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- Weapon Damage: Weapon Might + STR (unless muskets or cannons) - Enemy's DEF
- Magic Damage: Magic Might + MAG - Enemy's RES
- Hit Rate: Weapon Hit + (SKL x 2) + (LUK / 2) - Enemy's EVA
- Attack Skill: SPD - (Weapon's Weight - [CON + Proficiency Bonus]). Negative values => 0
- Critical Rate: SKL/2 + Weapon Critical Rate
- Evasion: (AS x 2) + LUK
- Proficiency Bonus: You may subtract this from your weapon's weight when calculating AS
- E = 0, D = 1, C = 2, B = 3, A = 5
- Effect Hit: 30 + [(Magic - enemy's Resistance) x 5] + Skill} - (Distance between units x 2)
- Weapons
- The Warriors Trinity
- Swords
- Axes
- Lances
- The Beasts Trinity
- Fangs
- Claws
- Knuckles
- The Shooters Trinity
- Muskets
- Bows
- Cannons
- The Mages Trinity
- Elemental Magic
- Base Magic
- Structure Magic
- Weapon Triangles
- When a Unit fights an enemy with a weapon that trumps the enemies weapon on the weapon triangle, it gains a +1 to damage and a +15 to Hit. If they are trumped, they geta -15 to hit, and a -1 to damage.
- Sword --> Axe --> Lance --> Sword
- Fangs --> Claws --> Knuckles --> Fangs
- Muskets --> Bows --> Cannons --> Muskets
- E Magic --> B Magic --> S Magic --> E Magic
- Rescuing
- You may rescue a friendly unit that is adjacent to you. Rescued allies are attached to you and may not be targeted. You may only rescues units whose CON is less than or equal to your AID. When rescuing your skill and speed are divided by 2 rounded up. If your HP reaches 0 the rescued ally is dropped in a nearby square. Rescuing and Dropping take up an action.
- Classes
- Soldier (Spears C)
- ---> Knight (Lance B, Swords C)
- ---> Defender (Lance A)
- Fighter (Axe C)
- ---> Warrior (Axe A)
- ---> Gladiator (Axe B, Sword C)
- Swordsman (Swords C)
- ---> Swordmaster (Swords A)
- ---> Spellblade (Swords B, E Magic C)
- Brawler (Knuckles C)
- ---> Pugilist (Knuckles A)
- ---> Master (Knuckles A)
- Mage (E Magic C, B Magic C)
- ---> Sage (B Magic A, E Magic C)
- ---> Elementalist (E Magic A, B Magic C)
- Healer (S Magic C)
- ---> Shaper (S Magic A)
- ---> Avenger (S Magic B, B Magic C)
- Scavenger (Knuckles C)
- ---> Scrapper (Knuckles B, Musket C)
- ---> Street Runner(Knuckles B, Swords C)
- Heavy Blader (Swords C)
- ---> Blade Knight (Swords A)
- ---> Crusader (Swords B, Bows C)
- Archer (Bows C)
- ---> Centaur (Bows B, Lance C)
- ---> Ranger (Bows A)
- Musketeer (Muskets C)
- ---> Sniper (Musket A)
- ---> Hunter (Musket B, Lance B)
- Flier (Swords C)
- ---> Sky Healer (Swords B, S Magic C)
- ---> Sky Hunter (Swords B, Muskets B)
- Bird (Claws C)
- ---> Roc (Claws A)
- ---> Wyvern (Claws B, Fangs C)
- Beast (Fangs C)
- ---> Feral Beast (Fangs A, Claws B)
- ---> Artillery (Fangs B, Cannons B)
- Crawler (Cannons C)
- ---> Spider (Cannons A, Fangs C)
- ---> Fortress (Cannons B, Knuckles C)
- Swimmer (Cannons C)
- ---> Raider (Cannons B, Muskets B)
- ---> Amphibious (Cannons B, Claws C)
- Skills
- *Skills with Cost require a sacrifice of 30% progression
- Adept (Cost)
- Skill % chance of getting in an extra hit when attacking an enemy
- Ancient Technology
- +5 Resistance when at 80% health or higher.
- Cancel
- Speed% chance that an enemies counter attack is skipped
- Charisma
- +10 to allies hit and evasion within 3 spaces.
- Daunt
- Enemies within 3 spaces recieve a -5 subtraction from Hit, evasion, and Crit
- Dualwield
- You may set a second weapon to equip and dualwield with. When you dualwield you will always double attack assuming both weapons are in range of the enemy. When doubling due to dualwield you receive a -20% to HIT. You must set one weapon as your primary and one as your secondary to determine which is used first.
- Early Warning System (Cost)
- + 20 Evasion bonus against Shooter Weapons
- Fortune
- Critical hits cannot be rolled against this unit
- Free Motion Cockpit (Cost)
- Gains a +20 Bonus to Hit and Evasion when HP is at 80% or more
- Land Skater (Cost)
- +2 to movement. (Cannot be taken by flying units)
- Miracle
- Luck% chance that a killing blow will instead take you down to one HP
- Nullify
- Negates enemy weapon effectiveness bonus.
- Pass
- You may travel over enemy units, but may not end your turn on top of one
- Rotating Torso (Cost)
- Speed% chance of getting an extra hit in during a counterattack.
- Sealed Armor (cost)
- +5 defense against weapons in the beast trinity
- Self-Repair
- At the start of each turn you heal 1/10th of your maximum HP
- Spirit (cost)
- Friend units within 3 spaces recieve a +10 bonus to hit and evasion, along with a + 5 bonus to crit, and enemies within 3 spaces recieve a -5 subtraction from Hit, Evasion, and Crit
- Vantage (Cost)
- When an enemy attacks if you have a higher speed you attack first
- Wrath
- You gain a +20 Crit bonus when your HP is at 30% or less
- Affinities and Supports
- Supports are unchanged from the system used in FEF. Supports are gained by shows roleplaying that signifies bonds deepening between characters. If both players consent they can then request the GM for a support rank up. Characters that have supports gain bonuses when they are within 3 tiles of one another. Bonuses are determined by the characters affinity. The affinity bonuses on the chart below of the two characters are added together and then rounded down. At B rank support the effects are doubled, and then tripled at A Rank. At S rank the characters instead gain a special personal skill bonus, unless one of the characters is an NPC, in which case the bonus is an extra +5 to Crit and Dodge. Players may have only a limited number of supports. Them being 4 C, 3 B, 2 A, and 1 S. NPCs do not have this restriction. Affinities are selected by the GM by rolling 2d10, and then offering the player a choice between the two corresponding affinities.
- Element | DMG | DEF | Hit | Eva | Crt | Dge |
- Fire |+0.5 | 0.0 |+2.5 | 0.0 |+5.0 | 0.0 |
- Wind | 0.0 | 0.0 |+2.5 |+2.5 |+5.0 | 0.0 |
- Anima |+1.0 | 0.0 | 0.0 | 0.0 |+5.0 | 0.0 |
- Light | 0.0 |+0.5 |+2.5 | 0.0 |+5.0 | 0.0 |
- Dark |+0.5 | 0.0 | 0.0 |+2.5 |+5.0 | 0.0 |
- Thunder | 0.0 |+0.5 | 0.0 |+2.5 | 0.0 |+5.0 |
- Ice | 0.0 |+1.0 | 0.0 | 0.0 | 0.0 |+5.0 |
- Water |+0.5 |+0.5 | 0.0 | 0.0 | 0.0 |+5.0 |
- Metal | 0.0 | 0.0 |+5.0 | 0.0 | 0.0 |+5.0 |
- Earth | 0.0 | 0.0 | 0.0 |+5.0 | 0.0 |+5.0 |
- First Promotion, Level 1: 2 C Rank Supports
- Level 4: 2 C Rank, 1 B Rank
- Level 8: 3 C Rank, 1 B Rank
- Level 12: 4 C Rank, 2 B Rank
- Level 16: 4 C Rank, 2 B Rank, 1 A Rank
- Level 20/Final Promotion, Level 1 (which ever comes first): 4 C Rank, 3 B Rank, 1 A Rank
- Level 5: 4 C Rank, 3 B Rank, 2 A Rank
- Level 10: 4 C Rank, 3 B Rank, 2 A Rank, 1 S Rank
- Status Effects
- Crumble
- Argoth takes 1d6 damage at the start of each turn for 5 rounds
- Weapon Lock
- Argoth is unable to attack for the next 3 rounds
- Jam
- Argoth is unable to move for the next 3 rounds
- Shut Down
- Argoth is unable to act for the next 3 rounds
- Items
- Rnk - Rank
- Rng - Range
- Mt - Might
- Wt - Weight
- Hit - Hit Rate
- CR - Critical Hit Rate
- Ql - Quality
- If a weapon is effective: MT x 3 under specified circumstances
- Muskets, Bows, and Wind magic are effective against flying units by default.
- * indicates the weapon is mounted onto the Argoth's body. Mounted weapons cannot be traded during battle, nor may they be used if picked up until they are installed outside of battle.
- Swords
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Sword E 1 4 4 100 0 15 -
- Iron Sword E 1 5 5 90 0 40 -
- Steel Sword C 1 8 8 75 0 35 -
- Silver Sword B 1 10 12 80 0 20 -
- Orichalcum Sword A 1 9 14 75 3 20 -
- Wrist Blade D 1 5 7 85 5 30 *
- Inferno Sword B 1-2 12 13 80 5 20 -
- Metarium Breaker D 1 10 7 70 5 20 -
- Effective against Swordsmen and their promotions
- Blasting Blade S 1 13 15 45 15 3 -
- Beast Slayer D 1 9 7 80 0 20 -
- Effective against Beast Classes and their promotions (Birds, Beasts, and Crawlers)
- Killing Edge C 1 7 9 75 25 20 -
- Great Sword D 1 12 7 70 0 35 -
- Swordarm B 1 10 11 70 5 25 *
- Ship Cutting B 1 18 16 60 0 20 -
- Unique Weapon to Blade Knight
- Giant Slayer D 1 7 7 70 15 20 -
- Effective against Gaiakin
- Carnwennan S 1 12 10 80 20 15 -
- Wielder becomes invisible to enemies if they end their turn on a forest or ruins tile while equipped.
- Spc Cttng Swrd S 1-2 22 17 90 5 20 -
- May be used to simultaneous attack all adjacent enemies.
- Perpetuam S 1-5 35 23 60 0 20 -
- May attack 3 enemies in range in one turn.
- Lances
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Lance E 1 4 5 85 0 30 -
- Iron Lance E 1 8 7 80 0 40 -
- Steel Lance C 1 13 10 70 0 30 -
- Silver Lance B 1 10 15 75 0 20 -
- Orichalcum Lance A 1 12 17 70 3 20 -
- Javelin D 1-2 8 6 75 0 45 -
- Chaos Lance C 1-2 13 10 65 5 20 *
- Beast Spear D 1 10 9 75 0 20 -
- Effective against Beast Classes and their promotions (Birds, Beasts, and Crawlers)
- Killer Lance C 1 9 9 70 30 20 -
- Hunting Spear C 1 10 9 70 15 25 -
- Unique Weapon to Hunters. Effective against Beasts and Gaiakin.
- Drill Lance C 1 13 11 70 15 25 *
- Scythe B 1 9 11 90 25 35 -
- Liltha S 1-* 20 20 65 0 30 -
- Range increases by 1 for every kill made with this weapon. Maximum range of 5. Resets back to 1 at the start of a mission.
- Axes
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Axe E 1 5 4 75 0 20 -
- Hatchet E 1-2 5 4 85 5 50 -
- Iron Axe E 1 10 8 75 0 45 -
- Steel Axe C 1 14 11 65 0 30 -
- Silver Axe B 1 12 15 70 0 20 -
- Orichalcum Axe A 1 13 18 65 3 20 -
- Hammer D 1 15 12 65 0 20 -
- Effective against Soldiers and their promotions
- Killer Axe C 1 11 11 65 30 20 -
- Rocket Hammer B 1 18 15 55 0 20 -
- Effective against Soldiers and their promotions
- Horn Hammer D 1 15 10 70 10 20 -
- Palm Axes C 1-2 15 12 70 10 20 -
- Doubles attacks made
- Altha S 1-2 22 6* 70 0 20
- MT increases by 2 for every kill made with this weapon. Maximum MT of 30. Resets back to 6 at the start of a mission.
- Bows
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Bow E 2 3 4 90 0 20 -
- Iron Bow E 2 5 6 85 0 45 -
- Steel Bow C 2 9 9 70 0 30 -
- Silver Bow B 2 6 13 75 0 20 -
- Orichalcum Bow A 2 11 16 70 3 20 -
- Longbow D 2-3 12 8 60 0 25 -
- Solar Bow D 2 8 8 80 10 30 -
- Lunar Bow B 2 10 10 85 15 40 -
- Exclusive to Centaurs. Ignores Defense in calculating damage
- Killer Bow C 1-2 7 9 75 30 20 -
- Iron Crossbow E 1-2 12 14 80 0 45 -
- Ignores users STR
- Steel Crossbow C 1-2 16 20 70 0 30 -
- Ignores users STR
- Orchlcm Crossbow A 1-2 18 24 60 0 20 -
- Ignores users STR
- Repeating Bow B 1-2 14 24 90 0 40 *
- Ignores users STR. Doubles attacks made
- Muskets
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Musket E 2 5 7 95 0 25 -
- Iron Musket E 2 7 12 90 0 50 -
- Steel Musket C 2 10 18 75 0 35 -
- Silver Musket B 2 13 20 80 0 25 -
- Orchlcm Musket A 2 16 25 75 3 25 -
- Small Pistol D 1-2 4 15 80 0 20 -
- Armor Piercer D 2 8 15 75 0 20 -
- Effective against Soldiers and their promotions
- Killer Musket C 2 9 14 70 30 20 -
- Advanced Musket C 2-3 8 16 80 20 30 -
- Bayonet Musket C 1-2 9 15 80 0 20 -
- Cannons
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Cannon E 2 5 9 80 0 20 *
- Iron Cannon E 2 7 16 85 0 40 *
- Steel Cannon C 2 10 22 70 0 30 *
- Silver Cannon B 2 13 26 75 0 20 *
- Orchlcm Cannon A 2 14 30 70 0 20 *
- Large Cannon B 2-3 15 24 70 5 20 *
- Range Cannon C 2-3 8 22 70 0 25 *
- Killing Cannon C 2 9 20 70 30 20 *
- Pulse Cannon B 2-3 17 30 60 0 20 *
- Uses RES instead of DEF in calculating DMG
- Meteor Cannon S 2-3 18 38 80 5 15 *
- Torpedo Launcher C 2 11 25 80 5 30 *
- Exclusive to Swimmer and its promotions
- Massive Piston D 1 9 16 70 10 20 *
- Fangs
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Fangs E 1 3 5 75 0 20 *
- Iron Fangs E 1 4 6 80 0 40 *
- Steel Fangs C 1 6 9 70 0 30 *
- Silver Fangs B 1 9 13 75 0 20 *
- Orchalcum Fangs A 1 12 15 70 0 20 *
- Stone Jaw C 1 8 9 60 10 20 *
- Howling D 2 3 10 65 0 20 *
- Uses Resistance instead of Defense in calculating damage
- Razor Fang B 1 8 11 80 15 30 *
- Killing Fangs C 1 4 8 70 30 20 *
- Drill Tusks B 1 10 14 70 10 20 *
- Ignores defense when calculating damage
- Claws
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Claws E 1 4 4 80 0 20 *
- Iron Claws E 1 5 5 90 0 45 *
- Steel Claws C 1 8 8 75 0 35 *
- Silver Claws B 1 10 10 80 0 30 *
- Orchalcum Claws A 1 13 13 75 0 20 *
- Bone Claws D 1 7 7 75 0 35 *
- Hull Ripper D 1 9 10 60 15 30 *
- Unique Weapon to Amphibians
- Killing Claws C 1 9 9 70 30 20 *
- Whipfist D 1-2 6 6 70 0 20 *
- Needle Claws B 2 10 8 70 0 20 *
- Talons B 1 10 11 70 15 20 *
- Exclusive to Roc
- Hunting Claws D 1 8 8 80 5 20 *
- Effective against Beasts and their promotions
- Crusher Claws c 1 12 12 70 0 20 *
- Effective against soldiers and their promotions
- Heat Claws D 1 6 6 60 0 20 *
- Ignores defense when calculating damage.
- Knuckles
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Scrap Knuckles E 1 5 4 90 0 20 -
- Iron Knuckles E 1 7 6 85 0 40 -
- Steel Knuckles C 1 10 9 75 0 35 -
- Silver Knuckles B 1 12 12 80 0 25 -
- Orchlcm Knuckles A 1 16 15 75 0 25 -
- Boost Knuckle C 2 11 9 75 0 20 *
- Force Palm D 1 8 6 70 0 20 *
- Uses resistance instead of defense when calculating damage.
- Volcanic Palm A 1 15 13 70 10 20 *
- Exclusive to Master. Uses resistance instead of defense when calculating damage.
- Hammer Fist D 1 14 12 70 0 20 *
- Effective against Soldiers and their promotions
- Killer Knuckle C 1 9 8 75 30 20 *
- Stinger Knuckles D 1 7 8 80 5 30 *
- Thorns C 1 9 8 80 10 20 *
- Luck% chance of inflicting Crumble.
- Elemental Spellrings
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Fire E 1-2 7 4 90 0 40 *
- Thunder E 1-2 6 3 80 15 30 *
- Wind D 1-2 9 5 80 0 35 *
- Quake D 1-2 10 8 75 0 30 *
- Ice C 1-2 12 9 70 0 30 *
- Fire Wall C 1-2 15 11 75 0 25 *
- Water C 1-2 13 10 80 0 30 *
- Entangle C 1-2 12 9 75 0 20 *
- SKL% chance of causing Stuck
- Pillar B 1-2 16 14 70 0 25 *
- Air Blade B 1-2 15 12 75 10 25 *
- Teleops B 1-2 16 13 80 0 25 *
- Inferno A 1-2 17 15 75 0 20 *
- Wyrm A 1-2 18 15 80 10 20 *
- Mana Flame S 1-2 22 22 60 90 3 *
- Base Spellrings
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Force E 1-2 5 5 95 0 40 *
- Mana Laser E 1-2 7 6 90 0 35 *
- Shockwave D 1-2 10 8 90 0 35 *
- Focused Laser D 1-2 11 9 95 5 20 *
- Vacuum C 1-2 13 10 85 0 30 *
- Shine C 1-2 16 12 70 10 25 *
- Transferrence C 2-10 - - - - 5 *
- When used on an ally unit they are transported to a space adjacent to the caster
- Pressure C 1-2 12 10 75 25 20 *
- Disruption B 1-6 - - - - 20 *
- Effect % Chance of causing Weapon Lock
- Stabilize B 1-6 - - - - 20 *
- Effect % Chance of curing Weapon Lock
- Shutdown B 1-6 - - - - 20 *
- Effect % Chance of causing Disable
- Re-energize B 1-6 - - - - 20 *
- Effect % Chance of curing Disable
- Gravity B 1-2 16 14 80 0 30 *
- Lightwhip A 1-2 18 15 70 0 25 *
- Orbulus A 1-2 18 15 90 0 20 *
- Sword of Light S 1-2 25 23 70 10 20 *
- Structure Spellrings
- Name Rnk Rng Wt Mt Hit cR QL MNT
- Patch E 1 - - - - 30 *
- Restores 10+MAG HP
- Repair D 1 - - - - 40 *
- Restores 20+MAG HP
- Restore C 1 - - - - 30 *
- Restores all HP
- Regenerate B 1-2 - - - - 20 *
- Causes unit to restore 3 HP at the start of their turn for the next 5 rounds.
- Weaken E 1-6 - - - - 20 *
- Effect % Chance of reducing DEF by 5
- Corrosion E 1-6 - - - - 15 *
- Effect % Chance of causing Crumble
- Empower B 1-6 - - - - 15 *
- Effect % Chance of increasing STR by 5
- Fuse D 1-6 - - - - 20 *
- Effect % Chance of causing Jam
- Loosen C 1-6 - - - - 20 *
- Effect % Chance of reducing Hit by 20
- Reinforce E 1-6 - - - - 20 *
- Effect % Chance of curing Crumble
- Break D 1-6 - - - - 20 *
- Effect % Chance of curing Jam
- Spike B 1-2 10 8 80 10 30 *
- Crumple A 1-2 14 12 70 20 20 *
- Luck % Chance of causing Jam
- Implode A 1-2 15 14 70 25 20 *
- Luck % Chance of causing Weapon Lock
- Hallow A 1-2 14 13 65 15 20 *
- Luck % Chance of causing Crumble
- Tear A 1-2 18 16 75 30 20 *
- Absorb A 1 15 13 85 20 20 *
- User restores Damage dealt/2
- Liquify A 1 20 0 40 70 15 *
- Astraea S 1-2 17 15 70 20 20 *
- Skill% Chance of auto killing enemy if they are at the same or lower level.
- Other Items
- Name QL MNT
- Repair Pack 3 -
- Heals 10 HP
- Enhanced Repair Pack 3 -
- Heals 30 HP
- Regeneration Crystal 3 -
- Heals all HP
- Decoder Runes 1 -
- Opens an adjacent Supply Cache or Gate
- Upgrade Pack 1 -
- Used in order to Promote
- Sword Memory 1 -
- Increases proficiency in Swords by 1 rank
- Axe Memory 1 -
- Increases proficiency in Axes by 1 rank
- Lance Memory 1 -
- Increases proficiency in Lances by 1 rank
- Bow Memory 1 -
- Increases proficiency in Bows by 1 rank
- Musket Memory 1 -
- Increases proficiency in Muskets by 1 rank
- Cannon Memory 1 -
- Increases proficiency in Cannons by 1 rank
- Claw Memory 1 -
- Increases proficiency in Claws by 1 rank
- Fang Memory 1 -
- Increases proficiency in Fangs by 1 rank
- Knuckle Memory 1 -
- Increases proficiency in Knuckles by 1 rank
- Base Memory 1 -
- Increases proficiency in B Magic by 1 rank
- Elemental Memory 1 -
- Increases proficiency in E Magic by 1 rank
- Structural Memory 1 -
- Increases proficiency in S Magic by 1 rank
- Reinforced Plates 1 -
- Increases Max HP by 3 points
- Piston 1 -
- Increases STR by 1 point
- Magic Circuits 1 -
- Increases MAG by 1 point
- Hardened Armor 1 -
- Increases DEF by 1 point
- Reaction Frame 1 -
- Increases SKL by 1 point
- Smoothed Joints 1 -
- Increases SPD by 1 point
- Warded Coating 1 -
- Increases RES by 1 point
- Mystic Charm 1 -
- Increases LUC by 1 point
- Structural Enhancements 1 -
- Increases CON and AID by 1 point
- Motor 1 -
- Increases MOV by 1 point
- Movement Gear - *
- Adds a +2 to movement when in inventory
- Sand Spinner - *
- Makes one immune to the effects of sand tiles when in inventory
- Snow Gear - *
- Makes one immune to the effects of snow tiles when in inventory
- Float Fields - *
- Allows wearer to stand and travel over water tiles
- Climbing Gear - *
- Allows wearer to stand and travel over mountain and cliff tiles
- Ejectable Armor - *
- When equipped, gives a +10 to DEF, and a -10 to SPD, a -7 to RES, and -1 to MOV. May be unequipped in the middle of battle.
- Exoplates - *
- When equipped, gives a +25 HP, +5 CON, +15 to DEF, and a -10 to SPD, -5 Res, and -2 MOV. This item is destroyed once the extra HP is depleted.
- Zoom Lens - *
- Doubles the maximum range of Shooter Weapons when equipped
- Old Drive 1 -
- Raises STR and RES by 2 for 3 rounds
- Red Overdrive 3 -
- Raises SPD by 5 for 3 rounds
- Blue Overdrive 3 -
- Raises RES by 10 for 3 rounds
- Golden Overdrive 3 -
- Raises STR by 10 for 3 rounds
- Silver Overdrive 3 -
- Raises MAG by 10 for 3 rounds
- Green Overdrive 3 -
- Raises LCK by 5 for 3 rounds
- Purple Overdrive 3 -
- Raises SKL by 5 for 3 rounds
- Combination Gear 5 *
- Allows for the merging of two characters into one. Both characters must have a functional paired gear in their inventory, be adjacent, and have at least a B rank support in order to use it. The combinations has its HP, CON, and AID as the sum of their stats of those types. Its movement is the average between theirs. Its other stats are each the higher between the two. It has their combined inventories and abilities, and may access all of them freely. Merging together costs a turn, while demerging does not. A combination lasts 5 turns before demerging. The remaining HP of the combination is divided evenly between the two after demerging.
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