Also heres my big ass detailed once again class thing, got bored once again, warrior type class, that can act like a lower dps high armor mage, or a tank, both of which can still be a very good debuffer. Probably needs tweaked.
Nomad
(revised)
The Nomadic Tale
A nomadic tribe of Shaman have come to Mytargas to help agaisnt the plague and hopefully find a cure to heal the sick in their tribe, hoping to have a better chance they send a young, intelligent and strong willed novice of their tribe to the northern reaches of Ankhmaron. Hoping that the Nomad will learn more about magic and the people around here to help with fighting the plague.
The Nomadic Tale, Cont.
The Nomad is a to-be Shaman, still needing to complete his Ritual to become a true Shaman or a Sentinel, depending on the path he so wishes to choose. Mainly focusing on melee combat with short to medium ranged spells, based off of the main Shamanistic elements: Fire, lightning, poison and moon for offence, while useing nature, and water for defensive purposes. Moon is called magic by the locals.
Base Stats: Nomad
Main Attribute: Strength
Armor Type: Mail
Off-Hand: Talismans - A symbol of what the Nomad stands for giving him powers
Weapons: Swords
Strength: 4+.4
Agility: 4+.3
Intelligence: 4.5+.4
Health: 80
Mana: 60
Tier Two Classes
Shaman: A warrior that still is in touch with his innate magic, capable of controlling the power of the forest and of storms. Practically can be an effective mage type class, or as an offtank, with aoe capabilities, however much shorter ranged spells than that of a Magician. The Shaman keeps the same off-hand as the Nomad. Base Stat: Strength
Sentinel: A protector of the living, a being whom devotes himself to saving allies and smiting his enemies. Can be used as an offtank similiar to the Shaman, or as a debuffing class more effectivly. With less tanking abilities than the Crusader, but more debuffs than any other class. The Sentinal is able to use both Talismans and, Wards. Base Stat: Strength
Ward: A catalyst that shrouds the weilder in a veil, increasing their capabilities, usually in a defensive manner.
Abilities: Nomad
Lunar Flare - Deals {spellpowerX2.25} magic damage to the target, gains an AoE when the moon is shining. Basic abilitiy, same cast time, and mana cost as Fireball. Basic.
Lethal Adreneline - Deals {spellpowerX.25} poison damage back to the attacker, when they use physical attacks. Lasts for 10 seconds. Cooldown: 15 seconds. Mana Cost: 6 Basic.
Overgrowth - Magically enhances the ground beneath the target, sprouting massive vines, trapping the enemey in place for 13 seconds. Mana Cost: 7. Cooldown: 20 seconds. 250 gold.
Quick Strike - A lightning fast, blunt, melee attack dealing {attackpowerX1} and leaves the target 'disoriented'. Reducing their attack speed by 5% for 34 seconds. Cooldown: 17 seconds. 250 gold.
Bark Skin - Enchant the targets skin to become as hard as wood, increasing their armor by {level X .33} and resistances by 5% for 90 seconds. Cooldown: 5 seconds. Mana Cost: 3. 1000 gold.
Soothing Balm - Decreases the targets aggression, decreasing their attackpower by 5% and spellhaste by 10% for 20 seconds. Cooldown: 23 seconds. Mana Cost: 5. World Boss Skill.
Savagery - Increases attackpower by {strengthX.2} and aggro produced by auto-attacks by 10%, but halves spellpower. Toggle. Cooldown: 60 seconds. Mana Cost: 5. Dungeon Skill.
Shaman's Abilities
Lightning Call - All enemies around the caster are struck by lightning taking (spellpowerX2) lightning damage. Cooldown: a tiny bit longer than incinerate.
Ignition - Set the target ablaze dealing {spellpowerX4} over 13 seconds. Double damage if the target is under the effect of "overgrowth" but consumes the debuff. Cooldown: 13 Seconds. Mana Cost: 8. 5000 gold.
Solar Eclipse - Create the illusion of night, causing time to still pass, but the Moon to still shine in the heavens rather than the Sun. Lasts for 30 Seconds. Mana Cost: 15. Cooldown: 1 minute. 7000 gold, 2 MC.
Toxic Barb - Hurl a magical spear comprised of nature's toxins dealing (spellpowerX3) damage on impact then slowing the targets movement speed by 10% over the next 15 seconds. Mana Cost: 8. Cooldown: 15 seconds. 3 second cast time. High Level World Drop.
Sprite of the Moon - Summon a ghostly owl that casts Luna's Wrath dealing (spellpower) damage. Double damage at night. Cooldown: 90 seconds. Mana Cost: 40. Luna's Wrath's cast time and mana cost similar to firebolt. Dungeon 4 Boss Drop
Sentinal's Abilities
Savior - Absorbs all of the target's aggro for 6 seconds. However the target regains all lost aggro and additional aggro produced, after the duration. Mana Cost: 5. Cooldown: 30 seconds. 5000 gold.
Fog Bank - Conjures heavy fog in an area decreasing all enemies evasion, and chance to hit for 30 seconds, also leaves the targets "soaked" decreasing lightning resistance by 20%. Mana Cost: 9 Cooldown: 30 seconds. 5000 gold.
Chasten - Strike out and punish the target dealing (attackpowerX3) physical damage and leaving them disoriented reducing attackspeed by 5% for 34 seconds. Cooldown: 34 Seconds. Mana Cost: 6. 7000 Gold 2 MC
Punctual Strikes - While a target is "disoriented" you produce 15% more aggro per physical attack. Passive. High Level World Drop.
Restrain - Magically restrain the target reducing the targets spell damage by 10%, and decreasing their evasion by 10% as well, for 20 seconds. Cooldown: 25 seconds. Mana Cost: 9. Dungeon 4 Boss Drop.