Abilities

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Characters can use abilities to turn the tide of combat or utility. books or scrolls and recharge after a certain number of beats or rooms. The potency of effects can be increased by the ConsumableAbility.png Ability stat.

Ultimate

Ultimate abilities are represented by books.

Ability Cooldown Effects
Template:ItemAnchor 64 beats
  • Heals 25 HP.
Template:ItemAnchor 1 room
  • Explosive orb.
Template:ItemAnchor 12 rooms
  • Permanently increases all stats by 1.
  • Grants health regen until the next floor.
Template:ItemAnchor 1 room
  • Heals 50 HP over time.
Template:ItemAnchor 3 rooms
  • Many explosions over a few seconds dealing massive damage, often clearing an entire room or around 50% of boss health.
Template:ItemAnchor 4 rooms
  • Halves the price, rounding down, of all items in shop you use it in.
  • Has no effect outside a shop. Does not discount weaponry in Muninn's armory.
  • Can be used multiple times on the same shop, essentially turning all items into free upgrades.
    • This is most easily achievable with the ItemReductChest.png Battle Lion Shield and finding said room early in each stage.
Template:ItemAnchor None
  • Deals 25 damage to you and permanently increases your ConsumableLuck.png Luck by 1.
Template:ItemAnchor None
  • Greatly increases your speed for 8 beats (~5 seconds).
Template:ItemAnchor 2 rooms
  • Spawns 3 coins, and an additional coin for each ConsumableAbility.png Ability point.
Template:ItemAnchor 20 kills
  • Summon a floating angel who will attack enemies with projectile damage until the room is clear.
Template:ItemAnchor 1 room
  • Fires burst of strong projectiles in a somewhat wide spread that lasts 1 beat.
Template:ItemAnchor 5 rooms
  • Grants 25 shields.

Secondary

Secondary abilities are represented by scrolls.

Ability Cooldown Effects
Template:ItemAnchor 9 half beats
  • Projectile that lights an enemy on fire, dealing damage over time.
Template:ItemAnchor 2 beats
  • Marked enemies take damage over time until death (1 damage per beat).
  • Can stack multiple times on the same target.
  • If used on another target, curse also stays on the previous target.
Template:ItemAnchor 1 beat
  • Fires 10 projectiles in a wide spread, dealing ~1 damage each.
Template:ItemAnchor 10 kills
  • Absorbs 1 enemy attack
Template:ItemAnchor 8 beats
  • Hits everything on the screen for minor damage.
Template:ItemAnchor 2 beats
  • AoE Explosion centered on you
Template:ItemAnchor 1 beat
  • Freeze enemies for 3 half beats
  • The short cooldown makes it possible to use instead of a weapon, like a freezing version of Njord's Hands.
Template:ItemAnchor 4 beats
  • Blocks all damage from all directions for a three half beats + one half beat per ability point. All damage includes lava, AoE attacks, falling off the edge, and all sources of damage.
Template:ItemAnchor 1 beat
  • Steals a small amount (~4 HP) of health from target. Does exceedingly low damage to enemies.
Template:ItemAnchor 1 beat
  • Instantly teleport to where your cursor is aimed.
Template:ItemAnchor 1 half beat
  • Spawns an explosive barrel. Can have up to 10 barrels spawned at once.
Template:ItemAnchor 8 beats.
  • Prevents death for 3 beats. Does not grant invulnerability to damage.
  • Currently does not prevent death on Odr.
Template:ItemAnchor 4 beats
  • Fires X flame projectiles over Y beats. Each projectile deals damage over time (similar damage to SecondaryCursedFireball.png Fire Bolt).
  • Number of projectiles = ability stat + 1
  • Projectiles always fire at the same rate, so more projectiles = longer firing time
  • Damage over time from each projectile stacks.

Movement

Movement ability can't be changed once in-game. All except Odr's work the same.

Ability Cooldown Effect
Template:ItemAnchor 1 beat Move Quickly
Template:ItemAnchor 1 beat Move Quickly/Fly
Template:ItemAnchor 1 beat Move Quickly
Template:ItemAnchor 1 beat Move Quickly
Template:ItemAnchor 1 beat Move Quickly