Class Passives

Class passives are something acquired at a Divergent Class, these are basically class abilities of sorts, apart from the ones you'd have already acquired with either training or with your specific School of Magic or even extra spells.

Without further ado, let us get into the Class Passives:

### **Elder**

> *Elemental Fists: Shaping*: This technique allows one to shape the element on their fists for something more useful on them, be it a shield or a blade to protect or defend (Allows to deal 2 hits instead of 1, and mitigate all damage if in shield form. Shaping shapes takes a turn.) *Static*: You can keep people stuck on a combo much easier by stunning them (Lowering combo threshold from having to be 10 roll difference to 6) *Agility*: Allows them to strike first in combat, and get at least 2 hits in the first contact with the enemy always, these hits can be blocked.
>
>

### **Sigil Knight**

> *Enhanced Armament*: Sigil Knights are bestowed with weapons capable of harboring an element. This element however is not one of theirs, it is the element that most relates to the person, in turn, a spiritual element. This element infuses the weapon and allows for heavier strikes (Dealing 2 hits instead of 1, depending on the element you may become more nimble or much heavier but stronger (Up to 3 hits as 1) and some others). Water = Nimble, 2 hits instead of 1. Rock = Heavy, 3 hits instead of 1. Fire = Dangerous, deal 1 hit, but causes burning effect when striking someone Air = Ferocious, deals 2 hits of damage, mainly used to push other's away with slashes Thunder = Thunderous, deals 1 hit of damage, but can stun people if they roll -5 then you. *Release Recollection*: Release Recollection is something that can only be activated once every OOCly day. This move is your Super Move, the last resort. It will release all magic in the sword creating an almost sure to hit event that deals 3 orbs of damage, but leaves you knocked down on the floor as if you lost your HP. You roll 20 for that attack, if you get above 10 you get the hit in automatically.
>
>

### **Dragon Knight**

> *Scales of the Kin*: Channel your inner wyvern and protect your skin like a wyvern would. Scales of energy form around you, creating a barrier threshold similar to bosses where regardless of the attack, if it is less then a roll of 5 it will always bounce off the scales, giving you an Opportunity Hit (Honor). *Dragon Roar*: Roar from the top of your lungs, flinging everyone away that cannot roll more then you in a 5 block radius, leaving them paralyzed for a turn. *Dragon Blood*: Dragon Blood is a self-healing measure, you can regen up to one full globe in a span of 3 turns if you are not hit in any of those turns, nor attack.
>
>

### **Illusionist**

> *Custos*: Creates a magic barrier the size of a large door that none can trespass unless they share blood with you. Rarely has use in combat other than self defense or fleeing a fight thats not going your way. *Claritum*: Clears the insanity of the targeted player one stage at a time. *Observe*: Observe is an ability that allows the user to see any person by calling out their name. If these people are shifted or have any kind of Block-Observe, this will not work.
>
>

### **Spy**

> *Interrogation*: Grab a target from behind and knock them down immediately in the beginning of a fight by catching them off-guard, granting you a free hit. If the target is aware of you and noticed you BEFORE the action, you lose your initiative and lose the opportunity to use Interrogation. *Silverguard*: You are more resistant to combos and will always block the 3rd attempt of a combo regardless of your roll *Riposte (If rapier)*: Riposte will allow you to, if rolling above 10 as a defense, get a hit in equivalent to 2 hits of damage.
>
>

### **Samurai**

> *Total Concentration*: By breathing deeply and in a coordinated manner, it is possible to cast mimicked elements (with no effect) to enhance your speed and power in battle. (When breathing, grants 2 hits of damage instead of 1) *Flash Step*: You move faster then much classes, being able to blink forward for a short amount (2 blocks), this also gives you a boost when dodging attacks (possibility to roll 21 when dodging) *Breathing Style*: There are a plethora of breathing styles to choose from, most of them will require you to have a trainer but it is possible to choose from almost any of them. Simply contact me about your choice.
>
>

### **Mage Caster**

> *Mage Boon*: You are able to learn Snap Magics, something that other classes cannot learn. *Curse Shield*: You have a shield to protect yourself against Cursed Type magic. *Gift of the Tree at the End of the World*: Your mana will heal even if you are currently using spells, healing 1 orb per turn each turn regardless of what you are using to fight.
>
>

### **Bard**

> *Scarlet Tune*: Generates HP regen by 2 hits a turn. *Symphony of Rho*: Boosts overall speed, giving you the same effect as /speed 1.5 *Inspiring Melody*: Gives a strength boost to your party, allowing them to hit harder (3+ added to the damage)
>
>

### **Akuma**

> *Femur Breaker*: You perform a kick at your opponent's legs. The opponent's leg has a chance to be broken, 2 hits guarantee a broken leg. This will reduce mobility and their dodge and defense rolls will decrease by 2 (rolling 18 now) *Spin Kick*: You kick your opponent in the ribs, breaking them upon 3 hits. If ribs are broken, they will take +2 more damage to any physical attack. *Rising Dragon*: You perform two spinning, rising uppercuts, rolling for them separately, if both hit the target is stunned for the following turn.
>
>

### **Warlord**

> *Shoulder Bash*:Does 2 hits of damage, high speed, shoulder bash, that gives the reciever the broken rib injury, making them stay stunned on the ground for longer. Can be blocked or dodged *Stun Resistance*: Warlords cannot be stunned by almost no means appart from bosses or with 10+ rolls on theirs *Armored*: Most Warlords are armored, which grants them a base defense of exactly 7, any rolls under 7 will never work.
>
>

### **Church Knight**

> *Stay Resolute:* Elemental aliments do not deal damage to Church Knights for 2 turns after their appliance, meaning that they won't freeze in place for 2 turns extra, nor will take damage from burning for that time aswell if burnt *Light Piercer*: Their spear is forever allied with the light, and for that reason they can extend their reach to 4 blocks if they truly need to strike someone, dealing however normal base damage instead of boosted damage *Prince's Gift*: Prince's gift is a strength buff, allowing the Church Knight to do 2 hits of damage instead of 1.
>
>

### **Necromancer**

> *Inferi*: Shoot a green projectile that kills knocked players and turns them into a Shrieker or Zombie, depending on how high it is rolled. If it's above 10 it's a Shrieker, if it's under it's a Zombie. *Reditus*: Turn Shriekers into a Bound Shrieker, in short, make them obey you and make them your servants that you can summon at a later date, as they are kept in your mana. *Ligans*: Binds your health to a Bound Shrieker. All damage you take will be taken by the Shrieker until they are knocked.
>
>

### **Assassin**

> *Bane*: Attacking someone with a throwing dagger or attacking them from afar with intent to kill will teleport you to your target giving you an Opportunity hit of 1 hit damage. The opportunity hit does not work if you are seen. *Tripple Dagger Throw*: Throw 3 daggers in a 45° arc. Whatever these daggers hit will be proced with Poison and, if Bane is used, will teleport you to your target. *Stealth*: Become virtually invisible for 2 turn or 5 minutes if not in combat to measure turns.
>
>