Tiered Abilities:
This Wand class is much more DPS-based than the others, with its ability not dealing any damage, but providing a different kind of effect that will make it stand out from all other classes in the game… Vampirism.
Vampirism will make all shots deal 15% more damage while also stealing 10% of the damage dealt as health.
Black Curse, Tier 0
A basic curse that is imbued with dark magic.
Effect on Self:
Vampirism for 1.5 Seconds (+0.1 for every 5 Wis past 40)
MP Cost: 75
Red Star Curse, Tier 1
A curse that steals the solar energy of a dying star to power itself.
Effect on Self:
Vampirism for 1.8 Seconds (+0.15 for every 5 Wis past 40)
MP Cost: 80
Morning Star Curse, Tier 2
A curse that steals the solar energy of a recently-born star to power itself.
Effect on Self:
Vampirism for 2 Seconds (+0.18 for every 5 Wis past 40)
On Equip:
+1 Attack
MP Cost: 85
Diamond Star Curse, Tier 3
An unusual curse that channels into the power of heavily-compressed gems to stay powered.
Effect on Self:
Vampirism for 2.5 Seconds (+0.22 for every 5 Wis past 40)
On Equip:
+2 Attack
MP Cost: 95
Fame Bonus: 1%
Aquatic Curse, Tier 4
A curse that originates within the ship of the elusive Davy Jones. It sometimes screams for no reason in particular.
Effect on Self:
Vampirism for 3 Seconds (+0.27 for every 5 Wis past 40)
On Equip:
+2 Attack
MP Cost: 105
Fame Bonus: 2%
White Magic Curse, Tier 5
Created with white magic to simulate a curse, this source of power has much more strength than others do.
Effect on Self:
Vampirism for 3.5 Seconds (+0.35 for every 5 Wis past 40)
On Equip:
+3 Attack
MP Cost: 115
Fame Bonus: 3%
Curse of the Unknown, Tier 6
This unusually colored physical form of a curse resonates within two separate planes of existence. It was created to punish the sinners of ancient civilizations.
Effect on Self:
Vampirism for 3.5 Seconds (+0.42 for every 5 Wis past 40)
On Equip:
+3 Attack
+2 Wisdom
+2 Vitality
MP Cost: 115
Fame Bonus: 4%
Untiered Abilities
Ancient Curse
A dark and mysterious curse that comes from an unknown origin. It carries with it memories of a war that outlasts the existence of even the Mad God.
Effect on Self:
Damaging for 4 Seconds
Dazed for 2 Seconds
Vampirism for 3 Seconds (+0.25 for every 5 Wis past 40)
On Equip:
+5 Attack
-2 Dexterity
MP Cost: 130
Cooldown: 3 Seconds
Fame Bonus: 5%
Curse of Burning Rage
This curse mainly consists of flames that never cease to burn. Their elaborate creation shows the willingness of a pyromancer’s mind.
Fires life-stealing shots at enemies
Shots: 4 (10 degrees)
Damage: 150
Range: 6.3
Shot Speed: 14
Shots hit multiple targets
Ignores target defense
Shot Effect:
Steal 40 HP
Slowed for 0.8 Seconds
On Equip:
+4 Dexterity
MP Cost: 125
Cooldown: 1.5 Seconds
Fame Bonus: 5%
Curse of the Negative
A mystic was said to have accidentally created this while tapping into their magic. It’s unusually powerful, but not as a curse.
Party Effect:
Armored for 1.5 Seconds (+0.1 for every 8 Wis past 40) in 2.5 Squares
Vampirism for 3 Seconds (+0.18 for every 8 Wis past 40) in 2.5 Squares
Effect on Self:
Healing for 3 Seconds (+0.18 for every 8 Wis past 40)
On Equip:
+45 Maximum HP
-2 Attack
-1 Dexterity
MP Cost: 130
Cooldown: 3 Seconds
Fame Bonus: 6%
Spirit of Guidance
A light and airy source of magical energy, said to bring a sense of fulfillment to whoever decides to let it guide them.
While Key Held:
Slow all enemies within 2.5 squares
Vampirism to Self
-15 Speed on Self
-10 Defense on Self
Drain 20 MP/sec
On Equip:
+5 Defense
-5 Speed
Fame Bonus: 6%
Night Terror’s Candle
A bright and lightweight candle that will lead you through the darkness.
Grenade:
Marked for 3.4 Seconds in 3 Squares
(Marked acts as a weaker curse that heals any player that hits the enemy)
Slowed for 1.8 Seconds in 3 Squares
Party Effect:
Vampirism for 2 Seconds (+0.15 for every 8 Wis past 40) in 2 Squares
Effect on Self:
Berserk for 1 Second (+0.1 for every 8 Wis past 40)
On Equip:
+5 Speed
+5 Wisdom
MP Cost: 135
Cooldown: 2.5 Seconds
Fame Bonus: 6%