Lancer
"Surrender or die in obscurity!"
Crashing onto the battlefield in crested helm and dark metal armor, the Lancer is a shock trooper that shatters the courage of enemies with jaw-dropping assaults and soaring strikes. Dark magic, dragon breath, and five strikes in the blink of an eye - to the Lancer, anything's fair game!
The Lancer is a physical attacker class that specializes in tremendous burst damage. Magic offers a variety of attack options as well as a fistful of enfeebling effects, but the main workhorse is weapon techniques - Jump, Darkside, and Penta-Thrust all make for go-to kill moves. Meikyo Shisui doubles your output, but a Lancer drawing his weapon for a double strike never fails to draw enemy ire.
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Equipment
Katana, Greatsword, Spear, Heavy Armor, Shield
Bare
Strength: Heavy, Piercing, Evasion 1, Critical 1.
Blocking: Sealed (Evasion)
Defenses: Heavy
Style: Physical
Bonus: Pick one set
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Technique
Jump
AP: 130
Type: Action
Jump
Technique, Stance
Target: Self
60D F40
Jump Landing
Technique, Weapon
Target: Single
60D F20
Jump is performed as two actions. When the Lancer first uses Jump (60D F40), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Lancer immediately lands (60D F20), weapon-first, on the target, dealing weapon damage with a x1.5 Power multiplier. If the Lancer is equipped with a spear, the power multiplier is x2 instead. Jump is Ranged, no matter which weapon is used to perform it. In the Remodeling and Bare systems, rather than needing to equip "Spears" for the damage boost, they need only have a Heavy strength.
CoS: 80
High Jump
AP: 130
Type: Action
High Jump
Technique, Stance
Target: Self
60D F40
High Jump Landing
Technique, Weapon
Target: Group (Row)
80D F30
High Jump is performed as two actions. When the Lancer first uses High Jump (60D F40), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Lancer immediately lands (80D F30), weapon-first, near a row, letting off a shockwave which deals weapon damage with a x1.75 Power multiplier. If the Lancer is equipped with a spear, the power multiplier is x2 instead. High Jump is Ranged, no matter which weapon is used to perform it. In the Remodeling and Bare systems, rather than needing to equip "Spears" for the damage boost, they need only have a Heavy strength.
CoS: 80
Hyper Jump
AP: 130
Type: Action
Hyper Jump
Technique, Stance
Target: Self
60D F40
Hyper Jump Landing
Technique, Weapon
Target: Group
100D F40
Hyper Jump is performed as two actions. When the Lancer first uses Hyper Jump (60D F40), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Lancer immediately lands (100D F40), weapon-first, in the center of a group, letting off a shockwave which deals weapon damage with a x1.5 Power multiplier. If the Lancer is equipped with a spear, the power multiplier is x2 instead. Hyper Jump is Ranged, no matter which weapon is used to perform it. In the Remodeling and Bare systems, rather than needing to equip "Spears" for the damage boost, they need only have a Heavy strength.
CoS: 80
Boost Jump
AP: 130
Type: Action
Boost Jump
Technique, Stance
Target: Self
80D F55
Boost Jump Landing
Technique, Weapon
Target: Single
40D F15
Boost Jump is performed as two actions. When the Lancer first uses Boost Jump (80D F55), they leap off the battlefield and cannot be targeted by any action. They remain in the air until their next action, upon which the Lancer immediately lands (40D F15), weapon-first, on the target, dealing normal weapon damage. If the Lancer is equipped with a spear, the damage receives a power multiplier of x1.5 instead. Boost Jump is Ranged, no matter which weapon is used to perform it. In the Remodeling and Bare systems, rather than needing to equip "Spears" for the damage boost, they need only have a Heavy strength.
CoS: 100
Super Jump
AP: 130
Type: Action
Technique, Stance
Target: Special
30D F20 (25D F10)
Super Jump allows the Lancer to rescue an ally from danger by leaping out of the way. It consists of two actions - when the first 30D F20 action is performed, the Lancer grabs an ally and leaps out of the way, and the pair of them are considered to be up in the air and non-targetable until the Lancer acts once more, whereupon they land as a 25D F10 action. When performing Super Jump, if the selected ally has less delay than the delay the Lancer takes on from Super Jump, increase their delay to that number. (That is, if the Lancer rescues an ally with 12D from an angry dragon's fire breath with a 25D Super Jump, increase that ally's delay to 25D from 12D, since they can't act until they land.)
Super Jump may also be used without taking an ally along - in this case, the Dragoon simply leaps into the air for a while. It cannot be used upon an enemy target.
CoS: 100
Lancet
AP: 130
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 30
The Lancer's weapon glows red for a moment, then strikes into an enemy with intent to siphon its energy. Lancet deals weapon damage with a x0.66 Power multiplier to both the targets HP and weapon damage with a x0.33 power multiplier to the targets MP. Any damage dealt is then drained to the Lancer, restoring his HP and MP by the indicated amounts.
CoS: 80
Adjustment: +10 MP per tier above 1.
Night Sword
AP: 130
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 69
Night Sword inflicts normal weapon damage. In addition, the Lancer recovers HP equal to the amount of damage this attack deals.
CoS: 80
Adjustment: +23 MP per tier above 1.
Dusk Blade
AP: 130
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 27
Dusk Blade inflicts normal weapon damage to the targets MP. In addition, the Lancer recovers MP equal to the amount of damage this attack deals.
CoS: 80
Adjustment: +9 MP per tier above 1.
White Draw
AP: 130
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 30
The Lancers weapon glows white for a moment before they strike at a foe, pulling mana out of it and sending it spiraling through his parties formation. White Draw inflicts normal weapon damage, but to the target's MP. Any damage dealt is divided by the number of member of the party, and all members have that much MP restored.
CoS: 80
Adjustment: +10 MP per tier above 1.
Dark Wave
AP: 130
Type: Action
Technique, Weapon, Elemental: Shadow
Target: Group
10+[W]D F[W]
When Dark Wave is used, reduce the Lancer's Current HP by an amount equal to 25% of their Max HP. Dark Wave deals shadow-elemental weapon damage to the entire enemy party.
CoS: 80
Darkside
AP: 130
Type: Action
Technique, Weapon, Elemental: Shadow
Target: Single
[W]D F[W]
When Darkside is used, reduce the Lancer's Current HP by an amount equal to 25% of their Max HP. Darkside deals shadow-elemental weapon damage with x2 Power multiplier.
CoS: 80
Abyssal Blade
AP: 130
Type: Action
Technique, Weapon, Elemental: Shadow
Target: Group (Front Row)
5+[W]D F[W]
When Abyssal Blade is used, reduce the Lancer's Current HP by an amount equal to 35% of their Max HP. Abyssal Blade deals shadow-elemental weapon damage with x1.75 Power multiplier to the front row.
CoS: 80
Unholy Sacrifice
AP: 130
Type: Action
Technique, Weapon, Elemental: Shadow
Target: Group
10+[W]D F[W]
When Unholy Sacrifice is used, reduce the Lancer's Current HP by an amount equal to 45% of their Max HP. Unholy Sacrifice deals shadow-elemental weapon damage with x1.666 Power multiplier to the entire enemy party.
CoS: 80
Vorpal Thrust
AP: 130
Type: Action
Technique, Weapon
Target: Single
7+[W]D F[W]
The Lancer steps forward while thrusting for a weak point in his foes defenses. Vorpal Thrust deals normal weapon damage, and innately has two ranks of Critical.
CoS: 80
Sickle Moon
AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
10+[W]D F[W]
The Lancer quickly unleashes two attacks on the same target, with each hit dealing weapon damage with a x0.75 Power multiplier
CoS: 60
Crushing Blow
AP: 130
Type: Action
Technique, Weapon, Status: [[Seed Statuses#Stop|Stop
Target: Single
20+[W]D F10+[W]
Crushing Blow inflicts normal weapon damage and has an additional 50% CoS to inflict Stop (2).
CoS: 80
Penta Thrust
AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
10+[W]D F[W]
The Lancer quickly unleashes a flurry of attacks on the same target, letting off five hits which deal weapon damage with a x0.33 Power multiplier
CoS: 70
Shockwave
AP: 130
Type: Action
Technique, Weapon
Target: Group (Front Row)
5+[W]D F[W] MP: 60
The Lancer lashes out forcefully with his weapon, sending out a shockwave which deals weapon damage.
CoS: 80
Adjustment: +20 MP per tier above 1.
Shimmering Blade
AP: 130
Type: Action
Technique, Weapon, Elemental: Fire, Status: Confuse
Target: Single
[W]D F[W] MP: 45
Shimmering Blade deals weapon damage that is Fire elemental and has an additional 40% CoS to inflict Confuse (4)
CoS: 80
Adjustment: +15 MP per tier above 1.
Hoarfrost Blade
AP: 130
Type: Action
Technique, Weapon, Elemental: Ice, Status: Slow
Target: Single
[W]D F[W] MP: 45
Hoarfrost Blade deals weapon damage that is Ice elemental and has an additional 45% CoS to inflict Slow (4)
CoS: 80
Adjustment: +15 MP per tier above 1.
Skyfury Blade
AP: 130
Type: Action
Technique, Weapon, Elemental: Lightning, Status:Berserk
Target: Single
[W]D F[W] MP: 45
Skyfury Blade deals weapon damage that is Lightning elemental and has an additional 40% CoS to inflict Berserk (4)
CoS: 80
Adjustment: +15 MP per tier above 1.
Lifethread Blade
AP: 130
Type: Action
Technique, Weapon, Elemental: Shadow, Status: Condemn
Target: Single
[W]D F[W] MP: 45
Lifethread Blade deals weapon damage that is Shadow elemental and has an additional 40% CoS to inflict Condemn (4)
CoS: 80
Adjustment: +15 MP per tier above 1.
Wyrm Killer
AP: 130
Type: Action
Technique, Weapon
Target: Single
20+[W]D F[W]
After taking a moment to find the weak point on the foe, the Lancer then rushes forward to strike! If the target is a Dragon, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80
Arcana Killer
AP: 130
Type: Action
Technique, Weapon
Target: Single
20+[W]D F[W]
After taking a moment to find the weak point on the foe, the Lancer then rushes forward to strike! If the target is an Arcana, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80
Third Eye
AP: 130
Type: Action
Technique, Stance
Target: Single
40D F15
The Lancer takes up a guarded stance, ready to deflect any incoming blow. The Third Eye stance last until the next time the Lancer would normally be hit by a physical attack - instead, act as if the Lancer had been missed, regardless of the attacks CoS and end the stance.
CoS: 100
Meikyo Shisui
AP: 200
Type: Action
Technique, Multi-Action
Target: Varies
([T]+[T])x0.75D F[T] MP: 90
Select two Weapon Techniques - The Lancer then performs both of them with one action. All costs are paid as normal before either is used - including the additional 90 MP for the use of Meikyo Shisui, and the second technique is used after the first finishes resolving - this allows the target of the second technique to be chosen after seeing the result of the first. The Lancer takes on delay as if one technique was used after the other (The sum of the delays of the two component actions), and then applying a x0.75 multiplier to find the final delay. The total delay of this action can't be less than the Floor, which is the higher of the Floors of the two used techniques. Delay-affecting effects such as the Lancer's speed, Haste, Slow, Desperate Blows and Double Hand are applied to the two techniques separately.
Limit: Limit Breaks are not valid weapon techniques for Meikyo Shisui.
Adjustment: +30 MP per tier above 1.
Speed Surge
AP: 130
Type: Action
Technique, Weapon, Status: Speed Surge
Target: Single
[W]-10D F[W] MP: 51
The Lancer's weapon glows red for a moment - the Lancer then rushes forward to strike! Speed Surge deals weapon damage with a x0.5 Power multiplier, and places the hit target under Speed Surge (6) - treat this as a status effect. While the Speed Surge status is active, any time the Lancer or one of his allies hits the target for damage, they gain 10% of the damage they dealt as HP. (This does not count as a drain effect.)
CoS: 80
Adjustment: +17 MP per tier above 1.
Dark Seal
AP: 100
Type: Action
Technique, Stance
Target: Single
20D F10
The next Spell that the Lancer casts gains +10 CoS. The Stance ends after the spell is cast.
CoS: 100
Nether Void
AP: 100
Type: Action
Technique, Stance
Target: Single
20D F10
The next Spell that the Lancer casts gains either a +25% situational damage modifier, or +(2) to the duration. The Stance ends after the spell is cast.
CoS: 100
Deep Breathing
AP: 100
Type: Action
Technique, Stance
Target: Single
30D F10
The next time the Lancer uses either Flame, Frost, Hydro or Lightning Breath, it receives a +50% situational damage modifier. The Stance ends after using one of these abilities.
CoS: 100
Magic
Trance Jump
AP: 130
Type: Action
Trance Jump
Magic, Stance
Target: Self
50D F30 MP: 110
Trance Attack
Magic, Weapon
Target: Group
50D F20
Jump is performed as three actions. When the Lancer first uses Trance Jump (50D F30), they leap off the battlefield and cannot be targeted by any action. The next action taken by the Lancer is then the Trance Attack, which deals weapon damage to the entire group, but is calculated using the Lancer's MAG score rather than ATK, and deals Magical damage rather than Physical while ignoring the situational modifier for attacking the back row. On the third action, the Lancer performs the Trance Attack once again, then immediately lands and returns to the field of battle. Trance Jump is Ranged, no matter which weapon is used to perform it.
CoS: 100
Adjustment: +36 MP per tier above 1.
Reis' Wind
AP: 130
Type: Action
Magic, Spell, Enhancement: [[Seed Statuses#Regen|Regen
Target: Group
50D F20 MP: 108
Bestows Regen (6) on the party.
CoS: 100
Adjustment: +36 MP per tier above 1.
Cherry Blossom
AP: 130
Type: Action
Magic, Spell
Target: Group
60D F25 MP: 120
Cherry Blossom deals (10 x MAG + d8) magical damage to the entire enemy party.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1
Flame Breath
AP: 115
Type: Action
Magic, Elemental: Fire
Target: Group (Back Row)
55D F20 MP: 75
Taking a deep breath, the Lancer then exhales a jet of flames into any distant foes. Flame Breath inflicts (10 x MAG + 1d10) magical Fire damage to any enemy currently in the back row.
CoS: 100
Adjustment: +25 MP, +5 Power and +1d10 per tier above 1.
Frost Breath
AP: 115
Type: Action
Magic, Elemental: Ice
Target: Group (Back Row)
55D F20 MP: 75
Taking a deep breath, the Lancer then exhales shards of ice into any distant foes. Frost Breath inflicts (10 x MAG + 1d10) magical Ice damage to any enemy currently in the back row.
CoS: 100
Adjustment: +25 MP, +5 Power and +1d10 per tier above 1.
Hydro Breath
AP: 115
Type: Action
Magic, Elemental: Water
Target: Group (Back Row)
55D F20 MP: 75
Taking a deep breath, the Lancer then exhales a jet of water into any distant foes. Hydro Breath inflicts (10 x MAG + 1d10) magical Water damage to any enemy currently in the back row.
CoS: 100
Adjustment: +25 MP, +5 Power and +1d10 per tier above 1.
Lightning Breath
AP: 115
Type: Action
Magic, Elemental: Ice
Target: Group (Back Row)
55D F20 MP: 75
Taking a deep breath, the Lancer then exhales bolts of lightning into any distant foes. Lightning Breath inflicts (10 x MAG + 1d10) magical Lightning damage to any enemy currently in the back row.
CoS: 100
Adjustment: +25 MP, +5 Power and +1d10 per tier above 1.
Drain
AP: 130
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 90
Drain deals (10 x MAG + d10) magical damage. The Lancer gains HP equal to the damage dealt.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.
Aspir
AP: 130
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 21
Aspir inflicts (10 x MAG + d10) magical damage to the target's MP. The Lancer gains MP equal to the damage dealt.
CoS: 100
Adjustment: +3 MP, +5 Power per tier above 1.
Water
AP: 115
Type: Action
Magic, Spell, Elemental: Water
Target: Single
50D F20 MP: 60
Water inflicts (12 x MAG + d12) magical Water damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Blizzard
AP: 115
Type: Action
Magic, Spell, Elemental: Ice
Target: Single
50D F15 MP: 60
Blizzard deals (12 x MAG + d12) magical Ice damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Confuse
AP: 130
Type: Action
Magic, Spell, Status: [[Seed Statuses#Confuse|Confuse
Target: Single
40D F15 MP: 48
By clouding the victim's mind, the Lancer inflicts Confuse (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Poison
AP: 130
Type: Action
Magic, Spell, Status: [[Seed Statuses#Poison|Poison
Target: Single
40D F15 MP: 48
Poison summons a burbling morass of noxious fluid that inflicts Poison (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Sleep
AP: 130
Type: Action
Magic, Spell, Status: [[Seed Statuses#Sleep|Sleep
Target: Single
40D F15 MP: 48
Sleep dulls an enemy's alertness and lulls them into a deep slumber, inflicting Sleep (5).
CoS: 65
Adjustment: +16 MP per tier above 1.
Stone
AP: 130
Type: Action
Magic, Spell, Effect: [[Seed Statuses#Stone|Stone
Target: Single
50D F15 MP: 150
The Lancer gestures and the ground swells up, before crashing down and attempting to seal a foe away, inflicting Stone (U).
CoS: 45
Adjustment: +50 MP per tier above 1.
Stun
AP: 130
Type: Action
Magic, Spell, Effect: [[Seed Statuses#Delay|Delay
Target: Single
40D F20 MP: 66
Stun increases the target's Delay by 20.
CoS: 70
Adjustment: +22 MP per tier above 1.
Dread Spikes
AP: 130
Type: Action
Magic, Spell, Enhancement: [[Seed Statuses#Dread%20Spikes|Dread Spikes
Target: Single
40D F15 MP: 75
The Lancer imbues the target with Dread Spikes (6).
CoS: 100
Adjustment: +25 MP per tier above 1.
Absorb Mind
AP: 135
Type: Action
Magic, Spell, Status: [[Seed Statuses#Deshell|Deshell, Enhancement: [[Seed Statuses#Shell|Shell
Target: Single
50D F15 MP: 69
Absorb Mind inflicts Deshell (4) on the target, while at the same time bestowing Shell (5) on the Lancer when the Deshell status successfully lands.
CoS: 70
Adjustment: +23 MP per tier above 1.
Absorb Vitality
AP: 135
Type: Action
Magic, Spell, Status: [[Seed Statuses#Deprotect|Deprotect, Enhancement: [[Seed Statuses#Protect|Protect
Target: Single
50D F15 MP: 69
Absorb Vitality inflicts Deprotect (4) on the target, while at the same time bestowing Protect (5) on the Lancer when the Deprotect status successfully lands.
CoS: 70
Adjustment: +23 MP per tier above 1.
Absorb Agility
AP: 135
Type: Action
Magic, Spell, Status: [[Seed Statuses#Evasion%20Down|Evasion Down, Enhancement: [[Seed Statuses#Evasion%20Up|Evasion Up
Target: Single
50D F15 MP: 69
Absorb Agility inflicts Evasion Down (4) on the target, while at the same time bestowing Evasion Up (5) on the Lancer when the Evasion Down status successfully lands.
CoS: 70
Adjustment: +23 MP per tier above 1.
Absorb Intelligence
AP: 135
Type: Action
Magic, Spell, Status: [[Seed Statuses#Defaith|Defaith, Enhancement: [[Seed Statuses#Faith|Faith
Target: Single
50D F15 MP: 69
Absorb Intelligence inflicts Defaith (4) on the target, while at the same time bestowing Faith (5) on the Lancer when the Defaith status successfully lands.
CoS: 70
Adjustment: +23 MP per tier above 1.
Absorb Strength
AP: 135
Type: Action
Magic, Spell, Status: [[Seed Statuses#Debrave|Debrave, Enhancement: [[Seed Statuses#Brave|Brave
Target: Single
50D F15 MP: 69
Absorb Strength inflicts Debrave (4) on the target, while at the same time bestowing Brave (5) on the Lancer when the Debrave status successfully lands.
CoS: 70
Adjustment: +23 MP per tier above 1.
Absorb Accuracy
AP: 135
Type: Action
Magic, Spell, Status: [[Seed Statuses#Blind|Blind, Enhancement: [[Seed Statuses#Accuracy%20Up|Accuracy Up
Target: Single
50D F15 MP: 69
Absorb Accuracy inflicts Blind (4) on the target, while at the same time bestowing Accuracy Up (5) on the Lancer when the Blind status successfully lands.
CoS: 70
Adjustment: +23 MP per tier above 1.
Support
Desperate Blows
AP: 150
Type: Support
Equipment: When wielding a Greatsword or Spear, reduce the Delay by 20.
Bare: Reduce the Delay of your Strength by 20. Has no effect if the Lancer's Strength is no longer Heavy.
Remodeling: Reduce the Delay on Heavy weapons which lack the Ranged property by 20 points.
Monkey Grip
AP: 150
Type: Support
Equipment: The Lancer is now capable of wielding Greatswords and Spears in a single hand, rather than needing to use both.
Bare: Change the Lancer's Blocking chance from Sealed to Yes. Has no effect if the Lancer's Strength is no longer Heavy.
Remodeling: Allows the character to equip a Heavy weapon in a single hand, allowing them to equip a shield in the shield slot.
Doublehand
AP: 150
Type: Support
Under certain situations, the Lancer applies a x2 power multiplier to all weapon damage, and increases weapon delay by +15D.
Equipment: When wielding a Sword or Katana, with nothing equipped in the Shield slot.
Bare: Change the Lancer's Strength to Medium and remove the Piercing property. Change the Blocking property to No. The Lancer then gains the effects (x2 Power, +15D) of Doublehand.
Remodeling: When wielding a Medium weapon with nothing equipped in the Shield slot.
Zanshin
AP: 150
Type: Support
Whenever the Lancer misses with a Weapon ability, they may subtract 30 from the initial CoS, then roll to hit again. Any given missed attack can only benefit from Zanshin a single time.
Overwhelm
AP: 120
Type: Support
If the Lancer targets an enemy with his action, and that target's last action was targeted at the Lancer, the Lancer receives a +25% Situational modifier to damage dealt.
Vehemence
AP: 150
Type: Support
The Lancer is automatically granted a +25% damage modifier, both to damage the Lancer deals and damage he receives.
Reactions
Dragonheart
AP: 150
Type: Reaction
Enhancement: Reraise
Target: Self
Trigger: The Lancer receives damage from an action.
Lancers are tenacious and hard to fell - Dragonheart grants Reraise (U). Once Dragonheart successfully activates, it will no longer trigger in that battle.
CoS: 50
Strikeback
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being missed by a melee action that inflicts physical damage.
Having blocked the attack, the Lancer powers through to counter - Strikeback inflicts weapon damage.
CoS: 60
Blink Counter
AP: 150
Type: Reaction
Technique, Weapon, Effect: Push
Target: Triggering Enemy
Trigger: The Lancer is hit for physical melee damage which originated from the front row.
The Lancer deftly counters his foe with enough force to send is sprawling backwards. Blink Counter deals weapon damage and pushes the target into the back row.
CoS: 50
Blade Grasp
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a single target melee action that inflicts physical damage
The Lancer instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 40