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.
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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.
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Spurt - Extends the range of
Assailing Somersault. |
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Athletic - Decreases the
regeneration time of Assailing
Somersault. |
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Brawn - Increases weapon damage. |
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Impetus - Inflicts damage not only
on the target but also on nearby
opponents. |
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Bewilder - The Seraphim leaps away,
briefly reducing the run speed of
opponents at her starting location. |
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Concussion - Chance to stun the
target. |
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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.
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Premonition - Further increases
attack value. |
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Aggression - Further increases
weapon damage output. |
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Drill - Reduces the energy cost of
Battle Stance. |
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Flexibility - Chance to evade weapon
attacks. |
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Idol - Extends a portion of the
effects to party members. |
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Retaliation - Small chance to
reflect close combat damage. |
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Dashing Alacrity
Temporarily increases run and attack speed. The art also
grants immunity against root-based spells.
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Bloodlust - Further increases attack
speed. |
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Sprout - Further increases run
speed. |
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Reprisal - Increases the Seraphim's
damage output when she is injured. |
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Delay - Increases the duration of
Dashing Alacrity. |
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Ardor - Decreases the regeneration
time of all attacks. |
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Impatience - Reduces the
regeneration time of Dashing
Alacrity. |
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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.
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Succession - Chance for double hit. |
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Thrust - Inflicts more damage with
each hit. |
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Focus - Pelting Strikes requires
less energy. |
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Enfeeble - Temporarily reduces the
target's defense value. |
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Precision - Increases the chance to
land critical hits. |
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Indentation - A successful hit
temporarily reduces the target's
armor class. |
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Soul
Hammer
A focused, forceful weapon attack against a single target.
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Aim - Increases the chance to land
critical hits. |
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Wounding - Chance to cause an open
wound (damage over time). |
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Battering - Temporarily reduces the
target's armor class. |
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Disarm - Chance to dislodge the
weapon from the opponent's hand. |
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Incision - Chance to inflict a deep
wound. |
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Coup de Grace - Inflict twice as
much damage when the opponent's
health has fallen below a threshold
value. |
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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.
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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.
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Laggard - Slows the target down. |
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Disarm - Opponent temporarily loses
his weapon. |
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Potential - Increases the chance
that the damage will have a lasting
effect on the target. |
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Confuse - Reduces the target's
attack value. |
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Electrocute - The magic damage will
definitely induce it's secondary
effect. |
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Chain - Chance for chain lightning. |
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Cleansing Brilliance (Buff)
This extremely intense light will illuminate the area,
damaging all minions of the dark especially undead and
T-Energy creatures.
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Distract - Reduces opponents' attack
speed with the area of effect. |
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Blind - Reduces opponents' defense
values within the area of effect. |
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Purify - Increases damage against
undead creatures. |
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Cleanse - Increases fire damage
against T-mutations. |
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Eagerness - Increases damage per
second. |
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Illuminate - Increases the area of
effect. |
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Hallowed Restoration
Heals a considerable amount of the Seraphim's health or that
of a targeted ally.
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Remedy - Increases healing effect. |
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Recuperation - Temporarily increases
the hitpoint regeneration effect. |
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Prevention - Temporary protection
from damage over time. |
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Master Healer - Decreases the
regeneration time of this spell. |
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Solidarity - Extends the healing
effect to nearby allies. |
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Antidote - Reduces the duration of
all impediments and wound effects. |
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Instill Belief
Chance to convert the target and nearby opponents into
allies for a brief period. Has no effect on boss enemies.
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Strong Voice - Increases the area of
effect. |
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Electrocute - Increases the chance
to convert at least two opponents. |
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Sinner - At least one opponent will
attack the converted target. |
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Preacher - Decreases the
regeneration time of Instill Belief. |
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Blessing - Restores health of
freshly converted targets. |
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Fanatic - Increases the Attack speed
of converted targets. |
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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.
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Hypnosis - Attracts opponents to the
center of the pillar. |
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Delude - Reduces opponents' attack
values within the area of effect. |
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Brightness - Increases the area of
effect. |
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Conserve - Increases the duration of
Radiant Pillar. |
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Magnify - Increases damage of
Radiant Pillar. |
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Ordeal - Inflicts twice as much
damage when the opponent's health
has fallen below a threshold value. |
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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.
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Archangel’s Wrath
When using this combat art, the weapon damage will be
converted into bolts of fire erupting from the weapon.
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Red Hot - Increases the fire bolt's
damage. |
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Salvo - Fires two successive bolts,
each with slightly reduced damage. |
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Explosive - Chance to hit nearby
opponents as well as the target. |
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Lock - The fire bolts will seek
their targets. |
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Greek Fire - Increases the chance
that the opponent will burst into
flames upon impact. |
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Vulnerable - Increases the chance to
land critical hits. |
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BeeEffGee
(Buff)
Conjures a powerful, divine weapon and improves ranged
weapon use. Requires at least one empty weapon slot.
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Enhancement - Inflicts more damage. |
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Battery - Reduces the cost to
maintain the BeeEffGee. |
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Enhancement - Inflicts more damage. |
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Battery - Reduces the cost to
maintain the BeeEffGee. |
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Accuracy - Increases the chance to
hit. |
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Penetrate - Chance to smash through
targets. |
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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.
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Dampen - Increases damage
absorption. |
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Capacity - Divine Protection lasts
50% longer. |
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Uplifted Force - Improves the energy
field. |
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Boost - Reduces shield's recharge
time. |
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Improved Reflection - Increases the
chance to reflect projectile damage. |
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Improved Mirror - Increases the
chance to reflect spell damage. |
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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.
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Expand - Increases Flaring Nova's
radius. |
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Impulse - Sends out two pulses, but
reduces strength and area of effect. |
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Perplex - Opponents temporarily lose
their attack power. |
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Stun - Chance to stun opponents
within range. |
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Flux - Increases Flaring Nova's
damage. |
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Laggard - Slows the target down. |
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Warding
Energy (Buff)
An energy field which partly absorbs incoming damage for as
long as energy is available to maintain the field.
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Field Force - Strengthens the energy
field and absorbs more damage until
it is exhausted. |
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Projectile Reflection - Chance to
reflect projectile damage. |
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Field Force - Strengthens the energy
field and absorbs more damage until
it is exhausted. |
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Magic Mirror - Chance to reflect
spell damage. |
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Block - Blocks a fixed amount of
damage from every successful hit. |
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Resource - Reduces the cost to
maintain the shield. |
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