Warlock

WARLOCK

Warlock is your one-stop shop for all your magical blaster needs. While they do have access to a handful of support abilities, damage is the main thing Warlock is about. They gain access to all elements, are good at honing in on enemy weaknesses, and when the Warlock hits one, their spells power up even further. The only thing a Warlock really needs to worry about is potentially hitting the weakness too much. as the powered up versions of spells have drastically higher MP costs. With their level 0 they can opt to specialize in having cheaper cost to offset this somewhat, or throw caution to the wind and boost the power of the spells further still. In either case, you'll be hard pressed to find many others than can keep up with Warlocks overwhelming damage output.

Level 0

What you get when generating a new Warlock character.
- 3 Passive Abilities, with a choice of how one functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Abilities out of a list of 4.

Passive

[P] Warlock's Endurance - The Warlock gains +10 Maximum MP. Additionally, when not engaged in battle, the Warlock may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Witch Mode: As a Warlock, all of your Spells have two modes: Sealed mode, and Witch Mode. By default, all Spells the Warlock learned start in Sealed mode and use the standard spell effect when cast. When casting a spell in Witch mode, use the Witch mode effect instead.
When the Warlock strikes a target's elemental weakness when casting a Sealed Spell, the Spell changes to Witch Mode - causing its MP cost to increase, but also powering the Spell up in some way as well.
Anytime the Warlock takes a Full Rest, all of their Spells reset back to Sealed mode.

[P] Witch Arts: When creating a Warlock, select one of the following as your Witch Arts Effect:
- All your Spells have -1MP cost.
- When your Spells are in Witch Mode, they have an additional +2 damage potency.

Active Abilities

[S] Frozen Rose: 3MP. 100CoS. Deals 1d8+10 water damage to a single target. M-Water.
Witch Mode: 8MP. 100CoS. Deals 1d10+16 water damage to a single target. M-Water.
C Pin: All Burst rates against the target are +10 for the rest of the battle.
C Water: +4 damage potency.

[S] Mirage Bubbles: 5MP. 100CoS. Deals 1d6+8 water damage to two targets in the same row. M-Water.
Witch Mode: 9MP. 100CoS. Deals 1d6+10 water damage to an entire row. M-Water.
C Launch: +3 damage potency.
C Recovery: Recover +2MP.

[S] Hunter Beam: 4MP. 100CoS. Deals 1d8+10 fire damage to a single target. Gains +2 damage potency if Hunter Beam has not been used on the target before. M-Fire.
Witch Mode: 8MP. 100CoS. Deals 1d8+12 fire damage to a single target. Gain +3 damage potency for each time the target has been hit by your Hunter Beam. M-Fire.
C Rush: +4 damage potency.
C Air: Inflicts Long Burning as well.

[S] Phoenix Tail: 4MP. 100CoS. Dash, then deals 1d6+10 fire damage to a single target. Roll an extra damage die against front row targets. M-Fire.
Witch Mode: 8MP. 100CoS. Dash, then deals 1d10+12 fire damage to a single target. Roll an extra damage die against front row targets. M-Fire.
C Launch: +4 damage potency.
C Earth: Recover +3 MP.

[S] Shooting Star: 4MP. 100CoS. Deals 1d8+10 air damage to a single target, and Quicken 1 the Warlock. M-Air.
Witch Mode: 8MP. 100CoS. Deals 1d8+12 air damage to a single target, and Quicken 1 the Warlock. Gains +3 damage potency against targets which haven't acted this round yet. M-Air.
R Rush: +4 damage.
C Recovery: Quicken 4s, instead.

[S] Goddess Hand: 4MP. 100CoS. Retreat, then deals 1d8+10 earth damage, and gains +6 potency against targets with a full drive gauge. M-Earth.
Witch Mode: 8MP. 100CoS. Retreat, then deals 1d8+12 earth damage, and gains +6 potency against target with a full drive gauge. Gains an additional +4 damage potency against targets with a Drive Gauge maximum of 4 or less, and +2 damage potency against targets with a Drive Gauge of 5 or 6. M-Earth
C Pin: Suppresses -2 Drive from the target.
C Fire: +4 damage potency.

Overdrive Abilities

[OD] Overdrive: Witching Hour: 100CoS. Seal all of your spells currently in Witch Mode. Witching Hour strikes with freely targettable hits: once, plus another hit for each spell Sealed this way. The first hit to a target True Strikes for 14 Supreme damage. Second and successive hits to the same target from this action strike for 4 Supreme. M-Rush.
(If you have the Showstopper Attribute, increase the total damage dealt by +5 if you only strike a single target, or by +2 damage per target if you strike more than one.))

[OD] Overdrive: Special Delivery: Dash or Retreat, then Seal all of your spells currently in Witch Mode. Recover +6 MP, plus an additional +6 MP per spell that was just sealed. Then choose and unseal a spell, and gain Short Focus II. M-Recovery+4
(If you have the Showstopper Attribute, recover an extra +2 total MP when activating this overdrive.)

Dazed Abilities

[D][S] Never Give Up: 3MP. Dazed. 100CoS. Deals 1d6+6 elemental damage to a single target. This damage's element is the same element as the Warlock's resistance. Generates momentum of the same element, as well.

[D] Cheer: Dazed. 100CoS. Restores +1 MP and grants +1 Drive to a single ally. M-Recovery

[D] Seal Adjustment: Dazed. The Warlock gains +1 Drive, and can change a single ability into either Sealed or Witch Mode. M-Recovery+1

[D] Wish: Dazed. Select another Dazed ally. Remove dazed from the ally and restore 1d10+15 HP to them. M-Recovery+1

Level 1 (Active)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Calm Down: The Warlock Retreats and resets a spell into Sealed mode. The Warlock then recovers +4 MP.

[Q] Release: The Warlock immediately changes any single Spell to enter Witch Mode. The Warlock gains +4 damage potency with that same spell this round.

[Q] Sixth Sense: Select a single enemy and learn its weakness. If the Warlock strikes the target's weakness this round, they gain +5 additional damage potency.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[S] Meteor Dreamline: 5MP. 100CoS. Deals 1d8+8 air damage to a single enemy in the front row and a single enemy in the back row. M-Air.
Witch Mode: 9MP. 100CoS. Deals 1d8+12 air damage to a single enemy in the front row and a single enemy in the back row. M-Air.
C Rush: Grants Long Focus to an ally which has already acted this round.
C Water: +4 damage potency.
C Recovery: Grants Long Stalwart to an ally which has already acted this round.

[S] Land Ripper: 4MP. 100CoS. Deals 1d8+10 earth damage to a single enemy and Pulls the target into the front row. M-Earth
Witch Mode: 8MP. 100CoS. Deals 1d8+12 earth damage to a single enemy and Pulls the target into the front row, then inflicts Short K-Shatter II. M-Earth.
C Launch: True Strike another enemy in the front row for 6 physical damage.
C Pin: Inflicts Long K-Shatter.
C Earth: +3 damage potency, or +6 if the Warlock is in the front row.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[S] Miracle Resonance: 2MP. 100CoS. The Warlock gains Long E-Power and immediately changes a spell to be in Witch Mode. M-Recovery
Field: Change a single spell into Witch mode. May only be used once between Full Rests.
C Water: The Warlock recovers 1d8+8 HP as well.
C Recovery: The Warlock recovers +4 MP as well.

[S] Signature Spell: 5MP. 100CoS. Deals 1d10+14 elemental damage. This damage's element is the same element as the Warlock's resistance. Rename this ability when it's learned. Generates momentum of the same element.
Witch Mode: 9MP. 100CoS. Same as above, but combos are more effective. If this attack Bursts while in Witch mode, the Warlock can consume 3MP and regain the ability to combo with it (though not with the same type of momentum).
C Warlock's Resistance: +4 damage potency, or +6 in Witch Mode.
C Warlock's Neutral Elements: True Strike an additional enemy for 5 physical damage, or 8 physical damage in Witch mode
C Recovery: Recover +2 MP cost, or +7 MP cost in Witch mode.
C Rush: Dispel a positive status from the target, or Dispel all positive status from the target in Witch mode.
C Launch: Inflict Short E-Shatter, or Long E-Shatter in Witch mode.
C Pin: Inflict Short K-Shatter, or Long K-Shatter in Witch mode.

Level 4 (Passive, Skill)

At level 4, you gain a new skill point, and you gain a choice of a single Passive out of the following two:

[P] Banishing: When the Warlock strikes an elemental weakness, they gain +8 damage potency, rather than +5.

[P] High Tension: The Warlock gains +5 Burst at the start of each round of combat, stacking without limit.

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Hide and Seek: Select a single element. Each enemy reveals if they have a Weakness or Resistance to that element to the Warlock.

[Q] Helix Blast: If the Warlock is in the front row, True Strike an enemy for 10 elemental damage. If the Warlock is in the back row, True Strike two different enemies for 5 elemental damage. This damage's element is the same element as the Warlock's resistance.

Level 7 (Passive Upgrade)

At level 7, your Witch Art passive ability is upgraded.

- If it lowers your MP cost, it's now -2, rather than -1.
- If it increases your Witch Mode potency, it's now +4 rather than +2.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Stardust Kick: 4MP. 100CoS. Dash, then deal 1d8+10 air damage to a single target in the front row, then Push them. M-Air
Witch Mode: 8MP. 100CoS. Dash, then deal 1d8+12 air damage to a single target in the front row, then Push and inflicts Long K-Falter on them. M-Air
C Launch: +5 damage potency.
C Air: The Warlock gains a Barrier(10)

[S] Petal Twister: 6MP. 100CoS. Deals 1d6+6 earth damage to three enemies. M-Earth
Witch Mode: 10MP. 100CoS. Deals 1d6+6 earth damage and Slow 1 three enemies. M-Earth
C Pin: Slow 2 each target, or Slow 3 in Witch Mode.
C Recover: +3 damage potency.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD] By Your Side: 100CoS. Reset all your Spells into Sealed mode, and choose an ally. Grant each positive Status on the following list to the Warlock or their target ally, up to the numbered line matching how many Spells you reset into Sealed mode. M-Fire+5
1. Ally gains Long E-Power.
2. Warlock gains Long E-Power, as well.
3. Ally gains Long E-Power II, as well.
4. Warlock gains Long E-Power II, as well.
5. Ally gains Long Focus, as well.
6. Warlock gains Long Focus, as well.
7. Ally's next action gains +10 potency, as well.
8. Warlock's next action gains +10 potency, as well.
9. Ally recovers +10 MP, as well.

[OD] Evil Spirit, Be Sealed: 100 CoS. Reset all your Spells into Sealed mode, then inflict Long K-Shatter II, Long E-Shatter II, and Long Shock II on a single target. When this Overdrive is used, a number of "Nails" are created - one nail per Spell reset. Treat these nails as combatants that may be targeted from any row but are not in any row or group, and have 1 HP each. The target cannot have negative statuses cleansed from it until all nails are destroyed, and attempting to cleanse the target instead destroys a single nail. M-Earth.

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following three, or another passive from level 4:

[P] Enthusiasm: Whenever an ally scores a Burst or Critical, the Warlock recovers +2 MP.

[P] Stand Proud: When the Warlock is in the front row, their Spells gain +3 damage potency.

[P] Enchantment Breaker: Whenever the most recent enemy that the Warlock damaged is Dazed, the Warlock's allies are Cleansed of all Long Statuses and Conditions that the enemy can inflict.

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[S] Crystal Dream: 6MP. 100CoS. Deals 1d8+10 supreme damage to a single target. If the target struck has Armor, or destroys a Bubble or Barrier, this spell changes to Witch Mode. M-Water.
Witch Mode: 13MP. 100CoS. Deals 1d10+18 supreme damage to a single target. M-Water.
C Rush: +5 damage potency.
C Air: Inflict Long E-Shatter, or Long E-Shatter II in Witch Mode.

[S] Hope For Tomorrow: 6MP. 100CoS. Deals 1d6+6 fire damage to the entire group. M-Fire.
Witch Mode: 13MP. 100CoS. Deals 1d8+10 fire damage to the entire group. M-Fire.
C Launch: Gains +1 damage die.
C Earth: Recover +3MP.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following passive ability:

[P] The Real Me: Starting on the third round of combat, and for the remainder of the fight, all of the Warlock's Spells gain +3 damage potency.

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