Damsel – Bretonnian Healer
“Only the youngest and fairest maidens gifted with the magic of the Lake are taken into the arms of the Fey Enchantress. Of those, the ones with hearts of unsurpassed warmth are taught the gift of healing. Through the purest waters and blessings of the Damsel are the enemies of Bretonnia crushed whilst her children given new life. Like the waters that must evaporate so they can fall again, so too must the damsel take life from her foes to give life to her friends.” Amandine of L’Anguille, Damsel of the Duke’s Court
Archtype – Healer/Support
Armor – Light
Weapon – Wand & Essence
Mechanic – Fluid Waters
- You enter different aspects of the water cycle, applying the blessings of the Lady of the Lake to amplify your healing or magic power. Every ability by default is a damaging ability (unless stated otherwise) and heals your friendly target for 50% of the damage the damage dealt or applies the buff removed at 50% value. All abilities, unless stated otherwise, have a default 100 foot range, and 150 foot heal/buff range. Aspects may be changed freely out of combat, but while in combat it takes 5 seconds to change aspects.
- Devotion – A focus on single target damage and heals
- Dedication – A focus on area of effect damage and DoTs for group heals and HoTs
- Purification – A focus on weakening your opponent while strengthening your ally
R1. Soul Arrow <Devotion> You send a blast of purest essence at your enemy dealing ‘x’ spirit damage and healing your defensive target for 50% of the damage dealt. 40AP, 2s cast, No CD
R2. Damsel’s Aid <Devotion> You cast your blessing over your ally healing them for ‘x’. This ability has no damaging properties and does not require an offensive target. 50AP, 1.5s Cast, No CD
R3. Healing Touch <Core Ability> Heals your target for ‘x’ health over 15 seconds. 30AP, Instant Cast, No CD, 150ft Range, 150ft Range
R4. Evil Purged <Purification> You attempt to purge your opponent of the Chaos within and reduce their toughness and initiative by ‘x’ for 10 seconds. Your friendly target has their toughness and initiative increased by 50% of the amount your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD
R5. Do Not Resist Salvation <Purification> You weaken your enemy for their final judgement, reducing their resistances by ‘x’ for 10 seconds. Your friendly target has their resistances increased by 50% of the amount your offensive target loses for 10 seconds. 30AP, 1s Cast, No CD
R6. My Champion! <Dedication> You select your champion and cast a damage absorb shield over them which will absorb ‘x’ damage and lasts 10 seconds. This ability does not require an offensive target. 30AP, Instant Cast, 5s CD
R7. Purity Saves! <Detaunt> You detaunt your target, making them to hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD, 100ft Range
R7. Waters of the Lake <Devotion> You send forth the blessed waters of the Lake and deal ‘x’ spiritual damage to your opponent and heal your defensive target for 50% of the damage dealt. 50AP, 1s Cast, No CD
R8. Divine Favor <Archtype Morale 1> A strong heal that will restore 1800 health to your target
R8. Weakened By Evil <Purification> The weight of evil bears down upon your target, reducing their strength and ballistics skill by ‘x’ for 10 seconds. Your friendly target has their strength and ballistics skill increased by 50% of the amount your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD
R9. Siphon of Life <Dedication> You surround yourself by the whirling waters of life and deal ‘x’ spiritual damage to all enemies within 20 feet of you and heal your defensive target for 35% of the damage dealt to all your opponents. 35AP, Instant Cast, 5s CD
R10. Living Waters <Resurrect> Resurrects your target with 20% health. 20AP, 3s Cast, 6s CD, 100ft Range
R10. Foul Dark Magics <Purification> You attempt to cleanse your target of the dark magic that fills their soul, reducing their willpower and intelligence by ‘x’ for 10 seconds. Your friendly target has their willpower and intelligence increased by 50% of the amount your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD
R11. Gallantry War <Racial Tactic> You heed the call to war and your Action Points pool is increased by 50
R12. Rampaging Siphon <Archtype Morale 2> Deals 600 damage to all enemies within 30 feet, and heals group members within 100 feet for the full damage dealt.
R12. Divine Rays <Dedication> You release a burst of purest light dealing ‘x’ spiritual damage every second for 8 seconds to up to 6 enemies within 100 feet of you and healing your group for 50% of the damage dealt over 8 seconds. If a damage-over-time is removed from an enemy, the heal-over-time is removed starting with you. 45AP, 1.5s Cast, 10s CD
R13. Divine Fury <Archtype Tactic> You deal 25% more damage, but all of your healing becomes 20% less effective.
R14. Purifying Waters <Devotion> You wash your enemy in the waters of the Lake, dealing ‘x’ spiritual damage every second to them for 12 seconds and healing your defensive target for 50% of the damage dealt for 12 seconds. 40AP, 1.5s Cast, 10s CD
R15. Innocent Ward <Tactic> Purity Saves! is now a medium range knockback and lasts 5 seconds longer, but its cool down is increased to 20 seconds.
R16. Foulness Cleansed <Core Ability> You cleanse your ally of one hex or curse. 35AP, Instant Cast, 5s CD, 150ft Range
R16. Steal Life <Archtype Morale 1> Your target suffers 900 damage over 9 seconds, and you are healed for half the damage dealt.
R17. Pure of Blood <Racial Tactic> Your corporeal resistance is increased by 252
R18. Clear Waters <Devotion> You pour glacial waters over your enemy dealing ‘x’ spiritual damage to them every second for 6 seconds. Your friendly target is healed for 50% of the damage dealt for 6 seconds. 35AP, Instant Cast, 5s CD
R19. Discipline <Archtype Tactic> Increases your willpower by 160
R20.Divine Blast <Dedication> You cast forth the energies of the Lake dealing ‘x’ spiritual damage to all enemies within 100 feet and healing your group for 50% of the damage dealt. 55AP, 1.5s Cast, 3s CD
R20. Focused Mind <Archtype Morale 2> For the next 10 seconds you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.
R20. Aspect of the Calm Lake <Core Ability> Your healing power is increased by 50 and the range of your healing abilities is increased by 50 feet; however, the range of your damaging abilities is decreased by 25 feet.
R20. Aspect of the Flowing River <Core Ability> Your healing and magical power is increased by 25. The range of your healing and damaging abilities is unaffected.
R20. Aspect of the Raging Sea <Core Ability> Your magic power is increased by 50. The range of your damaging abilities is increased by 25 feet; however, the range of your healing abilities is decreased by 50 feet.
R21. Elevating Beauty <Tactic> Your damage to heal ratio is increased by ‘x’%
R23. King’s Own <Racial Tactic> Your damage output is increased by 10%
R24. Divine Protection <Archtype Morale 3> Each group member within 100ft is surrounded by a protective shield for the next 10 seconds that will absorb up to 4500 damage from melee abilities.
R25. Subtlety <Archtype Tactic> All of your heals will cause enemy monsters to hate you 25% less than normal.
R25. Chastity Threatened <Core Ability> You can not be set back for 5 seconds and detaunt all enemies within 40 feet of you, making them hate you less and reducing the damage they deal to you by 50% for 15 seconds. 30AP, Instant Cast, 30s CD
R27. Flight of the Virgin <Tactic> Chastity Threatened also reduces the movement speed of all enemies by 40% for 10 seconds.
R28. Dwell On Your Sins <Damsel Morale 1> Judgement fills you as you release a bolt of magic knocking an enemy up to 80 feet away down for 3 seconds.
R29. Restorative Burst <Archtype Tactic> Anytime one of your direct healing effects critically heals an ally, you will regain 40 action points over 3 seconds.
R30. Your Evil Weighs You Down <Purification> The build time of your enemies abilities is increased by .5 seconds for 10 seconds. Your friendly targets build time is reduced by .5 seconds for 5 seconds. 40AP, 1.5s Cast, 15s CD
R31. Hidden Magic <Tactic> Your intelligence is increased by 80
R32. Close Your Foul Mouth <Damsel Morale 2> You silence an enemy up to 100 feet away for 5 seconds.
R33. A Hopeful Future <Tactic> You gain morale 20% faster
R35. Cascading Wave <Dedication> You send forth a wave of divine waters dealing ‘x’ spiritual damage to all enemies in a 20 foot wide swath up to 80 feet away; your group is healed for 50% of the damage dealt. 45AP, 1s Cast, 10s CD
R35. Spreading Wave <Tactic> Cascading Wave’s area is increased to a cone with a starting width of 20 feet and ending width of 60 feet
R36. Watery Blast <Damsel Morale 3> You deal 800 damage to all enemies within 60 feet of you and stagger them for 6 seconds
R37. Heavy Blade <Tactic> Weakened By Evil also reduces your opponents weapon skill by ‘x’
R39. Core Beliefs <Tactic> Damsel’s Aid costs 10 Action Points less and its cast time is reduced by .5 seconds.
R40. Alter Fate <Archtype Morale 4> Resurrects all groupmates within 30 feet. Anyone who is brought back from the dead will also be healed for 472 over 9 seconds, and they will deal 20% more damage for 10 seconds.
R40. Winds of Bretonnia <Core Ability> The winds of the Lady are unleashed, knocking all enemies within 30 feet away, knocking players back a medium distance and knocking monsters down. Anyone hit by the gust of wind is snared by 20% for 10 seconds. 40AP, Instant Cast, 60s CD
R3. Survival Depends on Unity <Tactic> There is a 20% chance on heal that your target will gain a 300 damage absorb shield.
R5. Aegis of the Lake – You cast a damage shield on your target for 8 seconds causing them to reflect 25% of the damage back to the attacker. This damage causes no threat. 40AP, 1s Cast, 20s CD
R7. The Lady’s Gift <Tactic> On dispelling one of your debuffs, the enemy takes ‘x’ spiritual damage and loses 20 Action Points, and the cleanser is silenced for 3 seconds. Your friendly target is healed for 50% of the damage dealt and gains the Action Points.
R9. Withered Soul – You focus on your enemy taking the very water out of their body dealing ‘x’ spiritual damage every second for 10 seconds and reducing your targets movement speed by 20%; your friendly target will be healed for 50% of the damage dealt. This ability will end if you run out of Action Points or break your concentration. Requires Aspect of the Calm Lake. 15AP/s, 10s Cast, 20s CD
R11. Ages of Woes <Tactic> Your chance to critically heal is increased by 10%
R13. Brink of the Realm – You infuse your friendly target with a powerful spell. When they are at 25% health you instantly take 1000 hit points from your offensive target and heal your infused target for 2000 health. Requires Aspect of the Calm Lake. 60AP, 2s Cast, 45s CD
R15. Grail Blessing <Morale 4> All group mates within 100 feet have their intelligence, strength, and ballistics skill increased by ‘x’% and your damage is increased by ‘x’% for 10 seconds.
R3. Wider Repercussions <Tactic> Siphon of Life’s area of effect is increased to 30 feet
R5. Bursting Orb – You hurl an orb of purest waters which bursts on your target hitting them and two enemy targets within 25 feet dealing ‘x’ spiritual damage. Your friendly target and two allies within 25 feet of them are healed for 50% of the damage dealt. 30AP, 1s Cast, 15s CD
R7. Purging Waters <Tactic> Bursting Orb hits up to 6 enemy targets within 35 feet now
R9. Violent Ripples – You release a turbulent wave of water dealing ‘x’ spiritual damage to all enemies within 100 feet of you and healing your group for 50% of the damage dealt. Requires Aspect of the Flowing River. 45AP, 2s Cast, 20s CD
R11. Continuity <Tactic> The range of Violent Ripples is increased by 20 feet
R13. Vision of the Enchantress – You see the blessed Enchantress on the battlefield and fill your group mates with hope. For the next 10 seconds you and your group mates cannot be critically hit. Requires Aspect of the Flowing River. 40AP, 1s Cast, 45s CD
R15. Guardian Spirit <Morale 4> You call upon a guardian spirit to watch over your friendly target. The spirit increases the healing your target receives by ‘x’% and prevents them from dying by sacrificing itself. When your target reaches ‘x’% health, the sacrifice terminates the effect but heals your target instantly of ‘x’% of their maximum health. This ability lasts 10 seconds.
R3. Favorable Blessing <Tactic> Buffs from Purification are 25% more effective
R5. Walking through Water – You snare your target reducing their movement speed by 40% for 10 seconds. 30AP, 1s Cast, 10s CD
R7. A Violent Edge <Tactic> Your chance to critically hit with magic abilities is increased by 5%
R9. Grail Waters – You douse your target in the most divine waters decreasing the effectiveness of incoming healing abilities by 50% for 10 seconds. Requires Aspect of the Raging Sea. 35AP, 1s Cast, 10s CD
R11. It Burns <Tactic> Grail Water’s also causes ‘x’ spiritual damage back to anyone healing your target
R13. Parched – You sap your target of their living waters draining them of 20 Action Points every second for 6 seconds. The drained action points go to your friendly target. Requires Aspect of the Raging Sea. 45AP, 1.5s Cast, 45s CD
R15. Generous Gift <Morale 4> Your friendly target’s threat is instantly reduced by ‘x’% and the damage they take is reduced by 20%. This ability lasts for 8 seconds.