《Blood and Honor》Chapter 215- System Changes
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Surface- Twisting Hills Region
Free Lands- Outside the City of Uldon
Jacob waited with others for food, everyone from the Seekers of the Dawn that had joined the campaign were present and either getting ready too head out to join the Third or Eighth Legions in their forward positions, or going to raid the Inner Wall. It would keep the defenders on their toes and deny them rest. Already the Trebuchets were bombarding the Magical Shield that covered the Inner City and Keep. According to the scouting reports, it was the last shield the city had.
Legionnaires were everywhere armed and armored even though this was the mess tent area for the First Legion. It was standing orders while in hostile territory, most of the Immortals were similarly equipped and ready for battle. The Sixth Legions camp was on the opposite side of the city but was constructed similarly.
Mounted troops were coming and going as the patrols that watched the southern and western approaches switched out. Nearly two thousand mounted Legionnaires were a part of the army present around Uldon. They were under strict orders not to bother the local populace unless they were hostile first. So far no incidents had been reported. Jacob stepped closer to where they served food and it looked like they were serving oatmeal with a side of fruit and tea. Good stuff!!
Surface- Thunderous Hills Region
Free Lands- North/South road between Middlebrough and Uldon
14 Days Ago...
Jacob groaned as he clutched his head and tried to concentrate as the small headache that he had. A golden message waited for his attention, but the sounds of the First Legion waking for the night drowned out most of his worries. A cup of tea and a cup of water were waiting for him. Cathrine was still sleeping but knowing her, Jacob was sure she would wake soon enough.
The Third, Sixth, and Eighth Legions would be camped within a mile south of the First Legion. Once they crossed the Blue River though, Nadal would consider the Legions in hostile territory. Once they crossed into hostile territory, the army would no longer be spread out like it was, it would camp daily in one huge mobile camp.
Jacob grunted and brought up the message...it was a Patch, no wonder he had a small headache. Based on the information, everything had been crammed into his skull and waited for him to unlock it just like the Utility Class Skill Tree.
Developer Notes...
Patch 11.5
Due to overwhelming requests, Streamlining of Base/Primary/Advanced class and Professions Skill Trees have gone into effect. The Skill Tree layouts are similar to the Utility Class Skill Tree. Due to the new system Skill Points will not be awarded every 5 levels, but every level. You Skill Points awarded will still be based on your Level and Profession(s) Unlocked. Both the Profession Trees and Base/Primary/Advanced class Skill Trees will still use shared Skill points. Once spent, these Skill Points cannot be refunded or changed.
Jacob dismissed the Patch notes. He would worry about the Profession Skill Trees later, he brought up his Base/Primary/Advanced class Skill Trees.
Note* You currently have...160...Skill Points.
Note* Similar to crafting levels, the Skill trees will escalate from Initiate, then Novice, followed by Adept, Journeyman, Master, then finally Grandmaster.
Note* Similar to the Utility Class, some Skills will evolve as they become more powerful.
Note* As you level, Skills/Abilities that deal damage will scale to your level. I.E. Initiate Level Hemorrhage deals 500 direct damage (At your current level). At Initiate Level when you get too level 100 it will deal 1,000 direct damage
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Warrior Skill Tree...
Spoiler: Spoiler
Survival Tree... Name: Pack Mule (Initiate Rank)
Description: Decreases the weight of all items in your inventory.
Benefit 1: Weight decrease by 3%
Cost: N/A, Passive
Cooldown: N/A
Name: Sword Mastery (Requires Initiate level Pack Mule to Unlock)
Description: Anyone can swing something with a sharp edge, with this Skill you gain instinctive Mastery of how to use a blade.
Benefit 1: Increases Base Damage of 1-Handed Swords by 10%
Benefit 2: Increase Critical Hit Chance by 1%
Cost: N/A, Passive
Cooldown: N/A
Name: Invigorating Shout (Requires Level 30, Adept level Sword Mastery to Unlock)
Description: Release a shout that energizes you and your allies.
Cast Time: Instant
Benefit 1: Increase Attack Speed by 5%
Benefit 2: Increase Damage by 5%
Duration: 1 minute
Cost: 100 Stamina
Cooldown: 5 Minutes
Name: War Veteran (Requires Level 50, Adept level Invigorating Shout to Unlock)
Description: A Warrior is a veteran of a dozen battles, or a hundred and he has learned to utilize his equipment to its maximum efficiency.
Benefit 1: Increase Armor by 5%
Benefit 2: Increase Physical Damage by 5%
Cost: N/A, Passive
Cooldown: N/A
Heart of Battle Tree...
Name: Charge (Initiate Rank Available for Purchase)
Description: Move rapidly to the target with a chance (10%) that you will stun the target for 3 seconds.
Range: 10 Feet
Cast Time: Instant
Cost: 100 Stamina
Cooldown: 1 Minute
Name: Power Slash (Requires Initiate level Charge to Unlock)
Description: Slash target dealing additional damage, with a chance to cause bleeding damage.
Cast Time: Instant
Benefit 1: +100% Base Damage
Benefit 2: 5% Chance to cause bleeding damage (50% of Base Damage)
Cost: 100 Stamina
Cooldown: 1 Minute
Name: Battle Stomp (Requires Level 30, Adept level Power Slash to Unlock)
Description: The warrior stomps the ground, stunning all nearby (5 feet) enemies for 5 seconds.
Cast Time: Instant
Cost: 500 Stamina
Cooldown: 1 Minute
Name: Triple Slash (Requires Level 40, Adept level Battle Stomp to Unlock)
Description: he warrior unleashes a series of sword strokes that do progressively more damage while leaving your opponent bleeding.
Cast Time: Instant
Benefit 1: +5%,+10%,+15% of Base Damage Per Sword Strike
Benefit 2: Inflict 100 bleed damage per second, for 10 seconds
Cost: 300 Stamina
Cooldown: 5 Minutes
Name: Deep Wounds (Requires Level 50, Adept level Triple Slash to Unlock)
Description: Every strike the Warrior deals has a chance (10%) to leave an open wound that will cause bleeding damage.
Benefit 1: 50% of Base Physical Damage in Bleed Damage
Cost: N/A, Passive
Cooldown: N/A
Protective Tree...
Name: Steel Skin (Initiate Rank Available for Purchase)
Description: Strengthen your body to the point that arrows and maybe even sword strokes will be turned away.
Benefit 1: Increase Armor Rating by 3%
Cost: N/A, Passive
Cooldown: N/A
Name: Shield Bash (Requires Initiate level Steel Skin to Unlock)
Description: Slam your shield into the face of your enemy causing them damage and causing them to be stunned for 5 seconds.
Requirement: Shield
Damage: 500
Cast Time: Instant
Cost: 100 Stamina
Cooldown: 1 Minute
Name: War Cry (Requires Level 30, Adept level Shield Bash to Unlock)
Description: Unleash a Primal Challenge that causes all enemies nearby to attack you and decreases their accuracy (-5%).
Range: 10 Feet
Cast Time: Instant
Cost: 100 Stamina
Cooldown: 1 Minute
Name: Piercing Lunge (Requires Level 40, Adept level War Cry to Unlock)
Description: The Warrior lunges at an opponent dealing damage and lowering your opponents' armor.
Range: 10 Feet
Cast Time: Instant
Benefit 1: Strike Deals +50% Base Damage
Benefit 2: Opponents Armor is lowered by 25%
Cost: 200 Stamina
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Cooldown: 3 Minutes
Name: Leap (Requires Level 50, Adept level Piercing Lunge to Unlock)
Description: The Warrior leaps at distant targets and deals damage (2X Base Physical Damage) to all enemies within 5 feet of the impact point.
Range: 10 Feet
Cast Time: Instant
Cost: 1,000 Stamina
Cooldown: 5 Minutes
Rage of Battle...
Name: Battle Synergy (Requires Level 75, Journeyman level War Veteran, Deep Wounds, and Leap)
Description: A Warrior is always home on the battlefield, anywhere else is just a vacation.
Benefit 1: Increase Armor Rating by 50
Benefit 2: Increase Stamina Regeneration by 5%
Cost: N/A, Passive
Cooldown: N/A
Name: Cleaving Strike (Requires Level 100, Master level War Veteran, Deep Wounds, Leap, and Journeyman level Battle Synergy)
Description: Deal an overwhelming blow to an enemy dealing damage and sundering the target's armor.
Cast Time: Instant
Benefit 1: Blow deals 150% Base Damage
Benefit 2: Sunders targets armor lowering it by 10% (Duration 10 Seconds)
Cost: 500 Stamina
Cooldown: 5 Minutes
Blood Knight Skill Tree
Spoiler: Spoiler
Protector of the Blood Tree...
Name: Blood Aura (Initiate Rank Available for Purchase)
Description: The Blood Knight is a master of blood and health, with this Aura he can increase the recuperation of self and nearby allies.
Range: 10 Feet
Benefit 1: Increase Health Regeneration by 5% (Self/Allies)
Cost: N/A, Passive
Cooldown: N/A
Name: Presence of Malice (Requires Initiate level Blood Aura to Unlock)
Description: The Blood Knights' mere presence intimidates and angers enemies, while Allies will be inspired and strengthened by a Blood Knight.
Benefit 1: Increase chance to Aggro Hostile enemies with 10 Feet (Self)
Benefit 2: Increase Damage dealt by 5% (Allies)
Cost: N/A, Passive
Cooldown: N/A
Name: Blood and Bone Armor (Requires Level 30, Adept level Presence of Malice to Unlock)
Description: The Blood Knight encases themselves in blood and bone.
Cast Time: Instant
Benefit 1: Decrease Incoming Physical damage by 5%
Benefit 2: Reflect 5% Physical damage received
Duration: 20 Minutes
Cost: 1,000 Health
Cooldown: 30 Minutes
Name: Blood and Iron (Requires Level 50, Adept level Blood and Bone Armor to Unlock)
Description: Being in the heat of battle is a common occurrence for the Blood Knight, with this Skill a Blood Knight will survive longer.
Requirement: 10% Health Loss, up too 30%.
Benefit 1: Armor Rating increase by 5% (Can stack up to 3 times)
Duration: 1 Minute
Cost: N/A, Passive
Cooldown: N/A
Blood Reaping Tree...
Name: Blood Rain (Initiate Rank Available for Purchase)
Description: The Blood Knight can absorb the life of fallen enemies to fuel his health recovery.
Benefit 1: Recover 5% of the health pool of defeated living enemies
Cost: N/A, Passive
Cooldown: N/A
Name: Blood Rage (Requires Initiate level Blood Rain to Unlock)
Description: Blood Knight are enraged and will deal more damage as their opponents attack them.
Requirement: 10% Health Loss, up too 30%.
Benefit 1: Increase Physical Damage by 5% (Can stack 3 times)
Duration: 1 Minute
Cost: N/A, Passive
Cooldown: N/A
Name: Reaver Attack (Requires Level 30, Adept level Blood Rage to Unlock)
Description: The Blood Knight strikes a target or targeted area (Directed Attack) dealing +150% damage and recovering 25% damage dealt as health.
Cast Time: Instant
Cost: 500 Stamina
Cooldown: 1 Minute
Name: Blood Sacrifice (Requires Level 50, Adept level Reaver Attack to Unlock)
Description: The Blood Knight sacrifices his health to increase all damage the deals by 50% for a short time.
Cast Time: Instant
Duration: 15 Seconds
Cost: 30% of Health Pool
Cooldown: 5 Minutes
Heir of Blood Tree...
Name: Strength of the Elders (Initiate Rank Available for Purchase)
Description: As Vampires age, they naturally gain strength and speed, with this Skill you can harness this innate talent.
Benefit 1: Increase Innate Strength by 5%
Benefit 2: Increase Innate Speed by 5%
Cost: N/A, Passive
Cooldown: N/A
Name: Hemorrhage (Requires Initiate level Strength of the Elders to Unlock)
Description: A Blood Knight is a master of Blood and at a cost of some of your life, you can command the enemies blood around you to burst major arteries and cause bleeding throughout an enemies body.
Damage: 500 with 25 DPS for 15 Seconds
Cast Time: Instant
Range: 5 Feet AoE
Cost: 40% of Base Health
Cooldown: 5 Minutes
Name: Blood Letting (Requires Level 30, Adept level Hemorrhage to Unlock)
Description: The attacks the Blood Knight deals to his enemies cause the wounds to bleed and heal the Blood Knight.
Benefit 1: 5% of all Damage dealt is returned as health
Cost: N/A, Passive
Cooldown: N/A
Name: Blood Fusion (Requires Level 50, Adept level Blood Letting to Unlock)
Description: The Blood Knight infuses their blade with some of their health increasing the damage they deal.
Cast Time: Instant, Self
Benefit 1: Increase Base Physical damage by 5%
Duration: 30 Minutes
Cost: 500 Health
Cooldown: 20 Minutes
Blood Lord...
Name: Heir of the Past (Requires Level 75, Journeyman level Blood and Iron, Blood Sacrifice, and Blood Fusion)
Description: Blood Knights inherently receive a portion of the Blood Lords strength and abilities so they can fight the Empires enemies and protect its people better.
Benefit 1: Increase Health Regeneration by 5%
Benefit 2: Increase Stamina Regeneration by 5%
Cost: N/A, Passive
Cooldown: N/A
Name: Heart Burst (Requires Level 100, Master level Blood and Iron, Blood Sacrifice, Blood Fusion, and Journeyman level Heir of the Past)
Description: Blood Knights can command the blood and the very Hearts of those around them, causing the muscles of the heart to pulse so much they explode.
Damage: 1,500 with 50 DPS for 10 Seconds
Cost: 750 Health, 750 Stamina
Cooldown: 10 Minutes
Defender Skill Tree...
Spoiler: Spoiler
Shield Bearer Tree...
Name: Shield Mastery (Initiate Rank Available for Purchase)
Description: The Defender depends on a shield to preserve their life and the ones they protect.
Benefit 1: Increase Shield Armor Rating by 5%
Cost: N/A, Passive
Cooldown: N/A
Name: Shield Charge (Requires Initiate level Shield Mastery to Unlock)
Description: The Defender charges forward with their shield leading the way dealing damage (Armor Rating of Shield x2) to all opponents in front of them.
Range: 10 Feet
Cast Time: Instant
Cost: 100 Stamina per Second
Cooldown: 10 Minutes
Name: Shield Slam (Requires Level 40, Adept level Shield Charge to Unlock)
Description: The Defender slams his shield into the ground dealing damage to all enemies around himself with a chance to Stun enemies.
Range: 5 Feet (Aoe)
Damage: Armor Rating of Shield x3
Cast Time: Instant
Benefit 1: 5% chance to Stun enemies for 3 Seconds
Cost: 1,000 Stamina
Cooldown: 10 Minutes
Name: Spiked Shield (Requires Level 60, Adept level Hold the Line to Unlock)
Description: A Shield Master can use a shield for both defense and offense.
Benefit 1: 5% of the Physical Damage received is reflected back at the attacker
Cost: N/A, Passive
Cooldown: N/A
Press of Battle Tree...
Name: Battle Master (Initiate Rank Available for Purchase)
Description: The Defender is invigorated by battle.
Benefit 1: Increase Resource Regeneration by 5%
Cost: N/A, Passive
Cooldown: N/A
Name: Defenders Resolve (Requires Initiate level Battle Master to Unlock)
Description: The Defender is one of the Warriors without peer, remind our enemies of this by fighting longer.
Requirement: 10% Health Loss, up too 30%.
Benefit 1: Increases Health Regeneration by 5% (Can stack up to 3 times)
Benefit 2: Increases Stamina Regeneration by 5% (Can stack up to 3 times)
Duration: 1 Minute
Cost: N/A, Passive
Cooldown: N/A
Name: Last Stand (Requires Level 40, Adept level Defenders Resolve to Unlock)
Description: A blow that would kill the Defender is ignored so the Defender can fight on for the Defenders cause.
Benefit 1: Damage Immunity (Duration 5 Seconds)
Benefit 2: Double Armor Rating
Duration: 30 Seconds
Cost: N/A, Passive
Cooldown: 24 Hours
Name: Ignore Wounds (Requires Level 60, Adept level Last Stand to Unlock)
Description: Ignore (10%) damage received.
Cast Time: Instant
Duration: 10 Seconds
Cost: 1,000 Stamina
Cooldown: 24 Hours
Battle Master Tree...
Name: Armor Mastery (Initiate Rank Available for Purchase)
Description: The Defender has mastered how to wear one's armor, what armor, and what armor he can go without in ANY situation.
Benefit 1: Decreases armor weight by 5%
Cost: N/A, Passive
Cooldown: N/A
Name: Strength of the Legions (Requires Initiate level Armor Mastery to Unlock)
Description: This Aura surrounds the Defender and Allies infusing them and fortifying them.
Range: 10 Feet
Benefit 1: Increase Armor Rating by 5% (Self/Allies)
Cost: N/A, Passive
Cooldown: N/A
Name: Iron Will (Requires Level 40, Adept level Strength of the Legions to Unlock)
Description: Attacks, Abilities, and Skills that would leave the Defender Stunned or incapacitated are ignored.
Cast Time: Instant
Duration: 10 Seconds
Cost: 500 Stamina
Cooldown: 5 Minute
Name: Hold the Line (Requires Level 60, Adept level Shield Charge to Unlock)
Description: The Defender will to fight and die for a cause is unparalleled.
Benefit 1: +10% Chance to ignore Knockdown/Stagger effects
Cost: N/A, Passive
Cooldown: N/A
Legion...
Name: Perfect Soldier (Requires Level 80, Journeyman level Spiked Shield, Ignore Wounds, and Hold the Line)
Description: Defenders are almost Legendary all over the World of Ithea
Benefit 1: Increase Damage +5%
Benefit 2: Increase Armor +5%
Cost: N/A, Passive
Cooldown: N/A
Name: Walking Fortress (Requires Level 110, Master level Spiked Shield, Ignore Wounds, Hold the Line, and Journeyman level Perfect Soldier)
Description: Defenders have the perfect defense, this Skill highlightes the Defenders Defensive capabilities.
Cast Time: Instant
Benefit 1: Increase Armor by 50%
Benefit 2: Immune to all incapacitating effects for the duration of the Skill
Duration: 10 Seconds
Cost: 1,000 Stamina
Cooldown: 10 Minutes
Jacob cursed under his breath as he started sifting through all the new information, this was going to take time. Good thing it had happened before they reached Uldon, if the Patch had been released during the siege, it would have crippled the Seekers during a crucial point.
Surface- Granite Hills Region
Free Lands- North/South road between Middlebrough and Uldon
7 Days Ago...
Jacob looked at the damaged village, over two dozen bandits had been captured and summerly executed. The villagers of Windy Crossing had been wary at first as the Legions marched past their little village, but destroying the band of bandits that had been raiding their village on others nearby, had bought them some goodwill. Detailing a full Cohort too assist in repairs had brought them firmly over on their side. Nadal had wondered why Jacob had detailed any soldiers for such a job, but Jacob reminded the Captain-General that they would be a part of the Empire and that it was their responsibility to deal with such things.
Other then a few small incidents similar to the bandit raid, nothing else of note had happened over the last week. They were still four days out of Uldon, the deep scouts had sighted the city and according to their reports, the city was not overly active nor preparing for a siege. They did, however, have a small outpost that the Legions would be in sight of in less than a day. Scouts had reported that anywhere between 50 and 100 soldiers were stationed there. Already Jacob had decided to ask that the Seekers of the Dawn be tasked with taking out the Outpost so if any troops escaped, they could only report Immortals attacking them, not an army.
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