From Terrasphere
(→Skill Set) |
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<table width="100%" border="0" class="infobox progression"> | <table width="100%" border="0" class="infobox progression"> | ||
<tr> | <tr> | ||
| − | <td width="20%"><span style="color:# | + | <td width="20%"><span style="color:#e7b43a">Smite</span></td> |
<td>These spells often burn targets with holy energy or blind them with light.</td> | <td>These spells often burn targets with holy energy or blind them with light.</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
| − | <td><span style="color:# | + | <td><span style="color:#e7b43a">Dispel</span></td> |
<td>These spells are very effective in clearing condition.</td> | <td>These spells are very effective in clearing condition.</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
| − | <td><span style="color:# | + | <td><span style="color:#e7b43a">Cure</span></td> |
<td>These spells aids targets in recovering from ailment.</td> | <td>These spells aids targets in recovering from ailment.</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
| − | <td><span style="color:# | + | <td><span style="color:#e7b43a">Support</span></td> |
<td>These spells is similar to other support magic, they heal, buff, and [[revive]].</td> | <td>These spells is similar to other support magic, they heal, buff, and [[revive]].</td> | ||
</tr> | </tr> | ||
Revision as of 23:50, 15 January 2018
Mastery
Standard
Energy
Range
Range
- Damage
- Disruption
Awakened
Energy
Range
Range
- Magic
- Support
Skill Set
| Smite | These spells often burn targets with holy energy or blind them with light. |
| Dispel | These spells are very effective in clearing condition. |
| Cure | These spells aids targets in recovering from ailment. |
| Support | These spells is similar to other support magic, they heal, buff, and revive. |
Weapon
Listed below are the weapons available for this mastery. See physical combat for more information.
| Hammer | (One or two-handed) Strong smashing power. |
| Mace | (One or two-handed) Strong crushing power. |
| Flail | (One or two-handed) The chain part of the flail can sometimes have a head (e.g. spiked ball) to cause extra trauma damage. |
| Great Hammer | (Hybrid: Two-handed) Longer reach and more power, but is extremely unwieldy. It favors smashing. |
| Great Mace | (Hybrid: Two-handed) Longer reach and more power, but is extremely unwieldy. It favors crushing. |
| Great Flail | (Hybrid: Two-handed) Longer reach and more power, but is extremely unwieldy. It favors trauma blows. |
| Warhammer | (Polearm: Two-handed) The warhammer offers long reach with the devastating blows, but trade off in its close range utility and more difficult to wield. |
| Staff | (Polearm: Two-handed) Unlike other bludgeon weapons, staff is faster in speed, but lack the capability to go through heavy armor or solid materials. |





