Leveled Up Via finding Dwarf Knowledge Text antiquities to discover a ancient knowledge of dwarven technology similar to mage skill leveling but harder to do.
Spell 1: Shock Gauntlet - Melee Range - Resource Magic - Enhance your grip to apply an electric discharge on grab dealing shock damage inflicting off balance - When Used on an Off Balanced target inflict 3 second stun.
Morph 1: Unstable Gauntlet: Now has increased damage significantly, with a a 8 yard dmg radius and knocks primary target back 10 yards when used on Off Balance Target inflicts shock status.
Morph 2 - (Stamina) Magnetic Gauntlet Tether to one target dealing damage over time to all enemies between user and target, upon completion, target and all enemies caught between target are pulled into the user and stunned for 1 second..
Spell 2: Mechanical Trap (stamina): (15 yards) Throw gadget at target location, after 2 seconds razor blades will activate dealing dmg overtime to enemies as bleed damage.
Morph 1: Rusty Trap : Enemies caught on traps activation will bleed over time effect
Morph 2: Unstable Trap: Trap has been enhance and blades have been removed but takes 4 seconds to activate. Will now inflict shock damage on 2 second bursts, and will knock back enemies away from the center (Does not inflict cc status)
Spell 3:Dwarvenn Optical Enhancement: (Buff) Increased Stealth Detection - Increase Crit by 5% when slotted.
Morph 1: Ionic Eyes: Now shoots a beam of concentrated heat in a line 20 yards forward dealing fire damage to all enemies, will pop out invisible targets. (Targets will not be able to reenter stealth for 3 seconds.
Morphe 2: Concentrated Beam (channel): Now locks on to a target with burning gaze dealing fire dmg over time tethering self to target, any enemy who stands infront of target will recieve the lock-on damage for the duration of the channel until moving out the way. Target recieving damage will lose 3k resistance. (Can be bashed)
Spell 4: Unstable Mechanization: Construct a mechanical ball that will take 3 secs to activate before charging in on a target and blowing up. If bashed will cancel its formation and stop the skill.
Morph 1: Mechanical Nuisance: Upon reaching target, it will latch on locking down ability to roll for 3 seconds and shocking the target also inflicting 30% slow can be removed by bashing 2 times in a row.
Morph 2: Mechanical Medic: Follows around enemy target for 10 seconds healing all your friendly single targets every 2 seconds can be disabled by being bashed 2 times.
Ultimate: Mechanical Wonder Scholar: Base (Does Nothing) When Slotted Reduce damage taken by 3%
Morph 1:Dwarven Centurion: Summon a Dwarven Centurion (Will be similar too wardens bear) - Pet can be altered or changed at construct station to also be a dwarven spider.
Morph 2: Dwarven Mech. Use your knowledge to incase your body in a mechanical suit. On Use :Charge Forward Punching the first target dealing massive damage. Increase all Weapon/Spell Damage by 500, and armor/spell resistance by 10k.
Alternate Morph 2: Werewolf like ult. With new mechanic Venting. if not vented properly and reach max heat, user will automatically explode and die dealing heavy fire damage to all enemies within 10 yards. Transformation lasts for 30 seconds.While in this form you can't roll, or knocked back.
Spell 1; Power Fist - Knock Backs foe's 10 yards on hit - Does not apply CC status but has a 3 seconds immunity period (Heavy Heat Gain)
Spell 2: Flame Thrower : Does AOE fire damage channeled ability can move while channeling, but movement is reduced by 50% (Slowly Gain heat)
Spell 3 Ground Slam : Stuns all enemies for 2 seconds and inflicts physical damage (Massive Heat Gain)
Spell 4: Vent Heat (Channel) Release Heat extremely fast
Spell 5: Eject
Edited by Commandment on April 27, 2022 7:38PM