Post by Spookypatrol [Delia] on Jun 1, 2015 14:13:35 GMT -5
VISIMORPH MASK SHOP
Welcome, Visimorph! Please view our selection of masks below. If you'd like to train in the use of one of these masks, post below in order to pay their rupee cost. Please note that, unlike other classes, the Visimorph does not train in a subclass after Level 20 and does not gain a Secondary Class at Level 50. Visimorphs instead gain all of their skills and abilities from the Masks that they earn and wear over their game experience, from Level 1 to Level 100. Versatility is the Visimorph's greatest tool, so you will never be locked out of accessing any potential mask options at any point while leveling your Visimorph.
Starting Skills
Skill:
*Song of Healing:
A melancholic song used to ease the spirits of troubled souls. This is granted for free as a Roleplay tool for creating masks.
The Song of Healing may additionally be purchased at the Music Box House as normal, and Visimorphs may bind the Song of Healing to any instrument of their choosing.
Ability:
Transformation Masks:
Rather than gaining traditional skills like other classes, the Visimorph instead gathers a collection of transformative masks. These masks act like stances, granting the Visimorph unique skills and passive abilities depending on the mask they are wearing. When initiating combat, the Visimorph may freely begin their first turn in any form for which they have a mask equipped; switching masks on later combat turns prevents the user from using any items or active abilities during the turn they change forms, although they can make a single basic attack if they choose to. Any skills granted by the mask can be used on turns in which the user does not change masks, and cool down times for these skills will continue to recharge even if the user decides to change to a different mask in the interim. In addition, switching masks prevents any further switching for 1 round. (Ie, if you switch from one mask to another, you may not switch masks again until after 1 round has passed.)
Although the Visimorph's transformative masks are superficially similar to the mask type items that may be collected by any player, Visimorph masks are not items and can not be equipped into any item slot. Only the Visimorph who created the mask can gain the benefits of its magical transformation abilities; to anyone else who may attempt to use one of these masks without training, the mask would act as if it were nothing more than a common piece of painted wood.
Masks can sometimes be gained through roleplay; how this is achieved is dependent on the player, and whether or not staff deems it to be fairly achieved. Otherwise, new masks can be purchased below.
Starting Masks
A beginner Visimorph gains the following 3 masks at the beginning. Each mask is considered a separate skill and takes up a separate skill slot. The masks are as follows:
Mask:
Bokoblin Mask: A mask that grants the user the fortitude of a brutish Bokoblin. While wearing this mask, the user gains a 10% chance to block. In addition, the Bokoblin gains a skill:
Blazing Blade: The Bokoblin may choose to set their weapon on fire, granting them a 20% burn chance on all basic attacks. After 3 rounds the fire goes out. The Bokoblin may attack on the same turn they set their weapon on fire. 6 round cooldown.
Mask:
Bulblin Mask: A mask that transforms the user into a Bulblin raider. While wearing this mask, the user gains 5% accuracy as well as bonus damage equal to 5% of their Attack (rounded down, minimum of 1). In addition, the Bulblin gains a skill:
Bootleg Bomb Arrow: The Bulblin may fire a rudimentary bomb arrow at a target, dealing standard damage plus 40% damage to 2 adjacent targets. The arrow must pass accuracy on the primary target, but the splash damage is automatic. In addition, the dangerous rocket has a high chance of backfiring, causing this attack to critically fail on a range of 80-100. 5 round cooldown.
Special Grid Rules:
The initial range of the arrow is up to 6 squares. Once it makes contact with a target or obstacle, the arrow explodes in a 3x3 AoE.
Mask:
Stalchild Mask: A mask that transforms the user into a small skeleton. While wearing this mask, all basic attacks gain a passive 10% chance to Stagger for one round, and the player counts as undead, becoming immune to disease and bleeds. In addition, the Stalchild gains a skill:
Army of Darkness: The Stalchild may call upon the aid of an ally, summoning a second Stalchild to fight alongside him/her. This Stalchild has half of the Visimorph's Attack, Defense, and Competency, cannot be directly attacked, +15% acc, retains the +10% Stagger chance, and attacks on the Visimorph's turn. After 3 rounds, the summoned Stalchild disappears. 7 round cooldown after the summoned Stalchild leaves.
Tier 1: Levels 1-4
Mask:
Deku Scrub Mask: This mask turns the wearer into a Deku Scrub, allowing them to replace their basic attacks with a ranged attack if they choose. This attack deals standard modifiable impact damage and can not be disarmed. In addition, the Deku Scrub gains a skill:
Petal-Copter: The Deku Scrub leaps into the air using a pair of spinning flowers. The Visimorph becomes Airborne for three rounds, during which time they can make ranged attacks normally. After the third round, the flowers collapse and the Deku Scrub falls back to the ground. Changing forms while airborne ends the effect immediately.
Special Grid Rules:
On a Grid, the Deku Scrub's passive Ranged Auto Attack has a range of 5 Squares (25ft).
This skill has a 4 round cooldown.
Rupee Cost: 100
Mask:
Humanoid Mask: A player may choose one of the following masks and take it at the cost of this Mask purchase. These are roleplay-only masks, and receive no benefits outside of roleplay. Once the "mask" is purchased, a player may use any Humanoid masks they have purchased in addition and use them at any time, even if this is an inactive skill.
Each mask may be purchased for 50 rupees, minus the mask that is gotten alongside the purchase of this "skill," which is effectively free.
The following races may be chosen:
Anouki
Demon
Gerudo
Goron
Human
Hylian
Kikwi
Lokomo
Minish
Mogma
Oocca
Parella
Rito
Sheikah
Twili
Zora
Korok
Fairy
Rupee Cost: 100
Tier 1.5: Levels 5-9
Mask:
Stalhound Mask: This mask transforms the wearer into a Stalhound. Stalhounds are immune to poison and disease. In addition, the wearer gains the ability to dig without the need of a Shovel or other tool, and gains a 10% damage boost. In addition, the Stalhound gains a skill:
Fetid Fang: The Stalhound snaps at a foe with rotten jaws. This attack deals standard damage and has a 50% chance to inflict Disease.
Special Grid Rules:
On a Grid, the Stalhound Mask also gives +1 Square (5ft) of movement speed passively.
This skill has a two Round cooldown.
Rupee Cost: 150
Mask:
Lizalfos Mask: This mask turns the user into a clever Lizalfos. As a Lizalfos, the player's base critical damage is passively increased to 2.2x. In addition, the Lizalfos gains a skill:
Leap Strike: The Lizalfos may make a jumping attack that has 10% increased accuracy and 15% increased critical chance.
This skill has a three round cooldown.
Special Grid Rules:
On a Grid, the Reptilian Leap ability allows the user to jump up to 2 Squares (10ft) linearly as bonus movement on top of the standard move action. This Leap can be used to transport the user without targeting a foe, if the user chooses.
Rupee Cost: 150
Tier 2: Levels 10-14
Mask:
Keese Mask: This mask transforms the wearer into an ordinary Keese. This gives the wearer A passive boost of 15% evasion and immunity to all floor hazards, but takes 20% more damage. The Keese is granted the ability to use sonic vision "see" in the dark, granting them a bonus 50% chance to detect hidden targets and objects in shadowed areas. In addition, the Keese gains two skills:
Vampiric Bite: The Keese attempts to bite their target's neck to draw blood. This attack deals standard damage and heals the Keese for 50% of the damage dealt.
This skill has a three round cooldown.
Sonic Pulse: The Keese releases an echoing wave of shrill noise. This attack deals no damage and must pass a standard accuracy check, but strikes all nearby foes even if they are in stealth. If this attack succeeds, it Deafens the target for two rounds, and if the target was in stealth they are immediately detected and can not return to stealth until the end of the effect.
Special Grid Rules:
On a Grid, the Keese Mask also gives +1 Square (5ft) of movement speed passively.
This skill has a six Round cooldown.
Rupee Cost: 200
Mask:
Wolfos Mask: This mask transforms the wearer into a fierce Wolfos. As a Wolfos, the user gains a passive 10% critical chance. In addition, the Wolfos gains two skills:
Claw Block: The Wolfos is adept at using its hard claws to both attack and defend. After making a standard attack action, the Visimorph may choose to take a defend action as well, increasing the player's defense stat by 50% for one round.
This skill has a three round cooldown.
Wild Slash: The Wolfos makes a series of rapid swipes with its claws, striking up to three times. Each attack must pass a standard accuracy check and deals 60% modifiable damage per hit. The Visimorph may use the three attacks on any combinations of targets at their choosing.
This skill has a four round cooldown.
Rupee Cost: 200
Tier 2.5: Levels 15-19
Mask:
Shadow Beast: This mask converts the wearer into a Twilit soldier. These creatures can free-roam the Twilight Realm and Light World, and have a passive 75% resistance to shadow damage. In addition, the Shadow Beast gains two skills:
Reviving Roar: The Shadow Beast utters a screech loud enough to restart stopped hearts. As a full action, the Visimorph can revive one friendly creature with 15% of their maximum health.
This skill may be used once per session.
Special Grid Rules:
This skill has global range.
Ashen Burst: The Shadow Beast releases a stream of twilit ash at their opponent's eyes. This attack deals standard modifiable damage to two targets and has a 30% chance to blind each target for 1 round.
This skill has a four round cooldown.
Special Grid Rules:
This skill covers a 2x3 cone in front of the user.
U | | |
Rupee Cost: 250
Mask:
ChuChu Mask: This mask transforms the wearer into a Red ChuChu. As a ChuChu, the wearer may use their gelatinous form to fit through most small crevices, and can climb walls and ceilings. In addition, the ChuChu gains two skills:
Bounding Ooze: While in ChuChu form, the Visimorph can make a special lunging strike. This deals standard damage and has a 40% chance to stun the enemy for one round.
This skill has a four Round cooldown.
Jelify: The ChuChu pools into an intangible liquid. While Jelified, the ChuChu may not attack, but may still move and is immune to all physical attacks for 4 rounds. This skill may be ended early if the Visimorph elects to.
This skill has a three round cooldown.
Special Grid Rules:
Special Grid Rules: On a Grid, the Red ChuChu Mask also reduces movement speed passively by -1 Square (5ft). This can not drop the user below a minimum of 3 Squares (15ft) of movement speed, even if the user was already at the minimum before transforming. Additionally, the Bounding Ooze ability allows the user to Leap up to 2 Squares (10ft) linearly as bonus movement on top of the standard move action. This Leap can be used to transport the user without targeting a foe, if the user chooses.
Rupee Cost: 250
Tier 3: Levels 20-24
Mask:
Gibdo Mask: This mask transforms the wearer into a Gibdo. As a Gibdo the player moves rather sluggish, suffering a -10% to evasion and -2 to speed. In addition, the Gibdo gains two skills:
Choking Grasp: While transformed into a Gibdo, the Visimorph can leap onto a target and grapple them into a stranglehold. A Gibdo must pass a standard accuracy check to begin the Grapple. At the end of every round in which the target remains held in the grapple, they are strangled for 25% of the Visimorph's modified damage.
This skill has a three round cooldown, starting when the grapple effect ends.
Terror Shriek: The Gibdo mask also grants the Visimorph the ability to utter a terrifying scream. This ability targets the four closest enemies and must pass a standard accuracy check, and if successful it stuns all affected targets for one round.
This skill has a six round cooldown.
Special Grid Rules:
On a Grid, the Gibdo Mask also reduces the movement speed passively by -2 Squares (10ft). This can not drop the user below a minimum of 3 Squares (15ft) of movement speed, even if the user was already at the minimum before transforming. Additionally, the Terror Shriek ability acts as a 5x5 Square AoE, centered on the user and can hit any number of targets within that area.
Rupee Cost: 300
Mask:
Wizzrobe Mask: This mask transforms the wearer into a Wizzrobe. As a Wizzrobe, all attacks count as ranged spells, regardless of whether or not the Visimorph uses melee weapons normally. In addition, the Wizzrobe gains two skills:
Elementalist: While transformed into a Wizzrobe, the Visimorph may convert all of their basic attacks into either the Fire or Ice element at their choosing. These attacks deal standard damage as the respective element, and have either a 20% chance to Burn the target, or Freeze the target for one round, respectively.
This skill is passive, and the user may change element at any time.
Spellstep: The Wizzrobe uses its magic to become Stealthed for up to three rounds. During this period, they may choose to attempt a Sneak check as if they were wearing cloth armor. If the sneak attempt passes they may strike the target with an attack that automatically hits with a sneak attack critical; if the sneak check fails, they still make a standard attack action as if they made a regular attack check out of Stealth. This attack can still be either Ice or Fire element with the effects above, and stealth ends immediately after any attack is made.
This skill has a five round cooldown.
Special Grid Rules:
On a Grid, the Wizzrobe Mask also reduces the movement speed passively by -1 Square (5ft). This can not drop the user below a minimum of 3 Squares (15ft) of movement speed, even if the user was already at the minimum before transforming. In addition, all spells cast by the Wizzrobe gain Global range, allowing them to target any foe that is within the user's Line of Sight.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Mask:
Goriya Mask: This mask transforms the wearer into a Boomerang-using Goriya. With the Boomerang, the Visimorph may not be disarmed, and all of his/her attacks become ranged. The Boomerang may also be used to pull certain objects towards the Visimorph. In addition, the Goriya gains two skills:
Return: All of the Visimorph's successful basic attacks made as a Goriya have a chance to deal a second return hit. This extra strike has 15% reduced accuracy on the first successful hit and 25% reduced accuracy on any subsequent successful hits, and deals 50% unmodified Attack damage to the same target, but may apply conditions normally.
This skill is passive and has no cooldown.
Wide Toss: The Goriya throws their boomerang in an arc, aiming for multiple foes. This skill strikes up to 3 targets of the Visimorph's choosing, passing a standard accuracy check. If this skill is used when there are fewer than three targets on the field, then the last enemy targeted is hit an additional time, up to two times. (If there is only one enemy on the field, that enemy is only hit up to two times instead of all three.) This skill is not affected by the Goriya's Return passive skill.
This skill has a four round cooldown.
Special Grid Rules:
On a Grid, the Goriya Mask's Boomerange auto attacks have a range of 5 Squares (25ft). Additionally, the Wide Toss gains an additional 2 Squares (10ft) of range, and the skill can target any three foes within this widened field as standard.
Rupee Cost: 350
Mask:
Dinolfos Mask: This mask transforms the wearer into a Dinolfos, which grants 2.2x crit bonus passively. In addition, the Dinolfos gains two skills:
Wall of Flames: The Dinolfos creates a line of flames on the ground. Each time an enemy uses a melee attack (regardless of whether or not the attack hits), they are burned for 50% of the Visimorph's unmodified Attack stat as Fire damage over 3 turns. Each time they trigger this effect, the burn timer refreshes. In addition, each time the enemy triggers the wall, they have a chance equal to the Visimorph's critical stat of being Charred for 1 round. If the Char reapplies, the duration is extended back to 1 full round, but does not stack. The Wall lasts for three rounds before vanishing.
This skill had a six round cooldown.
Breaking Counter: Whenever an enemy misses an attack made against the Dinolfos, the Dinolfos uses its armguard to shove the enemy, Staggering it for 1 round. In addition, the Dinolfos counterattacks, performing a standard attack with 10% increased Critical Chance against the enemy that missed.
After this ability has been triggered, it has a three round cooldown.
Special Grid Rules:
On a Grid, the Wall of Flames skill may be cast up to 3 Squares (15 ft) in front of the Visimorph, and covers a 5x1 linear area vertically or horizontally per the Visimorph's choosing. Any enemy who passes through or remains inside the field is Burned, regardless of whether they attack, and the Burn is instantly reapplied if the target is still in the Flames when the effect expires.
Additionally, the Breaking Counter skill allows the user to move up to 1 Square (5ft) forward to enter Melee range of the countered target if applicable; targets who attacked with a range that is greater than what the Dinolfos can reach after moving forward 1 Square can not be hit by the Counter, but such un-counterable attacks do not put Breaking Counter on cooldown.
Rupee Cost: 350
Tier 4: Levels 30-34
Mask:
Stalfos Mask: This mask transforms the wearer into a sword-and-shield wielding Stalfos, which grants the user immunity to bleeds and disease as well as a passive 5% block chance. In addition, Stalfos gain passive mastery of their equipped weapons, which grant them bonuses depending on their current equipment:
Piercing: If the player uses a Piercing weapon, all basic attacks and skills have a passive 15% chance to Sunder an enemy for 1 round.
Slashing: If the player uses a Slashing weapon, all basic attacks and skills have a passive 15% chance to inflict Vulnerability on an enemy for 1 round.
Impact: If the player uses an Impact weapon, all basic attacks and skills have a passive 15% chance to Cripple an enemy for 1 round.
Shield: If the player wields a Shield or parrying blade in their off-hand, they gain +5% evasion. This stacks with the main-hand weapon bonus, but reduces the bonus to 10% from 15%.
(Note: If the Player's main-hand and off-hand weapons deal different damage types, the Stalfos only gains the benefit of the main-hand weapon.)
In addition, the Stalfos gains three skills:
Jump Scare: When switching into this mask, the Stalfos lunges at a foe with a terrifying shriek. This attack deals standard damage and has a 10% increased chance to hit, and if this attack is successful it causes the target to be Fearful for 3 turns. This skill can only be used on the turn the Visimorph uses the Stalfos mask, and replaces the typical standard attack available when switching.
This skill has a five round cooldown.
Cleave: The Stalfos makes a brutal swing that cuts through multiple foes. This skill hits up to three adjacent targets, requiring a standard accuracy check for each and dealing 1.5x damage to the first target, 1x damage to the second, and .5x damage to the third.
This skill has a three round cooldown.
Special Grid Rules:
This skill has a range of 1x3 squares in front of the user.
U | |
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Undeath: If the Visimorph is dealt a killing blow while using the Stalfos mask, they are instead reduced to 1 HP, have all active CC and DoT effects removed, and begin to Feign death for two rounds. Foes who attempt to detect the feign attempt have a 25% reduced success chance during this time. If the Visimorph does not take damage during these two rounds, they regenerate 30% of their maximum hp and are able to make a Surprise critical against any enemies who failed to detect them as normal.
This skill may be used once per session.
Rupee Cost: 400
Mask:
Chilfos Mask: The Visimorph transforms into a frigid Chillfos. As a Chillfos, the player takes 50% reduced damage from ice attacks and 50% additional damage from fire attacks, and is also is healed for 5% of their maximum health any time they are Frozen or Frostbitten instead of suffering the effects of the status. The Chillfos cannot be disarmed, and they may form a new frozen spear every time they lose theirs. This spear may be used at melee or thrown as a ranged attack per the choice of the Visimorph. In addition, the Chillfos gains three skills:
Frost Mire: When switching into this mask, the Chilfos creates a zone of bone-chillingly cold ground around itself Each time an enemy uses a melee attack (regardless of whether or not the attack hits), they are Slowed for 2 rounds. Each time they trigger this effect, the slow timer refreshes and a new stack is added. The Mire lasts for three rounds before vanishing. This skill can only be used on the turn the Visimorph uses the Chilfos mask, and they may still make a standard attack on the same turn as normal.
This skill has a seven round cooldown.
Special Grid Rules:
This fills a 5x5 cube centered around the user.
Shatter Defenses: The Chillfos may use their spear (at melee or at range) to perform a massive piercing blow. This skill ignores all defensive buffs on the target and has a 40% chance to inflict Vulnerability for 2 rounds.
This skill has a three round cooldown.
Glacial Stockade: The Chillfos summons a shell of ice around their foe. This skill must pass a standard accuracy check and does no damage, but instantly Freezes the target for 1 round on a successful hit.
This skill has a four Round cooldown.
Special Grid Rules:
On a Grid, the Chilfos' spear may be used in Melee with 1 Square (5ft) of range, or thrown as a Ranged attack with 3 Squares (15ft) of range, per the choice of the Visimorph. This also applies to the Shatter Defenses and Icy Prison skills.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Mask:
Great Fairy Mask: The Visimorph transforms into a magical Great Fairy. While active, the Great Fairy also passively reduces the trigger chance of all enemy cc by 10%. In addition, the Great Fairy gains three skills:
Fairy Blessing: When switching into this mask, the Great Fairy releases a wave of magic that cleanses one CC and one DoT from all allies and heals all allies (including the Visimorph) for 10% of their maximum hp. This skill can only be used on the turn the Visimorph uses the Great Fairy mask.
This skill has a seven round cooldown.
Rescue: If any character were to take lethal damage while the Visimorph is in Great Fairy form, the damage is negated and they are instead healed for 10% of their maximum hp.
This skill may be used once per session.
Remedy: In addition, the Visimorph may send a fairy out to a single target, healing them for 10% of their maximum hp instantly, as well as 5% of their maximum hp over 3 turns. At the end of the HoT, the fairy flies around the entire group, dividing the full heal amount among all other allies apart from the heal's initial target.
This skill has a six round cooldown.
Special Grid Rules:
On a Grid, the Great Fairy Mask also reduces the movement speed passively by -1 Square (5ft). This can not drop the user below a minimum of 3 Squares (15ft) of movement speed, even if the user was already at the minimum before transforming. Additionally, the on-swap Heal and CC cleanse has a Global Range, the Rescue Skill has a 7x7 Square (35x35ft) AoE range centered around the user, and the Remedy skill has Global Line-of-Sight range for the initial target and Global range for the secondary Group heal.
Rupee Cost: 450
Mask:
Soldier Mask: The Visimorph transforms into an armored Hyrulian soldier. If the Visimorph has melee weapons equipped, their weapon is replaced by a spear that deals piercing damage. When blocking with a spear, the Visimorph's Defense is increased by 70% instead of 50%. If the Visimorph has a ranged weapon equipped, their weapon is replaced by a bow, which has 5% increased accuracy. The Soldier also has 15% passive damage reduction. In addition, the Soldier gains three skills:
Instigator: Upon switching into the Soldier mask, the Soldier instantly taunts a single target for one round, and for that round the Soldier takes 50% reduced damage from all incoming attacks. This skill can only be used on the turn the Visimorph uses the Soldier mask, and they may still make a standard attack on the same turn as normal.
This skill has a four round cooldown.
Protector: The Soldier may choose to monitor a target ally, ensuring they do not sustain an excess of damage. For every 15% maximum hp loss the monitored ally takes, the Soldier automatically intercepts the next attack made against the monitored ally, forcing the enemy to pass accuracy over the Visimorph's Defense instead. If the enemy succeeds, the Visimorph takes 50% reduced damage. A standard action may be performed on the same turn that the Soldier chooses to monitor an ally, but the Soldier may only switch monitor targets once every 5 rounds. If there are no allies present, a Soldier automatically monitors his/herself, forcing an enemy to reroll a successful accuracy check against him/her on any subsequent attacks made per the Visimorph's 15% max hp loss. As with the standard monitor, if the enemy succeeds anyway, the Visimorph takes 50% reduced damage on that hit.
Aggressor: The Soldier may choose to enter an aggressive stance, increasing their chance of being targeted by all enemies by the total party size (ie, if the party size is 6, the Visimorph's targeting numbers become a 1-6) for 3 rounds. For any time the Soldier is targeted and hit by a hostile creature during this time, the Soldier gains 20% bonus damage for each time they are hit over the 3 round duration; this damage bonus stacks infinitely and lasts until the end of the third round. For any time the Soldier is attacked during this skill's duration and the enemy instead misses, the Soldier has a 75% chance to knock back the attacker for one round. The effects of this skill are ended immediately if the Visimorph changes to a different mask. Note: In team PvP matches, the opposing players must roll to confirm their action if they are targeting one of the Visimorph's team mates during the duration of Aggressor. If they fail to confirm, their action is made against the Visimorph instead.
This skill has a seven round cooldown.
Special Grid Rules:
On a Grid, the Soldier Mask also reduces the movement speed passively by -1 Square (5ft). This can not drop the user below a minimum of 3 Squares (15ft) of movement speed, even if the user was already at the minimum before transforming. The transformed Spear counts as a Reach weapon (2 Squares; 10 ft; -50% damage if used within 1 Square (5 ft) melee range), and the transformed Bow counts as a Longbow (6 Square range (30ft)). Additionally, the On-Swap Taunt has a 10 Square (50ft) Line-of-Sight range, the Protector skill has a range of 6 Squares (30ft) that must be maintained between the user and the target to keep the effect, and the Instigator skill can only occur if the enemy is within Melee range of the user (1 Square if the Soldier is using a Bow or 2 Squares if the Soldier is using a Spear) but has a 100% chance to activate as compensation.
Rupee Cost: 450
Tier 5: Levels 40-44
Mask:
Gibdo Knight Mask: This mask transforms the wearer into a greatsword-wielding mummified Gibdo Knight, granting the user immunity to Bleeding and Disease as well as a passive 40% chance to cause Disease with their attacks, at the cost of -10% Evasion and -2 Speed. In addition, the Gibdo Knight gains three skills:
Cadaverine Haze: When switching into this mask, the Gibdo Knight releases a cloud of sickening effluvium into the air. Each time an enemy uses a melee attack (regardless of whether or not the attack hits) they are automatically Sickened for 2 rounds. This trap fills a volume of air and effects targets who would usually be immune to floor traps such as airborne targets. The Haze lasts for two rounds before vanishing. This skill can only be used on the turn the Visimorph uses the Gibdo Knight mask, and they may still make a standard attack on the same turn as normal.
This skill has a seven round cooldown.
Special Grid Rules:
This fills a 5x5 cube that remains centered around the user as they move for the duration. The Sickened status applies immediately to any hostile targets who enter the affected area.
Terror Slam: The Gibdo utters a horrifying shriek at a single target. This must pass a standard Intimidation check, and if successful it automatically Stuns the target for one turn. After the shriek, the Gibdo follows up with a crushing strike that has a 50% increased damage. The follow up strike occurs regardless of weather or not the intimidation check was successful.
This skill has a 6 round cooldown.
Special Grid Rules:
This attack allows the user to target any enemy within a 7x7 square around them, lunging to the closest open square adjacent to them for the melee strike.
Stenching Sweep: The Gibdo Knight sweeps his sword around him, sloughing off chunks of rotten flesh and scraps of dirty bandages on those he strikes. This attack strikes up to 3 adjacent targets for 75% modifiable damage and on a successful hit inflicts Miasma for 2 rounds.
This skill has a seven round cooldown.
Special Grid Rules:
This attack strikes targets in a 3x3 square around the user.
Rupee Cost: 500
Mask:
Phantom Mask: This mask transforms the wearer into a hollow suit of enchanted Phantom armor. The Phantom is passively immune to Bleeding, Poison, and Disease, has +2 increased Speed, and has a 50% weakness to Light damage. In addition, the Phantom gains three skills:
Phantom Eye: Upon switching into the Phantom Mask, the Visimorph summons an ally Phantom Eye to assist them. The Phantom Eye inherits 20% of the summoner's HP, matches the summoner's speed, and has no attack or defense stats; instead it has a flat 50% Evasion and is considered Airborne. Instead of attacking, the Phantom Eye passively provides the Phantom's team with 15% Perception and 5% Accuracy. The Phantom Eye may also be directed to follow a single enemy, increasing the Accuracy bonus against this target to 10% and granting the Phantom Eye a 20% chance to Root the target for 1 round at the end of each round. This skill can only be used on the turn the Visimorph uses the Phantom mask, and they may still make a standard attack on the same turn as normal.
This skill has a five round cooldown after the Phantom Eye is killed or dismissed.
Torch Blade: The Phantom ignites their sword for their next three attacks, granting their basic attacks and skills a 50% to Burn as well as causing Critical Hits to also cause Singe for 2 rounds. Additionally, the light from the burning blade aids the Phantom in revealing Stealthed targets, granting them a 10% bonus to Detect checks vs Stealth and preventing the target from re-entering Stealth for 2 rounds if successful.
This skill has a five round cooldown beginning after the third attack.
Breaker Slam: The Phantom transforms into a huge boulder and rolls into a target, instantly clearing any Slow or Root effects and dealing 30% bonus damage and granting a 30% chance to cause both Knockdown and Sunder for 2 rounds. Additionally, this attack deals double damage against targets hiding behind protective barriers like Wards, Shields, and Blocks.
This skill has a five round cooldown.
Special Grid Rules:
The user must move in a straight line but gains unlimited movement in that direction. For each square traveled they gain +10% Knock Down and Sunder chance and 10% bonus damage.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Mask:
Darknut Mask: This mask transforms the wearer into a heavily armored and heavily armed Darknut knight. While in the form of a Darknut, the wearer gains access to two forms depending on their current health:
If they are at above 50% of their maximum HP, they are in an Armored form and gain bonus Block chance equal to 10%+20% of their Defense, along with -2 Speed.
If they are at 50% or less of their maximum HP, the wearer is instead in an Attack form and gains bonus Damage equal to 10%+20% of their Attack, along with -20% Mitigation. If the user is healed above 50% they return to their Armored form.
If the user drops to 50% or below max HP while in Darknut form, they make a bonus attack instantly, throwing their sword at their attacker. This Sword Throw attack attempts a Surprise check against the foe and has bonus Damage equal to 10+15% of the User’s Attack. If the Surprise check fails, the user rolls standard accuracy instead while retaining the bonus damage. This ability has no cooldown, and can be activated any time the user is dropped to 50% health.
Special Grid Rules:
The throwing attack has a 5 square (25ft) range.
In addition, the Darknut gains three skills:
Skill; Melee:
Metallic Ploy: Upon switching into the Darknut mask, the Visimorph makes a calculated swipe at a target. This attack deals standard damage. If the user is in Armored form this attack causes the target to be taunted onto the Visimorph for its next attack grants the Visimorph 25% Mitigation for one round. If the user is in Attack form, this attack grants the Visimorph a 50% chance to not be targeted by attacks made by the target for its next attack.
This skill has a four round cooldown.
Skill; Melee:
Dark Lunge: The Darknut dashes towards a target to strike. If the user is in Armored form this attack is a shield bash, dealing standard damage and having a Stagger chance equal to 20%+50% of the user’s Defense. If the user is in Attack form, they instead attack twice at 80% modifiable damage per hit. Both hits must pass accuracy separately.
This skill has a seven round cooldown.
Skill; Melee:
Battering Ram Slash: The Darknut kicks their foe before following up with a deadly slash. The Kick deals 40% modifiable damage and has a chance to Knock Back for 1 Round equal to 20%+20% of the user’s Attack. If the user is in Armored form, the followup slash deals 80% damage and has a chance to Cripple the target equal to 20%+30% of the user's Defense. If the user is in Attack form, the followup deals standard damage and ignores all defensive effects on the target. Both the kick and the followup slash must pass separate accuracy.
This skill has a five round cooldown.
Rupee Cost: 550
Mask:
Lynel Mask: This mask transforms the wearer into a centaur-like savage Lynel beast. The Lynel passively gains 30% resistance to Ice, Fire, and Electric attacks as well as +2 speed. If the Visimorph is using a ranged or magic weapon, the Lynel fights using a bow with enchanted arrows, imbuing their basic attacks with a 30% chance to apply either Burning, Frostbite, Fulgurburn, or an AoE explosion depending on the user’s choice when making the attack. If the Visimorph is using a melee weapon, the Lynel instead fights using a massive Crusher, granting their basic attacks with 10% of the user’s Attack or Competency (whichever is higher) as Bonus Damage.
In addition, the Lynel gains three spells:
Spell; Melee:
Crimson Warp: Upon switching into the Lynel mask, the wearer melts into red light and teleports to a target location, ignoring all collision and floor hazards and becoming untargetable for the remainder of the Round. Upon reappearing, the Lynel makes a brutal yet calculated attack that catches the target off-guard, ignoring the target’s block chance, mitigation, evasion, or other damage-reduction. This attack deals standard damage (Attack or Comp, whichever is higher) plus bonus damage based on the target’s block chance, mitigation, and current evasion bonuses. (If the target is Defending, this is treated as a 20% damage bonus plus any other bonuses).
This spell has a five round cooldown.
Special Grid Rules:
This spell has a has an 8 square (40ft) range.
Spell; Ranged:
Fireball Barrage: The Lynel charges up an immense amount of firepower, spewing out a barrage of three fireballs, each one dealing more damage but having lower accuracy than the other. The user may choose who to target per fireball, and may target the same target more than once.
The first fireball deals 50% Attack or Comp damage (whichever is higher) at standard accuracy, the second deals 75% at -5% accuracy, and the third fireball deals 100% damage at -15% accuracy. If a target is struck two or more times by this attack, they are Singed for 2 Rounds.
This spell has a six round cooldown.
Spell; Ranged:
Savage Roar: The Lynel bellows out a deafening roar in a large area around itself. Afterwards, the Lynel smashes their weapon into the ground with vicious force, causing the area around them to explode into a ball of heat. Each part of the attack has special conditions:
Roar: Upon Roaring, the Lynel deals no damage, but automatically Deafens all enemies on the field for 1 Round. In addition, all enemies must pass a Save check (User Atk or Comp:Target Comp), or else they are additionally Knocked Back and Concussed for 1 Round (the save only needs to be failed once for both conditions to apply).
Explosion: The Lynel unleashes a massive explosion, dealing 1.2x Attack or Comp (whichever is higher) Blast damage to a primary target, and 70% damage to up to 2 adjacent targets and Sunders the targets for 1 Round. This attack additionally gains 20% crit bonus damage. Each hit must pass individual accuracy.
Additionally, the Lynel may choose to channel the explosion for longer and hold their turn until the end of the Round, after all enemies and other allies have acted. If channeled in this way, the damage bonus is increased to 1.4x for the primary target, 90% to adjacent targets, and the crit bonus increases to 30%. The Sunder duration remains unchanged.
This spell has a seven round cooldown.
Rupee Cost: 550
Class Mastery: Level 50
COMING SOON