 |
|
|
|
|
|
|
RPG Skill Description
|
- Adrenal Drip
- Slowly drips adrenaline into your system.
At level 1 you get one adrenaline every 3 seconds.
At level 2 you get one adrenaline every 2 seconds.
At level 3 you get one adrenaline every second.
You must spend 25 points in your Adrenaline Max stat for each level of this ability you want to purchase. (Max Level: 3)
You must be an Adrenaline Master or a Monster Master to purchase this skill.
- Adrenal Surge
- For each level of this ability, you gain 50% more adrenaline from all kill related
adrenaline bonuses. You must have a Damage Bonus of at least 50 and an Adrenaline Max
stat at least 150 to purchase this ability. (Max Level: 2)
You must be an Adrenaline Master to purchase this skill.
- Advanced Damage Bonus
- Increases your cumulative total damage bonus by 1% per
level. You must be level 75 to purchase the first level
of this ability, level 76 to purchase the second level,
and so on. (Max Level: 10)
You must be a Weapons Master to purchase this skill.
- Advanced Damage Reduction
- Increases your cumulative total damage reduction by
4% per level. Does not apply to self damage. You must
be level 40 to purchase the first level of this ability,
level 41 to purchase the second level, and so on.
(Max Level: 10)
You must be a Medic / Monster Master to purchase this skill.
- Airmaster
- Increases your air control by 50% per level. You must be a Level equal to ten
times the ability level you wish to have before you can purchase it. (Max Level: 4)
- Awareness
- Informs you of your enemies' health with a display over their heads. At level 1
you get a colored indicator (green, yellow, or red). At level 2 you get a colored health
bar and a shield bar. You need to have at least 5 points in every stat to purchase this
ability. (Max Level: 2)
- Cautiousness
- Reduces self damage by 15% per level. Your Health Bonus stat must be at least 50
and your Damage Reduction stat at least 25 to purchase this ability. (Max Level: 5)
- CounterShove
- Whenever you are damaged by another player, 25% of the momentum per level (or
150% at level 5) is also done to the player who hurt you. Will not CounterShove
a CounterShove. You must have a Damage Reduction of at least 50 to purchase this
ability. (Max Level: 5)
- Denial
- The first level of this ability simply prevents you from dropping a weapon when you die
(but you don't get it either). The second level allows you to respawn with the weapon and
ammo you were using when you died. If you have Loaded Artifacts you may buy Level 3 which
will save all your weapons. You need to be at least Level 25 to purchase this ability.
(Max Level: 2 or 3)
This ability does not trigger for self-inflicted death.
You must be a Weapons Master or Adrenaline Master to purchase this skill.
- Energy Leech
- Whenever you damage another player, you gain 1% of the damage as adrenaline. Each level increases this by 1%.
(Max Level: 5)
You must be an Adrenaline Master to purchase this skill.
- Experienced Healing
- Allows you to gain additional experience for healing
others with the Medic Gun.|Each level allows you to gain an
additional 1% experience from healing. (Max Level: 9)
You must be a Monster Master and have Loaded Medic to purchase
this skill.
- Ghost
- The first time each spawn that you take damage that would kill you, instead of dying
you will become non-corporeal and move to a new location, where you will continue your life.
At level 1 you will move slowly as a ghost and return with a health of 1.
At level 2 you will move somewhat more quickly and will return with 100 health.
At level 3 you will move fastest and will return with your normal starting health.
You need to have at least 200 Health Bonus and 50 Damage Reduction to purchase this ability. (Max Level: 3)
- Iron Legs
- Increases the distance you can safely fall by 25% per level and reduces fall
damage for distances still beyond your capacity to handle. Your Health Bonus stat must
be at least 50 to purchase this ability. (Max Level: 4)
- Loaded Artifacts
- When you spawn:
Level 1: You are granted some artifacts (Boots of Flight, Teleporter,
Magic Weapon Maker, and Electromagnet).
Level 2: You are granted additional artifacts (In addition to those listed above, Globe of Invulnerability, Triple Damage, Lightning Rod,
Double Magic Modifier, and Max Magic Modifier).
Level 3: Your breakable artifacts are made unbreakable.
NOTE: Loaded artifact users do not receive the Summon Charm and Monster Master artifacts.
You must be an Adrenaline Master to purchase this skill.
Loaded Artifacts has the following artifacts that are unique to this skill (these artifacts
cannot be tossed and disappear when you die):
Double Magic Modifier
Doubles the magic modifier of the selected
weapon (e.g., a Vorpal +10 shock rifle would become a Vorpal +20 shock
rifle).
Consumes 10 adrenaline per second.
Max Magic Modifier
Requires 150 adrenaline. Modifies the selected
weapon to the maximum possible for that weapon type. For example, if you
used it on a Flak Cannon -3, the flak would become a Flak Cannon +5. If
you used the artifact on a Vorpal +6 Shock Rifle, the shock rifle would
become a Vorpal +10 Shock Rifle.
Consumes 25 adrenaline per second.
Magic Modifier plus one
Requires 250 adrenaline. Adds an additional +1 to an already maxed
weapon (e.g., a Null Flak +6 becomes a Null Flak +7). This maxed weapon cannot be tossed,
but can be changed into something else with a Magic Weapon Maker.
- Loaded Medic
- Gives you bonuses towards healing.
Level 1 gives you a Medic Weapon Maker.
Level 2 allows you to use the Medic Gun to heal others +100
beyond their max health.
Level 3 allows you to heal others +150 points beyond their
max health. (Max Level: 3)
You must be a Monster Master to purchase this skill.
Loaded Medic has the following artifact that is unique to this skill (this artifact
cannot be tossed and disappears when you die):
Medic Weapon Maker
Requires 10 adrenaline. This artifact changes the currently selected weapon
into a "super healing" weapon- an infinite +6 healing weapon.
If you change a second weapon into a super healing weapon, the first one is
destroyed.
- Loaded Monsters
- Learn new monsters to summon with Monster Points.
At each level, you can summon a better monster. (Max Level: 15)
You must be a Monster Master to purchase this skill.
Loaded Monsters has the following artifacts that are unique to this skill (these artifacts
do not use adrenaline and cannot be tossed):
Kill All Summoned Monsters
Kills all monsters that you have summoned this game.
Kill Oldest Summoned Monster
Kills the oldest monster you have summoned this game (i.e., of your living monsters,
it kills the one you summoned first).
- Loaded Weapons
- When you spawn:
Level 1: You are granted all regular weapons with the default percentage chance for magic weapons.
Level 2: You are granted onslaught weapons and all weapons with max ammo.
Level 3: You are granted super weapons (Invasion game types only).
Level 4: Magic weapons will be generated for all your weapons.
Level 5: You receive all positive magic weapons. NOTE: this does not
apply to shield guns or assault rifles, which are "standard" equipment.
You must be a Weapons Master to purchase this skill.
You must be level 40 before you can buy level 2 and level 55 before you can buy level 3.
- Monster Points
- Allows you to summon monsters with the Loaded Monsters
skill. (Max Level: 20)
You must be a Monster Master to purchase this skill.
- Monster Skill: Health Bonus
- Gives an additional health bonus to your monsters.
Each level adds 10% health to your monster's max health.
(Max Level: 10)
You must be a Monster Master to purchase this skill.
- Monster Skill: Intelligence
- Increases your pet monsters' intelligence. At each level,
your pet monsters become more intelligent. (Max Level: 7)
You must be a Monster Master to purchase this skill.
- Power Jump
- Increases your jumping height by 10% per level. The Speed adrenaline combo will
stack with this effect. You must be a Level equal to ten times the ability level
you wish to have before you can purchase it. (Max Level: 3)
- Quickfoot
- Increases your speed in all environments by 5% per level. The Speed adrenaline
combo will stack with this effect. You must be a Level equal to ten times the
ability level you wish to have before you can purchase it. (Max Level: 5)
- Regeneration
- Heals 1 health per second per level. Does not heal past starting health amount.
You must have a Health Bonus stat equal to 30 times the ability level you wish to have
before you can purchase it. (Max Level: 5)
You must be a Weapons Master or Monster Master to purchase this skill.
- Resupply
- Adds 1 ammo per level to each ammo type you own every 3 seconds. Does not give
ammo to superweapons or the translocator. You must have a Max Ammo stat of at
least 50 to purchase this ability. (Max Level: 4)
You must be a Weapons Master or Adrenaline Master to purchase this skill.
- Retaliation
- Whenever you are damaged by another player, 5% of the damage per level is also
done to the player that hurt you. Your Damage Bonus stat and your oponent's
Damage Reduction stat are applied to this extra damage. You can't retaliate to
retaliation damage. You must have a Damage Reduction of at least 50 to purchase this
ability. (Max Level: 10)
- Shields Up!
- Increases your maximum shield by 25 per level. You must have a Health Bonus stat
of 100 before you can purchase this ability. (Max Level: 4)
- Smart Healing
- Causes healing items to heal you an addition 25% per level. You need to have a
Health Bonus stat of at least 50 and a Max Ammo stat of at least 25 to purchase
this ability. (Max Level: 4)
- Speed Switcher
- For each level of this ability, you switch weapons 50% faster. You need to have
at least 50 Weapon Speed before you can purchase this ability. (Max Level: 2)
- Ultima
- This ability causes your body to release energy when you die. The energy will
collect at a single point which will then cause a Redeemer-like nuclear explosion. Level
2 of this ability causes the energy to collect for the explosion in half the time.
The ability will only trigger if you have killed at least one enemy during your life. You need to
have a Damage Bonus stat of at least 80 to purchase this ability.(Max Level: 2)
- Vampirism
- Whenever you damage an opponent, you are healed for 5% of
the damage per level (up to your starting health amount + 50). You
can't gain health from self-damage and you can't gain health from damage
caused by the Retaliation ability. You must have a Damage Bonus of at
least 50 to purchase this ability. (Max Level: 10)
You must be a Weapons Master to purchase this skill.
|
Last updated 7/23/06
|
|
|
|
|
© 2003 - 2025 DisastrousConsequences.com |
|
|