Concept Class Lore:
Once skillful martial artists, who mastered the power of chaos energies, now the Juggernauts possess enchanced strength and reflexes. Abundance of chaos energies flowing within their bodies caused their eyes as well as their fists and feet to glow with pinkish chaos energies.
They wear little or no armor at all, since their skin is made resistant to most form of attacks due to the massive amount of chaos energies within their body, and this would allow them to move and strike swiftly in combat.
Attributes:
* Absorbtion:
All damage received is reduced by per rank.
Gain +1 health for every point of damage reduced.
Endurance:
Health gain from Absorbtion increased by 1 per rank.
Unarmed Mastery:
While fighting unarmed, deals +2 Bludgeoing damage per rank.
Unarmed attacks have 6% per rank to attack 33% faster.
Chaos Mastery:
Unarmed attacks have 6% per rank to deal +2 Chaos damage per attack.
Associated Colors:
Bosses' Glow: Brown
Skill Icons:
Image: Dark Brown
Background: Light Brown
Vital Stats at Level 20:
Health: 480
Energy: 20
Energy Regeneration: 2 pips
Armor Types::
Base AL: 80
Additional Modifiers:
Type 1: +8 Energy (Head +1, Chest +3, Pants +2, Gloves +1, Boots +1)
Type 2: <coming soon>
Type 3: <coming soon>
As for how the Juggernaut would look like:

Weapon Types:
None. Must not equip anything in both hands in order to attack using Unarmed Mastery.
Base unarmed attack speed is 1.33s per attack
Note:
All Weapon Spells, Elite Enchantment Illusionary Weapon would not work on an unarmed Juggernaut
New Game Mechanics:
Leap:
- similiar to teleport / shadow step
- not instantaneous, will take a second or 2 to sail through the air
- cannot leap through obstacles, i.e: walls, closed gates & doors
- leap attacks: attack skills that will attempt to hit target foe upon successful leap and land
- will be knocked down if interrupted during mid-flight
Knock Back:
- will interrupt target upon successful knock back
- target foe will be pushed back a certain range until hit an obstacle
- useful for breaking up formations, i.e: knock back that monk to send it flying off into the distance
Grab:
- special Unarmed attack
- can only performed if Juggernaut has more than 50% health
- upon successful hit, will "Grab" target foe
- "Grabbed" target foe will be
- 1) unable to move
- 2) can only use 0s activation skills, i.e: endure pain, etc
- 3) cannot use stances
- "Grabbed" target foe will be released if Juggernaut is
- 1) knocked down
- 2) killed
- 3) reduced to less than 50% health
- Total Grabbed duration is 2s ++
Toss:
- special Unarmed attack
- can only be executed if the Juggernaut has "Grabbed" a target
- tosses "Grabbed" target foe into another target foe
- "Grabbed" target foe will
- 1) take damage upon impact
- 2) be knocked down upon impact
- upon successful hit, "Tossed" target foe will take damage upon impact from "Grabbed" target
Skills:
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= Skills = Type | Energy | Cast Time | Recharge Time =
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Note: Figures are based on rank 0 to rank 12
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Absorbtion (-)
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<coming soon> | Skill | -e | -s C | -s R
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Endurance (3)
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Leap Attack | Unarmed Attack | 5e | 3/4s C | 10s R
Leap towards target foe within range of 100'......160' (100'+5X') and attempt a Leap Attack. If Leap Attack hits a foe suffering from Weakness and Crippled, that foe is knocked down.
Leap | Skill | 5e | 3/4s C | 10s R
Leap forward by 100'.
Endure Toxins | Skill | 5e | 0s C | 30s R
For 5......17 (5+X) seconds, you ignore the health degeneration effects of Poison and Disease.
<coming soon> | Skill | -e | -s C | -s R
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Unarmed Mastery (6)
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Groin Kick | Unarmed Attack | 6A | 0s C | 0s R
Lose all adrenaline. If Groin Kick hits a male foe suffering from Weakness, that foe is knocked down and is Crippled for 5......17 (5+X) seconds and you deal +10......34 (10+2X) damage. Otherwise, you deal +5......17 (5+X) damage
Grab | Unarmed Attack | 10A | 0s C | 0s R
Lose all adrenaline. If this attack hits, Grab and hold target foe for 2......4 (2+X/6) seconds.
Toss | Unarmed Attack | 5e | 0s C | 10s R
Toss grabbed target foe towards target other foe. Grabbed target foe is knocked down upon impact. If Toss hits a foe suffering from Weakness and Crippled, that foe is knocked down.
Knock Back Charge | Stance | 10A | 0s C | 0s R
Lose all adrenaline. For 5......11 (5+X/2) seconds, you run 50% faster. Your next successful hit will knock back target foe by 100'......160' (100'+5X'). This stance ends if you successfully hit or if you use a Skill.
Knock Back Punch | Unarmed Attack | 6A | 0s C | 0s R
Lose all adrenaline. If Knock Back Punch hits, your target is knocked back by 100'......160' (100'+5X').
Unseen Combat | Skill | 5e | 0s C | 30s R
For 5......17 (5+X) seconds, your unarmed attacks is unaffected by Blindness.
<coming soon> | Skill | -e | -s C | -s R
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Chaos Mastery (0)
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<coming soon> | Skill | -e | -s C | -s R