Abilities (Levels 2) - TheXFactor117/Levels GitHub Wiki
Abilities
With Levels 2, you can add abilities onto your weapons to make them more powerful and unique. Abilities come in two forms: passive and active. Active abilities are abilities in which have a chance to use, such as Fire or Frost. Passive abilities provide bonuses to your weapons and even other active abilities, such as extra burn damage or higher base damage. Abilities also have tiers, in which you can upgrade certain abilities to do more damage and be more effective.
- Italicized abilities are not yet implemented. Some abilities may be under different categories in game. The abilities will get more defined as development continues.
Weapon Abilities
Active
- Fire (1) - Enemies are set on fire for a short time.
- Frost (1) - Enemies are frozen in place for a short time.
- Poison (1) - Enemies are poisoned for a short time.
- Bloodlust (2) - Enemies become withered for a short time.
- Chained (3) - Enemies within a certain radius are also dealt damage.
- Void (3) - A small chance at instantly killing an enemy.
Passive
- Light (2) - Enemies are weakened and blinded for a short time.
- Ethereal (2) - Heals the player a portion of the damage dealt.
- Soul Bound (3) - Weapons do not disappear on death, but remain in the inventory on re-spawn.
Armor Abilities
Active
- Molten (1) - Enemies are set on fire for a short time.
- Frozen (1) - Enemies are frozen for a short time.
- Toxic (1) - Enemies are poisoned for a short time.
- Absorb (2) - Player regenerates health quicker for a short time.
- Void (3) - Enemies have a small chance at instantly dying.
Passive
- Beastial (1) - At low health, the player will gain a strength boost.
- Enlightened (2) - Heals the player a portion of the damage dealt.
- Hardened (2) - A small chance of negating all of the damage.
- Soul Bound (3) - Armor does not disappear on death, but remain in the inventory on re-spawn.