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Primary Damages: Fear & Psychic/Magic
(Name Needed)
Base
create a field of shadows that cause all enemies to fear for a duration and deals psychic (mental/mind) damage [magic?] to feared enemies
Also snares enemies
the fear is constantly stacking
every hit of fear has a chance to deal extra psychic damage
the psychic damage is hitting every second
Morph A
also summon shadow rippers that will attack any enemy in the field of shadows, possibly jump scaring them as well which deals increased fear and increased psychic damage
Morph B
minion class targets are always knocked down and prone in fear for the duration, turning this ability into a great boss fighting ability against bosses that summon lots of minions
versus bosses, it doesn't really gain any extra effects
A1: fear-skull
Basic
launch a skull made of shadow at a target and deal psychic [magic] damage to them and causing them to fear
Morph A
Morph B
A2: Shadow Image
Basic: also known as Shade
Summon a shadow to attack your enemy, sometimes causing them to fear
Fear can cause psychic [magic] damage to be dealt onto the target
Morph A
Morph B
A3: Jumpscare
Basic
summon shadows around you that enemies cannot see
These shadows will occasionally launch at a target like a Blastbones and when within 5 meters of the target they are attacking they will appear to all, scaring enemies and Will fear and deal psychic damage to the target it attacked
nearby enemies have a chance to be feared, and that fear has a chance to do psychic damage to those feared enemies
this jumpscare can literally scare enemy players, unless they get used to it
Morph A
increase the number of shadows summoned and also increase the rate at which they launch themselves at enemies
Morph B
increase the fear and psychic damage the shadows cause
A4: Channeled Shadows of Fear
Basic
Cost per second, effect activates every second
Stand in place channeling your shadow-magic, launching a shadow orb at a nearby enemy every second
Animation like that of Templar's healing Ultimate, but instead you grip your weapon and launch shadow orbs at enemies
Channeling keeps you stationary
Shadow Orb Effect:
deals psychic damage
has a chance to fear
as always, fear has a chance to deal extra psychic damage
Other Channeling effects:
grants you protection, reducing your damage taken while channeling
Morph A: Unstoppable Channel
makes you immune to controlling effects
you cannot be stunned, feared, moved, or knocked down while channeling, nor be set off balance
Morph B: Powerful Channel
doubles the rate at which it launches orbs, which also doubles overall dps, even if it isn't the same target
A5: Scared of their own shadow
Basic
target is inflicted with an uncleansable debuff that causes their shadow to attack them periodically
target can be inflicted by 1 instance of this every 30 seconds, duration 10 seconds
if multiple Fearkyn players are around, only 1 can apply this to the target every 30 seconds, as only 1 instance is possible
Their shadow periodically lashes out and causes them to fear, and deals psychic damage
Every 3rd strike from their shadow causes them to become petrified in fear and unable to break free, petrification lasts 7 seconds
shadow attacks every once every 3 seconds
Morph A
Their shadow is so strong against them that they are also inflicted with minor and major maim for 5 seconds after the shadow's attack resolves
if the effect is still active when the shadow strikes again, it adds 5 seconds to the effect's countdown
Morph B
Their shadow exposes their weak points, applying Major and Minor Breach and Fracture for 5 seconds after the shadow's attack resolves
if the effect is still active when the shadow strikes again, it adds 5 seconds to the effect's countdown
P1
increases fear chance
P2
strengthens the fear strength and duration
P3
increases the chance of fear causing psychic damage
P4
increases psychic damage done
Primary Damage type: Oblivion/Void
(Name Needed)
Base
Fire a bolt at an enemy that explodes into a portal sucking in all enemies within 15 meters of the target
they are teleported to the void for 15 seconds, suffocating in the void taking 3k damage per second (suffocation/void/oblivion damage)
if they survive they are teleported back to where they were
Morph A
they are now also depressurized in the void, taking 3k bleed damage per second as well as the 3k (suffocation/void/oblivion) damage per second
Morph B
nothing shall escape you, not even bosses
instead of teleporting them, you turn the location into the void for the duration
allows it to damage those who wouldn't be teleported by it
A1: VoidBolt
Basic
fire a basic bolt that deals oblivion/void damage
Morph A
pierces through heavy armor
for heavy damage dealing versus single target
Morph B
hits a straight line of targets, aka: hits enemies behind your target and between you and your target until bolt reaches max range
for crowd control, not very useful in combat with few opponents
A2: Void Slash
Basic:
a magic attack that ignores armor and deals void/oblivion damage
Morph A
Increases the strike's power
Morph B
heals you for some or all of the damage caused
A3:
Basic
Summon a portal in front of you and ahead of you that teleports you forward
similar to Sorcerer's Bolt Escape, but also different
moveable enemies at the target location are teleported to where you teleported from
deals oblivion/void damage to enemies caught in the teleportation, whether they are teleported or not
Morph A
teleports nearby allies with you to your target location
Morph B
increases its max range and makes it a location selection ability, allowing you to cast the portal close or far
A4:
Basic
Based off Warden's Ice Shields
Summon 3 portals around you
each can absorb 1 ranged hit
the absorbed hit cannot exceed 40k damage
Morph A:
Adds retaliation to the portals, when they absorb a hit they don't send it to the void anymore and instead open up behind the target and lease their own round right back at them, causing the same effects that would have been applied to the caster of the portals
If the shot would cause the max damage, it deals that damage to the one who fired the shot
If it applies debuffs, it instead applies the debuffs to the enemy that casted the enemy projectile
ETC
Morph B:
Adds more portals, allowing you to not have to spam this ability as often
only good in battles where there are always projectiles flying at you, such as dragon fights and pvp and minion swarm boss battles or dungeons
A5:
Basic
lay hidden portals around the map, the enemies cannot see these portals
when an enemy walks into one, they are teleported through the void and take oblivion/void damage, then appear beside you on the battlefield
you can have up to 3 portals active at a time
portals arm after 1.5 seconds and last 30 seconds
portals affect only a single target
they are stunned for 3 seconds after being teleported (because of the shock of suddenly being teleported by something they thought wasn't there)
Morph A
increases portal capacity to 6 portals laying around the field
Morph B
strengthens portals, allowing them to affect an area
any enemies within 7 meters of it upon its activation are all teleported and damaged by the portal instead of just the one that walked into it
A1/2 Alternate
Basic
Tap for summon crew portal or hold to summon tier portal
You have Space Points, which determines how many summons you can have out at a time
Active portals cannot exceed your space points capacity
At obtaining this ability, you have 2 space points and can only summon Tier 1s
you gain 1 point extra to the capacity every few levels, up to 16-20
Portal Tiers
At Unlock: T1) Banekin/Scamp
Lvl XX: T2) Clanfear/Winged-Twilight
Lvl XX: T3) Grievous-Twilight/Ogrim
Lvl XX: T4) Deadroth/Ogrim
Lvl XX: T5) Harvester
Lvl 50: T6) Deadric Titan
Ogrim can go in either T3 or T4
Space Points
1: Banekin/Scamp
2: Clanfear/Winged-Twilight
4: Grievous Twilight
5: Ogrim
6: Deadroth
10: Harvester
16: Deadric Titan
Cost:
formula= 800x+2200
x= Space Points value
Selecting
you can access the ability in the skill screen to select units or go random
Crew Portal requires selections and cannot function without selected units to summon
For portals T1-T4, you can select which unit of the two available units to summon from the portal
T1: select Banekin or Scamp or random
T2: Clanfear or Winged Twilight or random
T3: Grievous Twilight or Ogrim or random
T4: Daedroth or Ogrim or Random
T3/4: Ogrim can be selected for only 1 and not both, but can still be summoned from either's random even if it's selected by the other
Summoning the Portal
tap for crew portal
if no crew is selected, Tap will instant summon the tier 1 portal
Hold for tiered portals
Crew portal summon = 1 sec longer than the highest tier you can do
Tiered portals
their tier number is how many seconds it takes to summon the portal
Hold the button and release when the tier you want is there, or wait for a second longer for it to size up again until max size (crew portal) is reached
You can only have 1 crew portal active at a time
same for T5 or T6, or lower portals at lower levels
If portals exceed space-points limits, the first portal will disappear to give space for the new one
if still not enough space then the next oldest, then the one after, until space points are within limits again
Ogrim
whether T3 or T4 that summoned the portal, the Ogrim's portal has a different size and shape, and maybe a different color then either T3 or T4
this makes it distinct so you know it's an Ogrim portal
T3 portal = 4SP, Ogrim portal = 5SP, T4 portal = 6SP
and of course, each has its own cost, but Ogrim uses the cast time of either T3 or T4 depending on which slot summoned the portal
Morph A
tougher and stronger
have more health/armor and deal more damage
Morph B
fight smarter
they have increased crit chances and can ignore enemy armor
they dodge more often
they use special abilities more often, which can allow them more DPS or allow them to live longer
Another Alternate Ability
Basic
this is an alternate defense ability
Hold the button to use this ability
drains Magicka while the button is held
slows you while channeling
any projectiles cast at you entering a 90-degree cone in front of you are sent through the void back at the one who fired it at you
a portal opens behind the enemy are hits them with their own round that was swallowed by your (void wall cone thing) - {needs the name of the ability, once I figure out what to call it}
Enemies charging at you that enter the cone are teleported anywhere from 20 to 28 meters away and they take 3k void/oblivion damage
Morph A
Morph B
Ability Set Ideas
1st for the set
Basic
Activating summons a few portals around you
as they hover around you they protect you from some ranged attacks or melee opponents
these portal charges are also consumable
Morph A
Morph B
2nd for the set
Basic
use this ability to consume 1 portal charge and throw a portal in front of you
the portal swiftly flies through the air moving up to 28 meters, unless it hits terrain
Enemies Hit
any enemies hit are teleported 20-28 meters away from the portal in the opposite direction of you
said enemies take 3k void/oblivion damage
Projectiles Hit
any enemy projectiles hit are teleported to the enemy, causing their intercepted shot to hit them instead
this might be one of the most difficult things to do, but it can help save you or your allies
Morph A
Morph B
3rd for the set
Basic
use all of your charges, sending them flying away from you in various directions
same effect as basic of #2 for what portals hit or intercept
Morph A
Morph B
P1
P2
P3
P4
Fun things that you might be able to do with this tree
unknown as of now
(Name Needed)
Base
Morph A
Morph B
A1:
Basic
Morph A
Morph B
A2:
Basic:
Morph A
Morph B
A3:
Basic
Morph A
Morph B
A4:
Basic
Morph A:
Morph B:
A5:
Basic
Morph A
Morph B
P1
P2
P3
P4