Martial Artist
Experiencing - (Primary) Upgrades each attribute with an effect to deal +1 damage per hit. The higher level the more chance (5-21%) to evade a physical attack.
Judo - enhances throwing, grabbing and stunning skills and increases critical hit chance by 2% per level.
Kung Fu - enhances knock downing, kicking and beating skills and increases critical hit chance by 2% per level. Enhances nunchaku and knuckle attacks.
Kendo - enhances staff skills and increases critical hit chance by 2% per level.
Example Builds
1. Osoto Gari (Throw. Target foe is knocked down and takes +2 ... 32 dmg. This attack has a 10% ... 40 percent chance to deal Crippled condition.) (Attribute: Judo)
Adrenaline: 4
2. Sumi Gaeshi (Throw. Knocks you down for 2 ... 0,2 second and target foe for 2 ... 5 seconds.) (Attribute: Judo)
Adrenaline: 5
3. Jujigatame (After-Throw/Knocked Down Attack) Touch target foe to deal a Deep Wound for 5 ... 15 seconds. Lenghtens knock down duration by 2 ... 4 seconds on the opponent.) (Attribute: Judo)
Adrenaline: 10
4. Crane Stance (Stance. You are stunned for 5 seconds. The first foe attacking you is knocked down for 3 ... 5 seconds, takes 20 ... 50 damage and you are released from Crane Stance if that foe attacks you.) (Attribute: Kung Fu)
Energy: 10 Recharge: 5
5. Straight Punch (Blunt Attack. Target foe is Dazed for 1 ... 5 seconds.) (Attribute: Kung Fu)
Adrenaline: 4
6. Belt Reap (Skill. Captures target foe in the area and drag that foe to your location. Target foe is Crippled for 3 ... 8 seconds.) (Attribute: Experiencing)
Energy: 5 Recharge: 12
7. Evade (Stance. For 10 ... 20 seconds, this ability has 90% chance to block all incoming projectile attacks.) (Attribute: Experiencing)
Energy: 5 Recharge: 25
8. Mantra of the Dojo (Elite Enchantment Spell. For 10 ... 26 seconds, your attack skills cost 1 ... 3 strikes less adrenaline to use and are completed 0.1 ... 0.9 seconds faster.) (Attribute: Experiencing)
Energy: 10 Recharge: 30 Cast: 2
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1. Tsuki-Uchi (Throat Stab) (Kendo Sword Attack. Target foe is Poisoned/suffers from Weakness for 5 ... 13 seconds (weapon type dependent). (Attribute: Kendo)
Adrenaline: 5
2. Kote-Uchi (Wrist Cut) (Kendo Sword Attack. Target foe suffers Deep Wound for 3 ... 19 seconds.) (Attribute: Kendo)
Adrenaline: 6
3. Men-Uchi (Headsmack) (Kendo Sword Attack. Target foe is Dazed and is dealt with the certain condition of your weapon type.) (Attribute: Kendo)
Adrenaline: 4
4. Nidan-waza (Double Hit) (Kendo Sword Attack. Attacks target foe twice.) (Attribute: Kendo)
Adrenaline: 3
5. Kakari-geiko (Tiring Combination Training) (Stance. For 7 ... 15 seconds, you attack 33% faster. When this stance ends, you move and attack 10% slower.) (Attribute: Kendo)
Energy: 5 Adrenaline: 4 Recharge: 25
6. Kiai to Kendogu (Shout. For 5 ... 21 seconds, each of your attacks grant you 100% more adrenaline.) (Attribute: Kendo)
Energy: 5 Recharge: 30
7. Shinai of Strenght (Stance. For 3 ... 5 seconds you will have +5 ... +21damage to each attack and +15% ... 31% armor penetration. (Attribute: Kendo)
Energy: 5 Adrenaline: 6 Recharge: 25
8. The Way of the Sword (Elite Enchantment Spell: For 5 ... 13 seconds, you attack 20% ... 36% faster, your attacks deal holy damage, and your attacks have a +20% ... 36% chance deal the weapon’s specific condition. (Attribute: Experiencing)
Energy: 10 Recharge: 45 Cast: 2
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Weapon Types (skills with each condition can be done with only a certain sword/nunchaku/brass knuckles)
Spiked (poisoned) Weapon - used for dealing skills that cause Bleeding and Poisoning.
Blunt Weapon- used for dealing skills that cause knock down and Dazing.
Bladed Weapon - used for dealing Deep Wound and Weakness.