Ruck
Lore
Born to parents in the upper echelons of dwarven nobility, Ruck had the privilege to spend much of his young life gazing up at statues of artificers in the Hall of Splendour. That he possessed the genius and skill necessary to one day see his own likeness beside them was taken for granted by all, not least by Ruck himself. Master Artificer Buri Hammersoul chose the young prodigy to be his student.
Hammersoul forged new artificers the way he forged steel, sparing no sentiment for hurt feelings. Ruck had little to fear, but the other apprentices were constantly insulted and severely punished. The difference in status caused a rift between Ruck and his fellows.
Ruck attempted to earn their friendship by refining their work, but Hammersoul could easily perceive the difference in workmanship. He responded by punishing everyone except Ruck, and afterward the young genius was outright hated by his fellow apprentices.
Resentful, Ruck's self-control snapped. He no longer held himself back, humbling others at every opportunity, even pointing out Hammersoul's mistakes. This was a bridge too far; the Master Artificer dismissed Ruck. His goals now beyond reach, Ruck set out for Archlands without protest, though he vowed not to let himself act so recklessly in future.
Ruck easily established a reputation for fine work and innovative, beautiful design and amassed a small fortune. He enjoyed the freedom of living under the open sky, and designed a mobile workshop so that he could travel freely. Once, he was set upon by roaming Void beasts. Only the timely intervention of Void Hunters, some of whom were Tainted, saved him. In the battle, he witnessed Void used to combat Void.
Thereafter Ruck became driven by the desire to apply that experience to his craft. Unlike his previous innovations, only Hunters embraced these, thankful for the edge it granted them in battle. In their gratitude, Ruck finally found the gratitude the warmth he never felt beneath the fiery mountain.
Coming soon...
Basic Skills
Gain 1 Dark Fire (or 2 if Ruck has Void Power), then deal 60% ATK damage to 1 to 3 random enemies. Gain 10% Shield for 2 turn(s).
- Lv. 2: +5% ATK damage
- Lv. 3: +5% ATK damage
- Lv. 4: +10% ATK damage
- Lv. 5: +10% ATK damage
- ★★ Gain 10% Shield for 2 Turn(s).
Special Skills
Grant target ally 50% Shield for 3 turns. For each Dark Fire grant target ally 1 Tainted Armor then lose 3 Dark Fire. Knight allies gain additional 2 Tainted Armor.
- Lv. 2: +5% shield
- Lv. 3: +5% shield
- Lv. 4: +5% shield; -1 Cooldown
- Lv. 5: +10% shield; Knight allies gain additional 2 Tainted Armor.
Grant target ally Attack Up and Piercing Up for 3 turns. For each Dark Fire grant target ally 1 Tainted Weapon then lose 3 Dark Fire. Blademaster allies gain additional 2 Tainted Weapon.
- Lv. 2: +1 Attack Up Duration
- Lv. 3: grant Piercing Up as well
- Lv. 4: -1 Cooldown
- Lv. 5: Blademaster allies gain additional 2 Tainted Weapon.
Traits
Ruck cannot dodge. [On Round Start] Ruck gains [Undispellable] 100% Shield until [End of Round]. Each time another ally gains a Shield, this Shield is increased by 10% of Ruck's Max Health (limit 1 per character per turn).
- Lv. 2: +10% Shield
- Lv. 3: +10% Shield
- Lv. 4: +15% Shield
- Lv. 5: +15% Shield; +1 Shield duration
- Lv. 6: Each time another ally gains a Shield, this Shield is increased by 10% of Ruck's Max Health (limit 1 per character per turn).
- ★★★★ Ruck initial Shield becomes [Undispellable] and lasts until [End of Round].
Ruck can have up to 10 Dark Fire. [On Battle Start] For each Archlands or Dwarf ally, Ruck gains 1 Dark Fire and additional 2 if Lilith is an ally. [On Defeat] If Ruck has more than 5 Dark Fire, allies suffer 5% Void Touch per each Dark Fire over 5.
Ruck can trigger Embrace The Void to gain Void Power. Ruck gains +20% Max Health and +10% Defense and Speed per 1 Void Power. [On Embrace The Void] Ruck gains 10 Dark Fire, 30% Shield for 3 turn(s) and a Bonus Turn. When under Void Power, each time Ruck grants or gains a Shield, this Shield is increased by 5% of his Max Health for each Void Power. Each time Ruck uses all Dark Fire when earlier he had 6 or more, he gains 5% Void Touch Cleanse.
- Lv. 2: +10% Max Health and +5% Defense and Speed
- Lv. 3: Each time Ruck uses all Dark Fire when earlier he had 6 or more, he gains 5% Void Touch Cleanse.
- Lv. 4: [On Embrace The Void] Ruck gains 10 Dark Fire, 30% Shield for 3 turn(s) and a Bonus Turn.
- Lv. 5: When under Void Power, each time Ruck grants or gains a Shield, this Shield is increased by 5% of his Max Health per each Void Power.