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The document provides status and ability information for a character in a game. It includes the character's health, mana, stats, and descriptions of skills. The skills have different effects like damage, buffs, debuffs and crowd control effects. The document is organized with the character's base stats first, then their skills grouped by their equipped weapon type.

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0% found this document useful (0 votes)
124 views18 pages

Info

The document provides status and ability information for a character in a game. It includes the character's health, mana, stats, and descriptions of skills. The skills have different effects like damage, buffs, debuffs and crowd control effects. The document is organized with the character's base stats first, then their skills grouped by their equipped weapon type.

Uploaded by

emirimcevik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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💚Max Health 1000

XP 100 / 100
💧Mana 400

🏃🏼Move Speed %0

☄️Damage Bonus %0

🛡️Armor 0

🔮Magic Resist 0

• Throw in the air: Yetenek kullanımını yarıda keser

• Slow: Dodge ihtimalini azaltır.

• Root: Dodge ihtimalini sıfıra indirir.

• Stun: Herhangi bir eylem yapmasını engeller.

• Knockback: Yetenek kullanımını yarıda keser

• Silence: Yetenek kullanmasını engeller.


+300 Health / +400 Mana
+70 Armor / +90 Magic Resist
+10% Shield Bonus
+10% Healing Cast Bonus

+300 Health / +400 Mana


+60 Armor / +80 Magic Resist
+30% Damage Bonus

+600 Health / +400 Mana


+110 Armor / +110 Magic Resist
+15% Damage Bonus

+400 Health / +400 Mana


+100 Armor / +100 Magic Resist
+20% Damage Bonus
+5% Move Speed

+1000 Health / +400 Mana


+170 Armor / +140 Magic Resist
+40% Slow Resistance
+5% Defense Bonus

+700 Health / +400 Mana


+130 Armor / +100 Magic Resist
+5% Damage Bonus
+1 Turn CC Duration
First Skill First Skill

Second Skill Second Skill

Weapons and their special


ultimate ability

Passive Skill
Deals 230 physical damage to target enemy. Increases Swings your sword dealing 180 physical damage to all enemies.
your next normal attack damage by 60% for 1 turn. It increases your damage resistances by 20 for 1 turn
Attack of Tenacity Cooldown: 2 Turn Swing of Tenacity Cooldown: 2 Turn
Mana Cost: 0 Mana Cost: 0

You take defensive stance immediately, gain immunity to Bash the target enemy deals 245 physical damage, slows by
damage and reflects 100% of all incoming damage as magical 25% for 1 turn and increases all your damage by 10% for 2 turn.
damage. After turn ends, deals 240 physical damage to all Also apllies a bleed dealing 100 physical damage over 2 turn
enemies Hamstring Cooldown: 4 Turn
Parry Strike Cooldown: 4 Turn Mana Cost: 0
Mana Cost: 0

Becoming immune to Crowd Control effects for 1 turn. It deals 240 Normal Attack : 80
physical damage to all enemies. Enemies also takes 5% of their max Damage Per Turn: 80
health as true damage. Attack Speed: 1.0
Spinning Cleave Cooldown: 5 Turn Damage: Physical

Slashes the ground dealing physical damage to all enemies based on the
amount of tenacity charges.
Charges: 0 | 1 | 2 | 3
Damage: 190 | 250 | 310 | 380
Empowered Slash Cooldown: 5 Turn
Each ability applies one tenacity charge that
increases your attack speed by 20% until you cast
your ultimate ability. (can stacks up to 3 times)
Swords Fighting with Tenacity
Start a 3 attack combo over 3 turn. Deals physical damage to to
Swings your axe, deals 150 physical damage to all all enemies. The 3th attack also roots the enemies for 1 turn,
enemies then applies a bleed that deals 180 physical then increases the cooldown to 4 Turn.
damage over 2 turn. Attacks: 1 | 2 | 3
Raging Swing Cooldown: 3 Turn Damage: 100 | 100 | 125
Rending Rage Cooldown: 0 Turn

Deals 200 physical damage to target enemy and restores your


It increases your damage and healing recieves by 25%, health based on your current health.
move speed by 50% for 2 Turn Health: Above 40% | Below 40%
Adrenaline Boost Cooldown: 5 Turn Healing: 40 | 80
Bloodthirsty Chop Cooldown: 4 Turn

Normal Attack : 80
Swings your axe, deals 180 physical damage to all enemies. Also
Damage Per Turn: 80
applies a bleed 300 physical damage over 3 turn and decreases their
Attack Speed: 1.0
healing recieves by 20% over the duration
Damage: Physical
Tear Apart Cooldown: 5 Turn

Turns into a berserk mode, increases your damage resistances and move speed based on your
current health for 3 turn. Your normal attacks deals bonus 60 magical damage. (cannot be purged)
Health Below: 70% | 60% | 50% | 40% | 30%
Resistances: 20 | 45 | 70 | 95 | 120
Move Speed: 10% | 20% | 30% | 40% | 50%
Final Withstand Cooldown: 6 Turn

Dealing damage to any enemy applies a wound


decreases their healing recieves by 15% for 1 turn
Axes Razor Cut
Rushes toward immediately. Blocks any normal attack Slams the ground deals 240 physical damage up to 2 enemies
then deals 120 physical damage to all enemies and and decreases their damage resistances by 32 for 3 turn
knockbacks them. Metal Breaker Cooldown: 4 Turn
Disengage Cooldown: 3 Turn

Improves your next first-slot ability.


Disengage: deals bonus 100 physical damage and decreases Creates an aura around you for 3 turn. It increases your and
the enemy damage by 25% for 1 turn all allies defense by 33.33% and slows all enemies by 20%
Iron Breaker: Firstly purges any shield, deals bonus 130 Protection Steps Cooldown: 5 Turn
physical damage and stuns them for 1 turn
High Command Cooldown: 0 Turn

Normal Attack : 100


Slams the ground in front of you, deals 280 physical damage to all
Damage Per Turn: 100
enemies, throws them in the air and decreases their max health by
Attack Speed: 1.0
20% for 2 turn
Damage: Physical
Earth Crusher Cooldown: 4 Turn

Slams the ground 3 times, dealing 160 physical damage to all


enemies. The 3th hit also stuns them for 1 turn. If the enemy under a
Crowd Control effect, dealing 190 physical damage instead
Seismic Tremor Cooldown: 4 Turn

When you cast a skill, your next normal attack


slows the target enemy by 25% for 1 turn
Hammers Puppet
Charges toward immediately and increases all allies damage Swings your mace and deals 280 physical damage to all
resistances by 26 for 2 turn. Deals 120 physical damage to enemies and slows them by 30% for 1 turn
all enemies. Cripple Smash Cooldown: 4 Turn
Defansive Charge Cooldown: 3 Turn

Creates an protection rune on target location for 3 turn, all


Breaks the ground in front of you, deals 380 physical damage
allies gaining immunity to forced movement effects and
all enemies in the area and throws them in the air
increases their damage resistances by 73
Ground Shaker Cooldown: 4 Turn
Protection Rune Cooldown: 5 Turn

Normal Attack : 100


Howl immediately then purges all buffs from all enemies. Deals Damage Per Turn: 100
90 magical damage and silences them for 2 turn Attack Speed: 1.0
Battle Howl Cooldown: 4 Turn Damage: Physical

Slams the ground then summons an intense cloud for 3 turn, slows all
enemies by 40%, decreases their attack speed by 50%, healing
recieves and damage dealing by 20%.
Cloud of the Hydra Cooldown: 6 Turn

When you use your ultimate aility, you gain a


shield can absorbs 160 damage for 2 turn
Maces Guardian’s Protection
If you are under a Crowd Control effect, It cleanses all Stabs to target enemy dealing 220 physical damage and
CC effect then deals 190 physical damage to target decreases the enemy damage resistances by 21 for 2 turn.
enemy. Your next normal attack makes critical strike for If the enemy is under a Crowd Control effect, you backstab
1 turn. the enemy dealing 275 physical damage instead
Assassin’s Dodge Cooldown: 3 Turn Backstab Cooldown: 2 Turn

Dodges the incoming attack immediately. Turns you invisible Throws a shuriken up to 3 enemy dealing 230 physical
for 1 turn, and applies on you an assassin charge until you damage to each enemy and applies on you an shuriken
cast your ultimate ability (can stacks up to 3 times). Each charge until you cast your ultimate ability (can stacks up to
charge increases the damage by 8% of your ultimate ability. 3 times). Increases your move speed by 5%
In the Shadow Cooldown: 2 Turn Devil’s Blade Cooldown: 4 Turn

Deals physical damage to targeted enemy based on your assassin or shuriken Normal Attack : 60
charge. Decareses the target’s healing recieves by 20% for 2 turn. If target loses Damage Per Turn: 120
any defense, it makes critical attack and increases the cooldown to 5 turn. Attack Speed: 2.0
Charges: 0 | 1 | 2 | 3 Damage: Physical
Damage: 250 | 290 | 340 | 410
Slit Throat Cooldown: 3 Turn

Charge through to targeted enemy, it deals 475 magical damage


and turns you invisible for 1 turn. The cooldown will resets if you
killed an enemy.
Ghost Pass Cooldown: 4 Turn

If deal damage to an enemy with 2 ability or normal


attack in 2 turn, it apllies a bleed deals 200
physical damage over 2 turn
Daggers Forbidden Stab Cooldown: 2 Turn
Deals 125 physical damage to target enemy. If you have 2 ruin
Deals 125 physical damage. If you have 2 ruin charges, your
charges, your next attack decreases the target’s attack speed by
next attack also stuns the target enemy for 1 turn and
30% for 2 turn and increases the cooldown to 3 turn. (consumes
increases the cooldown to 3 turn. (consumes all ruin charges)
all ruin charges)
Ruining Combo Cooldown: 1 Turn
Disarming Slam Cooldown: 1 Turn

Attack with a 3 hit combo. Each attack dealing 100 physical


damage to target enemy and increases your normal attack
damage for 2 turn. The 3th attack increases the cooldown to Swings your quarterstaff immediately, deals 180 physical
4 Turn. damage to all enemies and throws them in the air
Attacks: 1 | 2 | 3 Rising Blow Cooldown: 4 Turn
Damage Increase: 30% | 60% | 100%
Battle Dance Cooldown: 2 Turn

Normal Attack : 80
Leaps to targeted location, deals 290 physical damage to all Damage Per Turn: 80
enemies and slows them by 50% for 2 turn Attack Speed: 1.0
Catching Leap Cooldown: 5 Turn Damage: Physical

Spin your staff around yourself dealing 230 physical damage and
knockbacks all enemies. Slows them by 20% and decreases their
damage dealt by 33.33% for 2 turn.
Fatal Spin Cooldown: 5 Turn

Using first-slot abilities applies on you a ruin


charge, it increases your slow resistances by 25%
(can stacks up to 2 times).
Quarterstaffs Monk’s Perseverance
Enchants your quiver, it increases all your damage by 10%, Shoots a poison arrows to target enemy, deals 75 physical damage
attack speed by 40% and critical strike chance by 25% for and applies a posion deals 240 magical damage over 4 turn
3 turn. Poisoned Arrow Cooldown: 3 Turn
Enchanted Quiver Cooldown: 4 Turn

Shots an electric bolt to target enemy, it deals 180 magical


Dodges the incoming attack immediately, deals 150 physical
damage up to 3 enemies. Increases your critical strike
damage to attacking enemy and slows the target by 40% for 1 turn
chance by 25% for 2 turn each enemy hit. (can stacks up to
Jump Shot Cooldown: 4 Turn
3 times)
Static Shiv Cooldown: 4 Turn

It increases your attack speed by 30% for 3 turn. Your normal attacks Normal Attack : 60
explodes and enemies also takes 2% of their max health as true Damage Per Turn: 120
damage Attack Speed: 2.0
Explosives Arrows Cooldown: 6 Turn Damage: Physical

Shoots an magic arrow dealing 220 magical damage to all enemies


and slows them by 35% for 2 turn and marks them. Marked enemies
take 100% critical damage
Frost Shot Cooldown: 3 Turn

Your normal attacks, have a 25% chance to make


critical strike that deals double damage.
Bows Critical Strike
You start focusing on your next attack for 1 turn, then you deal 250
Shoot an explosive bolt dealing 270 magical damage up physical damage to target enemy and decreases damage
to 2 enemies. resistances by 40 for 1 turn (can stacks up to 2 times)
Explosive Bolt Cooldown: 2 Turn Hunter’s Mark Cooldown: 2 Turn

It resets the cooldown of your first-slot ability then casted it Places a bear trap under the target enemy that deals 50
immediately. Also increases all your damage dealing by %20 physical damage. Decreases the target’s defense by 25% and
for 3 turn. roots them for 1 turn.
Self Motivation Cooldown: 3 turn Bear Trap Cooldown: 3 Turn

You shot the target enemy 3 times. Each shot deals 70 physical damage. Normal Attack : 90
3th shot explodes and deals bonus physical damage to all enemies based Damage Per Turn: 90
on their current health Attack Speed: 1.0
Health: Above 40% | Below 40% Damage: Physical
Damage: 100 | 180
Annihilator Triplex Cooldown: 3 Turn

You start focusing on your next attack for 2 turn. While focusing you gain
damage resistances by 57. When you are ready, your shot deals 1120
physical damage to target enemy
Sniper Shot Cooldown: 5 Turn

After you killed any enemy, decreases all your


abilities cooldown by 1 turn
Crossbows Unstoppable Slayer
Deals 230 physical damage to target enemy and slows them Improves your attacks it increases your normal attack damage
by 10% for 2 turn. Applies 1 spear charge (can stacks up to 3 by 30% for 3 turn and applies 1 spear charge (can stacks up to
times). If you have 3 spear charges, roots the enemy for 1 3 times). If you have 3 spear charges, you gain immunity to
turn instead. forced movement effects.
Lunging Strike Cooldown: 2 Turn Combat Focus Cooldown: 2 Turn

Attack to target enemy dealing 120 physical damage and You start spinning your spear while channeling for 2 turn, it
applies bleed for 3 turn, deals 2% of the targets max health as increases your damage resistances by 86 and reflects 100% of all
true damage each turn. It steals 100% of the health that incoming damage as physical damage (can be deactivatd early)
enemy lost while bleeding Reflective Spin Cooldown: 4 Turn
Vampiric Strike Cooldown: 5 Turn

It deals physical damage to targeted enemy based on your spear charges. Normal Attack : 100
Roots the targeted enemy for 1 turn. (consumes all spear charges) Damage Per Turn: 100
Charges: 0 | 1 | 2 | 3 Attack Speed: 1.0
Damage: 150 | 200 | 270 | 380 Damage: Physical
Rooting Slash Cooldown: 5 Turn

Leaps to target location, deals physical damage up to 2 enemies. After


impact, increases your move speed by 35% for 3 turn and deals 35 magical
damage all enemies each turn. (consumes all spear charges)
Charges: 0 | 1 | 2 | 3
Damage: 100 | 140 | 190 | 280
Undead Aura Cooldown: 6 Turn

Every normal attack steals 10% of the health


that enemy lost
Spears Till the End
Punch the target enemy and deal 210 physical damage. You Sends a shock wave to target enemy dealing 240
can cast it again immediately. It decreases the target’s magical damage. If it can impact you can cast this
damage resistances by 31 for 1 turn and increases the ability again immediately. Increases all your damage by
cooldown to 4 turn. 15% for 2 turn and increases the cooldown to 4 turn.
Raven Punch Cooldown: 2 Turn Shock Wave Cooldown: 2 Turn

Punches the target 3 times. 1st punch stuns for 1 turn and
You take defensive stance immediately for 1 turn, increases
deals 90 physical damage. 2nd punch deals 8% of the
your defense by 75% and grants immunity to Crowd Control
targets max health as physical damage. Last punch deals
effects. Reflects 100% of all incoming damage as magical
120 physical damage and increases your move speed by
damage.
20% for 1 turn
Perfect Reaction Cooldown: 3 Turn
Knockout Combo Cooldown: 5 Turn

Breaks ground in front of you, causes an earthquake that deals magical Normal Attack : 50
damage to all enemies over 3 turn. Last turn it also throws them in the air Damage Per Turn: 100
Turn: 1 | 2 | 3 Attack Speed: 2.0
Damage: 120 | 120 | 200 Damage: Physical
Earthquake Punch Cooldown: 6 Turn

Dodges the incoming attack immediately and dealing 360


physical damage to target enemy. If the target’s health below
50%, the attack deals bonus 75 true damage and purges all buffs
Dive of Avalon Cooldown: 6 Turn

When you cast your second-slot ability, increases


your move speed by 30% and grants immunity to
stuns for 1 turn
Gauntlets Hard to Catch
You start focusing on your next attack for 1 turn, then you deal 60
Shoot a fireball deals 155 magcial damage to target enemy
magcial damage and applies a combustion dealing 300 magical
and applies a combustion deals 50 true damage over 2 turn
damage over 3 turn up to 2 enemies
Fire Bolt Cooldown: 2 Turn
Focused Fireball Cooldown: 2 Turn

Creates an explosion, it deals magical damage based on the


number of players hit. If it can hit 3 enemy, they take 3% of Sends fire tornado to forward, deals 220 magical damage and
their max health as true damage. applies 90 true damage over 3 turn up to 1 enemies. Slows
Enemies: 1 | 2 | 3 them by 20% over the duration
Damage: 220 | 280 | 340 Flame Tornado Cooldown: 5 Turn
Flame Pillar Cooldown: 4 Turn

Normal Attack : 60
It releases a burning breeze applies a combustion to all enemies dealing
Damage Per Turn: 60
480 magical damage over 4 turn. It increases your damage resistances
Attack Speed: 1.0
by 72 for 1 turn.
Damage: Magical
Thermal Aura Cooldown: 4 Turn

You start focusing on your next attack for 2 turn, summon a meteor
dealing 980 magical damage to all enemies and knockbacks them
Giant Meteor Cooldown: 5 Turn

If your health below 30%, increases your damage


dealing by 15% and cast speed by 1 turn
Growing Rage
Fire Staffs
You start focusing on your next attack for 1 turn, summons Shoots a frostbolt to target enemy, it deals 190 magical damage
an ice shard falling, deals 280 magical damage to all and decreaes the target’s damage resistances by 35 for 1 turn
enemies Hoarfrost Cooldown: 2 Turn
Frost Shard Cooldown: 0 Turn

Summons a freezing wave cone front of you, deals 210 magical


Improves your spell casting, it reduces your cast speed to damage to all enemies, decresses their attack speed by 35%
0 turn and move speed by 20% for 3 turn and slows them by 30% for 2 turn
Quick Freeze Cooldown: 5 Turn Ice Shock Cooldown: 4 Turn

Normal Attack : 60
Summons an ice storm for 3 turn. It slows by 65% all enemies and
Damage Per Turn: 60
deals 70 magical damage every 1 turn (ignores slow resistances)
Attack Speed: 1.0
Freezing Storm Cooldown: 5 Turn
Damage: Magical

You start focusing on your next attack for 1 turn, creates an frozen
crystal stuns all enemies for 1 turn (Blocks any cleanse). After freeze
ends, explodes and deals 375 magical damage
Frozen Crystal Cooldown: 5 Turn

You deal bonus 50 magical damage to any


enemy under a slow effect
Frost Staffs Kick the Fallen
Shakes the ground it deals 235 physical damage to all Applies a protection shield to target ally, the shield can
enemies and slows them by 40% for 1 turn absorb 460 damage over 2 turn
Concussive Shake Cooldown: 2 Turn Protection Shield Cooldown: 4 Turn

Turns the target into a rock immediately for 1 turn (ally or enemy),
Cleanse all CC effects and debuffs from all allies immediately. grants immunity to damage & healing effects while they are a rock.
It increases your move speed by 50% and for 1 turn After effect ends, it explodes dealing 325 magical damage to all
Mythic Cleanse Cooldown: 4 Turn enemies and slows by 30% for 1 turn
Rock Shard Cooldown: 5 Turn

Gives a wind with rocks around you or target ally for 4 turn, it Normal Attack : 60
increases the target’s damage resistances by 55, slows all enemies Damage Per Turn: 60
by 45% and decreases their healing recieves by 35% Attack Speed: 1.0
Mythic Rocks Cooldown: 6 Turn Damage: Magical

Applies a specific shield to target ally according to their armor for 3 turn.
Cloth Armor: Applies a shield can absorb 265 damage and increases the damage dealing by 15%
Leather Armor: Increase your damage resistance by 65. Reflects 38% of all damage as magical damage
Plate Armor: Increase your damage resistance by 39. Whenever you took damage, slows by 15% and
decreases the enemy’s max and current health by 10% for 3 turn (stacks up to 3 times)
Elemental Shield Cooldown: 6 Turn

If you take any damage, you gain a shileld can


absorbs 150 damage for 1 turn. Grants immunity
to forced movement effects
Earth Staffs Heart of Stone Cooldown: 3 Turn
Reveal a magic blast cone front of you deals 75 magical Sends a dark sphere to target enemy, it then jumps to other enemy
damage up to 2 enemies and applies a poison (can stacks up dealing 130 magical damage and decreses the target’s damage
to 2 times). It deals 60 magical damage over 3 turn and dealing by 12% for 2 turn (can hit up to 3 targets)
decreases their damage resistances by 15 Darkness Sphere Cooldown: 2 Turn
Soul Abouser Cooldown: 2 Turn

Curses the target enemy for 3 turn, it deals true damage based
You reveal an aura target area for 2 turn, every turn deals 120 on the turn every turn and decreases their healing recieves and
magical damage to all enemies and decreases their damage healing casts by 40%
resistances by 22 for 3 turn (can stacks up to 2 times) Turn: 1 | 2 | 3
Burst of Darkness Cooldown: 4 Turn Damage: 30 | 40 | 50
Individual Curse Cooldown: 4 Turn

Normal Attack : 60
Reveal an area for 1 turn that slows all enemies by 25%. After
Damage Per Turn: 60
slows ends, it deals 280 magical damage and decreases their
Attack Speed: 1.0
defense by 30% for 3 turn
Damage: Magical
Shadow Interraction Cooldown: 5 Turn

Summon spinning blades on target location while channeling for 2


turn, it deals 100 magical damage to all enemies in every 1 turn
and steals 100% of the enemies health has lost in every hit
Draining Blades Cooldown: 5 Turn

If your health below 40%, increases all your


debuff duration by 1 turn and become immune
to damage over time effects
Darkness Staffs Dark Matter
Applies a protection on the target ally for 1 turn, grants immunity to
Calls a magic light dealing 245 magical damage up to 2 Crowd Control effects and debuffs. Increases the damage
enemies and silences them for 1 turn. resistances by 62. If their health below 40%, applies a shield
Magic Shock Cooldown: 2 Turn instead can absorb 310 damage.
Force Shield Cooldown: 3 Turn

Sends a magic bolt to target enemy, firstly purges any shield Sends an arcane sphere, it purges all buffs then deals 220 magical
then it deals 180 magical damage and decreases the enemy damage to all enemies. Increases your attack speed by 100% on
defenses by 16% for 2 turn (can hit up to 3 targets) your next normal attack and deals bonus 30 magical damage
Resistance Reducer Cooldown: 3 Turn Arcane Orb Cooldown: 4 Turn

You cast a beam to taget enemy or ally while channeling for 3 turn. Normal Attack : 60
If target is an ally: Increases the target’s damage dealt by 15% for 2 turn. Damage Per Turn: 60
(can stacks up 3 times) Attack Speed: 1.0
If target is an enemy: Decreases the target’s damage dealt by 8% and Damage: Magical
slows by 20% for 1 turn. (can stacks up 3 times)
Nullity Beam Cooldown: 6 Turn

Copies any first-slot or second-slot ability of your weapon. The


cooldown is constant to 3 turn. It doesn’t matter the ability is
selected or not.
Copycat Cooldown: 3 Turn

When you cast your ultimate ability, reduce


your and allies ability cooldowns by 1 turn
(except for your ultimate ability)
Arcane Staffs Multiverse Aura

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