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  1. #1
    NOC
    Join Date
    May 2011
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    2,865

    Geomancer and Rune Fencer

    Geomancers
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    • Geomancy
      "Geomancy" refers to magic that manipulates the lifestream.
      Geomancy spells cost MP in the same manner as other spells.

      * Offensive geomancy spells only affect targets for which the geomancer has enmity.
      * Geomancy spell effects stack with those provided by spells, songs, and phantom rolls.
     
    • Two Types of Geomancy Spells
      Geomancy spells are divided into two categories, each of which has their own area of effect.
      • Indicolure spells
        The Indi- family of spells creates fields of energy known as a "colure" centered on the caster. These fields provide a variety of effects.
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      • Geocolure spells
        The Geo- family of spells creates a mystic conduit known as a "luopan" in a target area. The luopan emanates a colure centered on itself, providing a variety of effects.
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        *Geocolure spells may only be used if a player's main job is set to Geomancer.
        * Indicolure and geocolure spells causing the same effect do not stack.
        * Just as with sphere and tube spells, the effect is lost if a target leaves the area.
     
    • Luopans
      • Luopans possess their own pool of HP, which depletes over time.
      • Luopans will disappear once their HP reaches 0.
      • Luopans cannot be damaged by direct attacks, but area of effect abilities will still harm them.
      • Luopans may not be moved after they have been placed.
      • Luopans may not be healed or granted other abilities outside of a limited range of geomancer-specific abilities.
     
    • Handbells
      Handbells may only be used by geomancers and are equipped in the ammo slot.
      If a geomancy spell is cast with a handbell equipped, the caster's handbell skill will increase in addition to his geomancy skill.

      The handbell is a critical weapon in a geomancer's arsenal, as the numerical effect of geomancy spells and the HP of the luopan are derived based on a total of the geomancer's geomancy and handbell skills.
     
    • Geomancer Job Abilities
      * The Icon Type 2 scheme will display geomancer job ability icons in a future version update.
      AbilityLevel AcquiredEffect
      Bolster1Enhances the effects of your geomancy spells.
      Full Circle5Causes your luopan to vanish.
      Lasting Emanation25Reduces the amount of HP your luopan consumes.
      Ecliptic Attrition25Enhances the effects of your luopan. Increases the rate at which your luopan consumes its HP.
      Collimated Fervor40Enhances the influence of your next Cardinal Chant cast.
      Life Cycle50Distributes one fourth of your HP to your luopan.
      Blaze of Glory60Increases the effects of your next applicable geomancy spell. Consumes half of that luopan's HP.
      Dematerialize70Prevents your luopan from receiving damage.
      Theurgic Focus80Increases the power of your next applicable elemental magic spell. Casting range and area of effect are reduced by half.
      Concentric Pulse90Causes your luopan to vanish and deals damage to enemies within area of effect.
     
    • Geomancer Job Traits
      The levels listed below are the ones at which each trait is learned. These traits will become incrementally more potent depending on the player's level.
      TraitLevel AcquiredEffect
      Conserve MP10Occasionally reduces spells' MP cost.
      Cardinal Chant25Enhances the effect of your elemental magic spells. Effect differs depending on direction.*
      Elemental Celerity55Quickens elemental magic spellcasting.
      * The direction is determined by where the target is located relative to the caster and when the elemental magic spell actually lands on the target.
     
    • Geomancer Spells
      * Type-two patterned icons will be implemented in a following version update.
      • Indicolure Spells
        SpellLevel AcquiredEffect
        Indi-Poison1Poisons enemies near the caster and gradually reduces their HP.
        Indi-Voidance4Enhances evasion for party members near the caster.
        Indi-Precision10Enhances accuracy for party members near the caster.
        Indi-Regen15Gradually restores HP for party members near the caster.
        Indi-Attunement16Enhances magic evasion for party members near the caster.
        Indi-Focus22Enhances magic accuracy for party members near the caster.
        Indi-Barrier28Enhances defense for party members near the caster.
        Indi-Refresh30Gradually restores MP for party members near the caster.
        Indi-CHR30Enhances Charisma for party members near the caster.
        Indi-MND33Enhances Mind for party members near the caster.
        Indi-Fury34Enhances attack for party members near the caster.
        Indi-INT36Enhances Intelligence for party members near the caster.
        Indi-AGI39Enhances Agility for party members near the caster.
        Indi-Fend40Enhances magic defense for party members near the caster.
        Indi-VIT42Enhances Vitality for party members near the caster.
        Indi-DEX45Enhances Dexterity for party members near the caster.
        Indi-Acumen46Enhances magic attack for party members near the caster.
        Indi-STR48Enhances Strength for party members near the caster.
        Indi-Slow48Reduces attack speed for enemies near the caster.
        Indi-Torpor52Reduces evasion for enemies near the caster.
        Indi-Slip58Reduces accuracy for enemies near the caster.
        Indi-Languor64Reduces magic evasion for enemies near the caster.
        Indi-Paralysis68Paralyzes enemies near the caster.
        Indi-Vex70Reduces magic accuracy for enemies near the caster.
        Indi-Frailty76Reduces defense for enemies near the caster.
        Indi-Wilt82Reduces attack for enemies near the caster.
        Indi-Malaise88Reduces magic defense for enemies near the caster.
        Indi-Gravity88Weighs down enemies near the caster and lowers their movement speed.
        Indi-Fade94Reduces magic attack for enemies near the caster.
       
      • Geocolure Spells
        SpellLevel AcquiredEffect
        Geo-Poison5Poisons enemies within area of effect and gradually reduces their HP.
        Geo-Voidance8Enhances evasion for party members within area of effect.
        Geo-Precision14Enhances accuracy for party members within area of effect.
        Geo-Regen19Gradually restores HP for party members within area of effect.
        Geo-Attunement20Enhances magic evasion for party members within area of effect.
        Geo-Focus26Enhances magic accuracy for party members within area of effect.
        Geo-Barrier32Enhances defense for party members within area of effect.
        Geo-Refresh34Gradually restores MP for party members within area of effect.
        Geo-CHR34Enhances Charisma for party members within area of effect.
        Geo-MND37Enhances Mind for party members within area of effect.
        Geo-Fury38Enhances attack for party members within area of effect.
        Geo-INT40Enhances Intelligence for party members within area of effect.
        Geo-AGI43Enhances Agility for party members within area of effect.
        Geo-Fend44Enhances magic defense for party members within area of effect.
        Geo-VIT46Enhances Vitality for party members within area of effect.
        Geo-DEX49Enhances Dexterity for party members within area of effect.
        Geo-Acumen50Enhances magic attack for party members within area of effect.
        Geo-STR52Enhances Strength for party members within area of effect.
        Geo-Slow52Reduces attack speed for enemies within area of effect.
        Geo-Torpor56Reduces evasion for enemies within area of effect.
        Geo-Slip62Reduces accuracy for enemies within area of effect.
        Geo-Languor68Reduces magic evasion for enemies within area of effect.
        Geo-Paralysis72Paralyzes enemies within area of effect.
        Geo-Vex74Reduces magic accuracy for enemies within area of effect.
        Geo-Frailty80Reduces defense for enemies within area of effect.
        Geo-Wilt86Reduces attack for enemies within area of effect.
        Geo-Malaise92Reduces magic defense for enemies within area of effect.
        Geo-Gravity92Weighs down enemies within area of effect and lowers their movement speed.
        Geo-Fade98Reduces magic attack for enemies within area of effect.
       
      • –ra Spells
        -ra elemental spells have an area of effect centered on the caster, much like white magic spells such as "Barfira."
        SpellLevel AcquiredEffect
        Stonera25Deals earth damage to enemies within area of effect.
        Watera30Deals water damage to enemies within area of effect.
        Aerora35Deals wind damage to enemies within area of effect.
        Fira40Deals fire damage to enemies within area of effect.
        Blizzara45Deals ice damage to enemies within area of effect.
        Thundara50Deals lightning damage to enemies within area of effect.
        Stonera II70Deals earth damage to enemies within area of effect.
        Watera II75Deals water damage to enemies within area of effect.
        Aerora II80Deals wind damage to enemies within area of effect.
        Fira II85Deals fire damage to enemies within area of effect.
        Blizzara II90Deals ice damage to enemies within area of effect.
        Thundara II95Deals lightning damage to enemies within area of effect.
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  2. #2
    NOC
    Join Date
    May 2011
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    Rune Fencer
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    • Runes
      Runes are the embodiments of eight different powers unique to rune fencers that they inscribe upon themselves, a process also called "harboring."
      Click image for larger version

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    • Harboring Runes
      Rune fencers may harbor runes by using the ability Rune Enchantment, which can be learned at level five. The number of runes that rune fencers may harbor increases in the following manner:
      LevelNumber Of Runes Able To Be Harbored
      51
      352
      653
     
    • Rune Enchantment
      Using the ability Rune Enchantment and selecting an element produces the following effects:
      • Increased resistance to one element
        • The effect's potency varies depending upon the rune fencer's level.
        • The element to which the rune fencer will be more resistant will be the one descendant to the one chosen, except for light and darkness, in which case the rune fencer will gain increased resistance to the opposing element.
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      • Additional damage
        The additional damage, which will occur for normal attacks, will have the following characteristics:
        • It will be dependent upon weapon attributes.
        • It will increase depending on the number of runes of the same element harbored.
        • The element of the damage added will be determined as follows:
          • One rune harbored: The element chosen
          • Multiple runes of differing elements harbored: The last element chosen
          • Multiple runes of multiple elements harbored: The element with the most runes ascribed to it
     
    • Rune Application
      Rune fencers can unleash either offensive or defensive energies depending on the type of abilities they decide to employ, which are in turn affected by the runes they harbor using Rune Enchantment.
      • Effusions
        These abilities add elemental damage to attacks and increase the rune fencer's offensive prowess, but harbored runes must be expended to activate them.
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      • Wards
        These abilities reduce elemental damage, increase the rune fencer's defensive prowess, and do not require the expenditure of harbored runes to activate.
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    • Rune Fencer Abilities
      * The Icon Type 2 scheme will display rune fencer job ability icons in a future version update.
      • Rune Enchantment
        AbilityLevel AcquiredEffect
        Ignis5Increases resistance against ice and deals fire damage.
        Gelus5Increases resistance against wind and deals ice damage.
        Flabra5Increases resistance against earth and deals wind damage.
        Tellus5Increases resistance against lightning and deals earth damage.
        Sulpor5Increases resistance against water and deals lightning damage.
        Unda5Increases resistance against fire and deals water damage.
        Lux5Increases resistance against darkness and deals light damage.
        Tenebrae5Increases resistance against light and deals darkness damage.
      • Effusions
        AbilityLevel AcquiredEffect
        Lunge25Expends all runes to deal damage to a target.
        Gambit70Expends all runes harbored to reduce an enemy's elemental defense. The types of elemental defense reduced depend on the runes you harbor.
      • Wards
        AbilityLevel AcquiredEffect
        Vallation10Reduces elemental damage. The types of elemental damage reduced depend on the runes you harbor.
        Pflug40Enhances resistance. The types of resistance enhanced depend upon the runes you harbor.
        Valiance50Reduces elemental damage for party members within area of effect. The types of elemental damage reduced depend on the runes you harbor.
        Liement85Absorbs elemental damage. The types of elemental damage absorbed depend on the runes you harbor.
      • Others
        AbilityLevel AcquiredEffect
        Elemental Sforzo1Grants immunity to all magic attacks.
        Swordplay20Increases accuracy and evasion until you take severe damage.
        Embolden60Enhances the effects of the next enhancing magic spell you cast, but reduces effect duration.
        One For All95Grants a Magic Shield effect for party members within area of effect.
     
    • Rune Fencer Job Traits
      The levels listed below are the ones at which each trait is learned. These traits will become incrementally more potent depending on the player's level.
      Job TraitLevel AcquiredEffect
      Tenacity5Gives you a slight resistance against various status ailments.
      Magic Defense Bonus10Improves defense against magic spells.
      Inquartata15Grants a bonus to parry.
      Auto-Regen35Gradually restores HP.
      Tactical Parry40Grants bonus TP when parrying an attack.
     
    • Rune Fencer Spells
      * Type-two patterned icons will be implemented in a following version update.
      SpellLevel AcquiredEffect
      Foil58Enhances evasion against special attacks.
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