nu-Eden: Sundered Skies
PROJECT .NE // STATUS: IN DEVELOPMENT // BUILD: 0.4.3
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type_wind
//Wind — Type
Wind is mobility and displacement: push/pull fields, burst knocks, and air-control that reshapes encounter geometry.
▸Attributes
| Element | Damage Type | +ve Status on Self | -ve Status on Target | Affinities | Effective Against | Resistant To |
|---|---|---|---|---|---|---|
| Wind | Aerodynamic / Force | Tailwind | Lifted | Fans, kites, mountaintops | Plant, Fighting, Arcane | Rock, Metal, Ice |
▸Mechanics
- ▪Tailwind Buff: Allies moving in the same direction as a Wind user receive a "Tailwind" buff, increasing their movement speed by 15%.
- ▪Aerial Displacement: Wind Vandals can send enemies into a "Lifted" state, making them unable to use ground-based mobility for 1 second.
- ▪Air Cushion: Wind Lancers can use gusts to "float" mid-air, allowing them to fire over low cover without landing.
▸Design Cues
- ▪VFX: Motion-blur trails, gust VFX, and lightweight audio cues emphasizing flow (Titanfall 2 + Mirror's Edge).
- ▪SFX: Whistling wind, sharp "whooshes," and high-frequency airy tones.
▸Typical Abilities (design template)
- ▪Passive — High Pressure: falling from heights deals damage in a small radius on impact and reduces fall delay.
- ▪Tactical (1) — Gust: push nearby enemies away with a sharp burst of air.
- ▪Core (2) — Vortex: create a small spinning field that pulls in projectiles and slows enemy movement.
- ▪Special (3) — Tailwind: grants a speed boost to nearby allies and increases fire rate for 5 seconds.
- ▪Ultimate (4) — Typhoon: a massive air-burst that knocks up and displaces all enemies in a large radius, leaving a lingering slow field.
▸Synergies & Counters
- ▪Synergies: Water (slippery flows), Ghost (extra mobility), Sound (dispersed echoes).
- ▪Counters: Rock/Metal (too heavy to lift), Ground (anchored states).
▸VFX & Audio Notes
- ▪Palette: pale whites, cyan streaks; motion-blur trails, transparent gust particles and sharp whistling whooshes.