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- Hero Burst - Increases damage over time, resets upon taking damage. (1% per second, limit 160%)
- Hero Counter - Upon dodging an attack with Step and initiating a Step Attack, counter the opponent (Power 110%)
- First Blood - The first attack after unsheathing (excluding weapon action) is initiated as a Just Attack
- Hero Weapon Bonus 1 & 2 - When equiping Sword, TMG or Talis, and attacking with it, damage increases (Power increases by 150%)
- Hero Gear/Hero Time - When Hero Gear is accumulated, special effect is initiated. Damage upon triggering Hero Time is scaled by number of hit
- (Min 50, Max 999, Recast 120s, Damage Limit 3000%)
- H Attack Bonus - When equiping sowrd, tmg, or talis, normal attack and weapon action damage increases (120%)
- Hero Time Finisher - Upon activation of Hero Time again, Hero Finisher is initiated
- HT Counter Bonus - During Hero Time, upon a successful counter, gear recovers
- (Gear recovery 25, Gear recovery limit 200)
- HT Counter PP Gain - During Hero Time, upon a successful counter, PP is recovered (PP recover 30)
- Zero Range Gear Up - Gear accumulation increases when attacking at zero range (Gear Up 120%)
- Long Range Gear Up - Gear accumulation increases when attacking at long range (Gear Up 150%)
- Combo Gear Up - Gear accumulation increases when using different PAs and Techniques (Gear Up 150%)
- Hero Gear Time Gain - During quest, Hero gear automatically rises (Gear gain per second 0.62)
- Next Jump - When equipping sword, tmg, or talis, and second jump in the air is possible
- Aura High Charge - Sword weapon 2 charges is possible (Power 110%)
- Combo Aura Shoot Charge - During combo with sword weapon action, charge time is reduced (Charge Up 100%)
- TMG Attack PP Save - PP consumption of TMG normal attack is reduced (PP consumption 80% decreases)
- H Talis Charge Keep - Talis weapon action and technique charge duration is kept when interrupted by a dodge action
- Come Again - Marking Shoot speed is doubled
- Hero One More Jump - When Next Jump ends on an enemy, another jump is possible
- H Flash Guard - Damage taken is reduced (Damage Taken chance 90%)
- Hero Will - Upon incapacitation, a certain amount of HP is recovered (Once per quest). Invunerability upon activation
- (100% activation rate, 5s effect duration)
- All Tech PP Save - All tech PP consumption is reduced (PP consumption 20% decreases)
- Victory Shout - For 30s, increase enemy's aggro against you, recover PP on number of enemies aggroed
- (PP recover 7, Upper PP reover limit 35, Recast 30s, Hate Accumulation 400%)
- Weak Attack Critical - Hitting a weakpoint, technique attribute weakness critical rate increases
- (Activation rate 60%)
- HP Up - (Upper Limit +50)
- PP Up - (Upper limit +50)
- All Attack Up - (All Atk +50)
- All Defense Up - (All Def, Dex +50)
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