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Powers and Abilities

Juan Burger edited this page Apr 19, 2022 · 9 revisions

Powers

Powers are skills the Player can activate by either tapping CAST or holding CHANNEL. Powers are unlocked by powerful Power Modules that require large amounts of Energy to be used.

Channeled Powers

Channeled powers cost 33 Energy to finish casting.

If the Player does not have enough Energy, it is not possible to use any channeled powers. And if a full cast of the channeled power is not finished, drained Energy is still used up without having any effect. Taking damage interrupts channeling and wastes any Energy used during the incomplete cast.

If the player is in the process of casting a channeled power they can still change what power should be cast once the channeling is done if they make their decision before channeling is finished. For example, if the player starts channeling Nano Regeneration they can then also hold the UP key to cause Energy Blast to be cast once channeling is complete.

Nano Regeneration

Cast by holding CHANNEL or CAST/CHANNEL. Channel to drain mana and regenerate health at a rate of 1 Health Stone per 33 Energy.

Continuing to hold down CHANNEL or CAST/CHANNEL continues to heal 1 health as long as the Player has 33 or more Energy.

If Nano Regeneration is used while at full health, drained Energy is still used up without restoring any health.

Energy Blast

Cast by holding CHANNEL or CAST/CHANNEL while also holding UP. Channel to drain Energy and charge up an energy blast that, when fully charged and cast, damages and knocks back nearby foes. After having drained 33 Energy the blast is fully charged, and releasing CHANNEL or CAST/CHANNEL or taking damage at this point casts it.

Continuing to hold down CHANNEL or CAST/CHANNEL while it is fully charged will postpone the blast from being cast until CHANNEL or CAST/CHANNEL is released. Holding down DOWN when releasing CHANNEL or CAST/CHANNEL while the blast is fully charged will cancel it.

Tap-Casted Powers

Tap-casted powers are cast immediately without any delay or channeling.

Energy Missile

Cast by tapping CAST or CAST/CHANNEL. Hold the UP key while casting to launch the Mana Missile upwards, or else it will get launched forwards if cast normally. Launches a magical missile that damages foes in its path. Energy Missile requires 33 Energy to cast.

Energy Dive

Cast by tapping CAST or CAST/CHANNEL while holding the DOWN key. Dives downwards in a ball of supercharged energy, damaging foes along the way and creating an explosion when you reach the ground that deals damage to foes in a small radius around the player. It can break through fragile structures and terrain. Energy Dive requires 33 Energy to cast.

Abilities

Abilities are skills that make traversing the game world easier. These skills are unlocked by self-powered Ability Modules found throughout the game.

The Player can deactivate any Ability at any time in the Game Menu if they would prefer to play without them.

Abilities do not cost Energy to use.

Energy Collection

Unlocked by the Energy Collection Module. Allows the collection of Energy by hitting opponents with melee attacks and collecting Energy Globules obtained from damaging Batteries.

Double Jump

Unlocked by the Double Jump Module. Cast with JUMP while in mid-air. Allows the user to execute a second jump while in the air.

Dash

Unlocked by the Dash Module. Cast by tapping DASH or DASH/SUPER DASH. Dash forward or backward along the ground. By default, can only be used while on the ground.

Air Dash

An upgrade to the Dash ability. Unlocked by the Air Dash Module. Additionally allows the user to activate Dash while in the air to do a mid-air dash.

Down Dash

An upgrade to the Dash ability. Unlocked by the Down Dash Module. Additionally allows the user to activate Dash while in the air and while also holding DOWN to do a downward dash.

Phase Dash

An upgrade to the Dash ability. Unlocked by the Phase Dash Module. Additionally allows the user to phase through foes and their attacks while Dash is active without taking damage. Also allows the user to Dash through forcefields.

Charged Dash

Unlocked by the Charged Dash Module. Cast by holding CHARGED DASH or DASH/CHARGED DASH. Channel to charge up a Dash that, when fully charged and unleashed, will launch the player forward at double the range and speed of a normal Dash, dealing damage to enemies along the way. Foes killed by the damage from a Charged Dash will not deal contact damage to the player. By default, can only be used while on the ground.

Continuing to hold down CHARGED DASH or DASH/CHARGED DASH while it is fully charged will postpone the ability from being unleashed until CHARGED DASH or DASH/CHARGED DASH is released.

Charged Dash is affected by upgrades to the Dash ability, meaning it will gain the added effects of the Air Dash and Phase Dash abilities if they are unlocked.

Supercharged Dash

An upgrade to the Charged Dash ability. Unlocked by the Supercharged Dash Module. Additionally allows a Charged Dash to continue moving forward indefinitely until interrupted by damage or the environment. The speed and damage of Charged Dash are also increased. Can be canceled by pressing JUMP or by tapping CHARGED DASH or DASH/CHARGED DASH again.

Wall Climbing

Unlocked by the Climbing Claws Module. Cling to walls, slide down them, and leap off of them.

Holding LEFT while against a wall will allow the player to cling to walls on their left. Holding RIGHT while against a wall will allow the player to cling to walls on their right. Climbing Claws cannot be used to cling to forcefields. Holding DOWN while clinging to a wall will allow the player to slide down the wall. Tapping JUMP while clinging to a wall will allow the player to leap off of the wall at an upwards 45° angle in the opposite direction of the wall.

Wall Climbing also upgrades Dash and Charged Dash, allowing them to be used while clinging to a wall.