GRpgV3 Skills

Similarly to the magic constellations, players will be able to work their way through different abilities and skills, allowing them to use their acquired skills in-game. They may progress through the skill tree, picking a new ability (or upgrading one) every 15 levels.

At level 1, the user selects what weapon they want to wield, this can be changed for free until level 15 where it will be locked in. Any weapon type that the user hasn't unlocked will be hard for the user to use. At level 15 the user will select their first skill. New skills are then acquired every 15 levels.

There are 12 main categories to the skill tree, each one representing a different weapon type:

* Sword Skills
* Polearm Skills
* Cleaver Skills
* Knuckle Skills
* Dagger Skills
* Shield Skills
* Scythe Skills
* Bow Skills
* Axe Skills
* Hammer Skills
* Whip Skills
* Throwable

There are 5 different skills in each weapon category, each skill can be leveled up to 3 times. Once every skill in a category has reached level 2, the player will achieve mastery over that weapon. Mastery will allow the user to use multiple (compatible) skills in a single turn.

There will be a total of 50 unique skills. Levels included makes 150 unlockable skills.

In order to use a skill, the player will have to say the skill's name out loud in-game (excluding mastery). Once a skill is level 2, the player may use it silently. When a skill reaches level 3, the cooldown is halved, rounding down.

When a skill at 2nd level is used, an additional round of cooldown is added. When a skill at 3rd level is used, 2 additional rounds of cooldown is added (which then only results in 1 due to level 3 skills having halved cooldown).

Unless the skill uses the weapon in the attack, the user can still use the skill even without the correct weapon.

Once a skill has been used, there will be a cooldown before it can be used again. If a skill specifies that the user will be able to use another skill in the same turn, the cooldown still applies. It also cannot be used if the specified skill is already on cooldown.

* The First skill has a cooldown of 1 round
* The Second skill has a cooldown of 2 rounds
* The Third skill has a cooldown of 3 rounds
* The Fourth skill has a cooldown of 4 rounds
* The Fifth skill has a cooldown of 5 rounds
* Passives do not have cooldowns

## Sword

### Rising Slice

The user jumps high vertically, slicing upwards. If the target it mid air, this skill cannot be dodged.

### Spinning Blade

The user spins rapidly, slicing and knocking back anyone who comes into range. The spinning does not cause the user to become dizzy.

### Simultaneous Cross Slash

The user swings the sword down, cutting in a cross shape simultaneously. Each slash counts as its own attack.

### Blunt Knock

The user uses the side of their sword to hit the target with all of their force. The target will be launched a fair distance.

### Joint-Control

The user loosens their joints, allowing wider guards and swings with their sword. This skill is passive, it's name does not need to be chanted.

## Polearm

### One-Handed

Allows the user to wield a two-handed polearm with a single hand. They will still have full control over the polearm and will still be able to attack at full power. This skill is passive, it's name does not need to be chanted. This does not unlock the ability to dual wield.

### Guided Javelin

When the user throws their polearm, it will home in on a specified target. The user may call the polearm back after the attack, whether or not the attack was successful does not matter.

### Legion Stab

Allows the user to stab twice in rapid succession. Both stabs are counted as a single move but count as separate attacks, allowing the user to deal two separate stab damages.

### Circulatory Defence

When the user is focusing on an incoming attack, they can spin their polearm in a circular motion in an attempt to block incoming attacks.

### Javelin's Oath

When the user throws their polearm, they may suddenly change the direction of the polearm mid air. The user can do this up to 3 times before the polearm is called back to the user's hand.

## Cleaver

### Bulked

The user has adjusted to the weight of their cleaver and is now able to wield it easily with a single hand. This skill is passive, it's name does not need to be chanted. This does not unlock the ability to dual wield.

### Wide Strike

Swinging the cleaver hard displaces the air in its path and knocks back nearby enemies. The force of the swing changes how hard the knockback is.

### Laceration Incarnated

The user hardens their grip as they gain the ability to swing their cleaver in rapid succession, swinging up to 10 times, each swing counting as 25% of a full swing.

### GigaSlam

The user will be able to slam the cleaver into the ground, generating a large shockwave which throws debris into the air.

### Beaming Slash

When the user activates this skill, the next slash they perform with the cleaver will generate a slash of raw magic which will shoot out in the direction they slash in.

## Knuckles

### Diablo's Fist

The user punches with the force of a charged punch.

### Flicker Punch

The user jabs as quickly as their can, swiftly striking a target in range. There is a slight chance that the user will strike twice.

### Knuckle Sandwich

The user uses both of their fists to hit the target's head from both sides. This skill cannot be blocked but can be dodged and/or countered.

### Diablo's Hammer

Once a target is within close range, the user jumps and releases a downward hook to the target's head.

### Flow State

The user prepares their arms, parrying any physical attack at the cost of 15% of their hp per attack. This skill can last any amount of turns.

## Scythe

### Weightless

The user will be able to wield scythes effectively with one hand. This skill is passive, it's name does not need to be chanted. This does not unlock the ability to dual wield.

### Brutalization

The user hooks the scythe around their target, then ripping it back, slicing the target in the process.

### Seamless Slices

The user spins their scythe around, slicing the target twice in quick succession. If the first slice is not avoided or blocked, the target cannot defend from the second slice.

### Growing Death

The blade of the user's scythe grows to 150% of its original size. This lasts a single turn and deals 50% additional damage with a higher chance of causing Bleed.

### Reap N Weep

Successful attacks will give the user 25% of the health dealt to the target.

## Shield

### Hate Reaction

The user draws all enemies attention towards themselves, taking the aggression.

### Shield Bash

The user bashes their target with their shield. The target is knocked into the air. A second impact is then imposed onto the target, knocking them into the ground.

### Greatest Shield

The user's current health doubles at the cost of their agility, making them unable to move.

### Blood Sacrifice

When a party member is at risk of dying whilst an attack is directed at them, the user switches places with their ally.

### Invincible

The user gains a 5% damage reduction. This skill is passive, it's name does not need to be chanted.

## Dagger

### Detect

As the user strikes, they will be able to see any weakpoints. If any weakpoints are found, the user will be able to exploit them to deal an additional 20% damage.

### Punch Cut

The user punches the target with their dagger in hand. However, they keep following through, slashing the target with the knife.

### Flip Strike

After the user has dealt their initial strike, they quickly flip their dagger and slash the other away.

### Deathly Blow

When the user is struck by a target's melee weapon, they will be able to slice the now undefended target. This causes Bleed III for one round before becoming Bleed II.

### Secret Slice

If undetected, the user may stealthily slice the target during an ally's turn.

## Bow

### Long Draw

The user's bow string becomes extra stretchy, allowing for longer and more powerful shots. This skill is passive, it's name does not need to be chanted.

### Split Shot

The user's arrow is rigged to split in half mid air. This allows the user to split the arrow in half to hit two different targets (or hit the same target twice)

### Double Shot

The user loads 2 arrows into their bow. The user can choose different targets for each arrow. If the user has mastery and uses Split Shot, both arrows are split.

### Bloody Ripper

The user has learnt to detect prime conditions. Their arrow will be able to penetrate through armour and protective barriers. Has a higher chance of causing Bleed.

### Gatling Shot

The user loads 5 arrows into their bow, shooting them individually in the same direction. Each arrow follows the one infront, hitting the target with up to 5 arrows.

## Axe

### Timber

This skill is used just after a slash. After the slash, the target will fall to the ground. This skill does not work if the target is stuck in place or has nowhere to fall.

### Blunt Strike

The user quickly switches to a reverse grip, swiftly striking their target in the head with the bottom of their axe handle. This skill has a much higher chance of stunning the target.

### Plus Cut

This skill allows the user to swing horizontally and vertically simultaneously. Both swings deal ~70% damage

### Lumberjacked

The user has grown towards their axe, allowing them to optimise their swinging arc. Their next swing will deal 120% damage with a higher chance of amputation.

### Blind Chaos

The user sends themselves into a blind rage. Their current hp and attack are doubled, but their sense and reason are gone. This skill lasts for 3 turns.

## Hammer

### Circular Safeguard

The user spins the hammer in their hand, deflecting projectiles that come into contact with it.

### Shatterstruck

The user slams their hammer into the ground. Shattering and displacing the surrounding ground. Anyone within its range and in contact with the ground will become stuck.

### Defence Break

The force of the hammer's blunt attack is directed towards the exact spot to break the target's defence

### Boomerang Toss

The user throws their hammer in attempt to strike their target. Whether or not the hammer hits, it returns to the user's hands.

### Double-Impact

When the user's hammer hits something, after the initial strike, a second strike follows. The second strike is unavoidable.

## Whip

### Entangling Whip

The user whips their weapon in a wide arc, creating a tangled mess of leather and metal. Any opponents caught in the attack will be slowed down and have their movements restricted.

### Precision Strike

The user lashes their whip with pinpoint accuracy, striking a vital area of the opponent's body. This attack has a high critical hit rate and can bypass some forms of armor.

### Disarm

The user whips their weapon around an opponent's weapon, causing it to fly out of their hand and onto the ground. This can be useful for quickly disarming an opponent and creating an opening for a follow-up attack.

### Whirlwind

The user spins their whip around their body, creating a whirlwind of metal and leather. This can deflect projectiles and damage nearby opponents, but leaves the user open to counter-attacks.

### Grapple

The user whips their weapon around an opponent's limb or weapon, immobilizing it and allowing the user to move in for a follow-up attack. This can be useful for creating openings in an opponent's defense and controlling the flow of the battle.

## Throwable

### Arcing Traject

When throwing, you manage to curve the trajectory of the projectile. It can only curve in a single direction.

### Scatterforce

Throw with enough force to shatter the projectile against whatever it hits. The pieces of said projectile will scatter, hitting other nearby targets.

### Centripetal Volley

If you have multiple of the same projectile (example: shurikens), you spin your arm rapidly and throw them in quick succession. If you only have a single projectile (example: boomerang), you spin your arm rapidly, gradually getting faster before you eventually let go, throwing the projectile at extreme speeds.

### Chain Reaction

Throw multiple projectiles at once, having each projectile knock off of each other to create a unique and unpredictable pathing.

### Pitch of the 7 Winds

Have perfect form when throwing a projectile. The projectile is extremely difficult to dodge and blocking it stuns the target during their next turn.