E.S. (Skills/Enchanting/Barriers)
Skills are different moves classes have. For now, I am only looking at Unique skills. You know, important ones.
Swordsmasters: Streamline slash. High damage attack that penetrates every target in to way.
Brawler: Slamdown. Basically Splashdown. Add in an element, and boom, you have a Slamdown.
Templar: Overwatch. Not the game. Templars heighten their senses, and can see movement and noise, even though walls and portals.
Assassin: Silent Gale. Assassins have the easiest route of teleportation. They can appear behind a victim at long range, so long as they are invisible. This also doesn't use Mana, so many assassins use it as a saving grace.
Paladin: Valiance Guard. Paladins can reflect a large part of incoming damage. Not to fancy, but there aren't actually any proper counters to reflecting damage.
Ranger: Kill shot. Rangers that score headshots do over 25 times damage.
Archer: Arrow rain. Archers can launch a highly inaccurate, but dangerous wave of arrows in a moment.
Gunslinger: Omniwield. Gunslingers can use as many different guns as they feel like, usually at once. They can shoot with both hands, feet, armpits, the groin, and even their teeth.
Bomber: Antiblast. Bombers can't be hurt by explosives that they throw. Most collateral damaging attacks can hit the user.
Artilleryman: Concussive shot. Any attack from an artilleryman has a high stunned chance, and can inflict many other debuffs usually exclusive to mages.
Mage: Spellcaster. Need I say more? Most other classes have only basic grasps on magic, but mages can master any tier element. Other classes are usually stuck in tier one.
Personal skills are also a thing. The characters have many, so I can't really lay them all out here. But to name a few:
Axel
Black Hole Volley: Throws 4 black holes that destabilize after hitting a Target or going to far. Instantly kills the target, but easy to dodge.
Counteractivity Conundrum: Axel duplicates all incoming attacks, scales them to his strength, and hitsnthe assailants back instantly. But his attack is cut against weaker opponents.
Warp Core: Axel teleports very fast.
Etheral Shift: Axel can temporarily became invincible, by rendering his body as 'incorperal.' Catch is, he can still hit back, but it only lasts for 2 seconds, and has a long recast.
Jacopo
Unrelenting Guard: Jacopo Gains insane defense, as long as he doesn't use special attacks. In this state, the end of the world would be a mere scratch.
Barrier Reload: Jacopo has no cast time on his barrier, and can also restore an allies barrier.
Slynella
Air of Steel: Slynella causes weak ghosts of everything she has thrown in the last five minutes around her to appear and home in on enemies.
Chappa
Realism Shred: Chappa blurs the lines of reality, and causes massive chaos. Damages the user.
Barriers work simply. You give yourself a barrier, by use of tech or magic, and it will take hits until it loses all of it's health. Once this happens, all enemies are blown backwards, and the barrier owner gets a short, small attack boost. Reyer's barrier is different, as it is always present. But it doesn't cause any knock back. Further, unlike with any other barrier, Reyer's barrier will not save him from the finishing hit. Extra damage will stay, which doesn't happen to any other magic barrier. In this way it is similar to tech barriers.
Further, there is a special talent (more on these later) that renders barriers useless. Usually, but exceptions apply. The talent is called Barrier Break. It is one of a few talents that have special magic 'laws' over them.
Enchanting is another way to gain abilities and talents (yes there is a difference). There are four ways to enchant an item.
1) By use of light enchanting, raising stats. Used infinite times.
2) By use of Dark enchanting, granting new or improved abilities. Used 2 times.
3) By use of augmentation, the first step before enchanting. Gives a 10% stat raise. Used once.
4) By Soul attunement. This grants a massive amount of power, as well as some talents. Used once.
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