Iovara
Содержание:
Progression[]
In Pillars of Eternity
- At character creation, monks automatically learn the passive ability Transcendent Suffering.
- Monks are able to select one ability at every odd level (1, 3, 5, etc.).
- At every odd level (1, 3, 5, etc.), the next tier of abilities are unlocked.
- As with other classes, monks learn one talent at every even level (2, 4, 6, etc.).
- Monk abilities specify their own max uses and restoration type, independent of the monk’s level.
In Pillars of Eternity II: Deadfire
- At character creation, monks select one 1st level ability (active only), and automatically learn the passive abilities Transcendent Suffering and Wounds. This does not change for multiclass characters.
- As with other classes, monks pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- Monks use Wounds (an accrued resource) to cast certain abilities. Max wounds, threshold and damage conversion does not scale with the character level.
- Monks use Mortification (a power pool resource) to cast certain abilities. As with other power pool resources, the monk starts with a pool of 3 Mortification, which is increased by 1 at every power level, capping out at 11.
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
Ability points at each level | ||||
---|---|---|---|---|
Level | Power level learned | Points available | ||
Single | Multi | Single | Multi | |
1 | 1 (I) | 1 (I) | 1 | 1+1 |
2 | 1 | 1 | ||
3 | 2 (II) | 2 | 1 | |
4 | 2 (II) | 1 | 1+1 | |
5 | 3 (III) | 2 | 1 | |
6 | 1 | 1 | ||
7 | 4 (IV) | 3 (III) | 2 | 1+1 |
8 | 1 | 1 | ||
9 | 5 (V) | 2 | 1 | |
10 | 4 (IV) | 1 | 1+1 | |
11 | 6 (VI) | 2 | 1 | |
12 | 1 | 1 | ||
13 | 7 (VII) | 5 (V) | 2 | 1+1 |
14 | 1 | 1 | ||
15 | 1 | 1 | ||
16 | 8 (VIII) | 6 (VI) | 2 | 1+1 |
17 | 1 | 1 | ||
18 | 1 | 1 | ||
19 | 9 (IX) | 7 (VII) | 2 | 1+1 |
20 | 1 | 1 |
Power pool capacity | |||
---|---|---|---|
Powerlevel | Character level | Powerpool | |
Single | Multi | ||
1 (I) | 1 | 1 | 3 |
2 (II) | 3 | 4 | 4 |
3 (III) | 5 | 7 | 5 |
4 (IV) | 7 | 10 | 6 |
5 (V) | 9 | 13 | 7 |
6 (VI) | 11 | 16 | 8 |
7 (VII) | 13 | 19 | 9 |
8 (VIII) | 16 | 22 | 10 |
9 (IX) | 19 | 25 | 11 |
10 (X) | 22 | 28 | 11 |
11 (XI) | 25 | — | 11 |
12 (XI) | 28 | — | 11 |
1st level spells[]
Spell | Speed | Range | Area | Duration | Effects | Description | |
---|---|---|---|---|---|---|---|
Arcane Assault | Fast | 8m | 1.25m Radius | 6.0 seconds |
|
Unleashes a bolt of magical energy from the grimoire that inflicts Raw damage and Dazes targets in the area. | |
Arkemyr’s Dazzling Lights | Average | 10m | 1.25m Radius | 12.0 seconds |
|
Overwhelms anyone in the area of effect with a brilliant and bewildering pyrotechnic display, decreasing their Will and leaving them Dazed. | |
Chill Fog | Average | 10m | 2.5m Radius | 15.0 seconds |
|
Calls a blindingly white icy fog into existence, inflicting Blindness and Freeze damage over time to any in the area of effect. | |
Concelhaut’s Parasitic Staff | Fast | 45.0 seconds | Creates a glowing quarterstaff of pure energy for the wizard to wield, granting a bonus chance to hit and giving the wizard Endurance with each successful strike. | ||||
Eldritch Aim | Fast | 10.0 seconds | Grants the caster otherworldly sight, resulting in preternatural Accuracy for a short period. | ||||
Fan of Flames | Average | Length: 5.0m 120° Cone | Creates a cone of fire in front of the caster, causing Burn damage to anyone in the area of effect. | ||||
Fleet Feet | Fast | 30.0 seconds | Empowers the target with unnatural speed, increasing their Movement Rate. | ||||
Ghost Blades | Average | Length: 5.0m 145° Cone | 4.0 seconds | Calls a field of unearthly blades into existence, inflicting immediate Pierce damage and a Hobbled affliction on targets in the area of effect. | |||
Jolting Touch | Average | 2m Jump | Target + 2 Foe Jump Targets |
|
A bolt of electricity jumps from the caster’s fingers to the nearest enemy, and then to the next nearest, causing decreasing amounts of Shock damage. | ||
Kalakoth’s Sunless Grasp | Average | 15.0 seconds | The caster’s hands become so cold as to freeze what they touch. Does Freeze damage to a target and reduces its Accuracy. | ||||
Minoletta’s Minor Missiles | Fast | 15m | Summons three spell missiles that batter the target, inflicting Crush or Corrode damage. | ||||
Slicken | Average | 10m | 2.5m Radius | 4.0 seconds | Coats the ground in a slick, oil-like substance, inflicting Knockdown on anyone in the area of effect. | ||
Spirit Shield | Fast | 45.0 seconds | Surrounds the caster with a shield of spirit energy, granting an increased Damage Reduction and a Concentration bonus. | ||||
Thrust Of Tattered Veils | Fast | 10m | A quick strike of Crushing force, dealing little damage but having a high chance to disrupt enemy spellcasters. | ||||
Wizard’s Double | Fast | Creates a duplicate of the caster to distract enemies, granting the caster a high Deflection bonus until he or she is Hit or Crit. |
Deity[]
When players create a priest character, they select a deity. Each choice highlights two types of behavior that are celebrated and two types of behavior that are condemned. For priests played as the main character, their Holy Radiance power will shift based on their behavior. Reinforcing their deity’s preferred behavior will gradually increase their power, while playing against type will cause a small diminishment in their power. These changes are not dramatic, but reflect a measure of dissonance between the character’s stated faith and how they choose to conduct themselves.
Moreover, each deity will give access to an exclusive and one .
Deity | Favored dispositions | Condemned dispositions | Favored weapons | Exclusive talent | Exclusive |
---|---|---|---|---|---|
Berath | Stoic, Rational | Cruel, Passionate | Mace, Great sword | The Pallid Hand | Symbol of Berath |
Eothas | Honest, Benevolent | Cruel, Shady / Deceptive | Flail, Morning star | Hope Eternal | Symbol of Eothas |
Magran | Aggressive, Clever | Passionate, Diplomatic | Sword, Arquebus | Inspired Flame | Symbol of Magran |
Rymrgand(unavailable for player) | Rational, Honest | Diplomatic, Benevolent | Hatchets | — | Symbol of Rymrgand |
Skaen | Cruel, Shady / Deceptive | Aggressive, Benevolent | Stiletto, Club | Prey on the Weak | Symbol of Skaen |
Wael | Deceptive, Clever | Rational, Honest | Quarterstaff, Rod | Incomprehensible Revelation | Symbol of Wael |
Woedica(unavailable for player) | Rational, Cruel | Diplomatic, Benevolent | Unarmed | — | Symbol of Woedica |
Abilities[]
Powers
Ciphers can directly target allies and enemies with powerful soul-focused effects. These powers cost Focus, which ciphers build through the use of their Soul Whip. |
Powers are the cipher equivalent of other classes spells and abilities. Powers require Focus and a nearby target other than themselves, one with a «housed» soul. In practical terms, this means that ciphers must always target a nearby ally or an enemy with their powers. It is impossible for them to target themselves, a distant target, or open ground. They have lot of single target damage powers, powers that inflict afflictions and powers which effect jumps from target to target.
Powers are not limited to a maximum amount of uses, and can be cast as long as the cipher has the required Focus.
Focus
Cipher powers require and consume Focus on use. Ciphers begin combat with some Focus and build additional Focus by dealing damage with their weapons |
Focus is a resource that ciphers need to cast their powers. Ciphers begin combat with a modest amount of Focus, and can build additional focus by dealing damage with their weapons. Cipher abilities expend an amount of Focus relative to their level, with more advanced techniques demanding large expenditures of Focus. Additionally, repeated uses of even minor powers will quickly drain a cipher’s Focus, requiring them to dive back into physical combat and deal melee or ranged damage to generate more. Josh Sawyer stated in an interview with PCGamer: «So what you want to do is send your cipher into combat with traditional weapons to build your focus. When it’s maxed out, their inherent damage bonuses get turned off because their focus is full and they can’t drain any more.»
- At the beginning of combat, the Cipher starts with 25% of their maximum Focus pool.
- A Cipher’s maximum Focus is increased by 10 points per character level (including level 1), starting at a base of 20.
- In Pillars of Eternity
Soul Whip generates 0.25 Focus per point of weapon damage dealt to enemies (i.e. 25% of damage dealt).
:
- In Pillars of Eternity II: Deadfire:
- Soul Whip generates 0.5 Focus per point of weapon damage dealt to enemies (i.e. 50% of damage dealt).
- The Ascendant subclass adjusts focus gain by +50%, generating 0.75 focus per point of damage dealt, and grants +5 Max Focus — plus an additional +5 every 2 character levels.
- The Beguiler subclass generates 0.25 Focus per point of damage dealt (halved from the default), and only deals the full amount (via a +100% adjustment) if a target is vulnerable to Sneak Attack — i.e. Flanked or suffering from an . When scoring a Hit with a Deception spell, the Cipher gains +5 Focus.
- The Soul Blade subclass has a reduced Max Focus of -5, and an additional -5 every 2 Cipher Power Levels (not character levels).
- The Psion subclass does not gain focus via Soul Whip, and instead generates +1 Focus every 1.0 sec (disabled for 6.0 sec when damaged).
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | … |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting focus | 7 | 10 | 12 | 15 | 17 | 20 | 22 | 25 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | 45 | 47 | 50 | 52 | 55 | … |
Maximum focus | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | … |
Soul Whip
Main articles: Soul Whip, Soul Whip (Deadfire)
Soul Whip is the Cipher’s passive ability that activates in combat as long as the Cipher’s Focus level is below maximum. While active, it enables the Cipher to generate Focus, and grants increased damage with both melee and ranged weapons.
Background[]
In a world with many gods, there are many different types of priests. Though the majority of priests spend their time tending to worshipers or engaged in relatively peaceful pursuits, there are ranks of dedicated adventuring or mercenary priests who have turned the flame of their faith into a spark to ignite the power of their souls. Such men and women have found a divine link to their chosen deity, but their abilities stem solely from within.
Dedicated to spreading the news of their gods’ dominions in the realms of mortals through their own deeds, adventuring priests thrust themselves into lethal conflict to prove their worth. Often trained to fight alongside soldiers of their respective churches, priests are capable in the fray (and near the fray, for those who follow less melee-oriented faiths), but their true power comes from their prayers, faith-inspired miracles that aid their allies and punish their enemies. These miracles range from combat blessings, weapon enchantments, and protective barriers to divine summons, sanctified wards, and crippling curses. In many ways, the prayers of priests have almost as much variety as wizards spells, though priests are restricted to invoking prayers that are aligned with their faith. Additionally, priests often specialize in the weapons, armor, and litanies of prayers most beloved by their church. Thus, the multitude of gods produces a multitude of different priests, each with their own unique array of abilities.
Priests are well-versed in philosophy, myths, and legends, giving them an inherent bonus to the Lore skill. Additionally, the requirements of their faith often involve traveling long distances in difficult circumstances, giving them an inherent bonus to Athletics.
References[]
- Fig Update # 17 — The Last Few Hours! Our 8th Companion, New Stretch Goal, and Key Announcements!
- Ydwin in Harbingers’ Watch: «I left the Land due to exactly this manner of nonsense. Our people have likely been chanting about the coming of the final winter for ten thousand years.»
- Ydwin on Vailian Republics: «The Republics take the most progressive attitude towards the subject, and thus they attract its foremost scholars. Among whom I count myself.» and «They were the true treasure of the Republics. The collected histories, dramas, and comedies of Old Vailia. The most advanced arcane theories of Aedyr.»
- When asked why she left the Vailian Republics: «Increased tensions between the Republics and the Dyrwood, for one. I had little interest having my experiments disrupted by some grudge-bearing bricklayer from Defiance Bay.» and «Mostly, though, my studies demanded more luminous adra than I could afford to import. So I sought out the source.»
- When asked about her area of study: «As an apprentice, I focused on — and then helped discredit — the phrenological approach.» and «Some of my — colleagues — had a vested interest in a model of the world that included an inherent hierarchy of kith. That some kith made more worthy receptacles for souls than others — based on the shape of their brow or the length of their ears — was apparently an idea too tantalizing to abandon.» and «Afterwards my interests turned to the theoretical, before shifting a few decades later to the study of parapsychological inertia.» and «From there I moved on to work in meta-mortality, the scientific study of souls over lifetimes and the cycle of reincarnation.»
3 Обратите внимание на рекомендуемые атрибуты
Ваши атрибуты являются важной частью создания персонажа. Есть шесть атрибутов, с которыми можно поиграть:
- Могущество (Ваша физическая и духовная сила)
- Телосложение (Ваше здоровье и выносливость)
- Ловкость (Ваша скорость и координация)
- Восприятие (ваша способность замечать мельчайшие детали)
- Интеллект (ваша логика и воля)
- Решимость (ваша решимость и концентрация)
При выборе атрибутов важно учитывать, какой тип персонажа вы создаете. Экран создания персонажа в этом действительно полезен
Он выделит около трех из шести характеристик, которые рекомендуется выбрать в зависимости от вашего класса. Принять к сведению эти рекомендации — отличная идея. Вы даже можете забрать очки, чтобы переехать в другое место, если чувствуете, что есть характеристика, которая будет мало полезна для вашего конкретного класса и сборки.
Независимо от того, на чем вы специализируетесь, вы всегда должны следить за тем, чтобы не пренебрегать своей Конституцией. Каждому классу требуется хорошее телосложение, чтобы быть уверенным в том, что вы сможете пережить опасные испытания, с которыми вам предстоит столкнуться.
Певчий/Боец ближнего боя (Гералд или Ревун/Плакальщик)
Певчий берет на себя роль призывателя, созывая в бой множество союзников, которые будут сражаться за Хранителя. Параллельно вам нужно сосредоточиться на исцеляющих умениях.
Выберите подкласс «Зовущий» для Певчего, чтобы увеличить количество миньонов за счет уменьшения их силы. Если хотите сосредоточиться на выживании и чаще использовать способности Певчего, то в идеале выберите подкласс Скальд. Призыв будет стоить дороже, но эффективность существенно увеличится.
В любом случае огромное значение сыграют автоматические песнопения для класса Певчий. Выберите все, что наносит повреждения противнику, излечивает вашего персонажа и дает большой бонус к защите, благодаря чему сможете не беспокоиться о предстоящих поединках.
В качестве второго класса лучше взять паладина с его способностью выживать или варвара, использующего ярость для повышения урона, а также крики для контроля толпы.
Навыки паладина позволят вам становиться бессмертным, повышать защиту и снижать повреждения, которые могут наносить противники.
Talents[]
Note: Pillars of Eternity only
- Grimoire Slam – attacks an enemy in melee with the magically-charged grimoire of a wizard, unleashing a concussive wave of energy on contact. If it hits, the attack knocks the target back, usually far enough to break Melee Engagement in the process.
- Arcane Veil – Conjures a protective shield of magic, dramatically boosting the wizard’s Deflection.
- Blast – Generates a Blast on the target when using Wand, Rod or Scepter, doing a modest amount of damage to all enemies in a small area around the target.
- Penetrating Blast – grants DR penetration to a wizard’s Blast ability.
- Hardened Veil – Strengthens the wizard’s Arcane Veil, providing a particularly high Deflection bonus.
- Bonus 1st Level Spell – Gain an extra spell cast of level 1 spells.
- Bonus 2nd Level Spell – Gain an extra spell cast of level 2 spells.
- Bonus 3rd Level Spell – Gain an extra spell cast of level 3 spells.
- Bonus 4th Level Spell – Gain an extra spell cast of level 4 spells.
Characters[]
Note: Exterior only
- Companions
- Maneha, a potential companion, found to the left of the Temple of Ondra (spawns after visiting Taena).
- Zahua, a potential companion, found to the left of the fishery, in the baskets of fish.
- Merchants
- Hamond , a trader opportunist appears in The White March — Part II.
- Yduran, beside his caravan at the village’s eastern entrance.
- Other
- Asca , the new Warden in The White March — Part II and successor of Tealdor.
- Darzir, leading the crag ogre raiding party.
- Deryan , a new settler in town.
- Ista, an the jetty near the Temple of Ondra.
- Keydy and Lurgolder, in the burning house.
- Nesta , emissary from Defiance Bay.
- Okrun, outside the Temple of Ondra.
- Reyfald, outside of The Gréf’s Rest’s front door.
- Tarfos , the new mayor in The White March — Part II.
- Tealdor, the warden of Stalwart Village, found east of Renengild’s House.
Progression[]
In Pillars of Eternity
- At character creation, rogues automatically learn the passive ability Sneak Attack.
- Rogues are able to select one ability at every odd level (1, 3, 5, etc.).
- At every odd level (1, 3, 5, etc.), the next tier of abilities are unlocked.
- As with other classes, rogues learn one talent at every even level (2, 4, 6, etc.).
- Rogue abilities specify their own max uses and restoration type, independent of the rogue’s level.
In Pillars of Eternity II: Deadfire
- At character creation, rogues select one 1st level ability (active only), and automatically learn the passive ability Sneak Attack. This does not change for multiclass characters.
- As with other classes, rogues pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- Rogues use Guile (a power pool resource) to cast abilities. As with other power pool resources, the rogue starts with a pool of 3 Guile, which is increased by 1 at every power level, capping out at 11.
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
Ability points at each level | ||||
---|---|---|---|---|
Level | Power level learned | Points available | ||
Single | Multi | Single | Multi | |
1 | 1 (I) | 1 (I) | 1 | 1+1 |
2 | 1 | 1 | ||
3 | 2 (II) | 2 | 1 | |
4 | 2 (II) | 1 | 1+1 | |
5 | 3 (III) | 2 | 1 | |
6 | 1 | 1 | ||
7 | 4 (IV) | 3 (III) | 2 | 1+1 |
8 | 1 | 1 | ||
9 | 5 (V) | 2 | 1 | |
10 | 4 (IV) | 1 | 1+1 | |
11 | 6 (VI) | 2 | 1 | |
12 | 1 | 1 | ||
13 | 7 (VII) | 5 (V) | 2 | 1+1 |
14 | 1 | 1 | ||
15 | 1 | 1 | ||
16 | 8 (VIII) | 6 (VI) | 2 | 1+1 |
17 | 1 | 1 | ||
18 | 1 | 1 | ||
19 | 9 (IX) | 7 (VII) | 2 | 1+1 |
20 | 1 | 1 |
Power pool capacity | |||
---|---|---|---|
Powerlevel | Character level | Powerpool | |
Single | Multi | ||
1 (I) | 1 | 1 | 3 |
2 (II) | 3 | 4 | 4 |
3 (III) | 5 | 7 | 5 |
4 (IV) | 7 | 10 | 6 |
5 (V) | 9 | 13 | 7 |
6 (VI) | 11 | 16 | 8 |
7 (VII) | 13 | 19 | 9 |
8 (VIII) | 16 | 22 | 10 |
9 (IX) | 19 | 25 | 11 |
10 (X) | 22 | 28 | 11 |
11 (XI) | 25 | — | 11 |
12 (XI) | 28 | — | 11 |
Interactions[]
Pillars of Eternity
Woedica is the unseen antagonist. Her goal is to return to Eora empowered and reestablish her dominance as the foremost of the gods, using Thaos to further her agenda. The Watcher can defeat Thaos and then fulfil his purpose — to offer the stolen souls to Woedica — when deciding what to do at Sun in Shadow.
Pillars of Eternity II: Deadfire
- Woedica makes a reappearance as a part of the council of gods. She appears first after departing Maje Island, at Berath’s council. She reminds Berath of Eothas’ resilience — and the fact that he should scare her.
- When the player first leaves Neketaka they will receive the Burned Book of Law in their inventory. Interacting with the book allows the Watcher to communicate with Woedica in private. She will reveal certain information about the history and machinations of the gods, saying that she plans to use the Watcher as a test of the worthiness of mortals
Interactions[]
This character is involved in quests. |
Quests
A Voice from the Past: A man name Dalton believes he can hear the screams of his lost love, Rowyna, from the Catacombs. This turns out to be true, and Helig can be found in the catacombs along with several Revenants. Helig will agree to give the player Rowyna’s amulet if they take back Helig’s grimoire from Moedred. The player will then be given a key which Helig says unlocks a chest in Moedred’s lab. It turns out that Helig’s request is a complete fabrication, and Moedred does not even know that Helig is still operating under Defiance Bay. He will request that The Watcher kill Helig for his various crimes. If the chest is opened, a wicht will pop out and kill Moedred. If Helig’s request was fulfilled, he will give the player the Soulward Amulet. Otherwise, he will attack, and will need to be killed to recover the amulet.
Способности[]
Силы
«Силы» — сайферы могут непосредственно подвергать союзников и противников мощным эффектам, воздействующим на души. На использование таких способностей тратится сосредоточение, которое сайферы накапливают с помощью «Хлыста Души». Накопление осуществляется за счет нанесения урона противнику с помощью оружия, оружие может быть любым.
Начальная способность
Название | Описание | Подробности | |
---|---|---|---|
Хлыст души | Оружие сайфера создаёт поле паразитной энергии, которая набрасывается на цель, увеличивая получаемый ею урон и генерирует сосредоточение для сайфера. Накапливает сосредоточие в размере 25% от нанесенного урона оружием. | Пассивная способность |
Силы первого уровня
Название | Описание | Подробности | |
---|---|---|---|
Поле отвращения | Создаёт ядовитое физическое проявление взаимной антипатии между сайфером и врагом. Любой, кто окажется на пути между ними, получает разъедающий урон. | Стоимость: 10Скорость: средняяДальность: 15 м.Длительность: 6 с.Упреждение: 0.5 с. | |
Удар по глазам | Поражает зрительные центры врага, ошеломляя и ослепляя его, а также ослепляя соседних врагов. | Стоимость: 10Скорость: средняяДальность: 10 м.ОД: Цель +радиус 1.5 м.Упреждение: 0.5 с. | |
Ментальная волна | Цель становится жертвой сокрушительного взрыва психической энергии, получая травму с чистым уроном. Персонажей в конической области за целью, не прошедших проверку на стойкость, сбивает с ног взрывом. | Стоимость: 10Скорость: высокаяДальность: 8 м.ОД: Цель + длина 3.5 м.,угол 120°Упреждение: 0.5 с. | |
Разряд души | Быстро преобразовывает внешнюю оболочку души союзника в энергию, производя вокруг него электрический разряд. Персонажи, стоящие в области вокруг цели, получают урон электричеством. | Стоимость: 10Скорость: средняяДальность: 6 м.ОД: Цель: для союзников+ радиус 1.25 м. | |
Расстройство восприятия | Размывает ощущение реальности у цели, пугая и дезориентируя её. | Стоимость: 10Скорость: средняяДальность: 10 м.Упреждение: 0.5 с. | |
Шёпот измены | Открывает врагу мучительную тайну, которая подрывает его преданность, очаровывая его на время действия заклинания. | Стоимость: 10Скорость: высокаяДальность: 7 м.Упреждение: 0.5 с. | |
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Силы второго уровня
Название | Описание | Подробности | |
---|---|---|---|
Усиленный толчок | От выбранной цели, не причиняя ей вреда, к ближайшему противнику отскакивает психическая энергия, нанося ему колющий урон и сильно отбрасывая. | Стоимость: 20Скорость: высокаяДальность: 5 м. + Переход 3 м.ОД: Цель: для союзников+ Переход на 1 цель (для врагов) | |
Ментальный разрыв | Подавляет психическую коммуникацию цели с собственным телом, парализуя её и вызывая из души ударную волну, которая может заставить врагов поблизости застрять. | Стоимость: 20Скорость: средняяДальность: 8 м.ОД: Цель: для врагов+ радиус ? м. | |
Ментальные лезвия | Вбирает дух цели, создавая рубящий клинок силы, который атакует его, а затем поражает до пяти дополнительных целей. | Стоимость: 20Скорость: средняяДальность: 10 м. + Переход 10 м.Упреждение: 0.5 с. | |
Фантомные враги | Вторгается в разум целей в области действия, заставляя их поверить, что они окружены фантомными врагами — и поражая их эффектом Окружения на время действия заклинания. | Стоимость: 20Скорость: средняяДальность: 10 м.ОД: Цель: для врагов+ радиус 5 м. | |
Психовампирический щит | Сайфер использует силу разума цели против неё, воруя часть её Решительности для лучшего отклонения вражеских атак. | Стоимость: 20Скорость: средняяДальность: 8 м. | |
Воспоминания агонии | Заставляет цель повторно переживать психическую травму после получения ранения, получая урон снова и снова. | Стоимость: 20Скорость: высокаяДальность: 8 м. |
Behind the scenes[]
“ | The Northweald was one of the last wilderness areas I designed for the game. I created the blockout trying to emphasise two things: elevation increase, because the area leads to the high peaks where Hylea’s temple rests, and also a visual history. This last element was conveyed by the forest itself. Half of it looks like it was burnt a long time ago, while the other half of it looks pristine, separating both sides there’s a mountain creek. The idea here was to show a boundary of the fires that were consumed during the War of the Black Trees. | ” |
~ Jorge Salgado, Designer |
Developer commentary by Jorge Salgado