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Modified Human Race

The Modified Human Race is an epic tier race based on the abilities used by the Germa 66 soldiers and the Vinsmoke siblings. Modified Humans have superhuman physical ability, advanced combat instincts, and access to Raid Suit technology that further augments their capabilities on the battlefield. This page lists all of the abilities associated with the Modified Human Race.

Requirements

This race is unlocked once you reach the max level for at least one rare tier race. Some abilities may have specific requirements or situations they can be used in listed below.

Level 0: Raid Suit

Raid Suit is the first automatically unlocked ability for the Modified Human Race. The player equips their Raid Suit, activating a full-body combat exoskeleton that grants two simultaneous effects: sustained flight and damage resistance. While Raid Suit is active the player can fly freely in any direction, overriding gravity entirely. The resistance reduces all incoming damage by the listed percentage. The suit will automatically deactivate when the Time Active window expires. Raid Suit can be reactivated mid-air as long as the cooldown has completed. The player recieves no fall damage after landing from a raid suit cooldown. No other abilities are restricted while Raid Suit is active.

LevelDamage ResistanceTime ActiveCooldown
120%20 Seconds60 Seconds
221%21 Seconds59 Seconds
323%23 Seconds57 Seconds
426%26 Seconds54 Seconds
530%30 Seconds50 Seconds

Level 0: Enhanced Physique

Enhanced Physique is the second automatically unlocked ability for the Modified Human Race. The player's genetic modifications increase the raw damage output of all melee attacks by a flat bonus added on top of normal damage. The bonus applies to every melee hit as long as the player has this ability activated. This bonus stacks with all other damage sources including buffs, weapon damage, and style passives.

LevelMelee Damage BonusTime ActiveCooldown
1520 Seconds50 Seconds
2621 Seconds49 Seconds
3823 Seconds47 Seconds
41126 Seconds44 Seconds
51530 Seconds40 Seconds

Level 2: Elemental Strike

Elemental Strike is unlocked at Modified Human Level 2. The player channels either fire or poison energy into their next melee attack, delivering a supercharged strike that deals heavy damage on impact. There is a 50% chance the attack will deal fire damage and a 50% chance the attack will deal poison damage. Fire Mode sets the target on fire for the listed duration, dealing fire damage per tick once per second. Fire damage is higher per tick but shorter in duration. Poison Mode poisons the target for the listed duration, dealing poison damage per tick once per second. Poison damage is lower per tick but lasts significantly longer.The chosen element determines the DoT applied to the target on hit. The buff persists until the next melee attack lands or until the buff duration expires, whichever comes first. If the attack misses, the buff is not consumed and remains active. Only the direct melee hit triggers the elemental effect, the DoT does not apply from the buff expiring on its own.

LevelStrike DamageFire DoT (per tick)Fire DurationPoison DoT (per tick)Poison DurationBuff DurationCooldown
14065 Seconds310 Seconds8 Seconds40 Seconds
24475 Seconds311 Seconds8 Seconds39 Seconds
35285 Seconds413 Seconds9 Seconds37 Seconds
46495 Seconds516 Seconds10 Seconds34 Seconds
580105 Seconds620 Seconds10 Seconds30 Seconds

Level 4: Jet Mobility

Jet Mobility is unlocked at Modified Human Level 4. The player activates micro-jets integrated into their limbs and boots, granting a passive movement speed boost for the duration of the active window. This ability is toggled on and off manually and the cooldown begins only when the ability is deactivated. While Jet Mobility is active the player can still use all other abilities freely. If Raid Suit is also active at the same time, the speed bonus from Jet Mobility applies on top of Raid Suit's flight, increasing aerial movement speed as well. Jet Mobility cannot be kept active indefinitely, it will automatically deactivate when the Time Active window expires.

LevelSpeed BonusTime ActiveCooldown
120%10 Seconds50 Seconds
221%11 Seconds49 Seconds
323%13 Seconds47 Seconds
426%16 Seconds44 Seconds
530%20 Seconds40 Seconds

Level 6: Tactical Cloak

Tactical Cloak is unlocked at Modified Human Level 6. The player activates the ability rendering themselves invisible for the listed duration. While invisible the player cannot be targeted by enemies and their position is not revealed unless they perform an attacking action. Performing any attack, using a damaging ability, or taking damage will immediately break the cloak. Non-damaging abilities such as Jet Mobility, Raid Suit, and movement abilities do not break the cloak. The cloak ends naturally when the Time Active window expires even if no action broke it. Cooldown begins the moment the cloak ends.

LevelTime ActiveCooldown
110 Seconds60 Seconds
211 Seconds59 Seconds
313 Seconds57 Seconds
416 Seconds54 Seconds
520 Seconds50 Seconds

Level 8: Combat Instinct

Combat Instinct is unlocked at Modified Human Level 8. The player enters a heightened state of battlefield awareness, temporarily unlocking the full potential of their genetic combat modifications. While active, all attacks have an increased chance to land a critical hit. Critical hits deal damage multiplied by the listed critical damage multiplier rather than the base attack value. Both the critical hit chance and the damage multiplier scale with skill level. The effect ends when the Time Active window expires. Cooldown begins when the effect ends.

LevelCrit Chance BonusCrit Damage MultiplierTime ActiveCooldown
1+20%1.5x5 Seconds60 Seconds
2+21%1.6x6 Seconds59 Seconds
3+23%1.8x8 Seconds57 Seconds
4+26%2.0x11 Seconds54 Seconds
5+30%2.5x15 Seconds50 Seconds

Level 10: Elemental Nova

Elemental Nova is unlocked at Modified Human Level 10. The player charges a massive burst of elemental energy and releases it as a large AOE explosion centered on the player's current position. There is a 50% chance the attack will deal fire damage and a 50% chance the attack will deal poison damage. Fire Mode sets all hit enemies on fire for the listed duration, dealing fire damage per tick once per second. Poison Mode poisons all hit enemies for the listed duration, dealing poison damage per tick once per second. The explosion deals direct damage to all enemies within the blast radius and applies the chosen elemental DoT to every enemy hit. The charge cannot be cancelled once started.

LevelDamageCharge TimeBlast RadiusFire DoT (per tick)Fire DurationPoison DoT (per tick)Poison DurationCooldown
1508 Seconds5 Blocks85 Seconds410 Seconds60 Seconds
2557 Seconds6 Blocks95 Seconds511 Seconds59 Seconds
3656 Seconds8 Blocks105 Seconds613 Seconds57 Seconds
4805 Seconds11 Blocks125 Seconds716 Seconds54 Seconds
51004 Seconds15 Blocks155 Seconds820 Seconds50 Seconds

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