A loud and powerful shout that strengthens
and empowers the Warrior.
Every time a battle cry is yelled the Warrior's blows in
battle do more and more damage.
These damage boosts will stack as the battle progresses.
Class Level
1:
3.5% chance per attack
Class Level
2:
7.0% chance per attack
Class Level
3:
10.5% chance per attack
Class Level
4:
14.0% chance per attack
Class Level
5:
17.5% chance per attack
Class Level
6:
21.0% chance per attack
Class Level
7:
24.5% chance per attack
Class Level
8:
28.0% chance per attack
Class Level
9:
31.5% chance per attack
Class Level
10:
35.0% chance per
attack
Stunning Blow [Warrior]
This
powerful strike stops the enemy in their tracks. While the
enemy is in a confused state,
the Warrior may take another attack at their expense. The
damage of this additional
attack is roughly 60% of the Warrior's normal attack.
Class Level
1:
12% chance per attack
Class Level
2:
14% chance per attack
Class Level
3:
16% chance per attack
Class Level
4:
18% chance per attack
Class Level
5:
20% chance per attack
Class Level
6:
22% chance per attack
Class Level
7:
24% chance per attack
Class Level
8:
26% chance per attack
Class Level
9:
28% chance per attack
Class Level
10:
30% chance per
attack
Immortality [Warrior]
This
is an outstanding gift to any Warrior who has a pure heart.
On what would be otherwise a
fatal blow onto a Warrior, there stands a chance that this
skill will allow the Warrior
to shrug off the blow and continue with the battle.
Class Level
1:
4% chance per fatal
blow
Class Level
2:
8% chance per fatal blow
Class Level
3:
12% chance per fatal blow
Class Level
4:
16% chance per fatal blow
Class Level
5:
20% chance per fatal blow
Class Level
6:
24% chance per fatal blow
Class Level
7:
28% chance per fatal blow
Class Level
8:
32% chance per fatal blow
Class Level
9:
36% chance per fatal blow
Class Level
10:
40% chance per
fatal blow
Chivalry [Warrior]
Warriors
have an unparalleled courage when compared to the other
classes of Galatium. They
embrace fighting the deadliest monsters rather than fleeing
from them, especially
dragons. When a warrior battles any of the Cape Almeir or
Khaviern dragons, they will
attack with a harder strike than normal to defeat the
toughest of the known monsters.
Class Level
1:
+3% damage vs. dragons
Class Level
2:
+6% damage vs. dragons
Class Level
3:
+9% damage vs. dragons
Class Level
4:
+12% damage vs. dragons
Class Level
5:
+15% damage vs. dragons
Class Level
6:
+18% damage vs. dragons
Class Level
7:
+21% damage vs. dragons
Class Level
8:
+24% damage vs. dragons
Class Level
9:
+27% damage vs. dragons
Class Level
10:
+30% damage vs.
dragons
Class
Skill
Skill
Description & Advancement
Damage
Recovery [Guardian]
This disciplined form of fighting allows the
Guardian a chance to heal
lost hit points after every attack they take in battle.
This allows the Guardian to
continue in battle much longer than most others due to their
regenerative capability.
Class Level
1:
3% chance to recover HP after
attacking Potency of healing: 1.0% of the current
HP
Class Level
2:
6% chance to recover HP after
attacking Potency of
healing: 2.0% of the current HP
Class Level
3:
9% chance to recover HP after
attacking Potency of
healing: 3.0% of the current HP
Class Level
4:
12% chance to recover HP after
attacking Potency of
healing: 4.0% of the current HP
Class Level
5:
15% chance to recover HP after
attacking Potency of
healing: 5.0% of the current HP
Class Level
6:
18% chance to recover HP after
attacking Potency of
healing: 6.0% of the current HP
Class Level
7:
21% chance to recover HP after
attacking Potency of
healing: 7.0% of the current HP
Class Level
8:
24% chance to recover HP after
attacking Potency of
healing: 8.0% of the current HP
Class Level
9:
27% chance to recover HP after
attacking Potency of
healing: 9.0% of the current HP
Class Level
10:
30% chance to
recover HP after attacking
Potency of healing: 10.0% of the current HP
Defense
Enhancement [Guardian]
This enhancement increases the potency of the
defensive rating of the
Guardian. Over time, the Guardian will become an
unstoppable object in the field of
battle as it resists damage that any other classes will have
to endure.
Class Level
1:
+7.5% Defensive Boost
Class Level
2:
+15.0% Defensive Boost
Class Level
3:
+22.5% Defensive Boost
Class Level
4:
+30.0% Defensive Boost
Class Level
5:
+37.5% Defensive Boost
Class Level
6:
+45.0% Defensive Boost
Class Level
7:
+52.5% Defensive Boost
Class Level
8:
+60.0% Defensive Boost
Class Level
9:
+67.5% Defensive Boost
Class Level
10:
+75.0% Defensive
Boost
Vitality
Boost [Guardian]
The stamina of the Guardian will be paralleled
by none. Every time a
Guardian levels up, they will receive additional permanent
hit points along with the
normal amount of hit points distributed upon leveling.
These mighty towers are going to
be tough to topple!
Class Level
1:
2.5% HP boost per level
gained
Class Level
2:
5.0% HP boost per level
gained
Class Level
3:
7.5% HP boost per level
gained
Class Level
4:
10.0% HP boost per level
gained
Class Level
5:
12.5% HP boost per level
gained
Class Level
6:
15.0% HP boost per level
gained
Class Level
7:
17.5% HP boost per level
gained
Class Level
8:
20.0% HP boost per level
gained
Class Level
9:
22.5% HP boost per level
gained
Class Level
10:
25.0% HP boost per
level gained
Class
Skill
Skill
Description & Advancement
Drunken Rage [Pirate]
This
powerful class is trained for the arts of battle. They are
also socially trained to
drink like the world is going to end tomorrow. This class
receives a bonus to their
attack rating in battle, which will make their strikes
render more damage than other
classes. More rum please!
Class Level
1:
2% damage boost
Class Level
2:
4% damage boost
Class Level
3:
6% damage boost
Class Level
4:
8% damage boost
Class Level
5:
10% damage boost
Class Level
6:
12% damage boost
Class Level
7:
14% damage boost
Class Level
8:
16% damage boost
Class Level
9:
18% damage boost
Class Level
10:
20% damage
boost
Piles of
Treasure [Pirate]
Ah, Pirates did always have a special eye for
things that sparkle. In
battles, at times gems and occasionally tokens can be found
after slaying monsters.
Pirates have an uncanny ability to spot more gems and tokens
than others when they fall
from the clutches of an enemy. Considering how important
these commodities are in
Galatium, this skill will be a premium for all Pirates!
Class Level
1:
Find 2x as many gems
Class Level
2:
Find 2x as many gems
Class Level
3:
Find 2x as many gems
Class Level
4:
Find 3x as many gems & 2x as
many tokens
Class Level
5:
Find 3x as many gems & 2x as
many tokens
Class Level
6:
Find 3x as many gems & 2x as
many tokens
Class Level
7:
Find 4x as many gems & 3x as
many tokens
Class Level
8:
Find 4x as many gems & 3x as
many tokens
Class Level
9:
Find 4x as many gems & 3x as
many tokens
Class Level
10:
Find 4x as many
gems & 3x as many tokens
Pillaging the
Meek [Pirate]
Upon killing anyone in the game, the Pirate will
automatically receive a 50%
chance to pillage and steal the riches of the fallen. No
other class in the game would
dare steal from the deceased ... but Pirates could care
less. This skill is an automatic
action upon every kill of the Pirate and requires no
additional energy.
Class Level
1:
0.8% gold ransacked from the
dead
Class Level
2:
1.6% gold ransacked from the
dead
Class Level
3:
2.4% gold ransacked from the
dead
Class Level
4:
3.2% gold ransacked from the
dead
Class Level
5:
4.0% gold ransacked from the
dead
Class Level
6:
5.2% gold ransacked from the
dead
Class Level
7:
6.4% gold ransacked from the
dead
Class Level
8:
7.6% gold ransacked from the
dead
Class Level
9:
8.8% gold ransacked from the
dead
Class Level
10:
10.0% gold
ransacked from the dead
Savvy
Requirements [Pirate]
This skill will allow Pirates to equip their
weapons at a reduced amount of
requirements. This means Pirates will be running around
with the best weapons before any
other classes. Shiver me timbers!
Class Level
1:
97% weapon requirements
Class Level
2:
94% weapon requirements
Class Level
3:
91% weapon requirements
Class Level
4:
88% weapon requirements
Class Level
5:
85% weapon requirements
Class Level
6:
82% weapon requirements
Class Level
7:
79% weapon requirements
Class Level
8:
76% weapon requirements
Class Level
9:
73% weapon requirements
Class Level
10:
70% weapon
requirements
Gold Digger [Pirate]
Pirates
can smell gold a mile away. Not only do they have the
opportunity to pillage and steal
gold with another skill ... this skill allows the Pirates to
find extra hoards of gold
everytime they kill an opponent. Pirates are going to be up
to their neck in wealth. I
guess X does always mark the spot!
Class Level
1:
Find an additional +6% gold
every kill
Class Level
2:
Find an additional +12% gold
every kill
Class Level
3:
Find an additional +18% gold
every kill
Class Level
4:
Find an additional +24% gold
every kill
Class Level
5:
Find an additional +30% gold
every kill
Class Level
6:
Find an additional +36% gold
every kill
Class Level
7:
Find an additional +42% gold
every kill
Class Level
8:
Find an additional +48% gold
every kill
Class Level
9:
Find an additional +54% gold
every kill
Class Level
10:
Find an additional
+60% gold every kill
Class
Skill
Skill
Description & Advancement
Counterstrike [Ninja]
Every
Ninja knows the art of deflection and damage reversion.
Whenever an enemy attacks a
Ninja, they will immediately retaliate with a counterstrike
attack back at the enemy.
The strength of the counterstrike is based upon the damage
that the enemy inflicted upon
the Ninja.
Class Level
1:
Returns 3% of the damage to
the enemy
Class Level
2:
Returns 6% of the damage to the
enemy
Class Level
3:
Returns 9% of the damage to the
enemy
Class Level
4:
Returns 12% of the damage to the
enemy
Class Level
5:
Returns 15% of the damage to the
enemy
Class Level
6:
Returns 18% of the damage to the
enemy
Class Level
7:
Returns 21% of the damage to the
enemy
Class Level
8:
Returns 24% of the damage to the
enemy
Class Level
9:
Returns 27% of the damage to the
enemy
Class Level
10:
Returns 30% of the
damage to the enemy
Shadow Dodge [Ninja]
This
skill allows the Ninja to blend in with the shadows. When
the Shadow Dodge skill is in
effect, the Ninja is capable of dodging all attacks coming
their way. The best way to
not take damage in a fight is after all ... not to get hit
at all.
Class Level
1:
4.5% chance an enemy cannot
hit you
Class Level
2:
6.0% chance an enemy cannot hit
you
Class Level
3:
7.5% chance an enemy cannot hit
you
Class Level
4:
9.0% chance an enemy cannot hit
you
Class Level
5:
10.5% chance an enemy cannot hit
you
Class Level
6:
12.0% chance an enemy cannot hit
you
Class Level
7:
13.5% chance an enemy cannot hit
you
Class Level
8:
15.0% chance an enemy cannot hit
you
Class Level
9:
16.5% chance an enemy cannot hit
you
Class Level
10:
18.0% chance an
enemy cannot hit you
Blitz Attack [Ninja]
When the
Ninja succeeds with a Blitz attack at the beginning of a
battle they initiate, they are
then given the first attack in the battle, irrelevant of the
dexterity of the enemy
whatsoever. Ninjas are known for lightning fast attacks,
and the Blitz Attack is one of
the best examples of it.
Class Level
1:
10% chance to attack
first
Class Level
2:
20% chance to attack
first
Class Level
3:
30% chance to attack
first
Class Level
4:
40% chance to attack
first
Class Level
5:
50% chance to attack
first
Class Level
6:
60% chance to attack
first
Class Level
7:
70% chance to attack
first
Class Level
8:
80% chance to attack
first
Class Level
9:
90% chance to attack
first
Class Level
10:
100% chance to
attack first
Lightning
Fast [Ninja]
Ninjas are often revered for their speed beyond
comprehension. Their
lightning fast abilities lend them a boost to their
dexterity when battling both players
and monsters. Kung fu chop!
Class Level
1:
+0.75% dexterity boost
Class Level
2:
+1.50% dexterity boost
Class Level
3:
+2.25% dexterity boost
Class Level
4:
+3.00% dexterity boost
Class Level
5:
+3.75% dexterity boost
Class Level
6:
+4.50% dexterity boost
Class Level
7:
+5.25% dexterity boost
Class Level
8:
+6.00% dexterity boost
Class Level
9:
+6.75% dexterity boost
Class Level
10:
+7.50% dexterity
boost
Class
Skill
Skill
Description & Advancement
Natural Armor [Gladiator]
The
rough exterior of a Gladiator is weathered enough to absorb
part of the damage inflicted
without injury to themself. As the Natural Armor improves,
more and more of the damage
will simply ... not count against the Gladiator whatsoever!
Class Level
1:
3% of enemy damage has no
effect
Class Level
2:
6% of enemy damage has no
effect
Class Level
3:
9% of enemy damage has no
effect
Class Level
4:
12% of enemy damage has no
effect
Class Level
5:
15% of enemy damage has no
effect
Class Level
6:
18% of enemy damage has no
effect
Class Level
7:
21% of enemy damage has no
effect
Class Level
8:
24% of enemy damage has no
effect
Class Level
9:
27% of enemy damage has no
effect
Class Level
10:
30% of enemy damage
has no effect
Crushing Blow [Gladiator]
This
is the most powerful form of attack in the Gladiator's
arsenal. When a Crushing Blow is
inflicted upon the enemy, the damage of the attack is
doubled. Everytime the Gladiator
attacks may be a Crushing Blow if they are lucky ... it only
will take a couple of these
in a single battle to make a significant impact upon the
outcome. Also, if a Crushing
Blow happens to occur on a Critical Attack, your enemy will
automatically die irrelevant
of their remaining health!
Class Level
1:
2.5% chance of a Crushing
Blow
Class Level
2:
5.0% chance of a Crushing
Blow
Class Level
3:
7.5% chance of a Crushing
Blow
Class Level
4:
10.0% chance of a Crushing
Blow
Class Level
5:
12.5% chance of a Crushing
Blow
Class Level
6:
15.0% chance of a Crushing
Blow
Class Level
7:
17.5% chance of a Crushing
Blow
Class Level
8:
20.0% chance of a Crushing
Blow
Class Level
9:
22.5% chance of a Crushing
Blow
Class Level
10:
25.0% chance of a
Crushing Blow
Armor
Supremacy [Gladiator]
Gladiators can eventually wear any armor
irrelevant of the requirements that
imposed to wear them in Galatium. Their skill of Armor
Supremacy allows them to surpass
the level, strength, and dexterity requirements altogether
to wear any armor when they
want. After all, who's going to tell a Gladiator ... no?
Class Level
1:
95% armor requirements
Class Level
2:
90% armor requirements
Class Level
3:
85% armor requirements
Class Level
4:
80% armor requirements
Class Level
5:
75% armor requirements
Class Level
6:
70% armor requirements
Class Level
7:
65% armor requirements
Class Level
8:
60% armor requirements
Class Level
9:
55% armor requirements
Class Level
10:
50% armor
requirements
Class
Skill
Skill
Description & Advancement
Monastic
Healing [Monk]
Monks have a different alternative than paying a
lot of gold for the much
needed healing in Galatium. They simply go to their
Monastery, which is located in every
city of Galatium, for a less expensive healing treatment.
Sorry ... monks only in the
Monasteries!
Class Level
1:
Healing costs 50% the normal
rate
Class Level
2:
Healing costs 45% the normal
rate
Class Level
3:
Healing costs 40% the normal
rate
Class Level
4:
Healing costs 35% the normal
rate
Class Level
5:
Healing costs 30% the normal
rate
Class Level
6:
Healing costs 25% the normal
rate
Class Level
7:
Healing costs 20% the normal
rate
Class Level
8:
Healing costs 15% the normal
rate
Class Level
9:
Healing costs 10% the normal
rate
Class Level
10:
Healing is
free
Divine
Assistance [Monk]
The Divine Assistance from above allows an
experience point bonus to be
granted to the Monk every time an enemy is slain. This will
allow the Monks to advance
in their levels faster than the other classes ... all thanks
to a little help from above!
Class Level
1:
7.5% experience point
boost
Class Level
2:
15.0% experience point
boost
Class Level
3:
22.5% experience point
boost
Class Level
4:
30.0% experience point
boost
Class Level
5:
37.5% experience point
boost
Class Level
6:
45.0% experience point
boost
Class Level
7:
52.5% experience point
boost
Class Level
8:
60.0% experience point
boost
Class Level
9:
67.5% experience point
boost
Class Level
10:
75.0% experience
point boost
Angelic
Blessing [Monk]
Monks who receive the Angelic Blessing in battle
will be rewarded with a gift
no other class will ever experience. Angelic Blessing is an
opportunity to have no
energy consumed for a battle. Due to the providing nature
of the angels, monks will
experience the chance to attack more than other classes due
to their energy lasting
longer.
Class Level
1:
5.5% chance of not using
energy to battle
Class Level
2:
6.0% chance of not using energy
to battle
Class Level
3:
6.5% chance of not using energy
to battle
Class Level
4:
7.0% chance of not using energy
to battle
Class Level
5:
7.5% chance of not using energy
to battle
Class Level
6:
8.0% chance of not using energy
to battle
Class Level
7:
8.5% chance of not using energy
to battle
Class Level
8:
9.0% chance of not using energy
to battle
Class Level
9:
9.5% chance of not using energy
to battle
Class Level
10:
10.0% chance of not
using energy to
battle
Magnify the
Meek [Monk]
The vow of poverty is a costly choice for every
Monk ... but is legendarily
rewarded with gifts from beyond. Monks may receive an Orb
from a successful battle
versus any monster who is not a dragon when they are
magnified. Blessed are the meek!
Class Level
1:
0.4% chance of getting an Orb
in battle
Class Level
2:
0.8% chance of getting an Orb in
battle
Class Level
3:
1.2% chance of getting an Orb in
battle
Class Level
4:
1.6% chance of getting an Orb in
battle
Class Level
5:
2.0% chance of getting an Orb in
battle
Class Level
6:
2.4% chance of getting an Orb in
battle
Class Level
7:
2.8% chance of getting an Orb in
battle
Class Level
8:
3.2% chance of getting an Orb in
battle
Class Level
9:
3.6% chance of getting an Orb in
battle
Class Level
10:
4.0% chance of
getting an Orb in battle
Anointed
Smite [Monk]
While Monks might not be the most ferocious in
the Galatium Arenas, they
certainly have someone watching their back! When being
targeted to be attacked by
another player, the Monk will be filled with holy might and
smite the opponents with
shocking strength. Remember the Monk's favorite saying:
'The best offense is a good
defense!'