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So as promised, what will follow are the final character class sheets, skill descriptions and such.
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Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies.
Starting HP: 1400
Starting Mana: 1220
Starting Sexual Stamina: 1410
Special Skills:
Cleave Chain: This series of attacks hits for 500 Damage, up to 3 times for a maximum of 1500 Total Damage.
Ferocious Strike Chain: This series of attacks hits for 700 damage, up to 4 times for a maximum of 2800 Total Damage. Has a ten turn cooldown.
Shattering Wave Chain: This series of attacks hits for 600 damage, up to 3 times for a maximum of 1800 Total Damage, and hits ALL enemies in the field of play. Mana Cost: 50.
Weakening Blow: This attack hits for 600 magic damage AND causes the target to take double damage from ALL attacks for 3 turns. This can't be stacked with the Necromancer ability Amplify. Has a 7 turn cooldown.
Shove: This skill knocks your opponent down, dealing 1000 damage. Target foe loses that turn. Mana Cost: 100 . Cool Down 3 turns.
Aerial Snare: This places your enemy in an energy hold, immobilizing them. While it does no damage, the follow up to it, Crashing Blow, deals 1400 damage. If the follow up misses, the enemy remains in the hold for 3 turns, opening themselves up to attacks. Mana Cost: 150. Has a 7 turn cooldown.
Springing Slice: This skill allows you to launch yourself at a foe, slicing with your weapon. If it hits, you hit for 1500 damage. Mana Cost: 250. Has a 10 turn cooldown.
Body Combo - The Warrior unloads 20 swings at her foe, dealing 200 damage per hit that lands. Mana Cost: 250. Has a 10 turn cooldown.
Tendon Slice - Deals 1500 damage to target foe and immobilizes it for five turns. Has a 15 turn cooldown. Mana Cost: 400.
Seething Thrust: This skill never misses, however it has a high price for it's high damage. Hits for 1500 damage. Mana Cost: 750. Has a 15 turn cooldown.
Final Thrust - Deals 1000 damage to target foe. If foe was under 30% health, deals 3000 damage. Mana Cost: 750. Has a 15 turn cooldown.
Enmity Boost - This passive skill causes all enemies to initially target ONLY the warrior until such time she has been grappled, or is actively being raped. This skill becomes useless however when your companion reaches KL 4 or higher, or when an enemy that has a specific favorite target class to attack is present. The latter applying to just the one enemy, with the former being in general. This also is negated if a sufficient threat character is in your group who demands your foe's attention first. Who might they be?
Warriors Revenge - When the Warrior is raped to an orgasm, she unleashes a burst of energy that deals 2000 damage to all foes on the battlefield. Has a 30 turn cooldown.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when double teamed (2 enemies raping her at once)
Orientation: TANK Class
Available Weapons: Axe, Sword.
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Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim.
Starting HP: 1290
Starting Mana: 1230
Starting Sexual Stamina: 1335
Special Skills:
Paralyze Arrow: This attack paralyze's an enemy, preventing them from attacking. Deals zero damage, and the paralyze effect lasts 3 turns, with a 12 turn cooldown. Physical Attack.
Arrow Deluge Chain: This chain hits for 490 damage up to 4 times for a maximum of 1960.
Power Arrow: This arrow hits for 1400.
Punishing Arrow Chain: This chain hits for 500 damage up to 3 times, stunning the target if all 3 connect for two turns. Max damage 1500. 6 Turn Cooldown on the stun if stun activates.
Fleshshredder Chain: This chain hits for 500 damage up to 4 times for a maximum of 2000. Mana Cost: 5.
Aether Arrow: This arrow hits for 1000 damage and causes a foe hit with it to take 300 Damage every turn for 7 turns. 15 turn cooldown. Mana Cost: 30.
Explosive Arrow: This arrow hits for 1000 damage on ALL enemies in the field of play. Mana Cost: 60. 10 turn cooldown.
Dead Shot Arrow: This arrow hits for 1825 damage on a single target. Mana Cost: 100. Has a 15 turn cooldown.
Arrow Storm: This attack hits for 1500 damage on all foes on the field of battle. Mana Cost: 200. Has a 15 turn cooldown.
Heart Shot: This arrow hits for 2000 damage on a single target. Mana Cost: 300. Has a 15 turn cooldown.
Seizure Arrow: This attack deals damage equal to 15% of the target's MAXIMUM Health Stat, but can only be used once per foe, and only on foes at 40% Health or Greater. There is no cooldown on this skill as it can only be used once per foe in a battle. Mana Cost: 400.
Evasive Boost - This passive skill increases the Amazon's defensive rolls by +3, giving her more of a chance to evade attacks.
Celestial Strike - Once per battle there is a 5% chance that the guardian of all Amazon women will suddenly appear, striking down all her chosen one's foes with a single arrow. If she appears in a boss fight, all minions will instantly be killed, and the boss will lose 25% of it's maximum HP value. She can only appear once per battle. The Amazon has no control over this, and in fact until it happens, she isn't even aware she has a guardian.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when given a blowjob.
Race Notes: If she is an Elf, +10 pleasure when given a blowjob.
Orientation: TANK Class
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Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's are the only class that have a chance to double damage instantly. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape.
HP: 1305
Mana: 1260
Starting Sexual Stamina: 1360
Special Skills:
Swift Edge Chain: This chain hits for 550 up to three times for a maximum of 1650 damage.
Rune Carve Chain: This chain hits for 500 up to five times for a maximum of 2500 damage. When this chain ends, the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. For each hit that landed, the detonation deals 500 damage, for a maximum of 2500 additional damage. Mana Cost - 15. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.
Beast Swipe: This attack deals 700 damage and stuns the target for two turns. Five turn cool down.
Signet of Agony Chain: This chain hits for 500 up to five times for a maximum of 2500 damage. When this chain ends the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. The detonation deals 500 additional damage, and if 3 or more attacks landed prior to this then the target is placed in an energy hold for two turns. Mana Cost - 25. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.
Clear Focus: This semi-passive skill allows the Assassin to deal triple the normal damge she normally would with each attack. This skill lasts for four turns and has a cooldown of fifteen. However, if the Assassin is raped during this time, the skill ends and enters a twelve round cool down from the time she escapes rape. Mana Cost - 5. This skill may be used to pre-buff before any physical damage dealing attack and does not consume your turn. This does not stack with critical hits OR amplify, essentially replacing them. This does not crit hit any magic damage dealing spells.
Dash and Slash: This skill deals 1110 damage to a target by lunging right at them. Mana Cost: 200. Has a three turn cooldown.
Assassination: Deals 1200 Damage to a foe. Deals double if the foe was under 30% Health. Mana Cost: 250. Has a 6 turn cooldown.
Assassin's Thrust: This skill deals 1325 damage. If the target was a boss of any type, it deals an additional 425 Damage. Mana Cost: 300. Has a five turn cool down.
Death's Charge: Shadowstep to your foe and deal an unavoidable damage dealing strike. Hits for 2700 Damage. Has a 20 turn cooldown. Mana Cost: 400.
Shadow Burst: Shadowstep to your foes and deal an unavoidable damage dealing strike to all foes on the active field of battle. Deals 1700 Damage. Has a 20 turn cooldown. Mana Cost: 400.
Dagger Storm - Deals 2000 damage to a single targeted foe, and 1000 to all other foes on the field of battle. Mana Cost: 700. Has a 20 turn Cooldown.
Evasive Boost - This passive skill gives the Assassin's a +5 to evasive rolls, allowing her a greater chance to evade attacks. (Not factored into the character sheet.)
Assassin's Defense - When an Assassin is raped to an orgasm (pussy ONLY), her body can release a powerful muscular contraction which takes 10% of the enemies maximum health, and hurts them enough to prevent them from attempting any moves for a full turn, and eliminates their chance to avoid an attack for that round. If she is sucked off or gripped in a pussy, nothing happens. Has a 30 turn cooldown.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when ridden in a pussy.
Race Notes:
If she is a Mathosian, +10 pleasure when ridden in a pussy.
Orientation: TANK Class
Available Weapons: Dual daggers.
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Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be exteremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes.
Starting HP: 1290
Starting Mana: 1275
Starting Sexual Stamina: 1345
Special Skills:
Amplify Damage - This skill allows the Necromancer to curse her target to recieve DOUBLE physical damage. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't miss. Magical Attack. Has a 4 Turn Cooldown before it can be cast again
Lower Resist - This skill curses target foe to take DOUBLE elemental damage. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't miss. Has a 4 Turn Cooldown before it can be cast again.
Spiteful Spirit - This curses a foe to take any damage it inflicts back onto itself, damaging itself. Mana Cost - 10. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't be resisted or miss. Useful when you have an ally to curse the creature trying to rape her. Your companion won't resist while this spell is active on her would be rapist, and it will deal whatever their pleasure damage is to their health, while your ally takes no pleasure or KP. Has a 15 turn cool down from cast.
Shadow Strike - This allows the Necromancer to hit for 800 Magic Damage.
Bone Spear - This magic projectile deals 1000 magic damage to her target foe if it hits. Mana Cost - 35. Magical Attack. 3 Turn Cooldown.
Weaken - Curses target foe to have half their rolls on attacks and defense, making them easier to attack or defend against. Mana Cost - 55. This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally. Has a 20 turn cooldown. This spell can't miss.
Shadowy Apocalypse - This allows the Necromancer to hit for 1500 Magic Damage. Mana Cost - 200. Ten turn cool down.
Barbs - Hex Spell. When active on a foe, causes said foe to take +500 Damage every time they take any damage for the next 10 turns. Mana Cost: 250. Has a 15 turn cooldown. Can't miss.
Price of Failure - Hex Spell. Causes target foe to take 1000 Damage every time they fail to grapple or pleasure their grappled victim for the next 15 turns. Mana Cost: 300. Has a 20 turn cooldown.
Bitter Chill - Deals 2000 Cold Damage to target foe. Additionally, causes target foe to be immobilized for 2 turns, rendering it a stationary, free target to be nuked and unable to move. Mana Cost: 400. Has a 12 Turn Cooldown.
Balance Tip - If target foe had more HP than you, deals 20% of it's MAXIMUM Life Pool as damage to it. If it had less HP than you, or this amount would be higher, deals 2000 damage to the target. Can only be used once per foe in combat. Mana Cost: 500.
Magical Armor - This skill activates at the start of any combative round, shrouding the Necromancer in a protective "armor" that deflects incoming sexual pleasure, 25% of each attack. It will continue to absorb until it has taken a total of 2000 damage, at which point the armor will fail and the Necromancer will be subject to the full intentisy of her rape. Once the armor has failed, the Necromancer must free herself, or be freed from rape and any grapples, and remain free for ONE full round of turns, starting from the time she was free. If she is grappled before a full round has passed, the timer will reset. When conditions are met, her armor will automatically regenerate. Note: The armor takes 25% of the pleasure damage per rape attack, so if an enemy did say 600 Pleasure, the armor would lose 150 'health'.
Deathly Touch - The Necromancer,upon her orgasm makes her bodily fluids toxic to demons. Her orgasm inflicts a poison status on her rapist. The poison does 600 damage every turn for six turns. 30 turn cooldown.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when filled by Tentacles.
Race Notes:
If she is a Sylvari, +10 Pleasure against 'Male ' Tentacle Creatures (Traps included).
Orientation: NEUTRAL Class
Available Weapon: N/A
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Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies.
Starting HP: 1400
Starting Mana: 1220
Starting Sexual Stamina: 1410
Special Skills:
Cleave Chain: This series of attacks hits for 500 Damage, up to 3 times for a maximum of 1500 Total Damage.
Ferocious Strike Chain: This series of attacks hits for 700 damage, up to 4 times for a maximum of 2800 Total Damage. Has a ten turn cooldown.
Shattering Wave Chain: This series of attacks hits for 600 damage, up to 3 times for a maximum of 1800 Total Damage, and hits ALL enemies in the field of play. Mana Cost: 50.
Weakening Blow: This attack hits for 600 magic damage AND causes the target to take double damage from ALL attacks for 3 turns. This can't be stacked with the Necromancer ability Amplify. Has a 7 turn cooldown.
Shove: This skill knocks your opponent down, dealing 1000 damage. Target foe loses that turn. Mana Cost: 100 . Cool Down 3 turns.
Aerial Snare: This places your enemy in an energy hold, immobilizing them. While it does no damage, the follow up to it, Crashing Blow, deals 1400 damage. If the follow up misses, the enemy remains in the hold for 3 turns, opening themselves up to attacks. Mana Cost: 150. Has a 7 turn cooldown.
Springing Slice: This skill allows you to launch yourself at a foe, slicing with your weapon. If it hits, you hit for 1500 damage. Mana Cost: 250. Has a 10 turn cooldown.
Body Combo - The Warrior unloads 20 swings at her foe, dealing 200 damage per hit that lands. Mana Cost: 250. Has a 10 turn cooldown.
Tendon Slice - Deals 1500 damage to target foe and immobilizes it for five turns. Has a 15 turn cooldown. Mana Cost: 400.
Seething Thrust: This skill never misses, however it has a high price for it's high damage. Hits for 1500 damage. Mana Cost: 750. Has a 15 turn cooldown.
Final Thrust - Deals 1000 damage to target foe. If foe was under 30% health, deals 3000 damage. Mana Cost: 750. Has a 15 turn cooldown.
Enmity Boost - This passive skill causes all enemies to initially target ONLY the warrior until such time she has been grappled, or is actively being raped. This skill becomes useless however when your companion reaches KL 4 or higher, or when an enemy that has a specific favorite target class to attack is present. The latter applying to just the one enemy, with the former being in general. This also is negated if a sufficient threat character is in your group who demands your foe's attention first. Who might they be?
Warriors Revenge - When the Warrior is raped to an orgasm, she unleashes a burst of energy that deals 2000 damage to all foes on the battlefield. Has a 30 turn cooldown.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when double teamed (2 enemies raping her at once)
Orientation: TANK Class
Available Weapons: Axe, Sword.
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Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim.
Starting HP: 1290
Starting Mana: 1230
Starting Sexual Stamina: 1335
Special Skills:
Paralyze Arrow: This attack paralyze's an enemy, preventing them from attacking. Deals zero damage, and the paralyze effect lasts 3 turns, with a 12 turn cooldown. Physical Attack.
Arrow Deluge Chain: This chain hits for 490 damage up to 4 times for a maximum of 1960.
Power Arrow: This arrow hits for 1400.
Punishing Arrow Chain: This chain hits for 500 damage up to 3 times, stunning the target if all 3 connect for two turns. Max damage 1500. 6 Turn Cooldown on the stun if stun activates.
Fleshshredder Chain: This chain hits for 500 damage up to 4 times for a maximum of 2000. Mana Cost: 5.
Aether Arrow: This arrow hits for 1000 damage and causes a foe hit with it to take 300 Damage every turn for 7 turns. 15 turn cooldown. Mana Cost: 30.
Explosive Arrow: This arrow hits for 1000 damage on ALL enemies in the field of play. Mana Cost: 60. 10 turn cooldown.
Dead Shot Arrow: This arrow hits for 1825 damage on a single target. Mana Cost: 100. Has a 15 turn cooldown.
Arrow Storm: This attack hits for 1500 damage on all foes on the field of battle. Mana Cost: 200. Has a 15 turn cooldown.
Heart Shot: This arrow hits for 2000 damage on a single target. Mana Cost: 300. Has a 15 turn cooldown.
Seizure Arrow: This attack deals damage equal to 15% of the target's MAXIMUM Health Stat, but can only be used once per foe, and only on foes at 40% Health or Greater. There is no cooldown on this skill as it can only be used once per foe in a battle. Mana Cost: 400.
Evasive Boost - This passive skill increases the Amazon's defensive rolls by +3, giving her more of a chance to evade attacks.
Celestial Strike - Once per battle there is a 5% chance that the guardian of all Amazon women will suddenly appear, striking down all her chosen one's foes with a single arrow. If she appears in a boss fight, all minions will instantly be killed, and the boss will lose 25% of it's maximum HP value. She can only appear once per battle. The Amazon has no control over this, and in fact until it happens, she isn't even aware she has a guardian.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when given a blowjob.
Race Notes: If she is an Elf, +10 pleasure when given a blowjob.
Orientation: TANK Class
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Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's are the only class that have a chance to double damage instantly. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape.
HP: 1305
Mana: 1260
Starting Sexual Stamina: 1360
Special Skills:
Swift Edge Chain: This chain hits for 550 up to three times for a maximum of 1650 damage.
Rune Carve Chain: This chain hits for 500 up to five times for a maximum of 2500 damage. When this chain ends, the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. For each hit that landed, the detonation deals 500 damage, for a maximum of 2500 additional damage. Mana Cost - 15. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.
Beast Swipe: This attack deals 700 damage and stuns the target for two turns. Five turn cool down.
Signet of Agony Chain: This chain hits for 500 up to five times for a maximum of 2500 damage. When this chain ends the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. The detonation deals 500 additional damage, and if 3 or more attacks landed prior to this then the target is placed in an energy hold for two turns. Mana Cost - 25. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.
Clear Focus: This semi-passive skill allows the Assassin to deal triple the normal damge she normally would with each attack. This skill lasts for four turns and has a cooldown of fifteen. However, if the Assassin is raped during this time, the skill ends and enters a twelve round cool down from the time she escapes rape. Mana Cost - 5. This skill may be used to pre-buff before any physical damage dealing attack and does not consume your turn. This does not stack with critical hits OR amplify, essentially replacing them. This does not crit hit any magic damage dealing spells.
Dash and Slash: This skill deals 1110 damage to a target by lunging right at them. Mana Cost: 200. Has a three turn cooldown.
Assassination: Deals 1200 Damage to a foe. Deals double if the foe was under 30% Health. Mana Cost: 250. Has a 6 turn cooldown.
Assassin's Thrust: This skill deals 1325 damage. If the target was a boss of any type, it deals an additional 425 Damage. Mana Cost: 300. Has a five turn cool down.
Death's Charge: Shadowstep to your foe and deal an unavoidable damage dealing strike. Hits for 2700 Damage. Has a 20 turn cooldown. Mana Cost: 400.
Shadow Burst: Shadowstep to your foes and deal an unavoidable damage dealing strike to all foes on the active field of battle. Deals 1700 Damage. Has a 20 turn cooldown. Mana Cost: 400.
Dagger Storm - Deals 2000 damage to a single targeted foe, and 1000 to all other foes on the field of battle. Mana Cost: 700. Has a 20 turn Cooldown.
Evasive Boost - This passive skill gives the Assassin's a +5 to evasive rolls, allowing her a greater chance to evade attacks. (Not factored into the character sheet.)
Assassin's Defense - When an Assassin is raped to an orgasm (pussy ONLY), her body can release a powerful muscular contraction which takes 10% of the enemies maximum health, and hurts them enough to prevent them from attempting any moves for a full turn, and eliminates their chance to avoid an attack for that round. If she is sucked off or gripped in a pussy, nothing happens. Has a 30 turn cooldown.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when ridden in a pussy.
Race Notes:
If she is a Mathosian, +10 pleasure when ridden in a pussy.
Orientation: TANK Class
Available Weapons: Dual daggers.
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Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be exteremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes.
Starting HP: 1290
Starting Mana: 1275
Starting Sexual Stamina: 1345
Special Skills:
Amplify Damage - This skill allows the Necromancer to curse her target to recieve DOUBLE physical damage. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't miss. Magical Attack. Has a 4 Turn Cooldown before it can be cast again
Lower Resist - This skill curses target foe to take DOUBLE elemental damage. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't miss. Has a 4 Turn Cooldown before it can be cast again.
Spiteful Spirit - This curses a foe to take any damage it inflicts back onto itself, damaging itself. Mana Cost - 10. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't be resisted or miss. Useful when you have an ally to curse the creature trying to rape her. Your companion won't resist while this spell is active on her would be rapist, and it will deal whatever their pleasure damage is to their health, while your ally takes no pleasure or KP. Has a 15 turn cool down from cast.
Shadow Strike - This allows the Necromancer to hit for 800 Magic Damage.
Bone Spear - This magic projectile deals 1000 magic damage to her target foe if it hits. Mana Cost - 35. Magical Attack. 3 Turn Cooldown.
Weaken - Curses target foe to have half their rolls on attacks and defense, making them easier to attack or defend against. Mana Cost - 55. This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally. Has a 20 turn cooldown. This spell can't miss.
Shadowy Apocalypse - This allows the Necromancer to hit for 1500 Magic Damage. Mana Cost - 200. Ten turn cool down.
Barbs - Hex Spell. When active on a foe, causes said foe to take +500 Damage every time they take any damage for the next 10 turns. Mana Cost: 250. Has a 15 turn cooldown. Can't miss.
Price of Failure - Hex Spell. Causes target foe to take 1000 Damage every time they fail to grapple or pleasure their grappled victim for the next 15 turns. Mana Cost: 300. Has a 20 turn cooldown.
Bitter Chill - Deals 2000 Cold Damage to target foe. Additionally, causes target foe to be immobilized for 2 turns, rendering it a stationary, free target to be nuked and unable to move. Mana Cost: 400. Has a 12 Turn Cooldown.
Balance Tip - If target foe had more HP than you, deals 20% of it's MAXIMUM Life Pool as damage to it. If it had less HP than you, or this amount would be higher, deals 2000 damage to the target. Can only be used once per foe in combat. Mana Cost: 500.
Magical Armor - This skill activates at the start of any combative round, shrouding the Necromancer in a protective "armor" that deflects incoming sexual pleasure, 25% of each attack. It will continue to absorb until it has taken a total of 2000 damage, at which point the armor will fail and the Necromancer will be subject to the full intentisy of her rape. Once the armor has failed, the Necromancer must free herself, or be freed from rape and any grapples, and remain free for ONE full round of turns, starting from the time she was free. If she is grappled before a full round has passed, the timer will reset. When conditions are met, her armor will automatically regenerate. Note: The armor takes 25% of the pleasure damage per rape attack, so if an enemy did say 600 Pleasure, the armor would lose 150 'health'.
Deathly Touch - The Necromancer,upon her orgasm makes her bodily fluids toxic to demons. Her orgasm inflicts a poison status on her rapist. The poison does 600 damage every turn for six turns. 30 turn cooldown.
Additional Skills (Passive):
Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.
Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.
Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.
Class Specific Weaknesses: +5 pleasure when filled by Tentacles.
Race Notes:
If she is a Sylvari, +10 Pleasure against 'Male ' Tentacle Creatures (Traps included).
Orientation: NEUTRAL Class
Available Weapon: N/A
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