Phoenix [level 3] / Active / Self
Restore 15% damage taken as health over 3 seconds for the next 15 seconds.
What could be more effective than a group of trained gunmen? Officers are a ranged class with strong set of team-oriented support skills and primary endorsers for companies like Helmsmen Group and Slate Industries. They may lack the precision of Primes or raw power of Executors, but who cares about those things when you and your squadmates can happily decimate hordes of helpless enemies with MX-2 “Maw” particle miniguns.
We can’t give healing like Heralds do, but have other ways to benefit from teamwork. I’d rather have one good Officer with me than two exceptional Shades. If things got sour, those would surely stab me in the back, ha-ha. Get it?
Someone should apologize for this man’s poor attempts at humor.
Class skill — proficiency bonuses: Officers gain proficiencies faster than other classes, and more ranks are available to them.
Proficiencies: every firearm in U7 has a range in which it deals maximum damage. It may vary depending on ammunition, but how skillful one with their gun has a much stronger effect. Higher proficiency ranks for every type of firearm increase this range.
Dismantle [level 3] / Active / Enemy
Removes all level 3 or lower skill protection from the enemy. This skill doesn’t affect protection gained from stats and items.
Trigger Accurate [level 5] / Passive / Self
Burst mode from any weapon that has it gains a 30% increase in accuracy.
Glory [level 9] / Passive / Self
Equipping two one-handed weapons in main and off-hand slots lowers your armor class by 30%, but you gain a 10% damage bonus per every proficiency rank with equipped weapons.
A shot from two thousand leagues away? Impossible. — PSF Walter Pyne on the assassination of Magister Claude
Primes are sharpshooters with advanced control over drones and basic CQC abilities. In a right set of circumstances it’s an unstoppable combination; other times it’s just deadly. Primes have highest capacity for critical-related stats (chance, damage and something special we like to call rebound) and have more control over drones than other classes: imagine using one in FPV mode to locate your target and assist you in putting a .905 in it’s head. It’s called Synchronicity, and it’s a seventh level skill.
Class skill — engineering: allows Primes to connect to machines, drones and androids to control them. Skill level determines chance of successful overtake and degree of control, which are also influenced by a number of secondary factors, such as type of target, its level, distance from it and so on.
First Article [level 4] / Passive / Enemy
First attack made by your deployed drones in every 4 seconds ignores opponent’s armor class.
No one can withstand a blow from high-level Executor; and if they did, they must’ve died of fear before it. Executors are a melee class which relies on physical strength and large health pool, but it would be a mistake to think of them as walking tanks. Higher level skills allow them to fight with finesse and precision, which, considering critical hit damage potential of weapons they usually wield, result in excellent, sustainable offensive capabilities. All of this makes them one of most efficient hostile jumpers: seeing an Executor fluxing at you with unfriendly intent is not only intimidating, but also very, very dangerous.
Class skill — wielding: Executors can equip two-handed melee weapons in one slot, and receive additional bonuses when using such weapon with both hands. They can also dual-wield melee weapons with little to none penalties.
Awkward Silence [level 2] / Passive / Self
Receive a 10% bonus to maximum EHP if you haven’t said anything in public or private chats for the last hour.
Fireblade [level 6] / Active / Self
Replace you current weapon(s) with a Fireblade which is wielded as 2-handed weapon with both hands. The blade inherits DPS of your main hand weapon; any organic enemy must make a save against spell at +2 bonus or suffer additional 10% fire damage per hit.
Monolith [level 7] / Active / Self
Gain a 2% bonus to your total armor class for every melee hit scored during next 30 seconds up to a maximum of +30%. Total stack gained lasts for 30 more seconds after Monolith expires.
Someone once said that the only thing stopping demonspawn from dominating Kyos is their typically large frames; otherwise, there would be too many Shades to handle. Septs practiced hiring demonspawn for their unsavory needs since the time of March of the Damned, and the nature of these tasks required stealth and cunning which demonkind perfected over the years.
Don’t think of us as simply assassins for hire. Some Shades are, but my kin has their code of conduct. Anyone looking for that kind of “help” must know Shade can easily turn against their master.
Of course, there are many excellent Shades among other races. It’s a very technical class which relies on fast movement, quick reflexes and detailed knowledge of one’s skills. Given the right circumstances, Shades can deal out highest DPS, albeit for a limited time.
Class skill — backstab: Shades attack from behind for a guaranteed critical/status infliction when undetected and an added backstab bonus at all times.
Rules of backstab: aside from traditional backstab performed with melee weapon (left), attack with a gun from behind also counts (center). However, backstab can’t be done with semi- or full-auto weapons, and on non-organic enemies, such as androids or Bygones (right).
Wizard Slayer [level 3] / Active / Enemy
Set a trap which activates when Aspect or Corrupted approaches in 3-league radius. The trap deals 200% primary weapon damage to everyone in 5-league radius and lowers all their saving throws and stats by 2 for 30 seconds. The trap also prevents Aspects and Corrupted using any active skills for 5 seconds.
Unlike espers, who manifest their Demons only once, Heralds can summon empyreans as often as their skills and resources allow it. These creatures are of different nature, too: in most cases, they serve their master obediently and stay corporeal for a limited time. They are versatile aides who can perform a variety of tasks, both offensive and defensive in nature.
Heralds are also talented healers: unlike other classes, which rely on items to keep them healthy, Heralds can cast healing figures, which provide a number of restorative effects.
Class skills — summoning, healing: Heralds can conjure otherworldly beings to do their bidding and cast healing figures to support themselves and their allies.
Healing Figure: Circle [level 1] / Active / Allies
Create a circle with a 3-league radius to instantaneously heal 10% EHP to every ally who enters it.
Summon: Aesthia [level 4] / Active / Self
Conjure Aesthia, a two-handed wielder, to fight at your side for 60 seconds or until her health expires.
Highest Bidder [level 9] / Passive / Self
As long as you have the highest number of remaining EHP in 15-league radius, all your cooldowns are reduced by 30%. This works even when there’s no one around.