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My 6th Class Suggestion: Shadow Mime

By Gunnerwolfang - FORMER SUBSCRIBER - April 28, 2012, 13:15:28

Did you ever have that feeling that somebody is watching you... even when there is nobody is around? "Anybody out there?"

Did you see a friend who walk away from the bank map and when you enter the bank, you see him inside? "Didn't you just leave?"

Fear not, you are not losing your mind and you are not paranoid.... you just had an encounter with the shadow mimes.

My 6th class suggestion:
The SHADOW MIMES
The shafeshifter/copycat/mime class
(Inspired by various suggestion in this forum and similar to "Gau" of FF6 in SNES).


Nobody knows where or when the shadow mimes emerges, some believe they have always been around, hiding in the shadows...
It is believed that they were former Osamodas who lived exclusively with monsters, who learned the power to imitate those monsters.
Instead of summoning monsters to fight for them, the shadow mimes became monsters themselves during battle.
Some say that they are the group of osamodas who turned away from the god Osamodas patronage and was cast out into the wilds, then there are some who thinks that they were osamodas that was blessed by the blood of the great dragon.

Prepare yourself to explore the 2nd Osamodas followers.... the Shadow Mimes....


Appearance: Hairy, almost beastly, although some displays amazing colours that makes them surprisingly charming.
Weapon: Claws (well I guess this weapon is another suggestion as well).
Softcaps: similar to the Pandawa softcaps.

Fighting Style:
Shape-shifting Skills: change into different form with different capabilities, similar to the the Masqueraider, but whenever they transform, they lose the ability to think (the character become AI controlled).
Copycat Skills: can copy others spell and use it. As they grow stronger, their ability to copy others also improves.
Mime Skills: uses intricate body gesture to create imaginary (invisible) object in battle.
Shadow Skills: utilize the shadows in battles.

NOTE: Everytime the mime uses his copycat skills, he also copy the appearance of the target. Be careful when using AoE spells, you just might hit an allied mime who are in the midst of the enemy... Or heal an enemy mime who is in the middle of your team.

SPELLS
Level 1: Shadoves: animates a dove shadow puppet and use it as a projectile.
Level 1: Wall: mime an imaginary wall into the battlefield to block enemy movement.
Level 1: First Copy: copies the first spell that the target will use.
Level 3: *Static Push: Turns static summons into a projectile attack
Level 6: Shadow Casting: Summons a shadow that swap position with whoever attacks it.
Level 9: Shadowcat: transform into a shadow-melding kitteh.
Level 13: Second Copy
Level 17: *Static Bomb: Turns static summons into an ticking time bomb.
Level 21: Knock-Knock: mime an imaginary door to pass thru a target and get to the other side.
Level 26: Third Copy
Level 31: Shadow Borbats: transform into a shadow borbat and splits into 3 copies.
Level 36: *Doctor Quack Quack: Use a mime skill to turn the enemy weaker.
Level 42: Fourth Copy
Level 48: Shadowhound: Transform into a black slayhound.
Level 54: Shadow Glyph: Extend his shadow to cause damage/heal to be copied from self into others (and vice versa).
Level 60: Fifth Copy
Level 70: *Spinach Power!: Copies the active state/buff of others.
Level 80: Shadow Prison: mime a 3x3 prison bar to trap the target inside.
Level 90: Final Copy: copies the last spell cast by the target (allies and enemy)
Level 100: Shadow Wyrmling: transform into a powerful black wyrmling
Level 200: Shadow Mime Dopple
Class Spell: Eclipse: removes 100 range for 1-2 turn.

SPELL BREAKDOWN

Shape-shifting Skills
Shadowcat (Cha)
Shadow Borbats (Agi)
Shadowhound (Str)
Shadow Wyrmling (Int)

Copycat Skills
First Copy: copy first spell cast by target
Second Copy
Third Copy
Fourth Copy
Fifth Copy
Final Copy: copy last spell cast by target
Spinach Power!: copy states

Mime Skills
Wall: creates a transparent static summon
Static Push: turn static summon into offensive attack
Static Bomb: set static summon to explode
Doctor Quack Quack: weaken opponent

Shadow Skills
Shadoves: attack spell
Shadow Glyph: a karma type ability (deals damage/heals that was received)
Eclipse: removes everyone's range



SPELLS:

SHAPE-SHIFTING SKILLS

**Monster transformations are states therefore cannot be lifted.
Caster transform into a powerful creature but loses manual control in the process.
**Alternative: Monster transformations lose their manual control to compensate for their increase in power. An alternative would be making them manually controlable but their powers (stat bonuses) will be decreased.

Shape-shifting Skill: Shadowcat [monster transformation]
Transform into a black kitteh.
Player loses manual control and will now be computer controlled under "Cowardly AI".

Range: 0 (cast on self)
Duration: 3 turns

Level / Cast Cost / +Base max HP / +MP / + Chance / +Cha Resist / Cooldown
Level 1 / 5 AP / +10% Base Max HP / +1MP / +50 Cha / +3 Cha resist / 8 turns
Level 2 / 5 AP / +13% Base Max HP / +2MP / +75 Cha / +6 Cha resist / 7 turns
Level 3 / 4 AP / +16% Base Max HP / +3MP / +100 Cha / +9 Cha resist / 6 turns
Level 4 / 4 AP / +18% Base Max HP / +4MP / +125 Cha / +12 Cha resist / 5 turns
Level 5 / 3 AP / +21% Base Max HP / +5MP / +150 Cha / +15 Cha resist / 4 turns
Level 6 / 3 AP / +25% Base Max HP / +6MP / +200 Cha / +20 Cha resist / 3 turns

Shadowcat Spell: Shadowslide [monster spell]
Casting Cost: 3AP
Range: 0 (Cast on self)
No Cooldown
Effect: Transforms the Shadowcat into a shadow form in the ground. In that form they cannot be locked and cannot be blocked... Their movement is like a form of sliding teleportation... They can go anywhere within the range of their MP. They can pass through anything to get where they want to go within their MP range.
Duration: 0 (the shadow revert back to normal shadowcat form after the end of its current turn, not at the start of its next turn).

Shadowcat Spell: Shadow Burst [monster spell]
The shadowcat explode sending dark water around which deals AoE Water damage and removes victims MP (after exploding, the bits and pieces recombine back into an unharmed shadowcat).
Casting Cost: 3AP
Range: 0 (Cast on self)
No Cooldown

Spell Level / AoE / Water Dmg / -MP (Dodgeable)
Level 1 / 1 AoE / 1-3 Cha dmg / -1 MP
Level 2 / 1 AoE / 2-5 Cha dmg / -1 MP
Level 3 / 1 AoE / 3-7 Cha dmg / -1 MP
Level 4 / 1 AoE / 4-9 Cha dmg / -1 MP
Level 5 / 1 AoE / 5-11 Cha dmg / -1 MP
Level 6 / 1 AoE / 6-13 Cha dmg / -2 MP

The Shadowcat AI, will move to the nearest opponent that it can successfully attack (base on resistance, and number of possible target of its AoE spell). If it can dodge successfully it will use up all it's AP for attacking then run as far away as it can. If it cannot successfully dodge its adjacent enemy, it will also attack but it will save 3AP in order to cast "Shadowslide" before running as far away as it can.

Shape-shifting Skill: Shadow Borbats [monster transformation]
Transform into a black borbat and split into 3 copies.... Casting this spell is similar to casting the rouge's spell "Roguery".
Player loses manual control and will now be computer controlled under "Cowardly AI".
Each borbats will count as individual character in the turn order (large picture in the turn order, summons have smaller picture).
After the duration of the transformation elapse, the first remaining borbat will transform back into the mime while the other remaining copies will disappear.
The mime will survive as long as one of his 3 borbat copies survive.

Range: 0 (cast on self)
Cooldown: 6 Turn
Level / Cast Cost / HP (% of character's HP) / +MP / +Agi / Air Resis bonus / Duration
Level 1 / 6 AP / 10% of character's HP / +5MP / +50 Agi / +4 Air resist / 2 turn
Level 2 / 6 AP / 15% of character's HP / +6MP / +75 Agi / +7 Air resist / 2 turn
Level 3 / 5 AP / 20% of character's HP / +7MP / +100 Agi / +10 Air resist / 2 turn
Level 4 / 5 AP / 25% of character's HP / +8MP / +125 Agi / +13 Air resist / 3turn
Level 5 / 4 AP / 30% of character's HP / +9MP / +150 Agi / +16 Air resist / 3 turn
Level 6 / 3 AP / 35% of character's HP / +10MP / +200 Agi / +20 Air resist / 4 turn

Shadow borbat's Spell: Sonic Blast [monster spell]
Casting Cost: 4 AP
Range: 1-3
No Cooldown
Effect:
Air Damage 2-5/6-8/9-11/12-14/15-17/18-20
Air resistance removal 1-3 / 3 / 2-4 / 4 / 4-6 / 6 (2 turn, stack-able)

Shape-shifting Skill: Shadowhound [monster transformation]
Transform into a black slayhound
Player loses manual control and will now be computer controlled under "Aggressive AI".

Range: 0 (cast on self)
Cooldown: 7 Turn
Level / Cast Cost / + Base HP bonus / +MP / + Str / +Earth Resis bonus / Duration
Level 1 / 6 AP / +25% Base Max HP / +1MP / +50 Str / +4 Earth resist / 4 turn
Level 2 / 6 AP / +30% Base Max HP / +1MP / +75 Str / +7 Earth resist / 4 turn
Level 3 / 5 AP / +35% Base Max HP / +2MP / +100 Str / +10 Earth resist / 4 turn
Level 4 / 5 AP / +40% Base Max HP / +2MP / +125 Str / +13 Earth resist / 5 turn
Level 5 / 4 AP / +45% Base Max HP / +3MP / +150 Str / +16 Earth resist / 5 turn
Level 6 / 3 AP / +50% Base Max HP / +3MP / +200 Str / +20 Earth resist / 6 turn

Shadowhound Spell: Shadowbite [monster spell]
Casting Cost: 3AP
Range: 1
No Cooldown
Effect:
Earth Damage 15-20/20-25/25-30/30-35/35-40/50-60
Earth Steal 1-2/2-4/3-8/4-14/5-22/10-32



COPYCAT SKILLS

**Restrictions:
1. Spells cannot be copied twice. This means that when you have copied one particular spell, you can no longer copy it again. If you already have "Wrath" as your first copied spell, your other copy spell will only copy other particular spell. Casting "Final Copy" on someone who cast "Wrath", while you already have that spell previously copied, will result in copy fail (you will waste the final copy spell on a failed copy attempt and will have to wait 2 turns to be able to cast it again).
2. State will not stack. Casting "Wrath" while you still have the "Wrath" state in effect (using the state copying spell "Spinach Power"), will overwrite the previous state regardless of remaining cooldown. Although this could still act as an abuse since you it would be possible to copy the "Wrath" state, copy "Wrath" spell and cast "Wrath" (all in the same turn). I will consider making "Spinach Power" a turn - ending spell (meaning you automatically end your turn after casting "Spinach Power" just like the rogue spell "Roguery").

Copycat Skill: First Copy
When cast on an enemy, the enemy will be placed in "Xerox-1 State"... The first spell that the enemy uses while in "Xerox-1 State" replaces this spell for a set duration of time.
Duration: 1 turn for level 1-5, 2 turn for level 6
Cooldown: 2 turn for level 1-5, 1 turn for level 6

Spell Lvl / AP cost / Range / Duration of copied spell/ Effect on copied spell
Level 1 / 3Ap / 1 tile / 2 turns / +1ap cost (from original spell casting cost)
Level 2 / 3Ap / 2 tile / 4 turns / +1ap cost (from original spell casting cost)
Level 3 / 2Ap / 3 tile / 6 turns / +1ap cost (from original spell casting cost)
Level 4 / 2Ap / 4 tile / 8 turns / normal casting cost
Level 5 / 1Ap / 5 tile / 10 turns / normal casting cost
Level 6 / 1Ap / 6 tile / 12 turns / -1ap cost (from original spell casting cost)

If an Iop cast a 7AP Wrath while a level 6 spell "First Copy" spell is activated on him, the "First Copy" spell will become a "Level 6 Wrath" spell with 6AP cost that can be used by the mime for the next 12 turns.

Basically, this class have 6 Copy Spell scattered evenly throughout in it's spell chart... They allow the Mime to copy up to 6 of the enemies spell.
(I am considering that 6 might be too much, I might remove "Fifth Copy" when I decide that 5 copy spell is enough).

Copycat Skill: Final Copy
Same mechanics as the "First Copy" spell but this time it will automatically copy the last spell that was cast by the target prior to being hit by this spell... Example: If your enemy used "Wrath" on you, you can copy the spell "Wrath" by using this spell. No more need to place the enemy in any copying states.

Copycat Spell: Spinach Power! (State Copy)
The mime takes out a can of spinach and using intricate hand gesture binds the can of spinach to the target. He then punch it which sends the content flying in the air and proceed to catch it with his mouth and eat it... Then he do a series of muscle flexing routine to convince himself that he have gotten stronger. This is actually a self buff spell that will increase the mimes power by copying the target's states and buffs (even negative buffs T_T).... and yes, this is a parody of "Popeye the Sailorman".

**This spell "Auto-End" your current turn. To prevent abuse of instantly utilizing powerful buffs at the same turn.
The states/buff duration will be the same as the targets current duration so it would be pointless to copy 1 turn duration states/buffs since you cannot utilize it on the same turn considering that this spell auto-end your turn.

Modifiable range.

Spell Level / Cast Cost / Range / Cooldown
Level 1 / 6AP / 1 square / 10 turns
Level 2 / 6AP / 1-2 square / 9 turns
Level 3 / 6AP / 1-3 square / 8 turns
Level 4 / 5AP / 1-4 square / 7 turns
Level 5 / 5AP / 1-5 square / 6 turns
Level 6 / 4AP / 1-6 square / 5 turns

MIME SKILLS

Mime Skill: Wall
Summons a 1x1 to 1X3 wall horizontally in front of him.
The mime, using intricate hand gesture, creates an transparent wall that cannot be pass through. Long range weapons (bow and wands) cannot pass through this transparent wall but spells can pass through without any problem.
A static summon useful as a movement blocker only, it allows spell to be cast through it.

Spell Level / Cast cost / Cooldown / HP / Size
Level 1 / 5 AP / 8 turns / 50 HP / 1X1
Level 2 / 5 AP / 7 turns / 75 HP / 1X1
Level 3 / 5 AP / 6 turns / 100 HP / 1X1
Level 4 / 4 AP / 5 turns / 125 HP / 1X1
Level 5 / 4 AP / 4 turns / 150 HP / 1X3
Level 6 / 3 AP / 3 turns / 175 HP / 1X3

Take note that only the center square have HP in the size 1X3 wall (the 2 side square are only a form of extension). to destroy the wall, you need to attack the center square.

*Advance Wall Feature: Wall Extension... When you place 2 wall in line 2-6 square apart, it will create an extension of wall gap filler. Unlike the rogue's bomb wall, this will only work if all square between them are not occupied. To destroy an extended wall, you need to destroy the 2 main wall.

Mime Skill: Static Push
Turns static summons into linear attack spell dealing damage (to the target object) equal to the remaining HP of the static summon when it hits another object (instant death to targeted static summon). The static summon will not die if it do not hits any object (the spell would be simply a way to push away static summons).
When used on a non-static summon, it will just push the target 1 square away (limited push spell fuction on non-static summon).

Casting range: 1
None modifiable range of push.

Spell Level / Cast cost / Range / Cooldown
Level 1 / 4 AP / 4 square / 2 turn
Level 2 / 4 AP / 5 square / 2 turn
Level 3 / 4 AP / 6 square / 2 turn
Level 4 / 3 AP / 7 square / 2 turn
Level 5 / 3 AP / 8 square / 1 turn
Level 6 / 2 AP / 9 square / - turn

NOTE: Possible combination: Casting "Static Bomb" then using "Static Push" will result in a long range linear AoE that deals damage equal to the HP of the static summon. Another good reason to level those "Cawwots" spells.

Mime Skill: Static Bomb
Turns static summons into a booby-trap dealing damage equal to the remaining HP of the static summon on an AoE completely destroying the targeted static summon.
When used on non-static summon, it will deal Fire damage.
Places static summon into "Booby-Trap" state
Explosion will occur at the start of the casters next turn or when the target dies (at which case the damage will be equal to the last damage dealt to finish off the static summon). It will not explode if the mime dies
Casting range: 1
Non-stackable (on level 6)

Spell Level / Cast cost / AoE / Cooldown / Fire damage (non-static summon)
Level 1 / 4 AP / 2 square / 2 turn / 1-2 Fire dmg
Level 2 / 4 AP / 2 square / 2 turn / 1-3 Fire dmg
Level 3 / 4 AP / 2 square / 2 turn / 2-3 Fire dmg
Level 4 / 3 AP / 2 square / 2 turn / 2-4 Fire dmg
Level 5 / 3 AP / 3 square / 1 turn / 3-4 Fire dmg
Level 6 / 2 AP / 3 square / - turn / 4 Fire dmg

NOTE: Possible combination: Casting "Static Bomb" then using "Static Push" will result in a long range , linear, AoE that deals damage equal to the HP of the static summon. Another good reason to level those "Cawwots" spells.

Mime Spell: Doctor Quack Quack
Animation: The mime imitates a doctor. He takes out an old-school stethoscope (looks more like a funnel) and check the targets heart condition. He shakes his head to convince the target that he (the target) is not well. The animation might be too long, some shorter version would be the mime places his hands touching the targets chest to assess the heart condition and then shakes his head (but it might seem sexual harassment when used on a female target).

This triggers a weakened buff on the target (liftable)
Weakened = cannot use weapon, all damage will be halves.
Non-stackable

Spell Level / Cast Cost / Duration / Cooldown
Level 1 / 6 AP / 1 turns / 14 turns
Level 2 / 6 AP / 1 turns / 13 turns
Level 3 / 6 AP / 1 turns / 12 turns
Level 4 / 6 AP / 2 turns / 11 turns
Level 5 / 5 AP / 2 turns / 10 turns
Level 6 / 5 AP / 3 turns / 9 turns



SHADOW SKILLS


Shadow Skill: Shadoves
Similar to Osamodas "Crow" spell, but it is linear.
The Mime places his hands together and creates a dove shadow puppet in the ground and throws it towards the target.

Shadow Skill: Shadow Glyph
The shadow mime make a series of hand gesture to increase his shadow's area of coverage.
Everyone inside his shadow's range will be shadow-binded to him.
This is a mobile glyph, this means that every time the caster moves, the glyph will follow him and will always be centered on him.

Effect: "The Golden Rule"
All damage and heal that the caster receive will also be received (copied) by everyone inside his shadow glyph.
All damage and heal that was received by those inside the glyph will also be received (copied) by the caster.

Range: 0

Spell Level / AP cost / Duration / Cooldown / Area of Effect
Level 1 / 6 AP / 1 turn / 8 turn / 3 AoE
Level 2 / 6 AP / 1 turn / 7 turn / 3 AoE
Level 3 / 5 AP / 1 turn / 6 turn / 3 AoE
Level 4 / 5 AP / 1 turn / 5 turn / 3 AoE
Level 5 / 4 AP / 1 turn / 4 turn / 3 AoE
Level 6 / 3 AP / 2 turn / 3 turn / 4 AoE

The shadow mimes lack of self inflicting spell means that he cannot cast this spell in the center of the enemy group and hurt himself to cause damage. The main concept of this spell is that others will have to hurt/heal him in order for this spell to be activated.

Unlike the reflect spells, this spell do not prevent damage, it is not a shield spell... What it does is it copies and cause the same damage or heal that was inflicted on the mime, to everyone inside the glyph... Example: A mime (with 2,000 HP) cast this spell and stayed inside the group of enemy... One of his Iop ally used "Wrath" on him dealing 2,000 damage killing the mime instantly... The glyph will activate, causing 2,000 damage to everyone inside the glyph (including ofcourse the Iop ally).

Shadow Skill: Shadow Casting
Summons a "Shadow"
This summon do not move unless buffed with +MP.
This summon automatically disappears after a certain duration.
Linear: Horizontal, vertical and diagonal line
LoS: Yes

Level / AP cost / HP / Range / Cooldown / Duration
Level 1 / 6 AP / 25HP / 1-3 square / 9 turn / 1 turn
Level 2 / 6 AP / 30HP / 1-4 square / 8 turn / 2 turn
Level 3 / 5 AP / 35HP / 1-5 square / 7 turn / 3 turn
Level 4 / 5 AP / 40HP / 1-6 square / 6 turn / 4 turn
Level 5 / 4 AP / 45HP / 1-7 square / 5 turn / 5 turn
Level 6 / 3 AP / 50HP / 1-8 square / 4 turn / 6 turn

This summons looks like a shadow spots on the ground. It does not lock opponents.
All it do is swap position with whoever attacks it (friends or foe alike).
Useful only as a form of map manipulation.

*Place this summon on a deadly enemy glyph and then if the enemy have no other target, it will attack this summon, thus placing that enemy in the dangerous position (as long as the enemy can no longer move away from that position).
*Can be used just like the old enutrof bag. Unfortunately, I think Ankama hates defensive abilities that swap position with others, so this might not be such a viable spell. Anyway, this is just a class suggestion so no matter.

21st Class spell:
Shadow Skill: Eclipse
Effect: -100 range (affects caster, all ally and all enemy). Undodgeable.
Fog of war mode: Turns everyone invisible (even allies). But all adjacent invisible object becomes visible. If one of your enemy stands (or moves) adjacent to you, you will see him but your allies can't.
Casting Range: 0 (self cast)

Spell Level / Casting Cost / Duration / Cooldown
Level 1 / 7 AP / 1 turn / 12 turns
Level 2 / 6 AP / 1 turn / 11 turns
Level 3 / 6 AP / 1 turn / 10 turns
Level 4 / 5 AP / 1 turn / 9 turns
Level 5 / 5 AP / 1 turn / 8 turns
Level 6 / 4 AP / 2 turn / 7 turns

* Contributed by MisTbladeEr
** Contributed by SniperViper

Feel free to add anything to this suggestion... Even negative critics are welcome... but no foul words.

You can also check out my previous class suggestions:
1st: Magical Engineer ( Xelor's Gears) Click here Time displaced rebels who created their own mechanical god to destroy the 12 gods. Now under the watchful eye of the god Xelor, who some suspects plans to use the engineers technology for his own agenda.

2nd: Cowboy Class (Cra's Legacy, Cravalry) Click here Mounted Gunslinger. Former follower of Cra who allied themselves with the magical engineers. Learned to use "Riding Skills" and "Magic Gun Skills".

3rd: Druid Class (Eniripsa's Potions) Click here Followers of Otomai who combines science and magic. Former nature loving followers of Eniripsa who followed the path of higher knowledge.

4th: Gemini Class (Pandawa Twin) Click here What happens when 4 pandawa tribes inter-mingle? You will get a 4 element hybrid "Avatar" class. (actually each twin controls only 2 elements but together they control 4).

5th: Monster Class: Gobball (Feca's Herd) Click here Have you ever wondered what it feels like to be a monster? Here is your chance. The goddess Feca have been also known as the herder god, which is why all the gobballs consider her as their protector and patron.

7th: Feng Shui TarotS (Ecaflip's Karma) Click here The lucky cat persona of the god Ecaflip.

8th: Zombie Rockstar (Sacrier's Flesh) Click here Enticed by the power of death and rock music, these sacrier returnee are a testament that "Rock and Roll is dead... or should I say undead.

9th: Icarus Wings (Iop's Wings) Click here "Why jump, when you can fly?" A new order of the Iop's disciples who rediscovered the lost secret of the ancient magical artifacts.
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Score : 2600

I'm not so sure about having -1 ap for the copy spell. Some spells would be rather unfair...but since it is only on enemies this is perfectly fair. Does this would for pvm as well though? Those abilities may be a little op.

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Score : 25843
SniperViper|2012-04-29 00:06:20
I'm not so sure about having -1 ap for the copy spell. Some spells would be rather unfair...but since it is only on enemies this is perfectly fair. Does this would for pvm as well though? Those abilities may be a little op.
For PvM, some spells cannot be copied from monsters. For PvP, I guess players will have to be careful what spell they use when fighting a mime. If a mime uses a "First Copy" on you, make sure you cast something useless as your first spell ("cawwot" or "release" perhaps).

Additional spell:

Shape-shifting Skill: Shadowhound [monster transformation]
Transform into black slayhound
Player loses manual control and will now be computer controlled under "Aggressive AI".

Range: 0 (cast on self)
Cooldown: 7 Turn
Level / Cast Cost / + Base HP bonus / +MP / + Str / +Earth Resis bonus / Duration
Level 1 / 6 AP / +25% Base Max HP / +1MP / +50 Str / +4 Earth resist / 4 turn
Level 2 / 6 AP / +30% Base Max HP / +1MP / +75 Str / +7 Earth resist / 4 turn
Level 3 / 5 AP / +35% Base Max HP / +2MP / +100 Str / +10 Earth resist / 4 turn
Level 4 / 5 AP / +40% Base Max HP / +2MP / +125 Str / +13 Earth resist / 5 turn
Level 5 / 4 AP / +45% Base Max HP / +3MP / +150 Str / +16 Earth resist / 5 turn
Level 6 / 3 AP / +50% Base Max HP / +3MP / +200 Str / +20 Earth resist / 6 turn

Shadowhound Spell: Shadowbite [monster spell]
Casting Cost: 3AP
Range: 1
No Cooldown
Effect:
Earth Damage 15-20/20-25/25-30/30-35/35-40/50-60
Earth Steal 1-2/2-4/3-8/4-14/5-22/10-32
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Score : 2795

This one is actually very good, so well done. I was looking forward to the two new classes (Mask, Rogue), but was dissapointed when they came out. I though this game needs more classes, but not another shielder (Rogue is fine but a bit boring). This class seems fun to play actually as I'd love to cast walls and such, so I'd definitely play one of them. +1

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Score : 25843
MisTbladEr|2012-04-29 13:35:47
This one is actually very good, so well done. I was looking forward to the two new classes (Mask, Rogue), but was dissapointed when they came out. I though this game needs more classes, but not another shielder (Rogue is fine but a bit boring). This class seems fun to play actually as I'd love to cast walls and such, so I'd definitely play one of them. +1
Thanks... I'm glad you like it... If you want to add an idea into this class suggestion, just post it and I will see if it would fit.

The rogue and masqueraider is doing quite well in my opinion... They only seem dissapointing because we are expecting too much from a new class but I can say that they are both quite exciting.

Anyway, time for another transformation spell.

Shape-shifting Skill: Shadow Borbats [monster transformation]
Transform into a black borbat and split into 3 copies.... Casting this spell is similar to casting the rouge's spell "Roguery".
Player loses manual control and will now be computer controlled under "Cowardly AI".
Each borbats will count as individual character in the turn order (large picture in the turn order, summons have smaller picture).
After the duration of the transformation elapse, the first remaining borbat will transform back into the mime while the other remaining copies will disappear.
The mime will survive as long as one of his 3 borbat copies survive.

Range: 0 (cast on self)
Cooldown: 6 Turn
Level / Cast Cost / HP (% of character's HP) / +MP / +Agi / Air Resis bonus / Duration
Level 1 / 6 AP / 10% of character's HP / +5MP / +50 Agi / +4 Air resist / 2 turn
Level 2 / 6 AP / 15% of character's HP / +6MP / +75 Agi / +7 Air resist / 2 turn
Level 3 / 5 AP / 20% of character's HP / +7MP / +100 Agi / +10 Air resist / 2 turn
Level 4 / 5 AP / 25% of character's HP / +8MP / +125 Agi / +13 Air resist / 3turn
Level 5 / 4 AP / 30% of character's HP / +9MP / +150 Agi / +16 Air resist / 3 turn
Level 6 / 3 AP / 35% of character's HP / +10MP / +200 Agi / +20 Air resist / 4 turn

Shadow borbat's Spell: Sonic Blast [monster spell]
Casting Cost: 4 AP
Range: 1-3
No Cooldown
Effect:
Air Damage 2-5/6-8/9-11/12-14/15-17/18-20
Air resistance removal 1-3 / 3 / 2-4 / 4 / 4-6 / 6 (2 turn, stack-able)
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Score : 2795

Just a few spells that I'm hoping to see in the world of twelve with a new class - walls, auras, state spells, weird AoEs, here are some examples. Feel free to add them if you want, I won't be angry if you don't, I can see they might not be suitable for this class =]

Wall extension

AP cost 5/4/4/3/3/2

Places a wall on a single square that connects to an existing wall when linear and in range of 1-2

Castable twice per turn

Spherical Ballistae

AP cost 6/5/5/4/4/4

Linear, only castable through a wall

Air damage 10-15/15-20/20-25/25-30/30-35/40-50 with AoE (same as PoC)

Etheral flask

AP cost 5/5/4/3/2/2

Puts enemies into 'weakened' state for 1 turn

Castable once per turn

2x2 square AoE

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Score : 25843
MisTbladEr|2012-04-29 20:35:17
Just a few spells that I'm hoping to see in the world of twelve with a new class - walls, auras, state spells, weird AoEs, here are some examples. Feel free to add them if you want, I won't be angry if you don't, I can see they might not be suitable for this class =]

Wall extension

AP cost 5/4/4/3/3/2

Places a wall on a single square that connects to an existing wall when linear and in range of 1-2

Castable twice per turn

Spherical Ballistae

AP cost 6/5/5/4/4/4

Linear, only castable through a wall

Air damage 10-15/15-20/20-25/25-30/30-35/40-50 with AoE (same as PoC)

Etheral flask

AP cost 5/5/4/3/2/2

Puts enemies into 'weakened' state for 1 turn

Castable once per turn

2x2 square AoE
I like all 3... but I have to go to sleep now, so I will add them tomorrow.

Edit: So here it is....

For the wall extension, I was thinking of just giving the current wall an added ability of creating a gap filler when you place a second wall. Just like a rogue placing a 2nd bomb of same element triggering a wall effect. If you had played "Command and Conquer" you will also see these wall extension function in the wall creation.

As for the spherical ballistae, I was thinking of making a mime spell of either a. Wall push or b. Wall bomb... or c. both.
Wall Push: cast adjacent to any static object to push them forward 1-8 spaces turning them into a projectile attack spell in the process.
Wall Bomb: cast adjacent to any static object turning them into a bomb and explode at the start of the casters next turn. The caster mime an act of placing a plastic explosive in the static summon.

As for the the etheral flash I can think of 2 mime spell.
A. "Doctor, doctor I am sick". the mime copy a doctor and convince the target that he is very sick thus triggering the weakened state. (the mime actually takes out a stethoscope and places it in the targets chest then slowly shakes his head from side to side).
B. Spinach Power! the mime takes out a can of spinach, punch it which sends the content flying in the air and proceed to catch it with his mouth and eat it... Then he do a series of muscle flexing routine to convince himself that he have gotten stronger. This is actually a self buff spell that will increase the mimes power (no idea what kind of increase it will do yet). and yes, this is a parody of "Popeye the Sailorman".

There you have it... I will add it ofcourse with your approval first.
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Score : 2600

First copy now seems pretty underpowered in pvp. Most classes have a useless spell or two. Also, what happens if they don't cast a spell (use cc) and you cast it on someone else and then they both cast spells?

More concerned about PVM. How will we specify which spells can or cannot be copied.

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Score : 25843
SniperViper|2012-04-30 01:30:39
First copy now seems pretty underpowered in pvp. Most classes have a useless spell or two. Also, what happens if they don't cast a spell (use cc) and you cast it on someone else and then they both cast spells?

More concerned about PVM. How will we specify which spells can or cannot be copied.
Think about it... you will be forcing your opponent to waste their AP by using useless spells. Even better if you manage to force your opponent to actually not use any spell at all, since they would have wasted all their AP for that turn. tongue

As for the PvM, there could be some conditions and spell exemptions to balance this spell.
A. level restriction, you cannot copy spells of monsters more than twice your level.
B. You cannot copy some monster specific spell like transformation spell of some ghost monsters that turn them into a super monster for a set amount of time. Some boss spells cannot be copied when doing so would be too overpowered (instant death spell, overpowered monster spells. etc). it would be an experiment for a mime to know which spell he can or cannot copy.
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Score : 2600

Actually.. first copy is only 1 ap. Guess it is plenty useful. (Btw, for not casting a spell I meant using cc). I guess my other question about first copy can easily be fixed.

Question about final copy... I guess the range of the spell would be based on the range of the last spell casted (so constantly changing). But what happens when you cannot cast a certain spell because you need to be in a certain state (drunk, a certain mask, etc).

I think the walls added need to be given some hp... on a certain map I'm thinking of.. you can literally trap someone in.

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Score : 25843

Oh. CC... I guess, that would be one weakness of the copy class... Thanks for pointing that out... Every class needs to have a weakness or a way to counter their powers. This would be one way of countering the copy class.

The final copy shares the same mid range capability of all other copy spell.... What it does is copy the last spell that was casted by the target... for example, your osa ally revived you from death on his last turn... and ended his turn with the spell "Animal Leash level 1 (6AP)"... If you cast a level 6 "Final Copy" spell on him, your "Final Copy" spell will be replaced by a level 6 "Animal Leash" (only 5AP to cast but still retain all the spell level 6 powers... range: 6, 60% hp... etc) that you can use for the next 12 turn. After 12 turn, the spell will revert back into the "Final Copy" spell.

Now if a spell that was copied requires a certain condition to be cast, then you cannot cast it, even if you have copied it (example: drunken states spell).... but thank you for bringing it up, I now have an idea for the mime's self buff spell.... I might use the idea in the spell that I will add, the "Spinach Power". Instead of casting the spell on himself, the mime will cast it on another target to copy the target's states or buff (negative and positive).

It would be great if it has high HP, but not too high that it would be considered too OP.

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Score : 2607

Love this idea biggrin Would be great to see this idea implemented into the game tongue

+1 Great Idea! biggrin

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Score : 25843

Additional spell: Fusion of ninja skill of Shikamaru and Hidan from Naruto Shippuden.

Shadow Skill: Shadow Glyph
The shadow mime make a series of hand gesture to increase his shadow's area of coverage.
Everyone inside his shadow's range will be shadow-binded to him.
This is a mobile glyph, this means that every time the caster moves, the glyph will follow him and will always be centered on him.

Effect: "The Golden Rule"
All damage and heal that the caster receive will also be received (copied) by everyone inside his shadow glyph.
All damage and heal that was received by those inside the glyph will also be received (copied) by the caster.

Range: 0

Spell Level / AP cost / Duration / Cooldown / Area of Effect
Level 1 / 6 AP / 1 turn / 8 turn / 3 AoE
Level 2 / 6 AP / 1 turn / 7 turn / 3 AoE
Level 3 / 5 AP / 1 turn / 6 turn / 3 AoE
Level 4 / 5 AP / 1 turn / 5 turn / 3 AoE
Level 5 / 4 AP / 1 turn / 4 turn / 3 AoE
Level 6 / 3 AP / 2 turn / 3 turn / 4 AoE

The shadow mimes lack of self inflicting spell means that he cannot cast this spell in the center of the enemy group and hurt himself to cause damage. The main concept of this spell is that others will have to hurt/heal him in order for this spell to be activated.

Unlike the reflect spells, this spell do not prevent damage, it is not a shield spell... What it does is it copies and cause the same damage or heal that was inflicted on the mime, to everyone inside the glyph... Example: A mime (with 2,000 HP) cast this spell and stayed inside the group of enemy... One of his Iop ally used "Wrath" on him dealing 2,000 damage killing the mime instantly... The glyph will activate, causing 2,000 damage to everyone inside the glyph (including ofcourse the Iop ally).

Additional spell:

Shape-shifting Skill: Shadowcat [monster transformation]
Transform into a black kitteh.
Player loses manual control and will now be computer controlled under "Cowardly AI".

Range: 0 (cast on self)
Duration: 3 turns

Level / Cast Cost / +Base max HP / +MP / + Chance / +Cha Resist / Cooldown
Level 1 / 5 AP / +10% Base Max HP / +1MP / +50 Cha / +3 Cha resist / 8 turns
Level 2 / 5 AP / +13% Base Max HP / +2MP / +75 Cha / +6 Cha resist / 7 turns
Level 3 / 4 AP / +16% Base Max HP / +3MP / +100 Cha / +9 Cha resist / 6 turns
Level 4 / 4 AP / +18% Base Max HP / +4MP / +125 Cha / +12 Cha resist / 5 turns
Level 5 / 3 AP / +21% Base Max HP / +5MP / +150 Cha / +15 Cha resist / 4 turns
Level 6 / 3 AP / +25% Base Max HP / +6MP / +200 Cha / +20 Cha resist / 3 turns

Shadowcat Spell: Shadowslide [monster spell]
Casting Cost: 3AP
Range: 0 (Cast on self)
No Cooldown
Effect: Transforms the Shadowcat into a shadow form in the ground. In that form they cannot be locked and cannot be blocked... Their movement is like a form of sliding teleportation... They can go anywhere within the range of their MP. They can pass through anything to get where they want to go within their MP range.
Duration: 0 (the shadow revert back to normal shadowcat form after the end of its current turn, not at the start of its next turn).

Shadowcat Spell: Shadow Burst [monster spell]
The shadowcat explode sending dark water around which deals AoE Water damage and removes victims MP (after exploding, the bits and pieces recombine back into an unharmed shadowcat).
Casting Cost: 3AP
Range: 0 (Cast on self)
No Cooldown

Spell Level / AoE / Water Dmg / -MP (Dodgeable)
Level 1 / 1 AoE / 1-3 Cha dmg / -1 MP
Level 2 / 1 AoE / 2-5 Cha dmg / -1 MP
Level 3 / 1 AoE / 3-7 Cha dmg / -1 MP
Level 4 / 1 AoE / 4-9 Cha dmg / -1 MP
Level 5 / 1 AoE / 5-11 Cha dmg / -1 MP
Level 6 / 1 AoE / 6-13 Cha dmg / -2 MP

The Shadowcat AI, will move to the nearest opponent that it can successfully attack (base on resistance, and number of possible target of its AoE spell). If it can dodge successfully it will use up all it's AP for attacking then run as far away as it can. If it cannot successfully dodge its adjacent enemy, it will also attack but it will save 3AP in order to cast "Shadowslide" before running as far away as it can.

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Score : 2795
Gunnerwolfang|2012-04-29 20:41:43


There you have it... I will add it ofcourse with your approval first.
Love it all, of course I approve =]

As for the glyph in your last suggestion, as much as I love glyphs, I'd leave them to Fecas. Shadow Burst looks very nice.
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Score : 2600

I have to say, this is pretty amazing. Good work.

An obvious weakness is losing manual control of the character, but I'd say the class should be fairly useful.

I'd say the glyph suggested isn't really that feca-like either, and it is a pretty cool idea.

Would the effects of changing into a monster be liftable?

...................................
I've been looking all over the place for possible abuse and I think I found one. In pvm, final copy with 2 iops. This would depend on the cooldown of final copy, but you can possibly copy 2 seperate wraths and the second one would be already precharged from the first (it might give you a larger window to cast it in)

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Score : 25843

I intentionally made that weakness to make the class more unique and in keeping in line with the RP of monster transformation having more power but having no manual control. That is why I compensate loss of manual control by giving them more power (HP, stat and resistance bonuses). Osamodas summon can be spammed compared to transformations so transformations have to be atleast 4-6 times more powerful than summons. There is another alternative ofcourse of giving them manual control but weaker power. Thanks for reminding me to make a note about it in the first post.

I imagine that monster transformation would be a state therefore it would not be liftable.

I agree, having 2 "Wrath" spell would be OP. I will add some restriction and see if it could prevent OP abuse.
1. Spells cannot be copied twice. This means that when you have copied one particular spell, you can no longer copy it again. If you already have "Wrath" as your first copied spell, your other copy spell will only copy other particular spell. Casting "Final Copy" on someone who cast "Wrath" while you already have that spell previously copied will result in copy fail (you will waste the final copy spell on a failed copy attempt and will have to wait 2 turns to be able to cast it again).
2. State will not stack. Casting "Wrath" while you still have the "Wrath" state in effect (using the state copying spell "Spinach Power"), will overwrite the previous state regardless of remaining cooldown. Although this could still act as an abuse since you it would be possible to copy the "Wrath" state, copy "Wrath" spell and cast "Wrath" (all in the same turn). I will consider making "Spinach Power" a turn - ending spell (meaning you automatically end your turn after casting "Spinach Power" just like the rogue spell "Roguery").

As for the "Final Copy", it is an instant spell. this means that it will instantly copy the last spell cast by the target. If the copy was successful, the spell "Final Copy" will be replaced by the copied spell for 12 turns (it will revert back to a recastable "Final Copy" after 12 turn). If the copy was unsuccessful (the target have not cast any spell yet, or the last spell cast was already previously copied by your other copy spell), then there is a 2 turn cooldown to be able to recast "Final Copy".

Thanks for all the feedback... I will edit them into the first post.

MisTbladEr|2012-04-30 18:36:00
Love it all, of course I approve =]

As for the glyph in your last suggestion, as much as I love glyphs, I'd leave them to Fecas. Shadow Burst looks very nice.
Ok then.

Mime Skill: Static Push
Turns static summons into linear attack spell dealing damage equal to the remaining HP of the static summon (instant death to targeted static summon).
When used on a non-static summon, it will just push the target 1 square away (limited push spell fuction on non-static summon).

Casting range: 1
None modifiable range of push.

Spell Level / Cast cost / Range / Cooldown
Level 1 / 4 AP / 4 square / 2 turn
Level 2 / 4 AP / 5 square / 2 turn
Level 3 / 4 AP / 6 square / 2 turn
Level 4 / 3 AP / 7 square / 2 turn
Level 5 / 3 AP / 8 square / 1 turn
Level 6 / 2 AP / 9 square / - turn

Mime Skill: Static Bomb
Turns static summons into a booby-trap dealing damage equal to the remaining HP of the static summon on an AoE completely destroying the targeted static summon.
When used on non-static summon, it will deal Fire damage.
Places static summon into "Booby-Trap" state
Explosion will occur at the start of the casters next turn. It will not explode if the mime dies
Casting range: 1
Non-stackable (on level 6)

Spell Level / Cast cost / AoE / Cooldown / Fire damage (non-static summon)
Level 1 / 4 AP / 2 square / 2 turn / 1-2 Fire dmg
Level 2 / 4 AP / 2 square / 2 turn / 1-3 Fire dmg
Level 3 / 4 AP / 2 square / 2 turn / 2-3 Fire dmg
Level 4 / 3 AP / 2 square / 2 turn / 2-4 Fire dmg
Level 5 / 3 AP / 3 square / 1 turn / 3-4 Fire dmg
Level 6 / 2 AP / 3 square / - turn / 4 Fire dmg

Mime Spell: Doctor Quack Quack
Animation: The mime imitates a doctor. He takes out an old-school stethoscope (looks more like a funnel) and check the targets heart condition. He shakes his head to convince the target that he (the target) is not well. The animation might be too long, some shorter version would be the mime places his hands touching the targets chest to assess the heart condition and then shakes his head (but it might seem sexual harassment when used on a female target).

This triggers a weakened buff on the target (liftable)
Weakened = cannot use weapon, all damage will be halves.
Non-stackable

Spell Level / Cast Cost / Duration / Cooldown
Level 1 / 6 AP / 1 turns / 14 turns
Level 2 / 6 AP / 1 turns / 13 turns
Level 3 / 6 AP / 1 turns / 12 turns
Level 4 / 6 AP / 2 turns / 11 turns
Level 5 / 5 AP / 2 turns / 10 turns
Level 6 / 5 AP / 3 turns / 9 turn

Copycat Spell: Spinach Power!
The mime takes out a can of spinach and using intricate hand gesture binds the can of spinach to the target. He then punch it which sends the content flying in the air and proceed to catch it with his mouth and eat it... Then he do a series of muscle flexing routine to convince himself that he have gotten stronger. This is actually a self buff spell that will increase the mimes power by copying the target's states and buffs (even negative buffs T_T).... and yes, this is a parody of "Popeye the Sailorman". "Toot toot!"

**This spell "Auto-End" your current turn. To prevent abuse of instantly utilizing powerful buffs at the same turn.
The states/buff duration will be the same as the targets current duration so it would be pointless to copy 1 turn duration states/buffs since you cannot utilize it on the same turn considering that this spell auto-end your turn.

Modifiable range.

Spell Level / Cast Cost / Range / Cooldown
Level 1 / 6AP / 1 square / 10 turns
Level 2 / 6AP / 1-2 square / 9 turns
Level 3 / 6AP / 1-3 square / 8 turns
Level 4 / 5AP / 1-4 square / 7 turns
Level 5 / 5AP / 1-5 square / 6 turns
Level 6 / 4AP / 1-6 square / 5 turns
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Score : 3565

Shadow Mist - Places a glyph that makes everyone step on it invisible , and remain invisible as long as they are inside the glyph , invisibility won't break even using a weapon inside it or casting a spell , applies to both enemies and allies.

Stab - deals damage , if the target has his back turned , applies a -5% resist to all elements that stacks thrice .

Shadow Step - basically does the same as flight/feline's leap but does a -1%resist like jump each time the spell is cast to the person around it .

Shadow Grip - summons a 0 mp,low hp summon that casts a spell that immobilizes the first enemy it hits on an infinite linear range .

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Score : 25843
ElecAquaFire|2012-05-02 12:12:05
Shadow Mist - Places a glyph that makes everyone step on it invisible , and remain invisible as long as they are inside the glyph , invisibility won't break even using a weapon inside it or casting a spell , applies to both enemies and allies.

Stab - deals damage , if the target has his back turned , applies a -5% resist to all elements that stacks thrice .

Shadow Step - basically does the same as flight/feline's leap but does a -1%resist like jump each time the spell is cast to the person around it .

Shadow Grip - summons a 0 mp,low hp summon that casts a spell that immobilizes the first enemy it hits on an infinite linear range .
I like some of them. Especially the Shadow Mist...

I think it could also be a candidate for the 21st class spell...

Shadow Skill: Shadow Mist
The mime use uses his powers to create a large area of darkness. Anyone who step inside this areacan no longer see anyone (inside or outside) but they cannot be seen by anyone also. They can execute an attack without being detected.

Spell Level / Cast cost / Range / AoE / Duration / Cooldown
Level 1 / 6AP / 0-2 square / 3 square / 1 turn / 17 turns
Level 2 / 6AP / 0-3 square / 4 square / 1 turn / 16 turns
Level 3 / 5AP / 0-4 square / 5 square / 1 turn / 15 turns
Level 4 / 5AP / 0-5 square / 6 square / 2 turns / 14 turns
Level 5 / 4AP / 0-6 square / 7 square / 2 turns / 13 turns
Level 6 / 4AP / 0-7 square / 8 square / 3 turns / 12 turns

As for the spell "Stab" I will add it with a few modification ofcourse. Tell me if you didn't like the modification or if you want to add more to the modification.

Shadow Skill: Shadow Blade
Using shadow skill, the mime creates an etheral shadow blade, and deliver an attack by copying the last damage you have received (if you can cast it behind the enemy). It will do a regular Earth damage if it is not cast behind the enemy.

Spell Level / Cast Cost / Cooldown / Range / Earth Dmg (if not behind the enemy)
Level 1 / 5 AP / 15 turns / 1 square / 5-7 Earth dmg
Level 2 / 5 AP / 14 turns / 1 square / 6-8 Earth dmg
Level 3 / 5 AP / 13 turns / 1 square / 7-9 Earth dmg
Level 4 / 4 AP / 12 turns / 1 square / 8-10 Earth dmg
Level 5 / 4 AP / 11 turns / 1 square / 9-11 Earth dmg
Level 6 / 3 AP / 10 turns / 1-2 square / 12-15 Earth dm

As for Shadow Step.... Sorry but I have not though of a spell yet that will be more in line with the shadow mime theme. Right now, this spell is just too similar from other spells of other class and not much aspect of being a shadow mime... I will try to think of an appropriate movement spell. I am indeed interested in making a shadow movement spell that will be unique for this class.

As for the shadow grip, I remembered the old version of the "Wakfu: Les Gardiens"... I think in episode 2 were you have to fight treechnids... In the 2nd or 3rd room, there were some shadow creature that are animating leaves... and if they manage to attack you, you will be transformed into one of them after a 2 turn countdown. I will try to recreate that summon into this suggestion... I have just one concern... Would it be good to give the shadow mime a summon spell? I guess it could work out since they used to be osamodas who shifted to monster transformation instead of monster summoning... I do like the idea of giving them just one summon though... I will try to make one later... It is just a suggestion anyway.
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Score : 89

Done. I manage to translate and post in the french forum.I will check if it worked.

Edit: Finally, managed to post in google french.

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Score : 25843

I decided to add a summon spell in this class after all. tongue

Shadow Skill: Shadow Casting
Summons a "Shadow"
This summon do not move unless buffed with +MP.
This summon automatically disappears after a certain duration.
Linear: Horizontal, vertical and diagonal line
LoS: Yes

Level / AP cost / HP / Range / Cooldown / Duration
Level 1 / 6 AP / 25HP / 1-3 square / 9 turn / 1 turn
Level 2 / 6 AP / 30HP / 1-4 square / 8 turn / 2 turn
Level 3 / 5 AP / 35HP / 1-5 square / 7 turn / 3 turn
Level 4 / 5 AP / 40HP / 1-6 square / 6 turn / 4 turn
Level 5 / 4 AP / 45HP / 1-7 square / 5 turn / 5 turn
Level 6 / 3 AP / 50HP / 1-8 square / 4 turn / 6 turn

This summons looks like a shadow spots on the ground. It does not lock opponents.
All it do is swap position with whoever attacks it (friends or foe alike).
Useful only as a form of map manipulation.

*Place this summon on a deadly enemy glyph and then if the enemy have no other target, it will attack this summon, thus placing that enemy in the dangerous position (as long as the enemy can no longer move away from that position).
*Can be used just like the old enutrof bag. Unfortunately, I think Ankama hates defensive abilities that swap position with others, so this might not be such a viable spell. Anyway, this is just a class suggestion so no matter.

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