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Kounat, Grand Chase
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Basic Job
Clipper:
Skill tree:
No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 10 sec
AP Consumed: 16
Info (1): A short 4 hit combo including swings.
Info (2): Increased damage.
Info (3): Last hit is a knockup.
No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Simply swings the sycthe forward, tossing the enemy behind.
Info (2): Adds a second hit.
Info (3): Launches higher.
No. of Levels: 3
SP: 1-3
Requires: Death Scythe Lv 3, Death Star Uppercut Lv 3
Cooldown: 15
AP Consumed: 33
Info (1): Tosses the Scythe forward while bringing it back as it slides the ground. Quite identical to the Vanquisher's Furious Boomerang except it lacks horizontal range.
Info (2/3): More damage.
Note: There has been notes that the Stygian performing Death Star will become an "untouchable obstacle", meaning that the attack can be avoided if the enemy is right next to the attacker or the attacker is sliding. Also, Death Star is not 100% accurate in pulling the enemy backward.
No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Spawns a large hand that pulls in enemies within a distance.
Info (2/3): More damage.
No. of Levels: 1
SP: 1
Requires: Dominate Lv 3
Info: Increases the length of Dominate.
No. of Levels: 1
SP: 1
Requires: Dominate Lv 3
Cooldown: 5
AP Consumed: 6
Info: Slams a big hand down, launching the enemy into the air.
SP: 1-3
Requires: Shatter Fist, Dominate: Increased Distance
Cooldown: 15
AP Consumed: 33
Info: Summons up a large hand that sweeps the ground, lifting up enemies into oblivion.
No. of Levels: 3
SP: 1-4
Requires: Death Star Lv 3, Rake Hand Lv 3
Cooldown: 20
AP Consumed: 50
Info: A dark energy erupts from the ground, then fades through the ground while bypassing the foe, as if enemies were eaten by a giant, hungry mouth.
Extra Info: Enemies that are successfully "swallowed" will be trapped during that duration, as if they were binded (this includes Super Armor).
Note: Level 3 costs two SP rather than one.
Trivia: The description is confined as a metaphor, as there are parts resembling pointy teeth on the dark substance.
No. of Levels: 1
SP: 1
Requires: Necrotic Lv 3
Cooldown: 20
AP Consumed: 50
Info: A chaotic skill that mixes the suction power of Rama's White Monkey Washing Face and the Magician's Divine Fortitude without the knockaway portion, but rather, constant damage.
Note: The problem is that the suction power does not stun (PvP wise), meaning that this attack can be avoided, ultimately going to a waste.
Glitch: There was originally a glitch that created an "invisible Black Space" around the Stygian right after he used a different ability (most noticeably the Horizontal Blink, occasionally known as "Blink Space") allowing him to run around and attacking anyone near him so long as the spell was active. However, this was patched prior to releasing Drakar, as the Black Space just stays in the spot where the user casted it.
No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 15 sec
AP Consumed: 33
Info (1): Spawns numerous swords from the ground to attack the front.
Info (2/3): More damage.
No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Stabs with a sword while creating a vortex to open up at a larger distance. Of course, it leaves a wide gap in between.
Info (2/3): More damage.
No. of Levels: 3
SP: 1-3
Requires: Vengeful Sword Lv 3, Phase Edge Lv 3
Cooldown: 5
AP Consumed: 6
Info (1): Makes a quick jab.
Info (2): More damage.
No. of Levels: 2
SP: 1-2
Requires: Flash Sword Lv 2
Info: Increases the number of hits by 1 or 2.
No. of Levels: 2
SP: 1-2
Requires: Increased Dash Speed
Cooldown: 5-3
AP Consumed: 6
Info (1): Flash teleports instantly at a horizontal, short distance.
Info (2): Halves the cooldown time.
Note: The teleportation does not activate instantly, but rather, a half second. Also, because this is a technique and not a skill, the user can be hit before teleportation. In addition, the Blink is strictly horizontal, meaning that the user can teleport behind a rising/descending ledge and fall.
No. of Levels: 3
SP: 1-3
Requires: Flash Sword Lv 3, Blink Lv 2
Cooldown: 10
AP Consumed: 16
Info: Spawns a spear that is quickly jabbed forward.
No. of Levels: 2
SP: 1-2
Requires: Infernal Spear Lv 3
Info: Improves the number of hits of Infernal Spear.
No. of Levels: 1
SP: 1
Requires: Infernal Spear Lv 3, Infernal Spear: Increased Attack Lv 3
Cooldown: 15
AP Consumed: 33
Info: Instantly slams down an Infernal Spear on the ground at a limited distance, causing the opponent to immidiately fly away upon impact.
SP: 1-2
Requires: Haunting Shock
Cooldown: 20
AP Consumed: 50 + XX
Info: Uses the Infernal Spear to jab the enemy at an extreme pace, literally crushing them as the Stygian runs. The skill can be improved by holding the direction facings.
Note: The "XX" portion of consumed AP is determined how long the Stygian will continue rushing.
SP: 1-2
Requires: N/A
Info: Increases the base AP Recovery Rate.
Note: While it appears to work, the effect is extremely minor, approximately 1% or 2% per level.
SP: 1-3
Requires: Increased AP Recovery Lv 3
Info: Spawns the game with AP, similar to how Arme spawns with Mana.
Note: Cannot be used simultaneously with Increased AP Recovery.
SP: 1
Requires: N/A
Info: Increases the Dash speed. It also allows the use of Horizontal and Vertical Blinks.
Note: The ability appears to have NO EFFECT. Despite the uselessness of the said ability, it is required for the Blinks.
SP: 1-2
Requires: N/A
Info: Normally when Dio receives a counterattack effect, approximately a maximum of 10 seconds of waiting time are applied to all 5 abilities. This can be reduced to 9 or 8 by this function.
SP: 1-2
Requires: N/A
Info: Increases the chances of any Critical Attacks.
Note: From many tests, it is concluded that the Critical Chance is increased as a multiplier rather than a base number.
Skill tree:
Active
Left SideEdit
(Special) Death Scythe
SP: 1-3
Requires: N/A
Cooldown: 10 sec
AP Consumed: 16
Info (1): A short 4 hit combo including swings.
Info (2): Increased damage.
Info (3): Last hit is a knockup.
(Technique) Death Star Upper Cut
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Simply swings the sycthe forward, tossing the enemy behind.
Info (2): Adds a second hit.
Info (3): Launches higher.
(Special) Death Star
SP: 1-3
Requires: Death Scythe Lv 3, Death Star Uppercut Lv 3
Cooldown: 15
AP Consumed: 33
Info (1): Tosses the Scythe forward while bringing it back as it slides the ground. Quite identical to the Vanquisher's Furious Boomerang except it lacks horizontal range.
Info (2/3): More damage.
Note: There has been notes that the Stygian performing Death Star will become an "untouchable obstacle", meaning that the attack can be avoided if the enemy is right next to the attacker or the attacker is sliding. Also, Death Star is not 100% accurate in pulling the enemy backward.
(Technique) Dominate
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Spawns a large hand that pulls in enemies within a distance.
Info (2/3): More damage.
(Effect) Dominate: Increased Distance
No. of Levels: 1
SP: 1
Requires: Dominate Lv 3
Info: Increases the length of Dominate.
(Technique) Shatter Fist
SP: 1
Requires: Dominate Lv 3
Cooldown: 5
AP Consumed: 6
Info: Slams a big hand down, launching the enemy into the air.
(Special) Rake Hand
Added by Shadowblade777
No. of Levels: 3SP: 1-3
Requires: Shatter Fist, Dominate: Increased Distance
Cooldown: 15
AP Consumed: 33
Info: Summons up a large hand that sweeps the ground, lifting up enemies into oblivion.
(Special) Necrotic
SP: 1-4
Requires: Death Star Lv 3, Rake Hand Lv 3
Cooldown: 20
AP Consumed: 50
Info: A dark energy erupts from the ground, then fades through the ground while bypassing the foe, as if enemies were eaten by a giant, hungry mouth.
Extra Info: Enemies that are successfully "swallowed" will be trapped during that duration, as if they were binded (this includes Super Armor).
Note: Level 3 costs two SP rather than one.
Trivia: The description is confined as a metaphor, as there are parts resembling pointy teeth on the dark substance.
(Special) Black Space
SP: 1
Requires: Necrotic Lv 3
Cooldown: 20
AP Consumed: 50
Info: A chaotic skill that mixes the suction power of Rama's White Monkey Washing Face and the Magician's Divine Fortitude without the knockaway portion, but rather, constant damage.
Note: The problem is that the suction power does not stun (PvP wise), meaning that this attack can be avoided, ultimately going to a waste.
Glitch: There was originally a glitch that created an "invisible Black Space" around the Stygian right after he used a different ability (most noticeably the Horizontal Blink, occasionally known as "Blink Space") allowing him to run around and attacking anyone near him so long as the spell was active. However, this was patched prior to releasing Drakar, as the Black Space just stays in the spot where the user casted it.
Right Side
(Special) Vengeful Sword
SP: 1-3
Requires: N/A
Cooldown: 15 sec
AP Consumed: 33
Info (1): Spawns numerous swords from the ground to attack the front.
Info (2/3): More damage.
(Technique) Phase Edge
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Stabs with a sword while creating a vortex to open up at a larger distance. Of course, it leaves a wide gap in between.
Info (2/3): More damage.
(Technique) Flash Sword
SP: 1-3
Requires: Vengeful Sword Lv 3, Phase Edge Lv 3
Cooldown: 5
AP Consumed: 6
Info (1): Makes a quick jab.
Info (2): More damage.
(Effect) Flash Blade: Increased Attack
No. of Levels: 2
SP: 1-2
Requires: Flash Sword Lv 2
Info: Increases the number of hits by 1 or 2.
(Technique) Horizontal Blink
No. of Levels: 2
SP: 1-2
Requires: Increased Dash Speed
Cooldown: 5-3
AP Consumed: 6
Info (1): Flash teleports instantly at a horizontal, short distance.
Info (2): Halves the cooldown time.
Note: The teleportation does not activate instantly, but rather, a half second. Also, because this is a technique and not a skill, the user can be hit before teleportation. In addition, the Blink is strictly horizontal, meaning that the user can teleport behind a rising/descending ledge and fall.
(Technique) Infernal Spear
SP: 1-3
Requires: Flash Sword Lv 3, Blink Lv 2
Cooldown: 10
AP Consumed: 16
Info: Spawns a spear that is quickly jabbed forward.
(Effect) Infernal Spear: Increased Attack
No. of Levels: 2
SP: 1-2
Requires: Infernal Spear Lv 3
Info: Improves the number of hits of Infernal Spear.
(Special) Haunting Shock
SP: 1
Requires: Infernal Spear Lv 3, Infernal Spear: Increased Attack Lv 3
Cooldown: 15
AP Consumed: 33
Info: Instantly slams down an Infernal Spear on the ground at a limited distance, causing the opponent to immidiately fly away upon impact.
(Special) Onrush
A
No. of Levels: 2SP: 1-2
Requires: Haunting Shock
Cooldown: 20
AP Consumed: 50 + XX
Info: Uses the Infernal Spear to jab the enemy at an extreme pace, literally crushing them as the Stygian runs. The skill can be improved by holding the direction facings.
Note: The "XX" portion of consumed AP is determined how long the Stygian will continue rushing.
Passive
APEdit
Increased AP Recovery
No. of Levels: 2SP: 1-2
Requires: N/A
Info: Increases the base AP Recovery Rate.
Note: While it appears to work, the effect is extremely minor, approximately 1% or 2% per level.
Starting AP
No. of Levels: 3SP: 1-3
Requires: Increased AP Recovery Lv 3
Info: Spawns the game with AP, similar to how Arme spawns with Mana.
Note: Cannot be used simultaneously with Increased AP Recovery.
Jump
Increased Dash Speed
No. of Levels: 1SP: 1
Requires: N/A
Info: Increases the Dash speed. It also allows the use of Horizontal and Vertical Blinks.
Note: The ability appears to have NO EFFECT. Despite the uselessness of the said ability, it is required for the Blinks.
Cooldown
Reduced Counterattack Cooldown Time
No. of Levels: 2SP: 1-2
Requires: N/A
Info: Normally when Dio receives a counterattack effect, approximately a maximum of 10 seconds of waiting time are applied to all 5 abilities. This can be reduced to 9 or 8 by this function.
Critical Chance
Increased Critical Strike Chance
No. of Levels: 2SP: 1-2
Requires: N/A
Info: Increases the chances of any Critical Attacks.
Note: From many tests, it is concluded that the Critical Chance is increased as a multiplier rather than a base number.
2nd Job
Drakar:
Skill tree:
Active
Left SideEdit
(Technique) Rebound
No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info: Spawns a hand at a very short distance (frontal to be precise) that pushes towards the Drakar, shoving enemies towards him.
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info: Spawns a hand at a very short distance (frontal to be precise) that pushes towards the Drakar, shoving enemies towards him.
(Effect) Rebound: Adjusted Distance
No. of Levels: 2
SP: 1-2
Requires: Rebound Lv 3
Info: Increases the distance of Rebound, allowing him to push enemies that are further away.
SP: 1-2
Requires: Rebound Lv 3
Info: Increases the distance of Rebound, allowing him to push enemies that are further away.
(Technique) Vertical Blink
No. of Levels: 2
SP: 1-2
Requires: Increased Dash Speed
Cooldown: 5-3
AP Consumed: 6
Info (1): Flash teleports instantly at a vertical, short distance upward.
Info (2): Halves the cooldown time.
Note: Despite Vertical meaning to go Up and Down, it only goes upward.
SP: 1-2
Requires: Increased Dash Speed
Cooldown: 5-3
AP Consumed: 6
Info (1): Flash teleports instantly at a vertical, short distance upward.
Info (2): Halves the cooldown time.
Note: Despite Vertical meaning to go Up and Down, it only goes upward.
(Effect) Necrotic Hit Count
No. of Levels: 1
SP: 1
Requires: Necrotic Lv 3
Info: Enhances the amount of hits Necrotic can perform.
SP: 1
Requires: Necrotic Lv 3
Info: Enhances the amount of hits Necrotic can perform.
(Special) Evil Shock
No. of Levels: 5
SP: 1-5
Requires: Rebound Lv 3, Vertical Blink Lv 2, Necrotic Hit Count
Cooldown: 1
AP Consumed: 10
Info: Spawns up to three spheres that are used as bombs. Hitting the X command will cause them all to explode simultaneously. If the spheres are not detonated within 10 seconds, they will vanish.
SP: 1-5
Requires: Rebound Lv 3, Vertical Blink Lv 2, Necrotic Hit Count
Cooldown: 1
AP Consumed: 10
Info: Spawns up to three spheres that are used as bombs. Hitting the X command will cause them all to explode simultaneously. If the spheres are not detonated within 10 seconds, they will vanish.
(Effect) Black Space Damage
No. of Levels: 2
SP: 1-2
Requires: Black Space
Info: Enhances the base damage of Black Space.
SP: 1-2
Requires: Black Space
Info: Enhances the base damage of Black Space.
(Technique) Life Keep
No. of Levels: 5
SP: 1-5
Requires: Evil Shock Lv 5
Cooldown: 99
AP Consumed: 6
Info: Consumes half of the Drakar's HP, stashing it away in another dimension. For 100 seconds, when he is defeated, the HP will immediately come back to him, resurrect him, and heal a portion of the HP he stashed away. The more levels, the more amount he can restore (10%, 20%, 30%, 40%, or 50%, respectively). Basically the Drakar's version of the Druid's Tenacious Vitality.
Note: If the timer runs out but the Drakar is still alive, the sealed HP will remain in the stashed dimension forever and won't return. Also, if the Drakar has less than 50% of his HP or the ability is still in effect and tries to trigger Life Keep, nothing will happen but the cooldown still applies.
SP: 1-5
Requires: Evil Shock Lv 5
Cooldown: 99
AP Consumed: 6
Info: Consumes half of the Drakar's HP, stashing it away in another dimension. For 100 seconds, when he is defeated, the HP will immediately come back to him, resurrect him, and heal a portion of the HP he stashed away. The more levels, the more amount he can restore (10%, 20%, 30%, 40%, or 50%, respectively). Basically the Drakar's version of the Druid's Tenacious Vitality.
Note: If the timer runs out but the Drakar is still alive, the sealed HP will remain in the stashed dimension forever and won't return. Also, if the Drakar has less than 50% of his HP or the ability is still in effect and tries to trigger Life Keep, nothing will happen but the cooldown still applies.
(Special) Kill Zone
No. of Levels: 5
SP: 1-5
Requires: Life Keep Lv 5
Cooldown: 20
AP Consumed: 50
Info: Spawns a totem that sprays a DoT mist. It deals heavy damage for one hit per second, initially stun-locking many slow moving enemies including monsters provided they do not retaliate. Stays for about 15 seconds.
SP: 1-5
Requires: Life Keep Lv 5
Cooldown: 20
AP Consumed: 50
Info: Spawns a totem that sprays a DoT mist. It deals heavy damage for one hit per second, initially stun-locking many slow moving enemies including monsters provided they do not retaliate. Stays for about 15 seconds.
(Effect) Sustained Kill Zone
No. of Levels: 5
SP: 1-5
Requires: Kill Zone Lv 5, Black Space Damage Lv 2
Info: Increases the base time of Kill Zone to 18, 20, 22, 24, and then 26 seconds.
SP: 1-5
Requires: Kill Zone Lv 5, Black Space Damage Lv 2
Info: Increases the base time of Kill Zone to 18, 20, 22, 24, and then 26 seconds.
Right SideEdit
(Technique) Charging Death Star (1)
No. of Levels: 5
SP: 1-5
Requires: N/A
Cooldown: 5
AP Consumed: 6
Info: Charges the Soul Reaver to slice forward for strong damage. The longer the charge, the more hits.
SP: 1-5
Requires: N/A
Cooldown: 5
AP Consumed: 6
Info: Charges the Soul Reaver to slice forward for strong damage. The longer the charge, the more hits.
(Technique) Charging Death Star (2)
No. of Levels: 5
SP: 1-5
Requires: Charging Death Star (1) Lv 5
Cooldown: 4
AP Consumed: 6
Info: Charges the Soul Reaver to slice forward through enemies. The longer the charge, the more distance sliced and the increased damage.
SP: 1-5
Requires: Charging Death Star (1) Lv 5
Cooldown: 4
AP Consumed: 6
Info: Charges the Soul Reaver to slice forward through enemies. The longer the charge, the more distance sliced and the increased damage.
(Effect) Haunting Shock Damage
No. of Levels: 1
SP: 1
Requires: Haunting Shock
Info: Enhances the base damage of Haunting Shock.
SP: 1
Requires: Haunting Shock
Info: Enhances the base damage of Haunting Shock.
(Special) Blocker
No. of Levels: 5
SP: 1-5
Requires: Charging Death Star (1) Lv 5, Haunting Shock Damage
Cooldown: 5
AP Consumed: 33
Info: Spawns a large stone wall with swords and skulls sticking out. It acts as a DoT barrier, one hit per second, though it can be destroyed after a few hits. Stays for about 12 seconds. Because of the short cooldown, it is possible to implant more than one Blocker.
SP: 1-5
Requires: Charging Death Star (1) Lv 5, Haunting Shock Damage
Cooldown: 5
AP Consumed: 33
Info: Spawns a large stone wall with swords and skulls sticking out. It acts as a DoT barrier, one hit per second, though it can be destroyed after a few hits. Stays for about 12 seconds. Because of the short cooldown, it is possible to implant more than one Blocker.
(Effect) Sustained Blocker
No. of Levels: 3
SP: 1-3
Requires: Blocker Lv 5
Info: Increases the base time of Blocker to 13, 14, and then 15 seconds.
SP: 1-3
Requires: Blocker Lv 5
Info: Increases the base time of Blocker to 13, 14, and then 15 seconds.
(Technique) Fly Away
No. of Levels: 5
SP: 1-5
Requires: Blocker Lv 5
Cooldown: 5
AP Consumed: 6
Info: Quickly performs a 360 degree spin that throws nearby enemies far away.
Extra Info: The Drakar can move during the animation, allowing him to escape situations where he would surely be hit.
SP: 1-5
Requires: Blocker Lv 5
Cooldown: 5
AP Consumed: 6
Info: Quickly performs a 360 degree spin that throws nearby enemies far away.
Extra Info: The Drakar can move during the animation, allowing him to escape situations where he would surely be hit.
(Special) Chaotic Spark
No. of Levels: 5
SP: 1-5
Requires: Fly Away Lv 5, Onrush: Reduced AP
Cooldown: 20
AP Consumed: 55
Info: Spawns a "death ball" that shoots its spikes out several times before exploding, sending enemies in to submission.
Extra Info: If an Active is immediately used right after, the whole skill opening will be skipped and the attack will instantly activate. This tactic, known as "No Delay Chaotic Spark", is incredibly infamous as it instantly KOs someone and is extremely fast and unpredictable.
SP: 1-5
Requires: Fly Away Lv 5, Onrush: Reduced AP
Cooldown: 20
AP Consumed: 55
Info: Spawns a "death ball" that shoots its spikes out several times before exploding, sending enemies in to submission.
Extra Info: If an Active is immediately used right after, the whole skill opening will be skipped and the attack will instantly activate. This tactic, known as "No Delay Chaotic Spark", is incredibly infamous as it instantly KOs someone and is extremely fast and unpredictable.
(Effect) Onrush: Reduced AP
No. of Levels: 1
SP: 1
Requires: Onrush Lv 2
Info: Reduces the AP consumed of Onrush's rushing by 50%.
SP: 1
Requires: Onrush Lv 2
Info: Reduces the AP consumed of Onrush's rushing by 50%.
Passive
Combo Application
Combo Attack Lv 1
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: Stygian's basic combination. It first strikes with the claw, then uses the Soul Reaver to pull the target back, lifting them up and then bringing them down.
Requires: N/A
Input: Z Z Z Z Z
Info: Stygian's basic combination. It first strikes with the claw, then uses the Soul Reaver to pull the target back, lifting them up and then bringing them down.
Combo Attack Lv 2
SP: 1
Requires: N/A
Input: Z Z Z Z
Info: Drakar's basic combination. It uses the powerful Rake Hand to pull the target closer, before slicing down and up with the Soul Reaver and then slamming down on them. This combination does not require a target.
Note: This ability lacks damage, but makes it up in speed.
Requires: N/A
Input: Z Z Z Z
Info: Drakar's basic combination. It uses the powerful Rake Hand to pull the target closer, before slicing down and up with the Soul Reaver and then slamming down on them. This combination does not require a target.
Note: This ability lacks damage, but makes it up in speed.
Utilizing Combo
Utilizing Combo
No. of Levels: 1-3
SP: 1-3
Requires: N/A
Input: During Combo, ↑ Z
Info: Slices the target upward and attacks with a spherical orb. Higher levels increases the base damage.
SP: 1-3
Requires: N/A
Input: During Combo, ↑ Z
Info: Slices the target upward and attacks with a spherical orb. Higher levels increases the base damage.
Jump Attack
Jump Attack Lv 1
SP: 1
Requires: N/A
Input: ↑ Z
Info: Simply jumps up and slices.
Requires: N/A
Input: ↑ Z
Info: Simply jumps up and slices.
Jump Attack Lv 2
SP: 1
Requires: N/A
Input: ↑ Z Z
Info: After slicing, the Drakar attacks with a spherical orb.
Requires: N/A
Input: ↑ Z Z
Info: After slicing, the Drakar attacks with a spherical orb.
Apply Jump
Apply Jump
No. of Levels: 1-3
SP: 1-3
Requires: N/A
Input: ↑ ↑ ↑ Z
Info: Allows the Drakar to fly and sweep while in midair. The more levels, the more damage the sweep can perform.
SP: 1-3
Requires: N/A
Input: ↑ ↑ ↑ Z
Info: Allows the Drakar to fly and sweep while in midair. The more levels, the more damage the sweep can perform.
AP
Increased AP Recovery
No. of Levels: 5
SP: 1-3
Requires: Increased AP Recovery Lv 2
Info: Greatly increases the AP Recovery rate.
SP: 1-3
Requires: Increased AP Recovery Lv 2
Info: Greatly increases the AP Recovery rate.
Starting AP
No. of Levels: 5
SP: 1-2
Requires: Increased AP Recovery Lv 5, Starting AP Lv 3
Info: Spawns the game with a greater amount of AP.
SP: 1-2
Requires: Increased AP Recovery Lv 5, Starting AP Lv 3
Info: Spawns the game with a greater amount of AP.
Critical Chance
Increased Critical Strike Chance
No. of Levels: 5
SP: 1-3
Requires: Increased Critical Strike Chance Lv 2
Info: Greatly increases the chances of any Critical Attacks.
SP: 1-3
Requires: Increased Critical Strike Chance Lv 2
Info: Greatly increases the chances of any Critical Attacks.
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