User:Uberxman1028/profession design

Seekers Lore
Legacies are those who follow Abbadon, not like the Margonites who follow his cause, but rather follow his line of magic, knowledge, Water, and Power of the mists.

When Night fell, A small group of people, hailing from vabbi gained incredible insight to the previous years of Abbadon that the 5 gods had hidden so well, in an epiphany of chaos and torment. They then sought out the knowledge of Abbadon, knowing their power would be great, they yearned for the power. as torment washed over the land, they traveled to the desolation. Warped by Abbadon's hatred, the desolation seemed as an impossible monolith to cross, and they had no way to pass over it. It all seemed lost until they learned of the Sunspears passage through the desolation, straight to the mouth of torment. Yet they were beings of the mind, not of magic or strength, and could not tame the junundu. Even so, Abbadon had fallen already, to be replaced by Kormir, goddess of Knowledge. In a desperate attempt to get to the torment before the gods washed it all away, they sought other means of getting to the desert. By taking route through the crystal desert, they soon came in reach of their goal. But the forgotten would not stand for them to gain knowledge of the dark god, and mounted an army to drive off these interfering fools. but with the great insight they had gained from the torment, they quickly stole the enchanted armies of armor from the forgotten, and used their magic to lure out the queen junundu, then their forces to strike her down. now with an army to get to the torment, and the means to travel to it, they pressed on with great zeal. but this was all lost as they soon came into contact with hordes of Undead. Palawa Joko made quick work of the enchanted armies, using his own powers of death and enchanting to return them to flimsy pieces of armor. Those who had taken the wurms to trvel across the plain fled to the torment, before the armies of undead could slaughter them. but what they found did little to appease them. with Abbadon gone, and Kormir hosting powers of Knowledge, they cried out to their fallen god in plea and desperation to learn of his secrets. The creatures of torment and chaos heard these pleas, still obeying the remainder of abbadons will, and granted them the Knowledge, but at a price. These mortals had become frail in body, but strong in mind. They could release magic as powerful as the strongest of elementalists, but their bodies payed the price. They were not transformed as the margonites were, but their lives were frail, unacostumed to the power and knowledge, they reached the brink of destrutcion. They passed on their knowledge of abbadon to the few who followed them, granting power of water and chaos to these mortals. The original group in their death beds, teachings of Abbadon's former power is hidden, Living out their lives in a valley between the crystal desert, southern shiverpeaks and the seared ascalon.

General
The Seekers Use Knowledge to empower allies, and manage their own energy. They also have the use of water prayers, smiting their foes with blasts of water and explosions of nature. Their ability to commune with the mists is similar to that of the Ritualist, but they use it to heal and protect themselves, rather than command the spirits. They have the ability to control their foes as well, developed before they gained power from abbadon, they can manipulate their foes and sometimes turn enemies on their masters.

Knowledge With each rank in Knowledge, Spells from the Seeker line cost 3% less. Knowledge also helps improve the power of spells that manage energy and support allies.

Water Prayers No inherent affect. Water Prayers improves the power of spells that attack and damage foes through the manipulation of water.

Mist Prayer No inherent affect. Mist Prayer helps to improve the power of spells that heal the caster, or protect the caster or allies from damage.

Control No inherent affect. Control helps increase the power of spells that cause enemies to suffer from their own actions, and sometimes control certain enemies.

Skill Examples

Attributes for spells are shown at 0..12..15

Energy requirement

Activation time

Recharge time

Weapons

 * Seekers use wands from every attribute, at 11-22 cold, chaos or lightning damage.
 * Seekers can also use a focus, providing +12 energy at max.
 * Seekers can also use Staves, at 11-22 cold, chaos or lightning damage. They also provide +10 energy.

The only known unique weapons to seekers are as follows:

Abbadon's knowledge(staff)
 * +15 energy
 * half skill recharge (20% chance)
 * 11-22 chaos damage(req. 9 Knowledge)
 * +5 energy (while above 50% hp)
 * 20% enchanting bonus
 * Shares a skin with Alem's Remedy.

Abbadon's Knowledge(wand)
 * 11-22 chaos damage (req. 9 Knowledge)
 * +5 energy (while above 50% hp)
 * Half skill recharge (10%)
 * Has the skin of a Spinal Rod, dyed black.

Abbadon's Knowledge(focus)
 * Energy +12 (req. 9 Knowledge)
 * Half skill recharge (10%)
 * Health +45 (while enchanted)
 * has the ceremonial cauldron skin, dyed black.

Primary and Secondary options
Primary Primary Seekers may wish to use Monk or Assassin as a secondary, because they can maintain enchantments like Recall or Holy Veil, and then using knowledge skills to prevent this energy degeneration from affecting their casting ability.

Secondary Secondary Seekers may want to use a Caster primary, or dervish Primary. This is because of the large array of enchantments and energy gain skills from Seekers. Many professions may wish to use Painful Learning, for when they are under heavy damage and need more energy. This enchantment is even more effective on dervishes, as it can use their mysticism attribute to gain more energy from this Enchantment.

Builds
The following builds show some roles a Seeker can fill, while using some secondary profession skills.