Difference between revisions of "Abilities"

From BPM Wiki
Jump to navigation Jump to search
Line 110: Line 110:
 
|-
 
|-
 
| {{ItemAnchor|Teleport}} || 1 beat ||
 
| {{ItemAnchor|Teleport}} || 1 beat ||
* Instantly teleport to where your cursor is aimed.
+
* Instantly teleport to where your cursor is aimed. Can be damaged by using teleport if the teleport's path would have you take damage along that line (e.g. chest room's damage doors).
  
 
|-
 
|-

Revision as of 01:43, 7 October 2020

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. Can be damaged by using teleport if the teleport's path would have you take damage along that line (e.g. chest room's damage doors).
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