Apr 27, 2017 18:27:57 GMT -5
Post by Misha on Apr 27, 2017 18:27:57 GMT -5
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MISHA
MISHA
[attr="class","a-basicinfo"]
Shun Jeong
[break]24 YEARS OLD
[break]MALE
Shun Jeong
[break]24 YEARS OLD
[break]MALE
[attr="class","a-classname"]
Spirit Warden
Spirit Warden
[attr="class","a-fader"]
[attr="class","a-defender-divider"]user biography
[attr="class","a-bio"]
[attr="class","a-bio-w"] [attr="class","a-bio-wt"]
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[attr="class","a-bio-divider"]positive & negative | [attr="class","a-bio-divider"]likes & dislikes |
[attr="class","a-bio-w"] [attr="class","a-bio-wt"]
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[attr="class","a-defender-divider"]class information
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[attr="class","a-c-weapon"] [attr="class","a-c-wtitle"]weapon [attr="class","a-c-wlist"] Bow & Katana | [attr="class","a-c-info"] [attr="class","a-classdesc"] The Spirit Wardens were once the elusive guardians of the natural world and pupils of elven ritual, revering the heroes and folktales in elven lore while meditating and protecting the elves from invasion and marauders. They wield an elongated silver-touched katana along with an Elven Bow. In addition, each also carries a spirit of the forest within themselves allowing the channeling of extremely powerful nature magic. A Spirit Warden is a defense-oriented fighter class that mixes the natural powers of a druid with the rogue's skill and quickened reflexes. In melee, they have lower tier attack power and strength though compensated for this with extremely high dexterity, accuracy, and evasion stats, allowing them to be moderately useful in melee and dishing out decent damage via critical attacks and having higher attack speed in the end game while maneuvering and dodging enemy attacks. They usually wear light armor and have moderately high amounts of HP growth and sturdy physical defenses. The nature magic of Wardens generally focus on crowd control, interrupting and hindering the enemy while buffing and shielding allies. |
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[attr="class","a-defender-divider"]class abilities
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[attr="class","a-cs-title"]EVANURIS
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
Wreathe a single ally in magical vines and thorns through touch, granting a 15% increase in all defense stats and a small boost to their maximum health. For the duration of the ability's effect, 50% of all damage inflicted upon the chosen ally is also reflected back onto the attacker. Lastly, the vines also feed off the environment and provide an additional effect depending on current weather conditions. Sunny and Rainy environments grant the recipient a 5% boost in attack speed. Nighttime increases the recipient's evasion by 8%. The spell lasts until the Warden cancels it and applies it to another or it is broken by an enemy attack or effect that removes buffs. Cannot be applied to the Spirit Warden.
Wreathe a single ally in magical vines and thorns through touch, granting a 15% increase in all defense stats and a small boost to their maximum health. For the duration of the ability's effect, 50% of all damage inflicted upon the chosen ally is also reflected back onto the attacker. Lastly, the vines also feed off the environment and provide an additional effect depending on current weather conditions. Sunny and Rainy environments grant the recipient a 5% boost in attack speed. Nighttime increases the recipient's evasion by 8%. The spell lasts until the Warden cancels it and applies it to another or it is broken by an enemy attack or effect that removes buffs. Cannot be applied to the Spirit Warden.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]RIFT STRIKE
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
At the beginning of every thread, the Spirit Warden starts off with 10 Spirit Arrows that have been enhanced with old elven spirits. Each usage of Rift Strike consumes 2 Spirit Arrows. The Spirit Warden may replenish their entire stock of Spirit Arrows at the cost of 15% of an ally's total health or only 4 arrows at a cost of 5%. This must be done with the ally's consent. The Warden readies and fires a translucent arrow from their bow that upon arrival allows them to immediately teleport directly to the location and slash the nearest enemy, temporarily causing the vines that grow from the blade to immobilize and stun them for 4 seconds. When used on an ally or non-hostile, the Rift Strike stays attached to the recipient. Instead the Spirit will grant a slight boost to their physical defense and can come to their aid to block one incoming attack of the ally's choosing, reducing damage inflicted by 75%. Each ally can only have up to 2 Rift Strikes attached to them p/thread and may only have one attached at any given time. Cannot be applied to the Spirit Warden.
At the beginning of every thread, the Spirit Warden starts off with 10 Spirit Arrows that have been enhanced with old elven spirits. Each usage of Rift Strike consumes 2 Spirit Arrows. The Spirit Warden may replenish their entire stock of Spirit Arrows at the cost of 15% of an ally's total health or only 4 arrows at a cost of 5%. This must be done with the ally's consent. The Warden readies and fires a translucent arrow from their bow that upon arrival allows them to immediately teleport directly to the location and slash the nearest enemy, temporarily causing the vines that grow from the blade to immobilize and stun them for 4 seconds. When used on an ally or non-hostile, the Rift Strike stays attached to the recipient. Instead the Spirit will grant a slight boost to their physical defense and can come to their aid to block one incoming attack of the ally's choosing, reducing damage inflicted by 75%. Each ally can only have up to 2 Rift Strikes attached to them p/thread and may only have one attached at any given time. Cannot be applied to the Spirit Warden.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]RUINATION
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
The Spirit Warden slashes upward with their blade, utilizing nature magic to raise a barrier wall of gnarled roots, vines, and thorns directly in front of the user up to a maximum distance of 8 meters. The wall bars passage from enemies and is able to stop most non-elemental attacks from crossing. Enemies that are caught up in the attack are thrown backwards and suffer a small amount of bleeding damage from the thorns. The wall can be burned down by fire or cut by stronger enemies and/or bosses.
The Spirit Warden slashes upward with their blade, utilizing nature magic to raise a barrier wall of gnarled roots, vines, and thorns directly in front of the user up to a maximum distance of 8 meters. The wall bars passage from enemies and is able to stop most non-elemental attacks from crossing. Enemies that are caught up in the attack are thrown backwards and suffer a small amount of bleeding damage from the thorns. The wall can be burned down by fire or cut by stronger enemies and/or bosses.