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//Time — Type

Time manipulates the window of choice: cooldown compression, micro-rewinds, local slow/haste fields, and short-duration state reversals. Time abilities are designed to alter when actions happen rather than purely increase damage.

Attributes

ElementDamage Type+ve Status on Self-ve Status on TargetAffinitiesEffective AgainstResistant To
TimeChrono / StateHastedDeceleratedClocks, hourglasses, gearwheelsCosmic, Fire, AtomicChaos, Techno, Psychic

Mechanics

  • Micro-Rewinds: Time Escapists can "save" their position and state, returning to it 2 seconds later to evade damage or reposition.
  • Temporal Haste: Being "Hasted" reduces the global cooldown of all abilities by 20% and increases base reload speed.
  • Decelerated Projectiles: Time Controllers create fields where incoming projectiles are slowed down, allowing teammates to dodge them with ease.

Design Cues

  • VFX: Motion blur stretching, cyan / indigo / washed-silver palettes, and frame-skew effects. Reversed animation curls for rewinds.
  • SFX: Soft clock-ticking, pitch-bent audio samples, and low-pass filter sweeps during temporal dilation.

Typical Abilities (design template)

  • Passive — Chrono Residue: using an ability grants a small Chrono stack (max 3). Stacks reduce next ability cooldown by 10% each.
  • Tactical (1) — Time Skip: rewind player position and velocities to where they were 1s before; rewinds projectiles originating from player only.
  • Core (2) — Time Slice: create a thin field that slows enemies by 45% and causes projectiles inside to age (apply ticking damage and reduce enemy action speed).
  • Special (3) — Hasten: apply haste to allies in cone, reducing cast times and increasing movement for 6s.
  • Ultimate (4) — Temporal Dilation: slow global time for enemies within radius (large slow), extend ability windows for allies, and remove negative short-duration debuffs on cast.

Synergies & Counters

  • Synergies: Chaos (extends unpredictable combos), Psychic (combo extension via control), Sound (timing-based damage windows).
  • Counters: Virtual/Techno systems that lock or hard-snapshot states; heavy stuns that block movement-based rewinds.

VFX & Audio Notes

  • Palette: cyan / indigo / washed-silver. Use subtle frame-skew, motion blur stretching, reversed animation curls for rewinds.
  • Audio: a soft clock-tick reversed/retriggered, pitch-bend on impacted SFX, and low-pass filter sweep when dilation occurs.

Example Operatives

  • Conrad — signature Time manipulations and player-facing temporal kit.
  • Red Emperor — uses reality-fracturing time anomalies on a larger, more destructive scale.
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