User:Master Saji/Cabalist

General Information
A mighty hero who combines their knowledge of the arcane arts with their prowess with a sword to imbue their equipment with magics that can destroy even the toughest of enemies. Cabalists have no use for the heavier equipments as they can enchant armor and weapons to a strength that even the mightiest of foes cannot hope to penetrate by normal means. Besides the ability to imbue, Cabalists are often called upon for their knowledge of the arcane magics beyond that of imbuing usually for the healing of mental damage or even spiritual damage. Cabalists have also been know to use the magics of illusion to trick, trap or even hinder foes.

Primary Attribute
Imbue(Primary) For each point into Imbue, every Imbuement casted by the Cabalist gains a 5% attribute bonus and lasts 0.25 seconds longer. Imbuement also improves skills related to the imbuing of equipment. Only 3 Imbue skills may be active at one time on any given person.

Secondary Attributes
Arcane Magic Increases the effectiveness of your Arcane Magic spells which allow you to cure yourself and allies as well as remove unwanted hexes.

Archaic Weaponry Archaic Weaponry increases your effectiveness with archaic weapons as well as damage dealt by archaic weaponry skills.

Illusion Magic Illusion Magic increases the effectiveness of your Illusion Magic spells which allows you to blind, cripple, and trick foes into not attacking out of fear.

General Usage
Cabalists are not restricted to any one role in a team. When a Cabalist focuses on Imbue and Archaic Weaponry, they are able to take huge damage as well as dish out a decent amount back. They also can support other team members buy focusing on Imbue and Arcane Magic and imbuing the damage dealers and even healing other members.

Archaic Weapons
Archaic weapons are light, one-handed weapons(usually swords or axes) containing a special mineral that is able to channel arcane energies very well. Although by themselves they are weak, since they are so in tuned with arcane magic, they are the weapon of choice for Cabalists wanting to imbue their own weapons. All archaic weapons deal the same amount of damage and attack at the same speeds.

Max Stats Damage: 5-10 Damage: 10-12 (Required 1 active imbue) Damage: 14-20 (Required 2 active imbues) Damage 16-24 (Required 3 active imbues)

Damage Type(s): Physical(0 active imbues) Arcane(1-3 active imbues)

Attack Rate: 1.25

Cabalist Armor
Like archaic weapons, the usual armor of a Cabalist contains the same special mineral as archaic weapons do, but usually in low quantities. The mineral fragments are usually hidden under the Cabalist's leather vest but sometimes they will embed it into the leather for a more fashionable look. To go with the leather vest is usually a light cloth which allows for easy movement.

Unlike most Profession's armor, Cabalists armor does not come with any inherent effects.

Base Stats
Max Armor: 60 Base Energy: 40 Max Health: 400 Base Energy Regeneration: 4

Profession-specific Spell: Imbue Spells
Imbue spells are spells unique to the Cabalist class which benefit themselves or allies for an amount of time. Although similar to weapons spells from the Ritualist profession, there are some differences.

There are two types of Imbue spells, Imbue(Weapon) spells and Imbue(Armor) spells.

Imbue(Weapon) spells will either add to the damage of the weapon, change the type of damage dealt, increase the attack speed, or cause a certain condition when combined with any attack skill. Some Imbue(Weapon) spells have been knows to cause multiple effects.

Imbue(Armor) spells will either add armor against physical, armor against elemental, armor against specific elements, protection against conditions, or, overall armor. Some Imbue(Armor) spells have been knows to cause multiple effects.

Usually Imbue spells last 10-20 seconds, but with enough points into Imbue, they can last a lot longer.

Attributes
Imbue: 12+1+1 Arcane Magic: 8+1 Archaic Weaponry: 10+1