Stat Points to raise DEF by 1.
-1 to Dodges at all times.

Class Feat: Rage
A Berserker is able to enter a mode of perpetual never ending fury, granting the Berserker a +15 to STR, a +2 to SPD, and recovers (Your Level * 20) HP once the Berserker enters Fury. However, the Berserker also receives a -12 to DEF and is hit with -30 HP per turn. Once having entered this mode, the Berserker cannot exit it.

------------------------------------------

Tactician:
Benefits:
+2 Stat Points to raise HP by 30.
+2 Stat Points to raise ENG by 50.
+2 to Move at all times.

Downsides:
+4 Stat Points to raise STR by 2.
-3 to DEF at all times.

Class Feat: Planning
A Tactician is able to carefully map out and plan his next several moves in advance, giving the Tactician the upper hand in the battle. Planning takes a full turn to activate, but the next turn after a Tactician activates Planning, the Tacticianís ENG is fully restored and the Tactician is allowed two actions. The Tactician may also choose to either Ignore Opponent's DEF, or Ignore Opponent's Dodge. Using either of these effects costs an additional 200 ENG to the attack. 1 time use only.

------------------------------------------

Rogue:
Benefits:
+3 Stat Points to raise SPD by 2.
+1 to Move at all times.
+1 to Dodges at all times.

Downsides:
-4 to DEF at all times.
-3 to STR at all times.

Class Feat: Burst of Speed
A Rogue is able to put on a momentary display of agility as he or she flits past enemy defenses to assault them with a flurry of blows. For the next 2 turns after activation, the Rogue gains the ability to Double Attack regardless of SPD, but all attacks cost 50% more ENG and the Rogue receives a -7 to STR penalty. After this ability ends, the Rogue enters an Exhaustion period where he or she is unable to do anything for one full turn. 1 time use only.

------------------------------------------

Knight:
Benefits:
+4 Stat Points to raise DEF by 2.
+1 to Dodges at all times.

Downsides:
-5 to SPD at all times.
-50 to ENG at all times.
-1 to Move at all times.

Class Feat: Fortress
In an impressive display of defensive power, a Knight is able to hold his or her ground without retreating, by use of his or her impressive armor. After activation, the Knight either pays 30 ENG at the beginning of each turn or be forced to have their moves cost twice the SPD and be unable to dodge. The ENG cost also increases by 10 each time the Knight chooses to pay it. During this time, the Knight receives a bonus of +27 to DEF and is unable to Focus. The effect ends when the Knight's ENG is reduced to 0. 1 time use only.

------------------------------------------

Marksman:
Benefits:
+2 Stat Points to raise SPD by 1.
+2 to Move at all times.
+1 to all Weapon Ranges.

Downsides:
+5 Stat Points to Raise STR by 2.
-3 to DEF at all times.

Class Feat: Pinpoint
A Marksman is able to carefully aim his or her next attack using precise hand-eye coordination in accordance with their skillful mastery over ranged weapons. After expending 100 ENG and a full turn to prepare, the next turn a Marksman may fire off an attack that cannot be dodged along with a +20 Damage modifier. This skill is only interrupted when placed in either Stun/Freeze. When pitted against a 2nd Tier ability that says "Auto-Dodge" or along the lines; the 2nd Tier Feat takes priority. 2 time use only.

------------------------------------------

Medic:
Benefits:
+3 Stat Points to raise ENG by 80.
+1 to Move at all times.
+50 HP Recovery when using Subtanks/E-Tanks.

Downsides:
-5 to STR at all times.
+3 Stat Points to raise STR by 1.

Class Feat: Healing
A Medic is able to apply his or her medical knowledge to practical application in battle, healing him or herself, or even a partner in a team battle. After expending 200 ENG, a Medic is able to heal HP equivalent to (Your Level * 30). 2 time use only.
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Prestige Classes are branch offs of each Base Class that stacks on upon the benefits and downsides of your previous class. You also gain a new Class Feat to use, but also retain your previous Base Classí Class Feat as well.

For example:

Code:
 
A Berserker who has Prestige Classed into an Assailant receives the following Benefits and Downsides.

[b][u]Berserker / Assailant:[/b][/u]
[i]Benefits:[/i]
+2 Stat Points to raise STR by 2.
+2 Stat Points to raise HP by 30.
+1 to Move at all times.
+6 to STR at all times.
+4 to SPD at all times.
+1 to Dodge at all times.

[i]Downsides:[/i]
+5 Stat Points to raise DEF by 1.
-1 to Dodges at all times.
-2 to Move at all times.
-4 to DEF at all times.


As you can see, the Benefits and Downsides stack with each other; and the +1/-1 Dodge cancels each other out, but the +1/-2 Move end up making the Assailant lose a move overall.

[size=5]Prestige Classes are available to those Reploids who have achieved a level of 15 or higher.[/size]




Berserker Prestige Classes

Assailant:
Benefits:
+6 to STR at all times.
+4 to SPD at all times.
+1 to Dodge at all times.

Downsides:
-2 to Move at all times.
-4 to DEF at all times.

Class Feat: Frenzy
An Assailant is able to master the rage that a Berserker produces and tame it into a controlled Frenzy. This causes the Assailant to use his or her emotions to their benefit and receive a +35 to STR, a +22 to SPD, and 150 Temporary HP. If you exit Frenzy and are at 150 HP or lower, you immediately lose the battle, because you no longer have the Temporary HP. When in Frenzy mode however, you are unable to Dodge; leaving yourself vulnerable to attack. The Assailant may enter and exit Frenzy as he or she pleases, but Frenzy is a 1 time use only.

~~~~~~~~~~~~~

Barbarian:
Benefits:
+10 to STR at all times.
+50 to HP at all times.
+1 to Move at all time.

Downsides:
-1 to Dodge at all times.
-7 to DEF at all times.

Class Feat: Battle Orders
A Barbarian is able to use his manly and commanding voice to issue orders to his allies, who call back in joy for hearing a commanding figure raises moral and fighting spirit. The Barbarian hearing the callbacks receives a temporary boost to his stats, gaining a +20 to all stats and recovering half of his or her HP/ENG, but a -42 HP per turn for the duration of (Your Level / 3). 1 time use only.

------------------------------------------

Tactician Prestige Classes

Strategist:
Benefits:
+3 Stat Points to raise STR by 2 (overrides Tactician Downside).
+30 to HP at all times.
+75 to ENG at all times.

Downsides:
-1 to Move at all times.
-2 to DEF at all times.

Class Feat: Foresight
The Strategist can foresee the opponentís next move, due to his or her intelligence. This also means that the Strategist can create a counter to that plan. This Feat can be initiated immediately, but costs the Strategist an additional 200 ENG. Upon activating this Feat, the Strategist can dodge the next attack with 2 squares per dodge, and perform the next action with 50 more points (50 more Damage or 50 more Restoration). This lasts for one turn after activation and is a 2 time use only.

~~~~~~~~~~~~~

Seer:
Benefits:
+50 to HP at all times.
+100 to ENG at all times.
+1 to Dodge at all times.

Downsides:
-1 Move at all times.
-4 to STR at all times.
-3 to DEF at all times.

Class Feat: Vision
Utilizing the mystical power that comes with being a Seer, the Seer is able to use his or her powers to look into the future and receive a vision of coming danger. After doing nothing for a full turn and expending 250 ENG, the Seer auto-dodges all attacks for the next 2 turns, but has his or her move hampered by half. 1 time use only.

------------------------------------------

Rogue Prestige Classes

Vagrant:
Benefits:
+4 to STR at all times.
+4 to DEF at all times.

Downsides:
-2 to Move at all times.
-2 to SPD at all times.

Class Feat: Venom
Even though the Vagrant has sacrificed some of the Rogueís speed and mobility for an increased amount of strength and defense, the Vagrant remains one of the most deft and agile of the classes. By utilizing a rare and deadly poison mixed with the Vagrantís own blood coupled with the Vagrants impressive precision and skill; a Vagrant can bring almost any Reploid to their knees. By cutting his or her own HP in half and paying 150 ENG, the Vagrant can activate the following on his or her next attack. The Vagrant bypasses all of the opponentís defense and auto-hits, also applying a Status Effect called Poison which deals 30 Damage per turn over a course of 5 turns. 1 time use only.

~~~~~~~~~~~~~

Spy:
Benefits:
+7 to SPD at all times.
+50 to ENG at all times.
+1 to Move at all times.

Downsides:
-10 to DEF at all times.
-3 to STR at all times.

Class Feat: Whisper
The Spy has abandoned all forms of armor and sacrificed even more offensive capability to be able to sneak around at blazing speeds and confuse opponents. When the Spy senses that he or she is up against an opponent they cannot face, they can make themselves to appear only a whisper in the air. When utilizing this technique; the Spy takes a penalty of -12 to DEF and -5 to STR, but gains a +8 to SPD, the ability to bypass an opponentís DEF by 20, and is able to Dodge 2 squares by use of only 1 Dodge Point. The effect lasts until the Spy runs out of ENG, and the Spy is unable to Focus during this time. 1 time use only.

------------------------------------------

Knight Prestige Classes

Crusader:
Benefits:
+7 to DEF at all times.
1 HP Barrier at start of battle.

Downsides:
-5 to SPD at all times.
-50 to ENG at all times.

Class Feat: Offensive Shield
Crusaders are well known for their defensive power and their reputation for being an untainted holy shield. The Crusaderís special feat allows the Crusader to go on the offensive for a huge attack. The Crusader prays to their God, and they are blessed with high amounts of attack power. For the next two turns, add the STR and DEF of the Crusader together and add that number to the currently existing STR. This effect lasts for 2 turns; and since in those 2 turns the Crusader has dropped his or her role as a shield, his or her DEF hits 0. Costs 200 ENG to activate. 1 time use only.

~~~~~~~~~~~~~

Paladin:
Benefits:
+7 to SPD at all times.
+2 to DEF at all times.
+2 to Move at all times

Downsides:
-5 to STR at all times.
-50 to HP at all times.

Class Feat: Aura Blade
The Paladin channels divine power granted by his or her God into his or her weapon, imbuing it with a holy strength. The next attack a Paladin initiates decreases the opponentís DEF by 25, and adds +100 to Damage. Not only that, the Paladin drains ľ of the total Damage to his own HP. The DEF deduction lasts for 5 turns; and Aura Blade costs 200 ENG to activate. 1 time use only.

------------------------------------------

Marksman Prestige Classes

Ranger:
Benefits:
+5 to STR at all times.
+3 to SPD at all times.
+1 to Dodge at all times.

Downsides:
-3 to DEF at all times.
-1 to Move at all times.

Class Feat: Traps
Being a master marksman and a versatile fighter in all territories, the Ranger is able to employ the use of traps to further aid his combat situation. The Rangerís favorite Trap in fact, is one that if an opponent steps within the rope, they are subjected to be hung upside down and receive an electric shock. The Ranger has (Your Level / 5) of these traps to set, and it takes a full turn to set them. The Ranger however, may pay 75 ENG to bypass the full turn cost. Once set; if the opponent steps onto the square in which a Trap is active, they take 50 Damage and are stunned.

~~~~~~~~~~~~~

Sharpshooter:
Benefits:
+6 to SPD at all times.
+1 to Move at all times.
+1 to all Weapon Ranges.

Downsides:
-5 to STR at all times.
-1 to Dodge at all times.

Class Feat: Sureshot
A Sharpshooter is a marksman who was the top of his Class, an unrivaled master of ranged warfare. Knowing this, a Sharpshooter is a cocky son of a gun and chooses to play games with his opponents rather than having the prudence to simply pick them off. Drawing the opponentís attention with a whistle, the Sharpshooter fires off an attack with deadly accuracy; leaving the opponent with a choice. Pay 300 ENG or be forced to use 2 Dodge Points per square to dodge. If the opponent cannot pay the ENG, they cannot Dodge at all. When initiated, the attack receives a +75 to Damage and automatically receives the Status Effect of Stun if it did not already have it. 1 time use only.

------------------------------------------

Medic Prestige Classes

Cleric:
Benefits:
+1 to Dodge at all times.
+80 to ENG at all times.
Add an extra usage to Subtanks/E-Tanks.

Downsides:
-8 to STR at all times.
-3 to DEF at all times.

Class Feat: Blessing
The Cleric is able to call upon Godís divine blessing to either prevent the next Status Effect that befalls upon either the Cleric or a team member in a team battle; or to cure a Status Effect that is currently afflicting the Cleric. Not only that, the Cleric or receiver of the Blessing receives a +30 HP Regeneration for the next two turns. To activate this Feat, the Cleric must offer up 200 ENG. 2 time use only.

~~~~~~~~~~~~~

Monk:
Benefits:
+7 to STR at all times.
+2 to Speed at all times.
+3 Stat Points to raise STR by 2 (overrides Medic Downside).

Downsides:
Loss of Subtank/E-Tank Benefit.
-5 to DEF at all times.

Class Feat: Chakra
Implementing the Monkís great abilities of concentration, a Monk may channel his or her bodyís Chakra into their weapon so that his or her next attack will become empowered and deal 1.5x the original Damage. The cost for this powerful Feat is a period of meditation in which the Monk can do nothing but pay 75 ENG. The Monk cannot move; nor can the Monk Dodge. 3 time use only.
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Ascended Classes are the final stage of 3.0's Class System. There is one Ascended Class for each Prestige Class, and each one builds on the strength of the previous Prestige Class. You retain all previous Feats, and just like the change from Basic to Prestige, you keep previous Benefits and Downsides. For example:

Code:
 
A Berserker who has Prestige Classed into an Assailant, then Ascended to a Gladiator receives the following Benefits and Downsides.

[b][u]Berserker / Assailant / Gladiator:[/b][/u]
[i]Benefits:[/i]
+2 Stat Points to raise STR by 2.
+2 Stat Points to raise HP by 30.
+20 to STR at all times.
+12 to SPD at all times.
+90 to HP at all times.
+1 to Dodge at all times.

[i]Downsides:[/i]
+5 Stat Points to raise DEF by 1.
-50 to ENG at all times.
-2 to Move at all times.
-12 to DEF at all times.


As you can see, the Benefits and Downsides stack with each other. The above version does not list each and every Benefit/Downside; but rather adds them up and shows the total of each.

[size=5]Ascended Classes are available to those Reploids who have achieved a level of 30 or higher.[/size]




Assailant Ascended Class

Gladiator:
Benefits:
+14 to STR at all times.
+8 to SPD at all times.
+90 to HP at all times.
+1 to Dodge at all times.

Downsides:
-1 to Move at all times.
-8 to DEF at all times.
-50 to ENG at all times.

Class Feat: Pride of a Fighter
A Gladiator is the pinnacle of a Berserker, able to command his/her powerful emotions in battle; making a Gladiator one of the toughest and most frightening opponents to face in combat. However, among these emotions, the emotion of pride stands out the most; and harnessing this pride can give a Gladiator a momentary boost in strength. Only available when the Gladiator is under half of his/her HP; activating this Feat causes the Gladiator to recover all ENG and Dodges while gaining a +52 to STR, a +19 to SPD, and a +6 to DEF. This boost in power lasts for 2 turns, and when this ability ends, the Gladiatorís HP is cut down to 50. 1 time use only.

------------------------------------------

Barbarian Ascended Class

Spartan:
Benefits:
+2 Stat Points for 3 STR points (overrides Berserker Benefit).
+5 to SPD at all times.
+150 to HP at all times.
+Melee attacks gain an extra 20 Damage (attacks that hit within two squares).

Downsides:
-1 to Dodge at all times.
-17 to DEF at all times.

Class Feat: Legendary Strength
A Spartan is a revered and legendary fighter whose strength and skill on the battlefield is unmatched by all others. Though lacking in defense and attacking in foolish abandon, the Spartan is so well endowed that he/she needs not worry about attack recklessly. In fact, by tapping this raw strength, a Spartan can momentarily put all of his/her being into one blow. When activated, the Spartan cuts his/her HP by half, then adds the remaining HP/SPD/DEF/ENG to his or her STR. All stats besides STR are returned to base until the Spartan completes his or her next attack. The next attack also costs the opponent 2 Dodge Points per square to dodge. After the attack, the Spartanís STR is returned to normal and the Spartan enters an Exhaustion Phase where the Spartan is unable to do anything for one full turn. 1 time use only.

------------------------------------------

Strategist Ascended Class

Commander:
Benefits:
+2 Stat Points to raise HP by 40 (overrides Tactician Benefit).
+2 Stat Points to raise ENG by 75 (overrides Tactician Benefit).
+150 to ENG at all times.
+80 to HP at all times.

Downsides:
-2 to Move at all times.
-8 to STR at all times.
-12 to DEF at all times

Class Feat: Summon Bodyguard
The Commander can summon his followers onto the field to do his bidding. The Commander can summon one, two or three bodyguards. Either way, he will pay 500 ENG to call them on the battlefield. If he summons three bodyguards, they will each have 1/2 the specs of the Commander. If he summons two bodyguards, they will have 3/4th the specs as the Commander. If he summons a single body guard, he will be a clone of the Commander, but will lose 50 HP per turn. When bodyguards are on the field, the Commander loses 2 Move spaces, and bodyguards will only last 3 turns. 1 time use only.

------------------------------------------

Seer Ascended Class

Oracle:
Benefits:
Starts with a 10 HP Aura.
+220 to ENG at all times.
+6 to SPD at all times.
+2 Stat Points to raise HP by 75 (overrides Tactician Benefit).

Downsides:
-1 Move at all times.
-9 to STR at all times.
-9 to DEF at all times.

Class Feat: Foretell Disaster
The pinnacle craft of a Seer is to truly foresee the future and be able to alter events, or even bring events to the present by use of an enormous amount of mystical energy. An Oracle is a legendary Seer, able to make use of this power to bring natural disasters upon their enemy. By expending 400 ENG and doing nothing for a full turn, the Oracle calls a natural disaster upon the enemy the next turn; an attack that has a base of 300 Damage. STR is added normally to the Damage. The Oracle can also choose to add either Stun/Sap/Freeze/Burn to the attack. To dodge the disaster, the opponent must expend 3 Dodge Points. 1 time use only.

------------------------------------------

Vagrant Ascended Class

Assasin:
Benefits:
+12 to STR at all times.
+7 to DEF at all times.
+2 to Move at all times.
+1 to Dodge at all times.

Downsides:
-75 to HP at all times.
-30 to ENG at all times.
-7 to SPD at all times.

Class Feat: Silencer
The Assassin is a highly trained master of the killing arts, a living and breathing weapon who has arisen from being a mere Vagrant to having a purpose in life; to kill. Although Assassins have sacrificed even more speed to gain defense and offensive to aid them in their profession; speed is a large determining factor in the Class Feat for an Assassin. After activation, the Assassin must avoid being hit for the next 2 turns. During those turns; the Assassin can do nothing but move and dodge. On the 3rd turn, if the Assassin was successful, the opponentís HP is reduced to 1. However, if the Assassin fails, being hit with any attack during the 2 turn period automatically reduces the Assassinís HP to 1. 1 time use only. This feat may only be performed when either the assassin or his target is under 50% health.

------------------------------------------

Spy Ascended Class

Ninja:
Benefits:
+12 to SPD at all times.
+100 to ENG at all times.
+1 to Move at all times.

Downsides:
-15 to DEF at all times.
+5 Stat points to raise DEF by 1.

Class Feat: Kawarimi
The Ninja is a master spy, a Reploid who has sacrificed nearly all forms of armor and defense in order to become the perfect secret operative. Although the Ninjaís battle capabilities are not too impressive, they do have several tricks and special skills in case of being forced to battle. One of these skills is Kawarimi; the replacement technique. Once activated, the Ninja must spend a whole turn making the special hand signs and expending 300 ENG. However, the next attack that the Ninja receives is negated and the opponent is assaulted by a downpour of Shuriken, in a 1x5 range. The attack has a base of 150 Damage and STR is added normally to the Damage. The attack also has the Status Effect of Stun. 1 time use only.

------------------------------------------

Crusader Ascended Class

Templar:
Benefits:
+4 Stat Points to raise DEF by 3 (overrides Knight Benefit).
+2 Stat Points to raise STR by 2.
+100 to HP at all times.

Downsides:
-15 to SPD at all times.
-100 to ENG at all times.
Loss of 1 HP Barrier from Crusader.

Class Feat: Mirror Shield
The Templar is the ultimate shield. Through his or her steadfast loyalty to his or her God, a Templar may absorb any attack into the Templarís shield and add 1/2 the power of that attack into his or her next attack, as well as add 3 more weapon range spaces to the attack (does not compound with MultiHit). This Feat costs the Templar 300 ENG and after unleashing the absorbed power with the next attack, he or she cannot attack for a turn. 1 time use only.

------------------------------------------

Paladin Ascended Class

Royal Guard:
Benefits:
+15 to STR at all times.
+9 to SPD at all times.
+2 to DEF at all times.

Downsides:
-80 to ENG at all times.
-20 to HP at all times.
-2 to Move at all times.

Class Feat: Impenetrable Defense
The Royal Guard is a guardian of justice. While they are primarily attackers, they are called upon to be a shield for the royalty they are guarding. For a cost of 450 ENG, the Royal Guard can become invincible to all attacks for the next 2 turns. However, the attack power of the Royal Guard drops down to 1/4th its power for the duration of 2 turns as well. 2 time use only.

------------------------------------------

Ranger Ascended Class

Hunter:
Benefits:
+15 to SPD at all times.
+10 to DEF at all times.
+1 to Move at all times.
+1 to Dodge at all times.

Downsides:
-4 to STR at all times.
-80 to HP at all times.
-70 to ENG at all times.

Class Feat: Camouflage
A Hunter is a master of fighting in unknown and different territories; using this mastery to his or her advantage when he or she fights. A Hunter is able to skillfully camouflage his/herself in battle, becoming invisible. After activation, the Hunter gains a +30 to SPD and gains a bonus of +90 to Damage to all attacks. The Hunter is also able to dodge 2 squares with the use of only 1 Dodge Point. This effect lasts until the Hunter receives a hit, or until the Hunter chooses to end it. 1 time use only. The Hunter still must say how many spaces they moved, however.

------------------------------------------

Sharpshooter Ascended Class

Sniper:
Benefits:
+17 to SPD at all times.
+20 Damage to Ranged Attacks (attacks that hit 3 or more squares away).
+2 to all Weapon Ranges.

Downsides:
-15 to STR at all times.
-2 to Dodge at all times.
-20 Damage to Melee Attacks (attacks that it within 2 squares).

Class Feat: Hawkeye
A Sniper is a legendary Sharpshooter whose skills with a ranged weapon have surpassed all others. A Sniper is rumored to have possession over the legendary trait known as Hawkeye, an ability said to grant a Sniper unparalleled accuracy. When activated, the Sniper is automatically able to Double Attack with a ranged weapon regardless of SPD. Not only that, the attack receives the Status Effect of Stun if it did not already have it, along with Burn. The attack also gains a +90 to Damage and an additional 2 to attack range. The opponent is forced to use 2 Dodge Points per square to Dodge the attack. 1 time use only.

------------------------------------------

Cleric Ascended Class

Archbishop:
Benefits:
+2 to Dodge at all times.
+160 to ENG at all times.
+100 HP Recovery when using Subtanks/E-Tanks (stacks with Medic Benefit).

Downsides:
-17 to STR at all times.
-7 to DEF at all times.
-6 to SPD at all times.

Class Feat: Divine Wall
The Archbishop commands the holy spells of the ancient Gods, thus granting an Archbishop immense powers of divine protection. The Archbishop can use 400 ENG to create an impenetrable wall of holy light. The wall reflects all attacks performed on the Archbishop back at the user, but with only a 1x1 range directly on the attacker. Each wall only lasts the duration for one attack being reflected back. 2 time use only.

------------------------------------------

Monk Ascended Class

Asura:
Benefits:
+5 to STR at all times.
+9 to SPD at all times.
+40 to HP at all times.
Regain Medicís +50 HP Recovery Subtank/E-Tank Benefit.

Downsides:
-50 to ENG at all times.
-1 to Move at all times.
-4 to DEF at all times.

Class Feat: God Fist
Being the epitome of martial arts and religion, the Asura channels the power of the Gods into his or her own fists. This power of this attack is equal to how much total health and STR he or she has. This attack will hit any one opponent within a 1x1 range, and the opponent must use 3 Dodge to avoid the impact. The cost of this attack is reducing his or her HP to 1. 1 time use only.
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