Rubedo Tsunayoshi Alaberti is a Planeswalker, championed by Aizen Sosuke, then later by Katanas DeValle, in the Clouded Horizons series.
Rubedo Tsunayoshi Alaberti The Impact
|
Rubedo using his Zero Point Breakthrough.
|
Character Profile
|
DOB:
|
{{{dobDay}}}, {{{dobYear}}}
|
Age:
|
Expression error: Unrecognized punctuation character "{".
|
Race:
|
Hume
|
Gender:
|
Male
|
Profession:
|
Adept Rogue
|
Theme:
|
Riddles in the Dark (Morlia Gallery)
|
Artist:
|
Red Tailed Fox, Xaleph
|
Planeswalker Information
|
Championed By:
|
Katanas DeValle
|
Year Endorsed:
|
2147
|
Additional Information
|
Birth Realm:
|
Eighth Realm
|
|
|
Personnel Information
Biography
- "Those eyes of his...it's like looking into the heart of a furnace and seeing a cold block of ice amidst the flame."
- ―Instructor Georg to Instructor Lucretia
Born on July 2nd, 2134, Rubedo Tsunayoshi Alaberti was born into the nobility of the Dollet Dukedom. He was, for a short time, a candidate to be wed to the young heiress, Maya D'Angelo, but at the last minute, his family stopped lobbying for the honor when a representative of a well connected organization warned them off.
Since then, Rubedo's life has been one of mixed blessings. His father, when he would come home from his many trips, would bring back miscellaneous items: Trabian toys, Galbadian chocolates, and even Estharian books. His mother, on the other hand, was brutal in her enforcement of strict education and proper etiquette.
Under such an environment, it wasn't long until he attempted to run away. At the age of 13, Rubedo escaped from Dollet, boarding a train and following its tracks wherever it would lead him. Unbeknownst to him, however, he had boarded a train with the rising acolyte Katanas DeValle on it, as well as the future Headmaster of Trabia Garden himself, Darius DeValle, Sr.
The train, destined for Esthar, was hijacked halfway through its journey by a terrorist organization known only as the Dark Brotherhood. Although taken by surprise, the SeeD onboard were quick to respond, holding back the Brotherhood, but they were handicapped by how many passengers were onboard.
Katanas, who was battling a trio of them, a wide grin on his face while the Senior, seated behind him, grunted at the news in the business section, lost his footing as the train was forced to a stop. Although equally unbalanced, the three members managed to correct themselves before the elder DeValle, and one made to strike the still rising SeeD.
Rubedo, who had been seated the entire time, watching in stunned disbelief, shouted for Katanas to rise, running and tackling the Brotherhood member with his own body. Though they were surprised by the sudden action, they reacted quickly, stabbing the youth nearly to death.
In their distraction, they never saw Katanas finish rising, and they never saw the blade that cleaved their heads clean off their shoulders.
Though it took time, eventually the SeeD forces were able to rout the Brotherhood, many finding themselves restrained or outright tossed off the train and into the water below.
Rubedo, bleeding out, almost didn't notice how time seemed to stop around him, and as he lost consciousness, the last thing he saw was a man dressed in white robes, hair swept back with one lock defiantly at the fore and a haughty expression of cold calculation on his features.
From then on, he knew freedom, both as a SeeD under Trabia Garden and as one of the select few Planeswalkers under Aizen Sosuke.
Personality
- "Where Ancients tread, I follow."
- ―Rubedo Alaberti
- "Kisses like sweet liquor, demeanor an army couldn't rout. Try to live to his standards? You may as well tear your heart out."
- ―Silvia Conrad, reciting poetry based off her short relationship with Rubedo
Rubedo is a quiet, thoughtful person. Preferring to think before acting, he comes across as the eye amidst the storm. However, people are quick to assume his silence is passivity, from which they are quicker to see his explosive temper. The first thing people learn about Rubedo is that his anger is a palpable force, boiling beneath the surface, held in check only by his impressive self-control.
That said, he is also one of the most loyal Planeswalkers of the Eighth Realm. He has followed Katanas unfailingly since the now-Overlord set his plans into motion, despite not knowing all of the parts. He considers, now, such a friendship a calculated risk, but the odds have always favored the Divider of the Azure Sky.
To those unfamiliar to him, he may seem aloof and detached, and his unnerving orange eyes rarely show emotion. To those who have accepted him for what he is, they find an informed comrade, an unusual fair-weather friend who will risk his life to see a commitment to its end.
Combat Information
- "I've watched you long enough. Now it's my turn."
- ―Rubedo, to Manes
Rubedo takes analytical combat to a new level. Calm and composed, he watches his opponent's movements and actions very carefully, fighting defensively until he's decided upon the best course of action. He generally has an answer for any situation he finds himself, allowing him to expend the least amount of energy possible over the course of a fight.
When he moves onto the offensive, he relies on hand-to-hand attacks and enhancing spells, both offensive and defensive in nature. He has a high level of mobility on the battlefield, utilizing Haste magic in addition to his Planeswalker Blink spell, and even aerial enemies aren't out of his reach.
Rubedo's signature technique, the Zero Point Breakthrough, is a powerful, defensive-minded modal spell. Shatter mode creates a ward which freezes all magic cast within its zone of effect, damaging the caster as well. The Custom mode is an enchantment that negates magic damage, converting it into energy which can be used to boost his next physical or magical attack.
Another technique he uses fairly often is his X-Burner, a large, concentrated beam of fire magic that packs a big punch but an equally long wind up. Considered his finisher, he only uses this technique if he's certain he'll either inflict enough damage to turn the tide or end the encounter entirely.
A final personal technique he has developed is called the Dying Will. When he's taken a certain amount of damage in battle, he can force his body past its normal limitations. His Dying Will manifests itself as visible flames, one hovering before his forehead, the others appearing to emanate from his gloves. This state allows him to continue fighting even when he has suffered a great deal of punishment, but invoking it puts its own strain on the body. He uses it sparingly - although it greatly reduces the damage he takes while also increasing the damage he deals, if he's forced out of it prematurely, he suffers the strain twofold.
Character Attributes
Experience
- Hume (200)
- Adept Rogue (150)
- Taekwon Master (75)
Attributes
- Stamina: 15,897
- Mana: 6,458
- Strength: 10,176
- Vitality: 5,340
- Mind: 6,210
- Spirit: 5,340
- Luck: 5,342
- Agility: 7,327
- Dexterity: 7,452
- Accuracy: 9,936
Transcendence
- Adaptability: 15
- Coordination: 12
- Mastery: 10
Rankings
- Melee Grade: S+
- Magic Grade: S
- Ranged Grade: A+
- Overall Threat: S
Registered Equipment
Active Equipment
Melee
- Main Weapon Damage: 67
- Main Weapon Delay: 2.4 second(s)
Ranged
- Main Weapon Damage: 0
- Main Weapon Delay: Not Equipped
Defensive
- Armor Defense: 36
- Shield Defense: 0
- Accessory 1 Defense: 2
- Accessory 2 Defense: 2
Ability Information
Racial Traits
Hume
Active
- Sprint - Skill. Increases Agility by 25%.
- Inspire - Shout. Initial effect: Restores 15% Stamina. Timed effect: Restores 2% Stamina every second.
- Dodge - Stance. Evades the next physical attack.
Passive
- 2 pips Stamina regen.
- 2 pips Mana regen.
- Environmental Adaptability
- +5% Fire Affinity.
- +5% Ice Affinity.
- +5% Spirit.
- +5% Stamina restoration.
- -10% Poison (effect) Resistance.
- -10% Disease (effect) Resistance.
Unique Traits
Planescape
Active
- Transition - Spell. Bestows Blink and Vanish status.
- Planeshift - Spell. Opens a pathway between planes.
- Blink - Spell. Teleports the user over a short distance.
- Home Point - Spell. The user gains the benefits of the current plane as though they were native to it.
- Peel from Reality - Spell. Inflicts Banish status.
- Warp Seal - Glyph. Suspend the next spell for 20 seconds.
- Phase - Enchantment. The user's attacks gain Manalink. Causes the user to become incorporeal. End effect: Inflicts Weakness status.
- Planar Lockout - Ward. Prevents all forms of extradimensional travel.
Passive
- +3 pips Stamina regen.
- +3 pips Mana regen.
- The user is able to detect and track magical auras.
- The user is able to detect and track spiritual auras.
- The user is able to avoid magic detection by supressing their magic aura.
- +15% Magic Defense.
- +10% spell duration.
- +10% Magic Defense penetration.
- Abilities are 33% harder to interrupt.
Class Traits
Variation
Active
- Avatar of Grace - Form. The user becomes a Water Elemental. Increases Agility and Evasion by 20% and sets Accuracy to 255%. Chroma: Whenever the user lands a Critical Hit, deals +1.52x Water damage and bestows Haste and Blink status.
- Avatar of Endurance - Form. The user becomes a Lightning Elemental. Increases Stamina by 33% and reduces physical damage received by 10%. Chroma: Whenever the user deals physical damage, deals +1.3x Lightning damage. Has a 11% chance to inflict Stun status.
- Avatar of Searing - Form. The user becomes a Fire Elemental. Increases Strength by 25% and causes abilities to cost +9% Stamina. Chroma: Whenever the user activates a skill that deals Fire damage, deals +3 Fire damage for each point of Stamina used to activate the skill.
- Way of the Master - Enchantment. Must be a Water Elemental. Increases Critical Hit chance by 9%. Chroma: Whenever the user lands a Critical Hit, restores 3% Stamina.
- Engender Ire - Stance. Must be a Lightning Elemental. Increases Threat generation of physical attacks by 47%.
- Scorch - Melee attack. Must be a Fire Elemental. Deals 1.2x Fire damage. Inflicts Heat status.
- Agile Rejoinder - Dual attack. Must be a Water Elemental. Strikes 6 times. Each hit deals 0.5x Lightning damage.
- Inflame - Melee attack. Must be a Fire Elemental. Deals half Fire damage. Chroma: If any other Fire damage was dealt before this skill, deals +1.9x Fire damage to all.
- Return the Favor - Stance. Must be a Lightning Elemental. Chroma: Whenever the user receives physical damage, the user counter-attacks.
- Swift Stroke - Dual attack. Must be Water Elemental. Strikes 4 times. Each hit has a +6% Critical Hit chance.
- Staggering Blow - Melee attack. Must be a Lightning Elemental. Deals +0.63x physical damage. Chroma: If the user is in a Stance, inflicts Weakness status.
- Staccato - Dual attack. Must be a Water Elemental. Strikes 15 times. Each hit deals 0.15x physical damage.
- Fireball - Spell. Must be a Fire Elemental. Deals 1.25x Fire damage. Has Suspend, 20 seconds. Chroma: If this spell was suspended, deals 2.19x Fire damage.
- Controlled Burn - Enchantment. Chroma: While Stamina is above 43% and while the user maintains it, increases Mana regen by 4 pips and damage by 19%.
- Against the Odds - Shout. Must be a Lightning Elemental. Chroma: If Stamina drops below 10%, grants Persist for 30 seconds.
- Survival Instinct - Enchantment. Grants a 30% chance to prevent damage and sets Poison (effect) resistance to 95%.
- Rain of Embers - Spell. Must be a Fire Elemental. Deals 2.5x Fire damage to all. Inflicts Confuse and Heat status.
Passive
- Luck +: Rank IV - Increases Luck by 50%.
- Critical +: Rank IV - Increases Critical Hit chance by 8%.
- Agility +: Rank III - Increases Agility by 35%.
- Strength +: Rank III - Increases Strength by 35%.
- Dexterity +: Rank III - Increases Dexterity by 35%.
- Fear Resist: Rank II - Increases Fear (effect) Resistance by 10%.
- Parry +: Rank II - Increases Parry Skill by 4%.
- Melee +: Rank II - Increases Melee Affinity by 20%.
Required Virtues
- Empathy - Virtue that increases Fear (effect) Resistance by 6%, Luck by 60, and Stamina regen by 2 pips.
- Fortitude - Virtue that increases Strength by 60, Disease (effect) Resistance by 6%, and Poison (effect) Resistance by 6%
- Patience - Virtue that increases Wound (effect) Resistance by 6%, Magic Defense by 10%, and Mana regen by 2 pips.
Taekwondo
Active
- Sphere of Might - Hand-to-Hand attack. Deals +2,037 Fire damage to frontline enemies.
- Hammer of Might - Hand-to-Hand attack. Deals +1,019 Fire damage to all enemies.
- Electric Fists - Hand-to-Hand attack. Strikes 3 times. Each hit deals 2,547 Lightning damage. Inflicts Paralyze status.
- Aerial Assault - Hand-to-Hand attack. Deals +2,037 physical damage and 3,056 Mana damage. Double damage against aerial foes.
- Crescent Locus - Hand-to-Hand attack. Deals +3,056 Wind damage.
- Triple Kick - Hand-to-Hand attack. Strikes 3 times. Each hit deals 2,801 Wind damage.
- Acrobat Locus - Hand-to-Hand. Strikes 2 times. Each hit deals 4,074 physical damage. Inflicts Disable status.
- Avenger Charge - Hand-to-Hand. Strikes 2 times. Each hit deals 4,074 Fire damage to an enemy. Inflicts Immobilize status.
Passive
- Martial Arts Mastery: Rank II - Increases Hand-to-Hand damage by 15% and decreases delay by 10%.
- Combo Mastery: Rank II - Increases the damage of multi-hit attack skills by 10%.
- Stamina +: Rank III - Increases Stamina by 35%.
- Strength +: Rank III - Increases Strength by 35%.
- Melee +: Rank III - Increases Melee Affinity by 35%.
- Spirit +: Rank II - Increases Spirit by 20%.
- Agility +: Rank II - Increases Agility by 20%.
- Parry +: Rank II - Increases Parry Skill by 4%.
- Vitality +: Rank I - Increases Vitality by 10%.
- Accuracy +: Rank I - Increases Accuracy by 10%.
- Magic +: Rank I - Increases Magic Affinity by 10%.
- Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
Blitz
Active
- Boost - Skill. Increases the damage of the next melee attack by 15%.
- Repeating Punch - Hand-to-Hand attack. Strikes 3 times. Each hit deals 2,037 physical damage.
- Counterstance - Stance. Increases Parry Efficiency by 20%, but decreases Melee Defense 25% while active.
- Doom Fist - Hand-to-hand attack. Deals +1,783 physical damage. Inflicts Doom status.
- Chakra - Skill. Removes common negative status effects from the user and restores 15% Stamina.
- Formless Strikes - Stance. Physical attacks become magic attacks for the duration.
- Chi Blast - Spell. Deals 4,084 Holy damage.
Passive
- Martial Arts: Rank IV - Decreases the delay of Hand-to-Hand attacks by 20%.
- Unarmed Strength - Increases Melee Damage by 15% and Strength by 10% when fighting unarmed.
- Counter - Counter-attacks after a successful parry.
- Stamina +: Rank III - Increases Stamina by 35%.
- Strength +: Rank III - Increases Strength by 35%.
- Melee +: Rank III - Increases Melee Affinity by 35%.
- Spirit +: Rank II - Increases Spirit by 20%.
- Agility +: Rank II - Increases Agility by 20%.
- Parry +: Rank II - Increases Parry Skill by 4%.
- Vitality +: Rank I - Increases Vitality by 10%.
- Accuracy +: Rank I - Increases Accuracy by 10%.
- Magic +: Rank I - Increases Magic Affinity by 10%.
- Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
Equipment
- Gauntlets - Can equip Gauntlets.
- Claws - Can equip Claws.
- Polearm Weapons - Can equip Polearm-class weapons.
- Light Armor - Can equip Light Armor.
Red Magic
Active
- Doublecast - Glyph. Casts two spells simultaneously.
- Convert - Glyph. Switches the user's current Stamina and Mana.
Passive
- Spell Affinity: Elemental - Can cast Elemental spells.
- Spell Affinity: Enfeebling - Can cast Enfeebling spells.
- Spell Affinity: Enhancing - Can cast Enhancing spells.
- Spell Affinity: Healing - Can cast Healing spells.
- Fast Cast: Rank IV - Decreases spell activation and reactivation time by 20%.
- Mind +: Rank III - Increases Mind by 35%.
- Spirit: Rank III - Increases Spirit by 35%.
- Clear Mind: Rank III - Increases Mana regen by 3 pips.
- Strength +: Rank II - Increases Strength by 20%.
- Vitality +: Rank II - Increases Vitality by 20%.
- Disease Resist: Rank II - Increases Disease (effect) Resistance by 10%.
- Stamina +: Rank I - Increases Stamina by 10%.
- Mana +: Rank I - Increases Mana by 10%.
- Melee +: Rank I - Increases Melee Affinity by 10%.
- Magic +: Rank I - Increases Magic Affinity by 10%.
- Auto-Refresh: Generates constant Refresh status upon the user.
Magic
- Water II - Elemental spell. Deals 4,173 Water damage to an enemy.
- Aero II - Elemental spell. Deals 4,173 Wind damage to an enemy.
- Quake II - Elemental spell. Deals 4,173 Earth damage to an enemy.
- Scourge - Enfeebling spell. Deals 3,892 magic damage to all enemies. Inflicts Sap status.
- Cure II - Healing spell. Restores 4,173 Stamina to a target.
- Raise - Healing spell. Revives an ally with 25% Stamina.
- Regen - Enhancing spell. Bestows Regen status upon an ally.
- Refresh - Enhancing spell. Bestows Refresh status upon an ally.
- Esuna - Healing spell. Removes all negative status effects from an ally.
- Dispel - Enfeebling spell. Inflicts Dispel status upon an enemy.
- Dia III - Enfeebling spell. Deals 4,967 Holy damage to an enemy. Inflicts Shear status.
- Diaga - Enfeebling spell. Deals 4,686 Holy damage to all enemies. Inflicts Shear status.
- Protect - Enhancing spell. Bestows Protect status upon an ally.
- Shell - Enhancing spell. Bestows Shell status upon an ally.
- Blind - Enfeebling spell. Inflicts Blind status upon an enemy.
- Silence - Enfeebling spell. Inflicts Silence status upon an enemy.
- Sleep - Enfeebling spell. Inflicts Sleep status upon an enemy.
- Poison - Enfeebling spell. Inflicts Poison status upon an enemy.
- Paralyze - Enfeebling spell. Inflicts Paralyze status upon an enemy.
- Oil - Enfeebling spell. Inflicts Oil status upon all enemies.
- Haste - Enhancing spell. Bestows Haste status upon an ally.
- Slow - Enfeebling spell. Inflicts Slow status upon an enemy.
- Disable - Enfeebling spell. Inflicts Disable status upon all enemies.
- Immobilize - Enfeebling spell. Inflicts Immobilize status upon all enemies.
Equipment
- Light Melee Weapons - Can equip Light Melee weapons.
- Magic Weapons - Can equip Magic-class weapons.
- Bow Weapons - Can equip Bow and Crossbow weapons.
- Robes - Can equip Robes.
- Light Armor - Can equip Light Armor and Round Shields.
- Medium Armor - Can equip Medium Armor and Kite Shields.
Flimflam
Active
- Steal: Gil - Skill. Attempts to steal Gil from an enemy.
- Blinding Dust - Hex. Reduces an enemy's Accuracy by 20% and Agility by 10%.
- Steal: Item - Skill. Attempts to steal a random item from an enemy.
- Flee - Skill. 75% Chance to escape from battle.
- Enrage - Hex. Causes an enemy to ignore accrued Threat and attack targets at random.
- Steal: Equip - Skill. Attempts to steal a random piece of equipment from an enemy.
- Sneak Attack - Attack skill. User must have Vanish status. Results in a 7x Critical Hit.
- Steal: Heart - Skill. Attempts to steal 15% Stamina from an enemy.
- Steal: Soul - Skill. Attempts to steal 15% Mana from an enemy.
- Cure Poison - Skill. Removes Poison, Sap, and Blind status from an ally.
- Exploit Opening - Melee attack. Inflicts Stun status upon an enemy. Opens a Link attack.
- Addle - Hex. Interrupts an enemy's action. Doubles the activation time of abilities.
Passive
- Treasure Hunter - Increases the rare item drop rate of enemies by 50%.
- Gilfinder - Increases the amount of Gil received in battles by 250%.
- Triple Attack - Gives a 33% chance to strike three additional times.
- Accuracy +: Rank III - Increases Accuracy by 35%.
- Agility +: Rank III - Increases Agility by 35%.
- Dexterity +: Rank III - Increases Dexterity by 35%.
- Mind +: Rank II - Increases Mind by 20%.
- Poison Resist: Rank II - Increases Poison (effect) Resistance by 10%.
- Fear Resist: Rank II - Increases Fear (effect) Resistance by 10%.
- Stamina +: Rank I - Increases Stamina by 10%.
- Strength +: Rank I - Increases Strength by 10%.
- Disease Resist: Rank I - Increases Disease (effect) Resistance by 5%.
- Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%.
- Two-Weapon Fighting - Reduces the delay when wielding two weapons by 10%.
Equipment
- Light Melee Weapons - Can equip Light Melee weapons.
- Bow Weapons - Can equip Bow and Crossbow weapons.
- Gun Weapons - Can equip Gun weapons.
- Gauntlets - Can equip Gauntlets.
- Thrown Weapons - Can equip Throwing Weapons.
- Handbombs - Can equip Handbombs.
- Light Armor - Can equip Light Armor.
Art of War
Active
- Provoke - Shout. Inflicts Provoke status.
- Rend Power - Melee attack. Deals +1,783 physical damage. Inflicts Fear status.
- Rend Armor - Melee attack. Deals +1,783 physical damage. Inflicts Expose status.
- Flametongue - Melee Attack. Deals +1,019 Fire damage.
- Ice Brand - Melee attack. Deals +1,019 Ice damage.
- Defender - Stance. Increases Physical Defense by 25%. Decreases Melee Damage by 25%.
- Rend Speed - Melee attack. Deals +1,783 physical damage. Inflicts Cripple status.
- Rend Magic - Melee attack. Deals +1,783 physical damage. Inflicts Sap status.
- Thunder Blade - Melee attack. Deals +1,019 Lightning damage.
- Liquid Steel - Melee attack. Deals +1,019 Water damage.
- Warcry - Shout. Increases all allies' Melee Damage by 25%.
- Aggressor - Stance. Increases Melee Damage by 25%. Decreases Physical Defense by 25%.
- Delay Buster - Melee attack. Increases an enemy's weapon delay by 15%.
- Heavy Blow - Melee attack. Inflicts Deep Wound status. Inflicts Weakness status.
Passive
- Armor Focus - Reduces received physical damage by 10%.
- Double Attack - Gives a 33% chance of attacking twice at once.
- Stamina +: Rank III - Increases Stamina by 35%.
- Vitality +: Rank III - Increases Vitality by 35%.
- Block +: Rank III - Increases Block Skill by 6%.
- Strength +: Rank II - Increases Strength by 20%.
- Parry +: Rank II - Increases Parry Skill by 4%.
- Melee +: Rank II - Increases Melee Affinity by 20%.
- Agility +: Rank I - Increases Agility by 10%.
- Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
- Critical +: Rank I - Increases Critical Hit chance by 2%.
- Ranged +: Rank I - Increases Ranged Affinity by 10%.
Equipment
- Light Melee Weapons - Can equip Light Melee weapons.
- Heavy Melee Weapons - Can equip Heavy Melee weapons.
- Polearm Weapons - Can equip Polearm weapons.
- Bow Weapons - Can equip Bow and Crossbow weapons.
- Light Armor - Can equip Light Armor.
- Medium Armor - Can equip Medium Armor.
- Heavy Armor - Can equip Heavy Armor.
Imagery
Active
- Enhancing Seal - Glyph. The next Enhancing spell lasts twice as long.
- Greater Seal - Glyph. The next Weapon spell affects all allies.
Passive
- Manastrike - Adds 987 Mana damage to attacks.
- Return Magic - Grants a 25% chance to counter magic damage.
- Masterful Elemancy: Rank IV - Increases all elemental affinities by 40%.
- Strength +: Rank III - Increases Strength by 35%.
- Mind +: Rank III - Increases Mind by 35%.
- Luck +: Rank III - Increases Luck by 35%.
- Melee +: Rank II - Increases Melee Affinity by 20%.
- Magic +: Rank II - Increases Magic Affinity by 20%.
- Block +: Rank II - Increases Block Skill by 4%.
- Stamina +: Rank I - Increases Stamina by 10%.
- Mana +: Rank I - Increases Mana by 10%.
- Agility +: Rank I - Increases Agility by 10%.
- Clear Mind: Rank I - Increases Mana regen by 1 pip.
Magic
- EnFire - Weapon spell. Adds 4,173 Fire damage to attacks.
- EnBlizzard - Weapon spell. Adds 4,173 Ice damage to attacks.
- EnThunder - Weapon spell. Adds 4,173 Lightning damage to attacks.
- EnWater - Weapon spell. Adds 4,173 Water damage to attacks.
- EnAero - Weapon spell. Adds 4,173 Wind damage to attacks.
- EnQuake - Weapon spell. Adds 4,173 Earth damage to attacks.
- EnHoly - Weapon spell. Adds 4,173 Holy damage to attacks.
- EnDark - Weapon spell. Adds 4,173 Dark damage to attacks.
- Barfira - Enhancing spell. Increases Fire affinity of all allies by 35%.
- Barblizzra - Enhancing spell. Increases Ice affinity of all allies by 35%.
- Barthundara - Enhancing spell. Increases Lightning affinity of all allies by 35%.
- Barwatera - Enhancing spell. Increases Water affinity of all allies by 35%.
- Baraera - Enhancing spell. Increases Wind affinity of all allies by 35%.
- Barquakera - Enhancing spell. Increases Earth affinity of all allies by 35%.
- Barholyra - Enhancing spell. Increases Holy affinity of all allies by 35%.
- Bardarkra - Enhancing spell. Increases Dark affinity of all allies by 35%.
- Blaze Spikes - Enhancing spell. Enemies attacking target ally take 4,173 Fire damage.
- Ice Spikes - Enhancing spell. Enemies attacking target ally take 4,173 Ice damage.
- Shock Spikes - Enhancing spell. Enemies attacking target ally take 4,173 Lightning damage.
- Dread Spikes - Enhancing spell. Inflicts Drain Daze status upon enemies attacking target ally.
- Divinity Spikes - Enhancing spell. Inflicts Aspir Daze status upon enemies attacking target ally.
Intimidate
Active
- Rough Up - Melee attack. Deals +1 physical damage. Increases Threat by 25%.
- Box Job - Melee attack. Deals +1 Fire damage. 25% chance to steals an item.
- Drop A Dime - Skill. Transfers all Threat to an ally.
- Knock Off - Melee attack. 80% chance to inflict Death status. Depletes all Mana if successful.
- Sap Poison - Ranged attack. Deals +1 physical damage. Inflicts Sap and Poison status.
Passive
- Dexterity +: Rank III - Increases Dexterity by 35%.
- Parry +: Rank III - Increases Parry Skill by 6%.
- Melee +: Rank III - Increases Melee Affinity by 35%.
- Stamina +: Rank II - Increases Stamina by 20%.
- Strength +: Rank II - Increases Strength by 20%.
- Vitality +: Rank II - Increases Vitality by 20%.
- Agility +: Rank I - Increases Agility by 10%.
- Accuracy +: Rank I - Increases Accuracy by 10%.
- Ranged +: Rank I - Increases Ranged Affinity by 10%.
- Poison Resist: Rank I - Increases Poison (effect) Resistance by 5%.
Personal Abilities
Analysis
- Zero Point Breakthrough - Spell. Modal.
- Shatter - Ward. Freezes all magic cast within its zone of effect. The caster takes magic damage equal to 33% of the spell cost.
- Custom - Enchantment. Negates magic damage targeting the user. Negated damage is converted into Mana equal to 150% the amount.
- X-Burner - Spell. Deals 2.8x Fire damage to all enemies. Chroma: If an enemy has a positive status effect, inflicts Dispel.
- Dying Will - Form. Must be below 15...33% Stamina. Increases all attributes by 66%. Chroma: Whenever the user deals Fire damage, that damage is doubled.
Navigation