of Equanimity (completed): you completely ignore all damage for the first 120 seconds of battle.

Path of Sacrifice: at the start of each battle, you absorb the total health of all your group members, plus a bonus (skill level) % of that total, in order to take all the damage dealt to aiiy ally throughout the battle; however, if you die, the entire group dies.

Special skills and abilities

Depths Teleportation

You will be instantly canned to a known location in Disgardium. Can teleport group members, or sentients outside your group as long as you are touching them and they are at or below your level.

Spirit Shackles

Creates a 30-yard zone in which the souls of dead players are pulled in and held for an hour. The owner of Spirit Shackles can choose whether the soul should revive in place, go to their respawn point or wait for the timer to run out.

Attention! This skill does not revive deceased players if their game timer to revival has not elapsed (10 seconds, 1 hour and 12 hours for the first, second and third deaths per day respectively).

Ghastly Howl

You howl, filling your enemies with fear. The blood turns to ice in their veins, their soul sijiks into their boots, their hair stands on end and they run away in panic.

Duration: 10 + (skill level) seconds.

Active radius: 10 + (skill level) yards.

Flight

You can fly without limitation!

Does not require mana.

Class skills and abilities

Divine Revelation

This spontaneous ability has no system description.

However, experience tells us that if the Herald is threatened with final death, he may, at a key fork in fate, live through and see the future.

Imitation

The path of the Herald of the new age is extremely complex and challenging; no matter where he is, the harbinger of the Old Gods and of coming change is ever pursued. The ability to imitate another is available only to the truest Heralds. An experienced Herald can invent an imitated disguise.

Lethargy

Sends the target into a lethargic sleep for 1 hour. Effect cannot be removed.

Liberation

Automatically removes any control effect. Has some chance of reflecting the control effect.

Cloak Essence

The knowledge of who your enemy is can often decide the course of battle. Now you can hide your essence, depriving the enemy of important information about you.

Divine abilities

Sleeping Invulnerability

This ability’s level is always equal to the number of active Sleeping God temples.

Absorbs a percentage (20% for each ability level) of all incoming damage. The remaining damage is split between all group members in proportion to their health. A character without a group takes all the unabsorbed damage in full.

Sleeping Vindication

Divine ability.

This ability’s level is always equal to the number of active Sleeping God temples.

Damage absorbed by Sleeping Invulnerability stacks up in the altar of the main temple. This is vindication.

Vindication can be cast in an area or aimed at a specific target.

Active radius: 1 yard for each point of Perception (damage lowers with distance).

Unity

Divine ability.

+1 to a random statfor each new follower of the Sleeping Gods.

Touch of the Sleeping Gods

Divine ability.

Allows you to convert sentients into followers of the Sleeping Gods. Requires confirmation from the convert.

Sleeping Justice

This ability’s level is always equal to the number of active Sleeping God temples.

If you or your allies are attacked, your primary characteristics and vindication amount are doubled for every level of this ability.

Aid of the Sleepers

Divine ability.

This ability’s level is always equal to the number of active Sleeping God temples.

When an enemy dies; recover 20% health, mana and vindication for every level of this ability.

Perks

Mightiest Punisher

+25% to damage against other players.

Second Life

After death, you revive in the same spot with full health. You are given a choice of where to revive (place of death or linked respawn point).

Dungeon Hero

+25% damage and movement speed in instances.

Fortune’s Gifts

+50% luck; +5% chance to avoid critical damage; +5% chance to detect invisibility; +5% critical hit chance; +5% chance to get a unique quest; +5% chance to get upgraded loot.

Drinker of the Ambrosia of the Sleepers

The Sleeping Gods are always with you, and if it is their will, they will appear in your darkest hour.

Strong Back

+50% carrying capacity.

Pioneer

+300 feet to view radius, +10% to mounted movement speed. Beast God Conqueror +10% reputation with beast gods.

Polar Explorer

You take 10% less damage from inhabitants ofHoldest. Magnetism

Loot from enemies you defeat is automatically sent to your inventory. Filtration optiojis are available.

Snow Wanderer

You deal 10% more damage to inhabitants ofHoldest.

Junior Gladiator

+5% damage in battle against players; +5% to Resilience skill in battle against players; +10% to all main stats.

Auras

Most Magnificent Avenger

—25% damage and defense to all nearby opponents.

Scyth’s equipment and artifacts

ColdBlooded Punisher

Soulbound to Scyth.

Legendary scalable fidl armor set.

Unique item.

This armor is not of this world. So have said those who have had the honor of wearing it. Perhaps that was just an exaggeration, and in fact it was the final invention of the First Mage, as some said. The truth, as ever; is somewhere in between.

Armor: (100 * level).

+(2 * level) to all main stats.

Special effect: Punisher’s Cruelty (every minute spent in battle increases the damage you deal by 1%).

Sale price: cannot be sold.

Chance of loss after death lowered by 100%.

Durability: indestructible.

Reaper’s Scythes

Soulbound to Scyth.

Divine scalable twin fist weapon.

Unique item.

Damage: (6-g) * owner’s level.

Bonus damage: 10% of main damage for each level of Reaper’s

Scythes.

This weapon for harvesting impure souls was cast from celestial metal by the Reaper himself one of the mighty Old Gods. Its haft was made from the first branch of the Primordial Tree of Life.

The spirits sealed inside have kindled within the weapon its own intellect.

+10% chance to avoid deadly damage.

Special effect: The remainder of the life of those killed by this weapon is sealed within it and increases damage by 10% for every level of Reaper’s Scythes.

Sealed lives for next level: o I (100 * weapon level).

Sale price: cannot be sold.

Chance of loss after death lowered by 100%.

Durability: indestructible.

Sharkon’s Mane

Legendary scalable shield.

Unique item.

Armor: 9 * level.

+(1.2 * level) to strength.

+(1.8 * level) to endurance.

+25% block chance.

On activation: throws the shield at enemies, dealing 1000% of base damage. The shield bounces

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