Force Psyker

From StarCrawlers Wiki
Jump to: navigation, search

"Sent forth from their monastery homeship, Geduld, Force Psykers quest to develop their powers while collecting tithes to send home. Rebellious initiates often fall in with crawlers, their ability to shape raw psychic energy making them valuable allies." - Home Page Character Blurb
Looking for another Class?

Force psyker.png


The Force Psyker is one of the classes of Crawlers available in StarCrawlers.

Guardian[edit | edit source]

Aegis Strike[edit | edit source]

50% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 40 Force Energy to throw a shield of

psychic energy that deals 40% weapon damage

and strikes up to 3 enemies, gaining 5% damage

with each strike.


Force Energy regenerates by 5 each turn.

Expend 30 Force Energy to throw a shield of

psychic energy that deals 45% weapon damage

and strikes up to 4 enemies, gaining 7% damage

with each strike.


Force Energy regenerates by 5 each turn.

Expend 20 Force Energy to throw a shield of

psychic energy that deals 50% weapon damage

and strikes up to 5 enemies, gaining 10% damage

with each strike and removing 1 shield.


Damaged targets deal 10% less damage for 1 turn.


Force Energy regenerates by 5 each turn.

Mirror Prism[edit | edit source]

50% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 30 Force Energy to deal 20% weapon

damage to all foes and manifest a Mirror Prism.

The Prism enters combat at 130% the Time Unit

value of your weapon with 20% of your health.


The Prism absorbs all damage for 1 turn before

shattering. When the Prism shatters, it deals the

damage to you as Energy damage over 3 turns.

Expend 25 Force Energy to deal 25% weapon

damage to all foes and manifest a Mirror Prism.

The Prism enters combat at 160% the Time Unit

value of your weapon with 25% of your health.


The Prism absorbs all damage for 1 turn before

shattering. When the Prism shatters, it deals the

damage to you as Energy damage over 4 turns

and deals 100% weapon damage to all enemies.

Expend 20 Force Energy to deal 30% weapon

damage to all foes and manifest a Mirror Prism

with 30% elemental resistance. The Prism enters

combat at 200% the Time Unit value of your

weapon with 30% of your health.


The Prism absorbs all damage for 1 turn before

shattering. When the Prism shatters, it deals the

damage to you as Energy damage over 5 turns

and deals 100% weapon damage to all enemies.

Spirit Armor[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Threat caused is boosted by 50%. When combat

begins, all allies gain 5% elemental resistance.

Threat caused is boosted by 75%. When combat

begins, all allies gain 10% elemental resistance.


When you take elemental damage you gain 3%

resistance to that element for 1 turn.

Threat caused is boosted by 100%. When combat

begins, all allies gain 15% elemental resistance.

When you take elemental damage you gain 5%

resistance to that element for 1 turn.


When your health is below 20%, you heal 5% of your

max health each turn.

Inner Peace[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
If your Force Energy drops below 10, heal for 5% of

your health and generate 20 Force Energy.


Inner Peace can activate 1 time per combat.

If your Force Energy drops below 15, heal for 7% of

your health, generate 25 Force Energy, and grant

your ally with the lowest health Regeneration,

healing at the start of their turn for 3% of their max

health.


Inner Peace can activate 2 times per combat.

If your Force Energy drops below 20, heal for 10%

of your health, generate 30 Force Energy, and

grant your ally with the lowest health Regeneration,

healing at the start of their turn for 5% of their max

health.


Inner Peace can activate 3 times per combat.


Once per combat, if struck by a killing blow, heal

20% of your health and gain 30 Force Energy.

Condemn[edit | edit source]

100% Weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 40 Force Energy to reduce damage the

target deals 60% for 1 turn and 10% for 2 turns.


If the target gains a buff while Condemn is active,

the effect is purged and you gain 5 Force Energy.

Expend 35 Force Energy to reduce damage the

target deals 70% for 1 turn and 15% for 3 turns.


If the target gains a buff while Condemn is active,

the effect is purged and you gain 10 Force Energy.


If a buff is purged by Condemn, all other enemies

are also purged of 1 buff effect.

Expend 30 Force Energy to smite for 300% weapon

damage and reduce damage the target deals 80%

for 1 turn and 20% for 4 turns.


If the target gains a buff while Condemn is active,

the effect is purged and you gain 15 Force Energy.


If a buff is purged by Condemn, all other enemies

are also purged of 1 buff effect.

Purity Prism[edit | edit source]

50% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 35 Force Energy to manifest a Purity Prism.

The Prism enters combat at 130% the Time Unit cost

of your weapon with 20% of your max health.


The Prism absorbs 1 Stun or debuff effect on each

ally and will absorb debuffs until it shatters.

When created, the Prism deals 50% weapon

damage to all enemies.

Expend 30 Force Energy to manifest a Purity Prism.

The Prism enters combat at 160% the Time Unit cost

of your weapon with 25% of your max health.


The Prism absorbs 2 Stun or debuff effects on each

ally and will absorb debuffs until it shatters.

When created, the Prism deals 75% weapon

damage to all enemies.


When shattered, deal 150% weapon damage to all

foes.

Expend 25 Force Energy to manifest a Purity Prism.

The Prism enters combat at 200% the Time Unit cost

of your weapon with 30% of your max health.


The Prism absorbs 3 Stun or debuff effects on each

ally and will absorb debuffs until it shatters.

When created, the Prism deals 100% weapon

damage to all enemies and if it absorbs Burn,

Poison, Blind, Corrupt or Shock, the debuff is

applied to a random enemy


When shattered, deal 150% weapon damage to all

foes.

Manifest Spirirt[edit | edit source]

25% weapon speed

Deals Energy damage

Requires 100 Force Energy to be generated

Rank 1 Rank 2 Rank 3
Generate Force Energy to empower this ability.

Once you have generated 100 Force Energy,

activate to manifest a Guardian Spirit with the

Threat of your highest ally. The spirit deals 100%

weapon damage each turn.


If an ally is struck by a killing blow, it is evaded and

the spirit takes 75% health damage.

Generate Force Energy to empower this ability.

Once you have generated 100 Force Energy,

activate to manifest a Guardian Spirit with the

Threat of your highest ally. The spirit deals 125%

weapon damage each turn.


If an ally is struck by a killing blow, it is evaded and

the spirit takes 50% health damage.


You gain 5 Force Energy when the Spirit attacks.

Generate Force Energy to empower this ability.

Once you have generated 100 Force Energy,

activate to manifest a Guardian Spirit with the

Threat of your highest ally. The spirit deals 150%

weapon damage each turn.


If an ally is struck by a killing blow, it is evaded and

the spirit takes 25% health damage.


You gain 10 Force Energy when the Spirit attacks.


If the Guardian Spirit saves an ally from death, all

allies are healed for 20% health.

Sentinel[edit | edit source]

Warding Blow[edit | edit source]

50% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 40 Force Energy to smash a foe for 30% weapon damage and create a Barrier on your lowest health ally for 3% of your current health. Expend 30 Force Energy to smash a foe for 40% weapon damage and create a Barrier on your lowest health ally for 4% of your current health. Warding blow has a bonus +30% hit chance. Expend 20 Force Energy to smash a foe for 50% weapon damage and create a Barrier on your lowest health ally for 5% of your current health. Warding blow has a bonus +30% hit chance.

If Warding Blow critically hits, a Barrier is created on all other allies at 50% strength.

Barrier effects absorb incoming damage, persist until destroyed, and lose 30% strength each turn.

Force Energy regenerates by 5 each turn.

Empathic Strike[edit | edit source]

100% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 40 Force Energy to smite a foe for 50% weapon damage. When a Barrier absorbs damage, the damage of your next Empathic Strike is increased by 10% weapon damage, up to 100%. Expend 35 Force Energy to smite a foe for 80% weapon damage. When a Barrier absorbs damage, the damage of your next Empathic Strike is increased by 15% weapon damage, up to 150%.

Empathic Strike pierces any shields on the target.

Expend 30 Force Energy to smite a foe for 100% weapon damage. When a Barrier absorbs damage, the damage of your next Empathic Strike is increased by 25% weapon damage, up to 200%.

Empathic Strike pierces any shields on the target and on a critical hit, the Force Energy cost is reduced by 5 for the rest of battle.

Empathic Strike stores damage between combats.

Warden's Wrath[edit | edit source]

100% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
When you create or reinforce a Barrier, Warden's Wrath gains 100% of the health as damage.

Expend 45 Force Energy to unleash Warden's Wrath, splitting the stored damage between all enemies.

When you create or reinforce a Barrier, Warden's Wrath gains 150% of the health as damage.

Expend 40 Force Energy to unleash Warden's Wrath, splitting the stored damage between all enemies. Critical hits Stun all targets for 50 Time Units.

When you create or reinforce a Barrier, Warden's Wrath gains 200% of the health as damage.

Expend 35 Force Energy to unleash Warden's Wrath, splitting the stored damage between all enemies.

Critical hits Stun all targets for 100 Time Units and create a Barrier on each ally for 5% of your current health.

Damage resets at the end of combat.

Inner Balance[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
When Force Energy is above 80, damage you deal is increased 3%. When Force Energy is below 20, you generate +5 Force Energy each turn. When Force Energy is above 65, damage you deal is increased 5%. When Force Energy is below 35, you generate +5 Force Energy each turn.

At the start of your turn, each debuff adds a 10% chance to cleanse a random debuff.

When Force Energy is above 50, damage you deal is increased 10%. When Force Energy is below 50, you generate +5 Force Energy each turn.

At the start of your turn, each debuff adds a 00% chance to cleanse a random debuff.

Once per battle, if an ally takes damage that brings their health below 20%, they gain a Barrier with health equal to 10% of your maximum health.

Spirit Link[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
On your first turn of combat, all allies gain a Barrier for 1% of your current health. When a Barrier absorbs elemental damage, all allies gain 2% resistance to that element for 1 turn. On your first turn of combat, all allies gain a Barrier for 2% of your current health. When a Barrier absorbs elemental damage, all allies gain 3% resistance to that element for 1 turn. Barriers you create boost ally damage 3%. On your first turn of combat, all allies gain a Barrier for 3% of your current health. When a Barrier absorbs elemental damage, all allies gain 5% resistance to that element for 1 turn. Barriers you create boost ally damage 5%.

If an ally takes damage that would kill them, they instead destroy your weakest Barrier and are healed for the health of the Barrier.

Barrier Prison[edit | edit source]

50% weapon speed Deals Energy damage Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 35 Force Energy to deal 75% weapon damage and imprison the target for 3 turns. Each turn, the prison attempts to Stun the target for 50 Time Units.

When the duration expire or the target resists the Stun, the prison shatters.

Expend 30 Force Energy to deal 75% weapon damage and imprison the target for 3 turns. Each turn, the prison attempts to Stun the target for 75 Time Units and deal 100% weapon damage.

When the duration expire or the target resists the Stun, the prison shatters.

Expend 25 Force Energy to deal 100% weapon damage and imprison the target for 3 turns. Each turn, the prison attempts to Stun the target for 100 Time Units and deal 100% weapon damage.

When the duration expire or the target resists the Stun, the prison shatters and deals 200% weapon damage to all other enemies.

Manifest Destiny[edit | edit source]

100% weapon speed

10 turn cooldown

Rank 1 Rank 2 Rank 3
Create or reinforce Barriers to charge this ability. Stores up to 10 charges. Create or reinforce Barriers to charge this ability. Stores up to 20 charges.

The health of all Barriers you create is increased by 3% of your maximum health.

Create or reinforce Barriers to charge this ability. Stores up to 30 charges.

On use, generate 50 Force Energy immediately. This amount decreases by 10 for the remainder of your mission each time Manifest Destiny is activated.

The health of all Barriers you create is increased by 3% of your maximum health.

Activate to consume all charges and create a Barrier on each ally for 1% of your current health for each charge consumed.

Berserker[edit | edit source]

Force Hammer[edit | edit source]

50% weapon speed

Deals Weapon damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 40 Force Energy to manifest a psychic hammer that strikes as your equipped weapon and deals 100% weapon damage.

Force Hammer has a bonus +10% crit chance.

Expend 30 Force Energy to manifest a psychic hammer that strikes as your equipped weapon and deals 125% weapon damage.

Force Hammer has a bonus +10% crit chance and crits permanently destroy 1 - 3 shields.

Expend 20 Force Energy to manifest a psychic hammer that strikes as your equipped weapon and deals 150% weapon damage.

Force Hammer has a bonus +10% crit chance and crits permanently destroy 1 - 3 shields and Shocl the target, reducing Energy resistance 10% for 3 turns.

Force Energy regenerates by 5 each turn.

Fists of Fury[edit | edit source]

100% weapon speed

Deals Energy damage

Rank 1 Rank 2 Rank 3
Score crits to charge your Fists of Fury. Activate to unleash all charges, dealing 20% weapon damage for each charge and generating 5 Force Energy when damage is dealt. Max 10 Charges. Score crits to charge your Fists of Fury. Activate to unleash all charges, dealing 25% weapon damage for each charge and generating 5 Force Energy when damage is dealt. Max 10 Charges.

Strikes from Fists of Fury have a 30% chance to Shock the target, reducing Energy resistance for 3 turns.

Score crits to charge your Fists of Fury. Activate to unleash all charges, dealing 30% weapon damage for each charge and generating 5 Force Energy when damage is dealt. Max 10 Charges.

Strikes from Fists of Fury have a 50% chance to Shock the target, reducing Energy resistance for 3 turns.

If Fists of Fury critically hits a target afflicted with Shock you deal 30% weapon damage to adjacent enemies.

Mind Bullets[edit | edit source]

100% weapon speed

Deals Energy damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 50 Force Energy to barrage a target with 10 psychic bullets. Each bullet deals 10% weapon damage to the target and then delfects to strike a random enemy for 10% weapon damage.

Mind Bullets has a bonus 15% chance to hit.

Expend 45 Force Energy to barrage a target with 15 psychic bullets. Each bullet deals 13% weapon damage to the target and then delfects to strike a random enemy for 13% weapon damage.

Mind Bullets has a bonus 25% chance to hit. If the primary target is afflicted with Shock, secondary targets damaged by deflecting bullets are also Shocked.

Expend 40 Force Energy to barrage a target with 20 psychic bullets. Each bullet deals 15% weapon damage to the target and then delfects to strike a random enemy for 15% weapon damage.

Mind Bullets has a bonus 30% chance to hit. If the primary target is afflicted with Shock, secondary targets damaged by deflecting bullets are also Shocked. Deals +50% bonus damage to Shocked targets.

Inner Turmoil[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
When your health is below 30% you embrace your Inner Turmoil to boost all damage you deal. Damage increases as your health drops lower, up to 50% extra damage.

While Inner Turmoil is active your critical hits deal 10% extra damage.

When your health is below 40% you embrace your Inner Turmoil to boost all damage you deal. Damage increases as your health drops lower, up to 75% extra damage.

While Inner Turmoil is active you heal for 1% of your max health each turn and your critical hits deal 15% extra damage.

When your health is below 50% you embrace your Inner Turmoil to boost all damage you deal. Damage increases as your health drops lower, up to 100% extra damage.

While Inner Turmoil is active you heal for 2% of your max health each turn and your critical hits deal 25% extra damage and generate 5 Force Energy.

Shattering Blow[edit | edit source]

100% weapon speed

Deals Physical damage

Requires XX Force Energy

Rank 1 Rank 2 Rank 3
Expend 40 Force Energy to deal 125% weapon damage and reduce target armor 30% for 3 turns.

If the target is Vulnerable, boost the damage of Shattering Blow by 25% weapon damage.

Expend 35 Force Energy to deal 150% weapon damage and reduce target armor 60% for 4 turns.

If the target is Vulnerable, boost the damage of Shattering Blow by 35% weapon damage and Stun for 100% of the Time Unit value of your weapon.

Expend 30 Force Energy to deal 175% weapon damage and reduce target armor 90% for 5 turns.

If the target is Vulnerable, boost the damage of Shattering Blow by 50% weapon damage and Stun for 150% of the Time Unit value of your weapon.

Critical hits from Shattering Blow make the target Vulnerable, boosting damage taken 20% until the end of their turn.

Force Energy regenerates by 5 each turn.

Spirirt Onslaught[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Using Force Energy increases your crit chance 1% for every 15 points used until a crit occurs. Being hit by a Stun effect enrages you, increasing crit chance 20% for 2 turns. Using Force Energy increases your crit chance 2% for every 10 points used until a crit occurs. Being hit by a Stun effect enrages you, increasing crit chance 25% for 2 turns.

All damage you deal is boosted 3%.

Using Force Energy increases your crit chance 3% for every 5 points used until a crit occurs. Being hit by a Stun effect enrages you, increasing crit chance 30% for 2 turns.

Every 3rd crit heals for 5% health and all damage you deal is boosted 5%.

Manifest Rage[edit | edit source]

25% weapon speed

Deals Energy damage

Requires XX charges. Score crits for great justice!

Rank 1 Rank 2 Rank 3
Score crits to charge this ability. At 100 charges, activate to create a manifestation of your rage which gains damage when you deal damage. Score crits to charge this ability. At 75 charges, activate to create a manifestation of your rage which gains damage when you deal damage.

Generate 35 Force Energy and boost your crit chance 30% for 1 turn when you Manifest Rage.

Score crits to charge this ability. At 50 charges, activate to create a manifestation of your rage which gains damage when you deal damage.

Generate 50 Force Energy and boost your crit chance 50% for 1 turn when you Manifest Rage and gain 25 Force Energy on explosion.

Targets crit by the explosion are made Vulnerable, boosting damage taken 25% for 1 turn.

The manifestation explodes when destroyed, splitting damage between all foes.