08-06-2017, 05:05 AM
not done yet nerds this got posted early on accident
Hailing from the northernmost reaches of Hyoya, only the most desperate and violent men live out in the reaches of the cold north. Clutching to their lives through good and bad, they make their living from others, seizing goods, food, and raiding monasteries to sate their needs and wants in equal measure. For every one the Hyoyans catch, ten more rise to take their place. They hold no master, no gods, and no goal save survive to the next day. Life is short, life is brutal, and their axes are hungry.
Promotion Class Name: Raider
Promoted From: Soldier. It could fit Rogue, but Rogue has enough promotion classes that avoid the classic rogue archetype already, and having a more active Soldier class that had more than a few tricks up its sleeves seemed like a fantastic idea.
There are three main archetypes I wanted to work into the Raider class mentality. These three archetypes are, I suppose, the main "builds" for the classes, so to speak. These three archetypes are as follows.
- Pirate: This class specializes entirely in the creation and usage of Pillage tiles. This archetype relies more on supporting type actions coupled with acid and water damage, in addition to having a number of crazy tricks up their sleeves that make things more interesting. I haven't quite established what tricks I want the Pirate to do yet, but it will be a grab bag of stuff that is versatile and somewhat obnoxious to deal with.
- Viking: One of the things that I found most disappointing about tanks in SL2 was that there was no ACTIVE component to tanking, save for slamming guard and bam you take less damage. it's not very satisfying from a game feel standpoint to be tanky in this game, so I thought about how a tank could still prevent damage to himself and others without it just being boring passive defenses and guarding and cover. The answer was pretty simple: Knockbacks, Knockdowns, and momentum reducing options that can hinder an opponent's ways of causing damage directly, rather than simply being too tanky to take any damage from folks, in addition to outright denying the opponent certain actions. Shields are a completely 100% mandatory part of the equipment set for this archetype, mostly due to the number of skills it possesses that require it.
-Berserker: I wanted Berserker to feel powerful, and to reward people from going in ham on someone and not relenting, but at the same time provide a pretty serious malus if they were unable to burst out their opponents. As a result, Berserkers are a glass cannon DPS build that is entirely revolving around melee burst damage, with their main gimmick rendering them incapable of doing any other job but that, but also allowing them to do that one job very very well and efficiently.
These are the three main design philosophies I wanted to touch on going into this design, and you'll clearly see the concepts laid out.
Offensive Skills
Flay
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A crippling strike that wreaks havoc on muscles. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy STR by Rank on hit, does not stack.
Concussive Blow
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A smashing blow towards the head that leaves the target dazed and confused. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy WIL by Rank on hit, does not stack.
Dislocate
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A brutal chop to the enemy shoulder, making proper aim painful and distracting. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy SKI by Rank on hit, does not stack.
Hamstring
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A quick slice to the opponent's hamstrings (or equivalent thereof). Engages a regular attack that must roll to hit and crit as normal. Reduces enemy CEL by Rank on hit, does not stack.
Bone Breaker
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A crushing, vicious blow that wears at the physical resolve of even the hardiest man. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy DEF by Rank on hit, does not stack.
Smash Guard
Type: Offensive
Max Rank: 2
Momentum Cost: 3*
Range: 1
FP Cost: 20 at both levels.
No specific weapon required. Targets a single tile within one range. You quickly smash aside the opponent's weapon or shield, making them unable to counter you. Does no damage, but negates any on-hit reactions the opponent has, and removes blocking and guarding statuses. Lasts only one round. Counts for starting a Rampage chain.
Knock Knock
Type: Offensive
Max Rank: 3
Momentum Cost: 3
Range: 1
FP Cost: 15/20/25
Shield Skill. Targets a single tile within range. Rearing back, the Raider slams the shield with full force into his opponent. Knocks back opponent 3/4/5 tiles, causes 20/25/30 blunt damage, and applies a Staggered debuff, reducing movemment by -1/-2/-3 for 1/2/3 turns.
Who's There?
Type: Offensive
Max Rank: 3
Momentum Cost: 4
Range: 3/4/5
FP Cost: 20/30/40
Shield Skill. Targets any recently Staggered opponent within 3/4/5 tiles. Rushing forwards at the staggered opponent, the Raider slams into them at full force, knocking them down onto the ground. This applies the Guard Break status effect as well, increasing all damage taken by the opponent by 15% for 2/3/4 turns.
Plunder
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 15 at all Ranks.
Axe Skill. Targets a single tile within range. Swinging their axe recklessly, the Raider ruins the very ground the opponent stands on. Engages a regular attack that must roll to hit and crit as normal. Spawns a Pillaged tile underneath the opponent even if it misses, and has a 20/40/60/80/100% chance to spawn an additional pillaged tile in a random bordering tile.
Crashing Waves
Type: Offensive
Max Rank: 5
Momentum Cost: 4*
Range: N/A
FP Cost: 10/20/30/40/50.
Axe Skill. Targets all Pillaged Tiles on the battlefield. Even the oceans follow the Raider's call, when they beckon. All Pillaged Tiles send out a wave from them in a random direction, automatically hitting and bypassing evasion if an enemy is standing ontop of one. If this wave impacts an enemy, it pushes them 1/1/1/2/3 tiles away from the point of impact and causes 100%/110%/120%/130%/140% Water Attack Scaled Magic Damage.
Ravage
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 20 at all Ranks.
Axe Skill. Targets a single tile within range. The axe of a Raider is so keen, it cleaves even through magical boons, stripping them from those they benefit. Engages a regular attack that must roll to hit and crit as normal. On hit, strips any and all magical buffs from the target. Has a 3/3/2/2/1 round cooldown.
Cheap Shot
Type: Offensive
Max Rank: 5
Momentum Cost: 3
Range: 1
FP Cost: 20 at all ranks.
Shield Skill. Targets a single tile within range. Feinting with their weapon, the Raider instead jabs their shield into the enemy's gut. Causes 10/15/20/25/30 damage, and reduces enemy M by 1 on their next turn.
Attack Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider cleaves into the arm of their opponent, damaging it to the point where swinging a weapon is nearly impossible. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Attack actions for 2 turns.
Skill Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider chops roughly into the opponent's chest, dampening their spirits and making them unsure of their abilities. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Skill actions for 2 turns.
Spell Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider swings his axe in a mighty arc into the opponent's skull, scrambling their thoughts and making spells and summons harder to call upon. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Spell or Summon actions for 2 turns.
* - Indicates skills to which Rampage applies.
Defensive Skills
Shield Wall
Type: Defensive
Max Rank: 2
Momentum Cost: 3
FP Cost: 20
Shield Skill. Targets 1/2 squares next to the Raider when facing in a direction. Every Raider knows the importance of standing where you can cover your allies with your shield. Takes half of any damage received by allies standing on one or both sides, but reduces all damage taken by allies by half.
Plow Through
Type: Defensive
Max Rank: 5
Momentum Cost: 3
FP Cost: None
Range: 3/4/5/6/7 tiles
Targets any ally within the range. A Raider often doesn't care about his allies in his rush to get into the fight. Instantly moves the Raider to his allies position, and pushes the ally to a random neighboring square, or, if Shield Wall is active, to a square affected by it. Cannot target allies that are surrounded on all sides.
Utility Skills
Stand Ground
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: N/A
Targets Self. How can you feel fear or fall back when the only thing that lies behind you is frost, fire, and death? When activated, provides immunity to knockback and later Fear for 1/1/2/2(Fear)/3(Fear)
Kindled Hearth
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: 7 tiles.
Targets one Pillaged Tile within range. Sometimes, the best way to celebrate a raid is with a cozy fire and friends. Sets the Pillaged Tile ablaze with a cheery fire. Standing next to the hearth will restore 1/2/3/4/5% of HP and FP per turn when standing next to it to anyone. Can stack with multiple hearths. Hearths last 2 turns each, or an infinite number of turns in Spars.
Razed Ground
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: 7 tiles.
Targets one Pillaged Tile within range. Other times, the best way to celebrate a raid is to leave a hellish inferno of death in your wake. Sets the PIllaged Tile ablaze with a cruel vicious fire. Standing next to the fire will cause 1/2/3/4/5% HP damage per turn. Getting knocked into the fire causes 100/110/120/130/140% Fire Attack Scaled Magic Damage, and sets a level 5/10/15/20/25 burn on the target. Blazes last 2 turns each.
Makeshift Barricades
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 45
Range: Circle AoE, 2/3/4/5/6 tile radius.
Targets all pillaged tiles within radius, and sets up barricades in each of them, rendering them immobile terrain. Each barricade has 10/15/20/25/30 HP and will break apart if their HP is depleted or if something is knocked into them. Anything knocked into Makeshift Barricades take 10/15/20/25/30 damage and can travel through multiple barricades.
Summon Crew
Rank D Invocation
Max Rank: 5
FP Cost: 50
Range: Map
Targets all pillaged tiles on the map. Sometimes, when you need to get the job done, you just need to call up all of your friends. Summons a weak minion into every single unoccupied pillaged tile on the map. These minions are not very good. I have no idea what their statline should be at the moment. I'll figure it out at some point. Point is, they're chaff that exist to fill space and give you Ganging Up bonuses. The minions last for 2/3/4/5/6 turns, and get better every rank too.
Riot
Rank D Invocation
Max Rank: 5
FP Cost: 50
Range: Map
Targets the Map. The best way to get a raid started is to get everyone all nice and riled up, isn't it? Has a 5/10/15/20/25% chance for each tile to change to a pillaged tile. Anyone standing on a tile that is changed takes 100/110/120/130/140% Acid Attack Scaled Magic Damage.
Passive Skills
Rampage
Type: Passive
Max Rank: 2
Just the scent of blood can drive a Raider into a frenzy, which grows more and more wild as the battle progresses. Toggleable skill. When active, each unique Raider Offensive Skill reduces the momentum cost of the next unique Raider offensive skill by 1, to a minimum of 1, and reduces Phys. Def and Mag. Def by 25% for 2 turns, which stacks down to 0% Phys. and Mag. Def. Cannot equip a shield if active. Rank 2 allows equipping without taking up a skill slot. Rampage Chains end after 5 attacks.
Grudgebearer
Type: Passive
Max Rank: 2
A Raider has a list of grudges a mile long. Just hope that you aren't on it. Untoggleable skill. Every time an opponent is knocked down or knocked back by any action the Raider takes, a Grudge is added. Only one Grudge can be added by non-Raider skills at a time. When a Raider reaches 4 Grudges, new skills can be utilized.
Innate Skills
Ganging Up
Type: Innate
Max Rank: 5
A fair fight isn't a fun fight at all. When an enemy is surrounded by allies, the enemy takes +1/2/3/4/5 *x number of allies surrounding opponent extra damage from the Raider.
Hailing from the northernmost reaches of Hyoya, only the most desperate and violent men live out in the reaches of the cold north. Clutching to their lives through good and bad, they make their living from others, seizing goods, food, and raiding monasteries to sate their needs and wants in equal measure. For every one the Hyoyans catch, ten more rise to take their place. They hold no master, no gods, and no goal save survive to the next day. Life is short, life is brutal, and their axes are hungry.
Promotion Class Name: Raider
Promoted From: Soldier. It could fit Rogue, but Rogue has enough promotion classes that avoid the classic rogue archetype already, and having a more active Soldier class that had more than a few tricks up its sleeves seemed like a fantastic idea.
There are three main archetypes I wanted to work into the Raider class mentality. These three archetypes are, I suppose, the main "builds" for the classes, so to speak. These three archetypes are as follows.
- Pirate: This class specializes entirely in the creation and usage of Pillage tiles. This archetype relies more on supporting type actions coupled with acid and water damage, in addition to having a number of crazy tricks up their sleeves that make things more interesting. I haven't quite established what tricks I want the Pirate to do yet, but it will be a grab bag of stuff that is versatile and somewhat obnoxious to deal with.
- Viking: One of the things that I found most disappointing about tanks in SL2 was that there was no ACTIVE component to tanking, save for slamming guard and bam you take less damage. it's not very satisfying from a game feel standpoint to be tanky in this game, so I thought about how a tank could still prevent damage to himself and others without it just being boring passive defenses and guarding and cover. The answer was pretty simple: Knockbacks, Knockdowns, and momentum reducing options that can hinder an opponent's ways of causing damage directly, rather than simply being too tanky to take any damage from folks, in addition to outright denying the opponent certain actions. Shields are a completely 100% mandatory part of the equipment set for this archetype, mostly due to the number of skills it possesses that require it.
-Berserker: I wanted Berserker to feel powerful, and to reward people from going in ham on someone and not relenting, but at the same time provide a pretty serious malus if they were unable to burst out their opponents. As a result, Berserkers are a glass cannon DPS build that is entirely revolving around melee burst damage, with their main gimmick rendering them incapable of doing any other job but that, but also allowing them to do that one job very very well and efficiently.
These are the three main design philosophies I wanted to touch on going into this design, and you'll clearly see the concepts laid out.
Offensive Skills
Flay
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A crippling strike that wreaks havoc on muscles. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy STR by Rank on hit, does not stack.
Concussive Blow
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A smashing blow towards the head that leaves the target dazed and confused. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy WIL by Rank on hit, does not stack.
Dislocate
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A brutal chop to the enemy shoulder, making proper aim painful and distracting. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy SKI by Rank on hit, does not stack.
Hamstring
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A quick slice to the opponent's hamstrings (or equivalent thereof). Engages a regular attack that must roll to hit and crit as normal. Reduces enemy CEL by Rank on hit, does not stack.
Bone Breaker
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A crushing, vicious blow that wears at the physical resolve of even the hardiest man. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy DEF by Rank on hit, does not stack.
Smash Guard
Type: Offensive
Max Rank: 2
Momentum Cost: 3*
Range: 1
FP Cost: 20 at both levels.
No specific weapon required. Targets a single tile within one range. You quickly smash aside the opponent's weapon or shield, making them unable to counter you. Does no damage, but negates any on-hit reactions the opponent has, and removes blocking and guarding statuses. Lasts only one round. Counts for starting a Rampage chain.
Knock Knock
Type: Offensive
Max Rank: 3
Momentum Cost: 3
Range: 1
FP Cost: 15/20/25
Shield Skill. Targets a single tile within range. Rearing back, the Raider slams the shield with full force into his opponent. Knocks back opponent 3/4/5 tiles, causes 20/25/30 blunt damage, and applies a Staggered debuff, reducing movemment by -1/-2/-3 for 1/2/3 turns.
Who's There?
Type: Offensive
Max Rank: 3
Momentum Cost: 4
Range: 3/4/5
FP Cost: 20/30/40
Shield Skill. Targets any recently Staggered opponent within 3/4/5 tiles. Rushing forwards at the staggered opponent, the Raider slams into them at full force, knocking them down onto the ground. This applies the Guard Break status effect as well, increasing all damage taken by the opponent by 15% for 2/3/4 turns.
Plunder
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 15 at all Ranks.
Axe Skill. Targets a single tile within range. Swinging their axe recklessly, the Raider ruins the very ground the opponent stands on. Engages a regular attack that must roll to hit and crit as normal. Spawns a Pillaged tile underneath the opponent even if it misses, and has a 20/40/60/80/100% chance to spawn an additional pillaged tile in a random bordering tile.
Crashing Waves
Type: Offensive
Max Rank: 5
Momentum Cost: 4*
Range: N/A
FP Cost: 10/20/30/40/50.
Axe Skill. Targets all Pillaged Tiles on the battlefield. Even the oceans follow the Raider's call, when they beckon. All Pillaged Tiles send out a wave from them in a random direction, automatically hitting and bypassing evasion if an enemy is standing ontop of one. If this wave impacts an enemy, it pushes them 1/1/1/2/3 tiles away from the point of impact and causes 100%/110%/120%/130%/140% Water Attack Scaled Magic Damage.
Ravage
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 20 at all Ranks.
Axe Skill. Targets a single tile within range. The axe of a Raider is so keen, it cleaves even through magical boons, stripping them from those they benefit. Engages a regular attack that must roll to hit and crit as normal. On hit, strips any and all magical buffs from the target. Has a 3/3/2/2/1 round cooldown.
Cheap Shot
Type: Offensive
Max Rank: 5
Momentum Cost: 3
Range: 1
FP Cost: 20 at all ranks.
Shield Skill. Targets a single tile within range. Feinting with their weapon, the Raider instead jabs their shield into the enemy's gut. Causes 10/15/20/25/30 damage, and reduces enemy M by 1 on their next turn.
Attack Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider cleaves into the arm of their opponent, damaging it to the point where swinging a weapon is nearly impossible. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Attack actions for 2 turns.
Skill Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider chops roughly into the opponent's chest, dampening their spirits and making them unsure of their abilities. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Skill actions for 2 turns.
Spell Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider swings his axe in a mighty arc into the opponent's skull, scrambling their thoughts and making spells and summons harder to call upon. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Spell or Summon actions for 2 turns.
* - Indicates skills to which Rampage applies.
Defensive Skills
Shield Wall
Type: Defensive
Max Rank: 2
Momentum Cost: 3
FP Cost: 20
Shield Skill. Targets 1/2 squares next to the Raider when facing in a direction. Every Raider knows the importance of standing where you can cover your allies with your shield. Takes half of any damage received by allies standing on one or both sides, but reduces all damage taken by allies by half.
Plow Through
Type: Defensive
Max Rank: 5
Momentum Cost: 3
FP Cost: None
Range: 3/4/5/6/7 tiles
Targets any ally within the range. A Raider often doesn't care about his allies in his rush to get into the fight. Instantly moves the Raider to his allies position, and pushes the ally to a random neighboring square, or, if Shield Wall is active, to a square affected by it. Cannot target allies that are surrounded on all sides.
Utility Skills
Stand Ground
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: N/A
Targets Self. How can you feel fear or fall back when the only thing that lies behind you is frost, fire, and death? When activated, provides immunity to knockback and later Fear for 1/1/2/2(Fear)/3(Fear)
Kindled Hearth
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: 7 tiles.
Targets one Pillaged Tile within range. Sometimes, the best way to celebrate a raid is with a cozy fire and friends. Sets the Pillaged Tile ablaze with a cheery fire. Standing next to the hearth will restore 1/2/3/4/5% of HP and FP per turn when standing next to it to anyone. Can stack with multiple hearths. Hearths last 2 turns each, or an infinite number of turns in Spars.
Razed Ground
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: 7 tiles.
Targets one Pillaged Tile within range. Other times, the best way to celebrate a raid is to leave a hellish inferno of death in your wake. Sets the PIllaged Tile ablaze with a cruel vicious fire. Standing next to the fire will cause 1/2/3/4/5% HP damage per turn. Getting knocked into the fire causes 100/110/120/130/140% Fire Attack Scaled Magic Damage, and sets a level 5/10/15/20/25 burn on the target. Blazes last 2 turns each.
Makeshift Barricades
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 45
Range: Circle AoE, 2/3/4/5/6 tile radius.
Targets all pillaged tiles within radius, and sets up barricades in each of them, rendering them immobile terrain. Each barricade has 10/15/20/25/30 HP and will break apart if their HP is depleted or if something is knocked into them. Anything knocked into Makeshift Barricades take 10/15/20/25/30 damage and can travel through multiple barricades.
Summon Crew
Rank D Invocation
Max Rank: 5
FP Cost: 50
Range: Map
Targets all pillaged tiles on the map. Sometimes, when you need to get the job done, you just need to call up all of your friends. Summons a weak minion into every single unoccupied pillaged tile on the map. These minions are not very good. I have no idea what their statline should be at the moment. I'll figure it out at some point. Point is, they're chaff that exist to fill space and give you Ganging Up bonuses. The minions last for 2/3/4/5/6 turns, and get better every rank too.
Riot
Rank D Invocation
Max Rank: 5
FP Cost: 50
Range: Map
Targets the Map. The best way to get a raid started is to get everyone all nice and riled up, isn't it? Has a 5/10/15/20/25% chance for each tile to change to a pillaged tile. Anyone standing on a tile that is changed takes 100/110/120/130/140% Acid Attack Scaled Magic Damage.
Passive Skills
Rampage
Type: Passive
Max Rank: 2
Just the scent of blood can drive a Raider into a frenzy, which grows more and more wild as the battle progresses. Toggleable skill. When active, each unique Raider Offensive Skill reduces the momentum cost of the next unique Raider offensive skill by 1, to a minimum of 1, and reduces Phys. Def and Mag. Def by 25% for 2 turns, which stacks down to 0% Phys. and Mag. Def. Cannot equip a shield if active. Rank 2 allows equipping without taking up a skill slot. Rampage Chains end after 5 attacks.
Grudgebearer
Type: Passive
Max Rank: 2
A Raider has a list of grudges a mile long. Just hope that you aren't on it. Untoggleable skill. Every time an opponent is knocked down or knocked back by any action the Raider takes, a Grudge is added. Only one Grudge can be added by non-Raider skills at a time. When a Raider reaches 4 Grudges, new skills can be utilized.
Innate Skills
Ganging Up
Type: Innate
Max Rank: 5
A fair fight isn't a fun fight at all. When an enemy is surrounded by allies, the enemy takes +1/2/3/4/5 *x number of allies surrounding opponent extra damage from the Raider.