| Damage +% = ( | (
1.2
) x (60- )
|
) |
| | 60 |
Armour =
4.3
|
Thunderstrike and Swordfaith only receive 75% of the damage increase bonus.
Musketeers
Specialising in ranged attacks, Musketeers rely on their passive ability to dodge most attacks. Unable to heal themselves, Musketeers still have two potent abilities which shield the party from harm. The rest of their skills are dedicated to damage at a safe distance.
 = Skill Level
 = Party Level
 = Skill Level x Party Level
 = Weapon Level
 | Health |
|
A defensive attribute which determines the number of hitpoints this character has.
|
| Health = ( | (
28
+
0.35
) x (82- )
|
) | +
23
+
100
| | 82 |
|
Aimed Shot is most effective against Large creatures with heavy armour.
Each hit increases Lucky Shot's damage by 25%.
Lucky Shot only deals 75% damage to Large creatures.
The stun duration is a number of cycles equal to 7x the number of foes.
Enpowder ends after the next skill used or 75 cycles.
Enpowder damage uses Charge and Overdrive bonuses from the inital applier, not the final user.
Hack, Thunderstrike and Lucky Shot have a % reduction in the bonus they receive from Enpowder.
Monster type modifiers ( i.e. Aimed Shot vs large creatures ) apply normally to Enpowder damage when it accompanies the relevant skill.
Add Enpowder to concussive damage dealing skills to break through heavy armour.
The poison application of Black Bullet cannot be dodged.
Monsters only gain 45% of the bonus granted to friendly characters.
Smokescreen cannot grant more than an 80% dodge chance.
Smokescreen drastically reduces the amount of damage taken by the party.
 | Powder Imps
|
| A defensive skill which creates a barrier to absorb attacks.
|
| Health = ( | (
9.9
+
0.09
) x (82- )
|
) | +
9.2
+
37
| | 82 |
|
 | Lucky Lady
|
| A passive attribute which provides the character with a chance to dodge attacks.
|
| Dodge % = ( | (
2
) x (60- )
|
) | +
34
| | 60 |
|
Priests
Priests specialise in supporting other characters, by healing and absorbing magical damage or boosting character levels and weakening opponents. They're quite capable of fighting too if needs be, but they lack area of effect and targetted attacks. Priests rely on their regenerating chi to shield themselves from physical attacks, and the resistances granted by their passive ability for all other damage.
 = Skill Level
 = Party Level
 = Skill Level x Party Level
 = Weapon Level
 | Health |
|
A defensive attribute which determines the number of hitpoints and amount of chi which this character has.
|
| Health = ( | (
16
+
0.17
) x (82- )
|
) | +
13
+
45
| | 82 |
| Chi = ( | (
37
+
1.04
) x (82- )
|
) | +
25
+
120
| | 82 |
Chi Regenerated per cycle =
(
50 +
5
+
4
)/ 700
|
|
Piercing and concussive attacks deplete chi first, then any remaining damage is applied normally.
Magical, Ethereal and Absolute damage ignores chi.
 | Heal |
| A defensive healing skill which heals all other party members.
|
| Health = ( | (
3.8
+
0.05
) x (82- )
|
) | +
3.8
+
12
| | 82 |
|
 | Bless |
| A targetted assistant skill which increases the party level of the target character for the next three skills which they use. Does not affect Bless, Brace, Charge or Smokescreen. |
| Level Raise = ( | (
0.7
) x (82- )
|
) | +
0.35
 | | 82 |
|
Armour values cannot be reduced below zero.
100% resistances cannot be reduced.
 | Aurora
|
| A defensive skill which grants all party members the ability to absorb an amount of magic damage ( double to the user. ) |
| Absorbtion = ( | (
3.2
+
0.03
) x (82- )
|
) | +
2.6
+
10
| | 82 |
|
The user of Aurora receives twice as much as other characters.
Like chi, Aurora is depleted by a magical attack before the remaining damage is applied normally.
KOed characters can receive Aurora.
Wrath does not use Piercing and Concussive bonuses granted by equipment.
The damage reduction is applied equally to every type of damage in an attack, though this is rarely relevant as most creatures only deal one damage type at a time.
Staggering blow also reduces damage dealt by 15%.
 | Chosen
|
| A passive attribute which grants magical and ethereal resistance.
|
| Magic Resistance = ( |
2.5
x (60- )
|
) |
| | 60 |
| Ethereal Resistance = ( |
5.5
x (60- )
|
) |
| | 60 |
|
Other Information
| Overdrive
|
| Overdrive occurs when a character reaches their maximum energy pool of 80 energy.
Excess energy is used to boost the next skill used. |
| Percentage Increase = (( |
Total Energy
+ 100
|
) | x 100
) x 1.2
| | 80 |
|
After using Overdrive, a character's energy store returns to 40 ( 80-40 )
|