Gambler
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Abilities
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Specialty | Lady Luck |
Starting Ability | Wild Card: Spade |
Passive #1 | Initiative |
Passive #2 | Lucky |
Counter | Fleet of Foot |
Movement | Move: 4 Jump: 6 Swim |
Equipment | Dagger, Spear, Light Armor, Shield |
Details
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Class Requirements |
Scoundrel 3 Mender 3 |
Knowing that even the best-laid plans are subject to the whims of Lady Luck, Gamblers have found ways to manipulate the forces of chance in their favor.
Growth[]
HP | MP | ATK | DEF | MND | RES | SPD |
---|---|---|---|---|---|---|
6.5 | 1.8 | 4.5 | 3.5 | 3.5 | 3.0 | 1.2 |
Abilities[]
Lady Luck[]
Name | AP | MP | Range | Area | Shape | Type | Vs. | |
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Wild Card: Spade | 0 | 1-4, Vert. 6 | Cross | Skill | None | |||
Usually inflicts a random number of debuffs on a single target (Ignores evasion, but has a small chance of backfiring). | ||||||||
Wild Card: Diamond | 150 | 0 | 0-4, Vert. 6 | Single | Skill | None | ||
Usually grants a random number of buffs to a single target (ignores evasion, but has a chance of backfiring). | ||||||||
Fleet of Foot | 150 | Counter | ||||||
Grants Fleet of Foot to the character and removes Root after being targeted by any damaging offensive action. A Unit with Fleet of Foot will have increased movement of +1. | ||||||||
Wild Card: Club | 200 | 1-4, Vert. 6 | Single | Skill | None | |||
Usually deals a random amount of damage to a single target (Ignores evasion, but has a chance of backfiring). | ||||||||
Wild Card: Heart | 200 | 0 | 0-4, Vert.6 | Single | Skill | None | ||
Usually restores a random amount of HP to a single target (ignores evasion, but has a chance of backfiring). | ||||||||
Pile On | 200 | 8 | 0-3, Vert. 6 | 3, Vert. 2 | Cross | Spell | Res | |
Refreshes the duration of all debuffs on targets in a small area. | ||||||||
Initiative | 150 | Passive | ||||||
Character gains a free turn at the very start of combat. | ||||||||
Lucky | 175 | Passive | ||||||
Character has that extra bit of luck that'll help them succeed in various things during combat. | ||||||||
Allure | 250 | 10 | 1-3, Vert. 4 | Single | Spell | Res | ||
Has a 75% chance of inflicting Charm on the target. | ||||||||
Quicken | 350 | 14 | 0-3, Vert. 6 | Single | Spell | None | ||
Grants the target an immediate turn. |
Mastery Bonus[]
HP+5, EVA+2, Crit+2
Notes[]
Lucky increases the odds of a "super good result" for gambler abilities. It also increases EVA, Crit, Accuracy, and chance to Steal by 5%. Source With Missions and Monsters installed, also increases chance to Tame a monster by 5%.
If multiple units have Initiative, the turn order will be determined by the last-placed unit. Because player units always count as being placed after enemy units, this means enemies with Initiative will always go after players with Initiative. Also keep in mind that a unit's next turn will not come any faster if you don't take an action on the bonus turn from Initiative.
Wild Card: Spade's chance to cause debuffs is unaffected by Malice.
Wild Card: Club and Wild Card: Heart cannot Crit even with Boon or the Versatile passive. Source
Quicken will inflict 2 rounds of Exhaust on the target, preventing them from getting further extra turns.
Fleet of Foot will not trigger if the buff is already active, even if the attack would inflict Root.
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