Primary atribute
Profit
By each 3 points in Profit the loyalist earns some more life when
losing some energy in using "spells" or because being stealed, and
earns 1 energy when losing 10% of maximal life by a single attack, spell
or life sacrifice. For example:
Profit 3 points: +1life for each 3energy lost and +1energy if 10%life lost above 90% of life.
Profit 6 points: +2l. for -3e. and +1e. if -10%l. >80%l.
Profit 9 points: +1l. for -1e. and +1e. if -10%l. >70%l.
Profit 12 points: +2l. for -1e. and +1e. if -10%l. >60%l.
Profit 15 points: +3l. for -1e. and +1e. if -10%l. >50%l.
Thus if, for example, (example 1) if she has Profit at 15 points and 100% life and loses >30% life by a single attack, then gets +3 energy; (example 2) if she has Profit at 15 points and 60% of life and loses >10% of life by a single attack then gets gets +1 energy, (example 3) if she has Profit at 15 points and <50% health no energy is earned by losing health. And, in all 3 examples each time which she casts a spell or energy is stealed from her, she earns +3 life for each point of
energy lost.
Balance skills
These are skills which cause some predictable balance in the fight.
If casted in an ally surrounded by x number of foes this ally gets +x armor/wins x health/wins x energy/lose x condition,...
For x time if an ally is attacked by x number of foes this ally is protected/wins health/wins energy/...
If an ally suffers x the foe who caused this will suffer y
If ally does not use a skill in x time, then gets y amount of health
If ally does not use a spell in x time, then gets y amount of health
If ally is not attacking, then gets x amount of health
If ally is attacking, then gets x amount of energy
There is a kind of skill called 'law'. A 'Law' might be implemented as a pole, or totem, with the edict paper of the law on it, which might end after a time, else it might be ended before time by means of a termination skill. 'Laws' are similar to the spirits of the ranger which affect every creature, for example:
Law of gravity: whilst being enforced this law all creatures move slowly (but, speed skills do still work)
Law of ingravity: whilst being enforced this law all creatures move faster
Law of preservation of the individual: whilst being enforced this law no creature may lost the last 10 health points
Law of the team: whilst being enforced this law groups of 4 individuals if being of different proffessions share their energy pools and have x extra armor.
Law of inheritance: whilst being enforced this law each time an individual dies team members get x life and x energy
Law of taxes: whilst being enforced this law skills cost more energy and all get a share of this amount of energy.
Unbalance skills
These are skills which cause some predictable unbalance in the fight.
For x time if foe is surrounded by x number of allies has x less armor/loses x health/loses x energy/suffers x condition, ...(choose a pertinent effect)
If a foe suffers x the ally who caused this will earn y
If foe does not use a skill in x time, then suffers y amount of damage
If foe does not use a spell in x time, then suffers y amount of damage
If foe is not attacking, then suffers x amount of damage
If foe is attacking, then suffers x amount of damage
Law of enthropy: whilst being enforced this law any creature which is moving, attacking or using a skill loses x energy.
Law of the stronger (law of profit): whilst being enforced this law the half of the individuals with more health get 1 arrow of life regeneration, and the half of the individuals with more energy get 1 arrow of energy regeneration
Gambling
These are skills which cause some unpredictable effect.
Random recharge signet: when used one random skill is recharged
Random energy signet: when used x...y energy may be got, or nothing
Random life signet: when used x...y life may be got, or nothing
Random punishmen: when used in a foe, this foe, else some other foe, will receive x...y damage.
Good luck charm: when enchanted ally may not receive damage from an attack or spell, but another ally will receive it.
Reverse luck charm: when enchanted ally may not receive damage from an attack or spell, but a random foe will receive it.
Other skills:
skill of law termination: if used this skill ends a law enforced by an ally
skill of law preservation: if used this skill preserves a law enforced by a foe, (preventing it to be terminated)
Law of the minimal effort: whilst being enforced this law all skills take 3% less energy/adrenaline and cause 3% more effect.
Take care, and use these ideas for the best.
