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41 KiB

Trail Runner

Class Identity

 ๐Ÿƒโ€โ™‚๏ธ TRAIL RUNNER ๐Ÿƒโ€โ™‚๏ธ
โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”
"I paid $180 for these shoes
 and I WILL run 500 miles in them."
โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

Overview

The Trail Runner is an endurance-focused damage dealer who excels at sustained combat and outlasting enemies through superior conditioning. Where other classes might rely on flashy magic or brute strength, the Trail Runner wins through persistence, proper nutrition timing, and equipment that costs more than most people's rent.

Archetype

RPG Parallel: Fighter / Monk hybrid Modern Translation: Ultra-endurance athlete, gear snob, Strava addict

Personality Traits

  • Has strong opinions about hydration vests
  • Can recite the elevation profile of any local trail from memory
  • Refers to races by their distance in kilometers even in America
  • Has a "shoe rotation" that requires a spreadsheet
  • Considers anything under 10 miles "a quick jog"
  • Posts sunrise trail photos with captions about "earning the views"
  • Foam rolls while watching TV

Visual Design

Appearance:

  • Technical running apparel (always brand-name)
  • GPS watch tan lines
  • Compression sleeves (for "recovery")
  • Hydration vest with 47 pockets
  • Trail shoes in an aggressively bright colorway

Combat Stance:

  • Bounces lightly on feet (can't stand still)
  • Reflexively checks watch between attacks
  • Mid-battle snacking is canon

Base Statistics

Starting Stats (Level 1)

Stat Value Notes
HP 85 Slightly below average
MP 30 Low - relies on physical abilities
STR 12 Primary stat
DEX 10 Average
CON 14 Primary stat (endurance!)
INT 8 "Just run more" solves everything
WIS 9 Will ignore injury warnings
CHA 11 Evangelical about running

Stat Growth Per Level

Level HP MP STR DEX CON INT WIS CHA
1 85 30 12 10 14 8 9 11
2 97 33 13 10 15 8 9 11
3 109 36 14 11 16 8 9 12
4 121 39 15 11 17 9 10 12
5 133 42 16 12 18 9 10 12
6 145 45 17 12 19 9 10 13
7 157 48 18 13 20 9 10 13
8 169 51 19 13 21 10 11 13
9 181 54 20 14 22 10 11 14
10 193 57 21 14 23 10 11 14

Per Level: +12 HP, +3 MP, +1 STR, +0.5 DEX (rounds up), +1 CON

Derived Stats

Stat Formula Level 1 Level 10
Physical Attack STR ร— 2 + Level 25 52
Physical Defense CON ร— 1.5 + Level 22 44
Critical Chance 5% + (DEX ร— 0.5%) 10% 12%
Critical Damage 150% 150% 150%
Dodge Chance DEX ร— 0.5% 5% 7%

Skill Acquisition

Skill Timeline

Character Lv Skill Unlocked Type
1 Brand New Hokas ๐Ÿ‘Ÿ Offensive
2 Runner's High ๐Ÿƒโ€โ™‚๏ธ Utility
3 Shin Kick ๐Ÿฆต Offensive
4 Gel Pack ๐Ÿงด Utility
5 Pole Vault ๐Ÿฅข Offensive
6 Foam Roll ๐Ÿงฝ Utility
7 Downhill Bomb ๐Ÿ’ฃ Offensive
8 Aid Station ๐Ÿ•๏ธ Utility
9 Final Kick ๐Ÿ‘Ÿ๐Ÿ’จ Offensive
10 Hundred Miler ๐Ÿ’ฏ Ultimate

Skill Type Pattern

  • Odd Levels (1, 3, 5, 7, 9): Offensive skills
  • Even Levels (2, 4, 6, 8): Utility skills
  • Level 10: Ultimate ability

Passive Abilities

Class Passive: "Negative Splits"

"I always finish stronger than I started."

Effect: Trail Runner deals +2% more damage for each 10% HP missing.

HP Remaining Damage Bonus
100% +0%
90% +2%
70% +6%
50% +10%
30% +14%
10% +18%

Synergy: Works incredibly well with Runner's High - get low, deal big damage, then heal back up.

Level 5 Passive: "Cadence Control"

"180 steps per minute. Always."

Effect: Every 4th attack in combat is guaranteed to hit (ignores enemy dodge).

Level 10 Passive: "Second Wind"

"I've run 80 miles. I can do 20 more."

Effect: Once per battle, when HP drops below 20%, automatically heal 25% of max HP.


SKILLS


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 "Swift Strikes" - faster animation
6 92% 184% 10 -
7 95% 190% 9 -
8 97% 194% 9 -
9 100% 200% 8 "True Double" - full damage both hits
10 100% 200% 8 +5% crit chance
11+ 100% 200% 8 +5% crit per level beyond 10

Detailed Mechanics

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 Requirements

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 Healing increased
5 35% max HP 13 1 per battle "Reliable Recovery"
6 40% max HP 13 2 per battle Multi-use unlocked
7 40% max HP 12 3 per battle -
8 45% max HP 12 4 per battle "Endorphin Overload"
9 45% max HP 11 5 per battle -
10 50% max HP 10 6 per battle "Ultrarunner's Zen"
11+ 50% max HP 10 +1 use per level -

Detailed Mechanics

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 Requirements

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 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 35% reset + 1 turn stun
11+ 400% + 10%/lv 15 1 per battle +2% reset chance per level

Detailed Mechanics

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

XP Requirements

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 Duration up
5 +35% 5 turns 16 1 per 2 battles -
6 +37% 5 turns 16 1 per battle Every battle
7 +40% 6 turns 15 1 per battle Duration up
8 +42% 6 turns 15 2 per battle Multi-use
9 +45% 6 turns 14 2 per battle -
10 +50% 8 turns 14 3 per battle "GU Guru" +10% crit
11+ +50% 8 turns 14 +1 use per level -

Detailed Mechanics

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)

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 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!)

Stacking Rules:

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

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 Requirements

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 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 "Pole Position"
11+ +5%/lv +2%/lv 2 turns 12 -

Detailed Mechanics

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

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

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!)

Stun Mechanics

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)

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 Requirements

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


Level 6: Foam Roll ๐Ÿงฝ

"Recovery is just as important as training. That's what I tell myself while sitting on the couch."

Type: Utility (Heal Over Time + Cleanse) Base Effect: Gradual healing over multiple turns, removes debuffs

The Trail Runner breaks out the recovery tool that lives in every runner's car. Yes, it hurts. Yes, it works. The grimacing is part of the process.

Skill Level Progression

Skill Lv Heal/Turn Duration Cleanse MP Cost Cooldown Special
1 8% max HP 3 turns 1 debuff 12 1 per 4 battles -
2 8% max HP 3 turns 1 debuff 12 1 per 4 battles -
3 9% max HP 3 turns 1 debuff 11 1 per 3 battles -
4 9% max HP 4 turns 1 debuff 11 1 per 3 battles Duration up
5 10% max HP 4 turns 2 debuffs 10 1 per 2 battles "Deep Tissue"
6 10% max HP 4 turns 2 debuffs 10 1 per 2 battles -
7 11% max HP 4 turns 2 debuffs 9 1 per battle Every battle
8 11% max HP 5 turns 2 debuffs 9 1 per battle Duration up
9 12% max HP 5 turns All debuffs 8 1 per battle "Full Cleanse"
10 15% max HP 5 turns All + immunity 8 2 per battle "Therapeutic"
11+ 15% max HP 5 turns All + immunity 8 +1 use per level -

Detailed Mechanics

Skill Level 1

Heal:       8% max HP per turn
Duration:   3 turns (24% total healing)
Cleanse:    Removes 1 random debuff on cast
MP Cost:    12
Cooldown:   Once per 4 battles

Example: Max HP = 100

  • Turn 1: Cast Foam Roll, remove 1 debuff, +8 HP
  • Turn 2: +8 HP (16 total)
  • Turn 3: +8 HP (24 total)
  • Total healing: 24 HP over 3 turns

Cleanse Priority (when multiple debuffs):

  1. Stun/Immobilize (most dangerous)
  2. Damage over Time effects
  3. Stat reduction debuffs
  4. Other debuffs

Skill Level 5 - "Deep Tissue"

Heal:       10% max HP per turn
Duration:   4 turns (40% total healing)
Cleanse:    Removes 2 debuffs on cast
MP Cost:    10
Cooldown:   Once per 2 battles

Example: Max HP = 130

  • Heals: 13 HP per turn
  • Total: 52 HP over 4 turns
  • Cleanses 2 debuffs immediately

Skill Level 9 - "Full Cleanse"

Heal:       12% max HP per turn
Duration:   5 turns (60% total healing)
Cleanse:    Removes ALL debuffs on cast
MP Cost:    8
Cooldown:   Once per battle
  • Total healing: 60% of max HP over 5 turns
  • Clears EVERYTHING negative
  • Perfect counter to debuff-heavy enemies

Skill Level 10 - "Therapeutic"

Heal:       15% max HP per turn
Duration:   5 turns (75% total healing)
Cleanse:    Removes ALL debuffs + 2 turn debuff immunity
MP Cost:    8
Cooldown:   Twice per battle

Example: Max HP = 150

  • Heals: 22 HP per turn
  • Total: 112 HP over 5 turns
  • Clears all debuffs
  • IMMUNE to new debuffs for 2 turns
  • Can use TWICE per fight

Interaction with Runner's High

These two heals complement each other:

Skill Type Best For
Runner's High Instant burst Emergency saves, "oh no" moments
Foam Roll Gradual + cleanse Sustained fights, debuff removal

Combo: Use Foam Roll for the cleanse and HoT, then Runner's High if you need an emergency top-off.

XP Requirements

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 debuff cleansed + 5 per full HoT tick completed


Level 7: Downhill Bomb ๐Ÿ’ฃ

"What goes up must come down. And I'm coming down FAST."

Type: Offensive (Momentum-Based Damage) Base Effect: Damage increases based on consecutive turns of attacking

The Trail Runner channels the chaotic energy of bombing down a technical descent. Momentum builds, speed increases, and stopping becomes optional.

Skill Level Progression

Skill Lv Base Damage Max Stacks Bonus/Stack MP Cost Special
1 100% 3 +30% 14 -
2 105% 3 +32% 14 -
3 110% 4 +34% 13 Stack cap up
4 115% 4 +36% 13 -
5 120% 4 +40% 12 "Building Speed"
6 125% 5 +42% 12 Stack cap up
7 130% 5 +45% 11 -
8 135% 5 +47% 11 -
9 140% 6 +50% 10 Stack cap up
10 150% 6 +60% 10 "Terminal Velocity"
11+ 150% +1 stack/lv +60% 10 -

Detailed Mechanics

How Momentum Works:

Stack 0: Just used Downhill Bomb or first use
Stack 1: Used an attack last turn
Stack 2: Used attacks for 2 consecutive turns
Stack 3+: Keep attacking to build stacks

Stack Rules:

  • Gain 1 stack after each turn you deal damage
  • Stacks persist across multiple uses of Downhill Bomb
  • Using a non-damaging ability (heal, buff) resets stacks to 0
  • Getting stunned/skipping a turn resets stacks to 0

Skill Level 1

Base:       100% of base attack
Max Stacks: 3
Bonus:      +30% per stack
MP Cost:    14
Max Damage: 100% + 90% = 190% at 3 stacks

Example Sequence:

Turn 1: Attack (stack 0) โ†’ Normal damage
Turn 2: Downhill Bomb (stack 1) โ†’ 100% + 30% = 130%
Turn 3: Downhill Bomb (stack 2) โ†’ 100% + 60% = 160%
Turn 4: Downhill Bomb (stack 3) โ†’ 100% + 90% = 190%
Turn 5: Runner's High (resets stacks to 0!)
Turn 6: Downhill Bomb (stack 0) โ†’ 100%

Skill Level 5 - "Building Speed"

Base:       120% of base attack
Max Stacks: 4
Bonus:      +40% per stack
MP Cost:    12
Max Damage: 120% + 160% = 280% at 4 stacks

Example: Base attack = 30 damage

  • Stack 0: 36 damage
  • Stack 1: 48 damage
  • Stack 2: 60 damage
  • Stack 3: 72 damage
  • Stack 4: 84 damage

Skill Level 10 - "Terminal Velocity"

Base:       150% of base attack
Max Stacks: 6
Bonus:      +60% per stack
MP Cost:    10
Max Damage: 150% + 360% = 510% at 6 stacks
Bonus:      At max stacks, attacks ignore 25% of enemy defense

Example: Base attack = 50 damage

  • Stack 0: 75 damage
  • Stack 1: 105 damage
  • Stack 2: 135 damage
  • Stack 3: 165 damage
  • Stack 4: 195 damage
  • Stack 5: 225 damage
  • Stack 6: 255 damage + 25% defense ignore

At Max Stacks:

  • Your attacks cut through armor
  • 510% damage is HUGE for a spammable skill
  • Key is maintaining the combo without healing

Strategy Notes

The Dilemma:

  • Want to heal? Lose your stacks.
  • Want big damage? Stay low HP.
  • Synergizes with class passive "Negative Splits" (more damage at low HP)

Optimal Play:

Turn 1: Gel Pack (doesn't break combo - it's a buff)
Turn 2: Brand New Hokas (stack 1)
Turn 3: Downhill Bomb (stack 2)
Turn 4: Downhill Bomb (stack 3)
Turn 5: Shin Kick (stack 4)
Turn 6: Downhill Bomb (stack 5) - MASSIVE damage

What Resets Stacks:

Action Resets?
Normal Attack No
Brand New Hokas No
Shin Kick No
Pole Vault No
Downhill Bomb No
Runner's High YES (heal)
Foam Roll YES (heal)
Gel Pack No (buff)
Getting Stunned YES
Skipping Turn YES

XP Requirements

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 stack when used + 15 if used at max stacks


Level 8: Aid Station ๐Ÿ•๏ธ

"Gummy bears, pickle juice, flat cola, and a volunteer who believes in me."

Type: Utility (Party Support) Base Effect: Create a temporary zone that heals and buffs

The Trail Runner sets up a makeshift aid station, complete with suspicious-looking brownies, warm broth, and an encouraging sign that says "YOU'RE ALMOST THERE!" (even if you're not).

Skill Level Progression

Skill Lv Heal/Turn ATK Boost Duration MP Cost Cooldown Special
1 5% max HP +10% 3 turns 20 1 per 5 battles -
2 5% max HP +11% 3 turns 20 1 per 5 battles -
3 6% max HP +12% 3 turns 19 1 per 4 battles -
4 6% max HP +13% 4 turns 19 1 per 4 battles Duration up
5 7% max HP +15% 4 turns 18 1 per 3 battles "Fully Stocked"
6 7% max HP +16% 4 turns 18 1 per 3 battles -
7 8% max HP +18% 5 turns 17 1 per 2 battles -
8 8% max HP +20% 5 turns 17 1 per 2 battles -
9 9% max HP +22% 5 turns 16 1 per battle Every battle
10 10% max HP +25% 6 turns 15 2 per battle "Ultra Support"
11+ 10% max HP +25% 6 turns 15 +1 use per level -

Detailed Mechanics

Skill Level 1

Heal:       5% max HP per turn (to self)
ATK Boost:  +10% damage
Duration:   3 turns
MP Cost:    20
Cooldown:   Once per 5 battles

Example: Max HP = 100, Base ATK = 25

Turn 1: Aid Station cast
        - Heal 5 HP
        - ATK now 27.5 (rounds to 28)
Turn 2: - Heal 5 HP (10 total)
        - ATK still boosted
Turn 3: - Heal 5 HP (15 total)
        - ATK still boosted
Turn 4: Station expires

Total Value:

  • 15 HP healed
  • 3 turns of +10% damage
  • All for 20 MP

Skill Level 5 - "Fully Stocked"

Heal:       7% max HP per turn
ATK Boost:  +15% damage
Duration:   4 turns
MP Cost:    18
Cooldown:   Once per 3 battles
Bonus:      Also restores 3 MP per turn
  • Now also recovers MP!
  • Total healing: 28% HP over 4 turns
  • Total MP recovery: 12 MP (effectively costs only 6 MP)

Skill Level 10 - "Ultra Support"

Heal:       10% max HP per turn
ATK Boost:  +25% damage
Duration:   6 turns
MP Cost:    15
Cooldown:   Twice per battle
Bonus:      +5% crit chance, +10 MP/turn

Example: Max HP = 180, Base ATK = 50

Turn 1: Aid Station
        - Heal 18 HP, gain 10 MP
        - ATK now 62, +5% crit
Turn 2-6: Same benefits each turn
Turn 7: Can cast Aid Station AGAIN

Total Value Over 6 Turns:

  • 108 HP healed (60% of max HP)
  • 60 MP recovered (more than the 15 cost!)
  • 6 turns of +25% damage and +5% crit

Comparison with Other Buffs

Skill Heal Damage Buff Duration Notes
Gel Pack None +50% 8 turns Pure damage
Aid Station Yes +25% 6 turns Hybrid sustain
Foam Roll HoT None 5 turns Pure healing + cleanse

When to Use Which:

  • Need max damage? Gel Pack
  • Need sustain + damage? Aid Station
  • Need emergency heal/cleanse? Foam Roll

Party Play (Future Feature)

When party system is implemented, Aid Station will affect ALL party members:

Solo:   Heal self, buff self
Party:  Heal ALL, buff ALL

This makes Trail Runner a viable support option in group content.

XP Requirements

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 + 3 per turn maintained + 10 if deal damage while buffed


Level 9: Final Kick ๐Ÿ‘Ÿ๐Ÿ’จ

"This is what all those hill repeats were for."

Type: Offensive (Execute) Base Effect: Devastating attack that deals bonus damage to low HP enemies

The Trail Runner's legendary finish-line sprint. When the end is in sight, something primal takes over and the legs that were dying suddenly find reserves nobody knew existed.

Skill Level Progression

Skill Lv Base Damage Execute Threshold Execute Bonus MP Cost Special
1 180% 30% HP +100% 22 -
2 185% 30% HP +105% 22 -
3 190% 32% HP +110% 21 Threshold up
4 195% 32% HP +115% 21 -
5 200% 35% HP +125% 20 "Finish Line"
6 210% 35% HP +130% 20 -
7 220% 38% HP +140% 19 -
8 230% 38% HP +150% 19 -
9 240% 40% HP +160% 18 -
10 250% 50% HP +200% 18 "Photo Finish"
11+ 250% + 10%/lv 50% HP +200% + 10%/lv 18 -

Detailed Mechanics

Execute Mechanic:

If enemy HP <= threshold:
    Damage = Base + Execute Bonus
Else:
    Damage = Base only

Skill Level 1

Base Damage:      180% of base attack
Execute Threshold: Enemy at or below 30% HP
Execute Bonus:    +100% (total 280% damage)
MP Cost:          22
Cooldown:         None

Example: Base attack = 30 damage, Enemy at 100 HP (max 300)

  • Enemy above 30%: 30 ร— 1.80 = 54 damage
  • Enemy at 30% or below: 30 ร— 2.80 = 84 damage

Math Check:

  • Enemy has 300 HP max
  • 30% threshold = 90 HP
  • If enemy is at 90 HP or less: Execute triggers

Skill Level 5 - "Finish Line"

Base Damage:      200% of base attack
Execute Threshold: Enemy at or below 35% HP
Execute Bonus:    +125% (total 325% damage)
MP Cost:          20
Cooldown:         None

Example: Base attack = 35 damage

  • Normal: 70 damage
  • Execute: 114 damage
  • Threshold is more forgiving (35% instead of 30%)

Skill Level 10 - "Photo Finish"

Base Damage:      250% of base attack
Execute Threshold: Enemy at or below 50% HP
Execute Bonus:    +200% (total 450% damage)
MP Cost:          18
Cooldown:         None
Bonus:            If this kills the enemy, heal 20% of your max HP

Example: Base attack = 50 damage

  • Normal: 125 damage (solid damage even without execute)
  • Execute: 225 damage (MASSIVE)
  • Threshold: 50% HP (half health! Very forgiving)
  • Kill bonus: Heal 36 HP (at 180 max HP)

Execute Threshold at 50%:

Enemy at 60% HP: 125 damage (no execute)
Enemy at 50% HP: 225 damage (execute!)
Enemy at 30% HP: 225 damage (execute!)
Enemy at 10% HP: 225 damage (execute! probably overkill)

Optimal Usage

Combo with Pole Vault:

Turn 1: Pole Vault (150% damage, chance to stun)
Turn 2: Brand New Hokas (200% damage)
Turn 3: Shin Kick (400% damage)
  โ†’ Enemy now below 50%
Turn 4: Final Kick (450% execute damage!)

With Gel Pack Buff:

Final Kick Lv10 with Gel Pack Lv10:
- Base: 250% ร— 1.50 = 375%
- Execute: 450% ร— 1.50 = 675%
  โ†’ 50 ATK ร— 6.75 = 337 damage

Execute vs Shin Kick

Skill Damage When to Use
Shin Kick 400% always Early fight, guaranteed burst
Final Kick 250% / 450% Late fight, execute enemies

Rule of Thumb:

  • Enemy above 50% HP โ†’ Shin Kick
  • Enemy below 50% HP โ†’ Final Kick

XP Requirements

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 + 20 if execute triggers + 10 if killing blow


Level 10: Hundred Miler ๐Ÿ’ฏ

"100 miles. One day. No excuses. This is who I am now."

Type: Ultimate (Transformation) Base Effect: Enter an empowered state for multiple turns

The Trail Runner channels the spirit of ultramarathon legends. Everything else fades away - pain, doubt, rational thought about what they're doing to their body. Only the trail remains.

Skill Level Progression

Skill Lv Duration ATK Boost All Skills Special MP Cost Cooldown
1 4 turns +40% -2 MP cost - 35 1 per 10 battles
2 4 turns +42% -2 MP cost - 35 1 per 9 battles
3 4 turns +45% -3 MP cost - 34 1 per 8 battles
4 5 turns +47% -3 MP cost Duration up 34 1 per 7 battles
5 5 turns +50% -4 MP cost "Buckle Pace" 33 1 per 6 battles
6 5 turns +52% -4 MP cost - 33 1 per 5 battles
7 6 turns +55% -5 MP cost - 32 1 per 4 battles
8 6 turns +57% -5 MP cost - 32 1 per 3 battles
9 6 turns +60% -6 MP cost - 31 1 per 2 battles
10 8 turns +75% Free skills "Western States" 30 1 per battle
11+ 8 turns +75% + 5%/lv Free skills - 30 1 per battle

Detailed Mechanics

What Hundred Miler Does:

  1. Massive attack boost
  2. Reduces MP cost of ALL skills
  3. Visual transformation (determination aura)
  4. Cannot be stunned or feared during effect
  5. Regenerate HP each turn

Skill Level 1

Duration:     4 turns
ATK Boost:    +40% damage
Skill Costs:  All skills cost 2 less MP
Regeneration: 5% max HP per turn
Immunities:   Stun, Fear
MP Cost:      35
Cooldown:     Once per 10 battles

Example Combat:

Turn 1: Hundred Miler (buff active, 4 turns)
        - +40% ATK, immune to CC
        - Brand New Hokas: 12 โ†’ 10 MP
        - Shin Kick: 20 โ†’ 18 MP
Turn 2: Shin Kick โ†’ 400% ร— 1.40 = 560% damage!
        - Heal 5% max HP
Turn 3: Brand New Hokas โ†’ 200% ร— 1.40 = 280% damage!
        - Heal 5% max HP
Turn 4: Final Kick โ†’ 450% ร— 1.40 = 630% execute damage!
        - Heal 5% max HP
Turn 5: Buff expires, back to normal

Skill Level 5 - "Buckle Pace"

Duration:     5 turns
ATK Boost:    +50% damage
Skill Costs:  All skills cost 4 less MP
Regeneration: 6% max HP per turn
Immunities:   Stun, Fear, Slow
MP Cost:      33
Cooldown:     Once per 6 battles
Bonus:        Skills have +10% crit chance

"Buckle" refers to the finisher's belt buckle given to 100-mile finishers under cutoff time.

Skill Level 10 - "Western States"

Duration:     8 turns
ATK Boost:    +75% damage
Skill Costs:  ALL SKILLS ARE FREE (0 MP)
Regeneration: 8% max HP per turn
Immunities:   All debuffs
MP Cost:      30
Cooldown:     Once per battle
Bonus:        Skills cooldowns reduced by 1
              +20% crit chance
              Cannot die during effect (minimum 1 HP)

Western States is the most prestigious 100-mile race. This is the pinnacle.

Example Empowered Combat:

Turn 1: Hundred Miler (30 MP)
Turn 2: Shin Kick (FREE) โ†’ 400% ร— 1.75 = 700%
Turn 3: Brand New Hokas (FREE) โ†’ 200% ร— 1.75 = 350%
Turn 4: Final Kick (FREE) โ†’ 450% ร— 1.75 = 787%
Turn 5: Pole Vault (FREE) โ†’ 200% ร— 1.75 = 350%
Turn 6: Downhill Bomb (FREE, 6 stacks) โ†’ 510% ร— 1.75 = 892%
Turn 7: Shin Kick AGAIN (cooldown reduced) โ†’ 700%
Turn 8: Final Kick (FREE) โ†’ 787%
Turn 9: Buff expires

Total damage in 8 turns: ~4,576% of base attack MP spent: 30 (just the initial cost) HP regenerated: 64% of max HP

Ultimate Skill Mechanics

Cannot Die Effect (Lv10):

  • During Hundred Miler, HP cannot go below 1
  • If fatal damage would kill you, you survive at 1 HP
  • DOES NOT WORK after buff expires
  • Get to low HP, buff ends, you're vulnerable!

Visual Indicators:

  • Golden/orange aura surrounds character
  • Footsteps leave glowing trail marks
  • Determination text floats above head
  • Ultra-marathon race bib appears on character

Buff Cannot Be:

  • Dispelled
  • Shortened
  • Stolen
  • Suppressed

Strategic Considerations

When to Pop Hundred Miler:

  1. Boss fights (obvious)
  2. When Monster Entourage is at max
  3. Emergency survival (can't die effect)
  4. Before using Downhill Bomb to build stacks freely

Risk:

  • Once it's over, you're vulnerable
  • Cooldown is long (especially early)
  • High MP cost if you need emergency heal

XP Requirements

Skill Lv XP Required Cumulative XP
1 โ†’ 2 100 100
2 โ†’ 3 200 300
3 โ†’ 4 300 600
4 โ†’ 5 400 1,000
5 โ†’ 6 500 1,500
6 โ†’ 7 600 2,100
7 โ†’ 8 700 2,800
8 โ†’ 9 800 3,600
9 โ†’ 10 900 4,500
10+ 750 per level +750 each

XP earned per use: 25 base + 5 per turn maintained + 20 if kill enemy during effect


Combat Strategy

Skill Rotation Priorities

Early Game (Levels 1-4)

Available Skills: Brand New Hokas, Runner's High, Shin Kick, Gel Pack

Standard Rotation:

1. Gel Pack (if available) โ†’ Buff damage
2. Shin Kick โ†’ Big opening burst
3. Brand New Hokas โ†’ Sustained DPS
4. Normal Attack โ†’ Save MP
5. Runner's High โ†’ Emergency only

Mid Game (Levels 5-7)

New Skills: Pole Vault, Foam Roll, Downhill Bomb

Optimized Rotation:

1. Gel Pack โ†’ Buff
2. Pole Vault โ†’ Try for stun
3. Shin Kick โ†’ Burst while stunned
4. Downhill Bomb โ†’ Start building stacks
5. Downhill Bomb โ†’ Continue stacks
6. Brand New Hokas โ†’ If low MP
7. Foam Roll โ†’ If debuffed, need cleanse
8. Runner's High โ†’ Emergency heal

Late Game (Levels 8-10)

Full Kit: Aid Station, Final Kick, Hundred Miler

Boss Fight Rotation:

1. Hundred Miler โ†’ Ultimate form
2. Gel Pack โ†’ Stack buffs
3. Aid Station โ†’ Regen zone
4. Downhill Bomb โ†’ Build to max stacks
5. Downhill Bomb โ†’ Stack 2
6. Downhill Bomb โ†’ Stack 3
7. Shin Kick โ†’ Huge burst
8. Final Kick โ†’ Execute when below 50%
9. Pole Vault โ†’ CC for safety
10. Clean up with Brand New Hokas

Damage Comparison Matrix

Damage Per MP Efficiency

Skill Damage MP Damage/MP Notes
Brand New Hokas Lv9 200% 8 25%/MP Best sustained DPS
Shin Kick Lv10 400% 15 26.7%/MP Best burst
Final Kick Lv10 (execute) 450% 18 25%/MP Conditional
Downhill Bomb Lv10 (6 stack) 510% 10 51%/MP Requires setup
Pole Vault Lv10 200% 12 16.7%/MP Value is CC

Healing Comparison

Skill Heal MP Heal/MP Notes
Runner's High Lv10 50% 10 5%/MP Instant
Foam Roll Lv10 75% 8 9.4%/MP Over 5 turns + cleanse
Aid Station Lv10 60% 15 4%/MP Also buffs

Appendix

Skill Quick Reference

Lv Skill Type Key Mechanic
1 Brand New Hokas ๐Ÿ‘Ÿ Off Double attack
2 Runner's High ๐Ÿƒโ€โ™‚๏ธ Util % HP heal
3 Shin Kick ๐Ÿฆต Off Big nuke, reset chance
4 Gel Pack ๐Ÿงด Util ATK buff
5 Pole Vault ๐Ÿฅข Off Damage + stun
6 Foam Roll ๐Ÿงฝ Util HoT + cleanse
7 Downhill Bomb ๐Ÿ’ฃ Off Momentum stacking
8 Aid Station ๐Ÿ•๏ธ Util Zone heal + buff
9 Final Kick ๐Ÿ‘Ÿ๐Ÿ’จ Off Execute
10 Hundred Miler ๐Ÿ’ฏ Ult Transformation

Reserved Skills (Future Gym Bro Class)

The following skill concepts are reserved for the Gym Bro (Barbarian) class:

  • Rep It Out
  • PR Attempt
  • Beast Mode
  • Protein Shake
  • Max Effort
  • Drop Set
  • Pre-Workout
  • Spot Me Bro

Version History

  • v1.0 - Initial Trail Runner design
  • v1.1 - Skills 1-5 detailed mechanics
  • v1.2 - Skills 6-10 added, full class document