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Grounded/Erudite

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Description

  • HUNTER: Erudites might be bookworms, but they're certainly useful on the battlefields, being versed in the powerful magical arts.
  • ACTIVE: Erudites tap into a vast wellspring of knowledge to convert it into raw power, being able to bring the flash AND the bang. Erudites start with one Passive Ability and two Active Abilities.
  • SCHOLAR: Knowledge is power to the Erudite. Their studies fuel their conflict to allow them to ascend to higher levels of understanding and power.

Base Statistics

The following statistics are added to the base statistics of a character's chosen race:

Detriment: 5
Ardor: 10
Ward: 0
Mar: 15
Impetus: 0
Aegis: 0
Alacrity: 0
Schism: 0
Cadence: 10
Bewilderment: 0

  • WEAPON PROFICIENCIES: 2 - Erudites can choose a combination of 2 Melee or Ranged weapons to form their arsenal, allowing them to wield and level those weapons as well as granting them the Trick sets for each weapon.
  • ARMOR CLASS: ROBE - Erudites can wear any set of armor up to Robe Armor, the lightest tier of armor available.
  • RESOURCE: MANA - All Erudite Abilities consume Mana upon activation. Erudites have base Mana values that increase as they level. Spells cost varying amounts of Mana. When out of combat, Erudites regain spent Mana until returning to their base values.

Starting Abilities

  • PASSIVE ABILITY: Manafont - Every few spell casts, The Erudite's next spell will cost no Mana.
  • ACTIVE ABILITY: Flame Breath - The Erudite deals magical fire damage to all targets in a 60 degree cone.
  • ACTIVE ABILITY: Cold Snap - The Erudite launches a missile of ice that deals magical ice damage and stuns them for 1 second.

Leveling Abilities

(missing chart of abilities that one can gain from leveling up)