In our weekly Wednesday feature, we look at four more of the hundreds of abilities players can earn in the upcoming PVP MMO Fury. Published by Gamecock and developed by Auran, Fury lets players mix and match their skills for the ultimate arena-based PvP experience.

This week, we have "Roar of the Warchief", a unique field ability that buffs the damage output of all the good guys in that area. Freezing Shot not only roots, but injures the target. Paralyze slows the enemy, doing damage. Finally, Judgment steals health from the target and any nearby enemies, then transfers it to the player and nearby friends.



Fury Abilities Exposé #14
Courtesy of Auran

Tutorial Area
Tutorial Area

Picking a class in most MMOs is a difficult decision. In choosing a class you effectively make a decision about what role you'd like to play. From this point on you're left at the discretion of the development team as to how they envision the class's gameplay, role and balance. Hopefully their vision and balance align with yours. If it doesn't, it may be time to re-roll or even time for a new game.

Fury breaks the class mold entirely. In Fury, you are able to learn abilities from each of the four schools and eight disciplines. You are then given the freedom to create templates consisting of any of the abilities your avatar has learned. You aren't tied to the developer's vision of a 'tank', 'healer' or 'hybrid'. You define your own vision, your own path, your own Incarnation.

All abilities in Fury are associated with one of the four schools and eight disciplines. The abilities from each school are focused on one primary element and two secondary elements. The four elements are Water, Nature, Fire, and Air.

The following are a few examples from Fury's 400+ distinct abilities.

imageName: Roar of the Warchief
Element: Fire
School: Growth
Discipline: Warden
Charges: Consumption
Effects Category: Field - buff
Target Type: Field
Description: Places a field at the user's location. While fighting within this field, the amount of damage the user and their groupmates can deal with their abilities is increased.
Tip: For toe-to-toe group conflicts, Roar of the Warchief can give your group the extra damage it needs to come out on top.
imageName: Freezing Shot
Element: Water
School: Growth
Discipline: Oracle
Charges: Consumption
Effects Category: Damage - AoE (root)
Target Type: Single
Description: A spiritual attack that deals heavy Water damage and has a chance to root the target and their nearby allies in place. Targets are less likely to succumb to disruption effects the more often they are used.
Tip: Great for either giving yourself some time to escape, or to halt fleeing opponents.
imageName: Paralyze
Element: Nature
School: Death
Discipline: Destroyer
Charges: Generation
Effects Category: DoT - snare
Target Type: Single
Description: A physical attack that Poisons the target, decreasing their movement speed and dealing moderate Nature damage over time. Targets are less likely to succumb to disruption effects the more often they are used.
Tip: Paralyze slows movement speed and deals damage over time, making escape impossible.
imageName: Judgment
Element: Air
School: Life
Discipline: Healer
Charges: Consumption
Effects Category: Drain - Multi distribute
Target Type: Sphere
Description: A deadly spiritual attack that steals health from the target and their nearby allies, and returns it to the user's nearby groupmates.
Tip: Judgment harms your enemies while healing your allies, making it a solid addition to any Group-base Healer's arsenal.



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