Right. So, there are a bunch of unfilled ability slots and that needs to be remedied. After speaking to one of our benevolent masters (See Reithur, our lord and savior for more information) I decided to make this thread. Please, feel free to take this thread apart and suggest/dissect some of the abilities listed below. Let’s see if we can’t get something made, hmm?
Note; I will be making edits to this thread as I think of ability ideas. Hope we get something productive from this.
Flame Whip - Summon a whip of Jinn energy. Press the ability button to swing, and press it again to crack, dealing moderate damage. (10 sec cooldown)
Bargain with Ifrit - Sacrifice a portion of your soul to gain power. You lose 25 maximum health to gain a 25% reduction on all ability cooldowns. Lasts until death. (60 sec cooldown)
Dinah’s Hand - Invoke Dinah’s wrath. Select a ground target location. After two seconds, a mystical fist slams into the ground at that location, dealing heavy damage to anyone caught in the radius. - (60 sec cooldown)
Jinnsight - Gain the ability to see enemies through walls. Lasts six seconds. (45 sec cooldown)
Servitude - Force a fallen enemy’s Jinn to serve you. Upon activation of this ability, you absorb a fallen opponent’s Jinn from their body, giving your abilities additional damage at the cost of health regeneration, stamina regeneration, and increased cooldowns. After all, they aren’t serving you willingly.
Avice’s Hysteria - Give your mind to the Jinn to benefit your team. All of your teammates gain a large damage boost and all of their cooldowns are reset. This lasts for six seconds. At the end of the spell’s duration, the caster dies. (320 sec cooldown)
Crosswind - Create a gust of wind at a ground target location. Enemies within the range are knocked around. This ability increases the height and distance gained from your Magic Carpet when you activate it within the ground target location. Lasts five seconds. (25 sec cooldown)
Gore - Make a quick strike with your melee weapon. Any enemy hit by this attack is bled for a small amount of damage over three seconds. (20 sec cooldown)
Rage Within - Toss aside your calm and give into the rage within. For ten seconds, you gain increased movement speed and all of your melee strikes are faster and do more damage. However, during this state, you take double damage. At the end of the effect, your stamina is set to zero. It will regenerate as normal. (180 sec cooldown)
Immovable Mountain - You aren’t smart, but you sure are tough. When activated, this ability reduces all incoming damage by half for eight seconds. (60 sec cooldown)
Landslide - Imbudes the Taurant’s weapon with the power of earth. Weapon strikes deal more damage but are much slower and cost more stamina to utilize. Lasts for six seconds. (25 sec cooldown)
Linebreaker - You slam your weapon into the ground, forcing the very earth itself to bend to your will. A wave of seismic energy assaults enemies in a line, dealing moderate damage. (20 sec cooldown)
Arcane Trickster - You activate a gadget on your belt. The next ability that you parry is absorbed into your gadget. The absorbed ability may be used, in a weaker state, in the next sixty seconds. (30 sec cooldown after use)
Final Stand - Your Jinn infuses you with an unimaginable vigor. For five seconds, you can absorb far more damage than any other combatant. If you die before the effect ends, a wave of energy explodes from your body, dealing half of the damage taken to enemies around you. Otherwise, the effect ends. (180 sec cooldown)
Phalanx - You raise your shield high, reflecting any ranged abilities used on you and cutting the stamina cost for blocking in half. Lasts four seconds. (30 sec cooldown)
In The Grass - You cloak yourself in Jinn energy, granting partial invisibility for six seconds. Sprinting or attacking cancels this effect. (30 sec cooldown)
Blind - You throw a pinch of flash powder at an enemy, blinding them for two seconds. (45 sec cooldown)
Slither - You muffle your footsteps for ten seconds. (20 sec cooldown)
Constrict - Applies a poison to your weapons that, upon hitting an enemy, prevents them from using abilities for six seconds. (35 sec cooldown)
Venom Spit - Expel a glob of Jinn energy from your mouth, splashing enemies within a cone. Any target affected by the venom takes moderate periodic damage for three seconds. This attack can be blocked by a shield, rendering it useless. (40 sec cooldown)