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(Skill Set)
(Weapon)
 
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<li>Defense</li>
 
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<li>Protection</li>
 
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<li>Disruption</li>
 
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<li>Creative</li>
 
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==Skill Set==
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==Skill Examples==
  
 
<table width="100%" border="0" class="infobox progression">
 
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       <td width="20%"><span style="color:#60bdf5">Ice Projectiles</span></td>
 
       <td width="20%"><span style="color:#60bdf5">Ice Projectiles</span></td>
       <td>Sharp and deadly physical projectiles with average accuracy.</td>
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       <td>These spells produce sharp and deadly physical projectiles with average accuracy.</td>
 
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       <td><span style="color:#60bdf5">Ice Conjuration</span></td>
 
       <td><span style="color:#60bdf5">Ice Conjuration</span></td>
       <td>These spells allow the user to shape water how they want and turn it to ice.</td>
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       <td>These spells allow the user to shape water and ice. Magical ice will melt quickly in hot temperature if it doesn't receive a constant supply of energy.</td>
 
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       <td><span style="color:#60bdf5">Disruption</span></td>
 
       <td><span style="color:#60bdf5">Disruption</span></td>
       <td>These spells are meant to disrupt the target(s), either making them lose their footing with ice or blasting them away with a torrent of water.</td>
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       <td>These spells disrupt the opponents, either making them lose their footing with ice or blasting them away with a torrent of water. Though, those examples are only one of many ways to disrupt opponents with this element.</td>
 
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       <td><span style="color:#60bdf5">Freezing</span></td>
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       <td><span style="color:#60bdf5">Cold</span></td>
       <td>These spells are meant to freeze the target(s), it is more effective if the target(s) was wet.</td>
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       <td>These spells rapidly cool the opponents, some spells are strong enough to freeze them. Applying cold to opponents make them move and perform action more slowly. If an opponent is frozen, they are essentially stunned. These spells are more effective if the opponents were wet.</td>
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      <td><span style="color:#6cd8d2">Support<br>(Mystic Water)</span></td>
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      <td><span class="b2a">(Awakened)</span> These spells give the user access to all support spells including <span class="tags">heal</span> <span class="tags">buff</span> <span class="tags">dispel</span> <span class="tags">[[revive]]</span> though they are themed after water or ice.</td>
 
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==Weapon==
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==Weapons==
  
 
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Latest revision as of 09:38, 24 April 2018

Standard
Hydromancy allows the user to control the element of water and ice through spells and incantations. The user’s ability to draw water from almost anywhere makes it possible for this element to serve multiple purposes both in and out of combat.

Energy gauge Range gauge
  • Defense
  • Protection
  • Disruption
Awakened
Rain Caller gives the user the ability to support their allies by removing debuffs and healing the fallen and wounded. Using spells to imbue bodies of water with mystical properties, the user can use this water to rejuvenate allies or restore life for those who come into contact with it.
Energy gauge Range gauge
  • Support
  • Creative

Skill Examples

Ice Projectiles These spells produce sharp and deadly physical projectiles with average accuracy.
Ice Conjuration These spells allow the user to shape water and ice. Magical ice will melt quickly in hot temperature if it doesn't receive a constant supply of energy.
Disruption These spells disrupt the opponents, either making them lose their footing with ice or blasting them away with a torrent of water. Though, those examples are only one of many ways to disrupt opponents with this element.
Cold These spells rapidly cool the opponents, some spells are strong enough to freeze them. Applying cold to opponents make them move and perform action more slowly. If an opponent is frozen, they are essentially stunned. These spells are more effective if the opponents were wet.
Support
(Mystic Water)
(Awakened) These spells give the user access to all support spells including heal buff dispel revive though they are themed after water or ice.

Weapons

Rod (One-handed) Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.
Focus (One-handed) Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.
Spell Ring (One-handed) These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.
Rune Stone (One-handed) These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.
Charms (One-handed) A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.
Grimoire (One-handed) These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.
Staff (Two-handed) Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.
Tarot Cards (Two-handed) To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.