The full SFRP v7 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, a new system for tracking progression and character growth, far more customizable options in all areas, and more concrete rulings on how to move about. A project started by the staff almost three years ago, it is finally completed! Be sure to check out our recruitment event in the news header below to get started in an amazing opportunity!
If you're new, feel free to look around the board. Make yourself known in the Hello & Goodbye Forum, or, if you have a Discord, follow the link provided and join our Discord Channel. Feel free to ask questions whenever you need help.
NOTE: All content for all fields goes outside of the bold or italicized tags. The only things that should be bold or italicized are the field names, not their descriptions.
Name: Traits: 1 Range: Can be of any range. Cannot have Range modifiers. Damage: Pathetic. Can only be increased by effects that increase Basic Attack Damage. Gains +1 Damage Level per Charge applied. Benefits: Can be used up to one time per turn per [font color="80a0ff"][Rate][/font]. Regardless of how it is used, Basic Attacks cannot be chained together. Can hold up to 5 Held Charges at once. Charge can be held indefinitely once completed. Effects that require you to expend your basic attack's charge require a full 5 Held Charges. Any number of charges can be applied to a Basic Attack in a single turn. Basic Attacks cannot be used while charged. Attack Effects: Gains a single Basic Defense Breaker of choice when used.[/quote]
- - Overview - - The most important part of your character is their growth. While how they begin their journey and what they do along the way is always interesting, what they do, where they go, and how that changes them and causes them to grow is what makes a story. Click here to view the rules on gaining experience, versions, and prestige.
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- - Progression - - The different levels of progression are separated by Versions. Versions are acquired by gaining experience or trading out equipment gained from battles and events.
- - Versions - - All characters begin at Version 0, and can progress in versions either by gaining experience from fights, events, or special items.
- - Experience - - Experience is acquired at the end of every fight, from certain events, non-combat posts made in-story, and some Mystery Data found throughout the world.
At Version 0, Wave Warriors have: -- 100% Max Health -- High Base Damage -- 0% Defense | -0 DL -- 0 Speed | 0 Rate | 0 Charge -- 1 Main Trait (with 3 Levels), 2 Sub Traits (with 1 Level) -- 3 Actions -- A custom lasting 10 turns with 6 Card Slots -- 100 Link Power OR 1 Indie Frag -- 4 Attacks -- 1 Basic Attack -- 4 Abilities. Only 1 Ability may be Passive. -- Access to all Status Effects at their appropriate tiers
With each Version Increase, characters gain: -- +High Max Health -- +Pathetic Base Damage
Characters gain: -- +1 Attack at every even version. Weapons may only hold 5 attacks at a time, and the user may create a new weapon at any time. -- +1 Action at Versions 6, 12, and 18 -- +1 Ability at Versions 3, 6, 12, 18, and 21. -- User may have +1 Passive Ability at Version 10 and Version 20.
Beginning at Version 1, with 0 experience, you earn additional version ups at the following milestones.
- - Prestige - - Prestige is acquired once your character has established some ground, earned some experience, and learned more about the world they exist within. By trading in excess experience after acquiring your Version Cap, you can gain Levels of Prestige. Trading in experience does not reset your current version or experience, and raises your version cap by 3.
At Prestige 0, Wave Warriors gain no benefits from Prestige alone.
With each Prestige acquired, Wave Warriors gain: -- +10% Exp acquired from all resources (stacks) -- +100 Link Power OR +1 Indie Frag -- +1 Tier or Full Damage Level to a Stat of choice. Can only apply to a stat 3 times. -- Increase the baseline and cap of an Attack by 1 Damage Level, or apply +1 Multi-Stack and increase the total instance for augmentation to an Ability by 1. Can only apply twice to a single baseline.
Characters qualify for: -- A Signature Attack, and a Vibrant Noise Form at Prestige 1 -- A Giga Expansion at Prestige 3
Characters gain: -- +1 Level in 1 Main Proficiency at Prestige 3 and can earn Omega for 1 at Prestige 5. -- +1 Level in any other Proficiency at Prestige 2, 4, and 6. -- +1 Ability at Prestige 4 and 7. These abilities must be Passive. -- +1 Ability at Prestige 1, 3, and 5
Beginning at Version 0, with 0 prestige, you acquired additional prestige at the following milestones. In order to earn a prestige, you must trade in an amount of excess experience equal to half the required amount to reach your current version.
- - Overview - - Stats are the raw numbers that give credence to the roleplay finesse our characters have. Different values impact our characters in different ways. Click here to view the different stats and what they do.
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- - Health - - Health is the most important of all stats. Once Health drops to 0, your character has been defeated. In most cases, this just means they are forcefully pulsed out and returned to the real world in a safe location. In more dire situations, this can result in more dangerous damage to the wave conversion, and even the death of a character. These are decisions that are usually always within the hands of the player.
Health is calculated in percentages. All characters start with 100% Health.
- - Damage - - Battle Cards and Weapon Attacks each have their own Base Damage calculated based on the attack being used. Your character's Damage stat dictates how much more powerful over baseline your attacks are.
Damage is calculated in percentages and levels. Characters begin with High base damage. All characters passively add +0% Damage and +0 Damage Levels to all attacks. Damage Level buffs apply in stats before all effects are paid for, and can be used to pay for additional effects. Percentile Damage buffs occur in-stats after all effects are paid for.
- - Defense - - Defense dictates the total amount of damage you reduce from attacks that you take. All incoming hits of all attacks have their damage reduced by your defense, unless the attack bypasses your defenses.
Defense is calculated in percentages and levels. All characters begin with 0% Defense and -0 Damage Levels. Percentile Defense occurs after all Damage Level decreases.
- - Speed - - Speed dictates the character's relative speed in comparison to other characters, increasing your total number of actions in a turn.
Speed is calculated in tiers. All Characters begin with Tier 0 Speed. Per odd tier of speed, the user gains an additional action to use each turn.
- - Natural Regen - - Natural Regen refers to the amount of health a character restores the first time each turn they use an attack that matches their main element.
Natural Regen is calculated in percentages. All characters begin with 0% Natural Regen.
- - Rate - - Rate refers to the total number of times a character can use their Basic Attack in a single turn.
Rate is calculated in Tiers. A character begins with a Tier 0 Rate. Per tier of rate, a character can use their Basic Attack one additional time each turn.
- - Charge - - Charge refers to the total number of charges a user can apply to effects each turn without expending any other Action. Unless otherwise stated, each source can only have a Charge applied to it once per turn, regardless of how that Charge is applied. Charge does not affect Full Turn Charge effects.
Charge is calculated in Tiers. A character begins with Tier 0 Charge. Per tier of charge, a character may assign one charge to an effect during their turn.
- - Overview - - One of the most defining attributes of character creation, the Abilities that a character possesses can define how the character functions in combat, dictating their most basic of skills and strengths, while also determining how they can respond to assault or augment their own. Click here to view the Abilities Guide.
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- - Ability Information - - Reading an Ability's entry allows you to quickly determine what it does, how often it can be used, and how it works.
[Baseline | Type] Baselines and Types are described in full in the Abilities Guide. Baselines as universal rules for different styles of abilities that can be utilized by characters, and help maintain uniformity. Every ability must select one baseline.
[Benefits] The statistical benefit of the ability, described simplistically.
[Cooldown] How many turns you must wait before you can use the ability again, and any special rules attached to its use. As you get more powerful, you typically apply Cooldown Reduction to an ability. Due to abilities having Mandatory Cooldown, the effects will not actually reduce their Cooldown, but if you apply its full CD in reduction, you gain another stack of Multi-Use. For example, a 5-CD ability with -5 CD has [Cooldown: 5-CD | Multi-use: 1]. This means that the ability can be used once for free without triggering its Cooldown, and the second ability activation will trigger its Cooldown.
- Defensive Baseline - Defensive abilities are highly customizable, very specific, and critical for survival. They each fail to a specific kind of offensive breaker or effect.
Benefit: Shield with Immense HP + Low HP per Version. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7] Conversion Limit: 3
Shields are defensive objects that are raised to defend against attacks, but fail against [Break], [Destroy] and [Bypass].
For each increment of High HP paid for, a Shield can grant 1 Tier worth of benefits while active. Sustaining against 1 additional full attack before breaking is a Tier 1 Effect.
For each increment of 3-CD paid for, a Shield can increase its Base Health by a High amount. The baseline cap for this benefit is +2 instances.
By requiring Limited Cooldown, the Shield created by this effect only takes an attack's base, unaugmented damage.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
Benefit: Reflector with High HP + Moderate HP per Version. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7] Conversion Limit: 1
Reflectors are defensive measures much like shields, which are raised against attacks but fail against [Break], [Destroy] and [Bypass]. However, any damage that a reflector takes, up to its current health, is immediately reflected back onto the attacker as [True Damage] that has [Auto-Hit]
For each increment of High HP paid for, a Reflector can grant 1 Tier worth of benefits while active. Sustaining against 1 additional full attack before breaking is a Tier 1 Effect. Increasing the minimum amount of Damage reflected by a Moderate amount is a Tier 1 Effect.
For each increment of 3-CD paid for, a Reflector can increase its Base Health by a High amount. The baseline cap for this benefit is +2 instances.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
By requiring Limited Cooldown, the Reflector created by this effect only takes an attack's base, unaugmented damage.
Benefit: Barrier with Immense HP + High HP per version. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7] Conversion Limit: 3
Barriers do not require actions to use. Barriers fail against [Cut], [Blow] and [Bypass].
The Barrier's Health can be split into two separate barriers upon creation, instead. Increases the Mandatory Cooldown by 1 turn.
For each increment of High HP paid for, a Barrier can grant 1 Tier worth of benefits while active. Sustaining against 1 additional full attack before breaking is a Tier 1 Effect.
For each increment of 3-CD paid for, a Barrier can increase its Base Health by an Immense amount. The baseline cap for this benefit is +2 instances.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
By requiring Limited Cooldown, the Barrier created by this effect only takes an attack's base, unaugmented damage.
Benefit: Aura with High Power + Pathetic Power per Version. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7] Conversion Limit: 3
Auras do not require actions to use. Rather than taking damage from attacks, any attack that deals damage less than or equal to the Aura's health is automatically nullified. Auras fail against [Cut], [Blow] and [Bypass].
For each increment of Moderate HP paid for, an Aura can grant 1 Tier worth of benefits while active. Sustaining against 1 additional full attack before breaking is a Tier 1 Effect.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
For each increment of 3-CD paid for, an Aura can increase its Base Power by a High amount. The baseline cap for this benefit is +0 instances.
- Supportive Baseline - Supportive abilities provide supplementary effects that aid a Wave Warrior in battle in numerous ways.
Benefit: Restores High HP + Moderate HP per Version. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7] Conversion Limit: 1
Recovery abilities take effect immediately, at any time, without expending actions.
For each increment of High HP paid for, the recovery also grants 1 Tier worth of benefits upon use. Recovering from 1 Tier worth of Status Effects is a Tier 1 benefit. Splitting the Recovery to activate an additional time the following turn is a Tier 2 Benefit.
For each instance of 3-CD paid for, a Recovery can restore an additional High amount of HP on use. The baseline cap for this effect is +1 instances.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
By paying for 3 instances of Multi-Use, when activated, the user resets their Natural Regen, and may trigger all instances of it again that turn.
Benefit: The user immediately avoids 1 attack, or gains 1 extra action to move this turn. Cooldown: [1-Turn Mandatory Cooldown] [Multi-Use: 3; +1 at Prestige 1, 2, 4, 6, 7] Conversion Limit: 3
Immediately gain 1 Avoidance or 1 Action that can be used to move.
Additional effects may be added, but may require additional CD or Multi-Use costs.
By paying 1 Level of Multi-Use, the Warp can gain an additional Avoidance or Action. Each instance of this effect requires 1 additional instance of Multi-Use to apply (-1 total for +1, -3 total for +2, -6 total for +3, etc). Each added avoidance increases the Cooldown by 1 turn. The baseline cap for this effect is +1 total avoidance/actions.
Benefit: The user changes their panel type, and all targets sharing a panel type with them, to 1 panel type of choice. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7] Conversion Limit: 1
Instantly changes the user's panels, and all targets sharing a panel type with them, to 1 panel type of choice, chosen upon creation. Cannot select Holes, Holy, or Guard Null.
By incrementing the effect's required Held Charge by 1, the Panel Change affects all panels, not just the user's current panels.
By paying for 3 instances of Multi-Use, the panel type can be chosen on use, or the panel type selected on creation is locked for 1 turn on use.
- Summon Baseline - Summons augment the field of battle by summoning an obstacle or an ally to the field to support the user. These summons are tracked as if they were their own entity separate from the user entirely, and can be separately targeted by attacks or effects.
Benefits: Obstacle with Immense HP + Great HP per version. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7] Conversion Limit: 2
Obstacles stand in the way of attacks, and fail against multi-target attacks, which deal damage to them and strike the target behind them. While you have an obstacle active, opponents must Warp or use flight in order to enter Melee with you.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
Benefit: -- If Immobile: Summon with Incredible Health + High Health per Version. 1 Innate Attack and 1 Innate Attack Action. This summon is Immobile and cannot move. User can expend their own Attack Actions to command the summon to attack more often. -- If Mobile: Summon with Immense Health + Moderate Health per Version. 1 Innate Attack, 1 Innate Attack Action, and 1 Innate Action that can be used to move. This summon can use actions to move and can intercept. User can expend their own Attack Actions to command the summon to attack and move more often. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7] Conversion Limit: 3 for each of Mobile and Immobile
Summoned entities allow the user to spawn individuals to fight alongside them on the field of battle, and they can be customized with up to two attacks that follow many of the same rules that a normal character's attacks possess. As a standard, these attacks are designed into the same Power that summons the entity; the summon and its attacks take up 1 Power. A summon's attacks deal 3 Full Damage Levels lower than the user's base damage would allow. Summoned entities come equipped with their own attacks, as necessary, but can be commanded by their summoners to attack and move about more often. The attack that summons the entity is what Drawbacks are applied to in order to increase the summon's Health, or the number of innate actions, whereas the attacks that the summon possesses must have their own built-in drawbacks as appropriate for the effects they possess.
Summons without any effects added to them can have multiple exist simultaneously, following the rules for Mandatory Cooldown as appropriate. Summons do not share use restrictions for attacks without innate Cooldown.
For each level of Multi-Use paid for, the Summon can have additional effects added to it. Each effect can only be selected once. Summons can have their HP increased by their base amount (+Incredible for Immobile, +Immense for Mobile), gain 1 additional attack / move action, remove the damage level penalty, gain an additional attack, use the user's attacks, use battle cards, acquire the benefits of a Proficiency the user possesses, etc. Added effects to a summon makes the summon Unique, preventing a user from having more than 1 active at a time.
Additional effects may be added, but may require additional HP, CD, or Multi-Use costs.
Summoner's Sacrifice - By choosing to allow the summoned entity's attack to take up the space of separate Attack Forms in the user's character sheet, they remove the requirement to apply 3 Damage Levels penalties to the summon's attacks. They may also choose to create multiple attacks, not just two.
- Power Baseline - Powers are highly customizable benefits that come in two major forms: Active and Passive. Active abilities are activated when they are triggered or when the user desires, and Passive abilities are either always online or toggleable.
You may have 1 Ability of each type that is Active, and 1 that is Passive, but you cannot have 2 actives of the same type, or 2 that are Passive.
Active abilities can be made as listed or as Trigger abilities. Trigger abilities have double the Base benefit (before any increment reliant on Version, Prestige, or Drawbacks are applied) but can only be activated if a certain condition is met by the user's opponents.
Toggle abilities can be turned from one effect to the other by expending actions, and while one form is on, the other form is off. They are half as potent as non-toggle effects.
Benefit: Add an effect worth 6-CD or less to one attack for one use. Cooldown: [1-Turn Mandatory Cooldown] [Multi-Use: 3; +1 at Prestige 1, 2, 4, 6, 7]
Immediately modify one attack used this turn to gain the appropriate effect. When adding attack effects, special conversions of Charges to Cooldown apply: [1 Action - 6-CD | 1 Held - 9-CD].
For every instance of Multi-Use paid for, can either increase the value of the effect by +3-CD, or increment the number of attacks affected by 1. For each additional increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown.
Immediately modify one attack used this turn to gain the stated amount of damage.
[Alternative Stats] - Benefit: Increase the damage of all attacks used this turn by 1 Full Damage Level. At prestige 1, 4, and 7, increase by +1 Full Damage Level. Can increment total number of affected turns instead.
For every instance of Multi-Use paid for, can either increase the value of the effect by +High Damage, or increment the number of attacks affected by 1. For each additional increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown.
Benefit: Gain High + Pitiful Defense per Version against 1 Attack, this turn. Cooldown: [1-Turn Mandatory Cooldown] [Multi-Use: 3; +1 at Prestige 1, 2, 4, 6, 7]
Immediately gain Defense equal to the amount stated against 1 attack used against you, this turn.
[Alternative Stats] - Benefit: Reduce the damage of all incoming attacks this turn by 1 Full Damage Level. At prestige 1, 4, and 7, increase by +1 Full Damage Level. Can increment total number of affected turns instead.
For every instance of Multi-Use paid for, can either increase the value of the effect by +High Defense, or increment the number of attacks affected by 1. For each additional increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown.
Benefit: Use a Standard Battle Card regardless of whether or not it is slotted into your custom. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7]
Can use a Standard Battle Card in your Library regardless of whether or not the Card is slotted into your custom. The Standard Card is used as if it had Single-Use. Alternatively, can reset the use of a single Standard Battle Card slotted into your custom, allowing you to use it again even if it does not have Multi-Use.
[Alternative Stats] - Benefit: Use a Mega Class Card regardless of whether or not it is slotted into your custom. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7]
Benefit: Gain +1 Attack Action for 1 Turn. Cooldown: [1-Turn Mandatory Cooldown] [Multi-Use: 3; +1 at Prestige 1, 2, 4, 6, 7]
Gain +1 Attack Action for 1 Turn.
For every instance of Multi-Use paid for, can either increment the number of turns you gain this benefit or increment the number of Attack Actions gained by 1. For each increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown. Incrementing the number of Actions gained requires +4-Mandatory CD for the first increment. Cannot gain more than 2 Actions for 2 turns with this effect.
Benefit: Ignore the triggered effects and effects that would bypass damage mitigations of one attack. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7; cannot otherwise gain stacks of Multi-Use]
User may ignore the triggered and damage-mitigation bypassing effects of 1 incoming attack.
For each of the following conditions that the user meets, they reduce the Mandatory Cooldown of this effect by 1, to a minimum of 3, and increase its stacks of Multi-Use by 1, to a maximum base value of 3. -- Lock : Shields/Reflectors -- Lock : Warps -- Lock : Barriers/Auras -- Lock : Recovery -- Lock : Survival is worth 2 instances.
For every instance of Multi-Use paid for, can either increment the number of turns you gain this benefit or increment the number of Attack Actions gained by 1. For each increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown.
Benefit: Reduce the Cooldown of 1 attack or 1 ability by 1-CD for 1 use. Cannot apply to other Cooldown Reduction abilities. Cooldown: [3-Turn Mandatory Cooldown] [Multi-Use: 1; +1 at Prestige 1, 3, 5, 7]
Applies -1 CD to an attack or ability for 1 use. If this reduces the CD of an effect to 0-CD, it instantly gains +1 Multi-Use and has its current Cooldown reset.
For every instance of Multi-Use paid for, can either increment the amount of cooldown you apply or increment the number of attacks or abilities you affect by 1. For each increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown. Incrementing the amount of cooldown you apply increases the mandatory CD by +3 for the first instance.
Benefit: Ignore the damage augments of one attack. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7; cannot otherwise gain stacks of Multi-Use]
User only takes the base, unaugmented damage of 1 incoming attack.
For each of the following conditions that the user meets, they reduce the Mandatory Cooldown of this effect by 1, to a minimum of 3, and increase its stacks of Multi-Use by 1, to a maximum base value of 3. -- Lock : Shields/Reflectors -- Lock : Warps -- Lock : Barriers/Auras -- Lock : Recovery -- Lock : Survival is worth 2 instances.
For every instance of Multi-Use paid for, can either increment the number of turns you gain this benefit or increment the number of Attack Actions gained by 1. For each increment beyond the first, requires 1 additional instance of Multi-Use to pay for (+1 for 1, +3 for 2, +6 for 3). Each increment applies +1-Turn Mandatory Cooldown.
Benefit: Immediately gain an additional instance of Multi-Use for an attack or ability. The use can be used immediately. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7; cannot otherwise gain stacks of Multi-Use]
Add +1 Stack of Multi-Use to 1 attack or ability, allowing the user to use it immediately, regardless of cooldown.
Benefit: Immediately triggers one triggered Power, regardless of its requirement. Cooldown: [5-Turn Mandatory Cooldown] [Multi-Use: 0; +1 at Prestige 1, 3, 6, 7; cannot otherwise gain stacks of Multi-Use]
Immediately gain the benefits of a single triggered power, regardless of its normal trigger requirements. The triggered ability still loses a stack of Multi-Use and/or enters Cooldown as appropriate.
Benefit: Applies -1 CD to attacks or powers. -1 more at prestige 1, 2, 4, 6, and 7. Cannot be used to affect abilities that provide cooldown reduction.
Passively reduce the CD of either attacks or abilities in-stats, chosen upon creation. Can be gained mid-battle instead, gaining up to twice as much CD per turn if conditions are met. Alternatively, can apply -1 CD to a single effect of choice of a specific Baseline.
Benefit: Increase damage by a Moderate amount. Increase by a Moderate amount at prestige 1, 3, 6, and 7.
Passively increase your damage. Starting at Version 10, you may choose to trade this effect for +1 Full Damage Level of damage added to all attacks. Increase by 1 Full Level at Prestige 7.
Benefit: Increase defense by a Moderate amount. Increase by a Moderate amount at prestige 1, 3, 5, and 7.
Passively increase your defense. Starting at Version 10, you may choose to trade this effect for -1 Full Damage Level taken from all attacks. Increase by 1 Full Level at Prestige 7.
Passively increase your natural regen. Whenever you use an attack that matches your main element, restore the listed amount. Alternatively, gain Natural Regen equal to 5% + 5% per 100% of Max Health you possess. Starting at Version 10, you may choose to trade this effect to trigger your natural regen 1 additional time per turn, +1 at Prestige 7.
Benefit: -1 Turn Length. -1 more Turn Length at Prestige 1, 3, 5, and 7.
Passively decrease the amount of turns you must wait before you may slot in new cards. Can trade in 2 turns to instead gain +1 Mega Class Card per custom. Starting at Version 10, you may choose to trade this effect to gain +1 Giga Class Card in your Library.
- - Overview - - You may select up to two traits from the same family of effects; Elements, Skills, Karmas, and Attributes. Aside from these restrictions, you may select traits as you so choose. The relative strength of each family is measured by the number of levels you put into them, as measured by your Affinity, Focus, Scale, and Enhancement, respectively.
You may only acquire 1 Passive Ability from among your selected Traits. Gaining the Omega benefit of a trait bypasses this limitation.
Whenever you gain Strengths and Weaknesses from traits, overlaps cause the two to cancel out. Taking damage from an attack you are Strong to reduces the attack's damage by 1 Full Damage Level, and taking damage from an attack that you are Weak to increases the damage by 1 Full Damage Level. Attacks that you are weak to also automatically bypass all survival effects.
- Null - This Wave Warrior does not take to any element, tapping instead into the endlessly mutable power of the void to destroy their enemies. Their attacks have no defenses, and their versatility knows no bounds. Weaknesses: None Strengths: None
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User gains an Strength to a number of proficiencies equal to their [Null Affinity]. - User benefits from [Null Affinity -2] Panel types of choice, regardless of Proficiency. - User may gain an immunity to one Status Effect of choice after cleansing it for the remainder of battle. They can change this effect at any time after they cleanse a status effect. - [Weaken] requires 1 Action Charge instead of 1 Held Charge. - [Active Ability - Void Heal] - On use, the next Null Element attack used triggers Natural Regen, regardless of if it has already activated this turn, causing the user to gain HP equal to the damage of the attack. 3-Turn CD between uses. - [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal damage less than the user's Base Damage, it is increased by 1 Full Damage Level on use.
Ω - Must be earned. Gain 1 additional Benefit from above. User's weaknesses from all other proficiencies are negated. User does not gain mid-battle weaknesses.
[/PTab={tab-background-color:#979797;}]
[PTab=Aqua]
- Aqua - This Wave Warrior takes to the seas, or to the frozen north. A varying choice of options are available to them based on their specialization, water or ice, but the result is all the same: A bewildering force of fiercely cold origin. Weaknesses: Elec, Order Strengths: Fire, Dark
Choose either Ice or Water upon selection. At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- Increase the user's Defense (Ice) or Natural Regen (Water) by the user's [Aqua Affinity]. - The first effect used each turn in response to an attack affects [Aqua Affinity -2] additional attacks, regardless of its total avoidances, interactions, or health. - User can add Freeze (Ice) or Bubble (Water) to attacks as though it were a Tier 2 Status Effect. At Level 4, they can add the effect as though it were a Tier 1 Status effect, instead. - User's Defense (Ice) or Natural Regen (Water) can be doubled in response to one attack per turn. - [Active Ability - Terraform] - User changes their panel type and the panel type of all opponents to any Panel matching one of the user's Proficiencies. This unavoidably grounds targets currently flying. Panel types cannot be changed for one turn after use. 3-Turn CD Between uses. - [Passive Ability - Fusion (Ice)/Vaporization (Water)] - Status Effects matching any of the user's Proficiencies either: Cannot be cleansed on the turn of infliction (Ice), or fully Cooldown if cleansed before their duration expires (Water).
Ω - Must be earned. Gain 1 additional Benefit from above. When on Panels that match a Proficiency they possess, user's Damage from those Proficencies gain 1 True Damage Level. Status Effects are always cleansed by opponents as though they were a minimum of Tier 2.
[/PTab={tab-background-color:#5880f8;}]
[PTab=Elec]
- Elec - This Wave Warrior takes to the ferocious power of electricity. A staggeringly powerful force of nature, Electricity is by far the most brutishly powerful of the elements, but lacks additional abilities to supplement its force. Weaknesses: Wood, Summons Strengths: Aqua, Chaos
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- The user's first attack each turn gains damage equal to 3x their [Elec Affinity]. This only applies to attacks without special properties, except those granted by the user's proficiencies on use. - Up to [Elec Affinity -2] Attacks per turn gain [Overcome] on use. Only affects attacks without any other Special Properties. - User's [Arena Quarters] attacks have their 1-Turn Mandatory CD reduced to Once/Turn. - User can add Paralyze to attacks as though it were a Tier 2 Status Effect. At Level 4, they can add it to attacks as though it were a Tier 1 Status Effect, instead. - [Active Ability - Lightning Strike] - Remove all baseline augments from the affected attack. Increase its damage to the cap for its baseline, and grant the attack Auto-Hit. 3-Turn CD between uses. - [Passive Ability - Ionize] - After using an attack with charge, if that attack did not have any Special Properties except those added by the user's Proficiencies on use, that attack's charge modifier to damage applies to the next attack used. Does not stack on multiple attacks.
Ω - Must be earned. Gain 1 additional Benefit from above. User's attacks without any special properties, except those added by their proficiencies on use, can be boosted by 2 additional full damage levels over the normally allowed amount. User's Speed cannot be reduced by outside sources.
- Fire - This Wave Warrior takes to the primal flames discovered by men long past, and the destructive and restorative nature it has, both. Fire takes time to build and grow, and, if not careful, it can be put out, where one needs to start anew. Given time, a fire grows so wild that no force can quench it - and no one can stand against it. Weaknesses: Aqua, Wind Strengths: Wood, Munitions
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- The user adds their [Fire Affinity] as an additional stacking Static Damage modifier to an attack per turn its charge is held, counting as only a single damage modifier. - The user gains [Fire Affinity -2] Charge Tiers. - Taking damage from an Attack Chain or a Charged attack only causes you to lose a stored charge in a single attack, rather than all of them. - User can add Burn to attacks as though it were a Tier 1 Status Effect. At Level 4, they can add it to attacks as though it were a Tier 0 Status Effect, instead. - [Active Ability - Rekindle] - User expends all charges from an attack in order to restore Low per 100% maximum health per charge dropped. Increase percentage restored per charge by 1% for Held Charges, and 2% for Full Turn charges. 3-Turn CD between uses. - [Passive Ability - Growing Power] - User's charged attacks gain 1 Level of Powerful. User can over-charge attacks; per additional charge applied (but no more than once per turn), the attack gains +1 Level of Powerful. An attack can only be overcharged 5 times this way.
Ω - Must be earned. Gain 1 additional Benefit from above. User's charged attacks can be boosted by two additional Static Damage modifiers over the normally allowed amount. User ignores the first instance of Charge interruption applied to them each turn.
[/PTab={tab-background-color:#a03048;}]
[PTab=Wood]
- Wood - This Wave Warrior takes to the very forces of the wild, the leaves, trees, earth, and rock that gives fortitude and vibrancy to the world around it. Nature stands stout and true, and stands paramount against all but the most indomitable of forces, and will work to reclaim any ground it has lost - at any cost. Weaknesses: Fire, Toxin Strengths: Elec, Martial
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User gains High Health times their [Wood Affinity]. - If the user's panel type has not changed since the start of their last turn, they can reduce all incoming damage by [Wood Affinity -2] Full Damage Levels. - On any turn the user's panel type has not changed, the user's Wood Element Attacks gain Overcome and 1 Level of Powerful. - User can add Confuse to attacks as though it were a Tier 1 Status Effect. At Level 4, they can add it to attacks as though it were a Tier 0 Status Effect, instead. - [Active Ability - Deep Roots] - The user modifies their current panels to ignore the next attempt of any effect to change them. This turn, the user may activate the panels to modify their attacks one additional time. 3-Turn CD between uses. - [Passive Ability - Monolith] - The user cannot take more than 50% of their current Health Percentage from a single hit of any attack. This effect can be bypassed by effects that cut other survival effects.
Ω - Must be earned. Gain 1 additional Benefit from above. +Outstanding Health. All Panels set by the user last an additional turn, and resist the first effect that would cause them to change or revert.
- Custom - A master of no one weapon, this wave warrior instead embodies the card collector and tactician supreme, with an option for every occasion. Weaknesses: None Strengths: None
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User's Battle Cards gain Low Damage times their [Custom Focus]. - The user may slot in additional cards each custom equal to their [Custom Focus -2] - User can sacrifice their basic attack's charge for any effect requiring the sacrifice of a Standard Battle Card, or to apply the benefits of their charge to the first hit of a single battle card used. - The user gains access to a single, multi-use, non-illegal standard class card that is added to their Total Attacks. - [Active Ability - Auto-Shuffle] - User resets a Single-Use standard class battle card in their Custom to be used an additional time this custom. 3-Turn CD between uses. - [Passive Ability - Custom Expansion] - The user may use one Mega-Class card slotted into their Custom as though it had Multi-Use.
Ω - Must be earned. Gain 1 additional Benefit from above. User may slot in one additional Mega Class Card per custom, and have two additional mega class card in their library. User may have 1 additional Giga Class card in their library, but may still only slot in one per custom. The user is considered as having a Strength to all Battle Cards.
- Blade - A master of the bladed edge, this wave warrior takes to the ancient art, and turns their weapon into an extension of their very body. Be it large, heavy blades, polearms with spears, or the vicious but effective dagger, this is your blade, and you its master. Weaknesses: Munitions, Dark Strengths: Bludgeon, Wind
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- The user can apply +1 Level of Multi-Use as desired to attacks in-stats per [Blade Focus]. - The user gains [Blade Focus -2] Speed Tiers. - User can add Bleed to attacks as though it were a Tier 1 Status Effect. At Level 4, they can add it to attacks as though it were a Tier 0 Status Effect, instead. - The user can expend their Charge on their Basic Attack to use an attack with Multi-Use one additional time that turn. - [Active Ability - Weave and Flow] - Automatically Coolsdown one attack. 3-Turn CD between uses. - [Passive Ability - Bladeworks] - User's Avoided Separately attacks gain +1 Hit at their highest hit of damage.
Ω - Must be earned. Gain 1 additional Benefit from above. Avoided Separately effects are added to attacks with a single action charge, instead of a held charge. User can still apply Held Charge to instead release all hits of an Avoided Separately attack as a single action.
[/PTab={tab-background-color:#00e0f8;}]
[PTab=Munitions]
- Munitions - A master of ranged combat, this wave warrior utilizes bow, gun, sling, and thrown items or otherwise to their advantage. A tactical war machine, the munitions expert can shred through any defense with their trusted weapon of choice. Weaknesses: Martial, Fire Strengths: Blade, Shadow
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- One attack used each turn gains the damage benefit as though it had applied Held Charges for a number of turns equal to the user's [Munitions Focus]. - The user's basic attack automatically gains [Munitions Focus -2] Charges each turn. - One attack used each turn requires an additional interaction from any source to defend against. It is treated as though it strikes defenses twice, as though it requires 1 additional avoidance, etc. - The user can expend their Charge on their Basic Attack to refresh the Natural Cooldown of any Intermediate Breaker, or to change the Basic Breakers on any attack. - [Active Ability - Critical Strike] - User adds [Precision] to a single attack this turn, outside of its natural cooldown. The attack's base damage is increased by the user's Base Damage. 3-Turn CD between uses. - [Passive Ability - Super Charge] - User's basic attacks benefit from their charge for an entire turn, rather than just for their first use.
Ω - Must be earned. Gain 1 additional Benefit from above. The user's basic attack's charge cannot be interrupted. Effects that augment attacks can augment one additional, iterative attack.
[/PTab={tab-background-color:#f08800;}]
[PTab=Martial]
- Martial - The undisputed martial artist is proud in their form, their body a personal machine of physical perfection par to none. Their own bodies are their weapons, and their skills in close quarters combat are lethal. Weaknesses: Bludgeon, Wood Strengths: Munitions, Order
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User's Basic Attack gains Pitiful Damage per [Martial Focus]. - User gains [Martial Focus -2] Rate tiers. - The user's Attack Chains gain +Pathetic Damage per iterative hit. - The user can expend their Charge on their Basic Attack instead of expending Actions to move into melee with a target. - [Active Ability - Rushing Strike] - The user adds Advancing to their next attack, and can advance towards a target regardless of the number of required actions to do so. 3-Turn CD between uses. - [Passive Ability - Flurry] - User's basic attacks can be used as part of an attack chain, as though they had Combo.
Ω - Must be earned. Gain 1 additional Benefit from above. The user can interrupt their Attack Chains once each turn without losing the Chain. The user's Basic Attacks gain [Overcome].
[/PTab={tab-background-color:#32ff99;}]
[PTab=Break]
- Break - A specialist in blunt weapons, this wave warrior has focused on the winding force within a powerful blow, meant to shatter and break others upon their weapon. No defense is enough against the brute strength this skill provides. Weaknesses: Blade, Chaos Strengths: Martial, Summons
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- The user's Base Damage increases by 1 Damage Level per [Break Focus]. - The user increases all Powerful effects by a number of levels equal to their [Break Focus -2]. - The user can expend their basic attack's charge to augment their next attack, causing it to forcibly change its target's panel type to Cracked. - The user decreases the total number of Empty Damage Levels between High and Great, and Great and Immense by 1. At Lv 4, decrease the total number of Empty Damage Levels between Immense and Incredible, Incredible and Astounding, and Astounding and Outstanding by 1. This only applies for the purposes of adding levels to increase the user's damage. - [Active Ability - Crushing Strike] - The user's next attack gains a single Intermediate Breaker of choice and a True Damage Level. 3-Turn CD between uses. - [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 3 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
Ω - Must be earned. Gain 1 additional Benefit from above. Cracked Panels overwrite panel locks. The user removes 1 Empty Damage Level between all Damage Levels. This only applies for the purposes of adding levels to increase the user's damage.
- Neutral - This character stands neutrally on many different considerations and stances. They care not if their decisions are ethical or orderly, but rather maintain patience and clarity in all circumstances. Weaknesses: None Strengths: None
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User gains Cooldown Reduction to apply as desired in-stats equal to their [Neutral Scale], to a minimum of 0-Turn CD. - User can increment [Neutral Scale -2] sources' Cooldown an additional time each turn. - The user applies +1 Stack of Multi-Use to all abilities that affect Cooldown or Ability Usage. - The user's attacks gain a free Damage Level Buff to all attacks that is only used to pay for attack effects. At Lv 4, the user's attacks gains a free 3-Turns of Cooldown reduction that can only be used to pay for attack effects. - [Active Ability - Balanced Stance] - Duplicates the effect of a single augmenting ability. 3-Turn CD between uses. - [Passive Ability - Patience] - When expending actions to reduce the Cooldown of attacks for the first time each turn, reduce the Cooldown by one additional time.
Ω - Must be earned. Gain 1 additional Benefit from above. Attack effects requiring Held Charge do not increase in charge when two are applied to attacks. When applying a Full Turn Charge to any attack or ability, can apply 1 Held Charge to a single attack or ability, as well.
[/PTab={tab-background-color:#3f3f3f;}]
[PTab=Light]
- Light - The only thing a character with this alignment is willing to sacrifice is themselves. For the betterment of others, they will stand as a bulwark and protect all that they can, providing solidarity and companionship. Weaknesses: Chaos, Shadows Strengths: Dark, Toxin
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User passively restores [Light Scale * 2] health per 100% max health they possess each turn. - The user and all allies take -[Light Scale -2] Damage Levels from all attacks. - The user gains +1 Stack of Multi-Use to all abilities that summon defenses or reduce damage. - Gain access to Restore Tier 2. At Lv 4, gain access to Restore Tier 3. - [Active Ability - Holy Stance] - When using an effect that reduces incoming damage, reduce the damage by an additional Full Damage Level. If you are defending an ally with this effect, you take this damage as True Damage. 3-CD between uses. - [Passive Ability - Benevolence] - When using an effect that benefits an ally, reduce the Cooldown of that effect by 2 Turns, even if it otherwise could not be augmented.
Ω - Must be earned. Gain 1 additional Benefit from above. Attacks with Held Charge aimed at allies heal them for their full damage, to a minimum of Low health restored. Attacks with Full Turn Charges automatically affect all allies and can still damage enemies at their full amount.
- Dark - No resource is too high, no one's life too important, to get in the way of these mongers of selfishness and pride. For their own advancement, they will remove any obstacle, take any chance, and betray all that they can for more power. Weaknesses: Light, Aqua Strengths: Order, Blade
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- For each Full Damage Level applied via Drawbacks, attacks gain additional damage as a single static damage boost equal to the user's [Dark Scale]. - The user's Self-Inflicted Limit increases by a Moderate amount times [Dark Scale -2]. - The user gains +1 Stack of Multi-Use to all abilities that augment an attack's damage or status effects. - The user can trade-in 3 Turns of Cooldown to count as a single Action Charge. At Lv 4, can trade-in two Action Charges to count as a single 1-Turn Held Charge. - [Active Ability - Unholy Stance] - When using an effect that increases damage dealt, can sacrifice health up to the user's Self-Inflicted limit to increase the damage by the amount sacrificed. 3-Turn CD between uses. - [Passive Ability - Malevolence] - User can inflict Pitiful Damage to themselves instead of expending actions to reduce the cooldown of attacks. Self-Inflicted Damage grants 1-CD worth of benefits per Pathetic amount paid, instead of its usual benefit. These amounts are incremented by their Base value per 100% of max health the user possesses.
Ω - Must be earned. Gain 1 additional Benefit from above. User's mandatory drawbacks to attacks always apply their benefits as though they were optional, and Full-Turn Charges always grant 3 Full Damage Levels and 3 True Damage Levels, instead of just two.
[/PTab={tab-background-color:#db01f5;}]
[PTab=Order]
- Order - These individuals exemplify the option of a carefully calculated, structured, and regimented battle plan. Each and every move is carefully considered long before the battle unfolds, and they do not deviate, for their method, tried and true, works. Weaknesses: Dark, Martial Strengths: Chaos, Aqua
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- Any weapon attack that does not have any in-stat augmentations from the Weapon Baseline has its damage increased by the user's [Order Scale] on use, treated as a single static damage boost. - Any attack that does not have any in-stat augmentations from the Weapon Baseline can be given a 1-Turn CD to gain a single Status Effect or Special Property up to Tier [Order Scale -2] that the user has access to on-use. - User's defenses that do not have any augmentations from the Defensive Baseline can be charged for 1 action before use to allow the defense to ignore all damage augments on attacks that would strike it for that use. - The user gains +1 Stack of Multi-Use to all abilities that would otherwise have 4 or fewer stacks of Multi-Use. - [Active Ability - Axiomatic Stance] - When using an effect that reduces the Cooldown of an attack or ability, can apply Blowback to 1 Attack in order to reduce the CD of the affected attack by an additional 3 turns. 3-Turn CD between uses. - [Passive Ability - Righteous] - User's attacks without any baseline augments automatically gain +1 Stack of Multi-Use.
Ω - Must be earned. Gain 1 additional Benefit from above. Attacks, Defenses, Supports, and Abilities without any in-stat augmentations from their Baseline gain +1 Stack of Multi-Use. Once per turn, when the user uses an effect with Doubletap, the effect is used an additional time.
[/PTab={tab-background-color:#1979e6;}]
[PTab=Chaos]
- Chaos - These individuals have given into the primal urges to just be, and care not for plan nor reason, and care only for options and options aplenty. They change battle plans at a whim, and utilize tools and weapons that may be unreliable, but are nonetheless entertaining and effective. Weaknesses: Order, Elec Strengths: Light, Bludgeon
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User gains [Chaos Scale] Total Attacks. - Attacks, Supports, and Abilities with multiple options require [Chaos Scale -2] fewer turns of CD applied to each option beyond the first, minimum +1-CD required. - The Primary effect of an attack with multiple options is never sent into Cooldown with the rest of the attack. - The user gains +1 Stack of Multi-Use to all abilities that augment their total number of actions or charges. - [Active Ability - Anarchic Stance] - Automatically Coolsdown 1 Ability. 3-CD between uses. - [Passive Ability - Unbound] - Each time an option leaves cooldown, the user gains +1 Damage Level applied to attacks as desired that turn, per option that left cooldown.
Ω - Must be earned. Gain 1 additional Benefit from above. The first option beyond the Primary requires only 1-CD to be added, and attacks with multiple options gain a cumulative +1 tier of [Powerful] per option used in the same turn.
- Support - Characters with this attribute plan ahead, and come equipped with abilities to support their allies and themselves, maintaining their survivability and augmenting effects. Weaknesses: None Strengths: None
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User increases all healing effects by 1 Damage Level per [Support Enhancement]. - User gains [100 x (Support Enhancement -2)] LP, or [Support Enhancement -2] IF. - Recovery Baselines' Mandatory Cooldown is decreased to 1 Turn. - Augments to the user's stats with a duration can also apply to a single ally for the same duration. At Lv 4, can instead apply to any number of allies. - [Active Ability - Blessing] - The selected Support Baseline effect applies to all allies on use. 3-turn CD between uses. - [Passive Ability - Benefactor] - One Passive Ability Wave, or one of the user's Passive Abilities, gains a Toggle effect. One option allows the user to benefit from the effect as normal, and the other allows their allies to benefit from its effects while the user still suffers all of its drawbacks alongside their allies.
Ω - Must be earned. Gain 1 additional Benefit from above. User gains +1 Passive Ability slot, and +2 Active/Trigger Abilities.
- Wind - Characters with this attribute wish to control the battlefield, coming equipped with abilities that allow them to dictate how others move about, where individuals are placed, and what kind of defenses enemies are allowed to employ. Weaknesses: Summons, Blade Strengths: Shadow, Fire
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- User's Harmless effects affect 1 additional target per [Wind Enhancement]. - User's Harmless effects can inflict a Status Effect of a tier equal to [Wind Enhancement -2] appropriate for the current panel type. - When the user pushes or pulls a target, they may select a new panel type for the target, regardless of the level of Wind used. - Gain access to Wind Tier 2. At Lv 4, gain access to Wind Tier 3. - [Active Ability - Gale Storm] - The user can select new panel types for all participants from among currently active panel types. 3-CD between uses. - [Passive Ability - Wanderer] - The user can benefit from panel effects for 1 turn after moving from those panels, alongside the effects of their current panels.
Ω - Must be earned. Gain 1 additional Benefit from above. User gains Float Shoes, and can change panel types with one fewer Action. User's Non-Damaging Abilities and Attacks that push or pull targets inflict Moderate true damage per Tier of Wind applied.
- Toxin - Characters using this attribute wish to painfully and carefully dismantle their foes, coming equipped with abilities that allow them to debilitate their opponents and slowly but surely tear them down. Weaknesses: Shadow, Light Strengths: Summons, Wood
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- All Status Effects inflict an additional Pathetic [True Damage] times the user's [Toxin Enhancement] per turn. - The user increases the duration of all status effects by [Toxin Enhancement -2] turns. - Status Effects are each treated as 1 Tier lower for the purposes of determining their cost to add to attacks, except for Poison. - User can add Poison to attacks as though it were a Tier 0 Status Effect. At Level 4, Poison can be applied to attacks without a Natural Cooldown. - [Active Ability - Toxic Deluge] - Automatically apply one stack of Poison to all enemies. Poison cannot be restored for 1 turn. 3-Turn CD between uses. - [Passive Ability - Toxicant] - A single attack may be created with a status effect up to Tier 2 without any drawbacks required for adding that effect.
Ω - Must be earned. Gain 1 additional Benefit from above. User's Basic Attack inflicts a stack of Poison. User can select an additional Tier 2 or lower Status Effect to ignore the Natural Cooldown of.
[/PTab={tab-background-color:#6f00a9;}]
[PTab=Shadow]
- Shadow - Characters using this attribute are deft and stealthy, coming equipped with abilities that can pierce through defenses more readily and allow them to flit about the battlefield more swiftly. Weaknesses: Wind, Munitions Strengths: Toxin, Light
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- The user's Warp Cap of effective Actions is increased by their [Shadow Enhancement] - The user's attacks may gain [Lock On] without damage costs and for [Shadow Enhancement -2] fewer turns of required Cooldown. - The user's Warps always allows them to change Panel Types, regardless of their effective number of actions. - User can add Blind to attacks as though it were a Tier 1 Status Effect. At Level 4, they can add it to attacks as though it were a Tier 0 Status Effect, instead. - [Active Ability - Shadow Jump] - User adds [Lock On] to a single attack this turn, and may perform one additional attack action before returning to their starting point if they desire. 3-Turn CD between uses. - [Passive Ability - Assailant] - After Warping, or using a Lock-On effect, the user's next attack gains an [Intermediate Breaker] of choice.
Ω - Must be earned. Gain 1 additional Benefit from above. Adding additional evasions to limited attack shields, barriers, or warps costs 1 Multi-Use and +1-CD, regardless of the number of times applied. The user applies up to +2 Stacks of Multi-Use to Warps as desired.
[/PTab={tab-background-color:#a800f8;}]
[PTab=Summons]
- Summons - The tinkers and the commander of their own personal army, these individuals come equipped with abilities that augment their summoned entities, and allow them to summon more powerful structures more frequently. Weaknesses: Toxin, Bludgeon Strengths: Wind, Elec
At each Level, select one of the following benefits. Can gain up to 4 benefits in this way. Cannot select the same benefit twice.
- The user can apply +1 Stack of Multi-Use to Summon abilities as desired in-stats per [Summon Enhancement]. - The user gains a pool of [Summon Enhancement -2] Actions, which must be transferred into either Attack or Defense Actions to direct their summons. - Augmenting a summon's attacks with additional damage can be done with 2-Turn CD worth of effects, rather than 3-Turn CD. - User's Summon Baseline Health and Cap is increased by an Incredible Amount. At Lv 4, Summon Health Baseline and Cap is increased by an additional Immense amount. - [Active Ability - Fortify] - Restore a High amount of health to a single summoned entity, and allow it to sustain against 1 additional attack or effect that would destroy it. 3-Turn CD between uses. - [Passive Ability - Creationist] - When applying the Summoner's Sacrifice, the affected summons gain one additional innate attack action.
Ω - Must be earned. Gain 1 additional Benefit from above. One active summon effect can ignore the Mandatory Cooldown rule at a time. The user's summons with attacks do not need any damage levels worth of drawbacks added to their attacks.
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