From Terrasphere
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<td width="20%"><span style="color:#7457d0">Disrupt</span></td> | <td width="20%"><span style="color:#7457d0">Disrupt</span></td> | ||
<td>These skills excel at interrupting opponents or stunning them.</td> | <td>These skills excel at interrupting opponents or stunning them.</td> | ||
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Revision as of 08:41, 16 January 2018
Mastery

Standard
Energy
Range


- Damage
- Disruption

Awakened
Energy
Range


- Magic
- Support
Skill Set
Break | These skills are especially good at breaking solid objects. |
Disrupt | These skills excel at interrupting opponents or stunning them. |
Support | (Awakened) These spells are similar to other support magic, they heal, buff, dispel, and revive, but can only be used at melee range or used to heal the user themselves. |
Buff | (Awakened) These spells imbue the weapon with holy magic, which makes it glow a certain color and allows them to hit harder. |
Weapon
Hammer | (One-handed) Strong smashing power. |
Mace | (One-handed) Strong crushing power. |
Flail | (One-handed) The chain part of the flail can sometimes have a head like a spiky ball to cause extra damage. |
Great Hammer | (Two-handed) Longer reach and more power, but is extremely unwieldy. It favors smashing. |
Great Mace | (Two-handed) Longer reach and more power, but is extremely unwieldy. It favors crushing. |
Great Flail | (Two-handed) Longer reach and more power, but is extremely unwieldy. It favors trauma blows. |
Warhammer | (Two-handed) The warhammer offers long reach with devastating blows, but is hard to fight with up close. |
Staff | (Two-handed) Unlike other bludgeon weapons, staff is faster in speed, but lack the capability to deal with heavy armor or solid materials. |