Home > 1.9.x, Border Princes > Scholari ~ Border Prince Healer

Scholari ~ Border Prince Healer

“Oh those feeble minds, how they strain to grasp at the power of the Winds of Magic. And here I had thought that we established the Imperial Colleges for the humans to learn in a safe environment how to harness the power of a single wind, yet these hedgefolk go off on their own. They are as much a danger to themselves as they are to others. One cannot hope to be successful without proper training, for there is a fine balance of the mind that must be achieved when casting every spell. They think that by pouring over the texts of greater men that they can achieve greatness too. They shall learn the price of hubris.” ~ Aethellan Moonsong, Archmage of Saphery

Scholari

Archetype – Healer

Armor – Light Robe

Weapon – Staff & Tome

Mechanic – Academic Nascence

  • The untrained, yet ambitious, minds of the scholai have unharnessed potential. A single scholari is a danger mostly to himself, but a company of scholai are a danger to the entire regiment. You must focus your mind to seek balance between the destructive and restorative nature of the winds of magic. Your Academic Nascence meter will shift from your restorative end to the destructive end depending on your use of healing and offensive magic spells, respectively. The more you focus on one aspect, the stronger you become in this aspect, but the more vulnerable you become and take damage as the winds of magic tear your mind apart. If your Academic Nascence meter is focused on the Restorative end, your healing abilities will become stronger, but you will take more damage; if your meter is focused conversely on the Destructive end, your damage abilities will become stronger, but you will receive less healing. This power manifests itself as healing or magic power. The further you stray from the center the higher the chance that your spells will cause a backlash and damage you.

Mastery Trees

  • Cleric – A focus on the ancient texts based on healing properties and medical rituals.
  • Geomancer – A focus on the ancient texts based on the study of the earth and it’s dangerous shifts.
  • Sage – A focus on ancient texts which bring weakness to your foes, that you may prevail.

R1. Therapeutics <Cleric> You know of some herbs which are proven to relieve pain and restore the body to its former strength. You heal your target for ‘x’. 45AP, 2s Cast, No CD, 150ft Range

R1. Bursting Fault <Geomancer> You focus your mind to find a fault running below your enemy, causing it to break open beneath their feet, dealing ‘x’ elemental damage. 40AP, 2s Cast, No CD, 100ft Range

R2. Dust Spiral <Geomancer> Your mind swirls as you siphon the dirt and rocks below your enemy causing them to pummel their body, causing them to suffer ‘x’ elemental damage per second for 12 seconds. 35AP, Instant Cast, No CD 150ft Range

R3. Proven Poultice <Core Ability> Nature provides a remedy that heals any creature of this world. Heals your target for ‘x’ health over 15 seconds.  30AP, Instant Cast, No CD, 150ft Range

R4. School of Skepsi <Sage> There is a school of the mind that raises more questions than it provides answers. You use your knowledge to overwhelm your target’s mind dealing ‘x’ corporeal damage, decreasing their willpower and intelligence by ‘x’ for 10 seconds. 40AP, Instant Cast, No CD, 100ft Range

R5. Prognosis <Cleric> Examining the body and preparing for the future is the best medicine, or so you have read. With foresight and time on your side, you heal your target for ‘x’ over 6 seconds. 35AP, Instant Cast, No CD, 150ft Range

R6. Foot-Binding <Sage> There is wisdom in ancient ways. The best way for a foot to heal is for it to remain immobile, and the best way for a foe to die is likewise true. You deal ‘x’ corporeal damage and reduce their movement speed by 40% for 10 seconds. 45AP, 1s Cast, 10s CD, 100ft Range

R7. Melancholic Tide <Core Ability> 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. Steam Vein <Geomancer> You sense a pocket of water beneath your opponents feet and harness the wind known as Aqshy to cause the water to burst at your enemy dealing ‘x’ elemental damage. 40AP, Instant Cast, 5s CD, 100ft Range

R8. Divine Favor <Archetype Morale 1> A strong heal that will restore 1800 health to your target

R8. Binding Rod <Cleric> The bones must be aligned and bound firmly to heal properly, and quickly. A rod of any essence, even of light, can suffice to stiffen the limb and allow it to heal. You tap into Hysh and heal your target for ‘x’. 55AP, 1s Cast, No CD, 150ft Range

R9. School of Soma <Sage> There is a school focused on the properties and wellness of the body, though it has opened your mind to the fragility of the body. You deal ‘x’ corporeal damage to your target and lower their toughness by ‘x’ for 10 seconds. 40AP, Instant Cast, No CD, 100ft Range

R10. Egeiro! <Core Ability> Resurrects your target with 20% health. 20AP, 3s Cast, 6s CD, 100ft Range

R11. Martial Training <Racial Tactic> Your weapon skill is increased by ‘x’.

R12. Rampaging Siphon <Archetype Morale 2> Deals 600 damage to all enemies within 30 feet, and heals group members within 100 feet for the full damage dealt.

R12. Chafing Boot <Geomancer> Your mind hones in on sharp rocks laying at your enemy’s feet. You lift them up and guide them into their boot, causing them to suffer ‘x’ elemental damage every second they are moving for the next 10 seconds. 45AP, 1s Cast, 15s CD, 100ft Range

R13. Divine Fury <Archetype Tactic> You deal 25% more damage, but all of your healing becomes 20% less effective.

R14. Impulsive Release <Core Ability> A sense of fear and the need for self preservation sweeps through your mind causing you to unleash a burst of the Winds of Magic, knocking back all enemies within 30 feet a medium distance. 50AP, Instant Cast, 30s CD

R15. Tremors and Trembles <Tactic> Bursting Fault will now also hit all enemies within 30 feet of your target.

R16. Clear Miasma <Core Ability> You cleanse your ally of one hex or ailment. 35AP, Instant Cast, 5s CD, 150ft Range

R16. Steal Life <Archetype Morale 1> Your target suffers 900 damage over 9 seconds, and you are healed for half the damage dealt.

R17. A Tough People In A Tough Land <Racial Tactic> Your corporeal resistance is increased by 252.

R18. School of Kinisi <Sage> You reach into your mind and recall the texts about the studies of athletics and how the body moves. You turn this knowledge to act conversely against your enemy dealing ‘x’ corporeal damage and decreasing their initiative by ‘x’ for 10 seconds. 40AP, Instant Cast, 5s CD, 100ft Range

R19. Discipline <Archetype Tactic> Increases your willpower by 160

R20. Balance the Humors <Cleric> Ancient texts speak of the humors of the body and how they need to be in perfect balance to attain good health. Applying this knowledge you channel the winds to balance the humors in your group members’ bodies, healing all group members within 100 feet for ‘x’. 60AP, 2.5s Cast, No CD

R20. Focused Mind <Archetype 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.

R21. Tome of Reprisal <Tactic> If you parry an attack, your target takes ‘x’ un-defendable elemental damage.

R23. Scion of War <Racial Tactic> Your auto-attacks are un-defendable and deal 100% more damage.

R24. Divine Protection <Archetype 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 <Archetype Tactic> All of your heals will cause enemy monsters to hate you 25% less than normal.

R25. Enkoimesis <Core Ability> Divinity speaks to you in your moments of sleep and mental fog. You break the effects of any crowd-control abilities. 60AP, Instant Cast, 60s CD

R27. Scholarly Achievement <Tactic> On critical heals, you receive 20 Action Points.

R28. Earthen Grip <Scholari Morale 1> For the next four seconds you focus your mind on lifting up two slabs of earth to pin your target down, rooting them in place and causing them to take ‘x’ elemental damage. This root effect cannot be broken and can be used while moving.

R29. Restorative Burst <Archetype Tactic> Anytime one of your direct healing effects critically heals an ally, you will regain 40 action points over 3 seconds.

R30. Rust of Antiquity <Sage> Studying ancient artifacts has given you a taste of what Chamon has to offer. You deal ‘x’ elemental damage to your target and lower their armor by ‘x’ for 10 seconds. 45AP, 1s Cast, 10s CD, 100ft Range

R31. Melancholy Abounds <Tactic> Melancholic Tide will now affect all enemies 30 feet within your target.

R32. Phlegmatic Surge <Scholari Morale 2> You tap into your knowledge of the humors and send forth a wave causing a dangerous imbalance of one of their humors, increasing the cool-downs of all abilities used for the next 8 seconds by 3 seconds.

R33. Draw Out The Toxins <Tactic> Proven Poultice has a 10% chance for each second it is in effect to remove an ailment.

R35. The Fortitude Within <Cleric> The Winds of Magic course through all beings, as your very existence proves. You cause these winds to form a protective shell around your target, absorbing up to ‘x’ damage for the next 15 seconds. 40AP, 1s Cast, 10 CD, 100ft Range

R35. The Earth Reclaims <Tactic> Rust of Antiquity also reduces your target’s elemental resistance by ‘x’ for 10 seconds.

R36. Asklepian Academy <Scholari Morale 3> All ailments are removed from your group, causing them to recover 50 Action Points for every ailment removed.

R37. Daedal Knot <Tactic>  The Fortitude Within reflects 20% of the damage received back to the attacker.

R39. Byzantine Intrigue <Tactic> Points from Academic Nascence will now convert 1:2 (instead of 1:1) to healing/magic power.

R40. Alter Fate <Archetype 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. Fault Fracture <Geomancer> Your mind seeks out a large fault nearly ready to snap, and with the right amount of focus you cause it to fracture releasing its pent up energy, dealing ‘x’ elemental damage to your target and all enemies within 30 feet of them. 50AP, 2.5s Cast, 5s CD, 100ft Range

Mastery Trees

Cleric

R3. An Open Mind <Tactic> Therapeutics will increase the amount of heals your target receives by 10% for the next 8 seconds.

R5. Sanguine Revival – You focus your mind on the humors of the blood, helping to restore a healthy and rosy balance. You heal your target for ‘x’. 35AP, Instant Cast, No CD, 100ft Range

R7. Warm and Moist is the Spring <Tactic> Sanguine Revival increases your target’s initiative by ‘x’ for 3 seconds.

R9. Aeglian Alignment – Good health is your utmost concern and you seek to align the body with its natural course. You heal your target for ‘x’. 55AP, Instant Cast, 10s CD, 150ft Range.

R11. Acesian Intercession <Tactic> Aeglian Alignment will also heal your target for ‘x’ over 7 seconds.

R13. Panacea – Some say that there is no single cure for all, though they have not studied the texts as you have. You heal all group members within 100 feet for ‘x’. 50AP, Instant Cast, 20s CD.

R15. Tranquility of Mind <Morale 4> All groupmates within 100 feet recover 50 Action Points per second for the next 10 seconds.

Geomancer

R3. Widening Arcs <Tactic> Dust Spiral affects up to 5 enemies within 25 feet of your target.

R5. Geothermal Rupture – You cause a sealed pocket of water to burst from the ground at high temperatures causing your target to suffer ‘x’ elemental damage. 50AP, Instant Cast, 10s CD, 100ft Range

R7. Sulfurous Mist <Tactic> Geothermal Rupture will decrease the range of your target’s abilities to 75% for the next 7 seconds.

R9. Antaen Embrace – The earth shields you from harm. Your armor is increased by ‘x’ for the next 10 seconds. 40AP, Instant Cast, 20s CD

R11. Heart of Stone <Tactic> Antaen Embrace will increase your chance to disrupt enemy attacks by 20%

R13. Pull of the Earth – You have not yet discovered what it is, but there is something about the earth that pulls objects down, and with the right focus of energy you can magnify the intensity of this pull for but a few seconds. You deal ‘x’ elemental damage to your target and knock them down for 3 seconds. 55AP, Instant Cast, 30s CD, 100ft Range

R15. Sinkhole <Morale 4> You find an empty cavity below your enemies feet and cause the ground below them to fracture, causing all enemies in a 30 foot area to be knocked down for 3 seconds. 100ft Range

Sage

R3. Transitive Properties <Tactic> School of Soma will also increase the toughness of your defensive target by the amount reduced on your offensive target for 10 seconds.

R5. Mental Fog – You have heard of the powers of Ulgu and dabble your hand in shaping them for but a moment, causing your target to take ‘x’ corporeal damage and decreasing the effectiveness of their healing abilities by 50% for 10 seconds. 45AP, 1s Cast, 10s CD, 100ft Range

R7. That Which Falters <Tactic> School of Kinisi will also decrease your target’s dodge and disrupt chance by 10% for 10 seconds.

R9. Mixed Biles – The balance of the humors is essential for good health, but knowing this you focus your energies to cause the black and yellow biles to mix within your enemy, causing them to suffer ‘x’ corporeal damage and increasing the amount of damage they take by 20% for 15 seconds. 55AP, 1s Cast, 20s CD, 100ft Range

R11. Black and Yellow Imbalance <Tactic> Mixed Biles’ effect is increased to 33% more damage taken.

R13. Lethargic Impetus – All is not well with your target as your mind focuses on them and sends them into a tired state. You deal ‘x’ corporeal damage to your target and increase the build-times of their abilities used in the next 7 seconds by 1 second. 55AP, 1.5s Cast, 10s CD, 100ft Range

R15. Mental Transference <Morale 4> You reduce your target’s chance to critically heal by 50% and their heal power by 50, while increasing yours by equal amounts for 7 seconds.

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