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17 KiB

Trail Runner - Complete Skill Mechanics

Class Overview

Identity: Gear snob, endurance athlete, trail obsessed, owns $200 shoes, has opinions about hydration vests

Primary Stats: STR, CON HP per Level: +12 MP per Level: +3


Level 1: Brand New Hokas ๐Ÿ‘Ÿ

"These cost $180 and they're worth EVERY PENNY."

Type: Offensive Base Effect: Attack twice in a single turn

The Trail Runner's premium cushioned footwear allows for lightning-fast strikes. Two rapid kicks delivered with the confidence that only expensive gear can provide.

Skill Level Progression

Skill Lv Damage per Hit Total Damage MP Cost Special
1 80% 160% 12 -
2 82% 164% 12 -
3 85% 170% 11 -
4 87% 174% 11 -
5 90% 180% 10 ๐Ÿ… "Swift Strikes" - faster animation
6 92% 184% 10 -
7 95% 190% 9 -
8 97% 194% 9 -
9 100% 200% 8 ๐Ÿ… "True Double" - full damage both hits
10 100% 200% 8 +5% crit chance
11 100% 200% 8 +10% crit chance
12 100% 200% 8 +15% crit chance
13+ 100% 200% 8 +5% crit per level beyond 10

Detailed Breakdown

Skill Level 1

Damage:     80% per hit (160% total)
MP Cost:    12
Cooldown:   None
Crits:      Each hit rolls independently

Example: Base attack = 25 damage

  • Hit 1: 25 ร— 0.80 = 20 damage
  • Hit 2: 25 ร— 0.80 = 20 damage
  • Total: 40 damage for 12 MP

Skill Level 5 - "Swift Strikes"

Damage:     90% per hit (180% total)
MP Cost:    10
Cooldown:   None
Bonus:      Animation speed increased (QoL)

Example: Base attack = 25 damage

  • Hit 1: 25 ร— 0.90 = 22 damage
  • Hit 2: 25 ร— 0.90 = 23 damage
  • Total: 45 damage for 10 MP

Skill Level 9 - "True Double"

Damage:     100% per hit (200% total)
MP Cost:    8
Cooldown:   None
Bonus:      Each hit now deals FULL attack damage

Example: Base attack = 25 damage

  • Hit 1: 25 ร— 1.00 = 25 damage
  • Hit 2: 25 ร— 1.00 = 25 damage
  • Total: 50 damage for 8 MP

Skill Level 10+ - "Relentless"

Damage:     100% per hit (200% total)
MP Cost:    8
Cooldown:   None
Bonus:      +5% critical hit chance per level beyond 9

At Level 15:

  • Base crit chance: 5%
  • Bonus from skill: +25% (5 levels ร— 5%)
  • Total crit chance: 30% per hit

XP to Level

Skill Lv XP Required Cumulative XP
1 โ†’ 2 50 50
2 โ†’ 3 100 150
3 โ†’ 4 150 300
4 โ†’ 5 200 500
5 โ†’ 6 300 800
6 โ†’ 7 400 1,200
7 โ†’ 8 500 1,700
8 โ†’ 9 600 2,300
9 โ†’ 10 700 3,000
10+ 500 per level +500 each

XP earned per use: 10 base + 5 if kills enemy + 5 if both hits crit


Level 2: Runner's High ๐Ÿƒโ€โ™‚๏ธ

"Around mile 8, something magical happens... the pain becomes pleasure."

Type: Utility (Healing) Base Effect: Restore HP based on max HP

The Trail Runner taps into that euphoric state where endorphins flood the system and everything feels possible. Pain melts away, replaced by a serene confidence.

Skill Level Progression

Skill Lv HP Restored MP Cost Cooldown Special
1 30% max HP 15 1 per 5 battles -
2 30% max HP 15 1 per 4 battles -
3 30% max HP 14 1 per 3 battles -
4 35% max HP 14 1 per 2 battles ๐Ÿ… Healing increased
5 35% max HP 13 1 per battle ๐Ÿ… "Reliable Recovery"
6 40% max HP 13 2 per battle ๐Ÿ… Multi-use unlocked
7 40% max HP 12 3 per battle -
8 45% max HP 12 4 per battle ๐Ÿ… "Endorphin Overload"
9 45% max HP 11 5 per battle -
10 50% max HP 10 6 per battle ๐Ÿ… "Ultrarunner's Zen"
11+ 50% max HP 10 +1 use per level -

Detailed Breakdown

Skill Level 1

Healing:    30% of max HP
MP Cost:    15
Cooldown:   Once per 5 battles
Uses:       1 charge, recharges after 5 fights

Example: Max HP = 100

  • Heals: 30 HP
  • Must wait 5 battles before using again
  • VERY precious, save for emergencies

Cooldown Tracking:

Battle 1: Use Runner's High โœ“
Battle 2: [4 battles remaining]
Battle 3: [3 battles remaining]
Battle 4: [2 battles remaining]
Battle 5: [1 battle remaining]
Battle 6: Runner's High READY โœ“

Skill Level 5 - "Reliable Recovery"

Healing:    35% of max HP
MP Cost:    13
Cooldown:   Once per battle
Uses:       Available every fight

Example: Max HP = 120

  • Heals: 42 HP
  • Can use once per fight, every fight
  • Now a reliable tool instead of emergency-only

Skill Level 6 - Multi-Use Unlocked

Healing:    40% of max HP
MP Cost:    13
Cooldown:   Twice per battle
Uses:       2 charges per fight

Example: Max HP = 130

  • Heals: 52 HP per use
  • Can use TWICE in the same battle
  • Total potential healing: 104 HP per fight

Skill Level 10 - "Ultrarunner's Zen"

Healing:    50% of max HP
MP Cost:    10
Cooldown:   6 times per battle
Uses:       6 charges per fight

Example: Max HP = 150

  • Heals: 75 HP per use
  • Can use up to 6 times per battle
  • Total potential healing: 450 HP per fight (3x your max HP!)
  • Limited only by MP (60 MP needed for all 6)

XP to Level

Skill Lv XP Required Cumulative XP
1 โ†’ 2 50 50
2 โ†’ 3 100 150
3 โ†’ 4 150 300
4 โ†’ 5 200 500
5 โ†’ 6 300 800
6 โ†’ 7 400 1,200
7 โ†’ 8 500 1,700
8 โ†’ 9 600 2,300
9 โ†’ 10 700 3,000
10+ 500 per level +500 each

XP earned per use: 10 base + 10 if healed from below 30% HP + 5 if survived battle after healing


Level 3: Shin Kick ๐Ÿฆต

"Right in the shin. You KNOW how much that hurts."

Type: Offensive (Nuke) Base Effect: Massive single-target damage, limited uses

Every trail runner knows the agony of a shin strike - whether from a hidden root, a rock, or an aggressive trail marker. Now weaponize that pain against your enemies.

Skill Level Progression

Skill Lv Damage MP Cost Cooldown Special
1 250% 20 1 per battle -
2 265% 20 1 per battle -
3 280% 19 1 per battle -
4 295% 19 1 per battle -
5 310% 18 1 per battle ๐Ÿ… 10% cooldown reset chance
6 325% 18 1 per battle 15% reset chance
7 340% 17 1 per battle 20% reset chance
8 355% 17 1 per battle 25% reset chance
9 370% 16 1 per battle 30% reset chance
10 400% 15 1 per battle ๐Ÿ… 35% reset + 1 turn stun
11+ 400% + 10%/lv 15 1 per battle +2% reset chance per level

Detailed Breakdown

Skill Level 1

Damage:     250% of base attack
MP Cost:    20
Cooldown:   Once per battle (hard limit)
Reset:      None

Example: Base attack = 25 damage

  • Shin Kick: 25 ร— 2.50 = 62 damage
  • Can only use once per fight
  • Save for when it matters most

Skill Level 5 - Reset Chance Unlocked

Damage:     310% of base attack
MP Cost:    18
Cooldown:   Once per battle
Reset:      10% chance to reset cooldown on use

Example: Base attack = 28 damage

  • Shin Kick: 28 ร— 3.10 = 87 damage
  • 10% chance to immediately use again
  • Shows "OTHER SHIN!" if reset triggers

Reset Mechanic:

Use Shin Kick โ†’ 87 damage!
Roll for reset: 10% chance
  โ”œโ”€ Success (10%): "OTHER SHIN!" - Skill available again
  โ””โ”€ Fail (90%): "Shin Sore" - Normal cooldown

Skill Level 10 - "Bone Bruise"

Damage:     400% of base attack
MP Cost:    15
Cooldown:   Once per battle
Reset:      35% chance to reset cooldown
Bonus:      Stuns enemy for 1 turn

Example: Base attack = 35 damage

  • Shin Kick: 35 ร— 4.00 = 140 damage
  • Enemy is STUNNED (skips next turn)
  • 35% chance to kick again immediately
  • Potential for back-to-back 140 damage + double stun

Skill Level 15

Damage:     450% of base attack (400% + 50% from 5 levels)
MP Cost:    15
Cooldown:   Once per battle
Reset:      45% chance (35% + 10% from 5 levels)
Bonus:      Stuns enemy for 1 turn

XP to Level

Skill Lv XP Required Cumulative XP
1 โ†’ 2 50 50
2 โ†’ 3 100 150
3 โ†’ 4 150 300
4 โ†’ 5 200 500
5 โ†’ 6 300 800
6 โ†’ 7 400 1,200
7 โ†’ 8 500 1,700
8 โ†’ 9 600 2,300
9 โ†’ 10 700 3,000
10+ 500 per level +500 each

XP earned per use: 10 base + 10 if kills enemy + 15 if reset triggers


Level 4: Gel Pack ๐Ÿงด

"It tastes like chemical birthday cake but it WORKS."

Type: Utility (Buff) Base Effect: Boost attack damage for several turns

The Trail Runner squeezes down an energy gel - that weird gooey substance that costs $3 per packet and has the consistency of toothpaste. Disgusting? Yes. Effective? Absolutely.

Skill Level Progression

Skill Lv ATK Boost Duration MP Cost Cooldown Special
1 +25% 4 turns 18 1 per 3 battles -
2 +27% 4 turns 18 1 per 3 battles -
3 +30% 4 turns 17 1 per 3 battles -
4 +32% 5 turns 17 1 per 2 battles ๐Ÿ… Duration up
5 +35% 5 turns 16 1 per 2 battles -
6 +37% 5 turns 16 1 per battle ๐Ÿ… Every battle
7 +40% 6 turns 15 1 per battle ๐Ÿ… Duration up
8 +42% 6 turns 15 2 per battle ๐Ÿ… Multi-use
9 +45% 6 turns 14 2 per battle -
10 +50% 8 turns 14 3 per battle ๐Ÿ… "GU Guru" +10% crit
11+ +50% 8 turns 14 +1 use per level -

Detailed Breakdown

Skill Level 1

ATK Boost:  +25% damage on all attacks
Duration:   4 turns
MP Cost:    18
Cooldown:   Once per 3 battles

Example Combat:

Turn 1: Gel Pack (buff active, 4 turns remain)
Turn 2: Attack 25 ร— 1.25 = 31 damage (3 turns remain)
Turn 3: Attack 25 ร— 1.25 = 31 damage (2 turns remain)
Turn 4: Attack 25 ร— 1.25 = 31 damage (1 turn remains)
Turn 5: Attack 25 ร— 1.25 = 31 damage (buff expires)
Turn 6: Attack 25 damage (no buff)

Cooldown Tracking:

Battle 1: Gel Pack used โœ“
Battle 2: [2 battles remaining]
Battle 3: [1 battle remaining]
Battle 4: Gel Pack READY โœ“

Skill Level 6 - Every Battle

ATK Boost:  +37% damage on all attacks
Duration:   5 turns
MP Cost:    16
Cooldown:   Once per battle
  • Now available in EVERY fight
  • +37% is significant - turns 25 damage into 34
  • 5 turns usually covers most of a battle

Skill Level 8 - Multi-Use

ATK Boost:  +42% damage on all attacks
Duration:   6 turns
MP Cost:    15
Cooldown:   Twice per battle
Uses:       Can refresh or double-apply?

Stacking Rules:

  • Buff does NOT stack with itself
  • Using again REFRESHES duration to full
  • Useful for long fights to maintain 100% uptime

Skill Level 10 - "GU Guru"

ATK Boost:  +50% damage on all attacks
Duration:   8 turns
MP Cost:    14
Cooldown:   3 times per battle
Bonus:      Also grants +10% critical hit chance

Example Combat:

Turn 1: Gel Pack (+50% ATK, +10% crit for 8 turns)
Turn 2: Brand New Hokas = 50 ร— 1.50 = 75 damage (with +10% crit!)
Turn 3: Shin Kick = 140 ร— 1.50 = 210 damage (with +10% crit!)
...
Turn 8: Still buffed!
Turn 9: Gel Pack again to refresh

Interaction with Other Skills

Skill Base Damage With Gel Pack Lv1 (+25%) With Gel Pack Lv10 (+50%)
Normal Attack 25 31 38
Brand New Hokas 40 50 60
Shin Kick 62 78 93
Pole Vault 38 48 57

XP to Level

Skill Lv XP Required Cumulative XP
1 โ†’ 2 50 50
2 โ†’ 3 100 150
3 โ†’ 4 150 300
4 โ†’ 5 200 500
5 โ†’ 6 300 800
6 โ†’ 7 400 1,200
7 โ†’ 8 500 1,700
8 โ†’ 9 600 2,300
9 โ†’ 10 700 3,000
10+ 500 per level +500 each

XP earned per use: 10 base + 5 per buffed attack that hits + 10 if win battle while buffed


Level 5: Pole Vault ๐Ÿฅข

"These carbon fiber trekking poles cost $250. Time to get my money's worth."

Type: Offensive (Crowd Control) Base Effect: Damage with chance to stun

The Trail Runner plants their premium trekking pole and launches themselves foot-first into the enemy's face. It's not what the manufacturer intended, but it's devastatingly effective.

Skill Level Progression

Skill Lv Damage Stun Chance Stun Duration MP Cost Special
1 150% 40% 1 turn 16 -
2 155% 42% 1 turn 16 -
3 160% 45% 1 turn 15 -
4 165% 47% 1 turn 15 -
5 170% 50% 1 turn 14 ๐Ÿ… 50/50 stun chance
6 175% 52% 1 turn 14 -
7 180% 55% 1 turn 13 -
8 185% 57% 1 turn 13 -
9 190% 60% 1 turn 12 -
10 200% 65% 2 turns 12 ๐Ÿ… "Pole Position"
11 205% 67% 2 turns 12 -
12 210% 70% 2 turns 12 -
13+ +5%/lv +2%/lv 2 turns 12 -

Detailed Breakdown

Skill Level 1

Damage:     150% of base attack
Stun:       40% chance
Duration:   1 turn (enemy skips next turn)
MP Cost:    16
Cooldown:   None (usable every turn)

Example: Base attack = 25 damage

  • Pole Vault: 25 ร— 1.50 = 38 damage
  • Roll for stun: 40% chance
  • If stunned: Enemy loses next turn

Stun Value:

  • Prevents ~25-30 damage from enemy attack
  • Gives you a free turn to heal or attack
  • Stunned enemies take +10% damage

Skill Level 5 - Coin Flip Stun

Damage:     170% of base attack
Stun:       50% chance (coin flip!)
Duration:   1 turn
MP Cost:    14

Example: Base attack = 28 damage

  • Pole Vault: 28 ร— 1.70 = 48 damage
  • 50/50 shot at stunning
  • Much more reliable CC

Skill Level 10 - "Pole Position"

Damage:     200% of base attack
Stun:       65% chance
Duration:   2 TURNS (enemy skips TWO turns)
MP Cost:    12

Example: Base attack = 35 damage

  • Pole Vault: 35 ร— 2.00 = 70 damage
  • 65% chance to stun for 2 FULL TURNS
  • Enemy loses 2 attacks worth ~60+ damage
  • You get 2 free turns to unload

2-Turn Stun Combo:

Turn 1: Pole Vault โ†’ 70 damage, STUNNED 2 turns
Turn 2: (Enemy stunned) Shin Kick โ†’ 140 ร— 1.10 = 154 damage
Turn 3: (Enemy stunned) Brand New Hokas โ†’ 50 ร— 1.10 = 55 damage
Turn 4: Enemy finally acts (279 damage taken!)

Skill Level 15

Damage:     225% of base attack
Stun:       75% chance
Duration:   2 turns
MP Cost:    12
  • Nearly guaranteed stun
  • Massive damage + control
  • Can chain stuns to lock down enemies

Stun Mechanics Deep Dive

What Stunned Does:

  • Enemy skips their turn completely
  • Enemy takes +10% damage from all sources
  • Visual: ๐Ÿ’ซ spinning stars indicator
  • Cannot be stunned again while stunned (prevents permastun abuse)

Stun Interactions:

Situation Result
Enemy already stunned Damage applies, no stun refresh
Boss/Elite enemy 50% stun resistance (halve your chance)
Enemy immune to stun Full damage, "Immune!" message
Critical hit +20% stun chance

XP to Level

Skill Lv XP Required Cumulative XP
1 โ†’ 2 50 50
2 โ†’ 3 100 150
3 โ†’ 4 150 300
4 โ†’ 5 200 500
5 โ†’ 6 300 800
6 โ†’ 7 400 1,200
7 โ†’ 8 500 1,700
8 โ†’ 9 600 2,300
9 โ†’ 10 700 3,000
10+ 500 per level +500 each

XP earned per use: 10 base + 15 if stun lands + 5 if enemy dies while stunned


Skill Comparison Matrix

Damage Per MP Spent

Skill Damage MP Damage/MP Notes
Brand New Hokas Lv1 160% 12 13.3%/MP Best sustained DPS
Brand New Hokas Lv9 200% 8 25%/MP Incredible efficiency
Shin Kick Lv1 250% 20 12.5%/MP Burst, limited use
Shin Kick Lv10 400% 15 26.7%/MP Best burst + stun
Pole Vault Lv1 150% 16 9.4%/MP Worst raw DPS
Pole Vault Lv10 200% 12 16.7%/MP Value is in stun

Cooldown Comparison

Skill Lv1 Cooldown Lv5 Cooldown Lv10 Cooldown
Brand New Hokas None None None
Runner's High 1/5 battles 1/battle 6/battle
Shin Kick 1/battle 1/battle (+10% reset) 1/battle (+35% reset)
Gel Pack 1/3 battles 1/2 battles 3/battle
Pole Vault None None None

Role Summary

Skill Primary Role Secondary Role
Brand New Hokas Sustained DPS MP efficient
Runner's High Emergency Heal Sustain in long fights
Shin Kick Burst Damage Execute low HP enemies
Gel Pack Damage Amplifier Crit boost at Lv10
Pole Vault Crowd Control Setup for combos