Runeslayer
About classes | Class list | Skill list | Extended Mastery | Master Level | Ultimate Mastery
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Class Data | |||||||||||||||
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Class line | ![]() ![]() |
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Description | Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() Rewards ![]() Change the ![]() Clear Chapter 63 Story: Boundless Joy | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() |
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Class Weapon | ![]() |
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Release date | 2018-05-17 | Other sites | ![]() (Japanese wiki) ![]() ![]() |
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Support Skills | |||||||||||||||
Black Enhanced Spellweaving | Increase MC's Element ATK UpElement ATK is boosted Element ATK Up buff based on weapon element effect by 50%Multiplier: Additive. (E.g. ![]() Strength: 20% becomes ![]() Strength: 70%)..[1] |
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Elemental Charge | Add 1 Magic Circle![]() ![]() ![]() ![]() ![]() ![]() of main weapon's element upon charge attack. (Max level: 2.) |
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Spell Geyser | Unlocks at Master Level 20: Add 2 Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() of random elements at battle start. |
Master Level BonusesRequirements to unlock Master Levels
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Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Support Skill: Spell Geyser Skill Upgrade: Runeweaving |
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Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Runeweaving | Call forth the power of the tetra-elements to cast a spell. At level 30: Also gain ![]() Strength: 30%. |
5 turns Lvl 30: 4 turns |
- | No | 1 |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Mana Burst | Big damage to all foes based on caster's Magic Circles![]() ![]() ![]() ![]() ![]() ![]() (Damage cap: ~1,160,000).[1] |
6T | - | 15 | +200% damage per Magic Circle![]() ![]() ![]() ![]() ![]() ![]() , up to 1000%.[1] |
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Dragon Break | Consume all Magic Circles![]() ![]() ![]() ![]() ![]() ![]() to grant all allies 10% x (Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() ) ![]() Strength: 10% x (Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() ) (Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() .)[1] |
8T | 1T | 25 | |
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Spell Boost | Set Magic Circles![]() ![]() ![]() ![]() ![]() ![]() currently on caster to 2. 2-turn cut to ![]() At level 30: Also gain ![]() Strength: 30%.'s cooldown. (Consumes 30% of charge bar.) |
7T | - | 40 | Can be cast without Magic Circles![]() ![]() ![]() ![]() ![]() ![]() and without ![]() At level 30: Also gain ![]() Strength: 30%. being on cooldown, to partial or no effect. |
Ultimate Mastery Skills
- Requires Ultimate Mastery Lvl 6.
Icon | Skill Name | Effect | C/DCooldown | DurDuration | MaterialsMaterials consumed to learn | Notes |
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Multiplying Magic | Gain ![]() Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.) |
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Circle of Coalescence | Cast a spell. (Effect changes based on spell selected.) | 8T | 2T |
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Quadruple Hex | 24-hit elemental damage to random foes. Restore all allies' HP (Healing cap: 10000). Remove all debuffs from all allies. (Consumes 1 Magic Circle ![]() ![]() ![]() ![]() ![]() ![]() of each element.) |
10T | - |
Gameplay Notes
Black Enhanced Spellweaving
- Does not stack with other support skills that increase Element ATK Up effects, such as Shiva's
Venerable DevaIncrease all allies' 'Boost to Fire ATK' effect by an additional 30%.
At level 95:
When Fire ATK is boosted: Also boost all allies' damage cap by 10%.. Only the highest boost takes effect.
Spell Combo Explanations
Upon tapping RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. a menu appears with buttons for each of the tetra-elements. Select any two symbols (including the same element twice) to produce effects based on the element and order of the selected seals. For instance, tapping and then
will cast "Flame Saber", giving the MC Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.. However, reversing the order to then
produces "Freezing Shackles", which inflicts Water damage and
ColdcageCan't attack
Local status effect against a foe.
- Combinations may generate Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
as part of their effects. - Combinations consume Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to amplify their effects if their conditions are met.
Spell Combo | First Rune | Second Rune | Effects Conditional Additional EffectEqual amount of magic circles will be consumed if the condition is fulfilled. |
Duration |
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Burning Blade | ![]() |
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Fire damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack and ![]() Strength: ??% chance of taking 30% less damage.Duration: 3 turns. |
3T |
Cyclonic Blade | ![]() |
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Wind damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, ![]() Strength: 50%Duration: 3 turns and ![]() Strength: 20%Duration: 3 turns. |
3T |
Earthen Blade | ![]() |
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Earth damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, ![]() Strength: 40%Duration: 3 turns and ![]() Strength: 15%Duration: 3 turns. |
3T |
Aquatic Blade | ![]() |
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Water damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, Elemental SwitchOne of the following based on the element inferior to your main weapon's element: ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns , and 20% Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element: ![]() Strength: 20%Duration: 3 turnsFire DEF Up. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts. ![]() Strength: 20%Duration: 3 turnsWind DEF Up. Not a Damage Cut. Reduces Wind damage taken on a multiplier separate from Damage Cuts. ![]() Strength: 20%Duration: 3 turnsEarth DEF Up. Not a Damage Cut. Reduces Earth damage taken on a multiplier separate from Damage Cuts. ![]() Strength: 20%Duration: 3 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts. ![]() Strength: 20%Duration: 3 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts. ![]() Strength: 20%Duration: 3 turnsDark DEF Up. Not a Damage Cut. Reduces Dark damage taken on a multiplier separate from Damage Cuts. based on the element inferior to your main weapon's element. |
3T |
Thunderous Blade | ![]() |
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Light damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack and ![]() (Effect removed on next all-foe all-ally attack) . |
3T |
Shadowy Blade | ![]() |
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Dark damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, ![]() Strength: 50%Duration: 3 turns and ![]() Strength: 25%Duration: 3 turns. |
3T |
Flaming Saber | ![]() |
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Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.. ![]() : All allies gain ![]() Strength: ??% chance of dealing ~30% more damage.Duration: 3 turns. |
3T |
Freezing Shackles | ![]() |
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Water damage to a foe.![]() : Inflict ![]() Duration: 2 turnsLocal status effect. |
2T |
Energizing Gust | ![]() |
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All allies gain ![]() Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns. ![]() : Gain ![]() Strength: 10%Duration: 2 turns. |
2T |
Blackened Sand | ![]() |
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Earth damage to a foe.![]() : Inflict ![]() Duration: 2 turnsLocal status effect. |
2T |
Lava Shield | ![]() |
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All parties gain ![]() Strength: 70%Duration: 2 turns. |
2T |
Aqueous Breeze | ![]() |
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Restore all parties' HP. (Healing cap: 2500 [1250 for other parties].) | |
Searing Wind | ![]() |
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All allies gain ![]() Strength: 15%Duration: 3 turns. Gain ![]() Duration: 3 turns (Effect activates when a foe uses a special attack. All allies gain ![]() Duration: 1 turn upon activation). |
3T |
Icy Draft | ![]() |
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Inflict 15% Elemental ATK DownOne of the following based on the element superior to your main weapon's element:![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds on a foe based on the element superior to your main weapon's element. |
180s |
Elemental Break | ![]() |
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Inflict 30% Element DEF DownElement DEF Down debuff based on weapon element Strength: 30%Duration: 180 seconds on a foe based on your main weapon's element. |
180s |
Cleanse Soul | ![]() |
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Remove 1 debuff from all allies. All allies gain ![]() Strength: 15%Duration: 3 turns. |
3T |
Multiplying Magic
Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
1 or more Fire Circles: ATK is boosted
1 or more Water Circles: DEF is boosted
1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
1 or more Dark Circles: DMG dealt is supplemented
(Can't be removed)
grants the following effects:[1][2]- When 1 or more
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
is in effect: 30% ATKMultiplier: Perpetuity Up. - When 1 or more
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
is in effect: 100% DEF Up. - When 1 or more
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
is in effect: 50% C.A. DMG Up and 30% C.A. DMG Cap Up. - When 1 or more
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
is in effect: 20% Bonus Superior Elemental DMG effect. - When 1 or more
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
is in effect: 20% DMG Cap Up. - When 1 or more
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
is in effect: Supplemental damage effect (Damage cap: 50,000). - When 1 or more Magic Circles of each element is in effect: Guaranteed triple attacks, normal attacks deals 3-hit damage to random foes.
- At end of turn: Gain 1 Magic Circle of a random element. Gain 1 Magic Circle of each element every 7 turns.
- When 1 or more
Circle of Coalescence
Circle of Coalescence | Icon | Effect | Duration |
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Coalescence: Recovery | ![]() |
Remove 2 buffs from all foes. Restore all allies' HP (Healing cap: 2000). 2-turn cut to debuff durations. (Consumes ![]() and ![]() .) |
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Coalescence: Protection | ![]() |
All allies gain ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", ![]() Duration: Indefinite, and ![]() Duration: Indefinite. (Consumes ![]() and ![]() .) |
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Coalescence: Enhancement | ![]() |
All allies gain ![]() Duration: 2 turns, ![]() Strength: 100% chance of dealing 20% more damage.Duration: 2 turns, ![]() Strength: 15%Duration: 2 turns, and ![]() Strength: 20%Duration: 2 turns.[1] (Consumes ![]() and ![]() .) |
2T |
Assessment
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This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources. |
Runeslayer is a strong, flexible class that can adapt to the situation using various seal combinations. Unlike its predecessor Ninja which is focused mostly on debuffing the enemy, Runeslayer mostly focuses on strong buffs for the team.
How you play the class depends largely on the fight and the enemy you are facing. The inherent flexibility of the class lends itself to variable strategies. Consider rotating seal combinations to generate one of each to gain the most effectiveness from use of Spell BoostSet Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.'s cooldown.
(Consumes 30% of charge bar.).
One core technique is the use of Dragon BreakConsume all Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.) combined with multiattack buffs and Supplemental Damage to produce a turn of extreme burst damage. The best results will come from the use of characters that can guarantee a turn or more of Triple Attacks, along with as good ATK buffs and DEF Down Stacking. You may also use the Searing Wind combo (+
) as an alternative to guarantee Triple Attacks. This technique can especially help when racing for MVP in high-level raids.
You should aim to keep a form of Elemental Atk Up on your MC at all times to activate the bonus from Black Enhanced Spellweaving.
Notable Main Weapons
Class Champion Weapon
The use of Tetrastreamer is highly recommended as it will greatly increase the rate you acquire Magic Circles, and you should consider making one for each element you intend to use Runeslayer in.
Tetrastreamer Skill Choices:
- Tetra's Humanity - 10% Bonus Elemental damage effect to allies whose elemental ATK is boosted.
- Decent effect, but only worth taking if you intend to use seal combos that consume circles for party Elemental ATK Up instead of waiting for
Dragon BreakConsume all Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.), or have an alternate method of buffing the party in that manner (via summon or other character).
- Decent effect, but only worth taking if you intend to use seal combos that consume circles for party Elemental ATK Up instead of waiting for
- Tetra's Divinity - When main weapon: Boost to multiattack rate based on number of Magic Circles granted to MC (MC only).
- Only useful for those who tend to save up their Magic Circles for a while to build up to a usage of
Dragon BreakConsume all Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.). If usingRuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. to consume Circles, consider another emblem.
- Only useful for those who tend to save up their Magic Circles for a while to build up to a usage of
- Tetra's Devilry - When main weapon: 1-turn cut to skill cooldown (MC only).
- A significant improvement to the flexiblity of the class, allowing you to use
RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. more often, acquire Circles quicker, and not worry so much about being caught out without access to options.
- A significant improvement to the flexiblity of the class, allowing you to use
Other Options
Katana of Renunciation/
Katana of Repudiation with a
Chain of Falsehood
- Runeslayer can use
RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. 'Flaming Saber' to gain access to the charge attack and give the teamDouble StrikeAttacks twice each turn
. This charge attack is difficult to use otherwise given the charge bar gain penalty on theChain of Falsehood.
- Runeslayer can use
- The use of other fist or katana mainhands is possible, but not recommended if you wish to use seal combinations that consume circles from anything other than your primary element.
- "Something Blade" skills will take two cooldown cycles to use properly. The exceptions are the element of your main weapon, as you will gain circles each time you charge attack, and two random elements one time once you hit master level 20. EMP skills that rely on circle count will also become slow and painful to use.
- However, you may still use most mixed-element seal combinations at will with no penalty to effectiveness, save for the two that trigger the Light and Dark "Blade" attacks. This allows you to treat Runeslayer as just a generalist class with a very flexible skill on a short cooldown. See the seal combination table for more details.
Resources
- Reddit Class Discussion (2019-09-14)
- Reddit Class Discussion (2022-07-20) (post-Master Level Update)