Appearance:
Online ID: Corrupt Shadow
Real Name: Leo Leandros
Sex: Male
Age: 16
Nationality: American
Race: Dark elf/Drow (Same thing)
Level: 69
Class: Dark Mage
The Dark Mage is the Epitome of all that is evil within the arcane arts. Necromancy, Black magic, Demonic Pacts. you name it, The Dark mage can chose to Specialise in it. They Wield Fear as their blade, And Hatred as Their Shield. This class is also often more up close and personal than other mages for some of its trees, All mages of this class may wield normal armour and weapons without penalty. Often Earning it the Nickname "Reaper"
Passive; Armour Of The Darkness, Reflect 10% of all Damage done back on the attacker.
Actives;
Phantasmal Bolt; Fires a bolt of sickly green glowing energy that does damage and 50% of that damage is then done to stamina/mana. CT; 0 CD; 2S
Skull Bomb; The Dark Mage summons a rotting laughing skull that after 5 seconds Detonates, Deal Dmg to all foes in a 30m Radius, The skull before exploding also inflicts the Slow Debuff over a 15m radius. CT 5s CD 5s
Unholy Weapon; The Dark Mages Weapon becomes Cursed, Causing the next strike to go critical, However the DMG is done to the enemy's Mana/Stamina and 20% of that DMG is returned to the Dark Mage as Health CT0 CD 15s
Passives; As One with The Darkness; The Dark Mage Suffers Debuffs for 20% less time.
The Darkness Calls; By sacrificing the 20% Debuff reduction time for 5s The mage May increase his Dmg to all attacks and skills by 10% for 5s.
Actives;
Shadow Step; The mage Teleports 30m Backwards, Emitting a pulse of shadow on departure and arival that damages and knocks back foes in the area CT 0 CD 10s
Ghastly Image; The mage surrounds himself with an evil aura so potent that any foe within 15m are caused to flee in fear. CT 0 CD 15s
Haunting Shadow; The mage curses a foe to see evil shadows creeping at their vision and trying to attack them, For 15s the foe has a 50% chance to miss any attack or skill made. CT 5s CD10s
Specialism Choice;
Voodoo Doctor; This Dark Mage specialises in applying all sorts of Debuffs and DOT to foes while being up close and personal with sharp pointy objects, Mage weapons become limited to bladed Only, No shield.
Necromancer; Those who call the dead to their side are feared and respected in equal measure, Though their minions however, are feared and hated. This mage focuses on calling forth the spirits of the dead to fight for him. This requires a focus, and as such the mage cannot weild anything other than staff, staff like, wand or wand like weapons.
Death Cleric; Not to be confused with a DeathKnight, A Death Cleric is a Unholy abomination. The Dark Mage has made a Pact with a Demon or some Creature akin to one, In return the Death Cleric is granted the power to call up Lesser Demonic Minions and use Demonic Magics. However the Death Cleric May never wield Pure or Holy items again, And as such cannot weild standard blades, No swords, No daggers, even 1 handed Axes are questionable. No staffs either. Their for wusses. Death Clerics also suffer a increased Weakness to holy or light magic.
Passives;
Voodoo Doctor; Deaths Fingers; Any foe struck by the Voodoo Doctor suffers 40% of the attack as Shadow DOT over 3 seconds.
Necromancer; Blood and Bones from Body Bits; The Necromancer gains an extra 2% Mana and 1% health for any body in the area, Bodys last for 10 minutes after a creature is killed.
Death Cleric; The Death Cleric gains a 30% Resistance to dark/shadow/blood attacks, but also gains a 30% weakness to any Holy/Light attacks/skills.
Actives;
Voodoo Doctor;
Necrotic Poison; The next Attack by the Voodoo Doctor Inflicts the 'Decaying' Debuff on the foe, Causing Incoming Dmg to be increased, and Dmg Dealt to be decreased, Proportional to resistance and strength respectivly. The stronger the foe, The worse the debuff is.
Soul Toxin; The Next Attack by The Voodoo Doctor inflicts 'Corrupted Soul' Debuff Decreasing Spell Damage, and Mana Regen proportional to Int and Willpower Respectively, The More powerful of a mage you are the worse this debuff is.
Both Toxins use the Same CD and time Lasting, CT is 0, Both toxins last for 15s, The cool down is 20S. when one is activated, the cooldown on both is triggered.
Necromancer;
Call Of the Warrior; The Necromancer Calls a undead warrior to his side. At This Teir it is a Skeletal Warrior, Med everything.
Call Of the Bezerker; The Necromancer calls a Undead Berserker to his side. This skeletal duel wielder is adapt at dealing damage, however is highly fragile.
Call Of The Ranger; The Necromancer Calls a Undead Ranger to his side. This Undead Skeleton is armed with a crossbow. Apt at ranged combat.
At This Tier The Necromancer May only call 1 Undead Creature at a time. The CT is 10s, and is not activated again untill there is enough 'room' for another to be summoned.
Dismiss; The Necromancer Dismisses his undead servant, (His choice which one) CT0 CD 5s.
Please note; When a Necromancer Summons a Undead Servent it does not cost mana, Rather lowers his maximum Mana by 10% until the servant is dismissed.
Death Cleric;
Unholy Bellow; The Death Cleric Yells out a verse of Unholy scripture in a language so foul it Causes all foes who hear it to become temporarily Staggered. 20% of affecting Non Demonic Allies. CT0 CD10s.
Demon Strength; The Death Cleric Channels the strength of his Demonic Patron in to his arm for his next strike, Allowing him to utterly ignore all defences such as shields and armour.Any struck by this blow receive the "splintered" debuff and have their armour reduced by 20% However the Death Cleric suffers 20% of 'backlash' damage from his strike.
Call of the Dammed; The Death Cleric is able to call forth a single demonic ally to aid him in battle. This demon is chosen at random from a selection of lesser entities. and the Death Cleric has no way of returning it untill it falls
Possible Demons;
Imp; Fireball Hurling, Weak Mage like creature.
Void Walker; Hard to hit, hits even harder, Tank.
Wraith/Shadow Stalker; Debuff/Dot (respectively) Mage style Demon.
All Demons are summoned at 10 levels below the Death Clerics.
NB; I know that seems like a lot, But most of it is mutually exclusive, and is foundation for later levels
Voodoo Doctor;
Passive; All Dot/Debuff Effects on the Voodoo Doctor's target last 20% longer
Actives;
Needles!; The Voodoo Doctor either Jabs the target With (Under 5m) or hurls (5-15m) Several Needles laden with toxins at the foe, The needles themselves deal only 15% of the dmg of the doctor's weapon, However they deal high DOT over 15s, they also block healing skills for 10s. CT0 CD20s.
Just a few here....; Deals 50% of weapon DMG and inflicts the 'Prepped for surgery' Debuff, Which Paralizes the target for 5s and blocks healing skills for 5 after that, and lasts for 15 seconds.
Necromancer;
Passives; Join the Ranks; The Necromancer gains 1 extra 'Minion' Slot.
Call of the Shield Bearer; The Necromancer can call forth a Larger then Normal Skeleton which wields only a large spiked shield, All Agro on the Necromancer is transferred to the Skeleton (No Attk, huge Def and Health) ((Is treated like other Neromantic summons)
Actives;
FEED ME SOULS!; The Necromancer can forcefully dismiss one of his minions, and initiate a 5s cool down on resummoning that minion to regain 10% of his health and Mana
Chill Touch; The Necromancer creates a Etheric hand wich floats through the air before prodding a target, the target feels a deathly chill spread from the 'prodded' region, slowly draining away their vitality. (DMG dealing skill). CT 3s, CD;5s
Death Cleric;
Passives; The Death Cleric Gains another 10% resistance to shadow/dark/demonic/blood Magics, and takes another 10% weakness to light/holy/banishment magics
Call 2; The Death Cleric can Summon a Second Demonic Ally
Actives;
Demon Fire; The Death Cleric spews Demonic fire from the tip of his weapon (Or Mouth, whichever He prefers at that moment), Dealing High DMG and inflicting the 'Cursed Fire' Debuff on his foe, Cursed Fire Deals Dot and lowers Def, The Debuff Lasts for 5s. However the Death Cleric suffers 10% of the DMG he deals back as Fire DMG.
Shattered Earth; The Death Cleric smashes his weapon in to the ground, Cracking it around him and unleashing the fires of the underworld around him, Dealing DMG and knocking those around him in to the air.
Voodoo Doctor;
Passives; I'm Helping. See!; All allies around the voodoo Doctor gain a 20% bonus to health Regen, however all debuffs last a extra 5% longer
Actives;
This Might hurt, Alot; The Voodoo Doctor strikes a vital point on the foe, Crippling them for 2s, stunning them, reducing armour by 50% and causing them to be 'staggered'
....Some more Just here...; Only Useable in tandem with 'Just a few Here' Reapplys the Debuff, and extends it by x2 the duration, Deals No Damage.
Oh Do stop screaming; The voodoo doctor cuts the foes neck, silencing them for 5s.
Necromancer;
Almost an Army; The Necromancer gers 2 Extra Undead Slots, pushing him up to 4.
Additional Calls;
The Necromancer Can now call a T1 Undead mage, Either a T1 Necromancer, Or any other 'Mage class' Treated Same as a standard call.
Undead Paladin; A paladin, Undead, All Holy skills now considered Unholy. Standard call
Undead Werewolf; A Werewolf is bad enough, But an Undead one?! Takes up 2 Slots, High DMG high Def, med/Low Health.
Actives;
Cursed Banisment; The Necromancer can cause any undead minion to explode in a shower of bone bits and shadowy fire, this inflicts a 10s countdown on re-summoning that specific minion.
Unhallowed Ground; The Necromancer creates a area around himself of Cursed ground, Foes move at 50% speed, Undead and allies Regen and move at 20% faster.
Channel Shadow; The Necromancer can channel pure shadow in to one of his minions, Healing it and boosting its stats for a bit.
Death Cleric;
Passives; The Death Cleric is now Immune to Shadow/Darkness/Blood/Unholy Magics, However takes x2 damage from Holy/blessed/light/banishment sources.
Call 3, The Death Cleric can now Call 3 Demonic Minions to his side.
Higher Call; The Death Cleric can now Call 'standard' Demonic creatures, These are;
Demon Of Rage; Close combat DPS dealer
Void Caller; Big brother of Void Walker.
Cursed Fire Elemental; Fire breathing, hellflame throwing incarnation of evil fire. Yay! DPS ranged/mage.
Actives;
Demonic Roar; The Death cleric lets lose a roar that is more demonic than human, Capable of terrifying even the greatest warriors. Those who face him gain the 'terrified' Debuff, causing their attacks to do 50% DMG and miss 25% of the time for 1 minute They also (if they havn't gone to the loo in the past 2 hours) gain the 'soiled' debuff. which EVERYONE can see, and also stains their armour untill it is washed and lasts untill the armour is replaced. Those along side him gain a 20% dmg boost for 20 seconds. glad he's on their side. However the Death Cleric cannot use any verbal systems for 20s, IE no summoning, No spells except Demon Strength and Soul Stealer. and he can't talk.
Soul Stealer; The Death Cleric causes their weapon to bite deeper than just flesh, biting the foes soul and spirit, draining the foes Mana and health in equal measure. 20% of both of these are returned to the Death Cleric.
Voodoo Doctor;
Passives; Problem Solved, Kinda...; The Voodoo doctor's attacks now remove 1 buff per attack from the target, However they heal the target for time left on buff in seconds x 100
Actives;
...and we're done; only usable if the target has had both 'just a few here...' 'and some more here' used on the, and the 'prepped for surgery' debuff is still active, Removes Debuff and deals massive DMG, Inflicting 'staggered' Debuff for 2s, the 'bleeding' Debuff for 10, and 'missing limb' for the rest of the targets life, unless healed in town (if player). 'Missing Limb' debuff reduces the targets attack speed by 50% and halfs Defence.
Why arn't you dead yet?; The Voodoo doctor curses the foe, causing them to take x2dmg from DOT effects for 15s.
OHH so thats what you do; The Voodoo doctor causes all DOT DMG on the foe to be healed to his allies around the Foe in a 10m radius
Necromancer;
Passives; Undead Hoard, The Necromancers Max undead Summons goes up to 8!
Shattered Soul; The Necromancer Only takes 5% max health loss from each summon.
Unique summon; Undead X; The Necromancer summons one Random Mini-boss as a Undead Minion, Takes up 4 minion slots, and is at 10 levels under the Necromancer.
Actives;
Touch Death; The Necromancer can cause Immense Death Dmg to a foe simply by touching him, Enough to kill most non-boss creatures instantly, deals 50% dmg to players. Touch only CT 0 CD 1 hour.
Vampiric bolt; The Necromancer fires a bolt of dark energy that drains the foes health back to the Necromancer
Dark Pulse; The Necromancer emits a pulse of unholy energy, hurling back all those around him, friend or foe, creating a clear space in which to summon his minions.
Death Cleric;
Passives; The Death Cleric now gains an additional 20% resist to fire and earth DMG, However is now classed as 'Demonic' as well as his original race.
Ascended(Descended?); The Death cleric has now Transcended from his Mear mortality to become a Greater Demon. The Death Cleric gets demonic wings, and Horns, as well as a tail. They cease to look 'normal'. All demonic skills now have No backlash
Call 4, The Death Cleric may Call 4 Demons to his side
Actives;
Summon Greater Demons. The Death Cleric can now call Greater Demons, See all Demons above, Simply stronger, Now equal to a player or mob 5 levels under the Death Cleric.
Cursed Weapon; The Death Cleric Calls forth his 'true' weapon, a weapon forged of Demonic metals, Quenched in the blood of children, Heated over burning bodies, Imbuned with the ultimate Unholy essences This weapon Deals massive Damage However the weapon only lasts 5 swings.
Demonic Word; The Death Cleric Speaks the true name of the Antichrist, Causing all who foes who hear it to take 50% of their max health as dmg, Usable once per day, as Evil Incarnate doesn't like being called up to often. DMG is treated as Unholy DMG.
Class Mastery Level: 380
Specced in Death Cleric.
Abilities/Magic:
Dark Mage T1 (See above)
Dark mage T2 (See Above)
Dark Mage T3 (See Above, Death Cleric)
Sub-Class(es): Non.
Sub-Class(es) Mastery Level: 200 (He hasn't decided where to put them)
Stats: 690
Strength: 200
Agility: 100
Vitality: 100
Dexterity: 50
Resistance: 150]
Intelligence: 50
Stamina/Willpower: 50
Max HP: 28000
Max Stamina/Mana: 6000
Equipment:
Cursed Black Armour, As seen in image, This armour Grants a 10% Holy magic resist and a +50 to general defence, it also increased Dark/Unholy dmg output by 20%
A Epic Drop Mace from one of the Bosses in Barog-Thrall A demonic Fire mace. Dealing 20% extra Fire DMG. Two Handed.
IMG;
Miscellanous Items: Nothing other than the standard adventure Gear. A few extra healing potions and 1 or 2 antidotes to clear up his debuffs from his skills.
Faction: NT
Personality: Leo, while outside of NTO was the top of the class kid, a goody two shoes, and the teachers pet. and he HATED it. His parents made him do it. and he was smart enough to make it with no effort. Problem was, he couldn't just stop doing it because he was the weakest kid in class, useless at sports as well, It was his only protection from getting bullied to high hell. However, Inside of NTO he loves being the Devils Advocate, he is evil, Cruel, and above all, Loves seeing others writhe under his boot. Sure he'll work with you, so long as it pays off for him, The moment you're no longer useful, He'll sell you to the highest bidder and then mace you round the back of the head. He chose the Dark Mage because it embodied all he wanted, The corruption of being good, the use of others, Inflicting despair and becoming something greater through acts of darkness.
History: Part explained in Personality. Leo outside of NTO is a teachers pet and perfect student, inside NTO he's evil, cruel and without a doubt probably the person you want least to be behind you in your party. The past six months in the game have been heaven for Leo, Able to spend all his time exacting cruel tricks, harsh schemes and causing others distress and pain, One of his favorite tricks was when he got another player down to one health in a combat zone, and let them turn round and head back towards town before hitting them in the back with a Phantasmal bolt. They just made it in to the Safe zone before it hit them, but their screams....
Like/Dislikes:
+ Chaos
+Destruction
+ causing pain
+ Staying in NTO
+ general Evil.
- those he sees as 'Goody two shoes'
- anyone who would have him leave NTO
---- Paladins (BLEEEGH!)
- People who think that Mercy is a sensible idea.
Other:
Has a Habit of using his powers just to scare people or make them get out his way.