Here I am once again showing off another newly developed unique feature of Thronar. Tell me if its good, if its bad, additions, etc. I will appreciate your oppinion:
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Masteries are passive class-exclusive abillities that may and will improve your character on many different ways. Players will have to choose between a wide array of abillities, and the most important: they will not be able to learn them all. Mastery points are limited, and no player will get enough points to learn all their class abillities.
Masteries ingame
At first class change, at lvl 10, the player will be granted 3 points to be spent, and will earn another one at 20 and finally at 30. These are the first class points, wich will be unusable after the second promotion. After 40, each new class will have new masteries, and new points to be used.
Also, specific combinations of masteries may lead up to some secrets, wich I will not spoil anywhere. But the masteries itself will not be held secret, so here is a list of the current ones. At anytime more will be added.
Marksmen Masteries
Armor Piercer: 15% chance per attack to ignore target's armor. 1 point
Double Shot: 15% chance per attack of firing an aditionnal arrow. 1 point
Ammo Saver: 30% chance per attack to not use any ammo during a normal attack. 1 point
Strafe Master: increases Strafe number of shoots and reduce SP cost. 1 point
Bow Mastery: increases normal attacks skill gain by 15%. 2 points
Triple Shot: 10% chance per attack of firing two adittional arrows. 3 points
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Crossbowmen Masteries
Powerfull Bolt: increases normal attack damage by 10%. 1 point
Chained Master: increases Chained Shot slow and sucess rate. 1 point
Defense Breaker: 20% chance per attack to reduce a target's shielding skill for a few seconds. 1 point
Lucky Shooter: increases critical rate by 5% with any bolt. 1 point
Crossbow Mastery: increases normal attacks skill gain by 15%. 2 points
Devastating Bolt: increases normal attack damage by 25%. 3 points
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Swordsmen Masteries
Taunting Master: increases Taunt sucess rate and reduces SP cost. 1 point
Guard Master: increases Guard duration and area of effect. 1 point
Threatning Blade: 10% chance per attack to taunt the targeted monster. 1 point
Sharpened Blade: increases normal attack damage by 15%. 2 points
Sword Mastery: increases sword attacks skill gain by 15%. 2 points
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Warriors Masteries
Strong Arm: increases normal attack damage by 10%. 1 point
Berserk Master: increases speed gain and reduce hp lost of Berserk. 1 point
Bashing Strenght: 10% chance per attack on adding drunk status to the target. 1 point
Fierce Warrior: increases Fierce Strike damage and reduce SP cost. 2 points
Sword Mastery: increases sword attacks skill gain by 15%. 2 points
Axe Mastery: increases axe attacks skill gain by 15%. 2 points
Club Mastery: increases club attacks skill gain by 15%. 2 points
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Trackers Masteries
Tracking Master: reduces Track SP cost. 1 point
Cloak Master: increases Cloak duration and reduces SP cost. 1 point
Crippler Master: increases Crippler skills sucess rate. 1 point
Fast Hands: 7% chance per attack to deal an additional attack. 2 point
Vital Organs: increases critical rate by 10% with any dagger. 3 points
Bloodshed: increases critical damage by 25% with any dagger. 3 points
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Clerics Masteries
Blessing Master: increases Blessing strenght, duration and sucess rate. 1 point
Regenerator: increases sucess rate of Regeneration/Refill/Restore and reduce SP cost. 1 point
Club Mastery: increases club attacks skill gain by 15%. 2 points
Holy Might: increases Divine Strike damage. 2 points
Healing Master: reduces Healing MP and SP cost. 3 points
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Wizards Masteries
Fire Mastery: increases fire spells damage. 1 point
Wind Mastery: increases wind spells damage. 1 point
Thunder Mastery: increases thunder spells damage. 2 point
Curser: increases sucess rate of Slow/Paralyze/Silence/Confuse/Unprotect/Weaken. 2 point
Mana Essence: 5% chance to restore a little ammount of MP whenever a spell is cast. 2 point
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Mystics Masteries
Soul Recover: increases the ammount of SP recovered with Recharge. 1 point
Fire Mastery: increases fire spells damage. 2 points
Wind Mastery: increases wind spells damage. 2 points
Earth Mastery: increases earth spells damage. 2 points
Water Mastery: increases water spells damage. 2 points
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Druids Masteries
Earth Mastery: increases earth spells damage. 1 point
Water Mastery: increases water spells damage. 1 point
Ice Mastery: increases ice spells damage. 2 points
Life Force: increases critical rate of Self Heal. 2 points
Call of Nature: increases the chance of calling additional beasts upon summoning. 2 points
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Priests Masteries
Degenerator: increases duration, strenght and sucess rate of Degen. 1 point
Balance: increases duration of Shield and Might. 1 point
Holy Mastery: increases holy spells damage. 1 points
Mana Burner: increases damage of Mana Burn. 2 points
Healing Master: reduces Healing MP and SP cost. 3 points