- Gender:
- Male
- Birthday:
- Dec 8, 1993 (Age: 30)
Shadowtank
Member, Male, 30
- Shadowtank was last seen:
- Mar 6, 2019
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About
- Gender:
- Male
- Birthday:
- Dec 8, 1993 (Age: 30)
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Name: Dragonkin Alchemist
Dragonkin - Alchemist (Water)
ID: #107
Skills: Alchemy (★); Preach (★);
Leader Skill: Dragonkin Aura [Small Increase in Dragonkin's Stats]
HP: 11
Atk: 4
Spd: 3
Alchemy:
Makes a random alchemy:
Healing Potion - Heals 5x★ HP.
Doping Potion - Increases attack by a (★small, ★★medium, ★★★great) margin. Lasts 1 turn.
Molotov Cocktail - Gives 4x★ fire damage to all enemies.
3 turn cooldown.
Preach:
Gives a (★small, ★★, medium, ★★★great) boost to skill damage. Lasts 1 turn.
3 turn cooldown.Name: Lizardman Raider
Monster - Rider (Water)
ID: #78
Skills: Charge (★); Roar(★);
HP: 11
Atk: 7
Spd: 4
Weapon:
Name: Steel Short Spear
ID: #222
Skill: Charging Weapon [Small increase to charging skills]
HP: + 2
Atk: + 2
Spd: + 1
Charge:
Deals (80% + 10% for each start) your attack. Has increased priority.
2 turn cooldown.
Roar:
Gives a (★small, ★★medium, ★★★great) boost to attack. Lasts 1 turn.
3 turn cooldown.Name: Beastkin Guard
Beastkin - Knight (Earth)
ID: #50
Skills: Protect (★);
HP: 11
Atk: 2
Spd: 2
Protect:
Reduces by a (★small, ★★medium, ★★★great) quantitie the next damage taken.
1 turn cooldown.Name: Elf Archer
Elf - Archer (Wind)
ID: #86
Skills: Aim (★); Snipe (★);
HP: 11
Atk: 4
Spd: 5
Aim:
Takes aim for a turn. Next attack or skill will have a (★small, ★★medium, ★★★great) boost.
2 turn cooldown.
Snipe:
Snipes an target of lower speed. Deals (110 + 20% for each star) you attack.
3 turns cooldown.Name: Elf Druid
Elf - Priest (Earth)
ID: #89
Skills: Earth (★); Treatment (★);
HP: 11
Atk: 4
Spd: 3
Earth:
Deals your attack +10% for each star as Earth Damage.
1 turn cooldown.
Treatment:
Heals a single ally by (40% + 10% for each star) your attack.
2 turns cooldown.
(C) Orc Philosopher,(C) Elf Thief,(C) Beastkin Cook(C) Wooden Spoon,(C) Kunai
Aim:
Takes aim for a turn. Next attack or skill will have a (★small, ★★medium, ★★★great) boost.
2 turn cooldown.
Alchemy:
Makes a random alchemy:
Healing Potion - Heals 5x★ HP.
Doping Potion - Increases attack by a (★small, ★★medium, ★★★great) margin. Lasts 1 turn.
Molotov Cocktail - Gives 4x★ fire damage to all enemies.
3 turn cooldown.
Blow:
Deals your attack +10% for each star.
1 turn cooldown.
Bless:
Raises one target attack by a (★small, ★★medium, ★★★great) margin and gives a (★small, ★★medium, ★★★great) reduction on damage taken. Lasts 1 turn.
3 turn cooldown.
Brew:
Makes a random brew:
Ale - Increases attack by a (★small, ★★medium, ★★★great) margin. Lasts 1 turn.
Tea - Heals 5x★ HP.
Coffee - Gives increased priority for 1x★ turns.
3 turn cooldown.
Bulk up:
Gives a (★medium, ★★great, ★★★epic) boost to attack. Lasts 1 turn.
4 turn cooldown.
Charge:
Deals (80% + 10% for each start) your attack. Has increased priority.
2 turn cooldown.
Craft:
Makes a random craft:
Bomb - Gives 5x★ earth damage to all enemies.
Rope - Binds* the target for 1x★ turns.
Bandage - Heals 4x★ HP.
3 turn cooldown.
*Binded characters can’t attack, or use attack skills. Support skills are allowed.
Dance:
Dances a random dance:
Waltz - Charms one enemy.*
Ballet - Removes debuffs from party.
Swing - Gives a (★small, ★★medium, ★★★great) chance to avoid attacks. Lasts 1 turn.
3 turn cooldown.
*Charmed enemies can’t attack the one they’re infatuated.
Dark:
Deals your attack +10% for each star as Dark Damage.
1 turn cooldown.
Dice Roll:
Has 1 in 6 chance activate its effect. Once activated, the team will get a (★small, ★★medium, ★★★great) chance of dealing critical damage.* Lasts 1 turn.
3 turns cooldown.
*Critical damage deals 150% the normal damage.
Double Slash:
Deals 60% + 10% your attack for each star twice.
2 turn cooldown.
Drunk Steps:
Gives a (★small, ★★medium, ★★★great) chance to avoid attacks. Lasts 1 turn.
3 turn cooldown.
Earth:
Deals your attack +10% for each star as Earth Damage.
1 turn cooldown.
Expel:
Deals (50% + 10% for each star) your attack as Holy damage. Dispels buffs when cast on enemy. Dispel debuffs when cast on ally.
2 turn cooldown.
Familiar:
Summons a familiar. It’ll have 10 HP, 6 attack and 3 speed for each star. Lasts 2 turns or until killed.
4 turn cooldown.
Fire:
Deals your attack +10% for each star as Fire Damage.
1 turn cooldown.
Heal:
Heals all allies by (30% + 10% for each star) you attack.
2 turn cooldown.
Heavy Blow:
Deals your attack + 20% for each star. Has decreased priority.
2 turn cooldown.
Heavy Slash:
Deals your attack + 20% for each star. Has decreased priority.
2 turn cooldown.
Hide:
Hides from the enemies.* Lasts 1 + 1x★ turns.
2 turn cooldown.**
*Can’t be attacked until attacks or until the effect wears off.
**Cooldown start from when you exit the hidden state.
High Familiar:
Summons a High Familiar. It’ll have 20 HP, 12 attack and 6 speed for each star. Lasts 3 turns.
5 turn cooldown.
Holy:
Deals your attack +10% for each star as Holy Damage.
1 turn cooldown.
Iai:
Waits for a turn. Deals (★1,5x, ★★2x, ★★★ 2,5x) your attack.
3 turn cooldown.
Iron Punch:
Deals your attack + 20% for each star. Has decreased priority.
2 turn cooldown.
Land Slash:
Deals (70% + 10% for each star) of your attack. Has increased priority.
1 turn cooldown.
Lead:
Gives a (★small, ★★ medium, ★★★great) boost to attack. Lasts 2 turns.
3 turn cooldown.
Meal:
Makes a meat that heals all the allies by 4 every turn for 2 + 1x★ turns.
Pierce:
Deals you attack + 10% for each star. Ignores damage reductions.
2 turn cooldown.
Pinpoint:
Gives a sure critical attack on the next attack or skill.
Can only be cast once per battle.
Preach:
Gives a (★small, ★★, medium, ★★★great) boost to skill damage. Lasts 1 turn.
3 turn cooldown.
Protect:
Reduces by a (★small, ★★medium, ★★★great) quantitie the next damage taken.
1 turn cooldown.
Pry:
If the enemy is hidden, uncovers its hidden effect. If is not hidden, gives a (★small, ★★medium, ★★★great) chance to give a critical attack.* Lasts 1 turn.
3 turn cooldown.
*Critical damage deals 150% the normal damage.
Quickshot:
Deals (70% + 10% for each star) your attack. Has increased priority.
1 turn cooldown.
Roar:
Gives a (★small, ★★medium, ★★★great) boost to attack. Lasts 1 turn.
3 turn cooldown.
Sing:
Sings a random song:
Lullaby - Makes one enemy sleep.*
Bolero - Increases attack by a (★small, ★★medium, ★★★great) margin.
Serenade - Gives a (★small, ★★medium, ★★★great) chance to avoid attacks. Lasts 1 turn.
3 turn cooldown.
*Sleeping enemies can’t act at all.
Slash:
Deals your attack +10% for each star.
1 turn cooldown
Snipe:
Snipes an target of lower speed. Deals (110 + 20% for each star) you attack.
3 turns cooldown.
Spirit:
Deals your attack +10% for each star as Spirit Damage.
1 turn cooldown.
Steal:
Has 30% + 10% for each star of disarming an enemy.
2 turn cooldown.
Support:
Gives a (★small, ★★medium, ★★★great) to one ally’s attack. Lasts 1 turn.
2 turn cooldown.
Swift Slash:
Deals (70% + 10% for each star) of your attack. Has increased priority.
1 turn cooldown
Temper:
Raises the efficiency of a weapon by a (★small, ★★medium, ★★★great) margin. Lasts 2 turns.
4 turn cooldown.
Treatment:
Heals a single ally by (40% + 10% for each star) your attack.
2 turns cooldown.
Water:
Deals your attack +10% for each star as Water Damage.
1 turn cooldown.
Wind:
Deals your attack +10% for each star as Wind Damage.
1 turn cooldown.Command:
Gives an great boost to allies’ attack and raises priority.
Can only be cast once per battle.
Knight's Tale:
Epic boost to Knight-class allies’ attack. Lasts 1 turn.
Can only be cast once per battle.
Majesty:
Gives a great boost to attack and gives medium damage reduction to all the team. Lasts 3 turns.
Can only be cast once per battle.
Ocean Slash:
Waits 2 turns. After that, gives twice the attack as damage to all enemies.
Can only be cast once per battle.
Pinpoint:
Gives a sure critical attack on the next attack or skill.
Can only be cast once per battle.
Release Potential:
Raises the weapon level to the max. If is a SR and it’s at max level already, raises it to SSR.
Can only be cast once per battle.
Revive:
Revives a team member that died in battle.
Can only be cast once per battle.
Sacrifice:
Sacrifices half the current HP to give a twofold attack damage on a single enemy with 20% chance of critical.
Can only be cast once per battle.Break Cage:
Gives a great (epic against High Race) boost to attack and medium chance to deal critical damage. As price, gives a great increase to damage taken. Lasts 2 turns.
4 turn cooldown.
Dispel:
Dispels a debuff on ally or a buff on enemy. The buff or debuff dispeled are random.
2 turn cooldown.
Fail-not:
Aims and shots at an target of lower speed. Deals (110 + 10% for each star) you attack. Ignores dodge chance.
3 turns cooldown.
Guillotine:
Deals your attack + 30%x★. Has (★small, ★★medium) chance of deal critical.
3 turn cooldown.
Hearthunt:
Applies the effect of Hearthunt* to the next attack or skill used.
4 turn cooldown.
*Hearthunt makes the next attack or skill deal 20% more damage.
Homunculus:
Summons a random animal homunculus:
Bear: 18 HP; 8 Atk; 1 Spd.
Wolf: 14 HP; 12 Atk; 3 Spd.
Eagle: 12 HP; 9 Atk; 6 Spd.
Lasts 3 turns
Rune Pierce:
Deals you attack + 30% for each star in elemental damage, depending on the unit element*. Ignores damage reductions.
3 turn cooldown.
Saint Slash:
Deals your attack + 40% for each star in Holy Damage. Has decreased priority.
3 turn cooldown.
Shadow Rush:
If hidden, deals (80% + 10% for each star) of your attack in Dark Damage with great chance of critical. Has increased priority.
3 turn cooldown.
Triple Slash:
Deals 50% + 10% your attack for each star twice. Has small chance of critical.
3 turn cooldown.
Undead:
Brings back one unit from death as an undead*.
3 turn cooldown.
*Undeads take extra (+20%) damage from Holy and reduced (-10%) damage from Dark and Spirit. This effect can only be applied once per unit.