Wolfe's Lair

S2FA Seraphim S2FA

 

Aspect: Exalted Warrior
 

The Seraphim is a graceful expert of close combat. She is not as physically strong as the Shadow Warrior, but she compensates for this with nimble weapon techniques. The Seraphim is able to perform many smooth, tactical moves in order to keep her enemies at bay.

 

Assailing Somersault
The Seraphim leaps into battle, inflicting damage when she lands in her target area. In critical situations, this jump may also be used in order to escape.

Spurt - Extends the range of Assailing Somersault.
Athletic - Decreases the regeneration time of Assailing Somersault.
Brawn - Increases weapon damage.
Impetus - Inflicts damage not only on the target but also on nearby opponents.
Bewilder - The Seraphim leaps away, briefly reducing the run speed of opponents at her starting location.
Concussion - Chance to stun the target.
Battle Stance (Buff)
The Seraphim athletically launches herself into a whirling, vertical spin, hitting all foes within her range. The Whirling Frenzy may be enhanced for two different uses: Used offensively, it will become a devastating maelstrom of hits; used defensively, it will grant the Seraphim the ability to quickly incapacitate all nearby enemies.

Premonition - Further increases attack value.
Aggression - Further increases weapon damage output.
Drill - Reduces the energy cost of Battle Stance.
Flexibility - Chance to evade weapon attacks.
Idol - Extends a portion of the effects to party members.
Retaliation - Small chance to reflect close combat damage.

Dashing Alacrity
Temporarily increases run and attack speed. The art also grants immunity against root-based spells.

Bloodlust - Further increases attack speed.
Sprout - Further increases run speed.
Reprisal - Increases the Seraphim's damage output when she is injured.
Delay - Increases the duration of Dashing Alacrity.
Ardor - Decreases the regeneration time of all attacks.
Impatience - Reduces the regeneration time of Dashing Alacrity.
Pelting Strikes
This is a series of hits directed against one or more enemies. This powerful attack might weaken or even disarm the opponent and will force them into a defensive stance. The target may be changed as long as the new target is within range.

Succession - Chance for double hit.
Thrust - Inflicts more damage with each hit.
Focus - Pelting Strikes requires less energy.
Enfeeble - Temporarily reduces the target's defense value.
Precision - Increases the chance to land critical hits.
Indentation - A successful hit temporarily reduces the target's armor class.
Soul Hammer
A focused, forceful weapon attack against a single target.

Aim - Increases the chance to land critical hits.
Wounding - Chance to cause an open wound (damage over time).
Battering - Temporarily reduces the target's armor class.
Disarm - Chance to dislodge the weapon from the opponent's hand.
Incision - Chance to inflict a deep wound.
Coup de Grace - Inflict twice as much damage when the opponent's health has fallen below a threshold value.
Aspect: Celestial Magic
 

Becoming learned in this aspect teaches the Seraphim the weaving of illumination and prayer. She fights using divine light and fire, just as an archangel might.

 

Baneful Smite
A sudden flash of lightning leaps from the hands of the Seraphim, damaging and weakening the enemy. It may be further modified to become chain lightning.

Laggard - Slows the target down.
Disarm - Opponent temporarily loses his weapon.
Potential - Increases the chance that the damage will have a lasting effect on the target.
Confuse - Reduces the target's attack value.
Electrocute - The magic damage will definitely induce it's secondary effect.
Chain - Chance for chain lightning.
Cleansing Brilliance (Buff)
This extremely intense light will illuminate the area, damaging all minions of the dark especially undead and T-Energy creatures.

Distract - Reduces opponents' attack speed with the area of effect.
Blind - Reduces opponents' defense values within the area of effect.
Purify - Increases damage against undead creatures.
Cleanse - Increases fire damage against T-mutations.
Eagerness - Increases damage per second.
Illuminate - Increases the area of effect.
Hallowed Restoration
Heals a considerable amount of the Seraphim's health or that of a targeted ally.

Remedy - Increases healing effect.
Recuperation - Temporarily increases the hitpoint regeneration effect.
Prevention - Temporary protection from damage over time.
Master Healer - Decreases the regeneration time of this spell.
Solidarity - Extends the healing effect to nearby allies.
Antidote - Reduces the duration of all impediments and wound effects.

Instill Belief
Chance to convert the target and nearby opponents into allies for a brief period. Has no effect on boss enemies.

Strong Voice - Increases the area of effect.
Electrocute - Increases the chance to convert at least two opponents.
Sinner - At least one opponent will attack the converted target.
Preacher - Decreases the regeneration time of Instill Belief.
Blessing - Restores health of freshly converted targets.
Fanatic - Increases the Attack speed of converted targets.
Radiant Pillar
A pillar of intense, bright light will appear from the heavens and strike down onto the target area. Adaptations include one short burst against a single strong enemy or a devastating area attack against groups of enemies.

Hypnosis - Attracts opponents to the center of the pillar.
Delude - Reduces opponents' attack values within the area of effect.
Brightness - Increases the area of effect.
Conserve - Increases the duration of Radiant Pillar.
Magnify - Increases damage of Radiant Pillar.
Ordeal - Inflicts twice as much damage when the opponent's health has fallen below a threshold value.
Aspect: Revered Technology
 

This aspect enables the Seraphim to use technological advancements to aid her in battle. She is able to gain several powerful abilities for use during combat.

 

Archangel’s Wrath
When using this combat art, the weapon damage will be converted into bolts of fire erupting from the weapon.

Red Hot - Increases the fire bolt's damage.
Salvo - Fires two successive bolts, each with slightly reduced damage.
Explosive - Chance to hit nearby opponents as well as the target.
Lock - The fire bolts will seek their targets.
Greek Fire - Increases the chance that the opponent will burst into flames upon impact.
Vulnerable - Increases the chance to land critical hits.
BeeEffGee (Buff)
Conjures a powerful, divine weapon and improves ranged weapon use. Requires at least one empty weapon slot.

Enhancement - Inflicts more damage.
Battery - Reduces the cost to maintain the BeeEffGee.
Enhancement - Inflicts more damage.
Battery - Reduces the cost to maintain the BeeEffGee.
Accuracy - Increases the chance to hit.
Penetrate - Chance to smash through targets.
Divine Protection
Activates a protective energy shield for a brief period. Incoming damage will be reduced and fully absorbed until energy is depleted or the shield's duration has come to an end. After use the energy used needs to be recharged for a considerable period of time.

Dampen - Increases damage absorption.
Capacity - Divine Protection lasts 50% longer.
Uplifted Force - Improves the energy field.
Boost - Reduces shield's recharge time.
Improved Reflection - Increases the chance to reflect projectile damage.
Improved Mirror - Increases the chance to reflect spell damage.
Flaring Nova
The Seraphim launches a devastating nova that damages all enemies around her. The shock may also stun or slow down enemies within its range. While in a party, this wave will not only emanate from the Seraphim, but also from her party members. However, their novae will be weaker than the Seraphim’s original nova.

Expand - Increases Flaring Nova's radius.
Impulse - Sends out two pulses, but reduces strength and area of effect.
Perplex - Opponents temporarily lose their attack power.
Stun - Chance to stun opponents within range.
Flux - Increases Flaring Nova's damage.
Laggard - Slows the target down.

Warding Energy (Buff)
An energy field which partly absorbs incoming damage for as long as energy is available to maintain the field.

Field Force - Strengthens the energy field and absorbs more damage until it is exhausted.
Projectile Reflection - Chance to reflect projectile damage.
Field Force - Strengthens the energy field and absorbs more damage until it is exhausted.
Magic Mirror - Chance to reflect spell damage.
Block - Blocks a fixed amount of damage from every successful hit.
Resource - Reduces the cost to maintain the shield.

 

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