Astrals


Astrals are fragments or remains of Gods that have been consumed by the major antagonist of the game. Each character can equip one Astral. While equipped with one their wearers will be provided with stats based on the character's level. After the Astral's condition has been met, a character may perform an Astral Infusion, granting the wearer a strong passive effect and an Astral Skill. Each Astral has a different infusion condition, different passive effect, different bonus stats and a different Astral Skill. Make sure to equip each character with an Astral that will benefit them.

When an Astral's condition has not been met, they will appear chained and their timer will have white text. Once their condition is met, they will be unchained and their timer's color will change to orange.


Players may press the ENTER key in order to perform an Astral Infusion. Once an Astral Infusion has been performed, the Astral Icon border will start glowing and will be surrounded by flames.


Jotnar

Gríðr


Bonus Stats: Grants Max Hp+125-500 and Atk/+10-40.

Transformation Condition: Unit can perform an Astral Infusion after at least one minute has passed and unit’s Hp <= 60% or after three minutes have passed and unit’s Hp < 90%. 

Transformation Skill: Grants Max Hp+10% and Atk equal to 1.5% of unit’s bonus Max Hp. Reduces damage taken by 1.5% of unit’s Max Hp. Unit’s attacks and skills consume 5% of unit’s current Hp and deal 150% of the consumed Hp bonus Magic Damage on hit. Taking damage grants Def/Res+1-3 for 6 seconds. (Max: 10 - 30, stacks and refreshes). Reduces Status Condition damage taken by 50% and 50% of this reduced amount + 20% of the Hp healed (from all sources) is converted into a shield for 5 seconds. (Stacks and refreshes). Boosts Shielding Effectiveness by 1% for each 2% of unit’s missing Hp. If unit’s missing Hp percentage is greater than foe’s missing Hp percentage, unit deals bonus damage equal to 75% of the difference between missing Hp percentages. (Max: 40%). Reduces Healing Effectiveness by 35%.

Astral Skill: Græðgeldi

Passive: Dealing or taking damage (including self inflicted damage), grants a stack of Epiphany. (Max: 10, stacks and refreshes). At max stacks, if unit’s Hp < 50%, unit’s next attack or skill consumes all stacks to heal unit by a percentage of unit’s missing Hp equal to 2.5% + 2% of unit’s Atk and deal 45% of unit’s Atk + 10% of unit’s missing Hp bonus Magic Damage on hit. (This healing is not affected by Healing Effectiveness). At max stacks, if unit’s Hp <= 35%, taking damage can also consume them to generate a shield that nullifies damage less than or equal to 50% of unit’s Atk for 6 seconds. Grants 35 - 75 Max Hp and 2 - 8 Atk per Epiphany stack. Every five Epiphany stacks makes unit deal 5% of unit’s missing Hp bonus Physical Damage on hit and reduces damage taken by 7.5%.

Active: Grants 5 Epiphany stacks and deals Physical Damage equal to 75% of unit’s Atk + 25% of unit’s Max Hp to nearby enemies. Boosts damage dealt by 1% for each 1% of unit’s missing Hp and grants a shield that nullifies damage less than or equal to 100% of unit’s missing Hp for 10 seconds. This skill gains 1% Armor Penetration and 0.5% Crit Rate for each 1% of unit’s missing Hp and has a static Crit Dmg modifier of 175%. Grants Atk equal to 4% of unit’s Missing Hp and reduces damage taken by 30% for 12 seconds.


Ægir

Bonus Stats: Grants Max Hp+150-600, Def/Res+7-30 and Shielding Effectiveness+5-20%.

Transformation Condition: Unit can perform an Astral Infusion after at least two minutes have passed and unit’s Def+Res total is the highest in the party or after 3 minutes have passed and 175% of unit’s Def+Res total is the highest in the party.

Transformation Skill: Grants Def/Res+15%, reduces damage taken by 15% and reduces damage taken from Critical Strikes by 15%. Grants unit and all allies a permanent [Tide Shield] that nullifies damage less than or equal to 75% of unit’s Def+Res total and reduces damage taken by 25%. After 15 seconds passed since unit performed an Astral Infusion, generates a water copy of unit and every ally. Water Copies spawn with 150% of the respective unit’s Max Hp and 70% of their other stats. 25% of the damage dealt to the respective ally is redirected to their respective water copy. This damage redirection is increased by 2% for each 1% of the respective ally’s Hp that would be reduced by the damage. Water copies heal 10% of the damage dealt by their respective unit. Unit heals 10% of the damage dealt by all allies. While unit has a shield and unit’s Hp >= 50%, 30% of the damage taken by all allies is redirected to unit. Non burst shields casted by or on unit are turned into [Tide Shield]s.

[Tide Shield]

A special type of shield thet can be regular or permanent. Reduces the effectiveness of curses active on unit by 100%. Unit cannot be cursed. Unit’s buffs cannot be reduced, removed or nullified. [Tide Shields] cannot be destroyed, consumed or ignored and convert 50% of the True Damage taken into Magic Damage. Taking damage from a Critical Strike reduces foe’s Crit Dmg total by 25% for 6 seconds. (Does not stack, refreshes).

Astral Skill: Königsschiljöldur: Inflicts taunt on unit for 10 seconds and grants unit and all allies a shield that nullifies damage less than or equal to 50% of unit’s Def+Res total for 10 seconds. Refreshes all shields active on unit. For 10 seconds, reduces damage taken by 30%, boosts bonus Def/Res by 25% and Damage Reflection from any equipment/skill is increased by 50%. During these 10 seconds, taking damage inflicts foe with a stack of Æegir’s Punishment for 7 seconds (stacks and refreshes) and deals Physical Damage equal to 1% of foe’s current Hp + 4.5% of unit’s Def + Res total. Decreases foe’s Atk/Mag by 2 per stack (Max: 30% of their Atk/Mag) and their Healing Effectiveness by 20% as long as they are inflicted with one stack. Unit and nearby allies heal 25% of the damage dealt by Ægir’s Punishment. After 10 seconds, all foes inflicted with Ægir’s Punishment take Magic Damage equal to 15% of unit’s Def + Res total + 30% of the damage taken and reduced during these 10 seconds. Boosts this damage by 10% per stack on foe and consumes all stacks. Reduces the Def/Res of foes whose stacks unit consumed by 20% of unit’s Def/Res respectively for 8 seconds, and for the rest of the battle, reduces damage taken by 2.5% of unit’s bonus Max Hp + 5.5% of unit’s Def + Res total. (Does not stack).


Titanes

Themis

Bonus Stats: Grants Max Hp+100-450 and Mag+15-55. Grants 5%-15% Magic Penetration.

Transformation Condition: Unit can perform an Astral Infusion after at least two minutes have passed.

Transformation Skill: Boosts bonus stats by  20%. During combat with unit, if unit’s stat total (excluding Max Hp) > foe’s stat total (excluding Max Hp), reduces stats until it is equal to foe’s, otherwise, reduces foe’s stats until it is equal to unit’s. Grants [Host of Justice]. Unit’s next attack, skill or spell will consume [Host of Justice] to convert 50% of its damage into True Damage and deal 20% of foe’s current Hp bonus Physical Damage on hit. After 3 seconds, 100% of the damage dealt by this attack, skill or spell is dealt to unit over 12 seconds every second. After 12 seconds, if this damage does not kill unit, grants [Sword of Justice] for the rest of the battle and unit heals 40% of unit’s Missing Hp (This healing is not affected by Healing Effectiveness). If this damage kills unit, foe heals 40% of their Missing Hp instead.

[Host of Justice]

Reduces damage taken by 90%, unit’s shields cannot be consumed, destroyed or ignored, curses on unit are turned into buffs, boosts buff effectiveness by 25%, nullifies foe’s skills that ignore unit’s Damage Reduction and unit ignores 50% of foe’s Dmg Reduction as well as ignoring all of foe’s effects that do not originate from themselves.

[Sword of Justice]

Grants+20% to all stats. Grants 7.5% Spell Vamp. Converts 90% of unit’s Physical Damage into Magic Damage. If unit’s current Hp percentage is lower than foe’s current Hp percentage, unit heals a percentage of unit’s Missing Hp equal to 25% of the difference. Unit’s skills and spells grant unit a stack of Justice. When unit gains three stacks, unit’s next spell will be triggered twice. (15 second cooldown). Unit’s spells ignore 35% of foe’s Damage Reduction. Unit’s attacks have a 25% chance to inflict foe with [Divine Punishment] for 5 seconds. Every 15 seconds, grants [Host of Justice] for 4 seconds. If unit does not have [Host of Justice], reduces damage taken by 40%, unit cannot be cursed and unit’s shields cannot be ignored.

[Divine Punishment]

Boosts Magic Damage taken by 25%, converts 25% of the damage taken into Magic Damage and reduces Res by 20%. Reduces damage reduction total by 30%.


Astral Skill: Eternal Justice/Αιώνια Δικαιοσύνη: Grants Invulnerability to unit and all allies for 5 seconds and grants [Host of Justice] for 7 seconds. After 7 seconds have passed, unit becomes stunned for 5 seconds, gains a shield that nullifies damage less than or equal to 75% of unit’s Atk + Mag total + 60% of unit’s missing Hp for 5 seconds and removes all buffs, curses, status effects and status conditions active on unit (except this stun), nearby allies and nearby foes and their Hp is reduced by 15% as well as triggering an explosion on unit and all allies that deals Magic Damage equal to 75% of unit’s Mag to nearby foes. This damage counts as a Spell. While unit is stunned, rains down holy blades from the heavens on random locations near unit every 0.25 seconds. This cooldown is further decreased based on unit’s Atk Spd. Each Holy Blade deals Magic Damage equal to 7.5% of unit’s Atk + Mag total and applies on hit effects at 15% effectiveness.

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