Post by Naga on Aug 19, 2024 13:54:05 GMT -5
Berserker
The berserker throws himself into a fight with such reckless abandon, it seems like he wants to die. It could be over-enthusiasm, overconfidence, unstoppable rage, or the desire to die in battle. Whatever the cause, it's often accompanied by a bellowing warcry. Sometimes with total obliviousness to whether he's actually fighting the enemy. And he never, ever retreats.
Some will brood about whatever it is that causes their berserk fits, or show remorse about losing control of themselves. Most end up one of two ways: being taught by their teammates to control themselves after a particularly close call, or dying in a dramatic fashion while lamenting that they died without completing their mission.
Berserkers are also very prone to heroic sacrifices, for very obvious reasons. Berserkers who tend up ending on the more evil spectrum of the alignments show little to no remorse when it comes to their actions in combat afterward. They can easily retaliate against their allies in a fit of rage as well if they get in their way.
Spell Types
Superior: Self-Buff
Normal: Offensive, Supplementary, Debuff
Feats
Superior Self-Buff: Self-Buff-type spells increase double the amount of points compared to the points mentioned in the regulations.
Off-Hand Slot: Should a Berserker wield a Fist-type weapon in their Weapon slot, they may wield another Fist-type weapon in their Off-Hand slot.
Specializations
Marauder: After receiving damage, the user receives a buff one rank lower then the damage inflicted calculated after any resistances or weaknesses they possess. Upon losing ¼ of their effective durability they will receive a minor physical resistance and a magic resistance of their magics element, upon losing ½ of their effective durability these resistances will become moderate and after losing ¾ of their effective durability these resistances will become major. If any damage is healed these bonuses are removed.
Reaver: Users may now use their off-hand slot for any melee weapon type regardless of the weapon type that is being used in their weapon slot, while their weapons receive a minor magic resistance.
Chieftain: Users may place down totems through the provided spell that comes with this specialization upon the ground close to them which they may use to cast spells through, allowing them to extend their spell range beyond typical norms.
Elemental Totems
Name: Elemental Totem
Rank: S
Mana Cost: 1% of the user’s total base mana pool per Totem
Requirements: Chieftain Class
Type: Summoning
Element: User’s Element/s
Range: 25 Meters
Cooldown: 5 Posts
Duration: Sustain
Size: Totems are 1.5 meters in height and 30 centimeters in diameter.
Durability: 2x S-Rank
Description: Totems are magical pillars that Chieftains may uniquely cast around them to cast spells from afar allowing them to focus on the battle in front of them.
Effect: The user points at a location anywhere within 15 meters of them before raising their hand to draw up a totem from that location of their magic element. These totems can not move, however, can cast magic spells on the user without their influence, They can not however cast signature or item-based spells. The user can summon up to 5 after reaching Z-Rank.