Dark-Elf Race Summary

The Mysterious Dark Elven Mages employ strong magical powers to weaken and dispatch their enemies. They also have transportation powers. Not much else is known about them to date.
Warlock - Thrives in group battles, they seemingly are able to weaken opponents before then fight even starts.
Wizard - Expert hunters, they employ powerful area spells to fight off multiple opponents simultaneously.
History
Dark Elves are cultured, but their aristocratic disposition and implicit disdaining appearance cause tension with other races. Most Dark Elves spent long years in conspiracy and secret strife in concealing massive magic energy, but are now ready to utilize these powers to their advantage. However, their true intentions are gradually surfacing from their secret alliance with Giants, in a conspiracy to keep a strong grasp on Human and Elf powers.
Dark-Elf Starting Stats

1. Energy Sphere: A single target attack spell. At level 5 it has the fastest cooldown of the mage attack spells. Damage dependent on only users Magic Attack. Applies user's magic attack by 30% 60% 110% 180% 210% in damage to the target.
2. Cold Wave: Spell that holds the target in place (stuns). Single target. Does not prevent from attacking. Stuns for 2 3 4 5 6 7 8 seconds.
3. Self Buff that increases the player's HP and MP based on the user's Level. Increases HP-MP by 1000%-1000% 1200%-1000% 1400%-1000% 1600%-1000% 1800%-1000% 2000%-1000% 2200%-1000% of the users level. Only castable on user.
4. Spell that cures the user of silence.
5. Toggle. Increases Magic Attack by 15% and increases chance to reveal all hidden players within a certain radius. Also affects party members. When this skill is activated, the user is unable to regain MP normally by resting. It drains 3mp every other second.
6. Skill that removes the Magic Barrier and Mana Guard effects the target might have.
7. Spell that damages the target and a portion of that damage is recovered as HP. Single Target. Magic Attack%-Health gained as % of damage done. 30%-50% 60%-60% 90%-70% 120%-80% 150%-90% 180%-100% 210%-110%
8. Self Buff that increases the critical chance of magic attacks by 2% 3% 4% 5% 6% 7% 8%
9. Skill that prevents the target from doing anything (sleep state). If the target receives damage the effect breaks. Holds for 4 5 6 7 8 9 10 seconds
10. Spell that damages the target and a portion of that damage is recovered as MP. Same rates as Health Coil
11. Self Buff that increases the damage critical hits do based on the user's Intelligence and Wisdom. Wisdom affects it more.
12. Skill that decreases the target's Movement Speed and attack speed.
13. Another Attack Spell. Affected by intelligence. At lower levels, Energy Sphere, #1 does more damage than this spell. Applies only users Intelligence to damage by 200% 250% 300% 350% 400% 450% 500%
14. Skill that decreases the target's Weight limit and Magic Resistance.
15. Skill that has a 50/50 chance randomly remove a buff or debuff from the target. Chance to remove 1 2 3 4 5 6 7 buffs or debuffs from target
16. Area of Effect Attack Spell, attacks all monsters within a 10M radius. This skill is intelligence based. Like skill #13, it is just your intelligence. It applies 150% 180% 210% 240% 270% 300% 330% of your Intelligence as damage to the target
17. Self Buff that reflects some of the damage the user receives towards the attacker. However, this only works for the first two hits received after spell activation, after which the buff breaks.
18. Area of Effect spell that deals continuous damage based on the user's Psyche - the damage is applied as poison damage; the target can use a detox potion to negate the damage.
19. Spell that uses a Portal Stone to teleport the player instantly. At level 2 it can also teleport the party members that are within a certain range. At level 3 it teleports the party even whilst in combat. Level 4 ellimates the casting time. However, level 4 requires a skill enhancement stone.
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