Temulch
The Grey Wolf
Temulch is a Naraka: Bladepoint character.
The Grey Wolf: The grasslands shall be wreaked by furious gales the day that Temulch awakens his inner power. His ancestral legends are burned into his mind, and the glory he seeks is so near he can almost taste it. The Grey Wolf shall strike again.
Gender | Male |
Location | Canis |
Related Characters | Matari |
Abilities
Zephyr Wisp
Temulch leaps into the air and summons 3 Zephyr Wisps that lasts for 30 seconds. Each Zephyr Wisps can block a ranged projectile.
Can be used while under attack.
Press [F] again to launch Zephyr Wisps. Enemies hit by Zephyr Wisp will be launched into a whirlwind for a maximum of 3 seconds, depending on how many Zephyr Wisps hit.
Whirlwind does not affect enemies who are focus charging.
Zephyr Wisp: Tracking
Temulch leaps into the air and summons 3 Zephyr Wisps that lasts for 30 seconds. Each Zephyr Wisps can block a ranged projectile.
Can be used while under attack.
Press [F] again to launch Zephyr Wisps. Enemies hit by Zephyr Wisp will be launched into a whirlwind for a maximum of 3 seconds, depending on how many Zephyr Wisps hit.
Whirlwind does not affect enemies who are focus charging.
Tracking: Zephyr Wisps track enemies, but move slower
Zephyr Wisp: Assault
Temulch leaps into the air and summons 3 Zephyr Wisps that lasts for 30 seconds. Each Zephyr Wisps can block a ranged projectile.
Can be used while under attack.
Press [F] again to launch Zephyr Wisps. Enemies hit by Zephyr Wisp will be launched into a whirlwind for a maximum of 3 seconds, depending on how many Zephyr Wisps hit.
Whirlwind does not affect enemies who are focus charging.
Assault: Wisps can penetrate enemies, and bounce upon hitting an obstacle, then shoot at the enemy again.
Ultimates
Zephyr Prison
Temulch leaps forward and channels the power of the wind to create a barier all around, slightly knocking back nearby enemies.
Zephyr Prison blocks all ranged attacks. Enemies who enter or exit Zephyr Prison can hardly move, and be affected by slowed when crossing Zephyr Prison.
Temuich will not be influenced by Zephyr Prison and will give slowed resistance to teammates, making them ignore the effects for a while.
This barrier lasts for 15 sec.
Zephyr Prison: Enchanted
Temulch leaps forward and channels the power of the wind to create a barier all around, slightly knocking back nearby enemies.
Zephyr Prison blocks all ranged attacks. Enemies who enter or exit Zephyr Prison can hardly move, and be affected by slowed when crossing Zephyr Prison.
Temuich will not be influenced by Zephyr Prison and will give slowed resistance to teammates, making them ignore the effects for a while.
Enchanted: When in range of Zephyr Prison, Temulch's health recovery speed will greatly increase.
This barrier lasts for 12 sec.
Zephyr Prison: Summon
Temulch leaps forward and channels the power of the wind to create a barier all around, slightly knocking back nearby enemies.
Zephyr Prison blocks all ranged attacks. Enemies who enter or exit Zephyr Prison can hardly move, and be affected by slowed when crossing Zephyr Prison.
Temuich will not be influenced by Zephyr Prison and will give slowed resistance to teammates, making them ignore the effects for a while.
Summon: When Temulch crosses Zephyr Prison, Zephyr Wisps will be summoned.
This barrier lasts for 12 sec.
Cultivation
The Grey Wolf
Temulch's ancestors were the mightiest warriors to roam the Canis lands, second to none.
However, his generation saw the unfortunate splitting of the numerous tribes, each turning against the other in acts of war.
Temulch knew there was but one road that would lead to unity, and return glory to the Grey Wolf line.
A road whispered of in legend, one that his ancestors had walked many eons ago..
Temulch cast off his shackles to set foot upon this new journey, along with the mysterious treasure hunter, Matari.