INTERVAL
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DIVINE VISION
Divine Vision is a skill that all players have. By default, it activates when the middle mouse button is toggled.
Alternative names: Elemental Vision, Magic Vision, Heroic Vision, Vision.
EFFECTS:
Allows the caster to visualize the colors of the environment according to its elemental energy, see masses of energy that are normally hidden, and appraise targets in sight. This skill is togglable and costs energy per second while activated.
[
Skill type: No-target
Cast type: Activable Switch
Affects: Self-only
Modifiable by: Visual Perception
Dispellable: No
Cast Animation: 0s (cast point) + 0.2s (trigger) + 2.8s (radial ping from caster) + 0s (backswing)
Range of effect: Global
Power: (SENSE) attribute_DIVINITY
Cost of Energy per second: 10
Duration: Until Recast; Until Silenced; or Out of Energy
Cooldown: 0.4s Cost: 35 Energy
]
Notes:
For any information to unlock, the Power output needs to trump the target’s thresholds;
Counters visual trickery such as invisibility, illusions, or magical traps;
Color visualization of elements;
Saturation shows the energy’s density, allowing to identify elemental amplification, critical hits, or enchanted objects;
Opens a panel popup with the unit’s information, such as Health, Energy, Name, Class, Level, Attributes, etc…
SUCCESS METRIC:
Its appraisal success depends on the Power of this skill minus the target’s divinity (or needed divinity), resulting in the availability of information as shown in the table below:
INFO:
Name/ rarity
Numberless Health bar
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Title/Guild
Numberless Energy bar/ Active Effects
Level (real)
Health Values
Energy Values
Race/ Type/ Class
Invisibility Piercing
Illusion Piercing
Skills and Items
POWER DIFF
-16
-12
-8
-4
0
+4
+8
+12
+16
+20
+24
For every 50 meters of distance, the output Power decreases by 4.
If the target is considered an Ally, all information becomes available.
Visual blockages disrupt the Power output partially or completely (e.g.: walls or magic barriers).
Any unknown information will be shown as “???”.
Information won’t show if the panel is too small to read (would need some kind of zoom for distant targets, for example), or if the optimization settings reached their maximum panel count.
Notes:
The Power directly uses the Divinity attribute of the character, such is gained for every 10 points in intelligence, and can only be further modified by a skill’s effects.
Elemental Affinity, Energy Affinity, Sense Affinity, and Visual Perception amplification directly modify this skill’s Power addictively. While the target can only defend itself with Visual Perception resistance or by raising his divinity attribute. This means that the caster generally has the upper hand.
Every 10 levels you passively gain 1 Divinity; while spending a 10-level worth of tokens in intelligence you gain 3 extra Divinity. This means that: for you to see the real level of a target with no extra intelligence points or modifiers, you need to be at least at the same level within the tens as it or spend 10 tokens in intelligence for every 10 levels of difference.
When you don’t have enough power difference to reveal the Real Level (at 0), it will show an approximation by the tens (like “Level 50+”, “Level 60+”, or “Level 70+”). Such approximation starts by the actual target’s “tens” level, but it will decrease by ten for every negative unit of difference, and if the approximation number reaches below half of what the real level is, it turns into “Level ???”.