Class-
Fearless Hunter: Fear, as used by Daemons, Nephilims, and Liches, for example, does not affect the user.
Off-Hand Slot: Hunters may wield a Hunter weapon in their Off-Hand slot.
Specialization: Trapper: The user may lay down binding spells in an area of effect that can impact multiple targets including companions, with the exception of the user. The user’s binding spells are considered one rank higher and require the target to have a strength and intelligence higher than the user in order to break through the binding as though it did not exist. This also applies to the Bind on Hit enhancement.
Race-
Item Spells(Mana): 10% Mana Cost Reduction to Item Spells
Item Spells(Cooldown): 1 Post Cooldown Reduction to Item Spells
Elvish Dexterity: Half-elves may equip an extra dagger in their Main Hand slot as a back-up weapon. They may only equip a Dagger of Unique Rarity as their back-up weapon. The rarity limit increases to Legendary after achieving Master Level Weapon Mastery.
Half-Elvish Physique: Half-elves inhertit the stronger physiques of their human parent, recieving a 5% increase to all attributes.
Soft Step: Half-elves inherit from the Wood Elven parent the ability to move half-soundlessly.
Magic:
Drawback: The user will be carrying water bottles with them, as they will frequently need to consume water in order to stay hydrated. If the user is knocked out, their unconscious body will take on a jelly-like state.
SKILLSUnderwater Breathing: The user can breathe in both water and air and are capable of staying underwater as long as they like and reemerge ready to breathe oxygen again.
Liquid Construct Phasing: The user can phase through constructs that have openings in them due to having a body made from liquid goo. This allows the user to move through prison bars, or move through cracks in walls to infiltrate buildings. Liquid Construct Phasing does not apply to binding nor does it allow users to enter other people as a liquid.
Liquid Arm Extension: The user can stretch their arms up to 3 meters. This skill allows the user to extend their arms to faraway areas to strike opponents at a distance and defeat long-range attackers. The speed at which the arm extends and retracts is 10 meters per second.
Liquid Slime Body: The user cannot be hindered nor can they suffer from fatal hits. The reason for this is that the body of the user is made from a liquid goo. This makes striking them somewhat difficult, any regular strike will go right through their watery form, as explained in "Moderate Physical Resistance".
RESISTANCEModerate Water Resistance: The user receives a Moderate Resistance versus Water. The resistance is replaced by a Major Resistance during the transformation.
Moderate Fire Resistance: The user receives a Moderate Resistance versus Fire. The resistance is replaced by a Major Resistance during the transformation.
Moderate Physical Resistance: When the user is struck by a physical attack, the impacted area becomes liquid, causing the attack to pass through them and leave them nearly unharmed. The user then solidifies back into their original form. The user receives a Moderate Resistance versus Physical Damage. The resistance is replaced by a Major Resistance during the transformation.
DRAWBACKSMinor Lightning Weakness: The user receives a Minor Weakness versus Lightning. The weakness is replaced by a Moderate Weakness during the transformation.
Minor Frost Weakness: The user receives a Minor Weakness versus Frost. The weakness is replaced by a Moderate Weakness during the transformation.
Enchantments:
1st- Magic
2nd- Magic
3- Off Overcharge
4- Def overcharge
Shinigami eye: When the user looks at an opponent, that target and their equipment are treated as having a minor weakness to the user's attacks. This can only affect one opponent at a time, and only to the user of the eyes can benefit from it, as only they can make sense of what they see.
Extinct-
Divinity: The user receives a Minor Physical Resistance. This becomes a Minor Magical Resistance if the user is an Adventurer.
Relentless Assault: The user is unaffected by knockbacks and does not lose momentum when breaking out of bind spells.
Battle Tendency: For each 1S-rank Constitution the user loses, their strength increases by 10%. This bonus is lost if the user's health is recovered.
Aura:
The Death: The user receives the Death aura which allows them to defy the odds of death. Upon being KO'ed in a topic, the user may stand up again with a Constitution and Endurance two tiers lower than their current ones. The user cannot be healed anymore after standing up and using this effect. The hindered body parts remain hindered when standing up again.
Total resistances:
Major ( Mod, Magic +Minor, extinct)
Mod Fire, Magic
Mod Water, Magic
Total weaknesses:
Minor Lightening
Minor Frost
Calamity-
Them legs: The user does not need to halt after lunging. This does not allow them to dash more times than they are able according to their constitution.
Elevated Running Speed: The user may reach full running speed within 2 seconds instead of the normal 4 seconds. This effect can not be stacked.
Mobility Improvement: The user has an improved jump and lunge up to 5 meters.
Truth:
Truth's Reach: The speed of spells attached to items are increased by 5 meters per second. This must be applied to a weapon or relic.