What is Skeletorpg you might ask? Well, you and your fellow agents of darkness and destruction have been locked in magical prison for too long. But now, thousands years later, runic inscriptions have waned and elderly magical wardens have been replaced with young adepts who have no idea how to keep the thing locked properly.
SO YOU'RE NOW FREEEEEE! It is time to resume the reign of terror and death in the name of Dark Lord!
This game is black comedy RPG... I guess that's proper description, ye. This particular game will have only one Chapter and requires
. I wanna see how the RPG mechanics and combat system fare and what I have to fix.
===RESISTANCES===
They add modifiers to damage your receive. Values are in ranges from -5 to +5. Each number represents 20% of resistance value.
-5 means -100% resistance (thus +100% damage of this type) and +5 means 100% resistance, or in other words, immunity to this type of damage.
===DAMAGE TYPES===
Three physical types: Impact (fists, maces, and such), blade (swords and slashy things) and pierce (spears&arrows)
Three magical types: Arcane (pure/light/dark magycks), fire (fire, duh), cold (cold omg no way)
Poison is special; it deals 1 damage per turn, until victim is healed or dies.
Undead are immune to poison, but Batmen are not. Trolls heal Poison instead of HP if given chance.
===COMBAT MECHANIKS===
Basic Hit: 70% (100% for Magical spells), modified by skills of both the character and the enemy, and other modifiers
Damage: base damage + %modifier from enemy resistance (0.5 is lowest meaningful fraction to change damage output)
Melee attacks are countered by Melee attacks, while Ranged attacks are not countered and cannot counter.
However, Melee attacks rarely require MP or ammo, while Ranged attacks always require MP, ammo, or sometimes even both.
===UNDEAD TYPES===
GHOUL:
Slow, rotting, ghouls are very resilient and strong but have little magick reserves. With enough time passed, these ghouls often lose their rotting flesh and become skeletors, but the process on its own can take years.
HP: 24, MP: 5
Resistance bases:
-Impact/Blade/Pierce: 0/0/+1
-Arcane/Fire/Cold: 0/-1/0
Base attack:
Rotting Claws: Blade, melee, 1d4, poison on hit
Trait:
Devourer: After killing an enemy, recovers up to 4HP.
SKELETOR:
Type of undead, average in many aspects, these skeletons are the body's final stage of undeath before turning to dust. Both necromancers and lords of darkness happily use entire armies of these undead to wreak havoc upon the living.
HP: 18, MP: 8
Resistances:
-Impact/Blade/Pierce: -1/+1/+3
-Arcane/Fire/Cold: -1/-2/+3
Base attack:
Bone Fist: Impact, melee, 1d4
Trait:
Animated Strength: +1 damage with all weapons.
WRAITH:
Mere souls of their previous selves, wraiths are fragile but good spellcasters. They're hard to destroy with metal weapons, however, destructive magic, especially of pure energies, can easily destroy their ethereal form. They constantly emit an aura of dark energy that instills fear and dread in souls of living beings.
HP: 14, MP: 12
Resistances:
-Impact/Blade/Pierce: +2/+2/+2
-Arcane/Fire/Cold: -3/0/+3
Base attack:
Chilly Touch: Cold, melee, 1d4
Trait:
Aura of Dread: Enemies attacking this unit in melee get -10% Hit and Evasion penalty.
BATMAN:
Anthropomorphic, shamanistic bat people who allied themselves with the dark forces. Sages of the civilized races speculate that it was in fact Dark Lord Karagganthus that increased their intellect and strengthened their bodies to gain yet another type of fiendish warriors.
HP: 20, MP: 9
Resistances:
-Impact/Blade/Pierce: 0/-1/-1
-Arcane/Fire/Cold: +1/0/0
Base attack:
Claws: Blade, melee, 1d6
Trait:
Lil'Wings: +15% Evasion.
TROLL:
Race of dumb, big and STRONK humanoids with pointed ears and perfectly gray, hairless skin. They live in small tribal communities, hiding high in the mountains or deep in the bowels of the earth. They don't dabble in magic; except rare individuals who have a certain gift for magic. These 'shamans' of trollkin often become fearsome foes of the Light.
HP: 28, MP: 2
Resistances:
-Impact/Blade/Pierce: +1/+1/0
-Arcane/Fire/Cold: 0/+1/+1
Base attack:
Big Fist: Impact, melee, 2d4
Trait:
Regeneration: Recovers 2HP at the end of turn in which Troll didn't receive any damage. Restores 50% max.HP at end of the combat.
===CHARACTER CREATION===
Name: Name of your character
Type: Type of your character
HP: current/max
MP: current/max
Base attack: Type and damage here.
Skills:
All skills you have are listed here by categories. At Character Creation, you can buy up to 8 skills, of which at least 3 must be 'Basic' skills (skills without requirements).
Inventory:
Your inventory here. You start with whichever weapons you get via Skills. You also get a Milk Bottle, which restores up to 9HP and has 3 uses.
Bio:
Here you input your dramatic story of traumatic childhood, influences from eldritch horrors and other such malevolent experiences that were clearly responsible for your character's siding with Dark Lord. For undead, this might be replaced with story of life and death of unfortunate peasant who got reanimated as a ghoul or skeletor or wraith, or something like that. Be creative, aspiring agent of Dark Lord Karagganthus!
===DEATH&WAITLIST===
Inevitably, the forces of Light and Order will destroy some of the agents of Darkness.
If that happens, the player on top of waitlist replaces the casualty at the end of the 'chapter'.
(This does not apply to the test mission, of course)
===SKILLS===
Skills determine your bonus HP, MP, resistances, melee and ranged attacks, types of attacks and special useable skills.
Amount of skills is rather large, and divided into categories: MUSCLE, MIND, MELEE, AXES, MACES, SWORDS, SPEARS, BOWS, SOUL, SHADOW, SUN, MOON
Last four families have MP Cost label for spells.
MUSCLE: Basic attack bonuses, resistances and Health Points.
HP Bonus I:
Requirements: -
Effects:
Increases player's HP by +4.
Feral Strength:
Requirements: -
Effects:
Increases player's base attack damage output by +1 damage.
Fiendish Strength:
Requirements: Feral Strength
Effects:
Increases player's base attack damage output by +1 damage.
Monstrous Strength:
Requirements: Fiendish Strength
Effects:
Increases player's base attack damage output by +1 dmg dice.
Armor:
Requirements: HP Bonus I, Feral Strength
Effects:
Increases player's physical resistances (Impact, Blade, Pierce) by 1.
HP Bonus II:
Requirements: HP Bonus I
Effects:
Increases player's HP by +4.
HP Bonus III:
Requirements: HP Bonus II
Effects:
Increases player's HP by +5.
Great Armor:
Requirements: Armor, HP Bonus III
Effects:
Increases player's physical resistances (Impact, Blade, Pierce) by 1.
HP Bonus IV:
Requirements: HP Bonus III
Effects:
Increases player's HP by +5.
Regeneration:
Requirements: HP Bonus IV
Effects:
Player regenerates 1HP at end of every combat turn. Restores 25% max.HP at end of the combat.
HP Bonus V:
Requirements: HP Bonus IV
Effects:
Increases player's HP by +6.
HP Bonus VI:
Requirements: HP Bonus V
Effects:
Increases player's HP by +8.
Elemental Protection:
Requirements: -
Effects:
Increases player's resistances to Fire/Cold by 1.
Energy Resistance:
Requirements: Elemental Protection
Effects:
Increases player's resistance to Arcane by 1.
Extra Fire Protection:
Requirements: Elemental Protection
Effects:
Increases player's resistance to Fire by 1.
Extra Cold Protection:
Requirements: Elemental Protection
Effects:
Increases player's resistance to Cold by 1.
Extra Energy Resistance:
Requirements: Energy Resistance
Effects:
Increases player's resistance to Arcane by 1.
MIND: General spell-casting and Mana Points bonuses.
MP Bonus I:
Requirements: -
Effects:
Increases player's maximum MP by 2.
Magery I:
Requirements: MP Bonus I, at least 3 spells obtained
Effects:
All MP-based attacks deal +2 damage.
Magery II:
Requirements: Magery I, at least 6 spells obtained
Effects:
All MP-based attacks deal +2 damage.
Magery III:
Requirements: Magery II, at least 10 spells obtained
Effects:
All MP-based attacks deal +2 damage.
MP Bonus II:
Requirements: MP Bonus I
Effects:
Increases player's maximum MP by 2.
Energize:
Requirements: MP Bonus II
Effects:
Player can use Energize to instantly recover 3 MP. This ability has 5 turn cooldown.
MP Bonus III:
Requirements: MP Bonus II
Effects:
Increases player's maximum MP by 2.
Channeler:
Requirements: MP Bonus III
Effects:
All spells of the player have their MP cost reduced by 1, to minimum of 1.
MP Bonus IV:
Requirements: MP Bonus III
Effects:
Increases player's maximum MP by 2.
Master Channeler:
Requirements: MP Bonus IV, Channeler
Effects:
All spells of the player have their MP cost reduced by 1, to minimum of 1.
MP Bonus V:
Requirements: MP Bonus IV
Effects:
Increases player's maximum MP by 2.
MP Bonus VI:
Requirements: MP Bonus V
Effects:
Increases player's maximum MP by 2.
MELEE: Extra melee combat bonuses and skills.
Basic Fighter:
Requirements: -
Effects:
+5% Evasion, All Melee weapons +5% Hit.
Blocking Stance:
Requirements: Basic Fighter
Effects:
Player can use Blocking Stance to gain +45% Evasion bonus instead of attacking for 1 Turn.
Defender:
Requirements: Blocking Stance
Effects:
Player can use to defend one of his allies from all incoming attacks for 1 Turn.
Skillful Dodging:
Requirements: Basic Fighter
Effects:
+10% Evasion.
Adept Fighter:
Requirements: Basic Fighter, at least 1 Skilled and 1 Novice melee skills (Axes, Swords, Spears).
Effects:
All Melee weapons +10% Hit, +1 damage.
Talented Dodging:
Requirements: Skillful Dodging
Effects:
+10% Evasion.
Melee Expert:
Requirements: Adept Fighter, at least 1 Talented and 1 Skilled melee skills (Axes, Swords, Spears).
Effects:
All Melee weapons +10% Hit, +1 damage.
Guidance:
Requirements: Melee Expert
Effects:
Allies of the Player gain +10% Hit and +10% Evasion. Guidance does not stack.
Preemptive Strike:
Requirements: Talented Dodging, Melee Expert
Effects:
When countering a melee attack, your counter comes before enemy attack. This skill activates only once per turn of combat.
Battlemaster:
Requirements: Melee Expert, at least 1 Mastery and 1 Talented melee skills (Axes, Swords, Spears).
Effects:
All Melee weapons +10% Hit, +1 dmg dice.
AXES: Axe combat.
Basic Axe Skill:
Requirements: -
Effects:
Gives Axe (Blade, melee, 2d4) at character creation. Allows the player to use Axes.
Novice Axeman:
Requirements: Basic Axe Skill
Effects:
+1 damage when wielding Axes.
Axe Throwing Basics:
Requirements: Basic Axe Skill
Effects:
Gives 5x Hatchet (Blade, ranged, 1d8) at character creation. Allows the player to use Throwing Axes.
Throwing Accuracy:
Requirements: Axe Throwing Basics
Effects:
Throwing Axes get +10% Hit chance.
Throwing Strength:
Requirements: Axe Throwing Basics
Effects:
Throwing Axes get +1 damage.
Throwing Expertise:
Requirements: Throwing Accuracy, Throwing Strength
Effects:
Throwing Axes get +1 dmg dice.
Cleave:
Requirements: Novice Axeman
Effects:
Player can use Cleave to deal +50% damage with his currently wielded Axe, albeit at -30% penalty to Hit chance. This skill has 3 turn cooldown.
Skilled Axeman:
Requirements: Novice Axeman
Effects:
Axes get +10% Hit chance.
Talented Axeman:
Requirements: Skilled Axeman
Effects:
Axes get +1 dmg dice.
Execution:
Requirements: Talented Axeman
Effects:
Player can use Execution to instantly kill an enemy with 16HP or less, albeit with 60% chance of success. This skill has 5 turn cooldown.
Axe Mastery:
Requirements: Talented Axeman
Effects:
Axes get +10% Hit chance and +1 damage.
MACES: Swinging heavy blunt objects.
Basic Mace Skill:
Requirements: -
Effects:
Gives Heavy Club (Impact, melee, 1d8) at character creation. Allows the player to use Maces.
Novice Maceman:
Requirements: Basic Mace Skill
Effects:
+1 damage when wielding maces.
Hard Clubbing:
Requirements: Novice Maceman
Effects:
+1 damage when wielding maces.
Heavy Clubbing:
Requirements: Hard Clubbing
Effects:
+1 damage when wielding maces.
Power Clubbing:
Requirements: Heavy Clubbing
Effects:
+1 damage when wielding maces.
BONK!:
Requirements: Novice Maceman, Hard Clubbing
Effects:
A simple but effective attack with its damage increased by +1 dmg dice. This skill has 3 turn cooldown.
Skilled Maceman:
Requirements: Novice Maceman
Effects:
+10% Hit when wielding maces.
CLONK!:
Requirements: Skilled Maceman
Effects:
Strong swing with wielded blunt weapon that has 70% chance to knock the enemy and deny them their next action. This skill has 3 turn cooldown.
Talented Maceman:
Requirements: Skilled Maceman
Effects:
+10% Hit damage when wielding maces.
Dual Clubbage:
Requirements: Talented Maceman
Effects:
Swift clubbing attack that lets you hit twice. You can use this to attack same enemy twice or attack two different enemies. This skill has 3 turn cooldown.
Mace Mastery:
Requirements: Talented Maceman, Heavy Clubbing
Effects:
+1 dmg dice when wielding maces.
SWORDS: Sword fighting.
Basic Sword Skill:
Requirements: -
Effects:
Gives Short Sword (Blade, melee, 1d6) at character creation. Allows the player to use Swords.
Novice Swordsman:
Requirements: Basic Sword Skill
Effects:
+1 damage when wielding Swords.
Fencing Basics:
Requirements: Basic Sword Skill
Effects:
+5% Evasion when wielding Swords.
Hard Cut:
Requirements: Novice Swordsman
Effects:
+1 damage when wielding Swords.
Skilled Swordsman:
Requirements: Novice Swordsman
Effects:
Swords get +10% Hit chance.
Fencing Adept:
Requirements: Fencing Basics
Effects:
+5% Evasion when wielding Swords.
Wind Strike:
Requirements: Skilled Swordsman, Fencing Adept
Effects:
Player can use Wind Strike to perform a melee attack with currently equipped Sword, with +10% Hit chance, and said attack cannot be countered by any means. This skill has 3 turn cooldown.
Fencing Master:
Requirements: Fencing Adept
Effects:
+10% Evasion when wielding Swords.
Heavy Cut:
Requirements: Hard Cut, Skilled Swordsman
Effects:
+1 damage when wielding swords.
Talented Swordsman:
Requirements: Skilled Swordsman
Effects:
Swords get +10% Hit chance.
Sword Mastery:
Requirements: Heavy Cut, Talented Swordsman
Effects:
Swords get +10% Hit chance and +1 dmg dice.
SPEARS: Spear combat.
Basic Spear Skill:
Requirements: -
Effects:
Gives Spear (Pierce, melee, 2d4) at character creation. Allows the player to use Spears.
Basic Javelin Skill:
Requirements: Basic Spear Skill
Effects:
Gives 3x Javelin (Pierce, ranged, 1d6) at character creation. Allows the player to use Javelins.
Skilled Javelineer:
Requirements: Basic Javelin Skill
Effects:
Javelins get +10% Hit chance.
Talented Javelineer:
Requirements: Skilled Javelineer
Effects:
Javelins get +10% Hit chance and +1 dmg dice.
Novice Spearman:
Requirements: Basic Spear Skill
Effects:
Spears get +10% Hit chance.
Skillful Stabs:
Requirements: Novice Spearman
Effects:
Spears get +1 damage.
Expert Stabs:
Requirements: Skillful Stabs
Effects:
Spears get +1 damage.
Skilled Spearman:
Requirements: Novice Spearman
Effects:
Spears get +10% Hit chance
Power Thrust:
Requirements: Skilled Spearman
Effects:
Player can use Power Thrust to attack one enemy; their Pierce resistance for this attack will be lowered to 0 if above it; Immunity will be lowered to +5 Resistance instead. This skill has 3 turn cooldown.
Talented Spearman:
Requirements: Skilled Spearman
Effects:
Spears get +10% Hit chance.
Spear Mastery:
Requirements: Expert Stabs, Talented Spearman
Effects:
Spears get +1 dmg dice.
BOWS: Bow use.
Basic Bow Skill:
Requirements: -
Effects:
Gives Bow (ammo: Arrows) and 10x Arrow (Pierce, ranged, 1d6, [Bow]) at character creation. Allows the player to use Bows.
Novice Bowman:
Requirements: Basic Bow Skill
Effects:
Arrows get +1 damage.
Skilled Eye:
Requirements: Basic Bow Skill
Effects:
Arrows get +10% Hit chance.
Aimed Shot:
Requirements: Skilled Eye
Effects:
Player can use Aimed Shot to shoot one enemy with +25% Hit chance. This skill has 3 turn cooldown.
Skilled Bowman:
Requirements: Novice Bowman
Effects:
Arrows get +1 damage.
Talented Bowman:
Requirements: Skilled Bowman
Effects:
Arrows get +1 damage.
Rain of Arrows:
Requirements: Talented Bowman
Effects:
Player can use Rain of Arrows to shoot up to 5 enemies at once with proper amount of ammo used up. This skill has 5 turn cooldown.
Uncanny Eye:
Requirements: Skillful Eye
Effects:
Arrows get +10% Hit chance.
Perfect Eye:
Requirements: Uncanny Eye
Effects:
Arrows get +10% Hit chance.
Marksmanship:
Requirements: Perfect Eye
Effects:
Arrows have guaranteed 70% Hit chance.
Bow Mastery:
Requirements: Talented Bowman, Perfect Eye
Effects:
Arrows get +1 dmg dice.
SOUL: Buffs and healing and few arcane-type spells.
Spell: Weak Shielding
Requirements: -
MP Cost: 2
Effects:
Grants +1 to all Resistances (capped at +4) to one ally for 3 turns. This skill has 5 turn cooldown.
Spell: Strong Shielding
Requirements: Weak Shielding
MP Cost: 5
Effects:
Grants +2 to all Resistances (no cap) to one ally for 3 turns. This skill has 5 turn cooldown.
Spell: Master Shield
Requirements: Strong Shielding
MP Cost: 7
Effects:
Grants +2 to all Resistances (no cap) to one ally for 5 turns. This skill has 5 turn cooldown.
Spell: Shock
Requirements: -
MP Cost: 1
Effects:
Magical melee attack: Arcane, melee, 1d4.
Spell: Static Aura
Requirements: Weak Shielding, Shock
MP Cost: 3
Effects:
For 3 turns, enemies attacking the target of this Spell in melee combat will receive 1d4 Arcane damage. This skill has 3 turn cooldown.
Spell: Thunderbolt
Requirements: Shock
MP Cost: 5
Effects:
Ranged attack of pure energy: Arcane, ranged, 2d6.
Spell: Mend
Requirements: -
MP Cost: 1
Effects:
Restores up to 5HP of an ally and removes Poison if present.
Spell: Restoration
Requirements: Mend
MP Cost: 5
Effects:
Restores up to 50%HP of an ally. This skill has 3 turn cooldown.
Spell: Enchantment
Requirements: Weak Shielding, Shock
MP Cost: 3
Effects:
Currently equipped weapon of an ally has its damage type switched to Arcane for 3 turns. This skill has 3 turn cooldown.
Spell: Rune Hammer
Requirements: Enchantment
MP Cost: 5
Effects:
For 3 turns, targeted ally gains Rune Hammer, with bonuses from his/her Axe skills: Impact/Arcane, melee, 2d4. Damage type based on lower of target's resistances. This skill has 5 turn cooldown.
Soul Mastery
Requirements: At least 7 Soul spells
MP Cost: -
Effects:
Caster gets +2 to Arcane Resistance, and all Soul spells have their MP Cost reduced by 1, to minimum of 1.
SHADOW: Mostly de-buffs, powerful arcane attacks or life-draining spells.
Spell: Shadowshroud
Requirements: -
MP Cost: 1
Effects:
Targeted ally gets +10% Evasion for 3 turns. This skill has 3 turn cooldown.
Spell: Cloak of Darkness
Requirements: Shadowshroud
MP Cost: 4
Effects:
Targeted ally gains +1 to physical Resistances (no cap) and +10% Evasion for 5 turns. This skill has 5 turn cooldown.
Spell: Eyebind
Requirements: -
MP Cost: 1
Effects:
Targeted enemy gets -10% Hit for 3 turns.
Spell: Shadowblast
Requirements: -
MP Cost: 3
Effects:
Strong bolt of energy: Arcane, ranged, 2d4.
Spell: Deathblast
Requirements: Shadowblast
MP Cost: 9
Effects:
Powerful, otherwordly magic: Arcane/Cold, ranged, 3d6. Damage type based on lower of target's resistances. This skill has 3 turn cooldown.
Spell: Darkwave
Requirements: Shadowblast
MP Cost: 6
Effects:
Flood of dark enegy: Arcane, ranged, 1d8, all enemies.
Spell: Drain
Requirements: -
MP Cost: 3
Effects:
Life-draining touch: Arcane, melee, 1d8, 50% DMG dealt = HP restored.
Spell: Wither
Requirements: Eyebind, Drain
MP Cost: 4
Effects:
Targeted enemy gets -10% Hit, -10% Evasion and -3 to all Damage for 5 turns. This skill has 3 turn cooldown.
Spell: Lifesteal
Requirements: Drain
MP Cost: 6
Effects:
Heart-chilling, life-draining spell: Cold, ranged, 3d4, 50% DMG dealt = HP restored.
Spell: Nether Arrows
Requirements: Shadowshroud, Shadowblast
MP Cost: 3
Effects:
Currently equipped Bow of an ally has its damage type switched to Arcane/Cold for 3 turns. Damage type based on lower of target's resistances. This skill has 3 turn cooldown.
Shadow Mastery:
Requirements: At least 7 Shadow spells
MP Cost: -
Effects:
Player gets +30% Evasion, and grants +2 Damage bonus to all Shadow spells.
SUN: Vast arsenal of offensive or otherwise damage-dealing spells, with only few buffs.
Spell: Burning Hands
Requirements: -
MP Cost: 1
Effects:
Fiery touch: Fire, melee, 1d6.
Spell: Mana Burn
Requirements: Burning Hands
MP Cost: 3
Effects:
Mana-burning attack: Fire, melee, 1d8, 50% damage also dealt to target's MP.
Spell: Fire Bolt
Requirements: -
MP Cost: 2
Effects:
Fiery projectile: Fire, ranged, 1d6.
Spell: Fireblast
Requirements: Fire Bolt
MP Cost: 5
Effects:
Powerful bolt of fire: Fire, ranged, 2d6.
Spell: Hellfire
Requirements: Fireblast
MP Cost: 9
Effects:
Devastating fire attack: Fire, ranged, 4d6. This skill has 3 turn cooldown.
Spell: Fiery Aura
Requirements: -
MP Cost: 2
Effects:
For 3 turns, enemies attacking the target of this Spell in melee combat will receive 1d4 Fire damage. This skill has 3 turn cooldown.
Spell: Heat Shield
Requirements: Fiery Aura
MP Cost: 5
Effects:
Raises all Physical resistances by +1 and Cold Resistance by +3 (no caps) for 3 turns. This skill has 5 turn cooldown.
Spell: Sunscorch
Requirements: Fireblast, Fiery Aura
MP Cost: 9
Effects:
Wave of searing-hot flames: Fire, ranged, 4d4, all enemies. This skill has 3 turn cooldown.
Spell: Flame Charm
Requirements: Fiery Aura
MP Cost: 3
Effects:
Currently equipped weapon of an ally has its damage type switched to Fire for 3 turns. This skill has 3 turn cooldown.
Spell: Drakespear
Requirements: Flame Charm
MP Cost: 6
Effects:
For 3 turns, targeted ally gains Drakespear, with bonuses from his/her Spear skills: Pierce/Fire, melee, 3d4. Damage type based on lower of target's resistances. This skill has 5 turn cooldown.
Sun Mastery:
Requirements: At least 7 Sun spells
MP Cost: -
Effects:
Player gets +2 Fire resistance, increases MP by 2, and grants +2 Damage bonus to all Sun spells.
MOON: Mostly debuffs and ice spells, with few buffs.
Spell: Bone Chill
Requirements: -
MP Cost: 1
Effects:
Cold melee attack: Cold, melee, 1d4
Spell: Heartfreeze
Requirements: Bone Chill
MP Cost: 4
Effects:
Freezing strike: Cold, melee, 2d4, target gets -10% Hit chance and -10% Evasion for 3 turns.
Spell: Frost Bolt
Requirements: -
MP Cost: 3
Effects:
Magical icicle: Cold, ranged, 2d4
Spell: Coldblast
Requirements: Frost Bolt
MP Cost: 6
Effects:
Powerful ice spell: Cold, ranged, 3d4
Spell: Iceblast
Requirements: Heartfreeze, Coldblast
MP Cost: 8
Effects:
Devastating blast of freezing cold: Cold, ranged, 3d6, target gets -20% Hit chance and -20% Evasion for 3 turns. This skill has 3 turn cooldown.
Spell: Iron Frost
Requirements: -
MP Cost: 3
Effects:
Targeted ally gains +1 to Blade, Pierce, Ice and Fire resistances (capped at +4) for 3 turns.
Spell: Frost Aura
Requirements: Iron Frost
MP Cost: 2
Effects:
For 3 turns, enemies attacking the target of this Spell in melee combat will receive 1d4 Cold damage. This skill has 3 turn cooldown.
Spell: The Icicle
Requirements: Frost Aura, Bone Chill
MP Cost: 6
Effects:
For 3 turns, targeted ally gains The Icicle, with bonuses from his/her Sword skills: Blade/Ice, melee, 1d8+1. Damage type based on lower of target's resistances. This skill has 5 turn cooldown.
Spell: Fog
Requirements: -
MP Cost: 3
Effects:
For 3 turns, all enemies get -25% Hit chance. This skill has 5 turn cooldown.
Spell: Ice Storm
Requirements: Coldblast, Fog
MP Cost: 7
Effects:
Wave of chunks of ice: Cold, ranged, 2d6, all enemies.
Spell: Moon Mastery
Requirements: At least 7 Moon spells
MP Cost: -
Effects:
Player gets +2 Cold Resistance, and grants +2 Damage and +10% Hit bonus to all Moon spells.