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Skills

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Skills in Chrono Odyssey are abilities that define each character's combat capabilities and playstyle. The skill system is intrinsically tied to the weapon system, with each weapon having its own unique skill tree and abilities. Players must strategically manage their skills, resources, and weapon combinations to succeed in combat.

Overview

The skill system in Chrono Odyssey features a unique approach where skills are tied to weapons rather than classes alone. Skills are tied to weapon type, so a Swordsman and a Berserker wielding similar weapons may share some base abilities but evolve them differently. This creates a highly customizable system where players can adapt their playstyle by switching between two weapons during combat.

Key Features

  • Each class has access to three unique weapons
  • Players can equip two weapons at any given time
  • Each weapon has eight abilities to pick from, but only four per weapon can be active at any moment
  • Weapons can be swapped instantly in combat by pressing Q
  • Skill cooldown times encourage weapon switching for optimal rotations
  • No tab-targeting system - all skills require manual aiming
  • Chronotector abilities add time manipulation mechanics (activated with C key)

Skill Tree System

Each weapon has its own dedicated skill tree with a specific structure designed to offer multiple build paths.

Tree Layout

Section Color Indicator Description Typical Nodes
Left Lane Red highlight Core builders/fast cooldown attacks Initial builder, lane synergies, typically offensive focus
Right Lane Blue highlight High-impact spenders/advanced utility Burst damage, crowd control, elemental or bleed effects
Center Lane No color (grey) Buffs, passives, and enhancements Basic attack upgrades, synergy skills, non-combat talents

Skill Progression

  • Skills at the outer edges of red/blue lanes are typically lower cooldown or resource-consuming base skills
  • More powerful abilities are located lower in the tree
  • Deeper nodes require minimum investment in the respective lane to unlock
  • Players can mix and match abilities from all lanes - not locked to a specific path
  • Points are earned via Weapon Proficiency (leveling the weapon by using it), not by overall character level
  • Equippable limit: 4 actives per weapon + 4 mastery slots = 8 skills on hotbar at once

Synergy Skills

Each middle lane contains one synergy skill. Unlocking this allows you to choose one of two options attached to it, providing additional customization for each weapon.

Weapon Mastery

The weapon mastery system is separate from character progression and requires active use of each weapon to advance.

Mastery Mechanics

  • Weapon mastery levels and class levels are separate systems
  • Cannot level a weapon by using a different weapon
  • Mastery points are not gained from character leveling alone
  • Each weapon must be individually mastered through use

Class Resources

Different classes utilize different resource systems to power their abilities:

Resource Classes Mechanics Starting State
Rage Swordsman, Berserker Builds through attacking, spent on powerful abilities Starts at 0, depreciates over time
Vigor Ranger, Assassin Spent and built by abilities Starts at maximum, doesn't depreciate
Mana Sorceress, Paladin Traditional magic resource Regenerates over time

Additionally, all classes use Stamina for dodging, sprinting, and movement-based abilities.

Combat Abilities

Basic Attacks

  • Executed with left mouse button (LMB)
  • Every weapon has a three-part basic attack chain
  • Must be manually aimed - no auto-attack feature
  • Different animations and damage patterns per weapon
  • Some weapons move character forward during attacks

Special Abilities

Each weapon has a unique special ability activated with right mouse button (RMB):

Class Weapon Special Ability Effect
Swordsman Sword and Shield Block Reduces damage, generates Rage when blocking
Greatsword Charged Strike 3-stage charge attack that builds Rage
Dual Blades Guard/Parry Counter-attack system with defensive options
Berserker Chain Blades Surging Force Consumes Bloodthirst stacks for healing and Rage
Twin Axes Berserk +20% damage/speed while draining health
Battle Axe Guard Shield-style block with enhancement options
Ranger Bow Elemental Aim 5 trick-arrow charges with element selection
Crossbow Somersault Shot Evasive maneuver while firing
Rapier Lunge Gap-closing poke, stuns on critical hit

Active Skills

  • Maximum 8 abilities available through weapon swapping
  • Limited slots force meaningful choices between offense, defense, and utility
  • Skills can be chained together for custom combos
  • Cooldown management essential for both PvE and PvP

Class-Specific Skills and Weapons

Main article: Classes

Beta Classes

Swordsman

The Swordsman is a versatile melee class capable of tanking or dealing high damage using Rage as their resource.

Swordsman Weapons and Key Abilities
Weapon Description Key Abilities Playstyle Focus
Greatsword Slow, high-damage weapon with crowd control
  • Charged Attack (360° swing)
  • Bleed synergies
  • Super armor abilities
  • Grab crowd control
Burst damage, frontline control
Sword and Shield Primary tanking weapon with defensive capabilities
  • Block with Rage generation
  • Parry counter-attacks
  • Threat generation (Battle Cry)
  • Invulnerability skill
Tank, group protection
Dual Blades Fast multi-hit weapon with critical synergies
  • Block/parry mechanics
  • Critical damage passives (+100% on crit)
  • Threat management
  • Gap closers
Sustained DPS, mobility

Ranger

The Ranger excels at ranged combat with mobility options, using Vigor as their resource.

Ranger Weapons and Key Abilities
Weapon Description Key Abilities Playstyle Focus
Bow Precision weapon requiring aim, harder hitting
  • Elemental arrows (fire, frost, poison, explosive, impact)
  • Charged shots
  • Single target and AoE options
  • Headshot bonuses
Strategic ranged damage
Crossbow High mobility, sustained DPS weapon
  • Somersault evasion
  • Rapid fire capabilities
  • Poison/crit synergies
  • Kiting abilities
Mobile sustained DPS
Rapier Melee duelist weapon with high skill ceiling
  • Parry mechanics
  • Critical hit bonuses
  • Gap-closing stun
  • In-and-out combat style
Melee/ranged hybrid

Berserker

The Berserker is a high-risk, high-reward melee powerhouse using Rage as their resource.

Berserker Weapons and Key Abilities
Weapon Description Key Abilities Playstyle Focus
Chain Blades Extended range with healing and crowd control
  • Bloodthirst stacking (0.5% regen + 10% attack per stack)
  • Chill/freeze effects
  • Chain hook pulls
  • Healing through Surging Force
Sustain and control
Twin Axes Health-sacrifice weapon for maximum damage
  • Berserk mode (HP drain for power)
  • Low-HP damage bonuses
  • Immortality skill (14 seconds)
  • Bleed applications
Glass cannon DPS
Battle Axe Offensive tank weapon with area damage
  • Whirlwind with stacking buffs
  • Block generates Rage/bleeds
  • Attack-based shields
  • Threat generation
Aggressive tanking

Future Classes

Sorceress

The Sorceress manipulates elements and time using Mana as their resource.

Sorceress Weapons (Preliminary)
Weapon Focus Expected Abilities
Staff Destructive magic High-damage elemental spells
Manasphere Control and support Crowd control, buffs/debuffs, time manipulation
Grimoire Healing magic Radiant light healing, ally support

Assassin

The Assassin combines stealth and agility using Vigor as their resource.

Assassin Weapons (Preliminary)
Weapon Focus Expected Abilities
Sabre Sweeping attacks AoE damage, counter-attacks
Wrist Blades Precision strikes Single-target burst, stealth synergies
Musket Ranged option High-cooldown, high-impact shots

Paladin

The Paladin serves as holy warrior using Mana as their resource.

Paladin Weapons (Preliminary)
Weapon Focus Expected Abilities
Lance and Shield Tank role Blocking, threat generation, high survivability
Halberd DPS role Area attacks, judgment abilities
Mace and Shield Healer role Healing allies, offensive support

Class Mastery Abilities

Characters gain class-specific mastery abilities at certain levels:

Level Type Description Availability
10 Passive Choose 1 of 2 passive masteries Beta
15 Active One active skill for skill bar Beta
20 Passive Second passive mastery choice Full game only

These abilities help specialize your character's role (tank, DPS, support variations) and share cooldown pools with weapon skills.

Chronotector Abilities

The Chronotector provides time manipulation abilities adding strategic depth to combat:

  • Activated by pressing C (default keybind)
  • Multiple abilities available through progression
  • Effects include: time stops, rewinds, speed manipulation
  • Can be used to dodge attacks, set up combos, or reposition
  • Upgrades available through Labyrinth completions

Skill Customization

Build Flexibility

  • Mix abilities from different lanes within weapon trees
  • No strict role enforcement - adapt builds to content
  • Weapon combinations define playstyle more than class choice
  • Create multiple presets for different scenarios (PvE burst vs PvP control)

Reset and Respec

  • Skills can be reset using the reset button in skill tree interface
  • Beta allows free resets; full game may require fee or consumable
  • Presets can be swapped at campfires or in towns
  • Allows experimentation with different build combinations

Combat Mechanics Integration

Action Combat System

  • Fully action-based with no tab-targeting
  • All attacks must be manually aimed
  • Combo chains possible between skills
  • Dodge mechanics crucial for survival
  • Player skill emphasized over gear score

Skill Usage Strategy

  • Cooldown management encourages weapon swapping
  • Resource management crucial for sustained combat
  • Positioning and timing essential for effectiveness
  • Synergies between weapons create optimal rotations

Notes

  • Skill system subject to balance changes during beta testing
  • Additional skills and abilities may be added before full release
  • Each new character starts fresh - skills must be relearned
  • Maximum party size affects skill synergy planning (5 for dungeons, 10 for raids)

See Also

References