Post by Administrator on Sept 24, 2009 15:04:11 GMT -5
[/center]Trainer
A Class that commands a beast to do its dirty work, they use whip weapons and are average in almost all stats as their role in battle is mostly to support their ally. The Pet the Trainer chooses to Master can start off with two basic abilities, though their first Pets must be weak in order for them to learn how to control them, and while a Trainer may own up to three Pets at the beginning, only one may be Called per battle until they become more powerful.
Call: Summons the Trainer’s Pet to them for aid in battle. (Only one beast may be called at a time) [Cooldown when used to switch pets: 5 posts] AP Cost: 40 AP
Pet Slots: Adds an additional two pet "slots" that allow the trainer to have two more weak pets. (Can be purchased multiple times, but a single purchase counts towards Mastery) AP Cost: 50 AP
Bio: Inflicts poison on an enemy, weakening their body and slowly damaging their health as time progresses. The poison status does not become worse as Bio is cast again on an already poisoned enemy. [Cooldown: 2 posts] AP Cost: 55 AP
Silence: Inflicts the Silence status which prevents the target from using any spells. [Cooldown: 2 posts] AP Cost: 40 AP
Sleep: Puts a foe to sleep. (Usable on NPCs only) [Cooldown: 2 posts] AP Cost: 40 AP
Darkness: Blinds a foe and lowers their accuracy greatly. [Cooldown: 2 posts] AP Cost: 40 AP
Bravery: Doubles an ally’s strength. [Cooldown: 2 posts] AP Cost: 50 AP
Faith: Doubles an ally’s magic power. [Cooldown: 2 posts] AP Cost: 50 AP
Decoy: Causes all fiends to focus on the target. [Cooldown: 4 posts] AP Cost: 75 AP
Beast Master: Call two Pets to aid in battle at a time. (Requires all Trainer Skills) AP Cost: 100 AP
MASTERY BONUS: Automatically upon Mastering the Trainer class, the Trainer receives a passive, constant boost to their Physical Defence and Magical Defence.
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