One-Handed Curved Sword:
Reaver: A basic dash-type sword skill
One-Handed Sword:
Slant: A simple sword skill slashing diagonally.
Vertical: A simple sword skill slashing vertically.
Horizontal: A simple sword skill slashing horizontally.
Rage Spike: A dash-type skill that follows into an upwards strike at the target.
Vertical Arc: A simple sword skill creating a 'V' shape trajectory.
Sharp Nail: A Sword Skill that consists of an upward right to left diagonal slash, followed by a left to right horizontal slash, ending with a downward right to left diagonal slash. An alternative execution of the skills consists of three vertical slashes.
One-Handed Rapier:
Linear: A lightning-fast thrust at the enemy.
Quadruple Pain: A mid-level rapid four-hit thrust that can immobilize the target.
Shooting Star: A charge-dash type sword skill that does great damage on impact.
Diagonal Hexagon: a mid-level rapier sword skill consisting of three diagonal crossing slashes, forming a hexagon, and a stab at the crossing point of the slashes, stunning the enemy.
Neutron: A high-ranking extreme speed Sword Skill that delivers 5 consecutive thrusts.
Star Splash: A high level, high speed 8-hit thrusting sword skill. If one connects the thrusts, one gets an eight pointed star.
Meteor: A high level, high damage 1-hit sword skill that is only usable after another sword skill has been used. The damage scales with the amount of hits the user has delivered in the last 5 seconds, every 10 hits doubling the damage.
Katana:
Ukifune: A mid-level sword skill that knocks the enemy back, dealing moderate damage to him.
Tsumujiguruma: An omnidirectional, massive damage sword skill that hits after leaping in the air and channeling for a few seconds.
Spirit Blades: Hiten:
Twisting Clouds: The blades rotate around the orb on a defined orientation for 3 seconds, increasing radius and damage every second. Triggered passives: Attack Boost, Brute Strength.
Lightning Revolver: The blades rotate around the orb, pointing in the same direction, gaining stacks in the channeling process (1 stack/rotation; 12.5 seconds/rotation; max 24 stacks). On release: the blades hover in place, rotating in the opposite direction. The top blade stabbing the target in a lightning fast manner. When the striking blade retracts, all blades rotate 90 degrees, repeating the striking process. (1 stack = 1 strike) The channel will be aborted if the player gets damaged or disabled, losing all stacks in the process. Also, the user generates Hate of the bosses whilst channeling. Triggered passives: True Damage,Attack Boost,Pointed.
Heaven's Gates:blades form a spearhead and dash in the designated direction until reaching max range (15m) or hitting the first target. During the duration of this ability, the Spirit Bonds passives debuff is halved. Upon hitting a target, the blades spread open, slashing the enemy apart and applying Bleed and teleporting themselves back to the user afterwards. Triggered passives: Attack Boost, Pointed, True Damage, Durability shred, Brute strength.
Divine Judgement: the user dashes towards the enemy, dealing damage on-impact whilst the blades slash the enemy apart in an array of quick stabs, jabs and slashes. Amplifies the damage dealt to the target by the user by 150% during the duration of this skill (4.5s). This does not apply to this skill itself. The user cannot use other skills on the Chronokeeper until this skill has been over for at least 1 second. Stuns the enemy for 0.5 seconds after the skill ends. Triggered passives: Attack Boost, Crit Up, Pointed.
Transcendent Blades: summons a ghost copy of the Chronokeeper, orbiting the user, who can then throw out the blades at will. These do not trigger the Spirit Bonds passive and disappear once having reached maximum range (20m). Also, ignores unit collision, dealing damage to every enemy it passes through. Heals the user for 10% of the damage dealt. Triggered passives: Attack Boost, Brute Strength, Crit up,Durability shred.
Passive effects of weapons, armor, etc.
(C) = COMMON
(U) = UNCOMMON
(R) = RARE
(S) = SUPER RARE
(L) = LEGENDARY/UNIQUE
Weapons:
(C) Attack Boost: pretty much self-explanatory.
(U) Brute Strength: does 25-50% (depending on upgrade level) of the damage regardless if the target is blocking or not (counts as piercing damage).
(L) Equipment Break: does one third of the opponent's equipment's max durability as durability damage to the hit equipment if the equipment is of lower quality than the weapon.
(L) True Damage: damage dealt by this weapon ignores all defensive values of the target (can still be blocked, reduces 25% of the damage dealt).
(U) Block Boost: also pretty much self-explanatory.
(R) Durability shred: does a flat amount of durability damage on hit (depending on weapon type and rarity).
(R) Reinforced: 10% increased durability, 5% chance (on-hit) that no durability will be used for the strike
(S) Unbreakable: durability is increased by 1000% (not actually unbreakable)..
(U) AGI/STR UP: also self-explanatory.
(L) Ethereal Shift: weapon can shift through one solid object once every 60 seconds.
(S) Two Handed: sword can execute 2-handed sword skills, enlarging the sword whilst doing so (only one-handed swords).
(R) Scavenger: increases the drop-rate of rare item drops by 5-50% (depending on upgrade level). Also affects all boss's Last-Attack Bonuses, increasing their quality.
(U) Greed: increases the amount of Col dropped by 100%, decreases the drop-rate of rare items by 50%.
(C) Fast Charge: halves the charge time for charge-type skills.
(C) Quick Rest: decreases the freeze period after a sword skill by 5-50% (depending on upgrade level).
(U) Crit up: increases the critical strike chance by 5-50% (depending on upgrade level) of the weapon's base stats.
(U) Modifiable: one is able to attach small items to the fuller, hand guard and hilt of the sword, not affecting stats.
(C) Pointed: does 20-30% extra stabbing damage.
(L) Blood Well: stores 50% of the dealt damage as BP (1HP = 1BP; max BP = max HP), decaying after 3 minutes when not dealing damage. When the HP gets below 20%: Consumes all BP to heal you for 50% of the consumed points.
(S) Icy: your attacks lower the opponent's equipment's temperature by a flat amount (depending on weapon type and rarity), eventually freezing his equipment over. The frozen equipment will have its AGI lowered by a flat amount (depending on weapon type and rarity) and 50 times the durability loss than usual. Makes the user immune to Fiery.
(L) Aura: Frost: Cold surrounds the user when the weapon is drawn, lowering the temperature of everything surrounding it over time, eventually freezing it over. The frozen equipment will have its AGI lowered by 50% and 50 times the durability loss than usual. Additionally, makes user immune to Icy and Aura:Heat.
(S) Fiery: your attacks raise the opponent's equipment's temperature by a flat amount (depending on weapon type and rarity). The heated weapon will loose durability much more rapidly but do a flat amount (depending on temperature) more damage. Armor hit by the weapon will weaken and deal a damage over time debuff to the wearer when the temperature raises too high. When the temperature exceeds the weapon's or the armor's limit (depending on rarity and type), it will melt, turning it into the raw material it was crafted from. Makes immune to Icy.
(L) Aura: Heat: The user heats up his surroundings when the weapon is drawn, heating the equipment up like in Fiery. Makes immune to the aforementioned buff. One CANNOT melt equipment with this aura.
Armor:
(R)Sturdy: 2.5% extra DEF.
(U) AGI/STR UP: self-explanatory.
(S) Thorns: returns 2.5-7.5% of the damage dealt to the user to the enemy's weapon as durability damage. (1HP = 1DUR).
(L) Blood Bond: the less HP the user has, the more DEF the armor gets (up to 250% extra DEF at 20% of MAX HP).
(S) Unbreakable: durability is increased by 1000% (not actually unbreakable).
(U) Tenacious: reduces the duration of stuns and other disables by 10-20%.
(R) Fervor: hitting an enemy with an attack grants 15% AGI, rapidly decaying over 2 seconds.
(U) Thick insulation: if the armor was pierced by a stab type weapon, the user takes 20% less damage.
(R) Bulwark: When the user is blocking, he takes 70% reduced piercing damage (does not apply to true damage).
(C) Lightweight: increases the wearer's current AGI by 1-10% (depending on upgrade level) (doesn't stack with other %-increases).
(R) Reinforced plating: reduces all incoming damage by 2.5-10%, decreases AGI by 2.5% (depending on upgrade level) (does not apply to true damage).
