S
sindala
Guest
Okay..here is a list i found on VN boards,
It was deleted shortly after pated it to an RTF file.
Knowing the fact that we will all know these things when ToA arives in europe (March) I see now harm post these things.
Sanya says it is fairly Accurate..but some things have changed.
Every class can choose one from two lines available to each class.
_____________________
This list will prove to be very close to the list that will go live :
Banelord
The Banelord uses his ancient Atlantean teachings to both weaken the
physical and mental properties of his opponents as well as aid his allies by
guiding their blows. His is the art of diminishment. Some of his abilities
include those that will drain power, endurance or health from his enemies.
He can also slow his foes movement on the battlefield. Conversely, he also
guides his allies in their strikes upon the enemy improving their aim and
their effectiveness.
Abilities :
Zone of Unmana - spell unhaste aura
Primal Agony - reduce power, fatigue, and health of nearby enemies by 10%
of current value
Oppression - reduce max encumberance by 25% for a short time
Inexorable Defeat - 60% penalty to fatigue costs for nearby enemies
Tactical Insight - next attack by nearby enemies has additional 5% chance
to miss
Snaring Tendrils of Power - root self/snare others
Chaotic Power - +5% chance to hit enemies with spells
Zealous Martyr - sacrifice health to damage enemies
Demoralization - Lower level of enemies for dmg calcs
Warlord
The Warlord has mastered the Atlantean arts of battle leadership and
tactics. His abilities reach out to aid his allies in the grand scheme of
their war. He can bolster the healing; power and endurance of those under
his protection. His presence on the battlefield can cause his enemies to be
demoralized such that they will be less able to strike upon his vassals.
Abilities :
Siege Master - reduce all siege timers (load/aim/fire) by 30%
Bolstering Battlecry - heal power, fatigue, and health by 10% of max
Cowering Bellow - frighten realm enemy monsters, to stop interrupting
friendly casters
Resillient Will - next spell cast on nearby allies has additional 5% chance
to miss
Guided Strike - next attack from nearby allies has +10% chance to crit
Energizing Aura - 20% discount on fatigue costs for nearby allies
Cleansing Aura - Reduce strength of DoTs on nearby allies by 10 points
every 3 seconds
Defending Martyr - sacrifice health to heal allies
Leadership - raise levels of friends for dmg calcs
Battlemaster
The Battlemaster lives in the thick of battle. He uses his Atlantean
teachings to guard and protect his allies on the field. His skills enable
his allies to avoid blows; strike harder; and endure the rigors of battle
easier. In extreme situations, he can even prevent blows landing on his
protected charge till he falls.
Abilities :
Sapping Strike - any weapon style that has med dmg, high cost, bonus to
hit, penalty to defense, blinds target for 5 seconds (no resistances applied)
Faultfinder - +10% Parry/+10% Evade/-35% Dmg Stance (intended to be comboed
with Bodyguard or Parry Guard)
Power Leak - any weapon style that costs 100 fatigue (full fatigue), when
it hits an object, damage isn't divided by 30
Grapple - any weapon style that drains 50 fatigue, does low damage, has
bonus to hit, penalty to defense
Essence Flames - any weapon style that drains 35% of the target's current
power, does low damage, has bonus to hit, penalty to defense
Throw Weapon - do a ranged attack at 700 range using melee damage formulas;
cannot attack with normal melee for two full rounds (based on weapon's
attack timer) afterwards
Essence Sear - style that chains off of Essence Flames, procs an Essence
resist debuff on nearby enemies
Bodyguard - Defensive chances (evade/parry) are reduced by 20%, but target
of bodyguard can't be attacked in melee until bodyguard is killed or moves
out of range.
Essence Dampen - Style that procs a PBAE suppress that reduces the value of
strength/con buffs by 40, removing them if they go below zero. Side
positional.
Convoker
The Convoker is a student of the ancient Atlantean artificers. He uses his
gifts to conjure both items and creatures to aid him in his battles. He can
create items that will aid in sieges by helping his allies or damaging his
foes. The pets can aid him and his allies both with intelligence and a
strong arm for battle.
Abilities :
Summon Wood - Summon decent quantity of med quality wood
Prescience Node - Summon a crystal globe that can reveal nearby stealthers
(without popping it)
Power Trap - power draining mine
Summon Warcrystal - summon a random piece of powerful siege ammunition
Speedwarp - cancels out speed buffs for a minute on anyone who passes
through this field
Battlewarder - focus pet that cannot move and has powerful offense. Has no
ranged capabilities, and drains a lot of power from the caster.
Dissonance Trap - direct damage trap
Brittle Guard - single hit bodyguard pet, follows caster
Summoning Mastery - PBAE buff that boosts level of all nearby pets for the
purpose of to-hit (offensive and defensive) chances
Perfecter
The Perfecter uses the tomes of Atlantean healers long gone to improve his
allies' abilities and his medicinal arts. The power of his healing and
curative magic is increased and expanded. He has learned how to improve his
comrades abilities and natures. Finally, he can reduce the enemies'
effectiveness by dampening their magic.
Abilities :
Purging Wave - group cure disease
Purify Vision - cure nearsight
Sphere of Rejuvenation - Heal Field
Greatness - increases concentration pool by 20%
Font of Power - +3 power regeneration field
Determination Ward - 7% cc reduction field
Leaping Health - shout, self buff, Chain Heal (follow up single-target heal
is chained to 2 additional targets, 33% weaker each hit)
Soul Restoration - cure rez sickness in a single target, costs 33% of the
caster's power
Dissonating Ward - Power-cost penalty field, place near doors or the lord
room, or whatever; will affect close range casters, PBAErs in specific
Sojourner
The Sojourner uses his gifts to better aid his allies in their travels. His
arts allow him to move himself and others great distances and to clear the
path from enemy obstructions. He has learned to travel both upon the land
and in the water with grace and ease. His abilities can even reach beyond
his immediate companions and affect others that are traveling in his
vicinity.
Abilities :
Unburdened Warrior - Bonus Encumberance
Unending Breath - group water breathing
Reveal Crystalseed - Sweep Mine
Unmake Crystalseed - Disable Mine
Ancient Transmuter - Summons vendor for maybe a minute, summonable once
every hour or so
Gateway - teleport to caster's bindpoint
Resistance of the Ancients - resistance to master level magic abilities
Forceful Zephyr - summons pet that drags enemy to GT
Phase Shift - Become immune to damage for 10 seconds, but cannot attack.
Costs 50 fatigue
Stormlord
The Stormlord brings forth the fury of the tempest upon his enemies. His
Atlantean learned arts allow him to bring forth storms that diminish and
damage his enemies in various areas of the battlefield. He can also use
these gifts to control the storms of his opponents thereby diminishing their
effect.
Abilities :
Dazzling Array - debuff storm makes it 5% harder for enemies to hit allies
within it
Vacuum Vortex - pull cloud towards caster
Enervating Gas - fatigue draining cloud
Inebriating Fumes - Dex/Qui Suppression Cloud
Mental Siphon - power draining storm
Focusing Winds - caster focuses, holds cloud in current position
Choking Vapors - Str/Con Suppression Cloud
Sense Dulling Cloud - Acuity Suppression Cloud
Energy Tempest - DD storm
Spymaster
The Spymaster emulates the great Atlantean spy lords by sowing confusion and
misdirection upon his foes. He can obscure the minds of his enemies to make
himself and his companions appear not as what they really are. He can lay
traps that will damage his foes and also sabotage their fortifications and
siege engines.
Abilities :
Pickpocket - Bonus PvE Coin
Decoy - summon random epic dressed realmmate with 1hp and no offense to
distract opponents
Enduring Poison - 15% chance poison won't be removed from weapon on a
resist
Sabotage - damage siege engines, doors, or geomancer fields
Tanglesnare - Snare Mine
Poisonspike - DoT Mine
Watcher in Darkness - Stealthed user can't move, but any stealthed enemy
moving within 350 radius is exposed along with the watcher
Siege Wrecker - mine that detonates when a siege engine is built nearby;
only affects siege engines
Essence Flare - Summons PBAE Mez poison (10 second)
Following is an educated guess :
Albion:
Armsman - Battlemaster, Warlord
Mercenary - Battlemaster, Warlord
Paladin - Warlord, Perfecter
Wizard - Stormlord, Banelord
Cabalist - Convoker, Banelord
Theurgist - Convoker, Stormlord
Sorcerer - Banelord, Convoker
Infiltrator - Spymaster, Banelord
Scout - Spymaster, Banelord
Minstrel - Sojourner, Spymaster
Cleric - Perfecter, Stormlord
Friar - Perfecter, Battlemaster
Necromancer - Banelord, Convoker
Reaver - Banelord, Battlemaster
Midgard:
Thane - Battlemaster, Stormlord
Runemaster - Banelord, Stormlord
Hunter - Spymaster, Convoker
Berserker - Battlemaster, Warlord
Skald - Sojourner, Battlemaster
Healer - Perfecter, Sojourner
Shaman - Perfecter, Banelord
Shadowblade - Spymaster, Banelord
Warrior - Battlemaster, Warlord
Spiritmaster - Convoker, Banelord
Savage - Battlemaster, Warlord
Bonedancer - Convoker, Banelord
Hibernia:
Nightshade - Spymaster, Banelord
Bard - Sojourner, Perfecter
Enchanter - Convoker, Banelord
Champion - Battlemaster, Banelord
Druid - Convoker, Perfecter
Mentalist - Convoker, Banelord
Eldritch - Stormlord, Banelord
Hero - Warlord, Battlemaster
Warden - Convoker, Perfecter
Ranger - Spymaster, Banelord
Valewalker - Battlemaster, Warlord
Animist - Convoker, Banelord
Thus every class can pick one of the 2 options listed above.
-------------------------------
I hope you like the stuff, as its gonna be a dream fer a verry long time to many of us.
It was deleted shortly after pated it to an RTF file.
Knowing the fact that we will all know these things when ToA arives in europe (March) I see now harm post these things.
Sanya says it is fairly Accurate..but some things have changed.
Every class can choose one from two lines available to each class.
_____________________
This list will prove to be very close to the list that will go live :
Banelord
The Banelord uses his ancient Atlantean teachings to both weaken the
physical and mental properties of his opponents as well as aid his allies by
guiding their blows. His is the art of diminishment. Some of his abilities
include those that will drain power, endurance or health from his enemies.
He can also slow his foes movement on the battlefield. Conversely, he also
guides his allies in their strikes upon the enemy improving their aim and
their effectiveness.
Abilities :
Zone of Unmana - spell unhaste aura
Primal Agony - reduce power, fatigue, and health of nearby enemies by 10%
of current value
Oppression - reduce max encumberance by 25% for a short time
Inexorable Defeat - 60% penalty to fatigue costs for nearby enemies
Tactical Insight - next attack by nearby enemies has additional 5% chance
to miss
Snaring Tendrils of Power - root self/snare others
Chaotic Power - +5% chance to hit enemies with spells
Zealous Martyr - sacrifice health to damage enemies
Demoralization - Lower level of enemies for dmg calcs
Warlord
The Warlord has mastered the Atlantean arts of battle leadership and
tactics. His abilities reach out to aid his allies in the grand scheme of
their war. He can bolster the healing; power and endurance of those under
his protection. His presence on the battlefield can cause his enemies to be
demoralized such that they will be less able to strike upon his vassals.
Abilities :
Siege Master - reduce all siege timers (load/aim/fire) by 30%
Bolstering Battlecry - heal power, fatigue, and health by 10% of max
Cowering Bellow - frighten realm enemy monsters, to stop interrupting
friendly casters
Resillient Will - next spell cast on nearby allies has additional 5% chance
to miss
Guided Strike - next attack from nearby allies has +10% chance to crit
Energizing Aura - 20% discount on fatigue costs for nearby allies
Cleansing Aura - Reduce strength of DoTs on nearby allies by 10 points
every 3 seconds
Defending Martyr - sacrifice health to heal allies
Leadership - raise levels of friends for dmg calcs
Battlemaster
The Battlemaster lives in the thick of battle. He uses his Atlantean
teachings to guard and protect his allies on the field. His skills enable
his allies to avoid blows; strike harder; and endure the rigors of battle
easier. In extreme situations, he can even prevent blows landing on his
protected charge till he falls.
Abilities :
Sapping Strike - any weapon style that has med dmg, high cost, bonus to
hit, penalty to defense, blinds target for 5 seconds (no resistances applied)
Faultfinder - +10% Parry/+10% Evade/-35% Dmg Stance (intended to be comboed
with Bodyguard or Parry Guard)
Power Leak - any weapon style that costs 100 fatigue (full fatigue), when
it hits an object, damage isn't divided by 30
Grapple - any weapon style that drains 50 fatigue, does low damage, has
bonus to hit, penalty to defense
Essence Flames - any weapon style that drains 35% of the target's current
power, does low damage, has bonus to hit, penalty to defense
Throw Weapon - do a ranged attack at 700 range using melee damage formulas;
cannot attack with normal melee for two full rounds (based on weapon's
attack timer) afterwards
Essence Sear - style that chains off of Essence Flames, procs an Essence
resist debuff on nearby enemies
Bodyguard - Defensive chances (evade/parry) are reduced by 20%, but target
of bodyguard can't be attacked in melee until bodyguard is killed or moves
out of range.
Essence Dampen - Style that procs a PBAE suppress that reduces the value of
strength/con buffs by 40, removing them if they go below zero. Side
positional.
Convoker
The Convoker is a student of the ancient Atlantean artificers. He uses his
gifts to conjure both items and creatures to aid him in his battles. He can
create items that will aid in sieges by helping his allies or damaging his
foes. The pets can aid him and his allies both with intelligence and a
strong arm for battle.
Abilities :
Summon Wood - Summon decent quantity of med quality wood
Prescience Node - Summon a crystal globe that can reveal nearby stealthers
(without popping it)
Power Trap - power draining mine
Summon Warcrystal - summon a random piece of powerful siege ammunition
Speedwarp - cancels out speed buffs for a minute on anyone who passes
through this field
Battlewarder - focus pet that cannot move and has powerful offense. Has no
ranged capabilities, and drains a lot of power from the caster.
Dissonance Trap - direct damage trap
Brittle Guard - single hit bodyguard pet, follows caster
Summoning Mastery - PBAE buff that boosts level of all nearby pets for the
purpose of to-hit (offensive and defensive) chances
Perfecter
The Perfecter uses the tomes of Atlantean healers long gone to improve his
allies' abilities and his medicinal arts. The power of his healing and
curative magic is increased and expanded. He has learned how to improve his
comrades abilities and natures. Finally, he can reduce the enemies'
effectiveness by dampening their magic.
Abilities :
Purging Wave - group cure disease
Purify Vision - cure nearsight
Sphere of Rejuvenation - Heal Field
Greatness - increases concentration pool by 20%
Font of Power - +3 power regeneration field
Determination Ward - 7% cc reduction field
Leaping Health - shout, self buff, Chain Heal (follow up single-target heal
is chained to 2 additional targets, 33% weaker each hit)
Soul Restoration - cure rez sickness in a single target, costs 33% of the
caster's power
Dissonating Ward - Power-cost penalty field, place near doors or the lord
room, or whatever; will affect close range casters, PBAErs in specific
Sojourner
The Sojourner uses his gifts to better aid his allies in their travels. His
arts allow him to move himself and others great distances and to clear the
path from enemy obstructions. He has learned to travel both upon the land
and in the water with grace and ease. His abilities can even reach beyond
his immediate companions and affect others that are traveling in his
vicinity.
Abilities :
Unburdened Warrior - Bonus Encumberance
Unending Breath - group water breathing
Reveal Crystalseed - Sweep Mine
Unmake Crystalseed - Disable Mine
Ancient Transmuter - Summons vendor for maybe a minute, summonable once
every hour or so
Gateway - teleport to caster's bindpoint
Resistance of the Ancients - resistance to master level magic abilities
Forceful Zephyr - summons pet that drags enemy to GT
Phase Shift - Become immune to damage for 10 seconds, but cannot attack.
Costs 50 fatigue
Stormlord
The Stormlord brings forth the fury of the tempest upon his enemies. His
Atlantean learned arts allow him to bring forth storms that diminish and
damage his enemies in various areas of the battlefield. He can also use
these gifts to control the storms of his opponents thereby diminishing their
effect.
Abilities :
Dazzling Array - debuff storm makes it 5% harder for enemies to hit allies
within it
Vacuum Vortex - pull cloud towards caster
Enervating Gas - fatigue draining cloud
Inebriating Fumes - Dex/Qui Suppression Cloud
Mental Siphon - power draining storm
Focusing Winds - caster focuses, holds cloud in current position
Choking Vapors - Str/Con Suppression Cloud
Sense Dulling Cloud - Acuity Suppression Cloud
Energy Tempest - DD storm
Spymaster
The Spymaster emulates the great Atlantean spy lords by sowing confusion and
misdirection upon his foes. He can obscure the minds of his enemies to make
himself and his companions appear not as what they really are. He can lay
traps that will damage his foes and also sabotage their fortifications and
siege engines.
Abilities :
Pickpocket - Bonus PvE Coin
Decoy - summon random epic dressed realmmate with 1hp and no offense to
distract opponents
Enduring Poison - 15% chance poison won't be removed from weapon on a
resist
Sabotage - damage siege engines, doors, or geomancer fields
Tanglesnare - Snare Mine
Poisonspike - DoT Mine
Watcher in Darkness - Stealthed user can't move, but any stealthed enemy
moving within 350 radius is exposed along with the watcher
Siege Wrecker - mine that detonates when a siege engine is built nearby;
only affects siege engines
Essence Flare - Summons PBAE Mez poison (10 second)
Following is an educated guess :
Albion:
Armsman - Battlemaster, Warlord
Mercenary - Battlemaster, Warlord
Paladin - Warlord, Perfecter
Wizard - Stormlord, Banelord
Cabalist - Convoker, Banelord
Theurgist - Convoker, Stormlord
Sorcerer - Banelord, Convoker
Infiltrator - Spymaster, Banelord
Scout - Spymaster, Banelord
Minstrel - Sojourner, Spymaster
Cleric - Perfecter, Stormlord
Friar - Perfecter, Battlemaster
Necromancer - Banelord, Convoker
Reaver - Banelord, Battlemaster
Midgard:
Thane - Battlemaster, Stormlord
Runemaster - Banelord, Stormlord
Hunter - Spymaster, Convoker
Berserker - Battlemaster, Warlord
Skald - Sojourner, Battlemaster
Healer - Perfecter, Sojourner
Shaman - Perfecter, Banelord
Shadowblade - Spymaster, Banelord
Warrior - Battlemaster, Warlord
Spiritmaster - Convoker, Banelord
Savage - Battlemaster, Warlord
Bonedancer - Convoker, Banelord
Hibernia:
Nightshade - Spymaster, Banelord
Bard - Sojourner, Perfecter
Enchanter - Convoker, Banelord
Champion - Battlemaster, Banelord
Druid - Convoker, Perfecter
Mentalist - Convoker, Banelord
Eldritch - Stormlord, Banelord
Hero - Warlord, Battlemaster
Warden - Convoker, Perfecter
Ranger - Spymaster, Banelord
Valewalker - Battlemaster, Warlord
Animist - Convoker, Banelord
Thus every class can pick one of the 2 options listed above.
-------------------------------
I hope you like the stuff, as its gonna be a dream fer a verry long time to many of us.