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 Post subject: [Event] Create Your Own Disciplines
PostPosted: Thu Jun 17, 2010 6:45 am 
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[Event] Create Your Own Disciplines

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Details :

Create your own disciplines in Pandimus and earn Gem!

Submit your discipline ideas for the following Skills :

    First Aid
    Dodging
    Magic Resist
    Defense
    Blocking
    Parrying
    Endurance
    Restoration
    Silent Discipline
    Provocation

If your idea is selected, your discipline will be created in game!

Format : Skill Name - Discipline Name - Discipline Effect (Numbers not required, you can use X, Y, Z instead.)

    Example, Silent Discipline - Stealth - Increase Dodge by X, Defense by Y. Lasts Z turns.

Prizes : For each of your discipline that is used. You will receive 5 Gems as reward for your effort. Everyone that participates will receive prize at the end of the event, depending on the numbers of disciplines submitted.

Duration : Starts Thursday, June 17th and ends Friday, June 25th


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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Thu Jun 17, 2010 1:37 pm 
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Joined: Thu Sep 17, 2009 10:19 am
Posts: 280
you can post here, so people knows who post first :)


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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Thu Jun 17, 2010 1:47 pm 

Joined: Thu Jun 17, 2010 1:21 pm
Posts: 2
Dodging---Frustration---If you dodge an attack this turn, your opponent becomes frustrated, and has an X% increased chance to miss you the next Y rounds.

Dodging---Extreme Agile--- If an opponent parries your attack this turn, you have an X% chance to dodge the parried counter-attack.

Parrying---Retaliation---If an opponent attacks you this turn and you parry it, you have an X% chance for your counter attack to be a critical hit.

Silent Discipline---Invisible---Once used, the opponent has an X% chance to not even be able to attack you, because they cannot see you at all. Lasts Y turns.

Blocking---Power Block---If you block a hit this turn (or can be blocking a hit at any time if you want), you have an X% chance to negate all of their attack, and take 0 damage.

Provocation---Aggravation---You attack with X% damage, but you also taunt your enemy. Your enemy becomes frustrated for Y turns, and they are Z% less likely to land a total accuracy hit on you for those turns.

Magic Resist---Shield---You sacrifice your attack, but put up a shield around you that reduces damage taken by magical attacks by X%. Lasts Y turns.

First Aid---Knowledge---You become more skillful in the discipline of First Aid, and you are able to heal 25% more than normal. Lasts X turns. ( and as you increase the ranks, the amount healed more than normal may increase by increments of 5, or 10)

Endurance---Buff---Buff your health points by an X number of points for the battle. Your attack is sacrificed this turn.
( so like you add a certain amount of health onto the top of what your character has already, but only for that battle.)

Restoration---Restore---Sacrifice your attack for this turn, but restore X amount of action points to your character. (mana and stamina i guess)

Defense---Speed-Up---You increase your opponents chances to miss you by X%, but your opponent has a Y% more chance to critical hit you if they land their attack. Lasts Z turns.

(A similar one could be done for dodge I guess.)

Dodging---Cripple---If you dodge an attack, you have an X% chance to cripple the enemy and prevent them from attacking the next turn.

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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Fri Jun 18, 2010 6:29 am 
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Parrying--- Counter Attack--- Places you in a defensive stance that allows you to automatically counter attack the next time you successfully parry.


Provocation--- Evasion--If you strike an opponent with this ability, you will automatically strike another nearby opponent. You receive a damage bonus if you kill the first opponent.

Silent Discipline--- Consecrate Weapon--- The Paladin can take a weapon and sanctify it for a duration, imbuing the weapon with holy magic. (Used by Paladins only)


Silent Discipline--- Divine Fury-- The Paladin will immediately enter a berserk frenzy, with an unquenchable desire to destroy evil, causing him to swing faster, with more accuracy and doing more damage. This blind fury comes at a cost of severely lowering his defenses to attacks. (Used by Paladins only)

Close Combat---Bleed Attack--- Make your opponent bleed profusely with this wicked use of your weapon. When successful, the target will bleed for several seconds, taking damage as time passes. ( used by Rogue/Assassin only)

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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Fri Jun 18, 2010 7:31 pm 

Joined: Thu Jun 17, 2010 1:21 pm
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Silent Discipline---Patience---You attack with X% damage, but you become calmer and more alert. You watch your enemy's movements and learn from them. Your next turn you have a Y% chance for your attack to not be blocked or parried.

Parrying---Return Hit--- If you attack an opponent and they parry your attack, you have an X% chance to parry their return attack on you.

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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Sat Jun 19, 2010 10:57 am 
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Joined: Mon Apr 05, 2010 12:41 pm
Posts: 151
Some suggestions for the following skills:

Block: Sacrifice Attack. Lasts 25 turns. Places an Earth Shield around all party members which reduces incoming physical damage by X or Y%.

First Aid: Sacrifice Attack. Lasts 10 turns. Heals the target player for X damage each turn for 10 turns.

Provocation: Sacrifice Attack. Lasts 25 turns. Defensive Stance: Increases threat generated by X% and reduces damage taken and done by Y%

Silent Discipline: Sacrifice Attack. Last 25 turns. Offensive Stance: Reduces threat generated by X% and increases damage taken and done by Y%

Parry: Sacrifice Attack. Lasts 25 turns - Places a shield of thorns around all players in the party. Any time the player is attacked X dmg is reflected back.

Defense: Sacrifice Attack. Lasts 25 turns. Increase the Defense of all party members by X as well as the Attack Rating by Y.

Magic Resist: Sacrifice Attack. Lasts 25 turns. Reduces all incoming damage from magic attacks on all party members by X or Y%.

Dodge: Lasts 25 turns. Increases Dexterity of all Party Members by X.

Endurance: In an emergency, allows you to heal the party member with lowest health for 100 damage.

Restoration: Sacrifice Attack. Recharge Time 25 turns. Restores 160 action points.

The above were all buffs, meant for boss fights etc. I urge the devs to please consider the impact of these disciplines on PvP. It is not cool to work hard at getting to your skill to 100 and then realising one new discipline added into some other skill is so good that it makes your efforts in vain and u are then forced to buy gems to swap skills or relevel a new skill to 100. For example. Right now Parry is an excellent PvP skill. and First Aid is useless, but if First Aid suddenly gets an awesome discpline and Parry gets a very OK discipline, that will change everything and might have a big impact on championships.

Dodge, Parry, Block, Defense, Magic Resist: Lasts 2-3 turns. Recharge 10/15/20 turns. Increases the chance of that skill by X% or Y rating.

i apologize if there may be an overlap with ideas posted earlier. I doubt it but just in case.


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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Sat Jun 19, 2010 11:43 am 
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Provocation -- Focus Attack -- Increases both your damage and the percentage chance for hit.

Defense -- Confidence -- Places you in a defensive stance of confidence, allowing you to gain stamina and health each time you parry.

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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Sun Jun 20, 2010 8:02 am 
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Posts: 180
So before you read on, a lot of these skills are meant to help out in the group environment, be it for the elite badmonkeys out there or the guildwars to come. Maybe arena teams? *wink wink*


Silent Discipline - Concentrated Fury - While you are not targeted in group, your attacks (both magical and physical) have a chance (1/2/3/4/5/6/7/8/9/10)% chance to strike twice (1-4) three times (5-9) four times (10) Cannot critical and reduces threat. Passive ability, but when it does happen the recharge is 2-3 turns

With Concentrated Fury, the designated 'DPS's with unload more damage allowing fights to be relatively quicker. It COULD have effect while on the solo fly, but I'd rather it not, since Silent Discipline doesn't really affect solo play

Magic Resist - Force field - When critically hit by 1 of the 4 magic trees (fire, frost, holy, dark) you invoke a barrier of protection that reflects 5/10/15/20/25/30/35/40/45/50 % of magic attacks. Melee damage is reduced by 1/2/3/4/5/6/7/8/9/10 %. Passive ability, but when it does happen the recharge is 3-4 turns

Magic Resist already reduced magic damage received, but it doesn't mean magic still hurt. Also it has a minor buff towards melee attacks as well, but it shouldn't be significant enough to be nerfed at all.

Parry - Master Deflector - Through intense training you are able to daze your opponents upon parrying their attacks. you have a 1/3/5/7/9/11/13/15/18/21 % to daze your opponent upon parrying their attack, causing them to either hit themselves or their allies, but if they hit you the damage is increased by 10% and they have a 10% to critically hit you. Passive ability, but when it does happen the recharge is 2-4 turns.

With Master Deflector, the Parry'ers out there will have a bit more fun, but I could see this easily getting nerfed since the close combat tree already has a daze discipline and one that works best on a dazed target, BUUUUT it does say that Close Combat does use the dirty tricks of the trade, so this would only further prove the point more so for them.

Provocation - Glorious Defender/Distracting Strike - (2 ways of doing this)
1) with a shield equipped you attempt to bash the enemy and it's closest ally for 10/20/30/40/50/60/70/80/90/100 damage, with a 50% of dazing one or the other, causing a high amount of threat. Recharge 3

2) with a 2 handed weapon (swords/mace/close combat) you spin on your heels towards your enemy for a 10/20/30/40/50/60/70/80/90/100% to hit. If it hits, the enemy takes 200% weapon damage + 50 bleed over 2 turns and causes a high amount of threat. If it misses, you instead deal 10/15/20/25/30/35/40/45/50/55 damage to yourself from spraining your ankle and are dazed for a turn, causing a high amount of threat. Recharge 5

Now with these two Provocation Disciplines, this allows the designated "tank" to either roll with a shield and a 1h weapon or a 2h weapon, but the 2h weapon is significantly riskier from ranks 1-9, so leveling it to rank 10 would be an exciting and risky journey, but both allow the tank to do his job by provoking and deal damage at the same time, in certain cases.

Restoration - Instant regeneration - After every critical hit, you regain 5/10/15/20/25/30/35/40/45/50% of the damage dealt back in health. Passive ability, but when it does happen the recharge is 2 turns.

Not many people use restoration at 'end game' from what I gather, but this passive ability/buff would be ideal in a pvp rich environment, much like the arena as it target's the enemy's high crit chance and uses it against them. Throws something new to the table and introduces a new obstacle for all the classic fighters out there. Low crit chance would demolish this ability however, so it isn't overpowered.


I hope my commentary helped clear up my thoughts and visions on these skills/disciplines. I mostly wanted to target the Pve community more because I have noticed SD and P dont do too much, and this would make them more useful to train and whatnot.

CHEERS! :D

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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Mon Jun 21, 2010 12:16 am 

Joined: Sun Jun 20, 2010 11:15 pm
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Parrying---Parry Master---If you parry your enemy's attack their allies will take some of the counter attack's damage.For every level in this discipline the damage that the allies take increases. 10/20/30/40/50/60/70/80/90/100% of damage.Passive skill, recharge 1-3 turns.


Endurance---HP Rage---Increases max hp of all your allies for the rest of this fight.Can only happen in the beginning of the fight.10/20/30/40/50/60/70/80/90/100% chance of happening. HP boost amount depends on discipline rank.Passive skill.


Blocking---Reflective Shield---When an attack is blocked some damage is reflected onto the attacker.5/10/15/20/25/30/35/40/45/50% damage is reflected. Passive skill, recharge 1 turn.


Defense---Injury---You injure the enemy reducing his speed making it easier to prepare yourself.5/10/15/20/25/30/35/40/45/50% of the enemy missing you this turn. Active skill(actually have to use it) recharge 1 turn.


First Aid---Timed Heal---You time your heal so you get enough time to heal yourself more than usual. When the enemy misses you, you will heal up 0.5 times more.5/10/15/20/25/30/35/40/45/50% more healing power. Passive skill, recharge 1-2 turns.


Parrying---Holy Parry---You use extreme skill to heal some damage that was supposed to be countered.10/20/30/40/50/60/70/80/90/100% of damage healed when a parry occurs. Passive skill, recharge 2-3 turns.


Dodging---Reverse Dodge---If you dodge your enemy you can reverse his attack to his ally/allies. 10/20/30/40/50/60/70/80/90/100% of reversing his attack to his ally/allies.Passive skill, recharge 2-4 turns.


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 Post subject: Re: [Event] Create Your Own Disciplines
PostPosted: Thu Jun 24, 2010 1:03 am 

Joined: Thu Jun 24, 2010 12:45 am
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Magic Resist - the Anti-mage
1 - Counter-Spell
*sacrifice your attack this turn. If you are the target of a spell this turn there is a 30% chance that you will counter the spell damage and the spells caster will receive 30% of the spells damage. (+5% counter chance and +10% damage at each rank).
RC time - 2
AP cost - 5

2 - AEther Armor
*attack with 30% damage. you increase your Magic Resist by 5% and your Physical Resist by 2% for 3 turns (+5% and +2% at each rank)
RC time - 4
AP cost - 1

3 - Tome Reading
*attack that always does 5 dmg. If a spell is countered within the next 3 turns there is a 9% chance that the spells caster will receive 1.5X of the damage that the spell would have dealt (+5% at each rank)
RC time - 3
AP cost - 1

4 - AEther Wall
*sacrifice your attack this turn. you create a wall of anti-magic around each of your allies that will reduce the first 2 pts of magic dmg directed at them. (2,5,7,10,13,17,21,25,32,40 ranks 1-10)
RC time - 6
AP cost - 5

5 - Silence
*physical attack with 25% damage. if your target uses magic this turn, there is a 7% chance that the spell will completely fail, but the Mana will still be used. (+7% at each rank).
RC time - 2
AP cost - 9

6 - Mana Leak
*attack with 40% attack damage. 6% of the magic damage dealt to you this turn is also dealt to your opponents mana pool. (+6% at each rank)
RC time - 3
AP cost - 4

7 - Dismiss the Light
*sacrifice your attack. there is a 9% chance that all light spells will do no damage this turn (other effects will still happen, but no physical or magic damage dealt by Light Magic will be counted). (+9% at each rank)
RC time - 5
AP cost - 2

8 - Dismiss the Dark
*sacrifice your attack. there is a 9% chance that all dark spells will do no damage this turn (other effects will still happen, but no physical or magic damage dealt by Dark Magic will be counted). (+9% at each rank)
RC time - 5
AP cost - 2

9 - Dismiss the Cold
*sacrifice your attack. there is a 9% chance that all frost spells will do no damage this turn (other effects will still happen, but no physical or magic damage dealt by Frost Magic will be counted). (+9% at each rank)
RC time - 5
AP cost - 2

0 - Dismiss the Flame
*sacrifice your attack. there is a 9% chance that all fire spells will do no damage this turn (other effects will still happen, but no physical or magic damage dealt by Fire Magic will be counted). (+9% at each rank)
RC time - 5
AP cost - 2


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Restoration - the Renewer
1 - Remove Curse
*physical attack with 30% of attack damage. You have a 35% chance to remove one turn-based status from an ally that is equal-to or below your current Remove Curse rank. (+7.5% chance at each rank).
RC time - 2
AP cost - 3

2 - Disenchant
*attack with 100% accuracy. if your opponent has any turn-based modifiers there is a 5% chance that you will remove one of them if your attack is successful. (+5% at each rank)
RC time - 2
AP cost - 4

3 - Martyrdom
*attack with 100% accuracy. You sacrifice half of your current HP and give it to your weakest ally. If you have no allies, this attack will fail.
RC time - 7
AP cost - 2

4 - Mana Root
*All of your allies will gain 5% of their AP for 5 turns. You will lose 5% AP each turn. (+5% at each rank).
RC time - 6
AP cost - 2

5 - Pestle and Mortar
*you increase your healing ability by 25% for 4 turns. (+2.5% at each rank).
RC time - 4
AP cost - 1

6 - Restore Armor
*sacrifice your attack this turn. You increase the armor value of one ally by 7.5%. (+2.5% at each rank).
RC time - 0
AP cost - 1

7 - Rubra Herb
*sacrifice your attack this turn. There is a 10% chance that you cannot be given a turn-based status tag from an opponent. This effect lasts for 4 turns. (+4.5% at each rank).
RC time - 3
AP cost - 2

8 - Anvil and Hammer
*sacrifice your attack this turn. Your attack will be 10% stronger next turn and 5% stronger in two turns. (+2.5% at each rank).
RC time - 3
AP cost - 5

9 - Tailor Made
*sacrifice your attack this turn. Your armor will be 10% stronger verses physical attacks for the next 5 turns. (+2.5% at each rank).
RC time -
AP cost -

0 - Balance -
*sacrifice your attack this turn. If your opponents have less turn-based status tags than your allies, you will remove 1 of those status tag from a random ally. (+1 removal at each rank).
RC time - 2
AP cost - 3


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Silent Discipline - the Cloak
1 - reveal weakness
*attack with 50% accuracy. If your attack is successful your opponent will take 4% more damage from physical attacks for the next 2 turns. (+4% at each rank)
RC time - 3
AP cost - 2

2 - cloak of shadows
*attack with 50% accuracy. Your attack strength will lower by 50%, but your dodge will be raised by 50% for the next 3 turns (+5% dodge at each rank).
RC time - 4
AP cost - 2

3 - mind trick
*Your target enemy has a 5% chance of attacking a member of their own party instead of a member of your party. (+5% accuracy at each rank).
RC time - 5
AP cost - 8

4 - smoke bomb
*physical attack with 25% of attack damage. every member of your team gains 3% chance of dodging an attack this turn. (+3% at each rank).
RC time - 3
AP cost - 1

5 - scarecrow
*sacrifice your attack. You burn 30% of your AP to place a scarecrow in your place to take all damage that would be dealt to your this turn. Will only work for one attack against you.
RC time - 4
AP cost - 5

6 - Cunning
*Physical attack with 30% attack damage. Your accuracy will raise by 5% every time you receive a blow from your opponent. This effect lasts for 5 turns. (+5% accuracy at each rank).
RC time - 2
AP cost - 2

7 - Out-maneuver
*sacrifice your attack. Gain 50% more accuracy in 3 turns. (+5% accuracy at each rank).
RC time - 3
AP cost - 1

8 - Disable Attack
*If your opponent uses the same non-basic attack two times in a row there is a 30% chance that you will disable that attack for 10 turns. (+5% chance at each rank).
RC time - 3
AP cost - 6

9 - Spring Trap
*Physical attack with 50% attack damage that looks like your basic attack, but in 12 turns it will add 250% attack damage to your attack. (reduce the turns by 1 at each rank).
RC time - 9
AP cost - 5

0 - Mass Confusion
*Sacrifice your attack. Each of your opponents has a 5% chance of attacking a random target instead of their intended target. (+5% at each rank).
RC time - 6
AP cost - 4



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Provocation - the Fool
1 - Even the Odds
*for every opponent that attacks you this turn, you will add 2 points to the damage that you deal for the next 2 turns. (+2, 3, 5, 7, 10, 13, 16, 20, 25, 30 at each rank).
RC time - 4
AP cost - 4

2 - Fearless in the Face
*5% of the damage you receive this turn will be added to your Mana Pool (+5% at each rank).
RC time - 2
AP cost - 0

3 - Shield Breaker
*Physical attack with 110% attack damage. if your opponent blocks your attack this turn, you have a 30% chance of removing their shield for 7 turns. This attack will only work if you are using a 2-handed weapon. (+5% more chance with each rank).
RC time - 4
AP cost - 3

4 - Flag Bearer
*You sacrifice your attack, but increase your defense by 5%. Raise the accuracy of all of your allies attacks by 25% for 3 turns. (+5% for each rank).
RC time - 4
AP cost - 6

5 - Lead the Charge
*Physical attack with 70% accuracy. Cannot be blocked or parried. If your attack is successful it will deal an extra 5% damage for each of your allies that successfully landed an attack this turn. (+5% at each rank).
RC time - 6
AP cost - 7

6 - Last Stand
*Physical attack with 90% attack damage. if you would have died this turn 5% of your remaining AP is moved to your HP. (+5% at each rank).
RC time - 6
AP cost - 10

7 - Throw Weapon
*Physical attack with 50% accuracy. You will not be able to use your weapon next turn. If your attack is successful your opponent will be severely injured. Their attack initiative will be reduced by 25% and they will take an additional 2.5 damage each turn for 5 turns. (+5% accuracy and +2.5 damage at each rank).
RC time - 1
AP cost - 2

8 - Taunt
*attack with 50% accuracy. If any opponent you face has less Provocation than you, they will have a 50% chance to attack you instead of their intended target for the next 3 turns. (+5% accuracy and Taunt at each rank).
RC time - 2
AP cost - 3

9 - Fury Fade
*attack with 100% accuracy. If your health is below 10% you will gain +20% of your attack damage this turn. (+20% at each rank).
RC time - 1
AP cost - 10

0 - Soul Burst
*sacrifice your attack this turn. If you die this turn 10% of the damage dealt to you will also be dealt to your strongest opponent. (+10% at each rank).
RC time - 3
AP cost - 10



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Endurance - the Rock
1 - Brave the Gauntlet
*Sacrifice your attack this turn. There is a 25% chance that you cannot be attacked by damage based on turns for 3 turns. (+3.5% at each rank).
RC time - 4
AP cost - 4

2 - Absorb Magic
*Physical attack with 30% attack damage. You will absorb the first 2.5 points of damage from a magic attack into your mana pool. (2.5, 4, 5.5, 7, 9.5, 12, 15, 18.5, 23, 28).
RC time - 6
AP cost - 2

3 - Gathering Storm
*Sacrifice you attack for three turns. At the end of the three turns 10% of the damage dealt to you in those turns is added to your attack damage. (+10% at each rank).
RC time - 10
AP cost - 7

4 - Lay Waste
*Sacrifice your attack for three turns. You will deal 150% damage to any opponent that Dodged, Blocked or Parried an attack in those three turns. (+25% damage at each rank).
RC time - 7
AP cost - 10

5 - Rest
*Sacrifice your attack this turn. You gain 3% of your health back for 3 turns. (+3% at each rank).
RC time - 6
AP cost - 3

6 - Deny the Grave
*Physical Attack with 100% attack damage. If you would have died this turn 100% of the damage that would have been dealt to you is instead dealt to your mana pool. (-9% of the damage at each rank).
RC time - 3
AP cost - 2

7 - Survival of the Fittest
*Physical attack with 80% attack damage. If your remaining health % is equal-to or greater than your target opponents there is a 20% chance that they will not be able to block, parry or dodge your attack next turn. (+4% at each rank).
RC time -3
AP cost - 5

8 - Grim Reminder
*Physical attack with 30% attack damage. Your opponent will suffer 2% loss of health each turn for 10 turns if they dealt damage to you this turn. (+2% at each rank).
RC time - 11
AP cost - 1

9 - Endure the Night
*You cannot die from turn-based damage as long as you have enough mana to use it. This effect will drain 2 points of mana for each rank. This effect will last as long as you have in ranks of Endure the Night. (i.e. if you have 3 ranks in Endure the Night it will last 3 turns and drain 6 mana each turn, if you have 5 ranks it will last 5 turns and drain 10 points of mana each turn).
RC time - 11
AP cost - 2,4,6,8,10,12,14,16,18,20

0 - Crystal Heart
*Sacrifice your attack this turn. If you are dealt damage this turn 2.5 points of that damage is converted to your overall health until the end of the battle. (+2.5 at each rank).
RC time - 2
AP cost - 1





~Cro : ;)


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