|
I.
MINOR SKILLS
Minor skills
are also called "free skills"
because thier effectiveness does not depend
on Intellgence. To be effective, they must
used multiple times and thus use a large
amount of Energy. Minor skills are shared
by multiple classes. They activated by alternate-fire
on weapon 1.
|
Disarm
|
Classes:
Assassin, Commando, Fighter, and Cyborg
Energy Use:
varies |
|
Disarm
can be used against Wards, Ion Barriers,
Anti-Matter Nukes, and Angelfires.
Wards and Ion Barriers cannot disarmed
until they are deactived (where the
shield is down), thus players need
to risk stepping into a Barrier/Ward
that may reactive on them (15 seconds).
Ion Barriers & Wards require
66% of your Energy Bar to disarm and
about 6.6 seconds. Nukes & Angelfires
are harder to disarm. It takes 100%
of your Energy Bar and about 10 seconds
to disarm. The Nuke/Angelfire fuse
is only 12.5 seconds. You only have
a 2.5 second window to start disarming.
Disarming can
be a group task. Multiple players
can work on disarming for faster disarms.
More importantly, if a player lacks
the Energy to complete a full disarm,
another player can pick up the slack.
Thus, it takes 2 players about 5 seconds
to disarm a Nuke.
|
|
Flash
|
Classes:
Android and Mage
Energy Use:
10% |
|
A great teamwork skill,
the Flash minor skill tosses a tiny
orb -- a magical/high-tech flashbang
grenade withh special properities.
The orb sticks to most surfaces. If
the orb is tossed into an enemy or
if 2.5 seconds expire, the Orb explodes
in a very bright flash of light for
no damage. However, it blinds all
opponents within 83.3 ft (25.4 m)
for few seconds. Unlike a conventional
flash grenade, you cannot blind your
own teammates, although the orb will
explode if toss it into them. You
can, however, blind yourself. Additonally,
this skill can be used on enemies
protected behind barriers/wards.
|
|
Aura
|
Classes:
Wastelander and Monk
Energy Use:
varies |
|
Aura
emits a holy radial energy from the
player for 83.3 feet (25.4 m) and
through walls, repairing all
constructions in range. It repairs
on a curve. The closer a construction
is to being fully healed, the less
it repairs e.g. if the Portal has
1 HP, it takes far less time to repair
to 5000 HP, than to repair a Portal
with 5000 HP to 9999 HP. The number
of constructions or obstructions in
range does not change the effectiveness
of Aura. Thus the Wastelander/Monk
can easily hide near his base and
repair constructions. Aura also inflicts
minor damage to enemy players, but
has no effect on enemy constructions.
|
II.
MAJOR SKILLS
Major skills
are specific to each class. The number of
skills and how well they work are based
on the Intelligence attribute. They are
activated (by default) with the 'F', 'G',
and 'H' key.
ANDROID
SKILLS
|
Repair/Demolish
Class:
Android
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
The Android can disperse
a large cluster of microscopic nanomachines
programmed to repair or demolish any
construction. This technology affects
everything equally within its large
dispursion radius. When demolishing
opposing constructions it does many
times more damage than a typical explosive.
|
|
Ion
Barrier
Class:
Android
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: durability
Energy Use:
66%
|
 |
|
This portable wall
is erected to create dynamic choke-points
and protect
portals, constructions, and overall,
the whole base. The Ion Barrier
generates an energy shield that can
withstand severe damage. An
Ion Barrier blocks incoming fire,
and will cause damage to anyone who
is not implanted with the OrderID-chip
- thus members of the Chosen will
not be able to pass through unharmed.
Members of the Order can stand inside
the barrier and fire out. Enemies
firing on the shield can eventually
temporarily deactive it. An Ion Barrier
can have between 450-1250 hit points,
depending on the Android's skill level.
The Ion Barrier cannot be perminantly
destroyed except by the Mage's Mend/Break
skill, the Monk's Angelfire, or the
Fighter's and Assassin's Disarm minor
skill. Characters in the Barrier can
also be blinded by the Mage's Flash
skill.
|
|
Nano
Generator
Class:
Android
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: intensity
Energy Use:
100%
|
 |
|
This generator emits
tiny nanites within a 250 feet (76.2
meter) area. These nanites reinforce
the armor class on allied constructions,
such as Ion Barriers. This generator
also works for increasing the portal's
AC (Armor Class). Depending on the
Android's skill, the Generator can
upgrade a construction's Armor Class
so high that even an rocket cannot
damage it. Primarily used in conjunction
with Ion Barriers. Note: the Nano
Generator's AC itself can never be
upgraded.
|
CYBORG
SKILLS
|
SureShot
Class:
Cyborg
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
This cybernetic implant
iwill increase the character's stability
and aim, giving a +15 boost in Dexterity.
This upgrade deteriorates over time
- the amount of time it takes is equal
to your skill level. The implants
do not have much shielding and can
be easily destroyed by the enemy,
so placement is part of the creator's
strategy. Up to 5 implants may be
made available at a time. (A
proficiency of 250% skill = 30 seconds.
All effects are cumulative, up to
60 seconds. Characters with the Enhancer
Armor Bless will always recieve 90
seconds of enhancement regardless
of the creator's skill level.)
|
|
Razor
Matrix
Class:
Cyborg
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: durability
Energy Use:
66%
|
 |
|
This construction
gets its roots from ancient warfare,
where traditional razor wire was used.
You get caught up in it and it will
slow you down, and it will cause damage.
|
|
Charge
Station
Class:
Cyborg
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: intensity
Energy Use:
100%
|
 |
|
The Cyborg can not
only can attack the enemy - he can
also help out his allies greatly.
Through the use of his Charge Station
he can recharge all units within 166.6
feet (50.8 meters). When the allies
are in range, it analyzes them every
15 seconds and it can heal and give
ammo to soldiers while repairing base
constructions. The higher the Cyborg's
skill, the more effective the Charge
Station. Note: the Charge Station
can never repair itself or another
Charge Station.
|
COMMANDO
SKILLS
|
CriticalShot
Class:
Commando
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
CriticalShot
makes the recipient extremely good
at finding any weak spots on his target.
He will have superhuman perception
and be able to easily target vital
organs, major arteries and minute
gaps in armor. He can target any part
of the target's torso or abdomen -
this shot will automatically be upgraded
to a Critical Hit (headshot / double
damage). This upgrade is extremely
powerful, but it can be negated by
a very high Tenacity. The implant
will remain on the ground until someone
collects it. The length of duration
of the implant power depends on the
skill level of the owner. This implant
is also easily destroyed by enemy
firepower, so you need to be careful
where you place it. The Commando can
create up to 5 CriticalShot at a time.
(A proficiency
of 250% skill = 30 seconds. All effects
are cumulative, up to 60 seconds.
Characters with the Enhancer Armor
Bless will always recieve 90 seconds
of enhancement regardless of the creator's
skill level.)
|
|
UA-12
Tactical Drone
Class:
Commando
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: duration
Energy Use:
66%
|
 |
|
The UA-12 Tactical
Drone has a sophisticated onboard
AI, for tracking of non "Order"
personnel. It has highly sophisticated
weapon tracking.
|
|
Radar
Class:
Commando
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: radius
Energy Use:
100%
|
 |
|
Although the Radar
is small, it is thousands of times
more sensitive than stations 100 times
its size in the 20th century. The
Commando's Radar is so powerful it
can detect any and all forms of stealth,
including the Assassin's Invisibility
skill, and report hostiles back instantly
through walls. Thus, the Radar is
very useful tactically. Opponents'
names and locations will appear through
walls in the same way as as players
normally see their friends. The Radar
has virtually unlimited detection
range but, due to its small size,
its ability to communicate with allies
is limited. That range varies from
83.3 - 416.6 feet (25.4m - 127m) depending
on the Commando's skill.
|
WASTELANDER
SKILLS
|
Health
Pack
Class:
Wastelander
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
This
health pack only works when it detects
an OrderID chip - if it does not the
nanites will not function - to prevent
members of the Chosen, and all those
who don't believe in the Orders way
of life, from "stealing"
their medical supplies. The health
pack can be destroyed by enemy fire,
though, and thus should be placed
wisely. The amount healed per pack
is dependent on the creator's skill
level. The owner of the pack will
recieve XP based on how much HP is
healed (you do not recieve XP for
healing yourself).
The
Wastelander can create several of
these at on the map at time. (Up to
10 Health and Ammo Packs -- mix and
match.) The Wastelander can also use
these himself.
|
|
Ammo
Pack
Class:
Wastelander
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: intensity
Energy Use:
66%
|
 |
|
The ammo pack will
resupply all non-magical ammo, and
as such it cannot be used by the Chosen.
However, it can be destroyed by them,
and so must be placed wisely. The
amount of ammo resupplied is based
on the creator's skill level. The
owner will recieve XP based on the
amount of ammo resupplied (you do
not recieve XP for resupplying yourself).
The Wastelander can
create several of these at on the
map at time. (Up to 10 Health and
Ammo Packs -- mix and match.) The
Wastelander can also use these himself.
|
|
Anti-Matter
Nuke
Class:
Wastelander
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: intensity
Energy Use:
100%
|
 |
|
This is the ultimate
weapon of the Order - A timed bomb
with a huge blast radius and which
can cause several thousand points
of damage. This Nuke is specifically
designed to work against the armor
of the Chosen's "Super Portal"
- though this doesn't mean it won't
work against the Chosen themselves!
However, it should be deployed with
care, as it can harm the deploying
Wastelander (as well as any friends
if Friendly Fire is on). It can only
be disarmed by the Mage's Mend/Break
skill.
|
MAGE
SKILLS
|
Mend/Break
Class:
Mage
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
This dual-use spell
allows the Mage to repair damaged
base structures or to destroy opposing
ones. When cast a translucent cloud
of magic dispurses on impact, affecting
anything within 41.66 feet (12.7 meters).
Mend/Break does an enormous amount
of damage to opposing structures.
|
|
Ward
Class:
Mage
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: durability
Energy Use:
66%
|
 |
|
A
Ward is used by the Chosen - it is
created and maintained by a mage,
and yet benefits the whole team. The
Ward will fatally harm anyone who
enters. However, the Chosen, led by
the teachings of Mabus, know how to
harness the magical energy so that
they may safely reside inside the
ward. The Ward is useful for protecting
portals, constructions and the rest
of the base. It can be used to create
choke points. Anyone who is not a
follower of Mabus, and does not understand
his teachings (such as the Order),
will not be able to fire through the
ward. However, the followers of Mabus
(the Chosen) understand the complex
nature of its magic, and can therefore
fire through, and even from within,
the Ward.
A Ward can be temporarily deactivated
by intense firepower, but can only
be perminantly removed by the Android's
Repair/Demolish Skill, the Wastelander's
Anti-Matter Nuke, the Cyborg's and
Commando's Disarm minor skill. Characters
in the Ward can also be blinded by
the Android's Flash skill.
|
|
Guardian
Spirit
Class:
Mage
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: intensity
Energy Use:
100%
|
 |
|
The Mage, although
well known for the Fireball, has other
tricks up her sleeve. One of her defensive
capabilities is that she can bring
forth a Guardian Spirit. The Guardian
faithfully guards all constructions
in the area, 250 feet (76.2 meters),
including the Portal, by raising their
AC values. The better the Mage is
at summoning the Guardian Spirit,
the higher the AC adjustment will
be. Depending on the Mage's skill,
the Guardian Spirit can improve the
Armor Class of all base structures
to an extend that they are immune
to even Minigun fire. Note: the Guardian
Spirit's AC itself can never be upgraded.
|
FIGHTER
SKILLS
|
Hyper
Class:
Fighter
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
The Hyper Rune increases
an ally's Agility by +15. The rune
will remain on the ground until someone
uses its magic, with the duration
of the increase depending on the skill
level of the creator. This magic is
also easily destroyed by enemy firepower,
so it needs to be placed carefully.
The Fighter can make up to 5 Hyper
Runes available at a time. (A
proficiency of 250% skill = 30 seconds.
All effects are cumulative, up to
60 seconds. Characters with the Enhancer
Armor Bless will always recieve 90
seconds of enhancement regardless
of the creator's skill level.)
|
|
Death
Vortex
Class:
Fighter
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: duration
Energy Use:
66%
|
 |
|
The Death Vortex is
summoned by the Fighter and is good
for creating choke points and traps.
This swirly hell cloud will slow down
"non-believers" as they
try to pass though it and will cause
great damage.
|
|
Shrine
Class:
Fighter
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: intensity
Energy Use:
100%
|
 |
|
The most potent of
the Fighter's skills which are beneficial
to his allies is his ability to make
a Shrine. The higher the skill is,
the more powerful the Shrine. When
an ally is within distance of the
Shrine's power, 166.6 feet (50.8 meters),
they are assisted every 15 seconds.
Players will be healed and gain mana,
and buildings will be repaired.
|
ASSASSIN
SKILLS
|
Invisibility
Class:
Assassin
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
The
ultimate sneaker needs something more
than just mere stealth. The Assassin
can make himself almost fully invisible
- he will be 90% transparent while
staying still or croutch walking,
85% when walking, and 80% while running.
This is very useful when hiding in
the shadows. The rune will
remain on the ground until someone
uses its magic and how long it will
last depends on the skill level of
the creator. This magic is also easily
destroyed by enemy firepower, so careful
placement is important. The Assassin
can make up to 5 Invisibility Runes
available at a time.
Invisible players can be revealed
by the Commando's RADAR construction
or characters with the Detect Evil
Weapon Bless. (A
proficiency of 250% skill = 30 seconds.
All effects are cumulative, up to
60 seconds. Characters with the Enhancer
Armor Bless will always recieve 90
seconds of enhancement regardless
of the creator's skill level.)
|
|
Spirit
Kami
Class:
Assassin
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: duration
Energy Use:
66%
|
 |
|
The Assassin channels
the power of Mabus to invoke the Spirit
Kami. The Spirit Kami being an entity
of Mabus' creation, naturally despises
the Order (non-believers). It will
chase after them and unleash the fury
of Mabus.
|
|
Oracle
Class:
Assassin
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: radius
Energy Use:
100%
|
 |
|
The Oracle is a very
important construction for scouting
and tactics, as it gives allies the
ability to see opponents through walls.
Opponents' names and locations will
appear through walls as players normally
see their allies. While the Oracle
can see enemies accross the entire
map's distance, the range over which
it can assist allies depends on the
Assassin's skill level. Its range
varies from 83.3 - 416.6 feet (25.4m
- 127m).
|
MONK
SKILLS
|
Faith
Healing
Class:
Monk
Requirements:
Intelligence 1
100% Proficiency:
Intelligence 10
250% Proficiency:
Intelligence 25
Proficiency
Affects: intensity
Energy Use:
33%
|
 |
|
This
is a magical form of healing, and
so will not heal non-believers (the
Order). The true believers of Mabus
(the Chosen) can heal themselves with
this stone. However, it can be destroyed
by enemy fire and so should be placed
wisely. The Creator of the Faith Healing
stone will recieve XP based on the
HP healed (you do not recieve XP for
healing yourself).
The Monk can make
up to 10 of Faith Healing and Mana
Stones combined available on the map
at one time.
|
|
Mana
Stone
Class:
Monk
Requirements:
Intelligence 11
100% Proficiency:
Intelligence 20
250% Proficiency:
Intelligence 35
Proficiency
Affects: intensity
Energy Use:
66%
|
 |
|
The
Mana Stone uses its magical power
to resupply any magical (Chosen) weapon
- since it is magical it is useless
to the Order. It can, however, be
destroyed by enemy fire, so you should
consider carefully where to place
it. The amount of mana resupplied
is based on the creator's skill level.
The owner is given XP based on the
amount of mana resupplied (you do
not recieve XP for resupplying yourself).
The Monk can make
up to 10 of Faith Healing and Mana
Stones combined available on the map
at one time.
|
|
Angelfire
Class:
Monk
Requirements:
Intelligence 21
100% Proficiency:
Intelligence 30
250% Proficiency:
Intelligence 45
Proficiency
Affects: intensity
Energy Use:
100%
|
 |
|
Angelfire is
the Monk's answer to the Wastelander's
Nuke. The powerful divine blast does
massive damage and can totally destroy
the Chosen's base. The Angelfire harnesses
magical energy to create an extremely
intense explosion. It is primarily
deployed against an enemy "Super
Portal", however it will also
work on the enemy itself. This complex
magical item is inpervious to enemy
fire, but the Androids repair/demolish
skill will work to disarm the Angelfire
(without an explosion).
If a server has Friendly
Fire on the Angelfire can also harm
Chosen players and structures. It
can always harm the Monk that created
it.
|
|