Welcome to Crazy Dave's Store! My name is Crazy Dave, BECAUSE I"M CRAAAAAZY! This is the place where you buy Enhancements and other various knick-knacks and doo-hickeys to help you in combat. Now, you can buy all of these items if you choose, but the big guys up stairs are only going to allow you to carry so much into combat. Their rules, not mine. Here's the breakdown.
The maximum you can carry into battle at any given time is:
- 2 Passive
- 3 Active
- 1 Legendary Item (To be earned during sitewides, quests, etc.)
Please email your purchases to stats@psrpg.com. Enhancements can be sold back to Dave for half price at any time. If there are any items that you think should be here and you don't see them, you can send inventory suggestions to justin@psrpg.com or ben@psrpg.com
All added ideas will reward the creator with +10 Coins added to their horde!
Classes
So, the purpose of showing these off early versus when we go live is to
A) Give you all a chance to plan a little more for your character and figure out how you want to build him/her.
B) To give you guys also a chance to give your input for the Classes, as far as the skills go. Try to break them, fix them, etc. We welcome all the criticism. Public or private.
This go around when you choose a Class, you will unlock the entire class immediately. Eventually, you will Master the class and unlock a unique Class Item and maybe some extra coins for all your hard work. This Item will be exclusive to your class and far more powerful than any of the other items that can be bought.
We will be releasing those with the release. For now, feast your eyes on this season's new Classes!
White Mage
A1)Cure – Heal 3(SK) HP to the weakest person on your team.
P1)Mend – 25% chance to cast a heal spell twice, targeting a new player, if applicable.
A2)Esuna – Restore 2(SK) HP to the weakest person on your team and clear all negative status effects.
P2)Faith Armor – 25% chance to halve all damage taken from auto attacks.
UL) Holy – Deal 2(SK) damage to all opponents and cast Regen 2 on self and all allies for the next 5 rounds.
High Summoner
Prereq: White Mage
A1)Leviathan – Summons Leviathan to the battlefield, Suppressing all opponents for the next 5 rounds.
P1)Awestruck – When a Summon is cast, all of your opponents are Paralyzed for the next round.
A2)Alexander – Summons Alexander to the battlefield with 3(SK) HP and absorbs all damage that would be taken by you and all allies until defeated.
P2)Blessings of the Fayth – When a Summon is cast, you and all allies for healed for 5 HP.
UL)Bahamut – Summons Bahamut to the battlefield that deals 2(SK) damage to all opponents. (Unblockable, Irreducible)
Seraph
Prereq: White Mage
A1)Invocation – Cast a prayer that grants you and your allies with Bravery 3 and Haste for the next 3 rounds.
P1)Devotion – Increase all prayer durations for 2 rounds.
A2)Reflection – Cast a prayer that grants you and your allies with Reflect for the next 3 rounds.
P2)Restoration – Whenever you cast a prayer, Heal 1(SK) to self or an ally.
UL)Resurrection – The next time you or an ally would be defeated, that person is returned to the battlefield with 3(SK) HP. (OPB, per person)
Black Mage
A1)Ice Bolt – Deal 2(SK) damage and Paralyze target opponent for the next 1 round.
P1)Experienced Mage – Reduce all damage that would be dealt to you from non-auto attacks by -6.
A2)Chain Lightning – Deal 2(SK) damage to target opponent. If successful, deal 1(SK) damage to another target. (Can target the same opponent).
P2)What’s Beneath – Ignore 6 of your opponent’s MR.
UL)Flare – Deal 2(SK) damage to all opponents and inflict Fire 1 for the next 5 rounds.
Arcane Warrior
Prereq: Black Mage
A1)Torrent – Your next 3 auto attacks deal an additional 1(SK) damage.
P1)Absorb Energy – Each time an opponent uses a Special of Ability, you gain +5 SK.
A2)Arcane Armor – Negate the next Special or Ability used against you and gain a shield of Bonus Health equal to the damage that would be dealt.
P2)XX
UL)Magefists – Your auto attacks use SK instead of ST. (OPB)
Archmage
Prereq: Black Mage
A1)Static Prison – For the next 5 rounds, at the end and whenever target opponent successfully attacks you, that opponent takes 5 damage.
P1)Nullify – Your Specials and Abilities ignore all MR.
A1)XX -
P2)Arcane Knowledge – Can use your Primary Special on a roll of 9/19 and 10/20.
UL)Delta Attack – All opponents are dealt 2(SK) damage, 1 item is disabled for the remainder of combat, and each opponent becomes Paralyzed for the next 3 rounds.
Warlock
A1)Parasitic Bond – Your familiar attaches to a random opponent. That opponent is dealt 5 damage at the beginning of every round and deals -1 damage until your familiar moves.
P1)Synchronize – Whenever you attack, your familiar also attacks, dealing 2 damage. (Unblockable)
A2)Safeguard – Move your familiar to an ally or recall it to you. The familiar gains 2(SK) HP and takes all damage until defeated or until it moves.
P2)Retaliate – Any time your familiar takes damage, that opponent is dealt 5 damage and becomes Paralyzed for the next 1 round.
UL)Animus – Recall your familiar to you. It becomes a targetable for the next 1(SK) rounds.
Necromancer
Prereq: Warlock
A1)Stir from Below – Summon a field of zombie hands with 1(SK) HP. Opponents cannot dodge and take 2 damage at the beginning of every round until the hands are defeated.
P1)Grave Injustice – All damage-over-time effects are Irreducible.
A1)Affliction – Target opponent is afflicted with Weaken 2 and Poison 1 for the next 1(SK) rounds.
P2)Death Defied – If defeated, you become a ghost for the next 5 rounds. You can only cast abilities or specials and can’t be targeted by anything.
UL)Grotesque – Summon a large zombie with stats of 3(SK) +1 to the battlefield. If defeated, it explodes dealing 1(SK) damage to all opponents and inflicts Poison 1 for the next 5 rounds.
Harbinger
Prereq: Warlock
A1)Awaken – Summon a Chosen Summon with stats of 5(SK)+1 to the battlefield. If you activate this ability while your Summon is active, Heal your summon for 10 HP.
P1)The Pledge – The first ability you roll automatically casts Awaken. Your Summon can use your Primary Special.
A2)Aegis – Your Summon gains +1 armor and +3 MR. (Stackable)
P2)Soul Bond – Your Summon takes any damage that would otherwise defeat you.
UL)Bestow – You lose all of your SK and add it’s modifier to your Summon’s ST for the next 5 rounds.
Mystic
A1)Feedback – The next time an opponent successfully attacks you that opponent is dealt 2(SK) damage.
P1)Subdue – Each Special or Ability you cast lowers target opponent’s SK by 5.
A2)Hijack – The next time your opponent would cast a Special or Ability, you cast it instead using your stat modifiers.
P2)Twin Cast – You have a 25% chance to cast your Abilities twice.
UL)Battle of Wits – Deal 2(SK) damage to target opponent and they are Suppressed for the next 5 rounds.
Mime
Prereq: Mystic
A1)Mimic – Use a random Ability of target opponent using your stat modifiers.
P1)Reap – At the beginning of every round, compare your SK with all your opponents and use the highest value for your own for the rest of the round.
A2)Borrow – Use target opponent’s Primary Special using your stat modifiers.
P2)Déjà vu – You have a 50% chance to cast Mimic or Borrow twice when rolled. New targets can be chosen.
UL)Mirror Image – Summon an exact copy of yourself that lasts for 1(SK) rounds. If you use a Special or Ability during those rounds, your Mirror Image uses it also.
Psychic
Prereq: Mystic
A1)Mental Blast – Deal 2(SK) damage to target opponent and they become Blind for the next 5 rounds.
P1)Total Domination – Gain +3 damage to all of your attacks against opponents who are debuffed.
A2)Counterspell – The next Special or Ability an opponent uses is negated and reduces that opponent’s MR by -6.
P2)Mind over Matter – The first time your opponent would roll a Crit or Primary Special, the dice is rerolled. Refreshes every 10 rounds.
UL)Mass Hysteria – Deal 2(SK) damage to all opponents and they become Confused for the next 5 rounds.
Shaman
A1)Ancestral Call – Summon a Totem with 1(SK) HP that provides a buff until defeated. (Buffs include: +10 SK, Heal you 5HP at the beginning of every round, or deals 2 damage to target opponent at the beginning of every round.) (Irreducible).
P1)Totem Overload – You can have any number of totems.
A2)Silence – Deal 2(SK) damage to target opponent and that opponent cannot use Specials or Abilities for the next 3 rounds.
P2)Totemic Might – You gain +2 damage to all of your attacks for each totem you have in play.
UL)Hex – Turn target opponent into a frog for the next 5 rounds. That opponent’s stats become X/1/1/1 and they cannot use items, specials, or abilities.
Druid
Prereq: Shaman
A1)Entangle – Deal 2(SK) damage to target opponent and they become Paralyzed for the next 3 rounds.
P1)Primal Forces – You are immune to negative status effects.
A2)Invigorate – Your next auto attack deals 1(SK) bonus damage you heal for the total damage dealt.
P2)Farsight – You can activate an Ability on a roll of 10 or 20.
UL)Beast Within – Gain 3(SK) Bonus Health and 1(SK) damage to auto attacks. Your items are disabled and this ability lasts until your Bonus Health is depleted.
Witch Doctor
Prereq: Shaman
A1)Soul Harvest – Deal 2(SK) damage to target opponent and Heal 1(SK) HP.
P1)Dark Ritual – You can’t die from a Special or Ability or their effects.
A2)Voodoo Doll – Summon a doll with 2(SK) HP. Any damage taken by the doll is dealt back to the opponent.
P2)Bad Omen – Double your SK when your health drops below 25% of your MAX HP.
UL)Curse – Deal 3(SK) damage to target opponent and that opponent becomes Blind, Confused, and gets Poison 1 for the next 5 rounds.
Rogue
A1)Evade – Dodge the next 3 auto attacks made against you.
P1)Dodgy – All of your defensive rolls are dodges (removes counter and paralyze).
A2)Turnabout – Make 3 auto attacks that deal an additional X damage, where X is the number of attack you’ve dodged thus far, +1.
P2)Vault – After you use a special or an ability, you automatically dodge the next ability or special that targets you.
UL)Pre-emptive Attack – For the next X rounds, you make an auto attack at the start of the round before any rolls are made. (Stackable) (1/20 SK)
Assassin
Prereq: Rogue
A1)Smoke Bomb – You become stealthed and target opponent becomes Blind for 5 rounds.
P1)Sneak Attack – While stealthed, your auto attacks auto-crit.
A2)Shadow Strike – Dodge the next attack made against you and then make an auto attack against that opponent that deals an additional 1(SP) damage.
P2)Into the Shadows – The next time you dodge and attack, you become stealthed for 3 rounds.
UL)Assassinate – Deal 2(SP) damage to target opponent. If you are stealthed, you deal double damage instead. (Unblockable, OPB, per opponent).
Saboteur
Prereq: Rogue
A1)Poisoned Bola – Target opponent is Paralyzed and is inflicted Poison 3 for 3 rounds.
P1)Tainted Weapons – Every attack you successfully make inflicts Poison 1 to that opponent for 2 rounds (Stackable)
A2)Sabotage – The next ability or special your opponent uses is negated and they instead take 2(SP) damage.
P2)Concentrated Venom – All Poison damage dealt by you is increased by +1.
UL)Corrosive Strike – Target opponent is inflicted with Poison 5 for 5 rounds and has 1 random item disabled.
Time Mage
A1)Slowed Response – Deal 2(SK) and delay your opponent’s next action for one turn.
P1)Time’s Juncture – Opponents cannot use abilities in succession.
A2)Hasten – You or an ally gain Haste for the next 1(SK) rounds.
P2)Ebb and Flow – Enemies lose 10 SP for 2 rounds after attacking you. Each attack refreshes this debuff.
UL)Temporal Mending – You and all allies becomes immune to all negative status effects and gain Regen 3 for the next 1(SK) rounds.
Speedster
Prereq: Time Mage
A1)Quicken – Your next 1(SK) attacks are Unblockable.
P1)Inertia – Your SP can’t be affected by your opponent.
A2)Increase Velocity – Gain +10 SP. (Stackable)
P2)Hypersonic – You have no Max SP, granting Dodge, Counter, and Paralyze to rolls of 11-20.
UL)Frenetic Fighting – Attack with your SP modifier instead of your ST (OPB).
Chrononaut
Prereq: Time Mage
A1)Wormhole – The next ability or special that targets you gets redirected to a random opponent instead.
P1)Omniscience – Prevent all opponents from getting any extra attacks or dodges from abilities or specials.
A2)Rewind – Return your HP to the value it was three rounds ago. This ability fails if it would reduce your HP.
P2)Quantum Mechanics – For every 25 damage you take, create a duplicate of yourself from a previous time with 1(SK) HP.
UL)Time Slip – If you would die, return the battle to 1(SK) rounds prior to your death. (OPB)
Warrior
A1)Make-shift Weapon – Gain a random weapon to fill an empty slot. If all slots are full, add +2 to a random weapon instead.
P1)Upgrade – Gain 1 additional slot in your armor.
A2)Courage – Gain a shield with 2(SK) Bonus Health that takes all damage for you until defeated.
P2)Relentless – Reduce all negative effects on you by -3 rounds.
UL)Whirlwind – Make X attacks against 3 random opponents, where X is 1+(1d6).
Champion
Prereq: Warrior
A1)Valorous Strikes – Your next 2 auto attacks deal an additional +5 damage for each opponent in combat.
P1)Indomitable – You gain +3 Armor and then +1 additional Armor for each ally in combat.
A2)Inspired Charge– Gain a shield of Bonus Health equal to 1(SK) + 5HP for each opponent in combat and charge forward Paralyzing each of those opponents for the next 1 round.
P2)Willpower – You gain +9 Magic Resist and then +3 additional Magic Resist for each ally in combat.
UL)Walking Fortress – You become Invincible and all opponents are Taunted for the next 5 rounds.
Tyrant
Prereq: Warrior
A1)Front Lines – Summon x3 1(SK)+1 minions to the battlefield.
P1)Vengeance – Whenever a minion dies, your next successful auto attack deals an additional +5 damage.
A2)Security – Summon x2 2(SK)+1 minions to the battlefield.
P2)Mob Rule – If you would be dealt a killing blow, one of your minions are defeated instead.
UL)Your Best vs. Mine – Summon x1 3(SK)+1 minion to the battlefield.
Defender
A1)Fortify – You gain +2 Armor and +6 Magic Resist or, if applicable, you and an ally both gain +1 Armor and +3 Magic Resist.
P1)Staunch – Your MAX HP is increased by 15.
A2)Reinforce – Increase your MAX HP by 1(SK) and Heal that much HP. (Stackable)
P2)True Grit – Add your total Bonus HP (beyond 100) to your ST.
UL)Temporary Invulnerability – You and all your allies gain Protect and Barrier. (Stackable)
Dreadnought
Prereq: Defender
A1)Provoke – Target opponent becomes Taunted for the next 3 attacks.
P1)Thornmail – Opponents take 2 damage each time they successfully attack you. (Irreducible)
A2)Fear – All opponents are dealt 1(SK) damage and are Paralyzed for 3 rounds.
P2)Recoil – Opponents that successfully attack you are afflicted with Weaken 2 for the next round.
UL)Concussive Blows – Make 3 auto attacks to target opponent. For each successful attack, that opponent becomes Paralyzed for 2 rounds.
Warden
Prereq: Defender
A1)Siphon Strike – Make an auto attack that heals you for the amount of damage dealt.
P1)Overhealing – All HP gained beyond your MAX HP becomes a shield of Bonus Health. The shield is capped at 25 HP and decays 5 HP per round.
A2)Absorb – The next successful attack made against you heals you for that much HP instead.
P2)Aeris’s Blessings – At the end of each round, if your HP is less than 50% of your MAX HP, Heal 5HP.
UL)Subjugate – Remove ½ of target opponent’s Armor and Magic Resist for 1(SK) rounds. During this time, that opponent is dealt 3 damage and you Heal 2HP at the beginning of each round.
Soldier
A1)Shot in the Dark – Make two auto attacks at two random targets.
P1)Caltrops – Whenever an opponent dodges an attack, they take 2 damage.
A2)Triage Beacon – Summon a beacon with 15 HP. It gives Regen 2 to you and your allies until it is defeated.
P2)Close Combat – If you succeed in making an attack, but have to reload, you still deal 5 damage using the butt of your gun.
UL)Grenade! – After 2 rounds, deal 3(SK) damage to all opponents.
Hawkeye
Prereq: Soldier
A1)Headshot – The next auto attack you make deals an additional 1(SK) additional damage. (Irreducible).
P1)Take Cover – You dodge the next attack made against you after reloading your weapon.
A2)True Shot – After the next time you reload, your next 4 auto attacks ignore all forms of armor, shields, and special affects.
P2)Precision – Your auto attacks Crit on a roll of 6, 8, and 10.
UL)Perfect Aim – All of your auto attacks are Unblockable for the remainder of combat. (OPB)
Reaper
Prereq: Soldier
A1)Rapid Fire – Skip your next reload round (Stackable).
P1)Extra Ammo – Increase the number of shots in each weapon by +1.
A2)Cripple – Deal 2(SK) damage to your opponent and reduce their SP by 10.
P2)Barrage – Gain +1 damage for each consecutive auto attack you make. The bonus is lost after you miss or get hit.
UL)Drumfire – You make X auto attacks, where X is the number of shots left in your weapon(s), +1.
Brawler
A1)Critical Strike – Your next auto attack is Unblockable and deals an additional 1(SK) damage.
P1)Beat Down – Each attack you successfully make reduces that opponent’s SP by -3.
A2)Baited Blows – Take ½ damage from the next attack made against you, then make an auto attack back at that opponent. If successful, it Paralyzes that opponent for the next 1 round.
P2)Combo Breaker – If you would be successfully damaged by the same opponent twice in a row, prevent all damage that would be dealt by their next attack.
UL)Ultra Combo – Make 5 auto attacks. Can target multiple opponents.
Monk
Prereq: Brawler
A1)Focused Strike – Make an auto attack and reduce that opponent’s highest non-HP stat to 1 for the next 3 rounds.
P1)Bare Knuckles – All of your attacks deal an additional +5 damage if you have no Weapons equipped.
A2)Numb – Heal 1(SK) HP and gain Invincible.
P2)Mantra of Conviction – You and your allies gain +30 ST.
UL)Inner Sanctuary – Remove any current and prevent all negative status effects from you and all allies for the next 5 rounds. During this duration, you and all allies gain Regen 5.
Juggernaut
Prereq: Brawler
A1)Enrage – All of your attacks gain an additional +3 damage for every 25% of your missing MAX HP for the next 3 rounds
P1)Giant’s Grip – Can wield a two-handed melee weapon with one hand.
A2)Ground Pound – Deal 1(SK) damage to all opponents and inflict them with Weaken 3 for the next 3 rounds.
P2)Unstoppable – You can’t be defeated from auto attacks.
UL)Ring of Pain – You deal an additional +X damage and reduce all opponent's damage by -X for 5 rounds. (1/20 SK)
Duelist
A1)Parry – Dodge and counter the next successful auto attack made against you.
P1)Lacerate – Critical strikes deal an additional +5 damage.
A1)En Garde! – Challenge target opponent. For the next 3 rounds, all successful attacks you make auto-crit.
P2)Adoration – Critical strikes Heal you for 1(SK) HP.
UL)Grand Duel – Make 2 regular auto attacks. If both connect, make one final auto attack that auto-crits if successful.
Samurai
Prereq: Duelist
A1)Disarm – Make an auto attack and disable 1 of that opponent’s weapons for the next 5 rounds.
P1)Fury – You have a 50% chance to counter all auto attacks made against you (applied before Dodge roll).
A2)Riposte – Take ½ damage from the next attack made against you and counter it.
P2)Vital Strikes – Counter attacks auto-crit.
UL)Test of Honor – For the next 1(SK) rounds, all players cannot use Specials or Abilities.
Slayer
Prereq: Duelist
A1)Bloodthirst – Deal 1(SK) to self and gain that much additional damage on your next 2 attacks.
P1)Exploit Weakness – Your attacks ignore Armor.
A2)Frenzy – You gain Haste for the next 5 rounds.
P2)Vorpal Blades – Any attack you make that would reduce target opponent’s HP to less than 10% of that opponent’s MAX HP automatically defeats that opponent.
UL)Double Tap – The next 3 auto attacks you make have a 50% chance to attack twice. (Stackable)