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Overlord

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[edit] Overlord Abilities

* Click on an ability's name to see more details *


Air Abilities
Offering to the Cloudrider +4 Charges
User makes an offering to the Cloudrider, sacrificing a percentage of their health in exchange for Air charges.
Thunderstrike +2 Charges
A physical attack that deals low Air damage and Diseases the target, increasing the amount of damage they take from Air attacks.
Critical Strike +1 Charges
A physical attack that lowers the target's offensive and defensive ratings.
Thunderslash +1 Charges
A physical attack that deals moderate Air damage and Diseases the target, lowering their resistance to Air attacks. This effect can stack multiple times.
Ruin -2 Charges
A physical attack that Diseases the target, reducing their maximum health.
Soul Tap -2 Charges
A physical attack that steals a moderate amount of the target's health and gives it to the user.
Subdue -2 Charges
A physical attack that Diseases the target, rendering them unable to perform any physical abilities. Targets are less likely to succumb to disruption effects the more often they are used.
Counterblow -3 Charges
A spiritual attack that deals Air damage to all enemies near the user and Diseases them. This Disease lowers armor ratings.
Static Slam -3 Charges
A physical attack that deals heavy Air damage and stuns the target. Targets are less likely to succumb to disruption effects the more often they are used.
Shatter -4 Charges
A deadly physical attack that deals devastating Air damage and Diseases the target, lowering the effectiveness of their physical abilities.
Execution -6 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Maelstrom -6 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Impale -6 Charges
A rear Deathblow attack that can only be performed upon enemies with very low health and that have their backs to you. Once begun, no enemy can escape from a Deathblow.
Assassinate -10 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Rising Storm -10 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Fade Strike -10 Charges
A deadly physical attack that deals heavy Air damage and removes all elemental charges from nearby enemies. Any enemy hit by this effect cannot generate charges of any element for a small amount of time.
Nature Abilities
Offering to the Sundancer +5 Charges
User makes an offering to the Sundancer, sacrificing a percentage of their health in exchange for Nature charges.
Fire Abilities
Offering to the Forgefather +5 Charges
User makes an offering to the Forgefather, sacrificing a percentage of their health in exchange for Fire charges.
Firebrand +1 Charges
A physical attack that deals moderate Fire damage to the target.
Perfect Strike +1 Charges
A physical attack that deals moderate Fire damage and always hits the target.
Swordbreaker +1 Charges
A physical attack that reduces the amount of damage the target can deal.
Dual Strike -1 Charges
A physical two-swing combo attack that deals heavy Fire damage with each hit. If the first swing misses then the second will also miss.
Shieldcrusher -1 Charges
A deadly physical three-swing combo attack. With each successful swing, the target's armor ratings are lowered. If one swing misses then all subsequent swings also miss.
Flame Gash -3 Charges
A physical attack that deals heavy Fire damage to the target.
Burning Might -4 Charges
A physical attack that deals moderate Fire damage to the target and creates a large number of Fire charges on them.
Water Abilities
Offering to the Tidekeeper +5 Charges
User makes an offering to the Tidekeeper, sacrificing a percentage of their health in exchange for Water charges.
Icebrand +1 Charges
A physical attack that deals moderate Water damage and lowers the target's movement speed. Targets are less likely to succumb to disruption effects the more often they are used.
Toxify +1 Charges
A physical attack that deals moderate Water damage and Curses the target. This Curse lowers the effectiveness of healing abilities used on the target.
Wound -1 Charges
A physical attack that deals moderate Water damage and Curses the target, reducing their maximum health.
Corruption -2 Charges
A Curse ability that reduces the effect that healing abilities have on all nearby combatants, regardless of whether they are enemies or allies.
Frozen Agony -3 Charges
A physical attack that Curses the target, rendering them immune to healing for a short amount of time.
Permafrost -3 Charges
A spiritual attack that deals moderate Water damage and roots all enemies near the user. Targets are less likely to succumb to disruption effects the more often they are used.
Twisting Fate -3 Charges
A physical attack that deals moderate Water damage and Curses the target, reducing the effectiveness of their healing abilities.
Neutral Abilities
Blight of Air Neutral
A physical attack that deals moderate Air damage and magnetizes all charges on the target to Air. This magnetize effect takes all the target's charges and places them on the Air element.
Blight of Fire Neutral
A physical attack that deals moderate Fire damage and magnetizes all charges on the target to Fire. This magnetize effect takes all the target's charges and places them on the Fire element.
Blight of Nature Neutral
A physical attack that deals moderate Nature damage and magnetizes all charges on the target to Nature. This magnetize effect takes all the target's charges and places them on the Nature element.
Blight of Water Neutral
A physical attack that deals moderate Water damage and magnetizes all charges on the target to Water. This magnetize effect takes all the target's charges and places them on the Water element.
Canticle of Drought Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will lose all of their Water charges.
Entrap Neutral
A ranged physical attack that stuns the target and roots them in place. The root effect is broken if the target takes damage.
Firewater Neutral
A physical ability that reverses all Water and Fire charges on the target. Any Water charges the target has will become Fire charges, and vice versa. This ability can be used on both enemies and allies.
Flame Fist Neutral
A physical attack that deals moderate damage and creates Fire charges on the target.
Flame Scorn Neutral
A physical attack that deals moderate Fire damage and removes all Fire charges from the target.
Hymn of Embers Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will lose all of their Fire charges.
Ice Fist Neutral
A physical attack that deals moderate damage and creates Water charges on the target.
Litany of the Void Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will lose all of their Air charges.
Shift Air Neutral
A physical attack that deals moderate damage and exchanges Air charge levels between the user and target. Can be used on enemy targets only.
Shift Fire Neutral
A physical attack that deals moderate damage and exchanges Fire charge levels between the user and target. Can be used on enemy targets only.
Shift Nature Neutral
A physical attack that deals moderate damage and exchanges Nature charge levels between the user and target. Can be used on enemy targets only.
Shift Water Neutral
A physical attack that deals moderate damage and exchanges Water charge levels between the user and target. Can be used on enemy targets only.
Static Fist Neutral
A physical attack that deals moderate damage and creates Air charges on the target.
Talisman of Withering Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will lose all of their Nature charges.
Uppercut Neutral
A physical attack that greatly lowers the target's armor ratings.
Warpwood Neutral
A physical ability that reverses all Nature and Air charges on the target. Any Nature charges the target has will become Air charges, and vice versa. This ability can be used on both enemies and allies.
Water Scorn Neutral
A physical attack that deals moderate Water damage and removes all Water charges from the target.
Wild Fist Neutral
A physical attack that deals moderate damage and creates Nature charges on the target.
Wild Scorn Neutral
A physical attack that deals moderate Nature damage and removes all Nature charges from the target.
Wind Scorn Neutral
A physical attack that deals moderate Air damage and removes all Air charges from the target.


[edit] See Also

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