From Terrasphere
(→Weapon) |
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<li>Damage</li> | <li>Damage</li> | ||
<li>Disruption</li> | <li>Disruption</li> | ||
| + | <li>Threat</li> | ||
</ul> | </ul> | ||
</div> | </div> | ||
Revision as of 05:22, 18 January 2018
Mastery
Standard
Energy
Range
Range
- Damage
- Disruption
- Threat
Awakened
Energy
Range
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) Higher reach and power than regular hammers, but is unwieldy. It favors smashing attacks. |
| Great Mace | (Two-handed) Higher reach and power than regular maces, but is unwieldy. It favors crushing attacks. |
| Great Flail | (Two-handed) Higher reach and power than regular flails, but is unwieldy. It favors trauma-causing attacks. |
| 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. |





