Skills Guide

Magic Powers

The void energy has always been silently present in the universe, but it wasn't until 160 years ago when the first void sensitive started to feel it. It didn't take long until they slowly started to control it. At first they kept it in secret. Meeting at the secret gatherings to train and soon many of them became extremely skilled. When others found out about their secret, they saw them as a threat and wanted to act against them and even forbid it by the intergalactic law. At the beginning some smaller conflicts sparked between void controllers and non-voiders. After a smaller conflict escalated, the galactic alliance was on the verge of the civil war. The Zanars from the dark side of the galaxy took a chance at the divided Alliance and launched an invasion. In the blitz attack, Zanars took over a few edge systems, but then something miraculous happened on the planet Raiboos. Voiders and non-voiders stood together and showed a united force which soon pushed Zanars back to their part of the galaxy. They will think twice before launching another invasion against the, once again, united Galactic Alliance.

Today, voiders and non-voiders are seen as equals. Scientists even found ways to isolate and control smaller amounts of the void energy so that non-voiders can use it. Today it's not a surprise when an intergalactic arena gladiator uses the void energy in a skirmish.

Void Strike

If a fighter is well disciplined, using the Energy of Void, a focused void missile can be conjured. The attack does a normal damage and the target fighter has decreased attack for the next turn.

Balanced Qi

A fighter balances Qi to its perfect balance. With balanced Qi, the fighter is unstoppable and big damage can be done. The attack does higher damage and has a higher chance of inflicting a critical damage. The skill has to cooldown for 2 turns after use.

This skill permanently increases fighter's magic attacks and defense when learned.

Ancient Spirit

Before the Great Colonization, the ancient Quinars were the dominant race on the planet. Using the Energy of Void, a fighter summons a spirit of an ancient warrior to attack an opponent's fighter. Does normal damage and decreases target's defense and attack for the next turn. The skill has to cooldown for one turn after use.

This skill permanently increases Quantryh's magic attacks and defense when learned.

Life Line

The so called Life Line connects all living beings in the Universe. Using the Life Line, a trained fighter can steal life from an opponent's fighter. The attack does normal damage, but part of that damage is used to heal the action fighter. This skill has to cooldown for one turn after use.

This skill permanently increases fighter's health for 15HP when learned.

Focused Qi

A fighter must meditate to focus the Qi energy. Once the Qi is focused it can be released at the target fighter inflicting a crippling damage. The attack does normal damage, but the opponent's fighter might skip the next turn. This skill has to cooldown for 6 turns after use.

This skill permanently increases Leonid's magic attacks when learned.

Void Tentacle

Through a hard training a fighter is able to control the Void Energy flows. The fighter releases multiple flows of the Void Energy to a target fighter. The attack does normal damage to the target fighter and does AOE damage to other fighters. This skill has to cooldown for one turn after use.

Void Web

The Void Energy is manipulated to create a force field of the void energy which resembles to a web. The Void Web traps a target fighter. While the fighter is trapped, the void web burns through the fighter and does turn damage for one turn. This skill has to cooldown for one turn after use.

This skill permanently increases fighter's magic defense when learned.

Elemental Powers

Everyone has heard about the planet Quars. The Quars is at the specific time of the year located directly in the middle of the two biggest stars in the galaxy. At that time of the year a mystic energy is radiated from the certain points of the planet surface. This energy cannot be detected or measured with any sensors. Because it is almost undetectable, places that emits this energy are kept secret by a group of defenders known as wardens. When a person is exposed to the energy, sometimes a genetic mutation can happen allowing the exposed person to manipulate elemental energy and nearby particles. Every year the wardens select a few lucky ones and takes them to the energy well. As wardens can feel the elemental energy, they only select those with the potential for the genetic mutation. After they mutate and evolve they are free to choose between becoming a warden or are cast away from the Quars forever. Banished ones have to learn how to use and control this new power by themselves. Only a handful of banished ones ever discover the full potential of the energy. Those who chose to become a warden are trained by the wardens. Once they become wardens, they take an oath to protect the nature and the nature laws.

Fire Vortex

A fighter accelerates particles around a target. When particles achieve high enough speed the air around the target is ignited and the fire vortex is created. The attack does normal damage and a small AOE damage. The skill has to cooldown for one turn after use.

Absolute Zero

A fighter slows particles around a target fighter in a very short period of time. When particles are almost not moving temperature is so low that it freezes the opponent. The attack does normal damage and a medium turn damage for the next two turns. The skill has to cooldown for one turn after use.

Static Charge

A fighter rapidly changes the polarity of particles around a target fighter and creates an electric discharge. The attack does normal attack and lowers the fighter's defense for the next turn. This skill has to cooldown for one turn after use.

This skill permanently increases fighter's elemental attacks and defense when learned.

Eye of Storm

By manipulating low pressure, high pressure and the temperature a fighter can create a micro tornado. The attack does AOE damage to all opponent's fighters. This skill has to cooldown for two turns after use.

Lightning Strike

A fighter can create areas of positively and negatively charged areas. When those areas collide a strong lightning strike is created. The attack does normal damage, but it has a high chance of inflicting a critical damage. This skill has to cooldown for two turns after use.

Frost Rain

By manipulating moist, temperature and gravity, a fighter creates a number of ice shards that are shot at a target with a high velocity. The attack does normal damage and deals a small AOE damage to other opponent's fighters. This skill has to cooldown for one turn after use.

Sky Tears

A fighter can control the gravity to pull various junk from the planet's orbit. While falling through the atmosphere junk is set on fire. The attack does a high AOE damage to all opponent's fighters, but the action fighter must skip the next turn to regain strength. This skill has to cooldown for two turns after use.

This skill permanently increases fighter's elemental attacks when learned.

Blue Giant

A fighter illuminates a ray of particles and creates a very bright and focused ray of the sunlight. The attack does normal damage and has a 20% chance to blind the target so that the target must skip the next turn. This skill has to cooldown for two turns after use.

This skill permanently increases fighter's elemental defense when learned.

Psychic Powers

For a long time we only used 10% of our brain capacity. Even though some gifted individuals started to manifest extraordinary psychic powers, they mostly kept it in secret. One day, 83 years ago everything changed. On that day a mysterious portal had opened on the remote planet on the edge of the galaxy. Its presence was first discovered by the Alliance's battle cruiser patrolling the area. It was instantly dispatched to check those mysterious energy readings. As soon as the landing party landed on the planet to explore, the battle cruiser had lost every contact with them. The Galaxy Alliance immediately sent its best scientists and commando units to figure out what happened. When they arrived on the planet surface, they found out every member of the original landing party unharmed and asleep. Suddenly, a mysterious creature appeared in front of the portal. As soon as the creature appeared, all sleeping members of the landing party woke up. They had told about a dream they all had, but it was not just a dream. Their consciousness was transported to another dimension where they lived for two months among an unknown species. They knew the creature that appeared. It was an Achala, a member of a peaceful explorer race with strong psychic abilities from another dimension. Soon, Achalas started to visit our dimension in greater numbers. With their help many of us learned how to wake our psychic potential.

Walking Nightmare

A fighter is effected with nightmares. The fighter is awake, but sees nightmares everywhere. The ability does a smaller damage, but there is a 20% chance that the attacked fighter skips the next turn. This skill has to cooldown for two turns after use.

Thousand Thrusts

For a short period of time you can control a target fighter's pain center of the brain. You make fighter feel pain to the level that fighter starts to lose health. This attack does a bigger amount of damage and has a 5% chance for critical damage.

Pleasant Dreams

You hypnotize a fighter who starts to have a pleasant dreams and doesn't want to wake up. This ability uses a lot of your energy so you can use it only every 5 turns. The ability does a very little damage, but opponent skips the next turn.

Strangler

You can create various sensations in a target fighter's brain. You overload a fighter with the sensation of strangling. The Ability does a normal damage, but the more you train it the stronger it becomes.

Parallel Universe

In a fighter's head a parallel universe is created. The fighter attacks everyone around because the fighter cannot distinguish reality from fantasy. The ability does a smaller AOE damage to all opponent's fighters.

This skill permanently increases fighter's psychic attacks and defense when learned.

Mind Overload

A fighter's brain is overloaded with various sensations and feelings. The fighter is trapped and useless. The attack does a normal damage, but there is a 20% chance for fighter to skip the next turn. This skill has to cooldown for two turns when used.

This skill permanently increases Selina's psychic attacks when learned.

Mass Confusion

You confuse all opponent's fighters. They don't recognise friend from foe so they start to fire at each other. This ability does normal AOE damage to all opponent's fighters, but it also lowers target's fighter defense for the next 2 turns. This ability has to cooldown for one turn when used.

This skill permanently increases fighter's psychic defense when learned.

Rifle Skills

Unfortunately, the Galactic Alliance (GA) history was not always peaceful. There were three major conflicts with the Zanars, a race from the dark side of the galaxy. To survive those conflicts, there were a few periods of a rapid advancement in the military technology. Many powerful and experimental weapons were invented and created. Thankfully, there wasn't a conflict between Zanars and the GA for more than 150 years and we all hope it stays that way. Even though there are no more conflicts many of the advanced rifles are used in arena battles.

Homing Missile

Even if it is so primitive technology, the homing missile cannot miss its target. Since the homing missile is a highly explosive missile, it does AOE damage to all fighters. The skill has to cooldown for one turn after use.

This skill permanently increases fighter's rifle attacks when learned.

Barrage Fire

Using this fully automatic rifle, a fighter fires rapidly at the opponent's fighters. The attack does a small damage and a small AOE. Opponent has a reduced defense in the next turn. This skill has to cooldown for one turn after use.

This skill permanently increases Danko's rifle defense when learned.

Sniper Shot

The latest innovation in the sniper rifle technology. Very precise, shield piercing shot. Does a normal damage and ignores part of a shield. The attack has a 25% of inflicting a critical damage. This skill has to cooldown for 4 turns after use.

This skill permanently increases fighter's rifle attacks when learned.

Laser Tag

This model of a laser rifle was used by the troopers in the Great Colonization. The Laser rifle uses a focused laser beam to inflict burning damage to a target fighter. The attack does normal damage and smaller turn damage to the target fighter for the next 2 turns. This skill has to cooldown for one turn after use.

Frisbee Volley

Since the discovery of the Void Energy, the scientists have been trying to synthesize it. This rifle is the cutting edge of the Void Energy synthesize technology. The rifle fires round blades surrounded with the Void Energy. The attack does a normal AOE damage. This skill has to cooldown for two turns after use.

Gun Skills

During the three conflicts with the Zanars a lot of new and experimental weapons were developed. Rifles were heavily used by ground forces and commando units, but guns were primarily used by pilots, drivers and starship personnel. Guns were also the first choice for local peacekeeping forces. On GA edge systems, guns were even distributed to a local population in case Zanars launch one of their typical sudden raids. Last major breakthrough in a small guns technology was triggered when scientists discovered how to contain and control a smaller amounts of the void energy. Although they are still in their prototype phase, some of the arena gladiators use void energy powered guns to gain a tactical advantage.

Outlaw Bite

A very precise low recoil gun heavily used by the Fang Clan outlaws. The attack does a normal damage and reduces the target's defense for the next turn.

This skill permanently increases fighter's gun attacks when learned.

Armour Breaker

The old tech gun that still uses kinetic energy and metal objects, also know as bullets. Since it uses bullets, it can pierce most of today's energy shields. Does normal damage and completely ignores every shield.

This skill permanently increases fighter's gun attacks when learned.

Toxic Spitter

Toxic Spitter uses cartridges filled with toxic fluid from the poisonous Teranus planet. The attack does a normal damage, but does turn small damage for the next two turns. This skill has to cooldown for one turn after use.

Gunslinger Soul

The legendary gun of the most famous galactic sheriff know as Adeeno. They say, Adeeno's gun carries a piece of his soul. The gun does normal damage, but with a 10% of inflicting a critical damage. This skill has to cooldown for one turn after use.

This skill permanently increases Morgusa's gun attacks when learned.

Smoke Gun

Smoke gun creates a highly concentrated wall of a dense smoke. The attack does normal damage. As the smoke is slightly toxic, it does a smaller AOE damage to all opponent's fighters, but also lowers the target's attack for the next turn. This skill has to cooldown for one turn after use.

This skill permanently increases fighter's gun defense when learned.

Void Shot

Since the top scientists discovered the Void Energy synthesis technology, it has been used to create a new line of the modern weapons. This gun is able to create a synthetic void missile. The gun does a normal damage, but there is a 10% chance the target will have to skip the next turn. This skill has to cooldown for two turns after use.

Null Pointer

The Null Pointer gun creates a highly concentrated charge of the Void Energy. Once the energy is ignited with a spark it is released as a devastating force. Since the Void Energy synthesize technology is not yet fully stable, the gun needs to cool down for 3 turns. The attack does a high damage to the target character.

Defensive Powers

The Galactic Alliance consists of many systems with many planets and different races. Developing and building more advanced weapons and police forces wasn't a way to ensure long lasting peace and stability between them. Without the mutual help and cooperation, today's unity across the GA would never be accomplished. Many new healthcare and defensive technologies were developed in the process. Not long after the void energy started to manifest a few individuals discovered that the energy could be used for healing and defending others. Arena fighters usually use various defensive and healing skills and powers to ensure an advantage in a battle.

Void Armour

A fighter surrounds a target with the Void Energy shield. This shield can only block 25 HP amount of damage, but it also highly increases defense for the next turn. This skill has to cooldown for two turns after use.

Shadow Guardian

A spirit of the ancient race is summoned to protect a fighter against all types of attacks. The spirit absorbs 30HP of damage done to the fighter. The skill needs to cooldown for two turns after use.

This skill permanently increases fighter's psychic and magic defense when learned.

Sensei Rally

Fighter yells a mantra Sensei was constantly repeating on their trainings. The mantra rallies all fighters and gives them a temporary defense bonus (15 HP shields). The skill also increases defense for 25% for the next turn. This skill has to cooldown for two turns after used.

This skill permanently increases fighter's rifle and gun defense when learned.

Heal Zephyr

A fighter summons the healing zephyr. The zephyr heals all fighters, but since the zephyr is not that strong only 25HP is restored. The healing effects of the Heal zephyr were first discovered at the Urudoku plateau. The skill has to cooldown for three turns when used.

This skill permanently increases fighter's health for 10HP when learned.

Void Mirror

A fighter uses the Void Energy to create a mirror-like energy field that, not only protects a target fighter for 25HP, but also reflects a 40% of damage back to an opponent. The skill has to cooldown for one turn after used.

This skill permanently increases fighter's rifle and gun defense when learned.

Heal Pill

The Heal pill is the well known invented by the Dr. Ozyn. The heal pill can heal almost any injury. The pill can only heal a small amount of damage (20HP), but it also removes all side effects from the fighter. The skill has to cooldown for two turns after use.

Void Heal

Trained on the Urudoku plateau, a fighter learned how to use the Void Energy for healing others. The Void Heal heals any type of wound. Restores 60HP of health. This skill is very hard to use and it needs to cooldown for 10 turns after used.

This skill permanently increases fighter's health for 20HP when learned.

Blue Energy

A fighter focuses a lot of energy to release the Blue Energy. The Blue Energy removes all side effects from every fighter. It also allows a fighter to play the next turn if the fighter was blocked. Since this ability requires a lot of energy it can only be used every two turns. The skill also gives a small shield to a target fighter (10HP).

This skill permanently increases fighter's magic defense when learned.

Combinations

Even though there are a lot of available skills, the best fighters know that nothing beats a good teamwork. Find skills that can be combined and combine them in a battle to create more powerful effects. Surprise your opponents and show them why you are the best intergalactic gladiator.

Outlaw Justice

Intergalactic outlaws and sheriffs are natural enemies, but when a situation forces them to cooperate you better move from their path. The attack does high AOE damage and decreases opponent's defense for the next turn.

Flame Inferno

When an area filled with dense and flammable gas is set on fire a real-life inferno is created. The attack does medium AOE damage and the target fighter receives a burning turn damage in the next turn.

Frozen Web

Not everyone knows that the Void Energy reacts with cold. If really low temperature is applied to the Void Energy, cold will fuse with the energy. The attack does a high damage and there is an 80% chance that the target character will miss the next turn.

Life Steal

A fighter's life energy is slowly drained while the fighter is trapped in a dream and doesn't want to wake up. The attack does a high damage while the action fighter is healed for the same amount as the damage done.

Void Storm

While one fighter releases a micro tornado, the other one boost the tornado with the Void energy. The Void Storm does an AOE damage and lowers attack and defense of the opponent for the next two turns.

Ancient Strangler

A dreadful beast from the long forgotten past is brought to life. The beast instantly starts to strangle fighter with the unmatched strength. The attack does a normal damage and there is a 70% chance that the target fighter skips the next turn.

Mayhem

Fighters start shooting all around the arena with high-damage weapons, creating huge explosions and mayhem all around. The ability does high AOE damage and ignores a part of shield.

Special skills

Every fighter has three additional unique and special skills.
Coming soon...