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Special Capabilities
Level 1 Ability:
Frenzy - Once per battle, when a warrior takes damage, he may go into a frenzy, giving him a 10% bonus to physical damage. This effect persists for three rounds or until he makes two successful physical strikes. (Reaction Ability)
Level 5 Ability:
Steady - A warrior can break free of any physical shackles, snare, or immobilization effect once every ten turns. Doing so is instantaneous, meaning he may still take his action during his turn, and he can bypass the need to make any rolls even if there normally would have to be a roll to see if he could break free. (Action Ability)
Level 10 Ability:
Two-Edged Sword - Three times per battle, the warrior can unleash a truly devastating strike that cannot be parried or blocked and deals double base physical damage. This can be coupled with another job class, race, or special ability that would further increase the damage, accuracy, or even pierce through defenses. However, if the warrior’s Two-Edged Sword attack is dodged, he takes damage himself, equal to half base physical damage (and any other damage bonuses a successful attack would have had!). (Action Ability)
Level 20 Ability:
Battlecry - With a mighty yell, the warrior grants himself and all allies a 25% bonus to Hit and Dodge SVS as well as a 20% bonus to physical damage. This effect lasts four rounds and can be used only once per battle. (Action Ability)
Level 30 Ability:
Reckless Assault - A warrior can add extra power by sacrificing accuracy. A warrior takes a 50% penalty to his Hit SVS for a single strike but increases the base physical damage of that attack by 50% of his Hit SVS. This affects only the one strike, but the warrior can use Reckless Assault as his action as frequently as he desires. (Action Ability)
Level 50 Ability:
Weapon Finesse - Increase the maximum attack rating (ATT) of the warrior’s primary and secondary weapon by 5%. This effect will stack with any special attributes of the weapons that also increase their attack ratings. (Passive Ability)
Level 75 Ability:
Fighting Spirit - Once per battle, the warrior can break through any mental, mind-influencing, or mind-altering effect, regardless of the power of the user. He bypasses the need to make any roll or compare any stat to the aggressor for the purposes of removing these effects. If the warrior is subject to multiple such abilities, even from multiple assailants, then all are nullified by Fighting Spirit. Once used, the warrior is also immune to any of these abilities for three rounds. Energy Burn effects do not count as mental effects. (Action Ability)
Level 90 Ability:
Battle Awareness - If the warrior fights alone against multiple enemies, he increases his base physical damage by 10% for every enemy excluding the first, to a maximum of 50% (if fighting one-versus-six or more). If the number of allies or enemies fluctuates (due to entering or leaving battle or due to death) then the warrior’s Battle Awareness bonus will also change accordingly. Companions are not applicable when counting enemies. (Passive Ability)
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