---Class: Adept (Ad)---
Keeper of Knowledge
Gaurdian of Magic
"There are things that you should not know""Sometimes its best not to know everything"
---Story---
When the gods gave magic to the races of Tyria, Adepts were the first to receive it. They unlocked forbidden secrets about it that nobody else could; they foresaw events and the downfall of Tyria (this includes the searing and the Flameseeker Prophecies), and with this, they fled before the gods took it away. While they were gone they developed their gift and learned to summon power from other realms of existence.
---Skill Color---
White and Maroon
---Boss Color---
Maroon
---Gods/Goddesses---
Lyssa and Melandru
---Health, Energy, and Armor---
Maximum Health - 500
Maximum Energy - 35
Pips of Energy - 4
Maximum Armor - 60
---Armor---
- Female:
Torso: Long flowing robe
Hands: Cuffs
Legs: Leggings
Feet: Footwear
- Male :
Torso: Vest
Hands: Cuffs
Legs: Leggings
Feet: Boots
Wiseman's:
--Armor +10 (while a rift is active)
Keeper's:
--Energy +10
--Armor -20 (while skills are casting or recharging)
Faith's:
--Armor +5 (while taking damage from 1 summoned creature)
--Armor +5 (while taking damage from 2 summoned creature)
--Armor +5 (while taking damage from 3 summoned creature)
--Armor +5 (while taking damage from 4 summoned creature)
Staff and wand deal chaos damage
Wisdom (Primary)
-For each 4 ranks in Wisdom, hexes on you expire 2% faster, and enchantments last 2% longer. Skills linked to this attribute are more effective with higher points.
Concentration
-No inherit effect. These spells increase the amounts of damage your enemy takes.
Piety
-No inherit effect. These spells increase the effect of your support skills.
Summoning Prayers
-No inherit effect. Summoning specializes in summoning portals and rifts.
Adepts are vulnerable against physical damage but have high resistance against casters. Concentration is offense and Piety is defense.
Wisdom (Primary)
- Keen Eye. Enchantment Spell. For 3...12 seconds your spells cannot be interupted
- Life Attuntment. Enchantment Spell. While maintaining this spell, attacks on you have a 75% chance of missing. If an attack misses in this way, you gain 20 health.
- Signet of Foresight (E). Elite Signet. For 5...15 seconds if an Enchantment ends on you, you lose one hex and you cannot block or evade the next 1...3 attacks.
- Vashel's Judgment. Hex Spell. For 3...7 seconds every time target foe uses a spell, you steal up to 1...3 energy
- Mind Stab. Spell. Strike target for dealing 8...34 damage and that foe is dazed.
- Melandru's Defense (E). Elite Enchantment Spell. For 5...16 seconds, if you are hit with elemental damage, it is doubled, but you lose one condition.
- Rift of Pride. Rift Spell. Summon a rift at you location. All foes within earshot of this rift take 5...30 damage for 1...5 seconds while under the affects of a Shout or Chant.
(i need skills)