Difference between revisions of "Journeyman"
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* Recharge(100% chance of 5 magnitude for 20 rounds) | * Recharge(100% chance of 5 magnitude for 20 rounds) | ||
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[{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes]* Healing(100% chance of 5 magnitude for 20 rounds) | [{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes]* Healing(100% chance of 5 magnitude for 20 rounds) | ||
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[{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes]* DamageResist(100% chance of 0.5 magnitude for 20 rounds) | [{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes]* DamageResist(100% chance of 0.5 magnitude for 20 rounds) | ||
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[{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes]* FocusedSupport(100% chance of 1 magnitude for 20 rounds) | [{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes]* FocusedSupport(100% chance of 1 magnitude for 20 rounds) | ||
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[{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes][[Category:Soul]][[Category:Combat Soul]] | [{{fullurl:Journeyman/Extra_Notes|action=edit}} Edit notes][[Category:Soul]][[Category:Combat Soul]] |
Revision as of 01:10, 21 October 2012
Journeyman
"Hold on, let me fix that for you, I can make it better than new."
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Many adventuring parties love to have Journeyman counted among their numbers. A Journeyman focuses on the equipment of themselves or others, providing alchemical substances or field repairs that allow others to work better and faster. A Journeyman is a master of buffing and healing, especially of a single target, making them excellent 'tank healers'.
A Journeyman could be anyone from a chemist to an alchemist, blacksmith to a weaponsmith.
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UNIQUE ABILITY: Better Than New - A Journeyman can fix a single piece of equipment at a time for a stronger effect. Any time a Journeyman uses a single target buff, that ability also grants a small heal. Also, any time they use a single target heal, that ability grants a small buff.
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Craft Ability: Journeymen are talented craftsman, and their items will turn out as masterpieces at times. +1% per 5 journeyman levels, even if not actively journeyman.
Proficiencies
Direction | 0.6 per level | 18 max |
Earth Magic | 0.3 per level | 9 max |
Fire Magic | 0.3 per level | 9 max |
Light Armor | 0.5 per level | 15 max |
Light Weapons | 0.5 per level | 15 max |
Medicine | 0.9 per level | 27 max |
Moderate Armor | 0.8 per level | 24 max |
Moderate Weapons | 0.5 per level | 15 max |
Soul Powers
Level 1 | Let Me Fix That |
Level 10 | Travel Worn |
Level 20 | Alchemical Admixture |
Level 30 | A Jack of All Trades |
Combat Skills
Level 2 | Healing |
Level 4 | Endurance |
Level 7 | Lingering Kindness |
Level 9 | Health |
Level 12 | Support |
Level 14 | Outnumbered |
Level 16 | Fast Loading |
Level 19 | Speed |
Level 21 | Vampiric |
Level 23 | Healing |
Level 25 | Scavenger |
Level 28 | Support |
Built in Status
- Recharge(100% chance of 5 magnitude for 20 rounds)
Edit notes* Healing(100% chance of 5 magnitude for 20 rounds)
Edit notes* DamageResist(100% chance of 0.5 magnitude for 20 rounds)
Edit notes* FocusedSupport(100% chance of 1 magnitude for 20 rounds)