Pirate Class

Effect
All Combat Defences are increased by +(ClassLevel*2/3) each, rounded normally. Elements increase based on Level:
 * Fire: None
 * Water: - round(0.4 + ClassLevel*1.75)
 * Wind: - round(0.4 + ClassLevel*1.75)
 * Ice: - round(ClassLevel/2 - 0.4)
 * Earth: None
 * Energy: - round(ClassLevel/2 - 0.4)
 * Light: - ClassLevel
 * Darkness: - ClassLevel

Level 1 - Swab the Mob!
Monsters are usually quite dirty -- Time to clean this one up a bit!
 * Hits: 2
 * Type: «As Weapon»
 * Element: «As Weapon»
 * Damage: 0.5*round(0.5 * [4 + 0.5*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2]) damage
 * Random: 0.5*round(0.5 * [13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2]) damage STR/10 + DEX/40 + LUK/20 Stats:0.5*round(100 + 8.8*ScaledEffectiveLevel)%
 * BtH: floor(ScaledEffectiveLevel/4) plus STR/10 + DEX/40 + LUK/20 Stats
 * Cost: round(0.01125*ScaledEffectiveLevel^2 + 2.3375*ScaledEffectiveLevel +38.1) MP

Effect: This counts as a spell.



Level 2 - Summon Petey!
Summon your faithful (and entertaining) parrot Petey to help belittle, and battle your enemies!

Summons Petey. Cast again to dismiss him. Cost: Free, but a turn is spent.



Level 3 - Swash. Defense
''Your Pirate training means you're quite handy with a blade! You can parry incoming Melee attacks.'' While active, you get +ClassLevel to your Melee Defense, to a maximum of +5. This costs 3 SP per turn. You cannot have both this and SeaLeg Swagger active.

Level 4 - Keelhaul!
A double-hit attack that will show your enemies just who is the master of the high seas!
 * Hits: 2
 * Type: «As Weapon»
 * Element: «As Weapon»
 * Damage: round(0.475*SkillLevel^2 + 5.41*SkillLevel + 119)*80% each Base, Random, and Stat each
 * BtH: floor(3.5 + ClassLevel/2) plus Stats
 * Cost: [ round(38.1 + 2.3375*ScaledEffectiveLevel + 0.01125*ScaledEffectiveLevel^2) * 0.97125 ] MP, rounded normally



Level 5 - Jolly Rotten Roger!
''Hoist the black flag! The Jolly Roger comes to life for a fearsome 3-hit Darkness attack with a ghostly skull and cross-swords that can leave your foe trembling!''


 * Hits: 3
 * Type: Magic
 * Element: Darkness
 * Damage: Base: round(4 + 0.5*ScaledEffectiveLevel +0.005*ScaledEffectiveLevel^2)*0.2396 damage Random: round(13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*0.2396 damage round(100 + 8.8*ScaledEffectiveLevel)*0.2396% STR/16 + CHA/16 Stats: round(100 + 8.8*ScaledEffectiveLevel)*0.2396%

Effect: This counts as a spell. If at least one hit connects, it attempts to make the monster Afraid (4 rounds, 25% chance)

Level:ScaledEffectiveLevel vs MonsterLevel Major:YourCHA vs MonsterCHA MinorYourLUK vs MonsterLUK



Level 6 - Cannon Fodder!
''Bring out the big gun! Blast your enemy with a cannonball for great Fire damage!'' Effect: Counts as a spell.
 * Guardian Only
 * Hits: 1
 * Type: ranged
 * Element: Fire
 * Damage: Base: round(4 + 0.5*ScaledEffectiveLevel +0.005*ScaledEffectiveLevel^2)*17/16 damage Random: round(13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*17/16 damage STR/10 + DEX/40 + LUK/20  Stats: round(100 + 8.8*ScaledEffectiveLevel)*17/16%
 * BtH: floor(ScaledEffectiveLevel/4) plus STR/10 + DEX/40 + LUK/20  Stats
 * Cost: round(0.75 * [0.01125*ScaledEffectiveLevel^2 + 2.3375*ScaledEffectiveLevel + 38.1] ) SP



Level 7 - SeaLeg Swagger
You weave like you're on a ship deck in a heavy storm, and your unpredictable movements leave your enemies unsure where to aim with their Ranged attacks! While active, +6 to Ranged Defense. Costs 3 SP per turn. You cannot have both this and Swash. Defense.
 * Guardian Only

Level 8 - Grog n' Flog
''A flaming bottle of booze and a whip come to life to "grog 'n flog" your enemy for Fire and Wind damage! Can leave your foe burning, with a newfound respect (or is that fear?)!''
 * Guardian Only


 * Hits: 2

​ Effect: Counts as a spell. If it connects and monster is not Fire -Element and the hit deals >0 damage, then it attempt to Burn the monster for five rounds. The Level of the burn is ScaledEffectiveLevel:
 * Hit 1:
 * Type: Ranged
 * Element: Fire
 * Damage: Base: round(4 + 0.5*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*0.55*47.7/99 damage Random: round(13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*0.55*47.7/99 damage Stats: round(100 + 8.8*ScaledEffectiveLevel)*0.55*47.7/99%
 * BtH: floor(ScaledEffectiveLevel/4) plus Stats

Level:ScaledEffectiveLevel vs MonsterLevel

Major:YourCHA vs MonsterCHA

Level: YourLUK vs MonsterLUK
 * Hit 2:
 * Element: Wind
 * Damage: Base: round(4 + 0.5*ScaledEffectiveLevel +0.005*ScaledEffectiveLevel^2)*0.55 damage  Random: round(13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*0.55 damage Stats: round(100 + 8.8*ScaledEffectiveLevel)*0.55%
 * BtH: floor(ScaledEffectiveLevel/4) plus Stats

Effect: Counts as a spell. If the attack succeeds and deals >0 damage, then the monster is "flogged". This sets up a "Flog Bonus" equal to current SkillLevel. If the monster is "flogged" a second time, then either the "Flog Bonus" remains the same (if your current SkillLevel is less than the old "Flog Bonus") or the "Flog Bonus" becomes equal to your current SkillLevel (if your current SkillLevel is greater than or equal to the old "Flog Bonus").



Level 9 - Plunder!
''Every Pirate knows how to take what they want! Use this for a chance to get multiple potions from your enemies!''
 * Guardian Only
 * Hits: 1
 * Type: «As Weapon»
 * Element: «As Weapon»
 * Damage: round(0.475*ScaledEffectiveLevel^2 + 5.41*ScaledEffectiveLevel + 119)*0.8*0.75 Base, Random, and Stat
 * BtH: +floor(3.5 + ScaledEffectiveLevel/2) plus Stats

Effect: If the attack connects, then the monster makes a save. It takes -17 to this save: Level:ScaledEffectiveLevel vs MonsterLevel Major:YourDEX vs MonsterDEX Minor: YourLUK vs MonsterLUK

If successful, you gain one HP potion and one MP potion.



Level 10 - Davey Jones' Locker
Call forth the legendary "creep of the deep", Davy Jones, to deal 4 powerful hits of water damage that can really tie up your foe!
 * Guardian Only

Hits: 4

Type: Magic

Element: Water Effect: If at least one of the "tentacle" hit connects, then the monster can be Entangled. The monster takes -0 to the roll and -20 DEX (if one "tentacle" hit connects) or -5 to the roll and -40 DEX (if both connect).
 * First 2 hits (Locker Hits):
 * Damage: Base: round(4 + 0.5*ScaledEffectiveLevel +0.005*ScaledEffectiveLevel^2)*0.25 damage Random: round(13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*0.25 damage Stats: round(100 + 8.8*ScaledEffectiveLevel)*0.25%
 * BtH: floor (ScaledEffectiveLevel/4) plus Stats
 * Last 2 hits (Tentacle hits):
 * Damage: Base: round(4 + 0.5*ScaledEffectiveLevel +0.005*ScaledEffectiveLevel^2)*0.25*47.7/99 damage Random: round(13 + 1.25*ScaledEffectiveLevel + 0.005*ScaledEffectiveLevel^2)*0.25*47.7/99 damage Stats: round(100 + 8.8*ScaledEffectiveLevel)*0.25*47.7/99%
 * BtH: floor(ScaledEffectiveLvl/4) plus Stats
 * Cost: round(0.01125*ScaledEffectiveLevel^2 + 2.3375*ScaledEffectiveLevel + 38.1) MP