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Sacrier

Sacriers are warriors who appear to be weak at first - but get a boost in power each time they are attacked, whether by allies or foes. They have nothing to fear from cuts or blows - in fact, these berserkers only become more powerful with each blow they take. You'll find these strange creatures right where the fighting rages and the blood flows... they haunt the front lines in battle, ready to draw first blood. Sacriers are the perfect allies for those long, relentless battles.

To cope with the punishment they need to take from allies or enemies and raise their damage, Sacriers have enormous vitality and health. In addition, their thirst for blood means they're experts at manipulating the battlefield - making enemies come closer or stick to the Sacrier, or dragging allies out of trouble spots. Oh, did I mention they prefer to use their fists?!

Hitting me just makes me stronger


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Weapon: Unarmed

Primary Attribute: Constitution

Base HP: 60 | Base MP: 3 | Base Mana: 30

Level One

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Vicious Punishment

AP: 6 | Mana: 25 | CD: 24h | Range: N/A

You gain a damage bonus of 25% of all damage you take until the start of your next Turn. This bonus lasts 24 hours.

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Bold Punishment

AP: 6 | Mana: 25 | CD: 24h | Range: N/A

You gain an AC bonus of 7.5% of all damage you take until the start of your next Turn. This bonus lasts 24 hours.

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Nimble Punishment

AP: 6 | Mana: 25 | CD: 24h | Range: N/A

You gain an MP bonus of 5% of all damage you take until the start of your next Turn. This bonus lasts 24 hours.

Level Two

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Stasis

AP: 3 | Mana: 8 | CD: 2 | Range: 1

Attempts to pin a target adjacent to you, making it unable to move (but still able to act) for its next Turn.

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Sacrifice

AP: 3 | Mana: 10 | CD: 2 | Range: 1

Choose an adjacent target. Any damage it suffers in the next Turn is transferred to you instead.

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Force Strike

AP: 2 | Mana: 6 | CD: N/A | Range: 1

Adds a gust of air to your next attack. If successful, the target is knocked back by 1.

Level Three

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Level Four

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Level Five

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