Difference between revisions of "Sacred 2:Seraphim Combat Arts"
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− | |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. | + | |The Seraphim is a graceful expert of close combat. She is not as physically strong as the [[Sacred 2:Shadow Warrior|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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− | |Temporarily increases run and attack speed. The art also grants immunity against root-based spells. | + | |Temporarily increases [[Sacred 2:Run Speed|run]] and [[Sacred 2:Attack Speed|attack speed]]. The art also grants immunity against [[Sacred 2:Block chance: Root|root-based spells]]. |
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− | |Increases attack and defense values as well as weapon damage. | + | |Increases [[Sacred 2:Attack Value|attack]] and [[Sacred 2:Defense Value|defense values]] as well as weapon [[Sacred 2:Damage|damage]]. |
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== '''Aspect: [[Sacred 2:Celestial Magic|Celestial Magic]]''' == | == '''Aspect: [[Sacred 2:Celestial Magic|Celestial Magic]]''' == | ||
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|http://www.sacredwiki.org/images/Sacred_2/CombatArts/Sera/Gods_Char_Diff_CAs_29.gif | |http://www.sacredwiki.org/images/Sacred_2/CombatArts/Sera/Gods_Char_Diff_CAs_29.gif | ||
− | |This extrememly intense light will illuminate the area, damaging all minions of the dark especially undead and T-Energy creatures. | + | |This extrememly intense light will illuminate the area, damaging all minions of the dark especially [[Sacred 2:Undead|undead]] and [[Sacred 2:T-Mutant|T-Energy creatures]]. |
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− | |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. | + | |Activates a protective [[Sacred 2:Energy Shields|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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|http://www.sacredwiki.org/images/Sacred_2/CombatArts/Sera/Gods_Char_Diff_CAs_44.gif | |http://www.sacredwiki.org/images/Sacred_2/CombatArts/Sera/Gods_Char_Diff_CAs_44.gif | ||
− | |Conjures a powerful, divine weapon and improves ranged weapon use. Requires at least one empty weapon slot. | + | |Conjures a powerful, divine weapon and improves [[Sacred 2:Ranged Weapons|ranged weapon]] use. Requires at least one empty weapon slot. |
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Revision as of 20:45, 29 October 2013
Seraphim Combat Arts
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Aspects |
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. |
Soul Hammer
A focused, forceful weapon attack against a single target. |
Pelting Strikes
This is a series of hits directed against one or more enemies. This powerful attack might weaken or even disarm the opponent. |
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. |
Dashing Alacrity
Temporarily increases run and attack speed. The art also grants immunity against root-based spells. |
Battle Stance (Buff)
Increases attack and defense values as well as weapon damage. |
Aspect: Celestial Magic
Due to her mystic background she has the gift of holy magic that can turn her into a magic fighter. 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. |
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. |
Instill Belief
Chance to convert the target and nearby opponents into allies for a brief period. Has no effect on boss enemies. |
Hallowed Restoration
Heals a considerable amount of the Seraphim's health or that of a targeted ally. |
Cleansing Brilliance (Buff)
This extrememly intense light will illuminate the area, damaging all minions of the dark especially undead and T-Energy creatures. |
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. |
Flaring Nova
A devastating nova that damages all enemies around the Seraphim within range. |
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. |
Warding Energy (Buff)
An energy field which partly absorbs incoming damage for as long as energy is available to maintain the field. |
BeeEffGee (Buff)
Conjures a powerful, divine weapon and improves ranged weapon use. Requires at least one empty weapon slot. |