Chaos - Skill Lists - Samurai, Reaver,
Jul. 19th, 2011 11:44 amBack to Main / Skip to: Samurai Reaver Pugilist
Samurai
Reaver
Pugilist
General analysis - I think the Reaver/Nightblade pairing is a good one as the Reaver has 2 debuffs that don't aggro, which gives the Nightblade a bonus on its backstab.
Samurai
(101) jade
(110) second weapon
(120) scorpion sting
(130) cobra strike
(140) syghen
(150) death dance
(160) dakkar
(170) budo
(180) oni strike
(190) enhance blade
(200) kempo
(210) sixth attack
(220) kendo
(230) limber
(240) inner healing
(250) kappa scream
(260) zen chan
(270) power strike
(280) battle proven armor
(290) kataki
(300) prowess
(310) ancient characters
(320) succession move
(330) zen ju
(340) followthrough
(350) tea ceremony
(360) precision strike
(370) twohanded style
(380) sacred rights
(390) targeting
(400) seventh attack
(410) silent prayer
(420) sidestep
(430) giri
(440) enhanced followthrough
(450) seppuku
(460) shogun
(470) spartan lifestyle
(480) dragon strike
(490) powerup
(500) steadfast spirit
(520) divine sustenance
(560) profess
(600) bond item
(640) right of ownership
'JADE'
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Syntax: cast jade <victim>
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Jade is cast onto an opponent to decrease the victim's ability to
deflect blows and lower their ability to land blows.
<Samurai> 101
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'SECOND WEAPON'
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Syntax: AUTOMATIC
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This skill allows the practitioner to attack with a second weapon.
Anyone can wield a second weapon, only those skilled enough may attack
with it. Not all weapons can be wielded as an off-hand -- only weapons
that are identified as a "main guache weapon" can therefore be wielded.
Using an off-hand weapon also means that the wielder must forgo the
use of a shield or two-handed weapon. A second weapon allows for one
extra attack, no matter how many attacks a character normally gets.
You cannot wield a second weapon until you have practiced this skill
first to at least 1%. You also must be wielding an offhand weapon for
this skill to work.
<Rogue> 15
<Warrior> 21
<Warlock> 101
<Samurai> 110
<Reaver> 130
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'SCORPION STING'
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Syntax: scorpion <victim>
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This Samurai skill unleashes a single attack onto a victim using
the power of the scorpion sting. This skill also has a small chance
to stun the victim.
<Samurai> 120
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'COBRA STRIKE'
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Syntax: cobra <victim>
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This potent Samurai skill is a test of all the Samurai's training.
With it, they focus all their power and unleash it onto an enemy in
a single, wicked attack. It has a chance to do triple damage and
poison the victim.
Due to the time it takes to prepare, this can only be used to start
a fight.
<Samurai> 130
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'SYGHEN'
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Syntax: cast syghen
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This Samurai spell focuses the Samurai on the tasks ahead,
increasing their ability to land blows substantially.
<Samurai> 140
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'DEATH DANCE'
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Syntax: death <victim>
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With this skill, a Samurai enacts a potent dancing method which,
while not inflicting high damage on each hit, does do great damage
to the target because of the number of hits that are landed.
<Samurai> 150
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'DAKKAR'
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Syntax: dakkar
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This powerful version of the whirl skill utilizes the ancient
secrets of the Dakkar warriors to inflict serious damage to all
enemies within the room.
<Samurai> 160
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'BUDO'
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Syntax: budo
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Through intense training in the ancient ways, the person has learned
to focus more precisely on delivering attacks. This results in an
increased chance of hitting their opponent. The higher the level of
the person the better they are at focusing.
<Ninja> 160
<Samurai> 170
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The argument is also a prefix of keyword:
budoki
'ONI STRIKE'
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Syntax: oni <victim>
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This is a powerful strike that the Samurai has learned. Its name
was given by an ancient Samurai as the Samurai was believed to have
called upon the power of an ogre to help boost his strength.
<Samurai> 180
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'ENHANCE BLADE'
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Syntax: cast 'enhance blade' <weapon>
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This spell allows a Samurai to bond with their offhand weapon in
true Samurai fashion. The weapon will become owner flagged to them
alone and magic flagged, and the Samurai will receive increased
ability to land blows as well as added potency in their blows.
Note that if you wish to both instill and enhance your offhand
weapon, you must instill it FIRST, and then enhance it. This is
because both spells add a magic flag to the weapon, and while a
magical weapon cannot be instilled, it CAN be enhanced.
<Samurai> 190
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'KEMPO'
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Syntax: kempo
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Kempo is the study of martial arts techniques and learning to master
the exact technique for each move. When they use kempo the Samurai
pays particular attention to detail and in so doing perfects the moves
to the point where they can cause more damage.
<Samurai> 200
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No help on that word. (sixth attack)
'KENDO'
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Syntax: kendo <victim>
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With this skill the Samurai has learned to deal a heavy blow to the
head of his victim. It does weak damage, but if successful, has a
chance to knock the victim unconscious, stopping the fight.
<Samurai> 220
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'LIMBER'
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Syntax: limber
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This is a skill the Samurai has learned to help him stretch his
muscles and become more agile. This results in giving the Samurai
an increased ability to deflect blows.
<Samurai> 230
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'INNER HEALING'
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Syntax: cast 'inner healing'
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Although the Samurai has chosen the path of the warrior in his monk
training, he has not forgotten his inner being. He has also learned
to focus on healing himself when the time is needed.
<Samurai> 240
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'KAPPA SCREAM'
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Syntax: kappa <victim>
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With this skill, the Samurai uses his intense voice to instill
fear into their opponent. This results in drastically decreasing
the victim's ability to deflect blows rained upon it.
<Samurai> 250
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'ZEN CHAN'
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Syntax: zen
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After years of practice the Samurai has perfected the ancient art
of battle meditation. With this meditation they are able to become
more atuned with the battle at hand and become better at deflecting
blows. The higher the level of the Samurai the better he becomes in
this art of meditation.
<Samurai> 260
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'POWER STRIKE'
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Syntax: power <victim>
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This is an attack where the Samurai has learned that by focusing all
of his power, he can direct a mighty blow at his victim.
<Samurai> w270
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'BATTLE PROVEN ARMOR'
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Syntax: AUTOMATIC
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Samurais fight many hard battles and must repair their equipment
frequently. At times, Samurais find great favor in the eyes of their
Gods, and at the conclusion of a fight, may discover a previously
damaged piece of equipment is mysteriously repaired.
<Samurai> 280
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'KATAKI'
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Syntax: AUTOMATIC
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Kataki is a form of revenge for a Samurai. Once practiced, if the
Samurai dies, he will land a powerful blow to the victim that may
kill him just before the Samurai dies.
<Samurai> 290
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'PROWESS'
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Syntax: AUTOMATIC
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With this skill the Samurai can gauge the ability of an opponent
to land blows and determine the power of those blows.
This skill increases the information given when CONSIDERing a target.
<Samurai> 300
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'ANCIENT CHARACTERS'
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Syntax: cast 'ancient characters' <item>
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This is a powerful spell that the Samurai commands, and requires
total concentration. If successful the Samurai recites powerful words
that scrawl characters of the ancient into his armor. It results in
increasing the power of the Samurai's blows, but as a downside the
item becomes ownered to the Samurai.
<Samurai> 310
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'SUCCESSION MOVE'
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Syntax: success <victim>
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This is another powerful attack that the Samurai has mastered.
Learned from the ancients, it sends a powerful blow to the victim
he is fighting.
<Samurai> 320
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'ZEN JU'
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Syntax: AUTOMATIC
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Through intense training in the ancient ways, the Samurai has learned
to focus more precisely on normal attacks. This results in an increase
to the damage their HtH attacks do.
<Samurai> 330
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'FOLLOWTHROUGH'
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Syntax: AUTOMATIC
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Automatic once practiced, the Samurai has learned to focus his energy
resulting in a followthrough attack.
<Samurai> 340
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'TEA CEREMONY'
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Syntax: cast 'tea ceremony'
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Tea ceremony is a wholesome ritual the Samurai performs to relax
after fights. Resting comfortably with his comrades and slowly sipping
green tea, the Samurai and his party restore their strength faster.
<Samurai> 350
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'PRECISION STRIKE'
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Syntax: precision <victim>
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This is one of the most powerful attacks of the Samurai. He learns
to aim at a precise spot on his victim, giving him a small chance to
hit a body part doing extra damage. If no body part is hit it still
does heavy damage.
<Samurai> 360
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'TWOHANDED STYLE'
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Syntax: two (togglable)
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Through intense training with the ancients, the Samurai has learned
to use his weapon with both hands. This results in giving up the
offhand weapon but allows the Samurai to deal more damage with his
special attacks.
<Samurai> 370
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'SACRED RIGHTS'
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Syntax: sacred
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With this skill, the Samurai performs the ancient rituals of his
ancestors, giving him honor and prosperity. It results in an increased
ability to land blows with more power while being better able to
deflect hits aimed at him. Due to the honor of his ancestors the
Samurai may NOT flee while this skill is in effect.
<Samurai> 380
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'TARGETING'
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Syntax: AUTOMATIC
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With this skill, the Samurai is able to direct his attacks toward
a particular enemy within the room.
<Samurai> 390
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No help on that word. (seventh attack)
No help on that word. (silent prayer)
'SIDESTEP'
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Syntax: AUTOMATIC
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This skill gives a small chance that a Ninja or a Samurai can
deftly avoid an oncoming attack, and launch an attack of their
own instead.
<Ninja> 360
<Samurai> 420
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'GIRI'
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Syntax: giri <corpse>
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When the Samurai's party member dies, the Samurai may pick up the
body and carry it to a safe place to give the last honors to a slain
comrade.
<Samurai> 430
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'ENHANCED FOLLOWTHROUGH'
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Syntax: AUTOMATIC
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Having been adept at followthrough for a while now, it has started
to become instinctive for the Samurai. As a result of this they can
now focus the energy more efficiently and cause more damage.
<Samurai> 440
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'SEPPUKU'
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Syntax: AUTOMATIC
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Ritual suicide. Should a Samurai kill himself as his honor-bound
life sometimes dictates, his body will vanish to be placed at his
temple with all items and equipment intact.
<Samurai> 450
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'SHOGUN'
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Syntax: shogun
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This is a ritual the Samurai performs to summon the spirit of a
shogun warrior. Study with this spirit enables the Samurai to better
deflect the blows of his enemy.
<Samurai> 460
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'SPARTAN LIFESTYLE'
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Syntax: AUTOMATIC
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After surviving long journeys through many lands where climates can
be extreme the Samurai has built an immunity to pestilence and poison.
<Samurai> 470
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'DRAGON STRIKE'
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Syntax: dragon <victim>
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This is a Samurai's strongest regular attack skill. It utilizes the
power of the dragon to land two potent blows on the target. A Samurai
capable of using this skill is a high class fighter and has a chance
of scoring an excellent hit with either or both of the two attacks.
<Samurai> 480
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'POWERUP'
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Syntax: AUTOMATIC
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The forces of higher powers have decided to grant a damage bonus to
those warriors who have shown their bravery by living and battling in
the harsh lands of Chaos.
<Samurai> 490
<Ninja> 490
<Reaver> 490
<Barbarian> 490
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'STEADFAST SPIRIT'
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Syntax: steadfast
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This is by far the most powerful ritual known to the Samurai. While
affected by this skill, the Samurai is protected by the ancient
spirits, thus allowing him to drop 10% below his normal hitpoints
before dying. If the affects wear off while the Samurai is below his
normal hitpoints the Samurai will die.
<Samurai> 500
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back to topReaver
(101) enhanced damage
(110) second attack
(120) cleave
(130) second weapon
(140) psionic strength
(150) disable
(160) concentration
(170) massive constitution
(180) strong cleave
(190) rapid metabolism
(200) danger prescience
(210) third attack
(220) worldly potency
(230) vigour
(240) expansion
(250) psionic enchantment
(260) weapon graft
(270) greater cleave
(280) enhanced psionic strength
(290) fourth attack
(300) karmic luck
(310) distract
(320) master cleave
(330) confusion
(340) combat focus
(350) combat manifestation
(360) fifth attack
(370) mindwipe
(380) heighten power
(390) frenetic control
(400) abstract concentration
(410) heroic cleave
(420) inner strength
(430) mental strength
(440) sixth attack
(450) psychic assault
(460) additional cleave
(470) psionic powerup
(480) extreme cleave
(490) powerup
(500) animus of the mind
(520) divine sustenance
(560) profess
(600) bond item
(640) right of ownership
'CLEAVE'
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Syntax: cleave <victim>
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A new Reaver has to learn to defend themself and what better way to
do it than by viciously attacking their enemies. With practice you are
able to cleave your victim. The target is optional in battle.
<Reaver> 120
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'SECOND WEAPON'
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Syntax: AUTOMATIC
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This skill allows the practitioner to attack with a second weapon.
Anyone can wield a second weapon, only those skilled enough may attack
with it. Not all weapons can be wielded as an off-hand -- only weapons
that are identified as a "main guache weapon" can therefore be wielded.
Using an off-hand weapon also means that the wielder must forgo the
use of a shield or two-handed weapon. A second weapon allows for one
extra attack, no matter how many attacks a character normally gets.
You cannot wield a second weapon until you have practiced this skill
first to at least 1%. You also must be wielding an offhand weapon for
this skill to work.
<Rogue> 15
<Warrior> 21
<Warlock> 101
<Samurai> 110
<Reaver> 130
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'PSIONIC STRENGTH'
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Syntax: cast 'psionic strength'
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This spell enables the Reaver to draw upon their spiritual powers
to aid them in the physical world. With this spell, the physical
damage they deal out is increased. As the Reaver becomes more
powerful, so does this spell.
@<Reaver>140
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'DISABLE'
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Syntax: cast 'disable' <target>
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Using the power of their mind, a Reaver can mentally disable an
enemy, making it much harder for them to land blows on the Reaver.
@<Reaver>150
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'CONCENTRATION'
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Syntax: concentration
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Not necessarily a trick of the mind but more the bonus of having a
mind that can concentrate on many things at once. With this skill the
Reaver can use a part of their mind to concentrate on battle while
still being able to use their mind for other things as well. As a
result they improve the chances of landing blows during battle.
<Reaver> 160
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'MASSIVE CONSTITUTION'
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Syntax: cast 'massive constitution'
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Being a creature who lives for the dark a Reaver has learnt a
spell that improves their chance of survival in this world. When
cast this spell raises their constitution which in turn gives them
some extra protection.
@<Reaver>170
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'STRONG CLEAVE'
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Syntax: strong <victim>
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A more powerful version of the Cleave attack, a Reaver now finds
themselves much stronger and hence can use this strength when
attacking an enemy. The target is optional in battle.
<Reaver> 180
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'RAPID METABOLISM'
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Syntax: AUTOMATIC
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Using the power of their mind, a Reaver is able to speed up their
metabolism so they heal much faster. This is automatic once the skill
is practiced. The healing rate is dependent upon the user's level
and amount practiced.
<Reaver> 190
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'DANGER PRESCIENCE'
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Syntax: cast 'danger'
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In particularly aggressive areas, this spell comes in handy as the
Reaver is able to recieve a warning of aggressive monsters in nearby
rooms when the spell is cast.
<Reaver> 200
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No help on that word.
'WORLDLY POTENCY'
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Syntax: cast 'worldly potency'
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Using all of the potency they can muster the Reaver casts this spell
to increase their main stats by 2.
@<Reaver>220
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'VIGOUR'
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Syntax: cast 'vigour' <armor>
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A Reaver is able to imbue a piece of armor with it's own form
of lifeforce so that when worn, that lifeforce combines with the
Reavers. The piece of armor must be nonmagical to be imbued and
will become ownered to the caster.
@<Reaver>230
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'EXPANSION'
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Syntax: cast 'expansion'
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A Reaver is able to expand their mind which allows them to better
comprehend their situation when in battle. This allows them to deal
more damage while being harder to hit. The effectiveness of this
spell increases with the casters level.
@<Reaver>240
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'PSIONIC ENCHANTMENT'
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Syntax: cast 'psionic enchantment' <offhand>
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Using their mind a Reaver is able to enchant an offhand weapon so
that it does more damage during battle. The special nature of this
spell causes the offhand to become ownered to the caster.
@<Reaver>250
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'WEAPON GRAFT'
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Syntax: AUTOMATIC
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Once practiced the Reaver grafts their offhand weapon to thier body
in such a way that it cannot be disarmed during battle.
<Reaver> 260
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'GREATER CLEAVE'
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Syntax: greater <victim>
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As a Reaver grows in power so does their ability in fights. With
the experience gained they are now able to medium damage with this
improvement in their ability to cleave. The target is optional in
battle.
<Reaver> 270
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'ENHANCED PSIONIC STRENGTH'
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Syntax: cast 'psionic strength'
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A more powerful version of the psionic strength spell, a Reaver is
able to give themselves a further increase in the damage they deal
out during battle.
@<Reaver>280
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No help on that word. (fourth attack)
'KARMIC LUCK'
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Syntax: cast 'karmic luck'
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A Reaver is able to call on all the karma they can muster and use
it to cast a spell giving them a big boost in luck.
@<Reaver>300
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'DISTRACT'
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Syntax: distract <victim>
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This skill creates a loud noise which easily distracts your
enemy making it easier for you to hit them. This skill will
not start a fight.
<Reaver> 310
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'MASTER CLEAVE'
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Syntax: master <victim>
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A Reaver has now mastered the cleave attack skill. This is a
stronger version of the cleave attacks. The target is optional
in battle.
<Reaver> 320
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'CONFUSION'
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Syntax: confusion <victim>
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This skill confuses the Reavers enemies, making their attacks on
you weaker by decreasing their damroll. This skill will not start
a fight.
<Reaver> 330
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'COMBAT FOCUS'
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Syntax: combat
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This skill allows the Reaver to become more focused on the combat.
They become more adept at fighting by increasing their hitroll and
damroll.
<Reaver> 340
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'COMBAT MANIFESTATION'
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Syntax: AUTOMATIC
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Becoming stronger allows a Reavers combat skills to improve,
manifesting them into a stronger fighting force. Once practiced
their HtH attacks will deal more damage.
<Reaver> 350
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No help on that word.
'MINDWIPE'
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Syntax: mindwipe <victim>
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With this skill a Reaver uses their powers to wipe a victim's mind
causing them to become momentarily stunned and unable to attack.
<Reaver> 370
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'HEIGHTEN POWER'
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Syntax: cast 'heighten power' <offhand>
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With this spell a Reaver is able to imbue some of their natural
protection from magic into their offhand weapon. This will increase
their chances of avoiding magic. The weapon will become ownered to
the caster.
@<Reaver>380
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'FRENETIC CONTROL'
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Syntax: cast 'frenetic control'
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This spell causes the Reaver to become more frenetic when fighting,
allowing them to do more damage when in this fearsome state.
@<Reaver>390
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'ABSTRACT CONCENTRATION'
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Syntax: AUTOMATIC
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Using their heightened mental abilities, the Reaver has learned
how to focus more intently upon melee combat. With this new
sense of clarity, the Reaver is able to change his melee target at
will, even in combat.
<Reaver> 400
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'HEROIC CLEAVE'
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Syntax: heroic <victim>
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A Reaver has now reached heroic levels in their execution of the
cleave attack. This attack is a stronger version of the master
cleave attack. The target is optional in battle.
<Reaver> 410
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'INNER STRENGTH'
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Syntax: cast 'inner strength'
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Reavers have found an inner strength that they never knew existed.
When cast, this spell ensures that your attacks will land more often.
@<Reaver>420
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'MENTAL STRENGTH'
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Syntax: cast 'mental strength'
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Having previously found an inner strenth a Reaver now feels mentally
stonger. This mental strength gives them better protection against
magic.
@<Reaver>430
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No help on that word. (sixth attack)
'PSYCHIC ASSAULT'
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Syntax: cast 'psychic assault' <victim>
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Through their travels the Reaver has learned how to attack their
enemies psychy. This causes them not to be able to hit as much
while being much more susceptible to the Reavers magical attacks.
@<Reaver>450
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'ADDITIONAL CLEAVE'
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Syntax: AUTOMATIC
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Additional Cleave allows a Reaver who is wielding an offhand weapon
to score an occasional double hit with their primary attack. This
skill is automatic once practiced.
<Reaver> 460
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'PSIONIC POWERUP'
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Syntax: AUTOMATIC
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The ancients have blessed the Reaver allowing them to do more
damage to their enemies. This adds a damage bonus and is automatic
once practiced.
<Reaver> 470
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'EXTREME CLEAVE'
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Syntax: extreme <victim>
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Extreme Cleave is the last and the strongest of all the cleaves
attacks. The target is optional in battle.
<Reaver> 480
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'POWERUP'
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Syntax: AUTOMATIC
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The forces of higher powers have decided to grant a damage bonus to
those warriors who have shown their bravery by living and battling in
the harsh lands of Chaos.
<Samurai> 490
<Ninja> 490
<Reaver> 490
<Barbarian> 490
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'ANIMUS OF THE MIND'
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Syntax: AUTOMATIC
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As a Reaver has gained knowledge through their journeys, they have
learned the animus of the mind. This automatically increases the
damage done with their cleaves.
<Reaver> 500
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back to topPugilist
(101) dodge
(110) combo kick
(120) rapid healing
(130) martial knowledge
(140) weakness
(150) adrenaline rush
(160) purified body
(170) endurance
(180) hyper reflexes
(190) sideswipe
(200) musha shugyo
(210) flurry of blows
(220) power punch
(230) fearless
(240) tuina
(250) expert parry
(260) uppercut
(270) qi
(280) armor of the ancients
(290) improved focus
(300) parting blow
(310) nanquan
(320) drop kick
(330) kami
(340) forstall
(350) chanquan
(360) heart of valor
(370) counterattack
(380) mantis style
(390) muay
(400) elbow
(410) xing yi
(420) brothers in arms
(430) aikikai
(440) enhanced dodge
(450) expose vulnerabilities
(460) magical resistance
(470) taijiquan
(480) freeform
(490) roundhouse
(500) fortunate fate
'DODGE'
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Syntax: AUTOMATIC
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This skill lets you dodge incoming attacks, taking no damage from
them. Use of the skill is automatic once you have practiced it.
<Rogue> 3
<Pugilist> 101
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'COMBO KICK'
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Syntax: combo <victim>
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This multi-attack skill is the core of a Pugilist's existence. Their
training has led them down the road to a point where they are able to
combine all of their abilities into this very powerful attack. Unlike
others who are following different paths, learning various forms of
fighting, spells, and skills; The Pugilist, uses only this attack and
occasinally incorporates new moves along the way.
<Pugilist> 110
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'RAPID HEALING'
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Syntax: AUTOMATIC
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Due to the amount of damage Pugilists are constantly dealt, they
have learned tricks to heal themselves more quickly . With this
skill, they increase the amount they heal with each tick, based on
their level.
<Pugilist> 120
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'MARTIAL KNOWLEDGE'
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Syntax: martial
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Long hours of practice and many deadly and dangerous fights have
taught the Pugilist how to land punches with greater accuracy. This
permanently affects their hitroll as they become a more competent
fighter.
<Pugilist> 130
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'WEAKNESS'
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Syntax: weakness <victim>
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Once a Pugilist learns this skill they are able to size up an enemy,
and find flaws in it's fighting techniques. They are then able to
avoid the full force of it's enemies strength and damage.
<Pugilist> 140
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'ADRENALINE RUSH'
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Syntax: adrenaline
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A long career in fighting and training have made the Pugilist
physically stronger. This shows in their coordination, health,
and strength.
<Pugilist> 150
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'PURIFIED BODY'
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Syntax: AUTOMATIC
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Many long years of fighting make for numerous enemies. As this is
the case, the Pugilist has worked towards building up a tolerance to
many forms of sickness and poisons.
<Pugilist> 160
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'ENDURANCE'
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Syntax: AUTOMATIC
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Once practiced, damage taken from all attacks is reduced. The amount
of damage reduced is dependent on both level and the amount this skill
has been practiced.
<Warrior> 27
<Pugilist> 170
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'HYPER REFLEXES'
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Syntax: AUTOMATIC
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With this skill, the Pugilist has learned to control their mind and
body completely, thus increasing their reflexes dramatically. It
results in them being able to land his attacks first on any aggresive
mob.
<Pugilist> 180
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'SIDESWIPE'
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Syntax: AUTOMATIC
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Becoming more adept at combo kick the pugilist is now able to land
an ocassional sideswipe.
<Pugilist> 190
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'MUSHA SHUGYO'
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Syntax: AUTOMATIC
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At times the Pugilist becomes overwhelmed during battle and must
call upon the Gods for safe pilgrimage. This is often very taxing,
and they find themselves unable to continue their journeys without
resting. This skill reduces the fatigue, allowing the Pugilist to
walk many miles after recalling before feeling the urge to rest.
<Pugilist> 200
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'FLURRY OF BLOWS'
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Syntax: flurry
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With this skill a Pugilist can enter a higher state of awareness
that, during battle, sometimes gives them an extra attack.
<Pugilist> 210
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'POWER PUNCH'
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Syntax: ppunch <victim>
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Using all their strength a Pugilist can unleash a powerful punch
on an unsuspecting victim. As they need time to ready the punch it
can only be used to start a fight.
<Pugilist> 220
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'FEARLESS'
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Syntax: AUTOMATIC
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Believing themselves incapable of death, a Pugilist is able to die
and not suffer any loss of experience.
<Pugilist> 230
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'TUINA'
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Syntax: cast 'tuina' <victim>
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After a period of time the Pugilist becomes concerned with fatigue.
This leads the Pugilist to study Tuina, the art of Chinese Massage.
Coupled with what the Pugilist already knows they gain the ability to
mildly heal wounds and restore lost movement. The Pugilist is not a
scholar though so their healing ability is quite limited.
<Pugilist> 240
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'EXPERT PARRY'
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Syntax: AUTOMATIC
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As a Knight or Pugilist reach a turning point in their career, they
gain further knowledge in the art of combat. Blows that might have
reached them now often fall short as they are deflected by their
dancing movement.
<Knight> 210
<Pugilist> 250
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'UPPERCUT'
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Syntax: AUTOMATIC
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Becoming more adept at combo kick the Pugilist is now able to land
an ocassional uppercut.
<Pugilist> 260
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'QI'
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Syntax: cast 'qi'
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Focusing upon their lifeforce the Pugilist is able to heal more than
the heal spell. This equates to a 450 hp self heal.
<Pugilist> 270
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'ARMOR OF THE ANCIENTS'
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Syntax: cast 'armor of the ancients'
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While practicing various ancient techniques in search of the perfect
combo, the Pugilist came across a little known spell that not only
helps their attacks, but also helps to defend themselves.
@<Pugilist>280
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'IMPROVED FOCUS'
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Syntax: cast 'improved focus'
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This spell gives the Pugilist an improved focus and enables them
to be more adept at defense, as well as being able to land truer
kicks.
@<Pugilist>290
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'PARTING BLOW'
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Syntax: AUTOMATIC
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Anyone caught trying to flee from a Pugilist will make a huge
error and turn their back to run. Seeing this the Pugilist takes
their chance to land a hard parting blow.
<Pugilist> 300
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'NANQUAN'
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Syntax: nanquan
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With this a skill a Pugilist's fighting style becomes more fluid
and allows them to dodge blows more easily.
<Pugilist> 310
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'DROP KICK'
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Syntax: AUTOMATIC
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Becoming more adept at combo kick the Pugilist is now able to drop
kick their opponent occasionally.
<Pugilist> 320
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'KAMI'
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Syntax: cast 'kami'
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This spell reduces the amount of damage a Pugilist takes.
<Pugilist> 330
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'FORSTALL'
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Syntax: cast 'forstall'
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Fighting those who don't always fight as they do, the Pugilist has
discovered a way to keep someone from removing all of the things
they are currently affected by.
@<Pugilist>340
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'CHANQUAN'
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Syntax: chanquan
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This skill allows a Pugilist to fight their enemies from long range.
By keeping their enemies at arms length away they are better able to
avoid blows although it does make it harder to land blows as well.
<Pugilist> 350
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'HEART OF VALOR'
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Syntax: cast 'heart of valor'
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When grouped, a Pugilist, and the members of their group, become
very secure in their ability to fight causing them to land truer hits.
@<Pugilist>360
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'COUNTERATTACK'
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Syntax: AUTOMATIC
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Once practiced, a Pugilist with this skill has a chance to launch
a powerful counterattack against any hit in HtH combat.
<Pugilist> 370
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'MANTIS STYLE'
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Syntax: mantis
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The Pugilist pursues fighting to such a degree that they can learn
fighting styles from a variety of sources. One is the natural world of
nature. One creature in particular draws their interest: the
praying mantis. While in mantis style the Pugilist's body is slightly
harder to hit as they shield their bodies with their arms.
<Pugilist> 380
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'MUAY'
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Syntax: muay
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Using an ancient fighting style found in Thailand a Pugilist is
able to adopt a stance that gives them better protection from blows.
<Pugilist> 390
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'ELBOW'
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Syntax: AUTOMATIC
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Becoming more adept at combo kick the Pugilist is now able to land
an ocassional elbow into their opponent.
<Pugilist> 400
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'XING YI'
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Syntax: cast 'xing yi'
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After several painstaking years, the Pugilist has perfected a new
stance for use in combat. With this new stance, the Pugilist is
better able to focus on his opponent's movements, thus enabling
him to better predict where the opponent will attempt to strike.
This allows the Pugilist to reduce the number of hits his opponent
will successfully land.
<Pugilist> 410
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'BROTHERS IN ARMS'
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Syntax: cast 'brothers in arms'
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When grouped a Pugilist and the members of that group become very
secure in their ability to fight and often hit their enemies harder.
@<Pugilist>420
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'AIKIKAI'
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Syntax: cast 'aikikai'
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Believing that a good offense is important to defending oneself,
the Pugilist has learned to clear his mind and focus more on the
direction of his swings. This results in the Pugilist being better
able to hit his target.
<Pugilist> 430
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'ENHANCED DODGE'
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Syntax: AUTOMATIC
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This skill increases the effectiveness of the DODGE skill.
<Rogue> 32
<Pugilist> 440
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'EXPOSE VULNERABILITIES'
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Syntax: expose
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A Pugilist is able to size up their enemies and expose their
vulnerabilities. Upon seeing this the enemy becomes disheartened
and is no longer able to defend themselves as well, nor land their
blows quite as true.
<Pugilist> 450
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No help on that word. (magical resistance)
'TAIJIQUAN'
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Syntax: cast 'taijiquan'
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By focusing their mind on the task at hand a Pugilist finds it
easier to land blows on their enemies.
@<Pugilist>470
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'FREEFORM'
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Syntax: freeform
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A Pugilist realises that not all fights can be won by the same
tried and true method. Using this skill they can adjust their
methods to suit the enemy and in so doing find it easier to land
blow and those blows do more damage.
<Pugilist> 480
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'ROUNDHOUSE'
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Syntax: AUTOMATIC
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Becoming more adept at combo kick the Pugilist is now able to land
an ocassional roundhouse.
<Pugilist> 490
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'FORTUNATE FATE'
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Syntax: AUTOMATIC
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Sometimes a Pugilists will is so great that they are able to
overcome death and hang on for dear life.
<Pugilist> 500
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back to topGeneral analysis - I think the Reaver/Nightblade pairing is a good one as the Reaver has 2 debuffs that don't aggro, which gives the Nightblade a bonus on its backstab.
(no subject)
Date: 2011-07-20 01:59 am (UTC)(no subject)
Date: 2011-07-20 02:02 am (UTC)