Thane

Crafted by the Dwarves who rebelled against the factory itself, Thanes exist as those who hold the lingering drive of Ador within their veins. Focused upon its process of either AOE fighting or damage stacking.

Class Arts

Primary Ability:

Galvanic Charge

The hearts of Thanes constantly brims with an intensive electric sheen, lending them to be sparking with electricity at most times. Whenever a Thane hurts an enemy, they receive +5 armor. This armor takes the form of magical electricity, sparking around them at all times. Armor sits on top of HP, being consumed by enemy damage. Instead of being used to soak damage, this armor can at any time be converted into damage on a basic attack.

Adorian Hammer

Common+

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Invoked

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Weapon

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100

A hammer which can call upon ones soul energy to Invoke a Holy Lightning onto the hammer itself. This hammer can deal 20 damage with a basic attack. If you pick this up at character creation, you get 2 copies of this hammer.


Common Form: This hammer can deal 10 damage with a basic attack. At the end of a player’s turn the hammer can move them an additional 3 blocks to the nearest enemy. If your hammer ever breaks or leaves your sight, it will reappear to you after combat.


Uncommon Form: This hammer can deal 20 damage with a basic attack. At the end of a player’s turn the hammer can move them an additional 5 blocks to the nearest enemy. If your hammer ever breaks or leaves your sight, it will reappear to you after combat.


Rare Form: This hammer can deal 25 damage with a basic attack. At the end of a player’s turn the hammer can move them an additional 7 blocks to the nearest enemy. If your hammer ever breaks or leaves your sight, it will reappear to you in 1d6 rounds.


Epic Form: This hammer can deal 35 damage with a basic attack. At the end of a player’s turn the hammer can move them an additional 10 blocks to the nearest enemy. If your hammer ever breaks or leaves your sight, it will reappear to you in 1d4 rounds.

Arc Strike

Common+

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Mundane

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Spell

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100

Throw forth your weapon in a circular fashion, sending it flying to hit an enemy before it rebounds back.


Common Form: Cast this spell to throw your weapon in a loop, hitting up to 2 enemies within range for 15 damage each. If your attack misses, your weapon does not return to you.


Uncommon Form: Cast this spell to throw your weapon in a loop, hitting up to 3 enemies within range for 25 damage each. If your attack misses, your weapon does not return to you.


Rare Form: Cast this spell to throw your weapon in a loop, hitting up to 3 enemies within range for 35 damage each. If your attack misses, your weapon does not return to you.


Epic Form: Cast this spell to throw your weapon in a loop, hitting up to 3 enemies within range for 40 damage each. If your attack misses, your weapon does return, however it takes 1d3 rounds to do so.

Electric Compression

Uncommon+

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Sacred

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Spell

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200

Stealing the soul energy from an ally, use their latent essence in an attack to embolden your armor with an enhanced vigor.


Uncommon Form: Upon casting this spell you may immediately basic attack with your weapon to deal 5 damage. If this attack lands, your rate of armor increases by +5. Rate of armor is initially +5 with each successful attack, but using this increases it by 5 for each hit.


Rare Form: Upon casting this spell you may immediately basic attack with your weapon to deal 10 damage. If this attack lands, your rate of armor increases by +7. Rate of armor is initially +5 with each successful attack, but using this increases it by 7 for each hit.


Epic Form: Upon casting this spell you may immediately basic attack with your weapon to deal 15 damage. If this attack lands, your rate of armor increases by +10. Rate of armor is initially +5 with each successful attack, but using this increases it by 10 for each hit.

Discharge

Uncommon+

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Invoked

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Spell

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200

Overcharge your current weapon with an insane amount of crackling lightning, before bringing it down onto a singular target like a bolt of lightning.


Uncommon Form: This spell has a range of 5 blocks, and deals 50 damage. Afterwards your weapon is destroyed.


Rare Form: This spell has a range of 10 blocks, and deals 70 damage. Afterwards your weapon is destroyed.


Epic Form: This spell has a range of 15 blocks, and deals 100 damage. Afterwards your weapon’s damage is halved until the end of combat.

Calldown

Uncommon+

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Invoked

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Spell

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200

Let out an infernal roar out to the skies and call down its rage to expel a crackling bolt of lightning onto a specific area.


Uncommon Form: Upon using an action, call down a strike of lightning. This lightning deals 50 damage and stuns all users within a 3x3 range for 1 round. This can only be cast once per combat.


Rare Form: Upon using an action, call down a strike of lightning. This lightning deals 80 damage and stuns all users within a 4x4 range for 1 round. This can only be cast once per combat.


Epic Form: Upon using an action, call down a strike of lightning. This lightning deals 100 damage and stuns all users within a 5x5 range for 1 round. This can only be cast once per combat.

Thunderous Strike

Rare+

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Invoked

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Weapon

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500

Shake your weapon in your hands as it twirls around in a magnificent fashion, spiraling a series of electronic cracks amongst the battlefield into your opponents.


Rare Form: Bolts of lightning cracking across its figure before then one is able to fling down towards the earth and rend static all across the field. Deal 10 damage to all enemies.


Epic Form: Bolts of lightning cracking across its figure before then one is able to fling down towards the earth and rend static all across the field. Deal 20 damage to all enemies.

Double Helix

Uncommon+

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Sacred

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Spell

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200

Whilst having two weapons, twirl around your weapons until they gain enough momentum to propel eachother forward with an increased velocity, striking at a foe.


Uncommon Form: Strike foe for 30 damage within a 10 block range via throwing two weapons towards them. If you have only 1 weapon, you merely throw your weapon at an enemy for 20 damage. Your weapons do not return to you after. After being cast this spell gives you 20 armor.


Rare Form: Strike foe for 50 damage within a 10 block range via throwing two weapons towards them. If you have only 1 weapon, you merely throw your weapon at an enemy for 25 damage. Your weapons do not return to you after.  After being cast this spell gives you 30 armor.


Epic Form: Strike foe for 75 damage within a 10 block range via throwing two weapons towards them. If you have only 1 weapon, you merely throw your weapon at an enemy for 35 damage. Your weapons do not return to you after.  After being cast this spell gives you 40 armor.

Shock Therapy

Rare+

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Sacred

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Spell

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500

The Thane lets loose the will of their very soul and completely envelopes themselves in an extreme lightning, covering their whole body and charging their blows.


Rare Form: Upon using an interrupt, you now deal an extra 5 damage with basic attacks, and you are unable to take damage. However, at the end of the turn this spell deals 30 damage to the user, ignoring armor. Shock Therapy lasts for as many rounds as the user wants before being unable to be cast again in combat. You cannot heal during Shock Therapy, and shock Therapy can only be cast when the user is at half-health or below.


Epic Form: Upon using an interrupt, you now deal an extra 5 damage with basic attacks, and you are unable to take damage. However, at the end of the turn this spell deals 15 damage to the user, ignoring armor. Shock Therapy lasts for as many rounds as the user wants before being unable to be cast again in combat. You cannot heal during Shock Therapy, and shock Therapy can only be cast when the user is at half-health or below.

Thane

By: Pranesh

Thane

By: Adrian Renau

Thane

Thane

Thane