41 KiB
Trail Runner
Class Identity
๐โโ๏ธ TRAIL RUNNER ๐โโ๏ธ
โโโโโโโโโโโโโโโโโโโโโโโโโโโ
"I paid $180 for these shoes
and I WILL run 500 miles in them."
โโโโโโโโโโโโโโโโโโโโโโโโโโโ
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 ๐ | Offensive |
| 2 | Runner's High ๐โโ๏ธ | Utility |
| 3 | Shin Kick ๐ฆต | Offensive |
| 4 | Gel Pack ๐งด | Utility |
| 5 | Pole Vault ๐ฅข | Offensive |
| 6 | Foam Roll ๐งฝ | Utility |
| 7 | Downhill Bomb ๐ฃ | Offensive |
| 8 | Aid Station ๐๏ธ | Utility |
| 9 | Final Kick ๐๐จ | Offensive |
| 10 | Hundred Miler ๐ฏ | 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 ๐
"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 ๐โโ๏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 โ
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 โ
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 ๐ฆต
"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
โโ Success (10%): "OTHER SHIN!" - Skill available again
โโ 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 ๐งด
"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 ๐ฅข
"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: ๐ซ 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 ๐งฝ
"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):
- Stun/Immobilize (most dangerous)
- Damage over Time effects
- Stat reduction debuffs
- 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 ๐ฃ
"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 ๐๏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 ๐๐จ
"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 ๐ฏ
"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:
- Massive attack boost
- Reduces MP cost of ALL skills
- Visual transformation (determination aura)
- Cannot be stunned or feared during effect
- 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:
- Boss fights (obvious)
- When Monster Entourage is at max
- Emergency survival (can't die effect)
- 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 ๐ | Off | Double attack |
| 2 | Runner's High ๐โโ๏ธ | Util | % HP heal |
| 3 | Shin Kick ๐ฆต | Off | Big nuke, reset chance |
| 4 | Gel Pack ๐งด | Util | ATK buff |
| 5 | Pole Vault ๐ฅข | Off | Damage + stun |
| 6 | Foam Roll ๐งฝ | Util | HoT + cleanse |
| 7 | Downhill Bomb ๐ฃ | Off | Momentum stacking |
| 8 | Aid Station ๐๏ธ | Util | Zone heal + buff |
| 9 | Final Kick ๐๐จ | Off | Execute |
| 10 | Hundred Miler ๐ฏ | 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