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The Ecaflip disciple loves to hit and believes in luck. His attack power is very high when in close combat but uncertain from a distance. The Ecaflip can make hidden things appear, which can be very useful to detect traps. Ecaflips may seem hard to play with to beginners but as their power increase with experience, they can become as fearsome as Iops.
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Icon | Name | Level | Element | Short description |
---|---|---|---|---|
Felintion | bought | Earth | Earth element attack that drains hp and pushes the target back. Ecaflip special spell. | |
Roulette | 1 | This spell has one of many random effects. It affects either your team, the opposing team, or both, also at random. | ||
Heads or Tails | 1 | Earth | This spell both damages and heals a target, though the damage is usually greater than the healing. | |
Ecaflip's Luck | 1 | This spell affects all damage done to a friendly target. Damage will either be reversed into healing, or multiplied into greater damage. | ||
Perception | 3 | This spell reveals invisible traps (mostly used by the Sram class) and invisible creatures, and raises the caster's damage for a turn. | ||
Bluff | 6 | Water / Air | Has a 50/50 chance of inflicting either Water or Air damage. | |
Repercussion | 9 | Deals minor neutral damage to the caster, and raises a target's vitality and hit points temporarily. | ||
Clover | 13 | This spell increases a target's critical hits. | ||
All or Nothing | 17 | Neutral | An area of effect spell, centered on the caster. At the start of everyone's turn, it deals neutral damage, then heals. | |
Feline's Leap | 21 | Like jump or teleportation but just one square ahead. The number of times the spell can be cast in a turn drops as the spell's level rises. It costs a mere 2 ap. | ||
Topkaj | 26 | Fire | Strong Fire damage, low range. | |
Rough Tongue | 31 | Fire | Moderate fire damage, more than the Xelor's Dark Ray. Chance of -1 to range on crit hit. | |
Wheel of Fortune | 36 | Doubles or triples damage caused (actually, adds 100 or 200 to base stat used for spells). | ||
Summoning Claw | 42 | Summon a monster, Kitten, which uses Rotten Luck (boosts enemy chances for a Critical Failure) and Catattack (heals opponent on a normal hit, damages them on a Critical hit, 50/50 chance of either). | ||
Feline Spirit | 48 | Earth | This is a powerful close-range earth attack with a 50% chance of hurting the caster instead of the actual target. | |
Smell | 54 | The caster increases tenfold the smell of any player around him, which can cause a loss of concentration or a motivation... | ||
Reflex | 60 | The spell "Reflex" greatly increases the points of agility | ||
Playful Claw | 70 | Earth | This scratch inflicts horizontal and vertical Earth-type damages and hurts any players within its area of effect. No line of sight necessary. | |
Claw of Ceangal | 80 | Earth | The Claw of Ceangal inflicts Earth-type damages and can make a target lose 1AP for several turns with a critical hit. | |
Rekop | 90 | All | The spell has a 50% chance of a critical hit. If it gets a critical hit, the target is hit with four powerful attacks, one of each element. If it fails to get a critical hit, the user loses 1 AP for the rest of the turn. | |
Fate of Ecaflip | 100 | Earth | The Fate of Ecaflip inflicts Earth-type damages and subtracts an MP from the enemy, for several turns and on a critical hit. |
Pros: A simple and powerful build, easy to execute. Wide choice of both Strength and Neutral damage swords for melee weapons.
Cons: Heads or Tails can be a frustrating spell at lower levels (1-15) until the character builds a decent amount of strength. The best spells of this build come along fairly late in the character's development, level 70 is the start of the best Earth-based spells.
Pros: This build is challenging and unusual, but the three Ecaflip fire spells can be a great deal of fun to use.
Cons: This build should be used by experienced players only, it requires the use of Characteristic Scrolls to be fully effective. Very expensive, especially for a first-time player.