Masteries

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These are rare, high level abilities that characters obtain by influencing the world and the people within it in a way that justifies a power boost. This is not intermediate magic (poison, bone, magma, sand, etc), which can be taught in-game or learned with consistent play. This tier of power has higher quality expectations and is seen as a reward for exceptional actions. This might mean a well written in-game journal, or an approved application in the ability section of the forums.

Characters with a master ability already are less likely to progress beyond that point.

Master

Sandstorm - Sand

Storm - Lightning

Blast Rush - Explosion

Volcanic Eruption - Magma

Water Dragon's Roar - Water

Blizzard - Ice

Energy Cannon - Energy

Exalted

Flashsword - Armed

The ability to move so fast that it doesn't appear like you're moving at all; sacrificing strength for speed, the practitioner must be a master of the blade and possess an indomitable will that can sustain the overwhelming flow of mana within a single arm for the brief (but deadly) strikes forward.

  • A large AoE directly in front of the caster that deals heavy initial damage.
  • Following physical attacks deal an additional 10% damage for 10s, while slashing effects blur forward.

Spring's Bloom - Nature

Cruel Thesis - Nature

Arc of Devastation - Lightning

Scorched Earth - Fire

Water Prison - Water

Eye of The Blood Moon - Blood

Spiral Bomb - Energy

Fall: Weight of 10x Gravity - Gravity

Spring's Bloom - Nature

Mythic

Thunder King - Air

Garden of Eden - Nature

Stellar Blackhole - Gravity

Devil's Eye - Occult