The Protector
Default Skin
Alternate Skin
Uses:
- Bows
- Marks*
- Heavy Armors
- Rings
*Marks are used for providing a buff for your allies and yourself in a way that differs from the other classes that provide it.
Stats
Starting Stats:
180 Health
100 Mana
12 Attack
0 Defense
10 Speed
10 Dexterity
15 Vitality
10 Wisdom
Maximum Stats:
750 Health
252 Mana
60 Attack
25 Defense
50 Speed
50 Dexterity
75 Vitality
50 Wisdom
Stats per Level:
20-30 Health
2-8 Mana
1-2 Attack
0 Defense
0-2 Speed
0-2 Dexterity
1-2 Vitality
0-2 Wisdom
Tiered Abilities
All cooldowns for Tiered Marks are 1.5 Seconds longer than the Effect on Self duration.
Mage’s Mark, Tier 0
A small, basic mark that fills you and your allies with protection.
Party Effect:
Armored for 1 Second in 2 Squares
Effect on Self:
Armored for 1.5 Seconds
MP Cost: 85
Shining Mark, Tier 1
A bright mark that shines with internal energy.
Party Effect:
Armored for 1.3 Seconds in 2.5 Squares
Effect on Self:
Armored for 1.7 Seconds
MP Cost: 95
Black Magic Mark, Tier 2
A dull mark that is illuminated with the forbidden arts.
Party Effect:
Armored for 1.6 Seconds in 3 Squares
Effect on Self:
Armored for 2.1 Seconds
MP Cost: 105
Frozen North Mark, Tier 3
A more advanced mark, filled with the ancient powers of ice and snow.
Party Effect:
Armored for 2 Seconds in 3.5 Squares
Effect on Self:
Armored for 2.5 Seconds
MP Cost: 115
Fame Bonus: 1%
Magmatic Mark, Tier 4
An expert mark that extracts the burning powers of the elements beneath the ground below.
Party Effect:
Armored for 2.5 Seconds in 4 Squares
Effect on Self:
Armored for 3.1 Seconds
MP Cost: 125
Fame Bonus: 2%
Mark of the Vile, Tier 5
Crafted by the forces of evil originally, it seems that it is much better suited for the forces of good than the evil it was made by.
Party Effect:
Armored for 3 Seconds in 4 Squares
Effect on Self:
Armored for 3.5 Seconds
MP Cost: 135
Fame Bonus: 3%
Mark of Dual Fates, Tier 6
An equilibrium is somehow contained within this simple mark. It seems that they work well together, despite being polar opposites.
Party Effect:
Armored for 3 Seconds in 4 Squares
Effect on Self:
Armored for 3.5 Seconds
Damaging for 1 Second
MP Cost: 135
On Equip:
+2 Vitality
+2 Wisdom
Fame Bonus: 4%
Untiered Abilities
Mark of the Ancients
Infused with the powers of the gods’ unfathomable power, it provides powers that no mortal could ever dream of. However, it is very dangerous to use, and is advised against.
Party Effect:
Armored for 2 Seconds in 6 Squares
Effect on Self:
Sick for 2.5 Seconds
Armored for 2.5 Seconds
Invulnerable for 1.5 Seconds
On Equip:
+3 Defense
MP Cost: 160
Cooldown: 4 Seconds
Fame Bonus: 6%
Mark of the Negative
An odd energy emits from all of this mark. None are truly able to harness its power, but those that can are said to become beings beyond existence.
Party Effect:
Berserk for 2.5 Seconds in 3 Squares
Damaging for 2.5 Seconds in 3 Squares
Armored for 1.5 Seconds in 3 Squares
Effect on Self:
Berserk for 3.5 Seconds
Damaging for 3.5 Seconds
Armored for 2.1 Seconds
On Equip:
+4 Attack
+4 Dexterity
MP Cost: 175
Cooldown: 4 Seconds
Fame Bonus: 5%
(Sprite by Life)
Mark of the Void
A highly unusual mark that comes from a place far beyond the plane of existence. Its effects are unparalleled, but are highly unusual.
Effect on Self:
Speedy for 3 Seconds
Invulnerable for 3 Seconds
Healing for 8 Seconds
Stunned for 3 Seconds (Hardcoded)
Dazed for 6 Seconds (Hardcoded)
On Equip:
+50 Maximum HP
MP Cost: 150
Cooldown: 5 Seconds
Fame Bonus: 6%
(Sprite by jefuu)
Mark of Madness
Beware of who dares to summon the beast of the underworld, as some will not truly be able to handle its power…
Party Effect:
Armored for 1.5 Seconds in 3 squares
Healing for 5 Seconds in 3 squares
Effect on Self:
Damaging for 5 Seconds
Berserk for 5 Seconds
Speedy for 5 Seconds
Armor Broken for 5 Seconds
Sick for 5 Seconds
+10 Dexterity for 5 Seconds
+10 Attack for 5 Seconds
On Equip:
+66 Maximum HP
+6 Vitality
MP Cost: 160
Fame Bonus: 6%