Hexis Jones/Abilities & Powers

While not as physically powerful as Vespa or Soloman, or as magically capable as Synth or Tao, Hexis remains a deadly opponent at any range. Each of his four guns can apply one of two debuffs when he deals damage, and his skill at shooting means he can stack these debuffs rapidly and seemingly without end. Additionally, his four arms allow him to engage multiple opponents without issue, often making surrounding him a fruitless endeavor. He is also deceptively agile, enabling him to keep out of range and outmaneuver opponents. He is far from defenceless in close combat, using his guns to block incomings strikes and his extra arms to strike back in unconventional ways. He prefers to keep his opponents at a distance though, often sniping them out long before they can so much as lay eyes on him. Additionally, if caught out in the open, he possesses an item to create a localised sandstorm around himself. Wherein he has full advantage, utilising his sniper eyes to see through the sandstorm where his opponents often can not.

## Abilities and Powers

### Skills

* **Lock on** - Can mark a target within their vision, and be aware of their presence up to 100 kilometres away. Can be used on up to five targets.
* **Snap fire** – Doubles the firing speed of weapons for two seconds after a firearm class weapon is drawn.
* **Blitzkrieg** – Increase damage of firearm weapons by 40% for five seconds. Has a one-minute cooldown time.
* **Showdown** – User holsters all weapons. Damage increases by the amount of time that passes before next attack is made: Two seconds = 20% damage increase, four seconds = 40% damage increase. Six seconds = 60% damage increase, eight seconds = 80% damage increase, ten seconds = 100% damage increase and 25% chance to inflict instant death. Has a five-minute cooldown.

### Passive

* Biological Penalties' Resistance
* Eating, Drinking, and Breathing are Unnecessary
* Death Immunity
* Disease Immunity
* Poisoning Immunity
* Energy Drain Immunity
* Sleep Immunity
* Mind-affecting Immunity
* Good, Light and Holy Vulnerability IV
* Good and Holy Consecrated Areas' Vulnerability II
* Doubled Damage by Fire
* Necromancy Resistance
* Physical Penalty Resistance
* Recover by Negative Energy
* Longvison
* Dark Vision
* Steady Hand

### Main Equipment

* **War** - A divine item. One of Hexis’ four guns, resembling an ornate revolver. Increases the users critical hit chance by 25%. Has a 50% chance to inflict either berserk or bleeding status on target for one minute when a shot hits the mark.
* **Plague** - A divine item. One of Hexis’ four guns, resembling an ornate revolver. Increases the users critical hit chance by 25%. Has a 50% chance to inflict either Poison or Blind status on target for one minute when a shot hits the mark.
* **Famine** - A divine item. One of Hexis’ four guns, resembling an ornate revolver. Increases the users critical hit chance by 25%. Has a 50% chance to inflict either Corrode or Double MP Cost status on target for one minute when a shot hits the mark.
* **Death** - A divine item. One of Hexis’ four guns, resembling an ornate revolver. Increases the users critical hit chance by 25%. Has a 50% chance to inflict Dread status on target for one minute when a shot hits the mark. Has a 5% chance to inflict instant death when a shot hits the mark.
* **Grootslang Hide** - Legendary Class Item. Increases speed of the wearer by 30% and grants camouflage status in desert or aired terrain. Grants in Nullifies debuffs inflicted by sandstorms.
* **Hades Sunhat** - Legendary Class Item. A black tricorn styled cowboy hat. Reduces fire and holy damage buy 50%. Nullifies the blind debuff.
* **Alpha Sandshark Jaws** - Relic class item. A set of small shark's teeth warn as a trophy. Creates a sandstorm around the user with a diameter of one-hundred meters for five minutes. Has a ten minute cooldown time.