Geo Templar

## Geo Templar (Ranged Damage, Buffs, Some Heals)

**Resource used** : Mana

**Roles in party** :
Strong ranged damage dealer that can dual wield pistols or use an arquebus rifle. Lots of passives to improve firearm damage.

Best support/buff using character in the game. Can learn almost every buff spell.

Decent healer, learns revive, heal and major heal. Can be used as the primary healer in your party if you choose the right skills. Can also remove debuffs using cleanse or dispel.

Geomancer that can use spells like "Plague" to inflict magic damage and cause poison or "Geo Strike" which empowers your gun or sword attacks with a random element. Geo Strike becomes even better with the skill "Divination" which guarantees your geo strikes will always choose the element the targeted enemy is weakest against.

## Skill Trees

### **GEOMANCY**

**Geomancy** : Passive; Reduce Elemental resistance - Geomancy is an ancient form of magic that has been in the world since the Age of Antiquity

Lv1: Reduce a targeted enemy's Elemental resistance 10%

Lv2: Reduce a targeted enemy's Elemental resistance 15%

Lv3: Reduce a targeted enemy's Elemental resistance 20%

Lv4: Reduce a targeted enemy's Elemental resistance 25%

Lv5: Reduce a targeted enemy's Elemental resistance 30%

**Geostrike** : Mana 10; Physical Damage + Random Element - "Geomancy draws power from the earth and can invoke any element" - "Lady Amalia Batten, Geomancy : A Practical Guide.

Lv1 : 130% Melee Attack or Ranged Attack

Lv2 : 140% Melee Attack or Ranged Attack

Lv3 : 150% Melee Attack or Ranged Attack

Lv4 : 160% Melee Attack or Ranged Attack

Lv5 : 170% Melee Attack or Ranged Attack

**Frost Shield** : Mana 15/30; The blessings of The Mother can protect against a variety of elements.

Lv1 : +25% Cold Resist % : 4 turns (S/R)

Lv2 : +25% Cold Resist % : 5 turns (S/R)

Lv3 : +25% Cold Resist % : 6 turns (S/R)

Lv4 : +25% Cold Resist % : 7 turns (S/R)

Lv5 : +25% Cold Resist % : 8 turns (S/R)

**Flame Shield** : Mana 15/30; The blessings of The Mother can protect against a variety of elements.

Lv1 : +25% Fire Resist % : 4 turns (S/R)

Lv2 : +25% Fire Resist % : 5 turns (S/R)

Lv3 : +25% Fire Resist % : 6 turns (S/R)

Lv4 : +25% Fire Resist % : 7 turns (S/R)

Lv5 : +25% Fire Resist % : 8 turns (S/R)

**Thunder Shield** : Mana 15/30; The blessings of The Mother can protect against a variety of elements.

Lv1 : +25% Bolt Resist % : 4 turns (S/R)

Lv2 : +25% Bolt Resist % : 5 turns (S/R)

Lv3 : +25% Bolt Resist % : 6 turns (S/R)

Lv4 : +25% Bolt Resist % : 7 turns (S/R)

Lv5 : +25% Bolt Resist % : 8 turns (S/R)

**Infect** : Mana 10/20/30; Magical Damage + Poison - A strong poison infects the target and begins to eat away at their insides.

Lv1 : 100% Magic Power : Deals 150 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv2 : 120% Magic Power : Deals 300 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv3 : 140% Magic Power : Deals 450 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv4 : 160% Magic Power : Deals 600 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv5 : 180% Magic Power : Deals 750 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

**Roots** : Mana 20; Curse of Roots - "The roots of the earth are Hers to command" - Archbishop Dimeria Dune, Powers of the Ancient of Life

Lv1 : Can't Melee Attack or Use Melee Skills : 50% Success Rate : 3 turns (S)

Lv2 : Can't Melee Attack or Use Melee Skills : 60% Success Rate : 3 turns (S)

Lv3 : Can't Melee Attack or Use Melee Skills : 70.00001% Success Rate : 3 turns (S)

Lv4 : Can't Melee Attack or Use Melee Skills : 80% Success Rate : 3 turns (S)

Lv5 : Can't Melee Attack or Use Melee Skills : 90% Success Rate : 3 turns (S)

**Geo Storm** : Mana 50; Physical Damage + Random Element - "Storms of energy flow within the very rocks of the earth" - "Lady Amalia Batten, Geomancy : A Practical Guide.

Lv1 : 135% Melee Attack or Ranged Attack : 2 attacks on random enemies

Lv2 : 150% Melee Attack or Ranged Attack : 2 attacks on random enemies

Lv3 : 165% Melee Attack or Ranged Attack : 2 attacks on random enemies

Lv4 : 180% Melee Attack or Ranged Attack : 3 attacks on random enemies

Lv5 : 195% Melee Attack or Ranged Attack : 3 attacks on random enemies

**Divine Shield** : Mana 15/30; Divine Shield - The blessings of The Mother can protect against a variety of harmful effects.

Lv1 : +25% Holy Resist % : 4 turns (S/R)

Lv2 : +25% Holy Resist % : 5 turns (S/R)

Lv3 : +25% Holy Resist % : 6 turns (S/R)

Lv4 : +25% Holy Resist % : 7 turns (S/R)

Lv5 : +25% Holy Resist % : 8 turns (S/R)

**Shadow Shield** : Mana 15/30; Divine Shield - The blessings of The Mother can protect against a variety of harmful effects.

Lv1 : +25% Dark Resist % : 4 turns (S/R)

Lv2 : +25% Dark Resist % : 5 turns (S/R)

Lv3 : +25% Dark Resist % : 6 turns (S/R)

Lv4 : +25% Dark Resist % : 7 turns (S/R)

Lv5 : +25% Dark Resist % : 8 turns (S/R)

**Plague** : Mana 25/50/75; Magical Damage + Poison - An ancient and dangerous spell that was at one time forbidden by most laws.

Lv1 : 225% Magic Power : Deals 550 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv2 : 240% Magic Power : Deals 1100 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv3 : 255% Magic Power : Deals 1650 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv4 : 270% Magic Power : Deals 2200 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

Lv5 : 285% Magic Power : Deals 2750 Physical Damage per turn

80% Success Rate : Until Removed (S/R/A)

**Divination** : Passive; Improve Geo Strike and Geo Storm - Geo Templars use Divination to enhance the effectiveness of their Geomancy.

Lv1 : Geo Strike and Geo Storm ALWAYS targets an enemy's weakest Elemental resistance

### **MOTHER'S BLESSING**

**Mother's Blessing** : Passive; Blessings recover Mana - The Mother grants various blessings and boons to the Geo Templars but unlike other religious orders, imposes few rules upon them.

Lv1 : Restore 10% Mana used after casting a Buff

Lv2 : Restore 20% Mana used after casting a Buff

Lv3 : Restore 30% Mana used after casting a Buff

Lv4 : Restore 40% Mana used after casting a Buff

Lv5 : Restore 50% Mana used after casting a Buff

**Heal** : Mana 5/10/15; Heal Life - Basic healing spell that heals minor trauma.

Lv1 : 130% Magic Power (S/R/A)

Lv2 : 140% Magic Power (S/R/A)

Lv3 : 150% Magic Power (S/R/A)

Lv4 : 160% Magic Power (S/R/A)

Lv5 : 170% Magic Power (S/R/A)

**Guard**: Mana 5/10; Barrier - Simple support spell that reduces physical damage taken.

Lv1 : +25% Physical Defense : 4 turns (S/R)

Lv2 : +25% Physical Defense : 5 turns (S/R)

Lv3 : +25% Physical Defense : 6 turns (S/R)

Lv4 : +25% Physical Defense : 7 turns (S/R)

Lv5 : +25% Physical Defense : 8 turns (S/R)

**Barrier** : Mana 510; Barrier - Simple support spell that reduces magical damage taken.

Lv1 : +25% Magic Defense : 4 turns (S/R)

Lv2 : +25% Magic Defense : 5 turns (S/R)

Lv3 : +25% Magic Defense : 6 turns (S/R)

Lv4 : +25% Magic Defense : 7 turns (S/R)

Lv5 : +25% Magic Defense : 8 turns (S/R)

**Cleanse** : Mana 13/11/9/7/5; Cleanse - Ailments are physical impairments, a proper cleansing spell removes them all.

Lv1 : Remove all Ailments (S); Mana 13

Lv2 : Remove all Ailments (S); Mana 11

Lv3 : Remove all Ailments (S); Mana 9

Lv4 : Remove all Ailments (S); Mana 7

Lv5 : Remove all Ailments (S); Mana 5

**Dispel** : Mana 13/11/9/7/5; Dispel - Curses can be dispelled by those who know the proper incantations.

Lv1 : Remove all Curses (S); Mana 13

Lv2 : Remove all Curses (S); Mana 11

Lv3 : Remove all Curses (S); Mana 9

Lv4 : Remove all Curses (S); Mana 7

Lv5 : Remove all Curses (S); Mana 5

**Major Heal** : Mana 15/30/45; Heal Life - Powerful healing wave that removes major trauma.

Lv1 : 215% Magic Power (S/R/A)

Lv2 : 230% Magic Power (S/R/A)

Lv3 : 245% Magic Power (S/R/A)

Lv4 : 260% Magic Power (S/R/A)

Lv5 : 275% Magic Power (S/R/A)

**Haste** : Mana 30; Haste - A favored blessing of Geo Templars that are expert gunslingers.

Lv1 : +25% Initiative : 4 turns (S)

Lv2 : +25% Initiative : 5 turns (S)

Lv3 : +25% Initiative : 6 turns (S)

Lv4 : +25% Initiative : 7 turns (S)

Lv5 : +25% Initiative : 8 turns (S)

**Constitution** : Mana 30; Constitution - The blessings of The Mother can protect against a variety of harmful effects.

Lv1 : +25% Ailment Resist % : 4 turns (S)

Lv2 : +25% Ailment Resist % : 5 turns (S)

Lv3 : +25% Ailment Resist % : 6 turns (S)

Lv4 : +25% Ailment Resist % : 7 turns (S)

Lv5 : +25% Ailment Resist % : 8 turns (S)

**Revive** : 20; Revive and Heal Life - Those on the edge of death's door can be restored to life.

Lv1 : 160% Magic Power (S)

Lv2 : 170% Magic Power (S)

Lv3 : 180% Magic Power (S)

Lv4 : 190% Magic Power (S)

Lv5 : 200% Magic Power (S)

**Focus Power** : Mana 30/60; Focus Power - Many mages befriend Geo Templars just for the opportunity to feel the power this blessing gives them.

Lv1 : +25% Magical Damage : 4 turns (S/R)

Lv2 : +25% Magical Damage : 5 turns (S/R)

Lv3 : +25% Magical Damage : 6 turns (S/R)

Lv4 : +25% Magical Damage : 7 turns (S/R)

Lv5 : +25% Magical Damage : 8 turns (S/R)

**Focus Might** : Mana 30/60; Focus Might - A powerful blessing that is craved by knights and warriors that travel with Geo Templars.

Lv1 : +25% Physical Damage : 4 turns (S/R)

Lv2 : +25% Physical Damage : 5 turns (S/R)

Lv3 : +25% Physical Damage : 6 turns (S/R)

Lv4 : +25% Physical Damage : 7 turns (S/R)

Lv5 : +25% Physical Damage : 8 turns (S/R)

### **GUN ARTS**

**Gun Arts** : Passive; Increases Initiative with Firearm attacks - The use of firearms is a recent addition to the Geo Templar's fighting style that is their preferred class of weapon.

Lv1 : +15% Initiative

Lv1 : +20% Initiative

Lv1 : +12% Initiative

Lv1 : +30% Initiative

Lv1 : +35% Initiative

**Pistol Master**y : Passive; Increases damage of Pistol attacks - Pistols are easily concealed and accurate at short ranges.

Lv1 : +5% Physical Damage dealt

Lv2 : +10% Physical Damage dealt

Lv3 : +15% Physical Damage dealt

Lv4 : +20% Physical Damage dealt

Lv5 : +25% Physical Damage dealt

**Arquebus Mastery** : Passive; Increases damage of Arquebus attacks - The arquebus is a crude firearm that is inaccurate but powerful.

Lv1 : +5% Physical Damage dealt

Lv2 : +10% Physical Damage dealt

Lv3 : +15% Physical Damage dealt

Lv4 : +20% Physical Damage dealt

Lv5 : +25% Physical Damage dealt

**Quick Shot** : Gambit; Gambit Trigger : Perform a Ranged Attack "He was near dead from the ale, but the fastest and deadliest pistoleer I ever saw" - Lord Edmond Dune, Biographies of the Great Geo Templars

Lv1 : 10% Strike First

Lv2 : 20% Strike First

Lv3 : 30% Strike First

Lv4 : 40% Strike First

Lv5 : 50% Strike First

**Gunslinger** : Passive; Reduce Accuracy penalty for Ranged Dual Wield - Some wandering Geo Templars have become duelists that have mastered the pistol.

Lv1 : +5% Accuracy

Lv2 : +10% Accuracy

Lv3 : +15% Accuracy

Lv4 : +20% Accuracy

Lv5 : +25% Accuracy

**Crippling Shots** : Gambit; Increases Critical Power % with Arquebuses - A trained marksman can bring down the biggest foe with one shot.

Lv1 : +15% Critical Power

Lv2 : +30% Critical Power

Lv3 : +45% Critical Power

Lv4 : +60% Critical Power

Lv5 : +75% Critical Power

**Crack Shot** : Passive; Increases Critical Rate % with Arquebuses - Controlled breathing and a proper stance aid in firing efficiency.

Lv1 : +3% Critical Rate %

Lv2 : +6% Critical Rate %

Lv3 : +9% Critical Rate %

Lv4 : +12% Critical Rate %

Lv5 : +15% Critical Rate %

### **Key**

(S) - Single (attack a single enemy)

(R) - Row (attack a row of enemies)

(A) - All (attack all enemies

## References

By stormseekergames

http://www.infiniteadventuresgame.com/

https://steamcommunity.com/sharedfiles/filedetails/?id=1552052238