Post by Spookypatrol [Delia] on Jun 23, 2015 13:58:41 GMT -5
Welcome, Shinobi! Wishing to specialize as a Kancho Shinobi? Purchase a skill below and you will be locked into your new Kancho Shinobi class!
This shop is a work in progress. Please check back soon.
Tier 3
Levels 20-24
Skill:
Narcotoxic Needle: The Kancho Shinobi coats his/her weapon with a special venom before striking, dealing 10% bonus damage to the target and causing them to become Drowsy. On the target’s next turn, the target has a 70% chance of falling asleep for up to 2 of its turns. If the target does not fall asleep, they are instead Dazed for the same duration. 7 round cooldown.
Rupee Cost: 300
Skill; Ranged:
Harpoon Knife: The Shinobi throws a barbed blade on a line, dealing standard damage. If this attack hits, the Shinobi may choose to Pull In the target on his/her next turn, causing the Pull In status penalty and mirroring the initial damage dealt. The Pull In does not need to pass accuracy. 6 Round cooldown.
Rupee Cost: 300
Tier 3.5
Levels 25-29
Skill; Ranged:
Glass Rain: The Shinobi throws a glass orb that shatters upon impact, dealing 100% of the Shinobi’s damage to a single target and causing a bleed for an additional 30% of his/her damage over 3 turns. The flying shards may additionally strike up to 2 adjacent targets at 50% damage, causing them to bleed for the original amount (30%) if hit. The extremely sharp shards have an additional 10% chance of finding a weak point and causing a critical hit, even on the splash damage. Each adjacent target must pass their own accuracy checks. 6 round cooldown.
Rupee Cost: 350
Skill:
Healing Shroud: The Shinobi throws a masterfully prepared remedial powder, healing his/herself and having an additional 75% chance to heal up to three allies (randomly chosen) for equal to 50% of the Kancho's Competency. While shrouded, the Shinobi teleports to a target location, granting them a 40% chance of making their next attack a Surprise Attack. 8 round cooldown.
Grid Rules: The Shinobi may only teleport a maximum of 5 squares. The healing powder will only apply to allies adjacent to the Shinobi before he/she teleports, but has a 100% chance to heal instead of 75%.
Rupee Cost: 350
Tier 4
Levels 30-34
Skill:
Silent Killer: All DoTs from any source applied by the Shinobi gain a 20% damage boost. In addition, all DoTs applied by the Shinobi gain a bonus 5% to be applied.
Rupee Cost: 400
Skill; Ranged:
Diseased Shuriken: The Kancho throws a shuriken coated in a deadly disease that infects the target with a horrible affliction, dealing 150% of the Shinobi's Attack as disease damage over 7 turns. This infectious disease has a 10% chance to spread to any adjacent enemies every tick, dealing standard disease damage (50% of the Shinobi’s Competency) over 5 turns. An enemy may only be infected once in this way unless the full skill is reapplied. 7 round cooldown.
Rupee Cost: 400
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress. Please check back soon.
Tier 3
Levels 20-24
Skill:
Narcotoxic Needle: The Kancho Shinobi coats his/her weapon with a special venom before striking, dealing 10% bonus damage to the target and causing them to become Drowsy. On the target’s next turn, the target has a 70% chance of falling asleep for up to 2 of its turns. If the target does not fall asleep, they are instead Dazed for the same duration. 7 round cooldown.
Rupee Cost: 300
Skill; Ranged:
Harpoon Knife: The Shinobi throws a barbed blade on a line, dealing standard damage. If this attack hits, the Shinobi may choose to Pull In the target on his/her next turn, causing the Pull In status penalty and mirroring the initial damage dealt. The Pull In does not need to pass accuracy. 6 Round cooldown.
Rupee Cost: 300
Tier 3.5
Levels 25-29
Skill; Ranged:
Glass Rain: The Shinobi throws a glass orb that shatters upon impact, dealing 100% of the Shinobi’s damage to a single target and causing a bleed for an additional 30% of his/her damage over 3 turns. The flying shards may additionally strike up to 2 adjacent targets at 50% damage, causing them to bleed for the original amount (30%) if hit. The extremely sharp shards have an additional 10% chance of finding a weak point and causing a critical hit, even on the splash damage. Each adjacent target must pass their own accuracy checks. 6 round cooldown.
Rupee Cost: 350
Skill:
Healing Shroud: The Shinobi throws a masterfully prepared remedial powder, healing his/herself and having an additional 75% chance to heal up to three allies (randomly chosen) for equal to 50% of the Kancho's Competency. While shrouded, the Shinobi teleports to a target location, granting them a 40% chance of making their next attack a Surprise Attack. 8 round cooldown.
Grid Rules: The Shinobi may only teleport a maximum of 5 squares. The healing powder will only apply to allies adjacent to the Shinobi before he/she teleports, but has a 100% chance to heal instead of 75%.
Rupee Cost: 350
Tier 4
Levels 30-34
Skill:
Silent Killer: All DoTs from any source applied by the Shinobi gain a 20% damage boost. In addition, all DoTs applied by the Shinobi gain a bonus 5% to be applied.
Rupee Cost: 400
Skill; Ranged:
Diseased Shuriken: The Kancho throws a shuriken coated in a deadly disease that infects the target with a horrible affliction, dealing 150% of the Shinobi's Attack as disease damage over 7 turns. This infectious disease has a 10% chance to spread to any adjacent enemies every tick, dealing standard disease damage (50% of the Shinobi’s Competency) over 5 turns. An enemy may only be infected once in this way unless the full skill is reapplied. 7 round cooldown.
Rupee Cost: 400