Skills
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.
Weapon | Description | Key Abilities | Playstyle Focus |
---|---|---|---|
Greatsword | Slow, high-damage weapon with crowd control |
|
Burst damage, frontline control |
Sword and Shield | Primary tanking weapon with defensive capabilities |
|
Tank, group protection |
Dual Blades | Fast multi-hit weapon with critical synergies |
|
Sustained DPS, mobility |
Ranger
The Ranger excels at ranged combat with mobility options, using Vigor as their resource.
Weapon | Description | Key Abilities | Playstyle Focus |
---|---|---|---|
Bow | Precision weapon requiring aim, harder hitting |
|
Strategic ranged damage |
Crossbow | High mobility, sustained DPS weapon |
|
Mobile sustained DPS |
Rapier | Melee duelist weapon with high skill ceiling |
|
Melee/ranged hybrid |
Berserker
The Berserker is a high-risk, high-reward melee powerhouse using Rage as their resource.
Weapon | Description | Key Abilities | Playstyle Focus |
---|---|---|---|
Chain Blades | Extended range with healing and crowd control |
|
Sustain and control |
Twin Axes | Health-sacrifice weapon for maximum damage |
|
Glass cannon DPS |
Battle Axe | Offensive tank weapon with area damage |
|
Aggressive tanking |
Future Classes
Sorceress
The Sorceress manipulates elements and time using Mana as their resource.
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.
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.
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
- Weapons - Detailed weapon stats and progression
- Classes - Complete class overviews
- Combat Mechanics - In-depth combat system guide
- Builds - Community-created build guides
- Chronotector - Time manipulation system