[Class Abilities] Basic Elemental Magic Part I (Intelligence 5):
This teaches Fire and Earth [Costs 1 Class Point] |
[Class Abilities] Basic Elemental Magic Part II (Intelligence 5):
This teaches Wind and Water [Costs 1 Class Point] |
[Class Abilities] Basic Elemental Magic Part III (Intelligence 5):
This teaches Lightning and Ice Magic. [Costs 1 Class Point] |
[Class Abilities] Basic Elemental Magic Part IV (Intelligence 10):
This teaches Holy and Dark. [Costs 1 Class Point] |
[Class Abilities] Buff Magic (Intelligence 15):
Allows you to increase the attack (physical or magical) of yourself or another player by 2 points. [Costs 2 Class Point] |
[Class Abilities] DeBuff Magic (Intelligence 15):
Allows you to decrease the attack (physical or magical) of yourself or another player by 2 points. [Costs 2 Class Point] |
[Class Abilities] Mana Detection (Intelligence 10):
This allows one to detect sources of mana in the world. [Costs 1 Class Point] |
[Class Abilities] Mana Capture (Intelligence 15):
This allows one to draw and contain extra mana into crystals and make Mana Crystals; this allows a Magi to hold extra mana, even in areas without mana. [Costs 2 Class Point] |
[Class Abilities] Tool Set (Intelligence 10):
Allows the user to bring along a basic tool set along to build objects, fix objects, and more. Includes a Datapad or something akin to it. [Costs 1 Class Point - fills an item slot] |
[Class Abilities] Item Creation (Intelligence 15):
Allows a person to create their own items. [Costs 3 Class Point, needs Tool Set] |
[Class Abilities] Engineering (Intelligence 15):
Allows one to understand the basics of machines enough to fix them, duplicate the process to make their own, and so on - be it working with datapads, ships, ancient machines, etc. [Costs 5 Class Point, needs Tool Set and Item Creation] |
[Class Abilities] Spirit Tech I (Intelligence 15):
This allows one to grasp the basics of Spirit Tech to the point that you can get it running no matter the type of tech it may be. [Costs 2 Class Point - Engineering required] |
[Class Abilities] TBA
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[Class Abilities] TBA
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[Class Abilities] Magi Tech I (Intelligence 15):
This allows you to grasp the basics of Magi Tech to the point you can get it running no matter the type of tech it may be. [Costs 2 Class Point - Engineer required] |
[Class Abilities] TBA
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[Class Abilities] TBA
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[Class Abilities] Keeper/Croza Tech I (Intelligence 20):
This allows you to understand both of their tech due to the similiarties. [Costs 3 Class Point - Engineer required] |