Je remonte ce fil pour donner plus d'infos sur les nouveaux persos de Underworld (dont la date de sortie est prévue en France pour les environs du 13 mai je crois).
Le Nain pourra être spécialisé ou au corps à corps, ou à distance, il sera le seul perso à pouvoir utiliser une nouvelle arme, le mousquet.
La Démone (anciennement la Succube) sera l'équivalent obscure de la Séraphine: une combattante au corps à corps mais qui disposera de métamorphoses pour s'adapter aux ennemis, mais qui pourra également être jouée comme une ensorceleuse, grâce à ses sorts infernaux.
La liste des compétences, en anglais:
- Démone:
Soaring Daemon
The Daemon can fly for a period of time. This will increase her speed as well. Her defense value is increased
Descent
The Daemon performs a nose-dive while in Soaring Daemon form and will hurtle into an enemy, inflicting increased damage. Additionally, this special will cause damage within a limited area.
Battle Daemon
The Daemon develops white particle hair and receives a ghostly white aura. During a fight the Daemon has to complete her current attack motion before she will recognize new orders. Her attack value rises and both physical damage and physical resistance are greatly increased.
Assail
The Daemon executes several hits in a rapid sequence while she is in Battle Daemon form.
Fire Daemon
The Daemon develops red particle hair and receives a ghostly red aura. A portion of physical damage will be changed to fire damage and fire resistance will increase significantly.
Wall of Flames
The Fire Daemon throws a fireball which becomes a sheet of burning, consuming flame on impact.
Poison Daemon
The Daemon develops green particle hair and receives a ghostly green aura. A portion of physical damage will be changed to poison damage and poison resistance will increase significantly.
Poison Ring
The Poison Daemon emits a poisonous ring, which spreads evenly in all directions. All nearby opponents are poisoned. The poisonous cloud will disperse after a short period
Energy Daemon
The Daemon develops blue particle hair and receives a ghostly blue aura. A portion of physical damage will be changed to magic damage and magic resistance will increase significantly.
Charged Bolts
The Energy Daemon throws several statically charged lightning bolts (depending on the level of the ability).
Infernal Power
The Daemon’s equipped weapon is set ablaze. If a shield is equipped, it will also ignite. The attack value will increase considerably and the Daemon will inflict additional fire damage.
Hell Sphere
The Daemon summons a blazing sphere, which will emit fire bolts towards her opponents.
Blazing Disc
The Daemon hurls a blazing disc towards an opponent. The disc will follow the Daemon and will zigzag about. Whenever enemies approach, it will attack them.
Call of Death
This spell will summon the souls of the deceased in order to strengthen the Daemon. Each additional soul will enable the Daemon to inflict extra damage. The effect will subside when there are no more souls available.
Tentacles
This spell will create an aura. If an opponent dies within the range of the aura, a blood-soaked tentacle will rise from the ground. These tentacles will suck the life from any enemies which are within their range.
Abysmal Choir
All nearby opponents are slowed down and they will sustain moderate damage. Slain or grey enemies will explode in a black cloud of death.
Dread
The attack and defense values of all nearby enemies decrease considerably.
- Nain:
Heavy Blow
The Dwarf leaps into the air and deals a heavy blow inflicting increased damage against one opponent.
Musket: Inflicts increased damage. The blast will pass straight through the opponent’s body.
Wrath
The Dwarf performs a spinning attack against every opponent in range.
Musket: The dwarf spins around and fires one shot at each nearby opponent.
Assault
A combination of savage hits, kicks, and head-butts.
Musket: Fires a salvo of shots (will change target when an enemy is killed).
Battle Rage
Battle Rage recharges with each rapid hit while it is active and discharges when there is no fighting. The frequency of hits will increase with each successive hit. Injuries increase the strength of the dwarf’s attacks.
Musket: Increases the frequency of shots.
War Cry
A striking and exhilarating roar which increases the Dwarf’s attack and defense values and those of his allies (hirelings and MP party) for a set duration.
Recoil
An opponent is hurled backwards by a forceful blow. Damages the opponent who is initially struck and all others who the opponent collides into. (The distance covered depends on the size of the opponent). Will only work while using two-hand weapons.
Vehemence
The target opponent sustains direct damage, with nearby enemies suffering x% damage. This technique will only work while using two-hand weapons
Greed
The Dwarf’s attention is lowered (defense value) but there is an increased chance that opponents will drop a more valuable item.
Flame Thrower
The Dwarf fires a jet of flammable liquid from his pack. This ignites and becomes a stream of searing flame. The fire dies down quickly.
Mortar Grenade
The Dwarf fires mortar grenades from his pack, which scatter around a large area and inflict severe damage. Mortar grenades have a minimum range and cannot be used against targets at close quarters.
Cannon Blast
The Dwarf fires a cannon round from his pack that shatters on impact. All opponents close to the explosion suffer damage and confusion.
Landmine
The Dwarf drops several landmines which will explode when the enemy steps on them. The trigger area is approx. two tiles around the mine. A shimmering circle will display the trigger area.
Entrench
The Dwarf plants himself into the ground, increasing his defense values (resistances and defense). However, he will not be able to move anywhere. This condition will persist for a short time only.
Dwarven Armor
Increases fire and poison resistances. A pulsating aura around the Dwarf will indicate that the skill is active. The aura will slowly subside while the resistances decrease to their normal values.
Dwarven Steel
The weapon glows for a brief period. The physical resistance of all opponents is significantly lowered during that time. The weapon’s aura will gleam with every hit and then gradually grow weaker until it is exhausted.
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