|
Tier: 2
Alignment: Evil
Wiki Information
Exits:
|
Defilers are demonkind. They are individuals who have chosen the path of Evil and it has damned their souls for all eternity. Defilers are practitioners of the magic arts, and while their wizardly abilities are not on par with those of a Sorcerer's, their innate skillset makes up for this lack.
Defilers are an Evil-aligned character class. They believe in self-reliance, individualism, and selfishness. Choosing this class means that the character will forever be locked into the path of Evil.
Defilers, like all demonkind, are unable to accept healing by other characters. They must fend for themselves.
In order to qualify for this class, the character's alignment must be "Evil." If the Defiler ever drifts from the dark paths, many of his or her innate powers will cease to function until evil once again is the master of the Defiler's soul.
This class is automatically granted the skill Cast Spell.
| | | Alchemy (20 CP)  You are able to craft potions using various components. This ability allows the character to perform alchemical experimentation, provided that he or she has access to an alchemical workbench. When the required components are provided in the correct amounts, the character's efforts will produce a potion. The character need not know beforehand how to create a specific potion: alchemical recipes may be found or discovered. However, caution is warranted: incorrect components can sometimes lead to unforseen, negative consequences. |
| | | Cast Spell (Free)  You are capable of learning and casting spells. This skill allows you to learn spells. Learning spells costs additional Character Points. Casting spells costs Magic Points. |
| | | Corrupt (20 CP)  You are capable of binding locations to your faction. Binding a location will increase your overall power. The more locations you bind, the stronger your faction becomes. This ability allows you to infuse a location with Magic Points. The more Magic Points spent, the stronger the binding; however, a location that is bound at +10 grants no more power than a location bound at +1. The more Magic Points spent binding a location, the harder it will be for an opposing faction to bind the location to them. You may only infuse 1 Magic Point at a time. |
| | | Flag Warden (40 CP)  You are capable of re-energizing the flag shield for your faction. This ability grants you the ability to "heal" damage done to your faction's flag shield. You must be in a faction to use this ability, and your faction must have a stronghold, and you must be within the stronghold to use it. This ability will not grant the flag shield Hit Points above its maximum total. |
| | | Salt the Earth (40 CP)  You are able to channel the death energies of those you kill into an evil prayer to the dark lords, corrupting the earth where their blood is spilled. Whenever the Defiler kills another character, the victim's death energy is used to power an automatic Corruption in the location of death. Unlike normal infusion abilities, this power works both indoors and out of doors; however, it is otherwise subject to the same limitations of infusion. This is a passive ability and is always active. |
| | | Dark Heart (20 CP)  You are capable of sucking the magical energies out of other beings. This ability allows you to make a touch attack on an opponent. If successful, you will drain a number of Magic Points from them. These Magic Points will then be added to your own personal stock. You cannot go over your maximum Magic Points with this attack. This attack costs 1 Magic Point to use. |
| | | Demoralize (20 CP)  You have the ability cloud the minds of your foes with depression. This ability, with a successful hit, will cause your target to suffer doubts about their abilities. This will cause them to miss with their attacks more often. |
| | | Poison (20 CP)  You are capable of inflicting a powerful poison on your foes. This is a touch attack that will cause your target to be poisoned if a successful hit is made. Your victim will suffer a lowered chance to hit and will take damage whenever he acts. The poison persists - even after death - until the victim recieves medical attention. This attack costs Magic Points to use. |
| | | Spell Combat (20 CP)  You are better capable at aiming your ranged combat spells. This ability increases the character's chance to hit with ranged spells by 20%. |
| | | Battle Magic (40 CP)  Your skill with ranged spells has improved, further increasing your ability to hit. This skill improves the character's ranged spell ability by a further 10%. |
|