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Difference between revisions of "Austere Calibur-NT"
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m (Text replacement - "闇き惑盾" to "Darkness Ward") |
m (Text replacement - "闇き聖盾" to "Darkness Shield") |
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Line 7: | Line 7: | ||
|Classes=Hunter; Hero | |Classes=Hunter; Hero | ||
|Potential=Phantasmal Darkness | |Potential=Phantasmal Darkness | ||
− | |Potential2= | + | |Potential2=Darkness Shield |
|Potential3=Darkness Ward | |Potential3=Darkness Ward | ||
|SpecialAbilityFactors=Power VI | |SpecialAbilityFactors=Power VI | ||
Line 32: | Line 32: | ||
** The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. | ** The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. | ||
** Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. | ** Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. | ||
− | * The second Potential of this weapon, {{pots| | + | * The second Potential of this weapon, {{pots|Darkness Shield}}, has the following effect: |
− | ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ({{pots| | + | ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ({{pots|Darkness Shield}}, {{pots|Darkness Ward}}, {{pots|Sacred Shield}}, {{pots|Enticing Ward}}). |
** The barrier produced by this Potential has the following properties: | ** The barrier produced by this Potential has the following properties: | ||
*** Barrier is dispelled upon taking damage (damage from status effects does not count). | *** Barrier is dispelled upon taking damage (damage from status effects does not count). | ||
*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. | *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. | ||
* The third Potential of this weapon, {{pots|Darkness Ward}}, has the following effect: | * The third Potential of this weapon, {{pots|Darkness Ward}}, has the following effect: | ||
− | ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ({{pots| | + | ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ({{pots|Darkness Shield}}, {{pots|Darkness Ward}}, {{pots|Sacred Shield}}, {{pots|Enticing Ward}}). |
** The barrier produced by this Potential has the following properties: | ** The barrier produced by this Potential has the following properties: | ||
*** Barrier is dispelled upon taking damage (damage from status effects does not count). | *** Barrier is dispelled upon taking damage (damage from status effects does not count). | ||
*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. | *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. | ||
}} | }} |
Revision as of 21:14, 9 January 2019
Drop Info
- Dark Falz Persona (Lv. 86+)
- Zieg (Austere Series Upgrade) (Austere Calibur OR Invade Calibur-NT+35 x1, Slave Calibur-NT+35 x1, Nemesis Calibur-NT+35 x1, Ares Sword-NT+35 x1, Excube x400)
Additional Info
- This weapon always drops with its Overgrind Limit at 35 and its Attribute set to 60.
- All three of this weapon's Potentials have the following additional effect:
- Increase Natural PP Recovery by 10%.
- The first Potential of this weapon, Phantasmal Darkness, has the following effect:
- Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character.
- Helix: Increase Power by 6%.
- Ajax: Increase Active PP Recovery by 60%.
- Ketos: Increase Natural PP Recovery by 40%.
- Julius: Decrease damage taken by 15%.
- Ilios: Reduce PP consumption by 20%.
- The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.
- Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.
- Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character.
- The second Potential of this weapon, Darkness Shield, has the following effect:
- If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons if the weapon being switched to has a Potential that is the same type as this Potential ( Darkness Shield, Darkness Ward, Sacred Shield, Enticing Ward).
- The barrier produced by this Potential has the following properties:
- Barrier is dispelled upon taking damage (damage from status effects does not count).
- While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.
- The third Potential of this weapon, Darkness Ward, has the following effect:
- If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons if the weapon being switched to has a Potential that is the same type as this Potential ( Darkness Shield, Darkness Ward, Sacred Shield, Enticing Ward).
- The barrier produced by this Potential has the following properties:
- Barrier is dispelled upon taking damage (damage from status effects does not count).
- While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.