Identity V - "Knight" Skills Revealed!
TOPUPLive

Identity V - "Knight" Skills Revealed!

Time: 2024-09-29 11:22:47
Author: TOPUPlive

External Trait: Role Assimilation

The "Knight" immerses himself in role-playing. During this time, he assimilates with a real knight, donning a helmet and briefly acquiring the exclusive traits of a knight.

 

External Trait: Tactical Foresight

The "Knight" can predict the next two actions of the nearest Hunter within 13 meters in the next 8 seconds. Each correct prediction will tactically restrain the Hunter and boost himself with a 40% movement speed bonus lasting for 1.5 seconds. When the Hunter has other pursuit targets, the tactical foresight time for the "Knight" against that Hunter is reduced from 8 seconds to 5 seconds, with the restraining effects on attacks and skills weakened. The skill is released in two parts; by holding the skill button and sliding, you can select whether the prediction is a skill or an attack for the Hunter's first action in the next 8 seconds. Within 4 seconds after the initial skill release, you can choose to predict whether the Hunter's next action after the first one is a skill, an attack, or a standoff.

 

Tactical Restraint: Attack: When the Hunter's intention to perform a normal or charged attack is predicted, it will prevent the attack and make them focus on their weapon. Skill: When the Hunter's intention to actively use a skill (excluding switching targets, charging, canceling, or adjusting skills) is predicted, it will prevent the skill and render them unable to use skills for the next 6 seconds. Standoff: When the Hunter is predicted not to use an attack or skill during the second phase of tactical foresight, the "Knight" will strengthen his resolve. When the next damage is received within the next 4 seconds, the fear value of a normal attack is reduced by half.

 

Tactical Convergence: When the "Knight" begins to rescue a teammate, any previously released tactical foresight will be invalidated.

 

External Trait: Honor Resonance

The "Knight" can establish an honor resonance with Survivors within 8 meters who are hung on the chair of madness. After the Survivor on the chair of madness resonates, they can break free from the chair. After the first honor resonance is completed, both parties gain the honor perception effect.

[Honor Perception]: After successfully rescuing a teammate, the "Knight" and the rescued Survivor gain confidence. The next damage received within the next 8 seconds will reduce the fear value of a Hunter's normal attack by half.

 

External Trait: Mechanical Blindness

Not proficient in using mechanical devices, the deciphering speed of cipher machines is reduced by 15%.

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