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(Created page with "{| class="wikitable" |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" ! Points Invested ! Name ! Type ! Range ! Description |- | 4 Points | Heavy Sho...")
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| Mundane Ability
| Mundane Ability
| 3 Blocks
| 3 Blocks
|Bow Slam allows the Archer to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
| Bow Slam allows the Archer to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
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| 20 Points
| 20 Points
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| Announce Emote
| Announce Emote
| The Archer kneels, producing a heavy power shot. This Ability requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Ability does not cause maims. This Ability has a 24 hour cooldown.  
| The Archer kneels, producing a heavy power shot. This Ability requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Ability does not cause maims. This Ability has a 24 hour cooldown.  
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{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
| 4 Points
| Light Shot
| Mundane Ability
| Emote Distance
| Light Shot is the default Arrow attack for a Light Bow Combat user. This simply involves shooting a Light Bow at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
|-
| 8 Points
| Evading Dash
| Mundane Ability
| Emote Distance
| The Archer uses a quick Evading Dash in any direction to reposition within Emote Distance, as long as they can see their intended location and get there in one linear direction without walking into obstacles (such as walls too tall to climb). If obstacles are reasonably climbable for the Archer, this climbing is also included in the dash. While dashing, the Archer is untargetable, and the dash is complete in a matter of seconds. This Ability has a 3 minute cooldown. This Ability cannot be used during a Stun/Disable/Root.
|-
| 12 Points
| Marking Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
|-
| 16 Points
| Pinning Flurry
| Mundane Ability
| Emote Distance
| The Archer unleashes a flurry of light shots aimed to pin down the enemy from being able to move, regardless of what armor they are wearing, or whether they are hiding behind an obstacle (with the exception of Ability Shields). This Mundane Ability works like a Channel Ability, meaning it can be upheld for as long as the Archer is not attacked or knocked over, though can at most be performed for up to 5 minutes before they run out of arrows. This Ability never does any damage or cause any knockback, the target is able to do things in their pinned down position (including use Abilities), but simply cannot move from the very point that the Ability started being used from. The Archer can move around at a walking pace, but can only ever target one person, and cannot switch targets, and cannot use other Abilities or attacks during it. This Ability has a 30 second cooldown as long as the full 5 minutes was never reached, if it was, this Ability goes on a 2 hour cooldown. The moment the Ability channel is interrupted, the target can move. This Ability is a guaranteed hit once commenced.
|-
| 20 Points
| Power Shot
| Mundane Passive
| Emote Distance
| The Archer shoots 8 arrows in very rapid succession against a single target. Perform a dice roll for each shot, “/dice 0 20”. For each dice roll above 10, the arrow hits. If Marking Shot was active, the first shot is a guaranteed hit, but all successive shots still need to be dice rolled. For each shot that hits, the target deceives a deep gash somewhere on their body from which they bleed, but none of these shots can ever maim or cripple a person. Additionally, for each hit shot, the target is knocked back by 1 Block per amount of hits. This Ability has a 24 hour cooldown.
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Revision as of 19:06, 4 January 2021

Points Invested Name Type Range Description
4 Points Heavy Shot Mundane Ability Emote Distance Heavy Shot is the default Arrow attack for a Heavy Bow Combat user. This simply involves shooting a Heavy Bow at a target that is not behind cover. Each shot has a 1 minute cooldown and if hit, creates the equivalent of a deep gash like a sword hit would, or a piercing wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
8 Points Knocking Shot Mundane Ability Emote Distance The Archer shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the Archer, or until they hit a solid object, which then causes blunt damage but does not Stun them. This ability has a 3 minute cooldown. This Ability is a guaranteed hit.
12 Points Marking Shot Mundane Ability Emote Distance The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
16 Points Bow Slam Mundane Ability 3 Blocks Bow Slam allows the Archer to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
20 Points Power Shot Mundane Passive Announce Emote The Archer kneels, producing a heavy power shot. This Ability requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Ability does not cause maims. This Ability has a 24 hour cooldown.


Points Invested Name Type Range Description
4 Points Light Shot Mundane Ability Emote Distance Light Shot is the default Arrow attack for a Light Bow Combat user. This simply involves shooting a Light Bow at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
8 Points Evading Dash Mundane Ability Emote Distance The Archer uses a quick Evading Dash in any direction to reposition within Emote Distance, as long as they can see their intended location and get there in one linear direction without walking into obstacles (such as walls too tall to climb). If obstacles are reasonably climbable for the Archer, this climbing is also included in the dash. While dashing, the Archer is untargetable, and the dash is complete in a matter of seconds. This Ability has a 3 minute cooldown. This Ability cannot be used during a Stun/Disable/Root.
12 Points Marking Shot Mundane Ability Emote Distance The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
16 Points Pinning Flurry Mundane Ability Emote Distance The Archer unleashes a flurry of light shots aimed to pin down the enemy from being able to move, regardless of what armor they are wearing, or whether they are hiding behind an obstacle (with the exception of Ability Shields). This Mundane Ability works like a Channel Ability, meaning it can be upheld for as long as the Archer is not attacked or knocked over, though can at most be performed for up to 5 minutes before they run out of arrows. This Ability never does any damage or cause any knockback, the target is able to do things in their pinned down position (including use Abilities), but simply cannot move from the very point that the Ability started being used from. The Archer can move around at a walking pace, but can only ever target one person, and cannot switch targets, and cannot use other Abilities or attacks during it. This Ability has a 30 second cooldown as long as the full 5 minutes was never reached, if it was, this Ability goes on a 2 hour cooldown. The moment the Ability channel is interrupted, the target can move. This Ability is a guaranteed hit once commenced.
20 Points Power Shot Mundane Passive Emote Distance The Archer shoots 8 arrows in very rapid succession against a single target. Perform a dice roll for each shot, “/dice 0 20”. For each dice roll above 10, the arrow hits. If Marking Shot was active, the first shot is a guaranteed hit, but all successive shots still need to be dice rolled. For each shot that hits, the target deceives a deep gash somewhere on their body from which they bleed, but none of these shots can ever maim or cripple a person. Additionally, for each hit shot, the target is knocked back by 1 Block per amount of hits. This Ability has a 24 hour cooldown.