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Log Horizon - 12 Class Skills (Updated 7/3)

May 29th, 2014
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  1. Who ever just does one thing at a time? Not this person!
  2.  
  3. Raw: http://ncode.syosetu.com/n5313bu/
  4. Some Skills are already translated on: http://lh.oksub.me/wiki/Main_Page by Sphaela (example class builds are already translated on the wiki)
  5.  
  6. For sake of brevity/convenience, I'm not reposting skills that were fully translated on the wiki.
  7.  
  8. //==Guardian==\\
  9. Link: http://ncode.syosetu.com/n5313bu/3/
  10.  
  11. **Attack**
  12. Cross Slash (クロス・スラッシュ) -- Pooling your power into your brandished weapon, strike twice in a shape of an X, a starting skill for Guardians. Because this skill can be used regardless of the weapon, many Guardians know and love it.
  13. Taunting Blow (タウンティングブロウ) -- Hate Control Skill; Increase Hate towards yourself while attacking by using large gestures. A basic skill of Guardians who play the True Shield role.
  14. Aura Saber (オーラセイバー) -- Murderous fighting spirit. With a weapon (or bare hands for a Monk) radiating with light, pierce through opponents as though they are wearing nothing. Special attack that deals piercing damage and ignores the defense of the target. While it looks flashy, the damage-to-Hate ratio is lower than other skills, so it's not too good at controlling large groups of enemies. However, this is useful against groups of enemies that don't have very tough skins.
  15. Shield Smash (シールドスマッシュ) -- Movement Skill, Shield Skill; Simply beat someone up with your equipped Shield. The damage dealt is not very high, but it has many effects such as disrupting troublesome attacks or the casting of magic spells, and daunting enemies.
  16. Onslaught (オンスロート) -- Two-handed Weapon Skill; Wielding a large, two-handed weapon, carry out a terrible, fierce attack. The damage dealt is the highest of all the Guardian attack skills. If this attack is successful, it can provide bonus effects such as increased attack power. By using a two-handed weapon and this skill, a Guardian can use an aggressive build.
  17. Armor Crash (アーマークラッシュ) -- Heavy Weapon Skill; Using a heavy weapon such as an Axe or Hammer, deal a heavy blow on an opponent's armor and lower their ATK and DEF.
  18. Shield Swing (シールドスウィング) -- Shield Skill, Pushback/Move Attack; Wielding a Shield, rush into an enemy and deal a heavy blow to an opponent. This skill consumes slightly more MP, but has a wider range of effect; if correctly positioned, the user can hit multiple enemies. The damage output of this skill depends on the Shield's defense.
  19. Scarlet Thrust (スカーレットスラスト) -- Spear Skill, Recovery Skill; Special attack that absorbs the physical strength of an opponent that is hit by this skill. The amount absorbed is by no means large, but it is one of the few Recovery skills that Guardians have, so being able to relieve the Healing classes at least a little bit can be a big help. When this skill is successful, a red ball of light appears around the user.
  20.  
  21. **Defense (防御)**
  22. Anchor Howl (アンカー・ハウル) -- Hate Control Skill; Establish yourself as a threat to the enemy by raising a loud cry, a powerful Guardian provocation skill that instantaneously raises your own Hate. Since you are taking the brunt of the enemy's attacks, you gain a DEF boost for a short while, a reason why Guardians are good on the front lines. While defense is increased, the Guardian's armor glows. (TL: This actually doesn't mention the counterattack that Guardians can deal in case an opponent attempts to ignore the taunt.)
  23. Castle of Stone (キャッスル・オブ・ストーン) -- Special Skill; Become a the pinnacle of defense, an immobile fortress of stone that can take all damage for a short duration. It is one of the strongest defense skills, exclusive to Guardians. When this skill is in effect, the user's body looks like it is made of marble.
  24. Covering (カバーリング) -- Before enemies can get too close, stand in their way to defend another member of your team and take the damage for them, another signature skill of the Guardian class. Because you have to be in position before activating the skill, the party's formation is important.
  25. Counter Break (カウンターブレイク) -- Special Skill; Offset the power of an enemy's attack with your own. There is a popular charm in the flashy effects when an attack is successfully canceled. Because the amount of damage reduced depends on attack power, it is said that a two-handed weapon-wielding Guardian can offset even a Samurai's trump card. Because this skill has a long cooldown time, it is important to have good timing.
  26. Cool Defense (クールディフェンス) -- Be a calm and reassuring defense in any situation. Reduce any damage taken by a certain percent during the duration of this skill. The effect increases with the amount of damage taken, but also uses up MP, so most people use it in a short duration of time when under heavy attack.
  27. Fortress Stance (フォートレス・スタンス) -- Toggle-type, Support Skill, Stance; Turn into a weaponless, defense-oriented, steadfast fortress. You cannot be pushed back by or wince at an opponent's attack, and your defense increases. Useful in long, drawn-out battles against multiple opponents. A blue aura manifests at your feet when this skill is in use.
  28. Iron Bounce (アイアンバウンス) -- Take the opponent's attack on a strong part of your equipment, reducing the damage. There is a chance that this skill will automatically activate when you are hit. As the proficiency level of this skill increases, the amount of damage taken is further reduced, and the chance of the skill activating automatically increases.
  29. Steady Bulwark (ステディブルワーク) -- Shield Skill, Special Skill -- Ready your shield in a defensive pose to reduce damage. A dome-shaped light encases your allies within a certain range, applying the damage reduction effect to them as well. The higher the defense of your shield, the greater the effect of this skill.
  30. Vicarious Shield (ヴァイカリウスシールド) -- Revival, Shield Skill, Special Skill; Prevent a fatal blow at the expense of your shield. The moment your HP drops to 0, a portion of your HP will be instantly restored. Because the shield you used will be destroyed, it is necessary to prepare a spare two-handed weapon or shield to replace it. This will not work against a barrage of attacks (since you only get revived once per shield), and repairing a shield after it was destroyed can be costly.
  31. Shield Mastery (シールドマスタリー) -- Passive Skill, Shield Skill; Increase the defense of whatever shield you equip. Different levels of this skill will also provide bonus benefits that further enhances the defensive capabilities of your shield.
  32. Heavy Anchor Stance (ヘヴィアンカー・スタンス) -- Toggle-type, Movement Skill, Support Skill, Stance; Stick close to an opponent, preventing them from moving away from you. However, you have to be careful of pushback skills that could disrupt this stance. When this skill is in effect, there is a dull chain between you and your target.
  33.  
  34. **Other**
  35. Resilience (レジリアンス) -- Recovery Skill; Showing the durability of a Guardian's strong body, recover HP during battle as if you were resting. HP is gradually recovered, but not at the rate of a Druid's heal-over-time spells. It is useful for continuing long battles, though.
  36. Taunting Shout (タウンティング・シャウト) -- Hate Control Skill; Basic provocation skill that targets one opponent and directs the attention towards you. With this, your allies can attack without worry of becoming targeted. When this skill is used, there is an air wave effect around you as you raise a loud cry.
  37. Step Over (ステップオーバー) -- If there is a trap, you can break it by force and take damage in return. If it is successful, the trap will then be disabled for a period of time, and your allies can pass through safely.
  38.  
  39.  
  40. //==Samurai==\\
  41. Fully translated here: http://lh.oksub.me/wiki/Samurai
  42.  
  43.  
  44. //==Monk==\\
  45. Link: http://ncode.syosetu.com/n5313bu/7/
  46.  
  47. **Attack**
  48. Lightning Straight (ライトニング・ストレート) -- Bluish-white lightning envelops your fist as you punch the enemy. Because it deals lightning magic damage, it is effective against enemies with high physical defense with tough armor and skin. While Elder Tale was a game, you used a straight punch when you activated this skill. After the Catastrophe, though, you can use this skill with any kind of punch.
  49. Wyvern Kick (ワイバーンキック) -- Flying Dragon Kick [TL: Karate move]. A powerful jumping kick. The distance covered with this move is long and makes you almost like a missile. The wide area covered also makes it a good movement skill.
  50. Shadow-less Kick (シャドウレスキック) -- A Hung Gar technique of the same name. After you succeed in evading an attack, you have a fixed chance of performing an automatic counterattack. Against a weak opponent, aside from damage, you have a chance of dealing instant death. A super-high-speed counterattack won't even leave an afterimage, and you can only be heard after it's too late. The probability of this skill being performed increases as the level gap increases (with the enemies being increasingly weaker), so many Monks will use it to clean up low-level mob-cleaning quests. It might accidentally get you killed when you are trying to flee because you automatically counterattack into a mob of enemies.
  51. Tiger Echo Fist (タイガーエコーフィスト) -- A powerful punch that sends an oscillation into the target, destroying it both externally and internally. The more damage you deal with your punch, the longer the oscillation is in effect. After several seconds, it explodes, and deals more damage between the time that you punch and the time that it explodes. Because this skill also weakens the opponent's defense while the oscillations continue, it is often used as the first strike.
  52. Aura Saber (オーラセイバー) -- Cut an opponent with your weapon or fist surrounded by a glowing aura. This special attack technique deals piercing damage that ignores enemy defense. However, the actual damage dealt even after ignoring defense and the amount of Hate you gain aren't particularly high. Even so, this skill is handy against monsters and spirits that don't have high defense. It's a common Warrior skill, but can be a Monk's most often-used one.
  53. Dragon Tail Swing (ドラゴンテイルスウィング) --
  54. Hunting Hawk (ハンティングホーク) -- Movement Skill, Throwing Weapons-Only
  55. Orion Delay Blow (オリオンディレイブロウ) -- Special Skill
  56. Aerial Rave (エアリアルレイブ) -- Attack Support
  57. Beat Up (ビートアップ) -- Attack Support; Raise morale by and brag over beating up your opponents. At a certain probability, temporarily raise Attack Speed and Power after defeating an enemy. If the technique is successful, you appear as though fire is surrounding your body. This technique tends to draw Hate when successful.
  58. Tiger Stance (タイガー・スタンス) -- Attack Support, Toggle-type, Stance; Can be toggled on and off at will. Raise a cry and take on an attack stance. Evasion drops in exchange for high Attack power, so this is usually used during short battles where you want to finish off the opponents quickly. A translucent tiger appears overhead and a red aura appears at your feet when this skill is in use. Because Evasion is the lifeline of a Monk, using this technique uses quite a bit of courage.
  59.  
  60. **Defense**
  61. Long-Range Cover (ロングレンジカバー) --
  62. Hard Body (ハードボディ) --
  63. Iron Rhino Stance (アイアンリノ・スタンス) -- Defense Support, Toggle-type, Stance; Can be toggled on or off at will. Lower your Evasion in exchange for high Defense. During this time, damage taken is reduced by a fixed amount, but Evasion and Movement Speed drops sharply. When this skill is in effect, a rhinoceros appears around the player and a reddish-black aura radiates from their body.
  64.  
  65. **Other**
  66. Rafting Taunt (ラフティングタウント) -- Hate Control
  67. Phantom Step (ファントムステップ) -- Movement Skill
  68. Resilience (レジリアンス) -- Recovery Support Skill
  69. Indomitable (インドミタブル) -- Recovery Skill, Special Skill, Revival
  70. Monkey Step (モンキーステップ) -- Hate Control, Movement Skill
  71. Breath Control (ブレスコントロール) -- Recovery Skill
  72. Drunk Monkey (ドランクモンキー) -- Support; A self-reinforcement skill that consumes one drink and gives you the abnormal Drunk status. Boosts your attack a little bit. When used in conjunction with the <Drunken Master> subclass, you can gain extra bonuses and skills.
  73.  
  74.  
  75. //==Cleric==\\
  76. Fully translated here: http://lh.oksub.me/wiki/Cleric
  77.  
  78.  
  79. //==Druid==\\
  80.  
  81. //==Kannagi==\\
  82. Fully translated here: http://lh.oksub.me/wiki/Kannagi
  83.  
  84.  
  85. //==Assassin==\\
  86. Fully translated here: http://lh.oksub.me/wiki/Assassin
  87.  
  88.  
  89. //==Swashbuckler==\\
  90. Link: http://ncode.syosetu.com/n5313bu/17/
  91.  
  92. **Attack**
  93. Viper's Trash (ヴァイパーストラッシュ) -- Debuff Skill
  94. Early Thrust (アーリースラスト) -- Attack Support
  95. Break Trigger (ブレイクトリガー) -- Special Skill
  96. Whirlwind (ワールウィンド)
  97. Quick Assault (クイックアサルト) -- Movement Skill
  98. Round Windmill (ラウンドウィンドミル)
  99. End of Act (エンドオブアクト) -- Special Skill
  100. Danse Macabre (ダンスマカブル) -- Special Skill
  101. Thrust Joker (スラストジョーカー) -- Dual-wielding Skill
  102. Bloody Piercing (ブラッディピアッシング) -- Movement Inhibition
  103. Dual Bet (デュアルベット) -- Dual-fencer Skill (TL: 二刀流 is a special school of fencing that specializes in using a sword in each hand. There seems to be a distinction between this and normal dual-wielding.)
  104. Multiple Bets (マルチプルデッツ) -- Debuff Skill, Throwing Weapons-only Skill
  105. Razor Edge (レイザーエッジ) -- Debuff Skill, Movement Inhibition
  106. Flashing Draw (フラッシングドロウ) -- Throwing Weapons-only Skill
  107. Opening Gambit (オープニングギャンビット) -- Attack Support, Special Skill
  108. Lightning Step (ライトニングステップ) -- Attack Support, Movement Skill
  109. Pinpoint (ピンポイント) -- Attack Support
  110. Sharp Blade (シャープブレイド) -- Attack Support, Toggle-type, Advanced Skill
  111.  
  112. **Other**
  113. Fencer Style (フェンサー・スタイル) -- Self-reinforcement, Passive
  114. Tomahawk Boomerang (トマホークブーメラン) -- Heavy Weapons-only Skill
  115. Turkey Target (ターキーターゲット) -- Hate Control Skill
  116. Wired Action (ワイアードアクション) -- Movement Skill, Whip-only Skill
  117. Swell Buckler (スウェルバックラー) -- Hate Control Skill, Defense Skill, Shield-only Skill
  118. Discard (ディスカード) -- Hate Control Skill
  119. Unicorn Jump (ユニコーンジャンプ) -- Movement Skill
  120.  
  121.  
  122. //==Bard==\\
  123. Link: http://ncode.syosetu.com/n5313bu/19/
  124.  
  125. **Attack (攻撃技)**
  126. Maestro Echo (マエストロエコー) -- Attack Support, Special Skill; For approximately 30 seconds, copy a designated ally's magic attack on the same target. Since equipment bonuses and character stats are not copied over, your attack will be weaker, but will still deal around 150%-180% damage, especially if you copy a Sorcerer. When used, this skill creates a guitar-riff-like sound effect and a shining appearance. The attack will be a beat behind the original.
  127. Resonance Beat (レゾナンスビート) -- Imbues a weapon with a melody that causes a shockwave upon impact and resonates with the target's body. If another attack lands during the resonance period, additional damage will be dealt with a resonance explosion. You have to attack twice for it to work, so the damage dealt is quite high. Bards who use percussion instruments or blunt weapons like maces and have Resonance Beat as their signature move are known as "Drummers" or "Taiko Masters."
  128. Elegant Act (エレガントアクト) -- An elegant attack from a beautiful dance. The damage dealt is normal, but this skill boosts Evasion for a period of time after usage, so it's popular with front-line Bards since it improves their survivability. It is notable for the elaborate movements that vary depending on the weapon. With a sword, it's a sword dance; with a spear, the spear is twirled like a baton; with a scythe, the scythe is twirled like a pencil and is quite a sight to behold.
  129. Battle Conduct (バトルコンダクト) -- The damage is hardly any different from a normal attack, but gives the target a ! icon and puts them in the condition where "No matter how much it is hit, there will be no increase in hate". The icon appearance is short, around 5-15 seconds. Because of this, Bards will call their comrades when using it and all of them will use their most powerful skills in this limited time to pound the enemy into dust. When used, an attention-drawing whistle will be sounded. On forums, this whistle is also known as "Wolf Pack", "Beatdown Order" or "It's Hunting Time," among other nicknames. It allows all the party members to participate without restraint so it is a highly popular skill. It is considered a form of manners to greet a recruited Bard with "We're counting on your whistle-blowing today too ha ha" for private parties. (TL: Translated by Watisit on lh.oksub.me)
  130. Arpeggio (アルペジオ) -- Special Skill; A broken chord. A ranged attack that targets all enemies, causing musical notes to pop out from the target that is hit. However, the resonance from the target disperses and decreases in damage dealt, and combined with a long cooldown time, this makes the skill less effective than a Swashbuckler's ranged attack. At the same time, because both the cooldown time and the decrease in damage is lowered (to around 90% normal damage at level 90) at higher levels, this skill is worth training.
  131. Dissonance Scream (ディゾナンススクリーム) -- Abnormal State Skill; By causing a jarring dissonance in a circular radius around yourself, inflicting upon enemies within that area a small amount of damage and the Confusion status. When timed well, it can also cancel out spell incantations, so it is often used around Mage-type enemies. An effect of cracked notes flying about appears, and there is a shrieking sound effect echoes.
  132. Final Strike (ファイナルストライク) -- Special Skill; Hurl your weapon and deal a large amount of damage. Damage depends on the remaining durability and attack power of the weapon, and even a normally-powerless player can be strong. However, the weapon's durability will become 0, and the weapon will be useless until repaired. Furthermore, the cooldown time is long, so you can't keep reusing this skill with several weapons on hand. Despite being a difficult skill to use, the fact that it creates a flashy effect when the weapon slices through an enemy and explodes makes it known as a "charming" skill that is rather popular. For a while, it was popular among Bards to use this skill as a finishing blow while strumming a stringed instruments.
  133. Grand Finale (グランドフィナーレ) -- A special skill named after the curtain pull. Perform a large-damage attack that sacrifices duration for speed, because it usually follows up a normal attack [TL: I need to revisit this sentence]. Additionally, damage increases when the target is inflicted with an abnormal status. If you kill an opponent with this skill, the screen would turn darker, the camera angle would change, and three spotlights would shine on the player. In subsequent updates, the camera angle change was removed because many people said that it was "overdone" and "it made it hard to see." Overconfidence is forbidden because even with the strongest Bard, it's only around 60% the strength of an Assassin's or Sorcerer's attack.
  134. Duet (デュエット) -- Melee Attack; A skill performed with a melee weapon and an ally. Designate a friend as the target. When the ally hits the opponent during the time frame of this skill, you can follow up with another attack at a fixed chance. This attack is set as an auto-attack and only deals moderate damage, but you can expect an increase in damage dealt because it does not require practice or an incantation. Because it is necessary to stand in a position where a melee attack can reach the target when you activate this skill, it is most often used with a tank, but some people take the chance and use it with a Swashbuckler, who has a higher attack speed. Damage dealt and duration of this spell depend on skill level, while the probability depends on skill rank.
  135.  
  136. **Curse**
  137. Ballad of the Sluggish Snail (のろまなカタツムリのバラッド) -- Movement Inhibition, Special Attack; An offensive curse song that deals minor damage and decreases the speed of the target and other monsters around it. The damage range is surprisingly large and can trap groups of 5 or 6. However, this skill garners more Hate, and you can become targeted if you are too careless with this skill. In situations where this isn't a concern, such as Solo play or a party without a tank, you can use this to drag enemies around and wear them down with ranged attacks. It seems there are anecdotes of wearing down a high level boss with only the ballad. On use a distorted spiral effect will appear around the target. (TL: Watisit called it Gullible, although I'm getting Sluggish.)
  138. Lullaby of the Mermaid in Moonlight (月照らす人魚のララバイ) -- Movement Inhibition, Special Attack; A support curse song that puts the target enemy and those around it to Sleep. It is set so that the difference in level between the target and caster will affect how long it takes for them to fall asleep, so the effect is not instantaneous, and you might be countered if the target can see through the time it has before the effect occurs and cause a "Sleep Lock": "Attack right before effect occurs" then Sleep -> (Get hit) Wake up -> Immediate Sleep, rinse and repeat. When used, an aqua-blue ripple effect will occur and an image of a singing mermaid will appear over the head of the caster. (TL: Watisit translation)
  139. Träumerei of the Bear Cub's Dreams (夢見る小熊のトロイメライ) -- Movement Inhibition, Special Attack; A support curse song that gives the target and enemies within a certain area around it a Charm effect. A target that fails to resist it will be drawn to the Bard, advancing unsteadily. Because the effect wears off upon taking damage, allies will attack all at once. While in use, this skill creates a teddy bear turning a music box above the user's head, and the target has a spinning yellow star over its head. "Keep turning the music box" is a rough way of saying "Fool" in <Elder Tale>. (TL: Träumerei is Robert Schumann's most famous song in his work, Kinderszenen.)
  140.  
  141. **Cover Songs**
  142. Have a wide range of effect and last until they are turned off (toggle-type). Bards can play up to two Cover Songs at a time.
  143. Etude Sword Speed (剣速のエチュード) -- Attack Support; Raises the weapon attack speed and accuracy of surrounding allies. You can immediately switch cover songs if necessary as long as you have a prerequisite song prepared [TL: will revisit]. However, having two cover songs active reduces MP. When this song is in use, a red-colored note appears from the Bard's body. Additionally, a sword icon appears over the allies under this effect.
  144. Prelude Onslaught (猛攻のプレリュード) -- Attack Support; Shorten cooldown times of your allies' skills. It is a basic song used in battle to decrease the cooldown of magic and weapon attacks. Popular skill that is known to be refreshing to hear.
  145. Anthem of the Affectionate Mother (慈母のアンセム) -- Recovery Support; Increases rate of HP recovery for allies. Although the amount of HP recovered per second is far less than a Druid's "pulsation recovery" ability, it has a similar effect, and can be used in conjunction with their skills. Also, the effect lasts until the cover song is switched, while Druid skills are finite in duration. When in use, a green note appears every two minutes. It can also be used outside of battle to shorten break times.
  146. Coward's Fugue (臆病者のフーガ) -- Hate Reduction; Reduces Hate an ally receives when attacking by 5-15%. As proficiency rises, the percentage reduced increases. It is a powerful skill, powerful enough that it would accidentally decrease a tank's ability to aggro opponents. Now, Bards can choose whom not to affect with this skill. While in use, it creates dark blue notes that appear slowly.
  147. Nonpoisonous Tarantella (毒抜きのタランテラ) -- Recovery Support; Speeds up recovery from afflictions. Although you do not cure it immediately, you can cut down the normal time it takes to recover from them (around half). While some afflictions cannot be cured with this song, it is still an important skill for Raids. This skill becomes more effective by raising skill rank, so many seek the Secret scroll for this skill. [TL: The name is a reference to tarantulas, after which "Tarantella" was named after.]
  148. Rainbow Arabesque (虹のアラベスク) -- Attack Support; Grants your allies an attribute such as fire or ice. This way, you can compound on an enemy's weak point. There are six attributes in total (if you don't have any selected, it is the seven colors of the rainbow), and you could click on which one use. After the Catastrophe, you can select it with your mind. A note of the corresponding color appears, and the weapons have a different effect depending on the attribute.
  149. Meditation Nocturne (瞑想のノクターン) -- Recovery Support; Allies' MP, which is usually not restored during battle, recovers slowly. Although the rate is slower than when you are resting, its ability in the long run cannot be underestimated. In use, a cool-colored note (purple/blue) appears from the Bard's body.
  150. Pavane Dance (舞い踊るパヴァーヌ) -- Defense Support; Increases the agility and evasion rate of allies. It allows Guardians, who usually don't have high evasion, to take advantage of it the way Monks do. In use, a yellow-colored note appears from the Bard's body.
  151.  
  152. **Other**
  153. War Conductor (ウォーコンダクター) -- Support; Instead of increasing your ally's speed, decrease your own. You can continue to support them with your songs while they go on ahead. Because it is an auto-attack, incantations are shortened, and strength increases. It creates an effect of a person waving a baton overhead.
  154. Curtain Drop (カーテンドロップス) -- Hate Control Support; Decreases the Hate of one enemy. The number isn't shown, but because the enemy switches targets quite quickly, the amount of Hate reduced must be appropriately large. You can evade attack by using it on yourself, or you can use it on an ally at a higher MP cost. This creates an effect of a curtain wrapping around the target.
  155. Repeated Notes (リピートノート) -- Immediately repeats an attack/skill on the same target. However, you will be paralyzed for a short while after activating this skill. Furthermore, this attracts quite a bit of Hate, so using it too hastily can result in a disaster. [TL: I gave up on the effect.]
  156. Shifting Tact (シフティングタクト) -- Support skill for one ally. For a short duration (approx. 10 seconds), drastically decrease the cooldown time of the ally's skills. Acceleration is by 7% at elementary level, so the Secret-level scroll, which speeds it up by 32%, is in high demand. A metronome appears over the ally, and a "katchikatchikachikachikachi..." sound effect is heard.
  157. Decrescendo (デクレシェンド) -- Hate Control Support; Become paralyzed for a while and decrease Hate slowly. While you can dispel this effect at any time, the amount of Hate that decreases is in proportion to the duration held. Although you cannot use any other skills during this time without dispelling the effect, cover songs are still in play, so you're still contributing to the fight.
  158.  
  159.  
  160. //==Sorcerer==\\
  161.  
  162. //==Summoner==\\
  163. Fully translated here: http://lh.oksub.me/wiki/Summoner
  164.  
  165.  
  166. //==Enchanter==\\
  167. Fully translated here: http://lh.oksub.me/wiki/Enchanter
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