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<span style="color:#e54581">Imagined Marksmanship</span> gives the user the ability to conjure projectiles and imbue their weapons with magic. This enables the user to add various effects to their ranged weapons, such as exploding bolts, multiplying arrows, and curved trajectories. The ability to conjure projectiles also frees the user from the responsibility of carrying and keeping track of their own.
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<span style="color:#e54581">Imagined Marksmanship</span> allows the user to conjure projectiles and imbue their ranged weapons with magic. This enables the user to add various effects to their weapon, such as exploding bolts, multiplying arrows, and curved trajectories. The ability to conjure projectiles also frees the user from the responsibility of carrying and keeping track of their own.
  
 
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==Skill Set==
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==Skill Examples==
  
 
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==Weapon==
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==Weapons==
  
 
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Latest revision as of 09:36, 24 April 2018

Standard
Ranged weapons feature a number of combat styles and strategies specific to each weapon. These weapons require both accuracy and strength to do damage, but allows the user to keep a safe distance from the opponent. These weapons have little to no effect in close combat.


Energy gauge Range gauge
  • Damage
  • Critical
Awakened
Imagined Marksmanship allows the user to conjure projectiles and imbue their ranged weapons with magic. This enables the user to add various effects to their weapon, such as exploding bolts, multiplying arrows, and curved trajectories. The ability to conjure projectiles also frees the user from the responsibility of carrying and keeping track of their own.
Energy gauge Range gauge
  • Magic
  • Supplement

Skill Examples

Marksman These skills allow user to hit opponents from a long distance away in safety, but it makes it impossible for them to fight upclose.
Height Advantage These skills utilize high grounds to devastate opponents.
Imagined Projectiles (Awakened) These spells allow the user to conjure projectiles through their imagination, allowing them to draw their arrows or grab their thrown weapons in half the time.
Projectiles Alteration (Awakened) These spells alter the projectiles after they are launched, allowing the user to do things such as multiplying their arrows, or altering the direction of their knives.

Weapons

Short Bow (Two-handed) Best at close to medium range, it is not like other bows. Its damage is low, but its speed more than makes up for it.
Long Bow (Two-handed) It is best at long range, it requires a lot of strength for a power draw to deal a lot of damage. It is useless up-close, however.
Hand Crossbow (One-handed) These light crossbows can be deadly in the right hand; however, its damage is on the low side in exchange for its mobility.
Crossbow (Two-handed) One only needs accuracy and skillful reloading for these weapons as the drawing strength is already embedded in the weapon. It deals more damage than bow, but takes far longer to reload.
Throwing Weapons (One-handed) Includes javelin, throwing axe, throwing hammer, and throwing knives. These weapons are deadly in the medium range. If the user had got the corresponding melee mastery, they can use it in close range as well.
Projectiles (One-handed) The most difficult of all ranged weapons, projectiles include things such as sling and rock or iron ammunition, shuriken, and blow darts. It does little damage, but is fast and easily concealed.
Harpoon (Two-handed) It uses archaic mechanism to launch a massive projectile at the target. It is not particularly good against humanoids, but more for big games and large monsters.