3.5 KiB
Stage II - Stabilized Core
The lightning channel hums faintly again.
HP Damage: 1d8 Slash + 1d4 Fire + 1d4 Lightning
Posture: 6
Penetration: 15%
Chip: 10%
Riposte Modifier: +1d8
Ember Vein: Critical hits apply Burning.
New Passive - Static Wake: After hitting the same target 3 times in 2 rounds:
- Apply Sapped (2 rounds).
Flicker Dash (Improved)
- Dash 6 meters.
- 1d8 Slash + 1d4 Fire + 1d4 Lightning.
- Applies Burning if it Crits normally.
- Counts as 1 stack toward Static Wake.
Stage III - Tempered Rail
The blade stops flickering.
HP Damage: 1d10 Slash + 1d4 Fire + 1d6 Lightning
Posture: 8
Penetration: 20%
Chip: 12%
Riposte Modifier: +1d10
Ember Vein: Critical hits apply Burning.
- If target is already Burning -> deal +1d6 Fire immediately.
Static Wake:
- Now requires only 2 hits within 2 rounds to apply Sapped.
Critical Art Upgrade - “Rail Dash” (CD 4) Dash 9 meters in a straight line.
- First target hit:
- 1d10 Slash
- 1d6 Fire
- 1d6 Lightning
- Applies Burning if it Crits normally.
- Counts as 1 hit for Static Wake.
- If target is Burning -> deal +1d6 Fire immediately.
“Rail Reversal” (CD 5) Trigger:
- After successfully Parrying an enemy Effect:
- Teleport 3 meters behind the attacker.
- Strike critically for:
- Weapon damage
- +1d6 Fire
- Counts toward Static Wake.
Stage IV - Overcharged Arcblade
Fire and Lightning begin feeding each other.
HP Damage: 1d10+1 Slash + 1d6 Fire + 1d6 Lightning
Posture: 10
Penetration: 25%
Chip: 15%
Riposte Modifier: +1d10
Ember Vein: Critical hits apply Burning.
If target is Burning and becomes Shocked:
- Burning immediately ticks once for maximum value.
Static Wake: When Sapped ends and Shock is applied:
- Target takes additional 1d6 Lightning damage.
Rail Dash (Overcharged) Dash 9 meters.
- Each target hit:
- 1d10+1 Slash
- 1d6 Fire
- 1d6 Lightning
- Applies Burning if it Crits normally.
- Counts as 1 hit for static Wake.
- If target is Burning -> deal +1d6 Fire immediately.
- If this strike causes Sapped to expire:
- Shock triggers immediately instead of waiting.
Stage V - True Arcblade (Mythical)
The Deep remembers this weapon.
Weapon class upgrades to Heavy Railblade.
HP Damage: 1d10+1d6 Slash + 1d6 Fire + 1d6 Lightning
Posture: 11
Penetration: 30%
Chip: 15%
Riposte Modifier: +1d12
Ember Vein: Critical hits apply Burning.
- Burning damage increases to 1d6 per round.
Static Wake: On every Critical:
- Apply Sapped (2 rounds).
- When Sapped ends:
- Shock triggers as normal.
- Target also loses 2 Posture.
Rail Convergence
If you Riposte a Shocked target
- Add +1d12 Lightning damage.
- Ignore an additional 10% Lightning AC for that Riposte only.
Rail Dash (True Form) Dash 9 meters.
- Automatically Crits the first target struck.
- Each target hit:
- 1d10+1 Slash
- 1d6 Fire
- 1d6 Lightning
- Applies Burning on Crit.
- Counts as 1 hit for static Wake.
- If target is Burning -> deal +1d6 Fire immediately.
- Applies Sapped.
- If target is already Sapped:
- Immediately trigger Shock.
- Burning ticks at maximum.
“Rail Reversal” (CD 5): Trigger:
- After successfully Parrying an enemy Effect:
- Teleport 3 meters behind the attacker.
- Strike critically for:
- Weapon damage
- +1d12 Fire
If the enemy is Shocked:
- +1d12 Lightning
- Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules).
- Counts toward Static Wake.