nu-Eden: Sundered Skies
PROJECT .NE // STATUS: IN DEVELOPMENT // BUILD: 0.4.3
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//Metal — Type
Metal emphasises armour, rigidity, and kinetic interactions: hardened targets, ricochets, and mitigation mechanics that reward precision and geometry use.
▸Attributes
| Element | Damage Type | +ve Status on Self | -ve Status on Target | Affinities | Effective Against | Resistant To |
|---|---|---|---|---|---|---|
| Metal | Physical / Sharp | Hardened | Bleeding | Blades, gears, plating | Ice, Rock, Fairy | Normal, Ground, Poison |
▸Mechanics
- ▪Hardened Frame: Metal Bulwarks gain permanent passive armor. Being "Hardened" reduces the duration of "Shocked" and "Frozen" statuses but increases the damage taken from "Electro."
- ▪Ricochet Mastery: Metal projectiles can bounce off environment geometry. Each bounce increases the damage of the projectile significantly.
- ▪Internal Bleeding: Sharp Metal hits apply "Bleeding," a damage-over-time effect that is more potent if the target is moving.
▸Design Cues
- ▪VFX: Sparks on impact, metallic glints, and sharp geometric shard trails. Gunmetal and silver palettes.
- ▪SFX: Metallic clangs, heavy thuds, and the screech of grinding steel.
▸Typical Abilities (design template)
- ▪Passive — Hardened Frame: reduce incoming physical damage by a small percentage; stacking effects when stationary or planted.
- ▪Tactical (1) — Ricochet Shot: a projectile that bounces off surfaces and gains damage per bounce.
- ▪Core (2) — Kinetic Slam: heavy impact that creates stagger and can ricochet debris to damage nearby enemies.
- ▪Special (3) — Fortify: temporary heavy armor and a threat aura that pulls enemy focus.
- ▪Ultimate (4) — Armored Barrage: unleashes a barrage of metal projectiles that pierce light armor and create cover.
▸Synergies & Counters
- ▪Synergies: Ground (terrain control), Rock (hard-hitting combos).
- ▪Counters: Cosmic or Arcane effects that ignore armor, or abilities that apply percent-HP damage.
▸VFX & Audio Notes
- ▪Palette: gunmetal, sparks on impact, metallic clangs; heavy thuds and reverb for armor interactions.
▸Example Operatives
- ▪Clement — central Bulwark/Destroyer with metal interactions.
- ▪Malcolm — marksman with heavy-impact metal playstyle.
- ▪Venla — sound/metal controller who builds metallic constructs.
- ▪Westin — techno/metal sentinel with industrial shields.
- ▪Iain — normal/metal bulwark; reliable armor-based defense.
- ▪Brendan — family sentinel/controller with metal synergies.
- ▪Gianluca — veteran sound/steel (steel→metal) vandal.
- ▪Quincy — corporate controller with metal tech.
- ▪Kazuo — dark/metal assassin blending speed with hardness.
- ▪Tariq — ground/metal bulwark heavy.
- ▪Otis — Maboroshi director; large-scale metal systems.
- ▪Damon — veteran (steel→metal) fighter with hard-hitting tools.
- ▪Ulrich — ghost/metal antagonist with lethal metallurgy.