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— Today, we will move on to studying the enhancers needed to activate the potential of your meridians through an enhancer. By now, you should already know what types they are divided into, so I will only remind you of a couple of important points. First, a meridian with the nature element is suitable for using enhancers of the fire, water, air, and earth elements, but the price for such versatility is efficiency. Neutral is suitable for any enhancers, and magic is the same as nature, with the caveat that using this slot blocks magical channels in the bodies of those gifted with this art. Now that we have sorted this out, let's look at the standard enhancers that you may have to deal with.
☆ Fire
- Affinity
Immunity to fire element (fire damage is reduced by 75%)
- Attack
Damage increased by 35% (20%)
- Strength
+225 to health (150), +3 to strength checks (+2)
- Melting
25% chance to destroy the opponent's weapon in melee combat (15%)
- Explosion
The character uses ki energy to destroy their own body (resulting in death). Characters on adjacent squares receive damage equal to the number of remaining health units of the character multiplied by four (by two).
☆ Water
- Affinity
Immunity to water element (water damage is reduced by 75%)
- Life
+50% to health (30%)
- Intelligence
Learning speed +50% (30%)
- Insight
Spell learning speed +100% (+60%)
- Safety
The character does not activate mines
- ☆ Air
- Affinity
Immunity to air element (air damage is reduced by 75%)
- Speed
+10 to movement points (+7)
- Accuracy
+12% to accuracy (+8%)
- Dodge
+15% to dodge (+10%)
- Reflection
Additional dodge roll once per turn (twice)
☆ Earth
- Affinity
+30% resistance to normal damage (20%)
- Block
Damage from the first attack on the character is reduced to 0. After activation, it recharges for 2 (3) turns, starting from the next.
- Colossus
Defense +25 (+18)
- Spike
Attacks on the character in melee combat can destroy the attacker's weapon with a probability of 10% (6%)
- Barrier
+8 (5) to stamina, +8 (5) to willpower
☆ Light
- Nimbus
Immunity to negative effects
- Persistence
Additional attack
- Criticality
+20% chance of critical damage
☆ Darkness
- Shadow
The character becomes invisible at the beginning of their turn if they did nothing but move in the previous turn. Any actions other than movement break the invisibility.
- Blade
10% chance of instant kill
- Darkness
Damage taken -50%
☆ Time
- Acceleration
Two additional actions
- Stop
Immunity to intercepting fire
- Schism
Ignoring protection
— That's basically it. Oh, yes, it is better not to change enhancers more often than once a week, as the impact on the body may not be the most beneficial.
Experience
Moriner: +159
Linnea: +139
Parfinora: +193
Latro: +194
Xenomia: +187
Bert: +111
Marey: +117
Eli: +93
Azarina: +151
Shogo: +316
Anelotta: +178
Ifeon: +130
Light: +184
Imir: +153
Skills
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