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PTS Update 44 - Feedback Thread for Scribing Focus Scripts

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for the Focus Scripts. Specifically, the focus is on testing how Banner Bearer functions and works within your playstyle. Specific feedback that the team is looking for includes the following:
  • What do you think of the Additional Scripts available for our existing Grimoires in U43? Do you feel there are still significant gaps on any of the Grimoires?
  • Do you have any other general feedback?
Edited by ZOS_Kevin on 16 September 2024 21:49
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • ESO_Nightingale
    ESO_Nightingale
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    Definitely a fan of the new damage type focuses added. Specifically chilling knife, trample and torchbearer.

    I appreciate the commitment to retroactively adding damage types to existing grimoires. i hope to see chilling vault and smash added soon as well!

    Chilling Torch
    image.png?ex=66ea207c&is=66e8cefc&hm=177d627c847053bb2680419706276cf3bde3950dcbd5331d66afabfbd11edb7f&=&format=webp&quality=lossless&width=550&height=294

    Chilling Knife (throw)
    image.png?ex=66ea2136&is=66e8cfb6&hm=cc55f7a42336dc0e331544d44177f72664f176e2afcdb9c68ef3c398f061fbea&=&format=webp&quality=lossless

    Chilling Knife (return)
    image.png?ex=66ea2151&is=66e8cfd1&hm=8916a4471333733d25730226a55ed4648f16fb8190188feeff01284d8737dbde&=&format=webp&quality=lossless

    Chilling Trample
    image.png?ex=66ea21a0&is=66e8d020&hm=30489d5067c4b1a01dd974c7cc646e0ddb7e56606209892b3dca321cd545d6a4&=&format=webp&quality=lossless

    ----
    Unfortunately the visual apperance does not change the damage type.

    Critical Charge: Winter's Gale (charge)
    image.png?ex=66ea24d6&is=66e8d356&hm=9fd27809205e105e85b6679f4aaba69f7c260cb8a3bcf092259e815506290310&=&format=webp&quality=lossless&width=322&height=350

    Critical Charge: Winter's Gale (ground effect)
    image.png?ex=66ea24ed&is=66e8d36d&hm=03df26cf2b38574e331717e869397ca9349deaa08cb9dc420fdd5503e1eaf447&=&format=webp&quality=lossless&width=385&height=350

    Volley: Winterfall
    image.png?ex=66ea2591&is=66e8d411&hm=5c4287fa2d4157b41c9a7ca796f0ef1d5da73604883b7282de6341aae72c8b61&=&format=webp&quality=lossless

    Icy Comet: Winter's Blast
    image.png?ex=66ea2525&is=66e8d3a5&hm=3576ee09c70113c138a643559fdaa7fd6448821bc58211c58f960e50f6c8781f&=&format=webp&quality=lossless&width=550&height=312


    Edited by ESO_Nightingale on 17 September 2024 15:21
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • MashmalloMan
    MashmalloMan
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    rtgfp7g6xk49.png
    7u7282e13xn2.png
    rizki84034dx.png

    Thank you for updating the Sorcerer passive and Class Set to require a permenant pet, we've been asking for this since their inceptions.

    Can you also include the Sorcerer Class Signature Script? I can only assume you forgot about this unique interaction, because it actively goes against your statements as to why you changed the passive and set in the first place.

    Thank you.

    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • SkaiFaith
    SkaiFaith
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    Could anyone share a screenshot of chilling torchbearer visuals? The flame colour...
    I'm on console but I am REALLY looking forward to this = sounds awesome!
    I greatly appreciate all these additions <3

    Edit:
    @ESO_Nightingale THANK YOU! They are all awesome and I'm definitely converting to chilling torchbearer next patch, so cool!
    Edited by SkaiFaith on 17 September 2024 04:53
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • Jsmalls
    Jsmalls
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    Love the more additions to the Scribing abilities. Finally can get shock on Ulf contingency for my Storm Cursed Sorc!!!

    Would really like to see another balance pass on buf durations of certain Major buffs like Brutality/Sorcery, Savagery/Prophecy, and Major resolve. If these are tied to lingering torment they are a hindrance to recast that doesn't like up with the DoT. And in PvP reapplying these common buffs every 10 seconds is too much.
  • Sleep724
    Sleep724
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    Why didn’t shield throw get any additional scripts added to it?
  • Zilian92
    Zilian92
    Soul Shriven
    My feedback concerns the scribing skills and the persistent issue with the armory system not remembering which scripts are selected for the scribing skill.
    Here's my situation: I primarily play my character as a tank, which requires one set of scripts. However, for PvP, I need a completely different set. If I simply want to do a daily random dungeon and a daily battleground, I have to redo my scribing skills multiple times per day. This process is very inconvenient and costly, which makes me want to avoid using scribing skills altogether.

    A simple improvement to the armory system would solve this problem and make scribing skills much more convenient to use. I would appreciate at least some acknowledgment that you're aware of this issue and are working towards a solution. It is very disheartening that this problem still hasn't been addressed. I was really hoping this would be improved in this update. Without this improvement, the full potential of scribing remains unrealized.
  • EnerG
    EnerG
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    My feedback is that the banner bearer is a good skill, with flawed execution. It currently does not need to be activated but the skill only persists on the bar it's currently slotted, meaning it needs to be double bar'd.

    In more organized groups this MAY be mitigated by having other players supplement the 2 skills you are losing in order to have this slotted. However for unorganized groups (more than 70% of the player-base I'd assume) this 2 skill deficit will not be viable.

    I like how banner bearer works minus this, I think the buff and debuffs for running it are well thought out.

    My thinking is that the skill should be a toggle that persists through bar swap. When activated the skill gives its buffs and debuffs and persists regardless of bar swap untill it it toggled off or the player dies.

    Thank you.
    Edited by EnerG on 17 September 2024 00:35
  • LukosCreyden
    LukosCreyden
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    Has anyone got video or screenshots of wield soul and soul burst with bleed? I teallt wanna see it!
    Struggling to find a new class to call home.Please send help.
  • Meredy
    Meredy
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    Banner Bearer definitely should not deactivate while bar swapping. It makes it very difficult to incorporate it into any build at all because of most of the buffs you can apply to it. It would also make it much more flexible to incorporate in dps playstyles
  • gariondavey
    gariondavey
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    Scribing major buffs like brutality and savagery should last 20 seconds
    Zos said we should have to buff less
    10 second duration on buffs is not buffing less
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Turtle_Bot
    Turtle_Bot
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    ZOS_Kevin wrote: »
    This is the official feedback thread for the Focus Scripts. Specifically, the focus is on testing how Banner Bearer functions and works within your playstyle. Specific feedback that the team is looking for includes the following:
    • What do you think of the Additional Scripts available for our existing Grimoires in U43? Do you feel there are still significant gaps on any of the Grimoires?
    • Do you have any other general feedback?


    It's always nice to see more options being added for the scribing skills.
    • What do you think of the Additional Scripts available for our existing Grimoires in U43? Do you feel there are still significant gaps on any of the Grimoires?
      • Some nice additions here that players have been asking for.
      • There are still quite a few gaps. The most noticeable in particular is that shock damage is still missing for ALL of the stamina weapon scribing skills (most of which now have frost as well as magic damage options and some even have flame damage, but still none have shock damage yet).
    • Do you have any other general feedback?
      • Mostly just to look at adding shock damage scripts to some of the stamina weapon scribing skills (shield throw and travelling knife would be ideal starting points).
  • ESO_Nightingale
    ESO_Nightingale
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    Decided to see what the rest of them look like

    Ulfsild's Contingency:

    Shocking Contingency:
    image.png?ex=66ec2731&is=66ead5b1&hm=bf515da60a786af2fa42deb87201150497024f76d8fed85d2913dae75e0541d8&=&format=webp&quality=lossless&width=966&height=705

    Bloody Contingency:
    7v2bdr61rv4v.png?ex=66ec2765&is=66ead5e5&hm=b788e9b017d690e7d937cea996b58e6c57bae7ac477c416a3e335544ff8aff05&=&format=webp&quality=lossless&width=545&height=350


    Wield Soul:

    Firey Soul:
    image.png?ex=66ec27bb&is=66ead63b&hm=5dc721fe8599fe4a5eaefbab7606d78c4e7a560b2855d7f78c4dd11e285f0d9d&=&format=webp&quality=lossless&width=286&height=350

    Bloody Soul:
    70xq0a1f1z6w.png?ex=66ec2773&is=66ead5f3&hm=d71067bdfbd6e26513e387efc4c9c51b42cdd399d22824ed54f7c40b5f2a0c70&=&format=webp&quality=lossless&width=221&height=350

    Pestilent Soul:
    image.png?ex=66ec27ee&is=66ead66e&hm=2c856f9d69d47beeb86edf66a6f339da6dd2e4c151f2eefca59989d6e58d0b7d&=&format=webp&quality=lossless


    Soul Burst:

    Firey Burst:
    image.png?ex=66ec2820&is=66ead6a0&hm=725555b03ef804c69b1715c7611aa8513fb3b0ce669238f4ba42af3dee6e8b70&=&format=webp&quality=lossless&width=1155&height=705

    Bloody Burst:
    3u8u4iv6abpf.png?ex=66ec2a55&is=66ead8d5&hm=5846aade786df06cd994ec5f2ad884b7f0e60356bd34298ddb3e9055bafc0024&=&format=webp&quality=lossless&width=550&height=296

    Pestilent Burst:
    image.png?ex=66ec284e&is=66ead6ce&hm=05940465d570b98c648d6f3de031d5280187a9509b55cdb6e44df687844fa076&=&format=webp&quality=lossless&width=948&height=705


    Vault:

    Bloody Vault:
    image.png?ex=66ec288e&is=66ead70e&hm=adc934df60a52fb1c2995744141c73e3569ac882f6274e4dfe4e2d242dec5ce2&=&format=webp&quality=lossless&width=519&height=350


    Smash:

    Venomous Smash:
    image.png?ex=66ec2929&is=66ead7a9&hm=6fad863cdba8d186c3ffa03095c4250e7a23d77a8858b19958d7e4e2810d0d68&=&format=webp&quality=lossless


    Elemental Explosion:

    Sundering Explosion:
    image.png?ex=66ec28d0&is=66ead750&hm=e72311258af427deae25620cc16d5334c6541bcd3ec28256d9f94e559055d34e&=&format=webp&quality=lossless



    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • YandereGirlfriend
    YandereGirlfriend
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    Those new animations are SO good! The art team has been on fire lately!

    Couple of things:

    1. Can we please get Traveling Knife range buffed to 22 meters like Shield Toss? Really not sure why it is nerfed to a meager 15 meters. But it puts crushing limitations on the use of the overall ability that ought not to be there.

    2. Let's get Shock Damage for the weapon abilities.

    3. Please extend "common" Major buffs (e.g. Major Brutality/Sorcery, Savagery/Prophecy, Endurance/Intellect/Fortitude) to 20 seconds duration. We all know that those buffs are nowhere near as impactful or rare as Major Vitality, Heroism, etc.
  • umagon
    umagon
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    With the introduction of more scripts to soul magic I think oblivion’s foe needs to be updated to better reflect the play style. I suggest on the 5th set bonus reads:

    “When you deal damage with soul magic, consumes a soul gem to deal X amount of Y damage this can only occur every Q secs. Also a mark is placed on the target for 10 secs, if the target dies while effected by the mark it fills a soul gem.”

    The Y damage would match the damage type of the soul magic done. So, for example if bleed damage was done, a soul gem would be consumed to deal additional bleed damage.

    The idea is to better have a better synergetic relationship with use of soul gems, where players are using them in part as fuel for their soul magic. Also, consider increasing the stack amount for soul gems.
  • YandereGirlfriend
    YandereGirlfriend
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    umagon wrote: »
    With the introduction of more scripts to soul magic I think oblivion’s foe needs to be updated to better reflect the play style. I suggest on the 5th set bonus reads:

    “When you deal damage with soul magic, consumes a soul gem to deal X amount of Y damage this can only occur every Q secs. Also a mark is placed on the target for 10 secs, if the target dies while effected by the mark it fills a soul gem.”

    The Y damage would match the damage type of the soul magic done. So, for example if bleed damage was done, a soul gem would be consumed to deal additional bleed damage.

    The idea is to better have a better synergetic relationship with use of soul gems, where players are using them in part as fuel for their soul magic. Also, consider increasing the stack amount for soul gems.

    This is a really cool idea!
  • MashmalloMan
    MashmalloMan
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    Please update skill lines which you expect us to use active abilities from to interact in some type of way for being slotted, and being used.

    Looking at Soul Magic with old passives, mostly useless and dated. Soul gems are super abundant, yet 2/3 passives are dedicated to them like they're some type of rare item like Transmutes. Soul Shatter is a cool idea, but scales from health and has a ridiculous cooldown of 2 minutes, that wouldn't convince anyone to slot a Soul Magic skill, let alone even purchase the passive.

    Assault and Support are nothing but vertical pvp progression systems that really have no right being attached to these skill lines in the first place, although the 10% magicka recovery for slotting is decent, thats all it has. Could do any number of bonuses.

    Then we have skill lines I imagine you'll build Grimoires for eventually like Undaunted. Not a single passive for using or slotting skills. Why not introduce some pve group utility like -1% damage received from monsters for slotting or -2% cost reduction. Anything. Minor protection for 10s when casted. I don't know.

    Skill lines that have no active abilities, but might some day like Thieves guild, Darkbrotherhood, etc. Please. Do something with them. Big opportunities to not just add more skills, but to make them fun to build around or use because they also have their own unique passive interactions like you can find with Mages guild, Fighters Guild, or Psijic Order. All weapons are good, you can also use them as role models, but these 3 are particularly good examples for universal non weapon based lines.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • gariondavey
    gariondavey
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    Major buffs like brutality and savagery should be 20 seconds
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Tommy_The_Gun
    Tommy_The_Gun
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    I have very controversial take on all of the Scribing skills, as I do think that Push / Pull / Knockback should not be a part of those skills at all. It just creates more issues and solves non of them...
    Edited by Tommy_The_Gun on 22 September 2024 18:11
  • LukosCreyden
    LukosCreyden
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    Most Scribing buffs and debuffs ahould be a 20 second duration. Buff upkeep sucks and 10 seconds is simply too short, making many of these unenjoyable to use.

    As an example; Wield Soul can be given the Major Breach debuff effect. Unfortunately, it only lasts 10 seconds, making it redundant when compared to the other options available. 10 seconds is too short.
    Struggling to find a new class to call home.Please send help.
  • MashmalloMan
    MashmalloMan
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    Most Scribing buffs and debuffs ahould be a 20 second duration. Buff upkeep sucks and 10 seconds is simply too short, making many of these unenjoyable to use.

    As an example; Wield Soul can be given the Major Breach debuff effect. Unfortunately, it only lasts 10 seconds, making it redundant when compared to the other options available. 10 seconds is too short.

    I agree for Major Brutality/Sorcery, Major Resolve, Major Savagery/Prophecy, and Major Endurance/Intellect/Fortitude.

    I disagree for every other Major buff or debuff. The way the above 4 buffs are provided among classes, potions, sets, and skills, passively or actively is usually within the 20-30 second range or in the case of potions, 45 seconds. We've had years being conditioned to think this way, in a lot ways, these are all considered mandatory in most content while everything else has alternatives.

    The reality is, not all named buffs/debuffs are treated equally, and thats fine. It's what makes the game interesting.

    In the one case of Major Breach you gave an example for, this is an exception you've built an unrealistic standard for because Ele Susceptability has become OP in PVP and PVE once it guaranteed 3 status effects every 7.5s (5x over the duration), with no cost, for 30s. Even if you didn't need any one of 6 different effects it gives, it's strong enough to be a 30s DOT on its own for DPS. On most skills, you get 4-10s of Major breach, especially when it's a spammable like Crushing Weapon, as is Wield Soul in this case, so 10s feels fine for it.

    TLDR:

    20s = Major Brutality/Sorcery, Major Resolve, Major Savagery/Prophecy, and Major Endurance/Intellect/Fortitude
    4-5s = Major Expedition.. maybe
    10s = Everything Else
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MashmalloMan
    MashmalloMan
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    Seems like the best place to request this...

    Can we get a "Charge" Focus in the future, allowing us a customizable gap closer that can also be used outside weapon lines?

    The easy dunks would be the single target Grimoire's that have "Pull" Focuses:
    • Wield Soul - 3780 Magicka - 22m - single target low damage.
    • Traveling Knife - 3780 Stamina - 15m - deals low damage to all enemies along the way.
    • Shield Throw - 3780 Stamina - 22m - single target low damage.

    Then you can get a little wacky with it as "Charge" could be used synonymously with movement as an identifier.
    • Vault - 3780 Stamina - Launches you forward instead of backwards. +33% cost if used again within 4s.
    • Smash - 3510 Stamina - Launches you forward 10m during the 0.6s cast time. +33% cost if used again within 4s.
    • Torchbearer - 3780 Stamina - Launches you forward 7m each swing (3x over 2s). +33% cost if used again within 4s.
    • Banner Bearer - Increases movement speed by +10%
    Edited by MashmalloMan on 10 October 2024 18:27
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • ESO_Nightingale
    ESO_Nightingale
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    Seems like the best place to request this...

    Can we get a "Charge" Focus in the future, allowing us a customizable gap closer that can also be used outside weapon lines?

    The easy dunks would be the single target Grimoire's that have "Pull" Focuses:
    • Wield Soul - 3780 Magicka - 22m - single target low damage.
    • Traveling Knife - 3780 Stamina - 15m - deals low damage to all enemies along the way.
    • Shield Throw - 3780 Stamina - 22m - single target low damage.

    Then you can get a little wacky with it as "Charge" could be used synonymously with movement as an identifier.
    • Vault - 3780 Stamina - Launches you forward instead of backwards. +33% cost if used again within 4s.
    • Smash - 3510 Stamina - Launches you forward 10m during the 0.6s cast time. +33% cost if used again within 4s.
    • Torchbearer - 3780 Stamina - Launches you forward 7m each swing (3x over 2s). +33% cost if used again within 4s.
    • Banner Bearer - Increases movement speed by +10%

    That and a proper execute damage script
    Edited by ESO_Nightingale on 11 October 2024 05:02
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • LittlePinkDot
    LittlePinkDot
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    ZOS_Kevin wrote: »
    This is the official feedback thread for the Focus Scripts. Specifically, the focus is on testing how Banner Bearer functions and works within your playstyle. Specific feedback that the team is looking for includes the following:
    • What do you think of the Additional Scripts available for our existing Grimoires in U43? Do you feel there are still significant gaps on any of the Grimoires?
    • Do you have any other general feedback?

    Im on console so I cannot test it.. but thank you for adding Bleed to soul wield just like I was hoping for! It's like a Christmas present.

    Now my Warden stamina blood mage will be complete!
  • mdjessup4906
    mdjessup4906
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    I have very controversial take on all of the Scribing skills, as I do think that Push / Pull / Knockback should not be a part of those skills at all. It just creates more issues and solves non of them...

    Nooo don't you dare take away my necro tank's new magic chains!
  • BasP
    BasP
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    Though this comes a bit late, I definitely like additional Scripts for the existing Grimoires. The skills I've tried look great, and it's good to have more options.

    Do you feel there are still significant gaps on any of the Grimoires?
    • As others have said, it would be nice if the weapon skills could deal Shock Damage. And while there isn't really a gap between Smash and other skills, it would be cool if Smash could deal Frost Damage in the future as well.

    Do you have any other general feedback?
    • To make Smash more viable as some sort of semi-spammable on the front bar, I'd personally like it if it would get Signature Scripts similar to Traveling Knife's Warrior's Opportunity (Enemies hit take 8% more Martial damage for 5 seconds) and/or Assassin's Misery (Increases the chance to apply status effects on enemies by 100% for 10 seconds).
    • A Signature Script that applied a strong 4 or 5 second DOT would be fun too.
    • It'd be awesome if at least Major Brutality/Sorcery, Savagery/Prophecy and Resolve would always last 20 seconds. To a lesser extent, I'd also like it if Major Breach lasted 20 seconds as well.
    • I think that it would be nice if some of the Affix Scripts, such as Berserk, could be added to more Grimoires.

    Edit: I suppose that this suggestion is more far-fetched, but as someone that generally plays ESO solo I'd definitely like it if Warriors Opportunity could be added to Wield Soul (for example) and gave a buff similar to this: "Increase your damage done to monsters by 10% for 15 seconds. This value is decreased by 3% per ally you are grouped with."
    Edited by BasP on 19 October 2024 05:22
  • Saphaniax
    Saphaniax
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    Greetings,

    [ GRIMOIRES PART 1/7 ]

    I’m back; to bring some new raw material for the scribing system. I will be beginning by grimoires then signature. I’m not an English native so some error can show up. All names are purely fantasist and are only here to give an identity to the scribing creation. It’s like the rest; it’s pure raw material to working on.

    In order to be on the same wavelength, I will remind few points of how the scribing system was designed since the origin.
    - The whole system wasn’t at all design to bring some power creep to players. Scribing isn’t here to replace set or normal skills. It’s here to bring new gameplay, fun and variety to the game. The whole purpose by design was to fill also any gap, players may encounter in their gameplay creation. In this way players will find new way to play and live the game. More set combinations and strategy are now possible with it and it’s one of goals. Off course high ends players will find some power up, but it’s never free.
    The whole scribing is intended to help players to raise their floor, filling the gaps, weak to mid, mid to High, as they progress through the game. And finally, to be able to play as much as possible as they want.

    Please consider that my following propositions don’t go outside of this guts and vibe spirit.


    ゚。・*.゚☆ ゚。・*.゚☆ ゚。・*.゚☆ ゚。・*.゚☆ G R I M O I R E S ☆゚.*・。゚ ☆゚.*・。゚ ☆゚.*・。゚ ☆


    (∩`-´)⊃━☆゚.*・。゚ Yokudan Sword Botte ゚。・*.゚☆━⊂(´-´ ∩)

    Gameplay mechanic:

    The whole idea of the Yokudan botte is that now some stamina characters can punctually launch “true” magic skills with their barbarian/knight. In the light of current scribing skill, I propose the invert notion where a blade, (which isn’t the true spiritual yokudan of course), can be materialize by magicians’ players for many different situations with a same particular refuge notion:
    - Adding substantial critical chance , easy to use, for a small (but not too short) period followed by a cooldown .
    - This grimoire is also designed for adding some unattended attack at close range .

    The idea of players who can’t reach the accurate top due to of their set combinations can be solved, momently, temporary, without stepping on the more accurate builds or giving real advantages for well build top players.

    It will open more viable combination sets for players. And players will still need to do choices. In this way it’s another field who join the rest of the “how I can put armory, healing, attack, speed … in the same pocket ?!!”. This grimoire is intended to be strategical, not a spammable and even less a god mode.

    Alternate identity: “Athamé” blades from witches’ lore toolkit.

    Suggested design: 1) Magic flow through the vein of the character hand. This magic crystallized into a magic crystal dagger. In opposition to the pure energy yokudan blades.
    2) Magic flow through the vein of the character hand and crystallized over character weapons.

    Suggested scribing design:

    GRIMOIRE/ A Thaumaturgical attempt of Shehai burst magical energies through the caster corpse to the limit of his own physical capacities. This ordeal can’t be renewed quick. The Yokudan Botte bend the world giving to the caster an ability to reach +4153 critic chance (minimum) or guaranteed critical strikes.

    Note on the Grimoire purpose : The clear objective is to open the game no matter the level of the player, if they are beginner or top tier. It will help beginner to reach a “bed” of minimum crit. Medium who struggle with their set up will be able to reach the 50% crit chance roof. This isn’t design to overperform native crit set up. Theses players will still keep an advantage over Yokudan botte users. Plus, it opens a whole new world of set up combinations for end game players outside of the usual “ thief mundus ” or “ precise trait ”.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/Grants a damage shield that absorbs [ 9367(?) ] damage for [8(?)] seconds. Grants +4153 critic chance for [20(?)] seconds < (?) (Core ability)
    CAST TIME : Instant TARGET : self DURATION : 20 sec or < (?) COOLDOWN : [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /DISEASE DAMAGE/ None
    - /DISPEL/ Deal [x] magic damage to an enemy. This attack is always a critical strike. Remove one minor buff to the target. The target can be affected once every [15(?)] seconds. Your next, non-ultimate, skill attack will critically strike.
    CAST TIME : Instant TARGET : enemy RANGE : 6-meter COOLDOWN : [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /FLAME DAMAGE/Deal [x] flame damage to an enemy. This attack is always a critical strike. Your next, non-ultimate, skill attack will critically strike.
    CAST TIME : Instant TARGET : enemy RANGE : 6-meter COOLDOWN : [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /FROST DAMAGE/ Deal [x] frost damage to an enemy. This attack is always a critical strike. Your next, non-ultimate, skill attack will critically strike.
    CAST TIME : Instant TARGET : enemy RANGE : 6-meter COOLDOWN : [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /GENERATE ULTIMATE/ None
    - /HEALING/Heal you for [9122(?)] health . Grants +4153 critic chance for [20(?)] seconds < (?)
    (Core ability)
    CAST TIME : Instant TARGET : self DURATION : 20 sec or < (?) COOLDOWN : [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Deal [x] magic damage to an enemy. This attack is always a critical strike. Your next, non-ultimate, skill attack will critically strike.
    CAST TIME : Instant TARGET : enemy RANGE : 6-meter COOLDOWN : [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Deal [x] shock damage to an enemy. This attack is always a critical strike. Your next, non-ultimate, skill attack will critically strike.
    CAST TIME : Instant TARGET : enemy RANGE: 6-meter COOLDOWN: [x] min COST : 5000 magic & 3000 stamina; cost determined by highest resources
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ OK
    - /CRUSADER’S DEFIANCE/ New “Suppress [1(?)] negative effect and grant an immunity to disabling effect for [3(?)] seconds “
    - /DRUID’S RESURGENCE/ None
    - /FENCER’S PARRY/ “Deflects the next direct damage attack made against you within 3 seconds. This can occur once every 3 seconds.
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ “Create a rune of power on the ground for 8 seconds which applies the Affix script in an area.
    - /HUNTER’S SNARE/ None
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ New “Heal you for [26 %(?)] of your next attack damage done”
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ ”Heals for 5705 health over 10 seconds
    - /THIEF’S SWIFTNESS/ New “ Increase your movement speed by [15 %(?)] for [10(?)] seconds”
    - /WARMAGE’S DEFENSE/ “Grants you a damage shield that absorb 5603 damage for 6 seconds
    - /WARRIOR’S OPPORTUNITY/ None
    - /WAYFARER’S MASTERY/ None

    I’m glad that the last, Banner Bearer , idea I wrote for you was added. It’s not an easy one to balanced but I think it’s worth the shot if we consider the initial goal.
    The next one, Alesian Pentagram , flows directly from Banner Bearer in his core but fulfill a whole new goal.

    (∩`-´)⊃━☆゚.*・。゚ Alesian Pentagram゚ 。・*.゚☆━⊂(´-´ ∩)

    It seems the true force of Alesia was to bind together different free spirit in a well form army. Potentially weak or strong, but definitely a victory group.
    The idea behind this new grimoire is to add some survivability (and success) to small groups for pve content where players struggle too much or pvp for attacking, defending or… put down some nasty ball group. All options will change the flavor and strategy of this grimoire. And maybe the most interesting thing: the way this Grimoire is composed will completely change his usefulness.

    - The pentagram will bound from 2 to a maximum of 5 other mates through a whole new sorcery gameplay!

    Gameplay mechanic:

    The Launcher will be the king. He is the one who will manage the skill and will barely able to help the rest of the group to do the task.

    His proper goal will mostly to manage resources, surviving and maintain the whole group in the direction he will choose. A true link will bound each member together no matter the disposition they will choose to take.

    Nb : Players need a subtle visual mechanic if they reach the maximum radius. If it’s possible and not too much a bouncy (like an instant fear reaction) would be great. We need to avoid the sound design mistake of Banner bearer.

    Once the skill reaches the max of people, it can’t re homogenized without recasting. (For the sake of eso servers). And it prevents also any potential abuse of this skill as I see it.

    Dps :
    - Killing enemies will heal an amount for each member. But need to be lower than averages healings.
    - Top Dps will get the difference of defense from tankiest member calculated on the average group defense.
    - Medium dps will get the difference of penetration from the higher-level member calculated on the average group penetration
    - Dps attacks bring resources to the casters
    - Immunity to instant death. Immunity to quasi-instant death. Hits in this case are negated. After an immunity 1/3 of damages received by the group will bounce back through aoe for each dps healers and tanks. Exception: war machine damages aren’t concerns by this immunity. Damage will be equally spread through the group.
    - Average speed calculated on members is the new valor (buff/debuff). Nobody can enhance this speed.

    Healers:
    - Heals will add an extra amount of damage for each member. They will not add themselves at the same level (amount, it doesn’t stack for a same heal skill amount).
    - Healers (through heal) will prevent mobs to run away. It’s not a taunt. It’s more the contrary of the Fear skill, (mob can attack the whole group).
    - Medium healers will get the difference of penetration from the higher-level member calculated on the average group penetration.
    - Heals skills bring back resources to the caster
    - Immunity to instant death. Immunity to quasi-instant death. Hits in this case are negated. After an immunity 1/3 of damages received by the group will bounce back through aoe for each dps healers and tanks. Exception: war machine damages aren’t concerns by this immunity. Damage will be equally spread through the group.
    - Average speed calculated on members is the new valor (buff/debuff). Nobody can enhance this speed.

    Tanks:
    - Bashing will suppress 1 negative skill for 1 random members of the group. It needs though to be limited in order to not be too powerful.
    - Top Tanks will get the difference of attack weapon and spell from the deadliest member calculated on the average group attack.
    - Tank will mark the latest pray/opponent
    - Any kill or taunt by the lead tank will bring back resources to the caster (only).
    - Immunity to instant death. Immunity to quasi-instant death. Hits in this case are negated. After an immunity 1/3 of damages received by the group will bounce back through aoe for each dps healers and tanks. Exception: war machine damages aren’t concerns by this immunity. Damage will be equally spread through the group.
    - Average speed calculated on members is the new valor (buff/debuff). Nobody can enhance this speed.

    Caster:
    - The Alesian pentagram will consume indefinitely stamina AND magika until the caster reactive/stop this skill + cooldown before a recast
    - If the caster doesn’t stop the Alesian pentagram before the actual end, (of the skill or resources), he will get an instant death. The whole group will be cut of 50 % of their actual health status
    - If one caster is beside another (friend and enemy) caster: both casters are instant dead. Each groups get a 50 % health cut.
    - If the caster is killed the whole group die immediately
    - The Caster collect the same amount of xp collected by the whole group
    - Immunity to instant death. Immunity to quasi-instant death. Hits in this case are negated. Exception: war machine damages aren’t concern by this immunity. Damage will be equally spread through the group. (Only)
    - Average speed calculated on members is the new valor (buff/debuff). Nobody can enhance this speed.

    (More the group is weak, more the top 2 will carry and the group itself will carry is own survivability)

    Nb for pvp : The purpose of this scribing skill isn’t to ban ball group from cyrodil. It allows to counter them and mechanically push that type of players to this gameplay without giving them any type of invulnerability. (Also once split they can no longer benefit of this skill). On the opposite side it will bring some possibilities to overwhelmed players against deadly players or really big army. Perhaps this formula is not perfect at the moment. Even so, there is room for improvement.
    For the battleground: Does it need to be ban from it? Instinctively I would say yes but the current trend may be the opposite. It’s another field to resolve but on my basis, i don't want to see that on battleground.


    Suggested design: Each member is link together with distinct parent color magic wire between the caster and the other members and members. All wires need to be distinct from restoring abilities or psijiic abilities. It needs to be visible and threatening without breaking with the empire aesthetic. Or something who produce an echo with the war theme like etheric thorn pennant.

    Suggested scribing design:
    GRIMOIRE/ Bound by their will, through an unique hex, valorous soldier shares their abilities and fate under one unique destiny flag. Which protect them for the price of their pact against infamous death. Response to “mortal” attacks by aoe.

    FOCUS/
    - /BLEED DAMAGE/Bound to the maximum of 5 allies. Blowback indirectly [x] aoe bleed damage to enemies
    CAST TIME : Instant TARGET : Area RADIUS : 6-meter DURATION: [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe disease damage to enemies
    CAST TIME : Instant TARGET : Area RADIUS : 6-meter DURATION: [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN: [x] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe flame damage to enemies
    CAST TIME : Instant TARGET : Area RADIUS: 6-meter DURATION: [x] seconds COST: DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /FROST DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe frost damage to enemies
    CAST TIME: Instant TARGET : Area RADIUS : 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe magic damage to enemies
    CAST TIME: Instant TARGET : Area RADIUS: 6-meter DURATION : [x] seconds COST: DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /MITIGATION/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe magic damage to enemies. Transfers [ 20%(?) ] of the damage of allied player or companions. Reduce the duration.
    CAST TIME : Instant TARGET : Area RADIUS : 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN: [x] seconds
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe physical pressure to damage enemies
    CAST TIME: Instant TARGET : Area RADIUS : 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /POISON DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe poison damage to enemies
    CAST TIME : Instant TARGET : Area RADIUS: 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN: [x] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe shock damage to enemies
    CAST TIME : Instant TARGET : Area RADIUS : 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /STUN/ None
    - /TAUNT/ Bound to the maximum of 5 allies. Blowback indirectly [x] aoe magic damage to enemies. Taunt against the caster the highest (or one of them) attacking enemy every [ 10(?) ] seconds.
    CAST TIME : Instant TARGET : Area RADIUS : 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina; cost determined by highest resources COOLDOWN : [x] seconds
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/” If in combat, consumes a Soul Gem to generate 3 Ultimate, up to once every 5 seconds.
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ OK
    - /CRUSADER’S DEFIANCE/ New “Remove up to 3 snares or immobilization every [15(?)] seconds”
    - /DRUID’S RESURGENCE/ None
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/”Creates a rune of power on the ground for 10 seconds which applies the Affix script in an area
    - /HUNTER’S SNARE/ New ”Leave behind a field of caltrops for [10(?)] seconds, dealing [x] physical damage every second and reducing enemy movement speed by [30%(?)] every [10(?)] seconds”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ New “Grants a damage shield when other allies leave the Alesian Pentagram that absorb [6165(?)] damage for [10(?)] seconds”
    - /WARRIOR’S OPPORTUNITY/ None
    - /WAYFARER’S MASTERY/ New “ Grants the bonus Combat Medic if [3(?)] allied players died within the Alesian Pentagram”
    -
    (∩`-´)⊃━☆゚.*・。゚ The Tragic Puppets of Reveries゚ 。・*.゚☆━⊂(´-´ ∩)

    The house of Reveries is so old that his roots full of mysteries and secrets cross a heavy heritage of conjuring mastering.
    This whole new grimoire will focus on a specific gameplay: puppets masters.

    The principal goal will help players to momently reverse the situation when they already are on a puppet archetype master. Surprising others players is one of the goals. This will boost players who want to play with practically only puppet and push away their competitiveness at the same level as other players.
    - “ Tragic puppets of Reveries ” does effect on every pets , no matter if they come from skills or sets, nor which bar they come from.
    - All ultimate pet/allies aren’t subject of this grimoire.
    - Set pets behind a critical wall can only be summon with specific conditions
    - This grimoire doesn’t overrule the conditions of skill and sets, (except for the invocation part ofc) . Their summoning length and time out are and need to be respected.

    Gameplay mechanic:

    The caster of “Tragic puppets of Reveries” can now master his invocations as well as enjoy the benefits of the house of Reveries. The grimoire will automatically fulfill the pool of pets with strings puppets if needed. Each form will provide an advantage between summoning, behavior and effects.

    The tragic puppet of Reveries can provide 2 types of puppets with the theme of the theatre, tragedy and grotesque puppet scenes.

    - The “Guard”. This is a major pet/puppet similar in term of importance of a set pet like Maw.
    His main attack focus on 1 enemy with [x] physical attack. But if a near enemy heal, this pet burst a sinister laugh and slam, (or else action), violently bloody strings in cone. This hitting for [x] physical damage and apply the sundered status effect.
    - The “Butcher”, The “Baker”, The “farmer” represents all of them minor pets who can be especially summon or fulfill randomly some grimoire form. They are all 3 specialized on stamina but on different aspect. The butcher act on a single target with [x] bleed damage. At 50% of life, he (or she) can apply with 25% chance the hemorrhaging status effect. The baker act on poisonous floor aoe. At 50% health, he (or she) can apply with 25% chance the poisoned status effect. The farmer act differently than other. He doesn’t attack but have more health than other and try to protect the nearest attacked pet. He can taunt mobs and jump/interrupt any enemy between him and nearest pet.
    Any pool under 3 pets will summon a minor pet for some grimoire form. With 2 random minor puppets for 1 pet and 1 with 2 pets.

    Suggested design:

    Threads in tension and wood clapping mark each conjuration. Like a disturbing, dangerous and corrupted incoming theater.
    Theses gigantic strings puppets with staring eye present jovial and grotesque porcelain mask. They are old and broken and their part falling part let see sinister faces carved in wood. But why theses strings seem taint of old blood?

    Suggested scribing design:

    GRIMOIRE: Perfect mastery of conjuration and an assertive dramatic sense will project flamboyant allies with various summoning and behavior. If needed additional minion bound to the house of Reveries will summon themselves.

    FOCUS/
    - /BLEED DAMAGE/Taint your weapon with blood. Your next melee attack within [6(?)]- meter deal [x] bleed damage and use the blood to summon all pets, critical conditions include , at caster location. If less than [3(?)] pets are summons, minions will randomly show up. (Core ability)
    CAST TIME : Instant TARGET: self RANGE : 6-meter DURATION : [x] seconds COST: [x] magic
    - /DAMAGE SHIELD/Summon all pets, except critical one , on the aoe target where they will lurk and defend the territory against all intruder. If less than [3(?)] pets are summons, minions will randomly show up.
    CAST TIME: 0.8 seconds TARGET : Area RADIUS : 8-meter RANGE : 28 meter DURATION : [x] minute COST: [x] magic
    - /DISEASE DAMAGE/ None
    - /DISPEL/ None
    - /FLAME DAMAGE/ Summon random minions if the pool counts less than [3(?)] pet. Deal [x] flame damage every [x] second for [x] seconds to all enemies touching the tether between all pets.
    CAST TIME : Instant TARGET : Area RADIUS : 10-meter RANGE : 28 meter DURATION: [x] seconds COST : [x] magic
    - /FROST DAMAGE/ Summon random minions if the pool counts less than [3(?)] pet. Deal [x] frost damage every [x] second for [x] seconds to all enemies touching the tether between all pets.
    CAST TIME : Instant TARGET : Area RADIUS : 10-meter RANGE: 28 meter DURATION : [x] seconds COST : [x] magic
    - /GENERATE ULTIMATE/ None
    - /HEALING/ Summon random minions if the pool counts less than [3(?)] pet. Heal [x] for all pets.
    CAST TIME : Instant TARGET : self RADIUS : 8-meter DURATION : [x] seconds COST: [x] magic
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/Cast [x] magic damage through aoe and summon all pets, except critical one , on the aoe ground. If less than [3(?)] pets are summons, minions will randomly show up. (Core ability)
    CAST TIME : Instant TARGET : Area RADIUS : 8-meter RANGE : 28 meter DURATION : [x] seconds COST: [x] magic
    - /MITIGATION/Summon random minions if the pool counts less than [3(?)] pet. The caster spread [x] health [x] stamina [x] magicka with [2(?) ] random pet and reduce his own pool from the same number. The summoner can’t die until the pet are put down , end, remove, recast or until the end of the ability. Or if he run out of magic. If pets are killed while the caster regain enough health, he still dies within [x] seconds/min .
    CAST TIME : Instant TARGET : self RADIUS : 6-meter DURATION : [x] seconds COST : DRAIN [x] magic & [x] stamina;
    - /MULTI TARGET/Summon 3 minions puppets from the Reverie house. The Butcher deal [x] bleed damage to an enemy. The Baker deals [x] poison aoe within [6(?)] meters for [x] second. The farmer taunt and interrupt by jumping to the nearest attacking pet. The Butcher and Baker have [25%(?)] chance to apply respectively the hemorrhaging & poisoned status effect at [50 %(?)] health. If the skill is trigger again while minions are still operating, then the caster sacrifice [x] health to the profit of the 3 puppets.
    CAST TIME: Instant TARGET : Area RADIUS : 8-meter RANGE: 28 meter DURATION : [x] minute COST : [x] stamina;
    - /PHYSICAL DAMAGE/Summon 1 Guard string puppet from the Reverie house. The Guard puppet deal [x] physical attack toward on enemy. If a near enemy heal, he burst a laugh and slam bloody strings for [x] physical cone attack and apply the sundered status effect. This ability doesn’t summon minion. If the skill is trigger again while the Guard is still operating, then the caster sacrifice [ x] health to the profit of the Guard puppet.
    CAST TIME : Instant TARGET: Area RADIUS : 8-meter RANGE : 28 meter DURATION : [x] seconds COST: [x] stamina;
    - /POISON DAMAGE/Summon one Baker minion for [ x ] seconds
    CAST TIME : Instant TARGET: Area RADIUS: 8-meter RANGE : 28 meter DURATION: [x] minute COST: [x] stamina;
    - /PULL/Summon a [ 6(?) ]-meter sigil portal under the caster and farthest pet and swap entities entraps within the [6(?)] meters, enemies like allies.
    CAST TIME: Instant TARGET: self RADIUS : 6-meter COST : [x] magic
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Summon random minions if the pool counts less than [3(?)] pet. Deal [x] shock damage every [x] second for [x] seconds to all enemies touching the tether between all pets.
    CAST TIME : Instant TARGET: Area RADIUS: 10-meter RANGE : 28 meter DURATION : [x] seconds COST: [x] magic
    - /STUN/ None
    - /TAUNT/Summon one farmer minion for [ x ] seconds.
    CAST TIME: Instant TARGET : Area RADIUS : 8-meter DURATION : [x] minute COST: [x] stamina
    - /TRAUMA/Allow to charged for [ x ] limited time a summoned pet to release the summon of all other pets, critical conditions include , once he is attacked or dead. Theses summoned pets will be bound to the original pet or the current ground zone until all end or new summon. If less than 3 pets are summons, minions will randomly show up.
    CAST TIME : Instant TARGET: Area RADIUS : 8-meter RANGE : 28 meter DURATION : [x] seconds COST : [x] magic

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Removes and grands immunity to snares and immobilizations for [10(?)] seconds for all pets once one of them died”
    - /DRUID’S RESURGENCE/ New “Restores [150(?)] magicka and stamina for each pet kill”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ New “Reduces damages taken for pets by [15%(?)] for [5(?)] seconds while summon”
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ New “Reduce the movement speed of enemies by [15%(?)] on the first hit of pets”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ New “Pets damage heal them for [26%(?)] of the damage done”
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ New “Pets heals themselves for [4570(?)] health every [x] second when no combat occurs “
    - /THIEF’S SWIFTNESS/ New “Pets gets an increase of their movement speed by [15%(?)]
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ None
    - /WAYFARER’S MASTERY/ None (?)

    (∩`-´)⊃━☆゚.*・。゚ Goblin’s Hunter゚ 。・*.゚☆━⊂(´-´ ∩)

    Trolls can’t miss a crispy braised goblin. They get beat up every time.
    The objective of this new grimoire is to provide a greater depth of gameplay and action for the trap theme. In this way, Goblin’s hunter which to offer new traps all more twisted than the others through magic

    Gameplay mechanic:

    Some points of the core gameplay mechanic are important to be noted.

    - All traps aren’t necessary not dodgeable.
    - All scribings abilities are launched with a channel. Each of them integrates 2 stages. The first one is quite quick to set up and offer an experience near from the current skills trap abilities. The second stage, longer to set up allow to get a stronger version, with more potential attack, health*, time, or charge*. If the caster is ready himself to consume a soul gem for that 2nd stage. For more simplicity times will refer to the 2nd stage channel.
    - Stage 1 traps can’t survive their caster life, while stage 2 stay on until the programmed end.
    - Some traps rely on entity totem who get a life bar, like the one totem goblins already summons in Tamriel. While other traps just blow up, some traps detain a system of charge before their own utility ending. Each charge corresponding to an entity use. So if 3 people step in on a 3 charge trap, it will end before the time out but they can still encounter a delay for the activations of all traps who don’t “blow up”.
    - This also introduce a collaboration system between players. In order to have workable traps. All of them are invisible by default. Each of them can only be seen by some classes (and curses characters) before the trigger revealing all working sigil. A subtle effect pattern will allow theses class to see theses danger, without to be an elephant in a porcelain shop. Beside that another scribing spell focusing on traps will allows to find them all, like the skill revealing flare.
    Each of them can disarm for [x] stam &/or [x] magicka theses traps for [x] times (way shorter than the set up).

    Suggested design:

    This grimoire relies mostly on magic. In this idea, theses traps need some sigils to represent each of them despite their game mechanic. Some traps need more 1 sigil where other multiples little ones in order to push on the scale mechanic of theses traps.
    Theses sigils work like any evocation art by messing with chalk, coal, blood or else, it disrupt and destruct the sigil.

    Suggested scribing design:

    GRIMOIRE: As a combat-savvy armamancist, the caster master war fields with twisted traps. Thanks to channels, the more time he can devote to his creations, the more effective they are. Only the most alert classes and curses personalities can detect his traps under their cloak of invisibility.

    FOCUS/
    - /BLEED DAMAGE/ Set a hallway of bloody circular saw, they don’t necessary start under the victim but their motion is quick. This trap trigger multiples [x] charge and came back to invisibility after an activation. Each of them deals [x(?)] bleed damage.
    DETECTED BY : wardens, Nightblades, vampires
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem CHARGE : S1 [3(?)] & S2 [6(?)] TARGET : Area RADIUS : 15-meter (long) RANGE : 28 meter DURATION : S1 [40(?)] seconds&( S2 /[1.30(?)] minutes COST : [x] stamina
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Curse an enemy with a trap sigil. If he dies within the length ability an invisible sigil will land. This ability will reveal a corpse and a smog aoe of disease . Dealing [x(?)] disease damage for [x] seconds.
    DETECTED BY : werewolves, sorcerers, templars
    CAST TIME : S1 [0.8] second & S2 [+ 2 soulgems] TARGET curse: enemy trap: Area RANGE : 28 meter RADIUS : 6-meter DURATION CURSE : [20(?)] seconds DURATION TRAP : S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] stamina
    - /DISPEL/ Set an invisible cage full of scamp. Once trigger it release all scamp in it. They aren’t tough or even dangerous, (they don’t engage any battle), but all scamps run everywhere, crossing on the same occasion enemies. All enemies touched by a scamp see at maximum [1(?)] skill ability locked until the end of the scribing or the scamp’s life (among others).
    DETECTED BY : sorcerers, templars, arcanists
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem ATTACK : S1 [x(?)] & S2 [x(?)] HEALTH : S1 [x] & S2 [x] TARGET : Area RADIUS: 8-meter RANGE : 28 meter DURATION : S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] magic
    - /FLAME DAMAGE/ Set a trap who make appear a turret flame tower. It attacks all nearby enemies for [x(?)] flame damage. Until the end of the ability or the totem destruction.
    DETECTED BY : Dragons knights, werewolves, arcanists
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem ATTACK : S1 [x(?)] & S2 [x(?)] HEALTH : S1 [x] & S2 [x] TARGET : Area RADIUS : S1 [8-meter] & S2 [10 meter] RANGE : 28 meter DURATION : S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] magic
    - /FROST DAMAGE/ Set a field of icy sigil on a hallway. If it’s possible it can land on all asset, including wall or ceiling although it stays a regular floor aoe. Each sigil isn’t regular and can be dodgeable. Any enemy too close of one trigger [x(?)] ice damage + [30 %(?)] reduction of movement speed. This trap trigger multiples [x] charge and came back to invisibility after an activation.
    DETECTED BY : wardens, necromancers, vampires
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem CHARGE : S1 [3(?)] & S2 [6(?)] TARGET : Area RADIUS : 15-meter (long) RANGE : 28 meter DURATION : S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] magic
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ Set a trap with 2 sigils. 1 perform as a trap while the other perform as an end. All enemies (and allies) who use a blink, charge, leap, teleport will be automatically teleport to the end sigil. This trap trigger multiples [x] charge and came back to invisibility after an activation. This trap work for all starting, landing or entity who pass over it.
    DETECTED BY : Dragon knights, necromancers, templars
    CAST TIME: Channel S1 [7] & Unstop S2 [15] seconds + 1 soulgem CHARGE : S1 [5(?)] & S2 [8(?)] TARGETS: Area RADIUS : 15-meter (long) RANGE: 28 meter DURATION : S1 [50(?)] seconds & S2 / [2(?)] minutes COST : [x] magic
    - /KNOCKBACK/Set multiples sigil germination of lantern mantis on a big square. Once triggered by a nearby enemy, they spawn and block any access through them . All lantern mantis punches out enemies dealing [x(?)] physical damage and knocks enemies back [5(?)] meters.
    Until the end of the ability or the totem destruction.
    DETECTED BY : warderns, nightblades, Dragon knights
    CAST TIME : Channel S1 [4] & Unstop S2 [10] seconds + 1 soulgem ATTACK : S1 [x(?)] & S2 [x(?)] HEALTH : S1 [x] & S2 [x] TARGET : Area RADIUS : 6-meter (square effect) RANGE : 28 meter DURATION : S1 [30(?)] seconds & S2 / [1(?)] minutes COST : [x] stamina
    - /MAGIC DAMAGE/ Exception: no invisibility is involved on the main effect except for the trigger and sigil that marks the activation of a trap. Sustain an existing skill trap until the end of respective effect. It doesn’t matter if it’s our own or allies. This adds [x] time invisibility at stage 1 and [x(?)] [/b ]magic damage at stage 2. (Trap beast, fire rune, deadric mines). The new sigil augment the original radius .
    DETECTED BY : werewolves, arcanists, sorcerer
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem TARGET : Area RADIUS : 6-meter RANGE : 28 meter DURATION : S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] magic
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/Set a trap who trigger only when the victim goes out of the sigil while all effects are spread. This trap can be maintained by another mob/mate until the end. Letting the original victim go. But once they died or fly away, a second sigil placed by the caster a men tall big boulder who hit [x(?)] physical damage and apply an off-balance status effect. Victims can’t know where it will land as it’s free to place within a radius. The boulder go on a raw and free direction. The direction of the caster choose the raw of the second sigil, then a trap can be placed.
    DETECTED BY : vampires, wardens, dragon knight
    CAST TIME : Channel S1 [7] & Unstop S2 [15] seconds + 1 soulgem TARGETS : Area RADIUS : 18-meter (long) RANGE : 28 meter DURATION: S1 [50(?)] seconds & S2 / [2(?)] minutes COST : [x] stamina & [x] magic
    - /POISON DAMAGE/Set a hallway of sparse poisonous javelins. Each sigil isn’t regular and can be dodgeable. Any enemy to close of one trigger [x(?)] poison damage + poisoned effect status.This trap trigger multiples [x] charge and came back to invisibility after an activation.
    DETECTED BY : Vampires, nightblades, necromancers
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem CHARGE : S1 [3(?)] & S2 [6(?)] TARGET : Area RADIUS : 15-meter (long) RANGE: 28 meter DURATION : S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] stamina
    - /PULL/ None
    - /RESTORE RESOURCES/ Exception : no invisibility is involved on the main effect except for the trigger and sigil that marks the activation of a trap. Set a chest on the ground. Once triggered, the chest steal [x(?)] magic and [x(?)] stamina to all nearby enemies. This chest totem can be destruct by enemies. If it’s the case the caster receives the same amount of [x] magic and [x] stamina. If not any ally can use a synergy on it for theses amount until the end.
    DETECTED BY : Nightblades, werewolves, arcanists
    CAST TIME: Channel S1 [7] & Unstop S2 [15] seconds + 1 soulgem ATTACK : S1 [x(?)] magic/stamina & S2 [x(?)] magic/stamina HEALTH: S1 [x] & S2 [x] TARGET : Area RADIUS : 8-meter RANGE: 28 meter DURATION : S1[ 50(?)] seconds & S2 / [2(?)] minutes COST : [x] magic
    - /SHOCK DAMAGE/ Exception : no invisibility is involved on the main effect except for the trigger and sigil that marks the activation of a trap. Sustain an existing skill trap until the end of respective effect. It doesn’t matter if it’s our own or allies. This adds [x] time at stage 1 and [x(?)] shock damage at stage 2. (Trap beast, fire rune, deadric mines). The new sigil augment the original radius.
    DETECTED BY : Sorcerers, necromancers, nightblades
    CAST TIME : Channel S1 [5] & Unstop S2 [12] seconds + 1 soulgem TARGET : Area RADIUS : 6-meter RANGE : 28 meter DURATION: S1 [40(?)] seconds & S2 / [1.30(?)] minutes COST : [x] magic
    - /STUN/ Set a pitch/tar on any doorway dealing [x(?)] physical damage and stunning enemies for [x] seconds. This trap trigger multiples [x] charge and came back to invisibility after an activation. Enemies can break free.
    DETECTED BY : templars, necromancers, werewolves
    CAST TIME : Channel S1 [4] & Unstop S2 [10] seconds + 1 soulgem CHARGE : S1 [2(?)] & S2 [4(?)] TARGET : Area RADIUS : 6-meter RANGE : 28 meter DURATION : S1 [30(?)] seconds & S2 / [1(?)] minutes COST : [x] stamina
    - /TAUNT/ Exception : no invisibility is involved on the main effect except for the trigger and sigil that marks the activation of a trap. Set warriors mannequins trap who taunt any nearby mob. They always wear a random another alliance nametag. Their armory and outfit are fully random. They can move on a small radius. They easily appear as mannequin only close. Once reach by enemies, they explode dealing [x(?)] physical damage and [x(?)] fire damage . They can be destruct like all totems before the scribing end.
    DETECTED BY : templar, dragon knight, necromancers
    CAST TIME : Channel S1 [7] & Unstop S2 [15] seconds + 1 soulgem ATTACK : S1 [x(?)] physical/damage & S2 [x(?)] physical/damage HEALTH: S1 [x] & S2 [x] TARGET : Area RADIUS: 8-meter RANGE: 28 meter DURATION : S1 [50(?)] seconds & S2 / [2(?)] minutes COST : [x] stamina
    - /TRAUMA/ This ability needs to set 2 sigils on a ceiling and up floor or if possible, on the two opposites of 1 wall. It doesn’t need a perfect symmetry. Or automatic? It teleports and make them falling to one way and apply [x] healing absorption for [x(?)] second . Allies can use it too. This trap trigger multiples [x] charge and came back to invisibility after an activation.
    DETECTED BY : vampires, arcanists, sorcerers
    CAST TIME : Channel S1 [7] & Unstop S2 [15] seconds + 1 soulgem CHARGE : S1 [5(?)] & S2 [8(?)] TARGETS : Area RADIUS: 3-meter RANGE : 28 meter DURATION : S1 [50(?)] seconds & S2 / [2(?)] minutes COST : [x] magic

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ “Consumes a Soul Gem to deal 2.8% of the enemy's Max Health as Oblivion Damage every 2 seconds for 10 seconds, up to a maximum of 2800 damage. Deals up to 100% more damage to enemies under 50% Health, and can occur once every 10 seconds.
    - /ANCHORITE’S POTENCY/ “If in combat, consumes a Soul Gem to generate 4 Ultimate, up to once every 5 seconds.
    - /ASSASSIN’S MISERY/ New ” Augment all status effects damages by [25%(?)] for [x] seconds”
    - /CAVALIER’S CHARGE/ New ” Increases the damage done by this ability as it withstands itself for as long as possible, increasing by |x%] every [x] seconds.”
    - /CLASS MASTERY/ OK
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ New “Restores [200(?)] magicka and [200(?)] stamina to you per enemy hit”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ New “Reduces the movement speed of enemies by [15%(?)]
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ New “Once the channel is launched, heal for [8251(?)] for [10(?)] seconds”
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ New “Once the channel is launched, grants a damage shield that absorb [x] damage for [10(?)] seconds”
    - /WARRIOR’S OPPORTUNITY/ New “Each enemy hit increases the damage to other enemies by [16%(?)] , stacking up to [6(?)] times.”
    - /WAYFARER’S MASTERY/ New “Grant+ [20%(?)] time to all potions consumed.”
    -

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 2/7 PART A ]
    (∩`-´)⊃━☆゚.*・。゚ Troll’s sake゚ 。・*.゚☆━⊂(´-´ ∩)

    Misunderstood trolls need definitely more warming love’s.
    This new grimoire introduces a counter attack to the previous " Goblin’s hunter " grimoire and sustain the already existing gameplay.

    Gameplay mechanic:

    The “Troll’s sake” remains mostly on an ability to reveal traps, similar to the already existing Revealing Flare . This grimoire is currently in his design short but it can evolve in the future with new grimoires releases. As I see it, if it focus now on trap, it may be the perfect receptacle for a counter attack theme.

    Nb : I see it too as a potential ability in the future to spot more unpredictable ( and deadly ) traps assets in the game design of eso, if it’s a thing that actual crew want to consider.

    Suggested design:

    I like the idea of a second sight ability, giving the possibility to see subtle colored smoke fumes without a fire but instead traps sigils. As an ability who show clearly a potential threat.

    Suggested scribing design:

    GRIMOIRE: As a true magical survival book, the “ Troll’s sake ” provides the ability to recon the near environment of the caster. A true second sight, hallmark of a counter-attack.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/ Reveal for [x] second any existing trap for the caster only. If it’s a skill like trap beast, fire rune or daedric mine, it makes them releases glowing emissions from far. If it’s a “Goblin’s hunter” it released colored smokes. (The caster can disarm for another [x] stam &/or [x] magicka theses traps for [x] times). Grants you a damage shield that absorbs [9517(?)] damage for [10(?)] seconds, scaling off the higher of your Max Health or Magicka and capped at [55%(?)] of your Max Health.
    - CAST TIME : Instant TARGET : self RADIUS: 10-meter RANGE : 28 meter DURATION: [x] seconds COST : [x] magicka
    - /DISEASE DAMAGE/ None
    - /DISPEL/ Reveal at launch with a channel any existing trap for every allies. If it’s a skill like trap beast, fire rune or daedric mine, it makes them releases glowing emissions from far. If it’s a “Goblin’s hunter” it released colored smokes. If the caster maintains the channel enough time, he can corrupt the already existing trap. This will rearm the trap for [x] seconds or minutes against all enemies. At stage 2, enemies don’t see any modification until they step on their traps. The needed time depend of the original type of trap. This requires a soulgem after [4(?)] second of channeling.
    CAST TIME : Channel S1 [4] + 1 soulgem & Unstop S2 [15] seconds TARGETS : Area RADIUS : 10-meter RANGE : 28 meter DURATION : S1 [(?)] seconds & S2 / [(?)] minutes COST : [x] magic & [x] stamina
    - /FLAME DAMAGE/ None
    - /FROST DAMAGE/ None
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ None
    - /MITIGATION/ Reveal for [x] second any existing trap for every allies. If it’s a skill like trap beast, fire rune or daedric mine, it makes them releases glowing emissions from far. If it’s a “Goblin’s hunter” it released colored smokes. (The caster can disarm for another [x] stam &/or [x] magicka theses traps for [x] times ). Reduces damage taken by [15%(?)] if launched within a combat for [10(?)] seconds and only if a trap is revealing.
    CAST TIME : Instant TARGET : self RADIUS : 8-meter RANGE : 28 meter DURATION : [x] seconds COST : [x] magicka
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ None
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ New “Consumes a Soul Gem to deal [2.8%(?)] of the enemy's Max Health as Oblivion Damage every [2(?)] seconds for [10(?)] seconds, up to a maximum of [2800(?)] damage. Deals up to [100%(?) ] more damage to enemies under [50%(?)] Health, and can occur once every [10(?)] seconds. On traps
    - /ANCHORITE’S POTENCY/ New “If in combat, consumes a Soul Gem to generate [4(?)] Ultimate, up to once every [5(?)] seconds. On traps
    - /ASSASSIN’S MISERY/ New ” Augment all status effects damages on traps by [25%(?)] for [x] seconds”
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ OK
    - /CRUSADER’S DEFIANCE/ New "Removes up to [2(?)] snares and grant an immunity to disabling effect once a trap begins to be disarmed.”
    - /DRUID’S RESURGENCE/ New “Restores [200(?)] magicka and [200(?)] stamina to you per enemy hit by a trap”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ New “Reduces your damage taken by [15%(?)] once a trap begins to be disarmed ( until the end )”
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ New “Reduces the movement speed of enemies by [15%(?)] by trap hit”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ New “Once a channel is launched or a trap begin to be disarmed, heal for [8251(?)] for [10(?)] seconds”
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ New “Once the channel is launched or a trap begin to be disarmed, grants a damage shield that absorb [x] damage for [10(?)] seconds”
    - /WARRIOR’S OPPORTUNITY/ New “Each enemy hit by a trap increases the damage to other enemies by [16%(?)], stacking up to [6(?)] times.”
    - /WAYFARER’S MASTERY/ New “Grant+ [20%(?)] time to all potions consumed.”

    (∩`-´)⊃━☆゚.*・。゚ Chastisement of Quintessence radiation゚ 。・*.゚☆━⊂(´-´ ∩)

    The many raging storms that the order of Psjjjj has endured have shaped a firm hand on the noble spirits of all tamriel. This grimoire transcribes one of their tools, born from the storms, needed to set their neutral authority.

    This new grimoire opens new depths of gameplay in Tamriel and also allows to rebalance directly and indirectly pvp fights. This will have a clear effect on all abuses without prohibiting these questionable behaviors, considering that it is precisely the game. This will also significantly reduce the need for some players to use the same practices without removing gameplay.

    Gameplay mechanic:

    The “ Chastisement of Quintessence radiation ” allow the caster to violently bind and inflate the exceptional essence of an exceptionally strong opponent. The core charm will propel and expend any extra , like a star or a cake, into a sparking aura and alter the whole being constitution of the victim.

    Suggested design:

    This grimoire expends extra attribute into an aura. A plethora of little sparking lights compose this one circular aura around the victim body. You can take his heart as the epicenter of the phenomenon. Their colors are directly link to the purpose of each scribing skill form. If possible, it needs to expend like a supernova does

    Suggested scribing design:

    GRIMOIRE: Allow the caster to weave a hex that melds thaumaturgy, mysticism and alteration toward a victim. The “ Chastisement of Quintessence radiation ” will bind violently and inflate the exceptional essence of an exceptionally strong opponent. This will alter temporary his constitution giving potential opportunities.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/ Bind and inflate the resistant constitution of the victim outside of his own body and transmute his own body. Against an enemy that exceeds the cap of 33 000 armor (physical or spell armor) . This ability transmutes all extra physical or spell armor into the opposite attribute for [x] seconds and give to the caster the same amount [x] amount as damage shield . If the ability can’t affect the target the caster restores [x] stamina or [x] magica .
    At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    CAST TIME: Instant TARGET: enemy RANGE: 28 meter DURATION: [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /DISEASE DAMAGE/ None
    - /DISPEL/Bind and inflate the life of the victim outside of his own body and transmute his own body. Against an enemy who reach at minimum [ 40 000] health, the caster ignores for [15(?)] seconds all critical resistance for all direct damage or dot he can produce within this time.
    If the ability can’t affect the target the caster restores [x] stamina or [x] magica.
    At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    (core ability)
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    Nb for pvp : At high end game, high life tank can profit of what I perceive to be a true blind spot of eso. Penetration and breach apply mostly on physical & armor resistances. On the other side Brittle is quite difficult to reach into game for … good reasons! I believe that this genuine box opener will be profitable and this without endangering the more sensitive profiles who choose that type of gameplay over others.
    - /FLAME DAMAGE/ None
    - /FROST DAMAGE/ None
    - /GENERATE ULTIMATE/ Bind and inflate the “enchanted coat” of the victim outside of his own body and transmute his own body. Against an enemy who reach [200(?)] ultimate, [x] mitigation and [x] active major buff. The caster will disrupt 1 random maintain major buff (it can’t disrupt any mitigation buff) for [x] seconds. The caster will also get on succeed target [50(?)] ultimate. If the ability can’t affect the target the caster restores [x] stamina or [x] magica . At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION: [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /HEALING/ None
    - /IMMOBILIZE/ Bind and inflate the capacity pool of the victim outside of his own body and transmute his own body. Against an enemy who reach at minimum [x] stamina or [x] magica . This ability will transmute [x](little) resource + all [x] resource above the precedent valor into the other type of pool resource as stamina or magica for [x] seconds. If the ability can’t affect the target the caster restores [x] stamina or [x] magica . At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ None
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ Bind and inflate the capacity pool of a boss enemy outside of his own body and transmute his own body. The caster will strain [x] stamina and [x] magica toward allies near of the caster aoe. It will reduce the boss (ceiling) capacity pool of the same numbers for [ x] seconds. At the end of the ability theses amount will bounce back to the living boss and all allies will lose the same amount on their bars. If the ability can’t affect the target the caster restores [x] stamina or [x] magica. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    CAST TIME : 0.8 TARGET : enemy CASTER RADIUS : 6-meter RANGE : 28 meter DURATION : [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /SHOCK DAMAGE/ None
    - /STUN/ None
    - /TAUNT/ Bind and inflate the life of the victim outside of his own body and transmute his own body. Against an enemy who reach at minimum [45 000] health and more + [x] crit resistance (against players) + [x] armor. The caster will strain [x] health above [45 000] health and loan the same amount toward him or split it with to [2(?)] other allies near the caster aoe for [x] seconds. At the end of the time, casters as allies will bounce back the borrowed life to the living enemy. Taunt the enemy for [15(?)] seconds. If the ability can’t affect the target the caster restores [x] stamina or [x] magica . At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    CAST TIME : Instant TARGET: enemy CASTER RADIUS : 6-meter RANGE: 28 meter DURATION : [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /TRAUMA/ Bind and inflate the life of a boss enemy outside of his own body and transmute his own body. The caster will strain [x] health toward allies near of the caster aoe . It will reduce the boss (ceiling) health pool of the same numbers for [x] seconds. At the end of the ability this amount will bounce back to the living boss and all allies will lose the same amount on their life bars. If the ability can’t affect the target the caster restores [x] stamina or [x] magica . At the end of effect, a surviving enemy receive [x] seconds of immunity against any “Chastisement of Quintessence radiation”.
    CAST TIME : 0.8 TARGET : enemy CASTER RADIUS : 6-meter RANGE : 28 meter DURATION : [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New ” Increases the chance to apply status effects on an enemy by 100% for [x] seconds”
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ OK
    - /CRUSADER’S DEFIANCE/ New “Grants an immunity to snares and immobilization for [6(?)] seconds”
    - /DRUID’S RESURGENCE/ New “Restores [600(?)] stamina and [600(?)] magica over [10(?)] seconds”
    - /FENCER’S PARRY/” Deflects the next direct damage attack made against you within 3 seconds. This can occur once every 3 seconds.
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/” Reduces the movement speed of enemies by 30% for 6 seconds
    - /IMMOBILIZING STRIKE/ New “Immobilize your enemy, if they facing you or flanking you , for [3(?)] seconds. This stun cannot be blocked”
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ New “Deals [4700(?)] magic damage and [4700(?)] physical damage over [10(?)] seconds “.
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Remove Roll dodge cost by [50%(?)] for [10(?)] seconds”
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ New “Increases your damage done to enemy affected with disabling effects by [8%(?)] for [10(?)] seconds”
    - /WAYFARER’S MASTERY/ New “Launching the “Chastisement of Quintessence radiation” generate [4(?)] spell charge

    (∩`-´)⊃━☆゚.*・。゚ Tearheart’s raven mercy flight゚ 。・*.゚☆━⊂(´-´ ∩)

    Among the lost savage heights, beneath one of the oldest savage hagraven nests, lie the echo of the despair Tearheart twins. Born of a breton wyrd sister, two sublime twins’ daughters were stroke by the fate to be born under the yoke of mens or mers. Separated by the bones of fate, destined to hate each other but sacrificed in the crucial ends to their inextinguishable bond. This political saga imbued with turnaround and decisive blows throughout a whole territory may have aggravate the fracture of wyrd covens and beaten the liberty heart of Reachmens or the desire to some to deliberately lost their one heart.

    This grimoire is one legacy of the Tearheart twins. Both legacy grimoires remain on the unique purpose of debuff cross healings, doomed to be split. Both wear as name the final fate of the twins.
    The goal of this grimoire, isn’t to ban cross healing or stack healing from the eso game. I start from the point where it’s a strategy like another to play within eso. Less powerful players may have chosen this type of gameplay too. So, this bottle opener aims to help players with a counter advantage against this type of gameplay. Surely it will rebalance combat directly and indirectly and help against powerful players.

    Gameplay mechanic:

    The “ Tearheart’s raven mercy flight ” blow shivering mysticism waves through the body of the victim.

    This grimoire will introduce a pool of [x] health that will limit the victim capacity to benefit of healing stacks for [x] seconds. This [x] health isn’t a static pool valor. It needs to be the mirror of a health healing potential. In this idea [x] health refer to the major direct healing available in the 2 bars of the victim and all potential additional buff; (it doesn’t matter if he doesn’t have them at the time [T]). If the highest value come from an ultim or an incremental healing potential at [“Time of subject effect”], (or [T]), it needs to be the maximal pool. It’s only if the victim has no direct heal that an average health is apply.

    It doesn’t matter if the stack of healing is provided directly by the victim or by allies. It affects all type of healing and it don’t matter if it’s a direct healing or a healing over time. The current grimoire effect will only be trigger at the right time when an already healing is active on the victim and another heal will “land” on him. It will last for an independent [x] second until the end. In this way if the caster of “ Tearheart’s raven mercy flight ” die, it will not affect the scribing effect for the benefit of all allies.

    The pool of health healing that the victim can provide for himself need to correspond to a normal major heal + a regular heal from a potion. Similar to all players. The goal isn’t to block effective heal, it’s to limit any stack. So, it denies health pool excess:

    So, if “major direct heal” is [ M Heal], [ PEH ] for “pool of excess heals” and [ C1 ] for direct heal potions & [ C2 ] for H.o.t potions. For [ C] it matters as direct heal, in the case where an ability (or else) buffs their heal impact (and their importance) nor if they give a substantial healing over time. But everyone can access to these heals and it’s the idea to set up the floor with it and not punishing “specialized” players. But we need to know the supernumerary heal [ SH ] for the following scribing abilities.
    So, if I’m right, it gives something like:


    [ Health pool ] at [ T ] = [ x ] at [ T ] = [ [a( M heal) ( Direct Heal)] c1 + Heal s buff s ] + ( c2 + Heal s buff s )

    Pool of excess heals : [ [max (a ∨ c1) + c2] + b ] = [ PEH ]

    Supernumerary heal : [ SH ] = [ PEH ] – [ max (a ∨ c1) + c2]

    With [ a ] = [ M Heal ] ∨ [ Ally direct heal ] ∨ [ HOT ] ∨ [ ALLY HOT] ∨ [Skill back health] ∨ [Ally Skill back health] ∨ [ Skill back HOT] ∨ [ Ally skill back HOT] ∨ [Ally Ultim]
    or [ b ] = if a [M Heal] b [Direct Heal ] ∨ [ Ally direct heal ] ∨ [ HOT ] ∨ [ ALLY HOT] ∨ if a [Skill back health] b [Skill back health] ∨ [Ally Skill back health] ∨ [ Skill back HOT] ∨ [ Ally skill back HOT] ∨ [Ally Ultim]

    This scribing spell can’t stop sets heals or champions stars, (except from allies), because it would be a punishment for normal players and it removes the player’s slice that is difficult to reach with their healings. All healing who goes further than the pool limit will be negate/ignored. This grimoire effect can’t be cleanse. At list not from himself. After the ending of effect, the victim will get an immunity of [x] seconds against all Tearheart twins grimoire.

    This needs to work for all content between pve and pvp. So, a different pool limit may be needed between players and boss/mob.

    Suggested design:

    The idea behind this grimoire is a strong influence bound to a nature theme. It’s magic but dyed with natural motif. I see something like a stream fountain of black feathers from the back of the victim who fall into a puddle at his feet. Of course, the puddle follows the victim player, it’s a metaphorical state and not real feathers.

    Suggested scribing design:

    GRIMOIRE: The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [ deflect ] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [ deflect ] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Grants you and your allies a damage shield that absorbs [9367(?)] damage for [6(?)] seconds. Once triggered each time the victim receives a supernumerary heal, it will renew the shield of you and your allies.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /DISEASE DAMAGE/ None
    - /DISPEL/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Transfer [1(?)] damage shield and [1(?)] minor buff from the victim to the caster each time the victim receives a supernumerary heal.
    CAST TIME: Instant TARGET: enemy RANGE : 28 meter DURATION SCRIBING: [x] seconds DURATION GRIMOIRE: [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /FLAME DAMAGE/ None
    - /FROST DAMAGE/ None
    - /GENERATE ULTIMATE/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [ x ] seconds of immunity against any “TearHeart Grimoire”. Generate [15(?)] ultimate to the caster once the effect is triggered and each time the victim receives a supernumerary heal.
    CAST TIME : Instant TARGET : enemy RANGE: 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /HEALING/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”.
    The caster and [1(?)] nearby ally receive all [x] supernumerary heal instead of the original victim, split equally .
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /IMMOBILIZE/ The caster weave powerful shivering mysticism waves to one enemy, which last for [ x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Transfer all snares and immobilizations of the caster to the victim once the effect is triggered. It can’t bypass immunities .
    CAST TIME: Instant TARGET : enemy RANGE: 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /KNOCKBACK/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Knocks the enemy back [5(?)] meters then again for each supernumerary heal.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION SCRIBING: [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /MAGIC DAMAGE/ None
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ None
    - /PULL/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Pull the enemy to you if they are not already taunted by another player. This attack cannot be reflected.
    CAST TIME: Instant TARGET : enemy RANGE : 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /RESTORE RESOURCES/ The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Reduce the initial cost price by restoring [x] magicka and [x] stamina then each time the victim receive a supernumerary heal.
    CAST TIME: Instant TARGET : enemy RANGE: 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /SHOCK DAMAGE/ None
    - /STUN The caster weave powerful shivering mysticism waves to one enemy, which last for [x] seconds. It establishes [x] pool of health according the victim capacity which cannot be exceeded. The receipt of all supernumerary heals to a pre-existing active heal will be [deflect] and not land on the victim. Until the end of the scribing spell and operating independently from the enemy original heal length. This ability can’t affect sets or champion stars from the victim. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Reduce the enemy movement speed by [15%(?)], then stun for [3(?)] seconds once the effect is triggered. This stun cannot be blocked and can only be avoid if the victim is under a post cc immunity.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION SCRIBING : [x] seconds DURATION GRIMOIRE : [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New ” Increases the chance to apply status effects on the enemy by 100% for [x] seconds”
    - /CAVALIER’S CHARGE/ New “increase the scribing counterpart by [ x% ] for each supernumerary heal”
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Grants an immunity to snares and immobilization for [6(?)] seconds”
    -
    - /DRUID’S RESURGENCE/ New “Restores [600(?)] stamina and [600(?)] magica over [10(?)] seconds”
    - /FENCER’S PARRY/” Deflects the next direct damage attack made against you within 3 seconds. This can occur once every 3 seconds.
    - /GLADIATOR’S TENACITY/ New “Reduces damage taken by [10 %(?)] for [6(?)] seconds “for each supernumerary heal.”
    - /GROWING IMPACT/ New “Creates a rune of power on the ground for [8(?)] seconds at the victim location which applies the affix script for each supernumerary heal”
    - /HUNTER’S SNARE/ New “Reduces the movement speed of enemies by [30 %(?)] for [4(?)] seconds for each supernumerary heal.”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ New “Deals [9080(?)] magic damage over [x] seconds once the effect is triggered”
    - /SAGE’S REMEDY/ New “The caster and [1(?)] nearby ally receives all [x] buff heal the victim can profit for each supernumerary heal”.
    - /THIEF’S SWIFTNESS/ New “Remove Roll dodge cost by [50%(?)] for [10(?)] seconds”
    - /WARMAGE’S DEFENSE/ New “Grants a damage shields for you and yours allies for [5(?)] seconds for the same [x] amount of each triggering supernumerary heal.”
    - /WARRIOR’S OPPORTUNITY/ None (?)
    - /WAYFARER’S MASTERY/ None (?)

    (∩`-´)⊃━☆゚.*・。゚ Embrace of the Hollow-Tearheart Lich゚ 。・*.゚☆━⊂(´-´ ∩)

    Among the lost savage heights, beneath one of the oldest savage hagraven nests, lie the echo of the despair Tearheart twins. Born of a breton wyrd sister, two sublime twins’ daughters were stroke by the fate to be born under the yoke of mens or mers. Separated by the bones of fate, destined to hate each other but sacrificed in the crucial ends to their inextinguishable bond. This political saga imbued with turnaround and decisive blows throughout a whole territory may have aggravate the fracture of wyrd covens and beaten the liberty heart of Reachmens or the desire to some to deliberately lost their one heart.

    This grimoire is one legacy of the Tearheart twins. Both legacy grimoires remain on the unique purpose of debuff cross healings, doomed to be split. Both wear as name the final fate of the twins.

    The goal of this grimoire, isn’t to ban cross healing or stack healing from the eso game. I start from the point where it’s a strategy like another to play within eso. Less powerful players may have chosen this type of gameplay too. So, this bottle opener aims to help players with a counter advantage against this type of gameplay. Surely it will rebalance combat directly and indirectly and help against powerful players.

    Gameplay mechanic:

    The “ Embrace of the Hollow-Tearheart Lich ” blow shivering mysticism waves around the body of the victim through a force field.
    The caster will prevent through this grimoire all incoming healings possible from allies but in contrary of the other TearHeart grimoire, the pool of health is completely free.

    So all [ Ally direct heal ] ∨ [ ALLY HOT] ∨[Ally Skill back health] ∨ [ Ally skill back HOT] ∨ [Ally Ultim] will be denied to land on the victim for [x] seconds. All variations will be set through the number of potential victims, the time or the way the force field is cast with this grimoire.
    Unlike the first grimoire where effects were not immediate and waiting for a second activation, this one is immediate.
    This grimoire effect can’t be cleanse. At list not from himself. After the ending of effect, the victim will get an immunity of [x] seconds against all Tearheart twins grimoire. It need to be independent of the death of the caster.

    Suggested design:

    In order to create a clear game design, I will suggest to continue on the same feather pattern than “ Tearheart raven mercy flight ”. Instead, this new grimoire will produce feathers in his force field. To be clear, we don’t see any bubbles, but it’s the moving feathers themselves who create a visible force field. And in the same way, they will create a “pool” at the feet of the victim who move with him.
    Plus, I think it’s an error to always land on a bone or corpse thematic once a Lich thematic is evocated.
    I will see something like royal blue to cyan for theses feathers in the default where it lands on the victim and red crimson when it lands on the caster (or have a potential effect on multiple target).

    Suggested scribing design:

    GRIMOIRE: The caster weave powerful shivering mysticism waves around the victim body that establish a force field [x] second. It will be denied all heal who come from allies. It can’t be cleanse.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”.
    Grants you and your allies a damage shield that absorbs [5710(?)] damage for [6(?)] seconds. Each time the victim receives an ally heal , it will renew the shield of you and your allies.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /DISEASE DAMAGE/ None
    - /DISPEL/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Transfer [1(?)] minor buff from the victim to the caster each time the victim receives an ally heal to the limit of [1(?)] minor buff per [x] seconds.
    CAST TIME : Instant TARGET : enemy RANGE: 28 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /FLAME DAMAGE/ None
    - /FROST DAMAGE/ None
    - /GENERATE ULTIMATE/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Generate [5(?)] ultimate to the caster each time the victim receives an ally heal .
    CAST TIME: Instant TARGET: enemy RANGE : 28 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /HEALING/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. The caster and [1(?)] nearby ally receive all allies heal instead of the original victim , split equally per [x] seconds (or it will create abuse).
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /IMMOBILIZE/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Transfer all snares of the caster to the victim each time he receives an ally healing . It can’t bypass immunities each [x] seconds (or it will create abuse).
    CAST TIME : Instant TARGET: enemy RANGE: 28 meter DURATION [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ None
    - /MITIGATION/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. All allies and caster who enter the forced field receive [10%(?)] mitigation , while the enemy receive an ally healing, for [6(?)] seconds.
    CAST TIME : Instant TARGET: enemy area RANGE : 28 meter RADIUS : 8 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /MULTI TARGET/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds for all enemies within his field of effect . It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. All enemies allies who stay within the enemy forced field can’t receive any ally healing within [x] seconds after the first entry each [x] seconds ( or it will create abuse).
    CAST TIME : Instant TARGET: enemy area RANGE: 28 meter RADIUS : 6 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Reduce the initial cost price by r estoring [x] magicka and [x] stamina then each time the victim receive an ally heal each [x] seconds (or it will create abuse).
    CAST TIME : Instant TARGET: enemy RANGE: 28 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /SHOCK DAMAGE/ None
    - /STUN/ Weave powerful shivering mysticism waves to one enemy that establish a denied healing force field from all allies within [x] seconds. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. Reduce the enemy movement speed by [15%(?)] at first ally heal within [x] seconds, then within [x] seconds stun for [5(?)] seconds once an another ally healing land on him. This stun cannot be blocked and can only be avoid if the victim is under a post cc immunity.
    CAST TIME: Instant TARGET: enemy RANGE : 28 meter DURATION [x] seconds COST : [x] magicka or stamina, cost determined by highest max resource
    - /TAUNT/ None
    - /TRAUMA/ Weave powerful shivering mysticism waves to the caster that establish a denied healing force field for all enemies allies within [x] seconds for all enemies within his field of effect. It can’t be cleanse. At the end of effect, a surviving enemy receive [x] seconds of immunity against any “TearHeart Grimoire”. All enemies within his force field will be afflicted by [4285(?)] healing absorption for [3(?)] seconds.
    CAST TIME : 0.8 TARGET : self RANGE : 28 meter RADIUS : 8 meter DURATION [x] seconds COST: [x] magicka or stamina, cost determined by highest max resource

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New ” Increases the chance to apply status effects on the enemy by 100% for [x] seconds”
    - /CAVALIER’S CHARGE/ New “increase the scribing counterpart by [x%] for [2(?)] ally heal”
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Grants an immunity to snares and immobilization for [6(?)] seconds”
    -
    - /DRUID’S RESURGENCE/ New “Restores [600(?)] stamina and [600(?)] magica over [10(?)] seconds”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ New “Reduces damage taken by [5 %(?) ] for [15(?)] seconds for [2(?)] ally heal.”
    - /GROWING IMPACT/ New “Creates a rune of power on the ground for [8(?)] seconds at the victim or caster location which applies the affix script for [2(?)] ally heal”
    - /HUNTER’S SNARE/ New “Reduces the movement speed of enemies by [30 %(?)] for [4(?)] seconds for [2(?)] ally heal.”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ New “Deals [9080(?)] magic damage over [x] seconds”
    /SAGE’S REMEDY/ New “The caster and [1(?)] nearby ally receives all [x] buff heal the victim can profit for each ally heal”.
    - /THIEF’S SWIFTNESS/ New “Remove Roll dodge cost by [50%(?)] for [10(?)] seconds”
    - /WARMAGE’S DEFENSE/ New “Grants a damage shields for you and yours allies for [10(?)] seconds for the same [x] amount of each ally heal. It will ignore all new incoming ally heal within this [10(?)] seconds”
    - /WARRIOR’S OPPORTUNITY/ None (?)
    - /WAYFARER’S MASTERY/ None (?)

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 2/7 PART B ]
    (∩`-´)⊃━☆゚.*・。゚ Dreamstride Terror゚ 。・*.゚☆━⊂(´-´ ∩)

    The dark and nightmarish turmoil left by the corruption skull of Vaermina has grazed the lives of many mages. Some heads have studied, with obsession, his abilities to constitute a legacy of shame and chased by many men in weapon dedicated to the divins. The “Dreamstride Terror” is a legacy that has been lost, but its capabilities evoke a close ability as the original.

    A new capability offering new capabilities of evasions, feints and surprise attacks, it’s how I could resume the “Dreamstride Terror”. This new grimoire will provide into pve some capacities to survive in desperate situation, letting a slight chance for players to survive and relocate their field position, their improvement or the possibility to get help. While in pvp it will provide some surprising advantage against opponent who build burst and stacks damages as a counter attack. In the idea to bring more combat dynamic and more strategy. And it may be the 1th active ability of the Thief guild!

    Gameplay mechanic:

    The “ Dreamstride Terror ” grimoire weaves a spell mixing the schools of illusion and alteration to the target ground location.

    The caster will cover himself into a daedric shadow figure, enough blurry and massive to recover smoothly all most existing armors. In the same moment it will “summon” 4 other shadows figures with the same animation as much as possible all around the target. The caster will instantly swap randomly his place with one of them. All shadows and player receive a deflection of all next direct damage or dot to 1 random shadow. If a shadow is attacked, the caster can’t receive the hit deflection. Each of them and the caster, receive [x] additional health and [x] damage mitigation. All shadows and casters are immune to buffs and debuffs. The caster sees at launch all of his regen of stam, magicka and health stop. He can’t neither heal or continue to receive a healing over time in this form. But all previous dot will continue to hurt the caster until their end. Traps and warsiege machine can’t see their attack deflect by this grimoire.

    All shadows, including the caster, can move within the ground radius. But the player can’t attack, launch a skill or take a potion without vanishing the whole grimoire effect. It belongs to him to not snitch his ambition or position and act like the other shadows. If the player run away out of the ground radius, the ability fades off.

    This grimoire has three phases within the [x] time of performing. In the first phase, the shadows will move or freeze by fixing the target or targets present. In the second phase, they will start to randomly show threatening, fleeing and producing attack mimics. Finally in the third phase, the shadows will either freeze, continue to attack* or flee. All living (outside of the radius) or dying shadow will evaporate. The caster and his shadow don’t share the same flee effect in order to give some visibility in darker situation. All shadows were the same name tag as the caster.

    The “ Dreamstride Terror ” isn’t harmless. If all shadows and caster aren’t attacked and reach the phase 2*, they will be beginning to randomly launch scribing attacks to all nearby enemies. The goal isn’t to replace pet but to represent a potential threat, that no one can really ignore. All shadows will act the same once they will be attacked by the targeted enemy or any other enemies. In the both cases, it includes the caster, in order to not snitch him. He will automatically & randomly as the other shadows cast a scribing attack. All focus, signature & affix are applied at this moment.
    Though the goal is to harass the victim more than providing a "regular" attack due to the mechanism of the grimoire.
    Theses shadows outside of their mitigation are far to be not unkillable: they only have the life mentioned above and they are not tanks.

    With the aim of prevent any abuse, this “ Dreamstride terror ” need to send back any pets.
    If the caster launches this grimoire again within 20 seconds it will cost him 33% more but it will also apply the shadow form to the target if he stays within the radius of the active grimoire. The target will also not be subject to any deflect damage against any shadow, caster include.
    If all shadows run out of radius, are dead or if the caster attack or flee from the same radius, the “ Dreamstride terror ” end before the end.

    Nb : This ability doesn’t lose his sight of his own purpose. By blocking regen, this grimoire can’t give a deep advantage against adversity for all potential player who want to run the clock. In the same way this ability can’t really help a player against multiple players, it will be a bet.

    Suggested design:

    Nightmarish design needs to be the main inspiration here. I spoke a lot about shadowy daedric figures but in fact I’m mostly inspired by theses sleep paralysis demons people declared to see when they are in their in between “prison”. For me it needs to be blurry too for the only purpose to integrate a smooth and fast covering & swap model onto the caster + allowing in the same time the 4 other invocation. This model needs to be light in detail and it fit pretty well our thematic. They are threats so maybe in order to exploit that […], we can see more about “demonic” sleep paralysis state. With ready to bite, hungry, staring figure… Theses one fit a lot too all uncanny behavior. A mixed between erratic behavior from AI video + horrific position can probably provide good raw material source for this scribing grimoire and more future eso content.
    This grimoire is clearly bind to Vaermina realm and animal threats seem to have an important place in his/her design. A sound design mixed of whistling snakes and breathings predators could be neat to be developed as identity.
    The death/evaporation of all shadows figure need to be spooky smoke bright. In his design it needs to refer directly to nightmares; (why not a hand or clows who spreads quickly from it)? But they need too to indicate where is the player at end or it may introduce a too large imbalance, especially in conditions of darkness and night.

    Suggested scribing design:

    GRIMOIRE: A weave of alteration and illusion thrust the caster one step forward into a concealed cloak made of nightmares and released the haunting of ectoplasmic döppelgangers for [x (35?)] seconds. The flow of the spell bonds the shadows to a mutual defense and a ruthless assault, through 3 phases. Until the caster blows the blended crowd spell by act as a living entity.

    FOCUS/
    - /BLEED DAMAGE/Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] bleed damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection .
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS : 10 meter DURATION [x] seconds COST : [7830(?)] stamina
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] disease damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x ] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection.
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS : 10 meter DURATION [x] seconds COST : [7830(?)] stamina
    - /DISPEL/ None
    - /FLAME DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] flame damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection.
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS : 10 meter DURATION [x] seconds COST : [7830(?)] magicka
    - /FROST DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] frost damage every [x ] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and t he ability to not be concern by the deflection .
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS: 10 meter DURATION [x] seconds COST : [7830(?)] magicka
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] magic damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x ] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection.
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS : 10 meter DURATION [x] seconds COST: [7830(?)] magicka +
    - /MITIGATION/ None
    - /MULTI TARGET/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [1410 (?)] physical damage [1410 (?)] magic damage [1410 (?)] oblivion damage every [x] (near power but less often?) seconds to max [3(?)] different victim or min [1(?)] into the radius once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [ x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection .
    CAST TIME: Instant TARGET : ground enemy RANGE : 9 meter RADIUS: 10 meter DURATION [x] seconds COST : [3915(?)] magicka and [3915(?)] stamina
    - /PHYSICAL DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] physica l damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked . All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection.
    CAST TIME: Instant TARGET : ground enemy RANGE: 9 meter RADIUS: 10 meter DURATION [x] seconds COST : [7830(?)] stamina
    - /POISON DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] poison damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked. All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection .
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS : 10 meter DURATION [x] seconds COST: [7830(?)] stamina
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Weaves the “ Dreamstride Terror ” and binds himself with shadows, blend among döppelgangers, swap his place, into a mutual defense and near assault dealing [4231nb:refmax.cleave.or.reverse.slash.or.torchbearer(?)] shock damage every [x] seconds once the attack phase trigger. Until the end of [x] seconds or any act of the caster within the radius, if he doesn’t leave it himself. Provides [x] additional health, [x] damage mitigation to all shadows and an insensitivity to buff, debuff or heals. All regens are locked . All attacks are deflected to another shadow, except the caster, until the death of döppelgangers pool. Except against traps and war machines. Casting again within [20(?)] seconds costs [33%(?)] more, give to the victim a shadow figure within the radius and the ability to not be concern by the deflection .
    CAST TIME : Instant TARGET : ground enemy RANGE: 9 meter RADIUS : 10 meter DURATION [x] seconds COST : [7830(?)] magicka
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New “Afflicts enemies with burning, chilled, concussion or diseased, hemorrhaging, poisoned depending on the highest weakness value”
    - /CAVALIER’S CHARGE/ New “Shadows and caster get [939(?)] penetration and [ 2%(?) ] weapon and spell damage per succeed scribing strike”
    - /CLASS MASTERY/ OK
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ None
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ New “Creates a rune of power on the ground for [x] seconds which applies the Affix script in an area of [10(?)] meter for all allies”
    - /HUNTER’S SNARE/ New “Reduces the movement speed of enemies by [10%(?)] per killed shadows, each scribing strike will Off Balance enemies”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ New “Heals the caster for [26% (?) ]of each scribing strike at the end of the grimoire effect”
    - /LINGERING TORMENT/ New “Deals [3990(?)] oblivion damage over [20(?)] seconds and apply “ Fear ” to someone already strike by the scribing grimoire”.
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Grants to the caster the ability to pass through enemies for [15(?)] seconds, reduces fall damage taken by [ 15% (?)] for [15(?)] seconds”
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ New “Your next light or heavy attack within [10(?)] seconds after the grimoire radius end will unleash an ultimate Shadow scribing strike”
    - /WAYFARER’S MASTERY/ New “Each strike “steal” augment per [x%] the gold on victims” This grimoire become an illegal ability. Each dead player within the grimoire and after [x] seconds make appear a purse of [x] gold.”
    (∩`-´)⊃━☆゚.*・。゚ Turret's bewitchment゚ 。・*.゚☆━⊂(´-´ ∩)
    Our esoteric arts are as good as the most cunning Aldmers. But we have a debt to pay to these Argonian tribes. Only the children of hist have the art of projecting protective spells as they breathe. It’s not a surprise that they were the first to create a sneaky biting spell. It makes sense.
    The Grimoire of “ Turret’s bewitchment ” is a pure war potential that will let players different strategy.
    This grimoire focuses on damage over time. But in a way completely different than the current skills use.

    Gameplay mechanic:

    This scribing spell set as a shield, is treat as a damage shield and can be defeat like one.
    The “ Turret’s bewitchment ” plays the role of a magic stance . It can be use as a defense spell as much as an offensive spell.
    This grimoire spread a “ damage shield ” around the caster. The first enemy that will cross his radius field or land a spell range attack onto the caster will trigger a [DOT] scribing attack . It works only for 1 enemy.
    Costs are higher than a regular skill but help the caster to fit and fill the gap for this role and will help to land dots without crossing regular skills and sets. This scribing spell as a damage shield like follow the caster corpse. Letting other forms for new futures skills is probably a better decision and will bring more gameplay variety.

    Though I’m not sure that open the “ Turret’s bewitchment ” to all type of damage/effect is a good idea. A split with the following grimoire, seem a proper decision.

    Suggested design:

    This scribing gets multiple purpose, it needs to be close of the current damage shields area without be confused with one.
    A whole new panel of spell identity is needed here. Something like “snaky” circular movement or “sporadic spell impact” in a motion may be interesting way to evoke that new type of spell.

    Suggested scribing design:

    GRIMOIRE: The caster carves a murderous intent within a spellcraft that cover him within [x] seconds as a magical stance. The first enemy that cross the scribing radius or land a spell range attack will trigger against him a DOT of [x] scribing damage for [x] seconds.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ None
    - /DISPEL/Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will removes [ 1(?)] “damage shield” each [x] seconds, within [x] seconds.
    CAST TIME: Instant TARGET : self RADIUS : [3(?)] meter DURATION [x] seconds COST : [x] magicka
    - /FLAME DAMAGE/ Carve a murderous intent within a spellcraft cast that cover the caster within [ x ] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will trigger a DOT of [x] Flame damage over [x] seconds.
    CAST TIME : Instant TARGET : self RADIUS : [3(?)] meter DURATION [x] seconds COST : [x] magicka
    - /FROST DAMAGE/ None
    - /GENERATE ULTIMATE/ None
    - /HEALING/ Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first ally that cross the radius or land a spell at range will trigger a DOT of [x] heals over [x] seconds.
    CAST TIME : Instant TARGET : self RADIUS : [3(?)] meter DURATION [x] seconds COST : [x] magicka
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will trigger a DOT of [x] Physical damage and knock back the enemy for [5(?)] meter each [x] seconds, over [x] seconds.
    CAST TIME : Instant TARGET : self RADIUS : [3(?)] meter DURATION [x] seconds COST : [x] stamina
    - /MAGIC DAMAGE/ None
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will trigger a DOT of [x] Physical damage over [x] seconds.
    CAST TIME : Instant TARGET : self RADIUS : [3(?)] meter DURATION [x] seconds COST : [x] stamina
    - /POISON DAMAGE/ Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will trigger a DOT of [x] Poison damage over [x] seconds.
    CAST TIME: Instant TARGET : self RADIUS: [3(?)] meter DURATION [x] seconds COST : [x] stamina
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will trigger a DOT of [x] Shock damage over [x] seconds.
    CAST TIME : Instant TARGET : self RADIUS: [3(?)] meter DURATION [x] seconds COST: [x] magicka
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ Carve a murderous intent within a spellcraft cast that cover the caster within [x] seconds as a magical stance. The first enemy that cross the radius or land a spell at range will trigger a DOT of [x] Healing absorption each [x] seconds, over [x] seconds.
    CAST TIME : Instant TARGET: self RADIUS : [3(?)] meter DURATION [x] seconds COST : [x] magicka

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ New “Reduce by [x%] the cost of the scribing ability. This can occur once every [x] second.”
    - /FENCER’S PARRY/ New “Deflects the next direct damage of the same type of the “ Turret’s bewitchment ” each [x] seconds, within [x] seconds. This can occur once every [x] second.”
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ New “Creates a rune of debuff on the caster ground for [10(?)] seconds wich applies the affix script in an area, after the dot trigger.
    - /HUNTER’S SNARE/ None
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ New “Bash toward an enemy before the scribbing trigger, grants the caster [x%] damage increase”.
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ ”heals for [x] health over 10 seconds”.
    - /THIEF’S SWIFTNESS/ New “Grants you the ability to pass through Turret’s bewitchment ” radius without triggering the opponent effect.”
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ New “Grants the ability to assign the scribing ability to an ally that stay immobile [3(?)] seconds near the caster before any trigger. The cost remains still on the caster side.”
    - /WAYFARER’S MASTERY/ New “Grants and apply any Damage Shield passive upon the caster, once the “ Turret’s bewitchment ” is cast and until the scribing effect is trigger toward an enemy.”
    (∩`-´)⊃━☆゚.*・。゚ Lunar Spirit’s Asset ゚。・*.゚☆━⊂(´-´ ∩)

    The desert sands sometimes carry echoes of ancient myths. To those who listen can obtain wisdom and power. An old tradition used to send the little khajiits at nightfall. The luckiest ones received a blessing spirit from the moons.
    This new grimoire follows the steps of the previous “ Turret’s bewitchment ” and bring some new gameplay material for more variety. This grimoire focuses also on dots.

    Gameplay mechanic:

    This grimoire brings the capacity for a caster to summon a “ totem ” spirit that will bring him similarly of the “ Turret’s bewitchment ” an ability to get a “ magic shield stance ” that bring a potential of DOT attacks.
    Each form grant and summon a different spirit toward the caster that will serve as a “totem”.

    The caster gets a “ shield ” radius of [2(?)] meter that will deliver Dot scribing damage to any enemy that stay on melee range .

    The caster “ Hides ” his spirit in order to get his “ shield stance damage ”. By defaults the spirit don’t move if the caster go too far from it, it break his “link” and the effect end before the actual scribing end.
    Each spirit are totems. If an enemy “ kill ” the totem it ends the scribing effect. It’s not pet or summon. So, they are harmless and don’t attack.
    Similarly of the “ Turret’s bewitchment ”, This grimoire spread a “ damage shield ” around the caster. The first enemy that will cross his radius field will receives [ DOT] scribing attack . Until the end of scribing or of the totem.
    Costs are higher than a regular skill. This scribing spell as a damage shield like follow the caster corpse.

    Suggested design:

    It may be interesting to let the player “summon” his actual pet, or a or a designated pet with some fx effects over them in order to harmonize them. This will bring variety and the possibility for the caster to “hide” his totem in warfields, or spot them easily in pve content. So, the same logic as it was set for Trample. I think it’s cool and it’s always appreciated by players.

    Suggested scribing design:

    GRIMOIRE: The caster draws a saving armed protection around himself through his personal Lunar Spirit within [x] seconds. All enemy that crosses the scribing radius will trigger against him a DOT of [x] scribing damage, that cease outside of the radius. The scribing ability will summon a Lunar spirit at the caster ground location. The Lunar Spirit mirror the caster ability. If he is killed as totem, the scribing ability end before his initial end. The caster can’t go further than [x] meter from his Lunar Spirit or it end the grimoire effect.

    FOCUS/
    - /BLEED DAMAGE/The caster summons his Lunar Spirit at his ground location within [x] seconds and draws a saving armed protection around himself. The caster can’t go further than [x] meter from it, without ending the grimoire. As a Totem, the Lunar Spirit can be killed. The “ Lunar Spirit’s Asset ” deals [x] Bleed damage DOT for each enemy which stays within [3(?)] meter.
    CAST TIME : Instant TARGET: self RADIUS : [3(?)] meter DURATION [x] seconds COST: [x] stamina
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ The caster summons his Lunar Spirit at his ground location within [x] seconds and draws a saving armed protection around himself. The caster can’t go further than [x] meter from it, without ending the grimoire. As a Totem, the Lunar Spirit can be killed. The “ Lunar Spirit’s Asset ” deals [x] Disease damage DOT for each enemy which stays within [3(?)] meter.
    CAST TIME : Instant TARGET: self RADIUS: [3(?)] meter DURATION [x] seconds COST : [x] stamina
    - /DISPEL/ None
    - /FLAME DAMAGE/ None
    - /FROST DAMAGE/ The caster summons his Lunar Spirit at his ground location within [x] seconds and draws a saving armed protection around himself. The caster can’t go further than [x] meter from it, without ending the grimoire. As a Totem, the Lunar Spirit can be killed. The “ Lunar Spirit’s Asset ” deals [x] Frost damage DOT for each enemy which stays within [3(?)] meter.
    CAST TIME : Instant TARGET: self RADIUS: [3(?)] meter DURATION [x] seconds COST: [x] magicka
    - /GENERATE ULTIMATE/ The caster summons his Lunar Spirit at his ground location within [x] seconds and draws a saving armed protection around himself. The caster can’t go further than [x] meter from it, without ending the grimoire. As a Totem, the Lunar Spirit can be killed. The “ Lunar Spirit’s Asset ” deals [x] magic damage DOT , and give back to the caster an incremental number of ultimates each [2(?)] seconds, for each enemy which stays within [3(?)] meter.
    CAST TIME : Instant TARGET: self RADIUS: [3(?)] meter DURATION [ x] seconds COST : [x] magicka
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ The caster summons his Lunar Spirit at his ground location within [x] seconds and draws a saving armed protection around himself. The caster can’t go further than [x] meter from it, without ending the grimoire. As a Totem, the Lunar Spirit can be killed. The “ Lunar Spirit’s Asset ” deals [x] Magic damage DOT for each enemy which stays within [3(?)] meter.
    CAST TIME : Instant TARGET : self RADIUS : [3(?)] meter DURATION [x] seconds COST: [x] magicka
    - /MITIGATION/ None
    - /MULTI TARGET/ The caster summons his Lunar Spirit at his ground location within [x] seconds and draws a saving armed protection around himself. The caster can’t go further than [x] meter from it, without ending the grimoire. As a Totem, the Lunar Spirit can be killed. The “ Lunar Spirit’s Asset ” deals [x] Physical damage DOT for each enemy that chains togethers within [3(?)] meter from the caster to the last enemy, each [x] seconds.
    CAST TIME : Instant TARGET : self RADIUS: [3(?)] meter DURATION [x] seconds COST : [x] stamina
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ None
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ New “Reduce by [x%] the cost of the scribing ability. This can occur once every [x] second”
    - /FENCER’S PARRY/ New “Deflects all direct damage of the same type against the Lunar Spirit”
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ New “Creates a rune of power on the lunar spirit ground within the whole scribing effect which applies the affix script in an area”
    - /HUNTER’S SNARE/ New “Grants the caster his Lunar Spirit appearance until the first attack or scribing dot. If the caster is hit under the Lunar Spirit appearance the enemy receives a reduces of [15%(?)] of movement speed for [5(?)] seconds”
    - /IMMOBILIZING STRIKE/ New “Immobilizes enemies for [3(?)] seconds if they strike the Lunar Spirit”.
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ New “All damage done by the caster heal the Lunar spirit for [x] health ”.
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ New “Any ally that launch a healing spell that includes the Lunar Spirit within it, heal the caster for [x] health.”
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ New “Any shield granted toward the caster grants a damage shield which absorb [x] damage for [x] seconds to the Lunar spirit.”
    - /WARRIOR’S OPPORTUNITY/ None
    - /WAYFARER’S MASTERY/ New “Grants and apply any Damage Shield passive upon the caster, once the “Lunar Spirit’s Asset” is cast and until the scribing effect is trigger toward an enemy.”

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 3/7 PART A ]
    (∩`-´)⊃━☆゚.*・。゚ House of Udyrfrykte Fal Banshee゚ 。・*.゚☆━⊂(´-´ ∩)

    At first, we thought it was only some elves that lived among wild creatures’ territory as trolls. We assumed that there were only a few fortunate magicians who lived among these creatures. Tremendous enemies but no more than our axes. Then the passing nights, we understood. These trolls were nothing more than war dogs. War dogs capable of wielding axes. I can’t believe these are trolls. The chase was on and there was no potential going back. The ships were coming while I perceive distant shadows on the heights. To our honor. For the land of truth.

    The “ House of Udyrfrykte Fal Banshee ” is the first of his kind. This grimoire brings an old legacy from one of the oldest noble family which have marked their time. Whether time has consumed their names or their inheritances still exist; these types of grimoires bring an experience of war weapon.

    This “ House of Udyrfrykte Fal Banshee ” bring a new gameplay into Tamriel as a two-hand weapon stance , to engage in upcoming combat. Different types of weapons will be approached by the others next grimoire . Each has a personal identity and their own secret boot, although they share the same capabilities as others scribing spells. Theses stances are bewitched with enchantments and bring as much potential for defense or attack . It is their base and all the interest to use them. They are unpredictable for an enemy as long as he has not already crossed the iron once. But… for the wielder it represents a risk. As all dual nothing can guarantee the success of a swordsmanship. And I wanted to transcribe that in this capacity. This leaves room for exploitation or improvement.

    The interpretations given to each signature differ a lot but it was important for me to bring something unique and tailored for risk taking. Signatures have never been essentially engraved in stone. That’s the point. But if you need to, feel free to create new ones. Because I created them on the side and tried to get them in, rather than the reverse. Especially if you see potential which can cross this grimoire field.

    Gameplay mechanic:

    The caster cast the “ House of Udyrfrykte Fal Banshee ” to any position or war time. This grimoire is bind to two-hand weapons and can’t be launched with another type of weapon. One important point of this grimoire is that all action from the caster matter . Once triggered, the caster must stay immobile or walk . Or it breaks the 1th phase of the stance toward the short 2nd phase and could be a waste of resources.

    The caster sees for other ( spawned ) arms from his own shoulders taking 3 different “sword” stances, at once .
    One High stance with arms above the head and the sword which arc above. ( Refer to Einhorn stance ). One medium stance which stand diagonally with the “sword” that go from his hips toward his shoulders. ( Refer to Pflug stance. Some are shown diagonally, while others are almost in front. The diagonal one is I think the most interesting in our case). One law stance which beginning from below his hips and below his knees. (Refer to Nebenhut stance) . That’s the idea but need to be corrected if you go forward to the “fantasy” style. For a more practical implementation the “true” stance is the lowest one and the others fake arms take theirs positions from theses shoulders positions. If I correct, it should fit together more easily. The ideal for me, if it’s possible to create it, is to let the caster wield in each hands the same usual weapon he normally uses with his character. For the rest as in the games the legs are nimble and not straight.

    The caster sees his speed goes as fast as he normally blocks. From the moment the “House of Udyrfrykte Fal Banshee ” is on, the caster receives a potential which effect depend of his own actions or if he is attacked under this grimoire.

    The neutral one grants to the caster the possibility to parry at [100%(?)] of one damage type from a skill or an ultimate, then a light or heavy attack, from an opponent in a [1(?)] second window. This ability can only success from a % of chance . By default, the caster gets [35 %(?)] of chance to parry against an attack on his front . At his flanks, the caster gets [25%(?)] chance to parry an attack. At his back, the caster gets [ 15%(?)] chance to parry an attack. Nb : This isn’t mutual stats and may change for others grimoire. Then , after be attacked, the caster enters in the 2nd phase . He gets a window of action which he can profits against his opponents within [10(?)] seconds. (The time is a big question but it needs to be short while letting the current option occurs.) Within that window , this grimoire wills grants to the caster, the ability to cast a specialized action in defense or attack . Action which depends of his signature choice. We will see that later. I said above that the caster must stay immobile or walk . It follows that purpose but to the distinction where if he breaks the stance rather to be attacked : the caster can’t profit of a defense specialized action. He can only profit from a specialized attack action window. The defense one is bind to the neutral attack in order to working on. That’s not all. Once the 2nd phase trigger, the caster can profit within the said [10(?)] seconds of a combat advantage over the same type of damage type he wanted to be protected with [15%(?)] increase of damage. BUT, in a similar way to the protection, the caster has only [30%(?)] chance to land his [15%(?)] specialized attack. The player will need to make a choice. Does he need a protection, or an attack advantage? Can he enjoy both?

    So, in those theorical ways:
    - If a caster specialized in defense is attacked. He can profit from the [100%(?)] against a chosen damage type. (By considering the multiples [x%] of chance). Then launch, automatically , the specialized defense skill in the 2nd phase and potentially profit from the [15%(?) ] of the same chosen damage bonus within the [10(?)] seconds and (within the [30%(?)] of chance). If he breaks before an attack his stance, then he can only profit of the [15%(?)] bonus, (within the [30%(?)] of chance).
    - If a caster specialized in attack is attacked. He can profit from the [100%(?)] against a chosen damage type. (By considering the multiples [x%] of chance). Then the 2nd phase trigger and he can activate his specialized attack against opponent and profit from the [15%(?)] of the same chosen damage bonus within the [10(?)] seconds and (within the [30%(?)] of chance). If the caster breaks before an attack his stance, then he can still profit from the both [15%(?)] and the specialized attack , (within the [30%(?)] of chance), but chances for him to land them are ways weaker than a sure confrontation.
    This is the whole point of a stance.

    Now, that this is being put forward, I will build on the % chance of parry. Two points need to affect the stance. First the caster of the “ House of Udyrfrykte Fal Banshee ” gets his default % chance of parry against other physical weapons. It works for any attack which go against physical resistance. Against all attack which go for spell resistance, the caster gets : - [5%(?)] of chance to parry for his front attack and flank. I let the back as it’s already set [15%(?)] . It’s already quite low. Same logic but the amount of resource needed to cast this grimoire has a consequence. Then under [70%(?) ] of his main resource needed, the caster gets - [5%(?)] of debuff for his front attack or his flanks. Originally, I wanted to add a section for a bluff at really low amount of resources but finally I don’t think it fit greatly the current mmo system. Anyway, this logic will follow for the other stance grimoire.

    Through all the stance, the caster can also benefit of the + [50%] mitigation of usual block against any source of attack. Stances are “similar” to block in their purpose. The opposite would introduce an imbalance.

    Once the 2nd phase is trigger, the caster can benefit too with a window of [5(?)] seconds that will grants him [30%(?)] chance to block with an additional + [20%(?)] of block mitigation.
    This stance grimoire like the other one need not be abused. So, there is the idea of associate risk to effort. For me it’s not a cheap scribing ability. Its use must be carefully thought out for more strategy or to turn a situation. And most importantly it uses the space around the player. It definitely has a determining role. There may also be roundabout use of the original purpose. Who never dream of a wall army in front of rabid balls groups?
    So, for me associate a cooldown to all the stance grimoire is clearly needed.
    Nb : The game may need a breaking cooldown tool for testing all skills, sets.
    Nb 2: The “[100%(?)]” damage parry needs to parry all the damage, not a fraction. Critical damages (or else) can’t exceed this ability!

    Suggested design:

    Outside of the particular stance position that I evoke above, I think about a true snow and Nordic fall thematic. Something like goldens arms and snowy weapons could be great as identity. Something that cold a lot the area and release some mist of cold. Because we must not forget that it is enchanted besides to be a stance.
    A “ring” of wind-blown snow in order to delineate the stance area of action can be interesting if it’s needed.

    Suggested scribing design:

    GRIMOIRE: The caster release and adopt the enchanted “ House of Udyrfrykte Fal Banshee 2H stance . It grants defensive and offensive abilities bind to the stance itself and after its execution. The stance must be hold with an immobile or walk action otherwise any other action breaks the stance. The chosen Focus defines through the stance an ability to parry [100%(?)] of the next skill or ultimate and light or heavy attack damage type. In a window of [1(?)] seconds. Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. Front and Flanks can be debuff of [5%(?)] of chance against spells . Another debuff of [5%(?)] for the same parts occurs if the grimoire is launch under [70%(?)] of the main resource needed. Through all the stance, he benefits too of the 50% usual block mitigation. The Focus defines too, [15%(?)] of damage type increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines specialized defensive or offensive abilities . The specialized defensive automatically triggers after an attack, when the offensive one can triggers after the stance end, with [30%(?)] chance of perform. Both can occur within a window of [10(?)] seconds. At the end of Stance, the caster can benefit for [5(?)] seconds of + [20%(?)] block mitigation.

    FOCUS/
    - /BLEED DAMAGE/Release the “ House of Udyrfrykte Fal Banshee” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Bleed damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds. It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [spells] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Bleed damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?) ] of Disease damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Disease damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Flame damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Flame damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /FROST DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Frost damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Frost damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET: self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Magic damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Magic damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Physical damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Physical damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /POISON DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Poison damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Poison damage increase within [ 10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [ 20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Release the “ House of Udyrfrykte Fal Banshee ” enchanted 2H stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Shock damage from the next skill or ultimate and light or heavy attack. Through [ 1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Shock damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?) ] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME: Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /STUN/ None
    - /TAUN/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New [Lock] all one activation skills to the active enemy bar within [8(?)] seconds. Ultimate aren’t concern by this ability. Pve enemies only see 1 skill blocked. Bosses are immune.” (2H) (specialized offensive)
    - /CAVALIER’S CHARGE/ New “Within [10(?)] seconds, after the 1th debuff, the caster ignores [x] amount of armor per enemy that launch a debuff against him and only against them.” (2H) (specialized offensive)
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Within [10(?)] seconds grants to the caster [100%(?)] crowd control resistance per attacking enemy. (It doesn’t affect enemies which strike a crowd control before an attack).” (2H) (specialized defensive)
    - /DRUID’S RESURGENCE/ New “Within [10(?)] seconds, converts [x] of the pool life toward the highest max resource. If the caster survives each pool are restored and his life fully healed.” (2H) (specialized offensive)
    - /FENCER’S PARRY/ New “The nearest enemy within [8(?)] meter that release his block his immediately strike (like Dawnbreaker) with an attack of [x] oblivion damage.” (2H) (specialized offensive)
    - /GLADIATOR’S TENACITY/ New “Within [10(?)] seconds all heavy attacks damage is reduced to the damage of a light attack.” (2H) (specialized defensive)
    - /GROWING IMPACT/ New “The next light/heavy attack and skills within [8(?)] seconds after the 1th strike hit at the maximum possible buff even if the caster is at the maximum debuff. Within this [8(?)] seconds no debuff can have an effective effect until the end.” (2H) (specialized offensive)
    - /HUNTER’S SNARE/ New “Within [10(?)] seconds any bash against an enemy ad his penetration split into physical resistance and spell resistance. It only works against the bashed enemy.” (2H) (specialized defensive)
    - /IMMOBILIZING STRIKE/ New “Within [10(?)] any enemy strike with a heavy attack spawns a [10(?)] -meter aoe on the ground. Each [2(?)] meter a heart stroke induced by the attack tick [x] physical damage. This damage add itself each further level until the limit. But it can only strike once. Only the strike enemy can be hit with this aoe.” (2H) (specialized offensive)
    - /KNIGHT’S VALOR/ New “Within [10(?)] seconds, the caster blocks all critical damages from enemy which debuff the caster or enter the caster aoe within [6(?)] meter.” (2H) (specialized defensive)
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Within [10(?)] seconds all attack which come from a surprise stealth or invisible attacks are [100%(?)] deflects. (2H) (specialized defensive)
    - /WARMAGE’S DEFENSE/ New “Within [10(?)] seconds, register all damage incoming at first attack and delay them for [3(?)] seconds, if [2(?)] allies or more within [8(?)] meter dies before the [3(?)] seconds ends “instantly”, then damages are [ 100%(?) ] deflects. It can only work once. (2H) (specialized defensive)
    - /WARRIOR’S OPPORTUNITY/ New “Next lights attack within [ 3(?) ] seconds after the 1th one see their value hit like Heavy attack.” (2H) (specialized offensive)
    - /WAYFARER’S MASTERY/ New(***) “The caster attacks put opponent out of breath while or after their potion use. To the maximum of once per enemy cycle. This adds [x] seconds to their potion time. Against all other enemies the caster can profit of another potion before the previous end time per enemy touch.” (2H) (specialized offensive)


    (∩`-´)⊃━☆゚.*・。゚ House of Big Folk alchemist゚ 。・*.゚☆━⊂(´-´ ∩)

    The House known as the Big Folk alchemist, is one of the oldest half giant blood family of the north. They took regularly a prominent place in the nord society among politicians, or military orders. They tend to survive most battles miraculously and are therefore often key pieces that cannot be ignored. With a particularly singular martial knowledge. Nevertheless, they are far from being appreciated by all the influential families and even the giants themselves are suspicious of them. The revelation of their ancestry of Atmoran giants, known as sea giants, as they have talked about their relationships, has severely tarnished the chances of marriage of their sons and daughters throughout the history.
    The “ House of Big Folk alchemist ” as a stance grimoire adapt the whole gameplay which can been found in the “ House of Udyrfrykte Fal Banshee ” toward the bow era.
    Therefore, I will mainly point out the differences that marks the identity of this grimoire whether in terms of game design or skill in gameplay.

    Gameplay mechanic:

    I invite you to refer to the Grimoire “House of Udyrfrykte Fal Banshee” for further explanations on the main system.

    The caster cast the “ House of Big Folk alchemist ” to any position or war time. This grimoire is bind to Bows weapons and can’t be launched with another type of weapon.

    This grimoire is as much a metamorphosis spell than a stance. It’s not as other spells which bound, as often, daedric armor or weapons. The caster transforms his own bow into a massive war crossbow which originally certainly fit more giants’ hands than usual mortals. From one metre in length, the crossbow present at his arc ends 3 shields. The main one has the shape of a drop of water and his made of leather, wood and irons scales. It’s enough low at the top to not block the archer sight. The top of this shield presents an “iron” buckler which is pierced in its center to let the arrow of the crossbow pass. The point of the arrow clearly protrudes from the shield. The height of this shield is sufficiently high to sink into the ground and still protect the majority, if not the entire body of the archer. You have understood that if the archer remains “free” of his movements, this weapon now rests heavily on the ground in a context of immobility. The crossbow arc also feature 2 others bucklers on the left and on the right, right after the edge of the primary shield.

    The caster himself aims any potential enemy with his right hand. The basic position sought in this context look like a lot of what everyone could see at the French Olympic Games, for the Shooting Championships. The sporting execution of shooters is exactly what we are looking for as a basic position to work. Because precisely we play on the excess of the crossbow weapon and the purpose of precision and protection granted by the grimoire. Nevertheless, we are looking for something more tense, since the player can be attacked at 360 degrees. A left hand ready to draw a dagger attached to the waist would be able to exploit this tension. Even if the posture is only theatral. And this also echoes the often brief and fairly regular equipment of archers in the Middle Ages. Of course, it’s fantasist but it’s the choreography that I think can make sense in its own intentions.

    Instead of the block speed set up with the “ House of Udyrfrykte Fal Banshee stance grimoire, the particularity of this one is that the caster his grants throughout the whole scribing ability with a giant strength. The archer caster can freely walk. If it’s possible, the caster keeps the crossbow and can shoot once a light/heavy attack or a bow skill with it once the stance his done. Before that the scribing completely vanishes or that the player performs any other action or puts down his weapon. I think that’s an approach that would appeal to a lot of players.

    For the rest of the theory, the ““ House of Big Folk alchemist ” present the same characteristic than the “ House of Udyrfrykte Fal Banshee ”.

    Suggested design:

    Outside of the particular stance position that I evoke above. The crossbow looks for me like a dark iron with softwood on the joinery. The main shield is in the style of sea giants. I think something with colored irons scales. I don’t think that a used aspect make sense here. Since the object hitself comes from a metamorphose. It meant to be “new”. Though in order to match one specific next ability, the arrow need to have two flasks tied by a rope at the tip of the arrow. The tiles are normally supposed to be smaller than the arrows, but given the size of this crossbow it may not be a problem.
    If a ring to delineate the stance area of action is necessary maybe that a wind fx that evoke the powerfulness of the crossbow may be interesting.

    Suggested scribing design:

    GRIMOIRE: The caster transforms his own bow into a massive war crossbow and adopt the enchanted “ House of Big Folk alchemist bow stance . It grants defensive and offensive abilities bind to the stance itself and after its execution. The stance must be hold with an immobile or walk action otherwise any other action breaks the stance. The caster isn’t subject to the block speed. The chosen Focus defines through the stance an ability to parry [ 100%(?) ] of the next skill or ultimate and light or heavy attack damage type. In a window of [1(?)] seconds. Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . Front and Flanks can be debuff of [ 5%(?) ] of chance against spells . Another debuff of [ 5%(?) ] for the same parts occurs if the grimoire is launch under [ 70%(?)] of the main resource needed. Through all the stance, he benefits too of the 50% usual block mitigation. The Focus defines too, [ 15%(?) ] of damage type increase within [ 10(?) ] seconds after the stance, with [ 30%(?)] chance of perform. Chosen Signatures defines specialized defensive or offensive abilities. The specialized defensive automatically triggers after an attack, when the offensive one can triggers after the stance end, with [30%(?)] chance of perform. Both can occur within a window of [10(?)] seconds. At the end of Stance, the caster can benefit for [5(?)] seconds of + [20%(?)] block mitigation.

    FOCUS/
    - /BLEED DAMAGE/Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Bleed damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Bleed damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Disease damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Disease damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [ 30%(?)] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Flame damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [spells] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Flame damage increase within [ 10(?)] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?)] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /FROST DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Frost damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Frost damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Magic damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?)] of Magic damage increase within [10(?)] seconds after the stance, with [ 30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(? )] of Physical damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Physical damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /POISON DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Poison damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Poison damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Release the “ House of Big Folk alchemist ” enchanted bow stance that must be hold into only immobile or walk action. The caster isn’t subject to the block speed. The caster his grants to parry [ 100%(?) ] of Shock damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Shock damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /STUN/ None
    - /TAUN/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New “[ Lock] all one activation skills to the active enemy bar within [8(?)] seconds. Ultimate aren’t concern by this ability. Pve enemies only see 1 skill blocked . Bosses are immune.” (BOW) (specialized offensive)
    - /CAVALIER’S CHARGE/ New “Within [10(?)] seconds, after the 1th debuff, the caster ignores [x] amount of armor per enemy that launch a debuff against him and only against them.” (BOW) (specialized offensive)
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Within [10(?)] seconds grants to the caster [ 100%(?)] crowd control resistance per attacking enemy. (It doesn’t affect enemies which strike a crowd control before an attack).” (BOW) (specialized defensive)
    - /DRUID’S RESURGENCE/ New “Within [10(?)] seconds, converts [x] of the pool life toward the highest max resource. If the caster survives each pool are restored and his life fully healed.” (BOW) (specialized offensive)
    - /FENCER’S PARRY/ New “The nearest enemy within [8(?)] meter that release his block his immediately strike (like Dawnbreaker) with an attack of [x] oblivion damage.” (BOW) (specialized offensive)
    - /GLADIATOR’S TENACITY/ New “Within [10(?)] seconds all heavy attacks damage is reduced to the damage of a light attack.” (BOW) (specialized defensive)
    - /GROWING IMPACT/ New “The next light/heavy attack and skills within [8(?)] seconds after the 1th strike hit at the maximum possible buff even if the caster is at the maximum debuff. Within this [8(?)] seconds no debuff can have an effective effect until the end.” (BOW) (specialized offensive)
    - /HUNTER’S SNARE/ New “Within [10(?) ] seconds any bash against an enemy ad his penetration split into physical resistance and spell resistance. It only works against the bashed enemy.” (BOW) (specialized defensive)
    - /IMMOBILIZING STRIKE/ New “Within [10(?)] any enemy strike with a heavy attack spawns a [10(?)] -meter aoe on the ground. Each [2(?)] meter a heart stroke induced by the attack tick [x] physical damage. This damage add itself each further level until the limit. But it can only strike once. Only the strike enemy can be hit with this aoe.” (BOW) (specialized offensive)
    - /KNIGHT’S VALOR/ New “Within [10(?)] seconds, the caster blocks all critical damages from enemy which debuff the caster or enter the caster aoe within [6(?)] meter.” (BOW) (specialized defensive)
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Within [10(?)] seconds all attack which come from a surprise stealth or invisible attacks are [100%(?)] deflects. (BOW) (specialized defensive)
    - /WARMAGE’S DEFENSE/ New “Within [ 10(?)] seconds, register all damage incoming at first attack and delay them for [ 3(?) ] seconds, if [ 2(?) ] allies or more within [ 8(?) ] meter dies before the [ 3(?) ] seconds ends “instantly”, then damages are [ 100%(?) ] deflects. It can only work once .” (BOW) (specialized defensive)
    - /WARRIOR’S OPPORTUNITY/ New “Next lights attack within [ 3(? )] seconds after the 1th one see their value hit like Heavy attack.” (BOW) (specialized offensive)
    - /WAYFARER’S MASTERY/ New (***) “The caster next light/heavy attacks or bow skill trigger an alchemical reaction toward his enemy within [x] seconds, deal [x] flames damages toward the enemy. It also set an aoe radius of [3(?)] meters which can spreads to another enemy , deal the same damage and set an another aoe radius until the end time of the initial alchemical reaction.” (BOW) (specialized offensive)
  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 3/7 PART B ]

    (∩`-´)⊃━☆゚.*・。゚ House of Centaury Night゚ 。・*.゚☆━⊂(´-´ ∩)

    An illustrious colovian family of the 2nd era. A lot of Centaury Night were known to be excellent hunters. They made it a very lucrative and appreciated trade of rare commodities, alchemical products or furs throughout the empire. Their cuts were precise and deadly with a know-how unmatched in the anatomy of monsters. They were so gifted that it was very difficult to dissociate their real physical abilities, from their esoteric abilities. An ability that the Centaury night cultivated to trap.
    The “ House of Centaury Night ” is the third stance grimoire and is dedicated toward dual wield users.
    As the other stance one, it adapts the whole gameplay which can been found in the “ House of Udyrfrykte Fal Banshee ” as reference. So, I’m going to focus on the differences.

    Gameplay mechanic:

    I invite you to refer to the Grimoire “House of Udyrfrykte Fal Banshee” for further explanations on the main system.

    The caster cast the “ House of Centaury Night ” to any position or war time. This grimoire is bind to dual wield weapons and can’t be launched with another type of weapon.
    As a grimoire it provides to the caster an enchanted stance . The main difficulty here is the purpose of the stance. Throughout the history dual wield, as far as my knowledge goes, meant as a real offensive attack with two weapons is quite rare. The major time the second hand was wielding a short blade as a shield utility or a tool for paring, and in rare cases breaking the weapons. Or just for sneaky attacks but we can’t speak of ambidextrous martial knowledge. It was the same battle spirit than to fight with a blade and a buckler. Plus, the fact that here, we can’t restrict ourselves to daggers. Blades, axes and maces are in the field. And no, reverse grip is “cool”, but certainly not the solution for anything longer than a dagger. It can’t serve, as I see it, for a raw material to build with. In fact, it was more on the side of japan that my inspiration was taken. Where there were real ambidextrous blade handlers.

    Plus, here we are in a particular situation where the character is supposed to be operational on the largest field possible . Yes, ok it is partly magical but we can’t rely on that. The game doesn’t need to be realistic and can be whimsical but given the goal, it takes a minimum. I found several stances that fulfil the purpose and which are really, really cool. But only one, I found, fit our main purpose I spoked right above. I would like to clarify one point about the logic behind stance. This is a neophyte point of view. But I find that this Japanese fencing mixes precisely the stance with the positions of attacks in a fluid and continuous way. Rather than what I think can be seen above all as a logic of engagement against an opponent in the European fencing. For me, the European guards are a key to react effectively and take advantage of the fight. This forms a sequence with which we can play. Hence the name of guard. What is conceptually much more blurred and dynamic in Japanese fencing. The fact that it is a fencing dedicated to the handling of saber and not sword is probably one of the reasons for this fluidity.

    Therefore, I have chosen the most appropriate technique: the dual wields Japanese stance “ Taka-no-ha ” in his closed posture sequence. A clear intention towards anyone can be achieved through this stance. It put in valor the dual wields with a clear huge potential of forward movement. Which corresponds very much to the identity of this grimoire in the signature section. Not to mention that the position maintains the potential for action on the flanks.
    The open posture sequence isn't adequate for me as intention aren’t clear and don’t provide that said potential above. The open posture is already in a martial engagement with the enemy ahead although the posture does not prohibit flank action. There is no reading possible and it cannot be understood I think in this sense.

    The posture itself consists of a crossing of the arms on the torso of the handler. The right hand is above the left forearm and elbow. While the left hand is below the right elbow, but above the hips. The two blades are, like a hawk, diagonally facing the flanks. In profile, they therefore exceed the sides of the handler. The angle of each blade is used to run towards the head level of the driver, see above. If in the game, the goal will be to give the impression of being able to attack everyone, in reality this stance is intended to cross the blades to block or make a feint and a counter-attack on the field.

    For the enchanted side of the ability a blur fx applied over the whole caster body may be interesting. It will give a sense of movement, directly intrigued and warn other players while it will comply with the thematic. If need of a ring an effect of a rising wind blowing the ground could be interesting.
    The percentage of parry chance change for the dual wield stance grimoire. The caster will get on the front and flanks [30 %(?)] chance of parry. While the back will stay at [15%(?)] .

    Suggested design:

    “For the enchanted side of the ability a blur fx applied over the whole caster body may be interesting. It will give a sense of movement, directly intrigued and warn other players while it will comply with the thematic. If need of a ring an effect of a rising wind blowing the ground could be interesting. “
    The goal for me is to clear the edges while still be visible. Or at minimum on the arms and weapons.

    Suggested scribing design:

    GRIMOIRE: The caster release and adopt the enchanted “ House of Centaury Night dual wield stance . It grants defensive and offensive abilities bind to the stance itself and after its execution. The stance must be hold with an immobile or walk action otherwise any other action breaks the stance. The chosen Focus defines through the stance an ability to parry [100%(?)] of the next skill or ultimate and light or heavy attack damage type. In a window of [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back . Front and Flanks can be debuff of [5%(?)] of chance against spells. Another debuff of [ 5%(?) ] for the same parts occurs if the grimoire is launch under [ 70%(? )] of the main resource needed. Through all the stance, he benefits too of the 50% usual block mitigation. The Focus defines too, [ 15%(?) ] of damage type increase within [ 10(?) ] seconds after the stance, with [ 30%(?)] chance of perform. Chosen Signatures defines specialized defensive or offensive abilities. The specialized defensive automatically triggers after an attack, when the offensive one can triggers after the stance end, with [ 30%(?) ] chance of perform. Both can occur within a window of [ 10(?) ] seconds. At the end of Stance, the caster can benefit for [ 5(?) ] seconds of + [ 20%(?) ] block mitigation.

    FOCUS/
    - /BLEED DAMAGE/Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Bleed damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back . The caster can encounter [ - 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Bleed damage increase within [ 10(?) ] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?)] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME: Instant TARGET: self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Disease damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Disease damage increase within [ 10(?)] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Flame damage from the next skill or ultimate and light or heavy attack. Through [ 1(?) ] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back . The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Flame damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /FROST DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Frost damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Frost damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20% (?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Magic damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?)] of Magic damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Physical damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Physical damage increase within [10(?)] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /POISON DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Poison damage from the next skill or ultimate and light or heavy attack. Through [ 1(?) ] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back . The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Poison damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Release the “ House of Centaury Night ” enchanted dual wield stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Shock damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [30%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Shock damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [ 30%(? )] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME: Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /STUN/ None
    - /TAUN/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New [Lock] all one activation skills to the active enemy bar within [8(?)] seconds. Ultimate aren’t concern by this ability. Pve enemies only see 1 skill blocked . Bosses are immune.” (DUAL WIELD) (specialized offensive)
    - /CAVALIER’S CHARGE/ New “Within [10(?)] seconds, after the 1th debuff, the caster ignores [x] amount of armor per enemy that launch a debuff against him and only against them.” (DUAL WIELD) (specialized offensive)
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Within [10(?)] seconds grants to the caster [ 100%(?) ] crowd control resistance per attacking enemy. (It doesn’t affect enemies which strike a crowd control before an attack).” (DUAL WIELD) (specialized defensive)
    - /DRUID’S RESURGENCE/ New “Within [10(?)] seconds, converts [x] of the pool life toward the highest max resource. If the caster survives each pool are restored and his life fully healed.” (DUAL WIELD) (specialized offensive)
    - /FENCER’S PARRY/ New “The nearest enemy within [8(?)] meter that release his block his immediately strike (like Dawnbreaker) with an attack of [x] oblivion damage.” (DUAL WIELD) (specialized offensive)
    - /GLADIATOR’S TENACITY/ New “Within [10(?)] seconds all heavy attacks damage is reduced to the damage of a light attack.” (DUAL WIELD) (specialized defensive)
    - /GROWING IMPACT/ New “The next light/heavy attack and skills within [8(?)] seconds after the 1th strike hit at the maximum possible buff even if the caster is at the maximum debuff. Within this [8(?)] seconds no debuff can have an effective effect until the end.” (DUAL WIELD) (specialized offensive)
    - /HUNTER’S SNARE/ New “Within [10(?)] seconds any bash against an enemy ad his penetration split into physical resistance and spell resistance. It only works against the bashed enemy.” (DUAL WIELD) (specialized defensive)
    - /IMMOBILIZING STRIKE/ New “Within [10(?)] any enemy strike with a heavy attack spawns a [10(?)]- meter aoe on the ground. Each [2(?)] meter a heart stroke induced by the attack tick [x] physical damage. This damage add itself each further level until the limit. But it can only strike once . Only the strike enemy can be hit with this aoe.” (DUAL WIELD) (specialized offensive)
    - /KNIGHT’S VALOR/ New “Within [10(?)] seconds, the caster blocks all critical damages from enemy which debuff the caster or enter the caster aoe within [6(?)] meter.” (DUAL WIELD) (specialized defensive)
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Within [10(?)] seconds all attack which come from a surprise stealth or invisible attacks are [100%(?)] deflects.” (DUAL WIELD) (specialized defensive)
    - /WARMAGE’S DEFENSE/ New “Within [10(?)] seconds, register all damage incoming at first attack and delay them for [3(?)] seconds, if [2(?)] allies or more within [8(?)] meter dies before the [3(?)] seconds ends “instantly”, then damages are [100%(?)] deflects. It can only work once.” (DUAL WIELD) (specialized defensive)
    - /WARRIOR’S OPPORTUNITY/ New “Next lights attack within [3(?)] seconds after the 1th one see their value hit like Heavy attack.” (DUAL WIELD) (specialized offensive)
    - /WAYFARER’S MASTERY/ New (***) “The caster leap toward the furthest enemy that cross within his [10(?)] ground aoe. He then strikes this enemy with [x] physical damage. Once the damage done the caster jumps automatically toward the nearest enemy and deal again to him [x] physical damage. Each leap interrupts the victim. (DUAL WIELD) (specialized offensive)
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