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Thread: Every Skill In AL

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    Senior Member Zaonabiuibil's Avatar
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    Default Every Skill In AL


    A Complete Skill Chart

    By: Zaonabiuibil, Aracnus, & Razerfingers

    Warrior (by Zaonabiuibil):
    Skyward Smash: Leap into the sky and land upon an enemy with the weight of your hammer.
    Skill Details: 38.75 mana, 4 sec. cool-down, 12m range, 6-7 damage + increased damage on a critical
    Upgrades:
    Seismic Slam: Crash down with such ferocity that your impact harms foes around you.
    Skill Details: When striking down with a charge Skyard Smash, the range of damage you unleash is increased to 6 meters.

    Thundering Hammer: You smash down with your hammer with increased force.
    Skill Details: Your Skyward Smash attacks will now do an additional 10% damage.

    Quaking Earth: Shake the very earth below you when you land with your hammer.
    Skill Details: When crashing down with you Skyward Smash, enemies receiving damage will also have a 25% chance of being stunned in place.

    Effortless Execution: Deliver your strike with such finesse that you regain your vigor for future attacks
    Skill Details: After landing a successful blow on an enemy with your Skyward Smash, you have a 25% chance of having 20 mana returned back to you.

    Chest Splitter: Unleash a powerful swing with your weapon, inflicting a great pain upon those in front of you.
    Skill Details: 33.75 mana, 3 sec. cool-down, 4.5m range, 6-7 damage + increased damage on a critical
    Upgrades:
    Extended Reach: Through training, you extend the arc of your swing and can hit more targets.
    Skill Details: Increase the maximum number of targets struck with Chest Splitter by 1.

    Decimation: Unleash your might by delivering a brutal, finishing kill.
    Skill Details: Enemies slain by this attack have a 25% chance with the normal Chest Splitter and 45% with the charged Chest Splitter to expload, cauing high damage to other enemies around them.

    Relentless Strike: Focus your strength to unleash a more powerful impact upon foes.
    Skill Details: Gives normal hits a 30% chance and charged hits a 50% chance to knock enemies away from you.

    Staggering Blow: Disorient your foe before they have time to react.
    Skill Details: Hits from the Chest Splitter will interrupt an enemy's attack windups, as well as provide a 20% chance to disorient them.

    Windmill: Rip through the air with your weapon in tow, tearing through anyone that is in your presence.
    Skill Details: 44 mana, 10 sec. cool-down, 6m range, 5-7 damage to up to 3 targets within 4m.
    Upgrades:
    Increased Radius: Your damage range is greatly increased, allowing you to strike foes further away.
    Skill Details: Increase the range of the Windmill attack to 6 meters

    Blender: Your blades cut deeper and do far more damage than normal.
    Skill Details: Damage increased by 15% for every strike from Windmill.

    Prolonged Spim: You are able to maintain your Windmill attack for an even longer period of time.
    Skill Details: Increases the duration of Windmill by 25%.

    Cripple: Hitting your foes causes their knees to buckle and slows their movement speed.
    Skill Details: A charged Windmill attack snares affected targets for 5 seconds.

    Axe Throw: Hurl one of your throwing axes at any enemy to shift their attention towards you.
    Skill Details: 33.75 mana, 7 sec. cool-down,16m range, 5-6 damage + increased damage on a critical.
    Upgrades:
    Denting Blow: Ecert maximum force into your throw, ensuring maximum damage to your opponent's gear.
    Skill Details: Enemies that are hit by your thrown weapon will receive a 10% reduction in armor.

    Concussion: Your thrown axe can cause a concussion effect upon impact.
    Skill Details: Your throwing axe now has a 25% chance of stunning an opponent it hits.

    Blacksmith's Touch: Utilize a masterly-crafted weapon that is built for the sole purpose of being thrown,
    Skill Details: Enemies will receive a 15% additional damage when hit by your thrown weapon.

    Chained Bait: Make use of a chain attachment to ensure your enemy cannot flee.
    Skill Details: Once your weapon is attached to your enemy, they will be pulled within melee range.

    Juggernaut: Focusing your rage, you temporarily increase your health.
    Skill Details: 36.75 mana, 45 sec. cool-down, temporarily increase health by 25%
    Upgrades:
    Ignore Pain: While in juggernaut you ignore a portion of incoming damage.
    Skill Details: Ignore 20% of all incoming damage.

    Second Wind: When low on life, you will have a chance to cast a self-heal.
    Skill Details: If you fall below 25% health, you will ahve a 50% chance to cast a self heal.

    Unstoppable: Nothing stops the Juggernaut
    Skill Details: Charged Juggernaut removes movement-impairing effects.

    Bring It On: The charged version of Juggernaut challenges surrounding enemies to attack you.
    Skill Details: Charging Juggernaut will taunt all surrounding enemies.

    Rally Cry: Boost your armor by unleashing a powerful note from your ancient warhorn.
    Skill Details: 27 mana, 20 sec. cool-down, increase armor by 10% for 8 sec.
    Upgrades:
    Lungs of Might: Blow on your warhorn with such ferocity that the effects of the warhorn linger for a longer time.
    Skill Details: All beneficial effects applied from the warhorn are increased by 10 seconds.

    Call to Arms: Bless your nearby allies with the magical effects of your warhorn.
    Skill Details: Releasing a charged Rallying Cry will cause nearby allies to receive buffs.

    Song of the Fallen: Honor the fallen before you with a tribute from your horn, increasing your chance of avoiding harm.
    Skill Details: Receive a buff from your warhorn that boosts your dodge chance by 25% for a short duration.

    Forced March: Use the power of the horn to increase your movement speed.
    Skill Details: A charged blow from your horn increases movement speed by 10%

    Vengeful Blood: Harness the rage within you to quickly fill your mana.
    Skill Details: 30 mana, 30 sec. cool-down, 4-6 mana recharge every 2 seconds for 10 seconds.
    Upgrades:
    Acute strike: Focus each weapon strike into a carefully calculated move, inflicting optimal damage whenever possible.
    Skill Details: While Vengeful Blood is active, your chance at performing a critical hit is increased by 10%, or 25% with a charged cast.

    Savage Strikes: Take advantage of your wounds to inflict deeper wounds upon your enemy.
    Skill Details: Increase your damage output by 15% while Vengeful Blood is active. Charging the skill will add a 25% boost to damage.

    Focused Rage: By channeling your inner rage, you learn to prolong the effects of Vengeful Blood.
    Skill Details: You increased the duration of the Vengeful Bloods effects by 25%.

    Adrenaline Surge: A burst of adrenaline passes through your body, increasing your strength.
    Skill Details: Adrenaline Surge now temporarily increases your strength by +25. Charging the skill increases the benefit to +50.

    Horn of Renew: Unleash a blast from your horn that heals damage over time and buffs your allies.
    Skill Details: 29.25 mana, 15 sec. cool-down, 6m range, Heals Allies for 8-10 damage every 1.5 seconds for 6 seconds.
    Upgrades:
    Increased Range: The sound of your horn extends even further, allowing more of your allies to benefit from its effects.
    Skill Details: Increase the area-of-effect range of your horn blast to 8 meters.

    Increased Duration: The magic of the horn lasts longer, increasing the effectiveness of its abilities.
    Skill Details: Increase the duration of the buffs from Horn of Renew by 25%.

    Challenge: Challenge all nearby enemies to attack you instead of your allies.
    Skill Details: Charging the Horn of Renew will taunt all enemies within 8 meters of you.

    Protective Shield: Charge up the Horn of Renew to unleash a protective shield that will temporarily stop allies from taking damage.
    Skill Details: Charging your Horn of Renew puts a protective shield on your allies that will stop all incoming damage for 2 seconds.








    Mage (by Aracnus):
    FireBall: Project a ball of fire towards a target that explodes on impact, burning all enemies near the target.
    - 100 mana, 4 sec. cool-down, 14m range, 80-100 damage + increased damage on a critical
    Upgrades:
    Engulf: You generate even more magical force, increasing the size of the fireball’s explosion.
    - increases the spherical area of a fireball explosion by 3 meters.
    Ignite: Lights the target on fire, causing them to take damage while they are aflame.
    - Targets take burning damage every second for 5 seconds.
    Impact: The explosive force of your fireball causes your enemies to be knocked down.
    - Enemies struck by a charged fireball will be knocked down and briefly stunned.
    Scorch: Intense heat blinds your foe, reducing their chance to hit.
    - Hitting targets with a charged fireball reduces their hit change by 25% for 5 seconds.

    Lightning Strike: Unleash a terrifying bolt of lightning that zaps an enemy with electrical damage.
    - 87.5 mana, 3 sec. cool-down, 12m range, 123-154 damage + increased damage on a critical
    Upgrades:
    Empowered Bolt: Increase the intensity of your Lightning Strike, doing extra damage to your target.
    - Lightning Strike does 15% more damage.
    Electrical Discharge: Overwhelm your opponent with lightning, causing them to release a surge of power upon death
    - Enemies slain by this attack have a 15% chance with normal Lighting Strike and 25% with charged Lighting Strike to explode and release bolts of lightning upon their allies.
    Positive Charge: Infuse your bolts with additional Arcane Energy that increases critical damage.
    - Bolts of lightning will now do 250% damage on a critical hit.
    Shock: Focus on the casting of your charged bolts to chock your target, briefly stunning it.
    - Charged bolts have a 25% chance to stun your target for up to 3 seconds.

    Gale Force: Release a blast of wind, leaves, and dust towards an enemy, knocking them off their feet.
    - 87.5 mana, 4 sec. cool-down, 9m range, 80-100 damage + increased damage on a critical.
    Upgrades:
    Outward Squall: Unleash a blast of wind in all directions, pushing nearby enemies away from you.
    - Converts your charged Gale Force to be an area-of-effect attack.
    Protective Current: Surround yourself with a protective current that makes yourself virtually unhittable.
    - Charging up your Gale Force will grant you a dodge bonus of +75% for 3 seconds.
    Speed of Wind: You are encased in air, greatly increasing your speed.
    - Charging up Gale Force increases your movement speed by 25% for 5 seconds.
    Weighted Wind: Harness the weight of the surrounding air to keep enemies down on the ground for longer periods of time.
    - Enemies knocked down by Gale Force have the potential to stay down for 2 additional seconds.

    Frost Bolt: Project a large shield of ice towards an enemy, causing an arctic explosion that freezes them in place.
    - 87.5 mana, 3 sec. cool-down, 14m range, 107-134 damage + increased damage on a critical.
    Upgrades:
    Ice Wielder: Aim carefully while firing your bolt to unleash the element of ice around you.
    - If a charged Frost Bolt hits at least 3 enemies, you have a 20% chance of releasing a burst of ice damage around you.
    Jagged Ice: Release a bolt of ice that is sharp to the touch, causing damage to those affected by Frost Bolt’s ice.
    - Enemies that are either slowed or stunned by Frost Bolt will also receive low amounts of additional damage over time, for the duration of the effect.
    Shiver: Unleash an even colder bolt at your target, causing the icy effects to be overwhelming.
    - Increase the duration an enemy is slowed or stunned by 3 seconds.
    Arctic Shatter: Curse your enemy with a deep freeze that leaves traces of his demise behind after death.
    - An enemy slain while frozen by the initial impact of Frost Bolt has a 20% chance to leave behind an ice patch that freezes other enemies that walk over it.

    Arcane Shield: manifest a protective shield that causes incoming damage to be reduced by 30% for 10 seconds (or until 500 points of damage have been absorbed)
    - 75 mana, 30 sec. cool down, 30% damage reduction for 10 seconds
    Upgrades:
    Extended Shield: By optimizing the energy used to cast Arcane Shield, you increase the amount of damage it will absorb and the length of time it remains active.
    - Increase the amount of total damage absorbable. Also, the maximum length of the shield is increased by 5 seconds.
    Displacement Wave: Focus your mind when manifesting the shield to knock the enemies away from you.
    - When casting the charged Arcane Shield, enemies near you will be knocked away.
    Static Resonance: By alternating the frequency of the Arcane Shield, you make its protection more effective.
    - Increase the damage reduction granted by the Arcane Shield by 15%
    Hardened Shielding:Your charged Arcane Shield increases its magical protection, making you impervious to damage briefly after casting it.
    - Your charged Arcane shield grants invulnerability for 2 seconds after casting it.


    OTHER HALF OF MAGE COMING SOON!






    Rogue (by Razerfingers):
    Shadow piercer- burst through the sky in a shadowy form, preforming a brutal strike against your opponent. Skill details- 67.5 mana 2sec cool-down,16m range,71-88 damage + increased damage on a critical
    UPGRADES:
    Gouging rush- focus your attack in a concentrated form, dealing a wound that will damage your foe’s equipment in the process. Skill details- Each hit of the shadow piercer has a 15% chance of reducing your targets armor by 10%
    Shadow Absorption-let the shadows envelope you as you hit your foes, healing all wounds incurred along the way. skill details- Each hit of the shadow blade has a 75% chance of returning 10% of your health
    Rising death-leap upwards come out of shadow form, delivering multiple stab wounds to your enemy. Skill details- Causes you to deliver multiple low damage hits to your target after coming out of a normal shadow piercer attack.
    Leading dagger- let your dagger guide you forward *** you hit multiple foes in succession. Skill details- increases maximum number of targets pierce with a charged shadow piercer attack to 3

    Noxious Bolt- unleash a powerful, poisonous shot with your bow that explodes in toxic damage upon impact. Skill details- 55 mana, 2 sec. cool-down, 14m range, 71-88 damage + poison damage every second for 3 seconds
    UPGRADES:
    Lingering poison- douse your bolt in a more potent poison to cause added harm to its victim. Skill details- adds 3 sec to the duration of poison damage
    Strengthened shot- release a shot that is decimated upon impact, causing additional poison to be unleashed. Skill details- increases the area of a charged noxious bolt to 6 meters
    Fragmentation- utilize splintering bolts that break apart upon impact. Skill details- each second a target is damaged by noxious bolt/s poison, they receive additional 10% damage.
    Serrated arrowhead- utilize jagged arrowheads to deliver a deeper, debilitating wound with each shot. Skill details- impact damage for each noxious bolt is increased by 15%

    Razor shield- utilize a barrage of daggers that removes immobilizing effects and damages foes around you. Skill details- 67.5 mana, 20 sec. cool-down, 3m range, 25-31 damage every second for 5 seconds.
    UPGRADES:
    Whirling razors- you use your razor shield to your advantage, making it easier to dodge incoming attacks. Skill details- increase dodge by 10% while razor shield is active.
    Bleeding cuts- the charged version of razor shield causes the target to bleed from many small cuts. Skill details- charging razor shield will grant a 25% chance to cause the target to bleed for 5 seconds.
    Increased duration- through training, the rogue has learned to keep the razor shield active for a greater length of time. Skill details- razor shield will stay active for an additional 3 seconds .
    Spinning freedom- when activated, a charged razor shield will remove all movement impairing effects on you. Skill details- charging razor shield will remove all snare, root, and slow effects from the caster.

    Aimed shot- focus your aim on a single target and unleash a powerful ranged bow attack. Skill details- 55 mana, 2 sec. cool-down, 14m range, 92-114 damage + increased damage on a critical.
    UPGRADES:
    Accuracy- your aimed shot will attack will do more damage when it strikes the target. Skill details- damage from each successful aimed shot attack is increased by 10%.
    Critical shot- critical strikes with aimed shot will do significantly more damage. Skill details- when you achieve a critical hit with an aimed shot, the damage will be increased 250%.
    Deadly focus- by focusing on the target, the rogue greatly increases her chance to score critical hits for a short period of time. Skill details- increases critical chance by 10% for the next 5 seconds.
    Shatter armor- shatters a targets armor for a short period of time. Skill details- targets armor is reduced by 15% for 5 seconds.

    Entangling trap- throw down a carefully constructed trap that entangles enemies who walk over it. Skill details- 42.5 mana, 10 sec. cool-down, 0.25m range, 25-31 damage + increased damage on a critical.
    UPGRADES:
    Adept construction- increase the speed you create an entangling trap, allowing you to create another one more quickly. Skill details- after creating an entangling trap, you have a 20% chance of being able to immediately create another one.
    Razor wire- deploy a barbed wire version of your trap that causes enemies to receive barbed damage. Skill details- enemies that go through your trap will receive bleeding damage over time.
    Combustion tank- cause your deployed trap to explode once decayed, damaging enemies near it. Skill details- each entangling trap that is triggered by an enemy will explode upon decay, dealing high damage to enemies within range of it.
    Net refraction- entangle foes in your trap upon activation, causing them to have more difficulty getting away. Skill details- each trap that you deploy has a 20% chance of casting out a net that pulls targets within range of it.

    Marked prey: overwhelm anenemy with a series or marking darts, reducing their overall combat effectiveness. Skill details- 0 mana, 0 sec. cool-down, 14m range, 0-0 damage + increased damage on a critical.
    UPGRADES:
    NONE, DOESN’T UNLOCK TIL LVL 50.

    Shadow veil- throw down a shadow bomb that disorientates the enemies around you. Skill details- 42.5 mana, 20 sec. cool-down, 0.25m range, enemies within the smoke have reduced damage and hit chance.
    UPGRADES:
    Masked presence- cloak yourself with the protection of your bombs smoke to more easily defeat your foes. Skill details- staying in your shadow veil bombs smoke will increase any armor by 20% this buff also applies to any ally of yours that stands in the smoke.
    Combusting decay- utilizes mysterious liquid in your bombs that causes their smoke to explode upon evaporating. Skill details- causes your shadow veil bomb to explode once its smoke has run out.
    Shadow absorption- harness the smoke around you to more easily cast your shadow-based skills. Skill details- reduces the base mana cost of your shadow veil and shadow piercer abilities by 50%
    Lingering fumes= throw a more powerful bomb that lasts for a longer period of time. Skill details- adds 3 seconds to the duration of your shadow veil bomb’s smoke

    Combat medic- throw down packs that heal allies who walk over them. Skill details- 42.5 mana, 15 sec. cool-down, throw down healing packs that restore 25% health when picked up
    UPGRADES:
    Effective packs- every pack you throw down has increased healing. Skill details- increase amount of damage that each pack heals to 15%
    Trama surgeon- charging your combat medic will also provide a self-heal when throwing out packs. Skill details- charged combat medic will provide a self-heal for the caster
    Extra packs- your increased skill allows you to toss down an extra healing pack. skill details- increase the amount of packs created when using combat medic by 1
    Good medicine- charging your combat medic allows the healing effects of the packs to linger on the target. Skill details- the charged version of combat medic will add heal-over-time benefits to the target



    And a HUGE thank you to Aracnus and Razerfingers, for who without which I could not have done this (quite literally, for I only have a warrior!)
    Last edited by Zaonabiuibil; 11-27-2012 at 06:33 AM. Reason: Added all of Rogue and another Mage
    Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes! -Billy Connolly

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    Senior Member gison's Avatar
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    First .
    Once again Zao, nice guide (;
    Lel. You Fanny.

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    Senior Member Zaonabiuibil's Avatar
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    Quote Originally Posted by gison View Post
    First .
    Once again Zao, nice guide (;
    Not done yet man, still need rogue and half of mage.
    Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes! -Billy Connolly

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    Senior Member Aracnus's Avatar
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    Hurray! Glad to be a part of this Guide

    ~| SL: Sheriff - Burglar - Aracnus - Twink | PL: Excruciate | DL: Aracnus - Alarm | AL: Sacred - Slug |~

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    I got all screenshots of skills, im going to write them in a word document then copy paste into a PM for you or on here to copy and paste. Im a little slow so expect it by the end of today sorry for taking for ages, a cleaning job just came up to make extra cash lol

    Sent using blood on a bathroom wall
     
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    Quote Originally Posted by Zaonabiuibil View Post
    Not done yet man, still need rogue and half of mage.
    Bleh, it's still a bad *** guide
    Lel. You Fanny.

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    Senior Member Zaonabiuibil's Avatar
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    Quote Originally Posted by razerfingers View Post
    I got all screenshots of skills, im going to write them in a word document then copy paste into a PM for you or on here to copy and paste. Im a little slow so expect it by the end of today sorry for taking for ages, a cleaning job just came up to make extra cash lol

    Sent using blood on a bathroom wall
    get teh monehz for da phat lewtz! Lol pm is good, thx man
    Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes! -Billy Connolly

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    Added: Rogue, and another Mage! This will have to go under editing later, due to the change of skills because of the recent update. Thanks for your patience!
    Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes! -Billy Connolly

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    Took me a long year to read O.O
    Nice guide again, Zao! :3

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    Yay you put the rogue up there xD

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    Going ham again zao!!!!

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    Pro...
    PL:Sharkknife (77 bird in <Rated M>), Ubertwink (Bes 56 in <FFA>/PL Minuteman, Wrathfuluber (One Of The Last 1st Gen Wrathfuls)||| AL: Depend-46 (proud member of <Mag(nub)num>

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    This Post is realy Helpfull!

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    One thing to point out is that all the Skill costs you have listed are LVL 15 spell costs. The spells costs go up with every level gained See below the spells, cost increase per level and the level 1 cost. At level 16 the average spell cost is 91 for Mage, 55.1 for Rogue, and 35.4 for Warrior.

    MAGE PER LVL LVL 1
    FIREBALL 4.0 44
    LIGHTNING STRIKE 3.5 38.5
    GALE FORCE 3.5 38.5
    FROST BOLT 3.5 38.5
    ARCANE SHIELD 3.0 33
    TIME SHIFT 4.0 44
    CURSE 3.0 33
    LIFE GIVER 3.5 38.5
    Average 3.5 38.5



    ROGUE PER LVL LVL 1
    SHADOW PIERCER 2.5 32.5
    NOXIOUS BOLT 2.0 27
    RAZOR SHIELD 2.5 32.5
    AIMED SHOT 2.0 27
    ENTANGLING TRAP 1.5 21.5
    MARKED PREY - 0
    SHADOW VEIL 1.5 21.5
    COMBAT MEDIC 1.5 21.5
    Average 1.9 26.2



    WARRIOR PER LVL LVL 1
    SKYWARD SMASH 1.3 21.25
    CHEST SPLITTER 1.3 16.25
    WINDMILL 1.6 21.6
    AXE THROW 1.3 16.25
    JUGGERNAUT 1.3 19.25
    RALLY CRY 1.0 13
    VENGEFUL BLOOD 1.0 16
    HORN OF RENEW 1.2 13.15
    Average 1.2 17.1
    Last edited by CosmoxKramer; 12-10-2012 at 05:25 PM.

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    Quote Originally Posted by CosmoxKramer View Post
    One thing to point out is that all the Skill costs you have listed are LVL 15 spell costs. The spells costs go up with every level gained See below the spells, cost increase per level and the level 1 cost. At level 16 the average spell cost is 91 for Mage, 55.1 for Rogue, and 35.4 for Warrior.

    MAGE PER LVL LVL 1
    FIREBALL 4.0 44
    LIGHTNING STRIKE 3.5 38.5
    GALE FORCE 3.5 38.5
    FROST BOLT 3.5 38.5
    ARCANE SHIELD 3.0 33
    TIME SHIFT 4.0 44
    CURSE 3.0 33
    LIFE GIVER 3.5 38.5
    Average 3.5 38.5
    ROGUE PER LVL LVL 1
    SHADOW PIERCER 2.5 32.5
    NOXIOUS BOLT 2.0 27
    RAZOR SHIELD 2.5 32.5
    AIMED SHOT 2.0 27
    ENTANGLING TRAP 1.5 21.5
    MARKED PREY - 0
    SHADOW VEIL 1.5 21.5
    COMBAT MEDIC 1.5 21.5
    Average 1.9 26.2
    WARRIOR PER LVL LVL 1
    SKYWARD SMASH 1.3 21.25
    CHEST SPLITTER 1.3 16.25
    WINDMILL 1.6 21.6
    AXE THROW 1.3 16.25
    JUGGERNAUT 1.3 19.25
    RALLY CRY 1.0 13
    VENGEFUL BLOOD 1.0 16
    HORN OF RENEW 1.2 13.15
    Average 1.2 17.1
    Thanks. Lol.


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    Senior Member CosmoxKramer's Avatar
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    haha, sorry, i should have shrunk the text sooner. the full skill cost / level is out on my google docs
    https://docs.google.com/open?id=0B04...WJmeThuVVRGamM
    Last edited by CosmoxKramer; 12-10-2012 at 05:32 PM.

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    Quote Originally Posted by CosmoxKramer View Post
    haha, sorry, i should have shrunk the text sooner. the full skill cost / level is out on my google docs
    https://docs.google.com/open?id=0B04...WJmeThuVVRGamM
    Alright cool! You went through every level to find that info? o.O lol

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    no, after just 2-3 levels you can tell the # per level increase in cost. all the rest is calculated out. Mostly i was curious about how the average cost goes up per class and how at max level the mana cost is so disproportionate.

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    I think it should decrease as you level up. So it entices people to level and get their worth out of it xP

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    I can understand it going up, but they need to make pet passives go up too, m/s, h/s, str, dex, int. each could have a starting point and then go up to help balance it out. Not all pet passives though like move speed...sorry for the side track on the guide

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