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Changed line(s) 1521 (click to see context) from:
* NightOfTheLivingMooks: Downplayed, compared to the [[MinionMaster Summoner]] and [[MechaMooks Mechanics]], the Necromancer doesn't have an army of minions constantly at her disposal, instead she summons a temporary group of zombies through issuing a skill command to ''Nicholas''. The zombies summoned grab onto enemies then [[ActionBomb explode]] having a chance to [[TheVirus curse]] them. If an enemey dies while still cursed will a zombie will be summoned in its place.
to:
* NightOfTheLivingMooks: Downplayed, compared to the [[MinionMaster [[TheMinionMaster Summoner]] and [[MechaMooks Mechanics]], the Necromancer doesn't have an army of minions constantly at her disposal, instead she summons a temporary group of zombies through issuing a skill command to ''Nicholas''. The zombies summoned grab onto enemies then [[ActionBomb explode]] having a chance to [[TheVirus curse]] them. If an enemey dies while still cursed will a zombie will be summoned in its place.
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Changed line(s) 1936 (click to see context) from:
* WalkingTheWorld: She has a rather keen sense of adventure even for someone from Seon. It's implied throughout her character-specific quests that she volunteered to search for the Anti-Enbi partly to help her people and partly as an excuse to adventure in Arad (and, eventually, Empyrean), with the Traveler's 2nd Awakening quest literally being about searching for a reason for her travels.
to:
* WalkingTheWorld: WalkingTheEarth: She has a rather keen sense of adventure even for someone from Seon. It's implied throughout her character-specific quests that she volunteered to search for the Anti-Enbi partly to help her people and partly as an excuse to adventure in Arad (and, eventually, Empyrean), with the Traveler's 2nd Awakening quest literally being about searching for a reason for her travels.
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Trope was cut/disambiguated due to cleanup
Changed line(s) 1933 (click to see context) from:
* ArcherArchetype: {{Inverted|Trope}}. She's a dainty, PluckyGirl that uses {{Magitek}} to various extents.
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Changed line(s) 1427 (click to see context) from:
* DistaffCounterpart: Not directly, but thematically is a counterpart to the Monk, being the resident KnightTemplar of their class. Best exemplified by the relationship between Teida (a Monk) and Lucielle (leader of the Inquisition), who are generally on the same wavelength and don't share the same mercy and compassion towards Imposters compared to Oberith.
to:
* DistaffCounterpart: Not directly, but thematically CompositeCharacter: Thematically speaking, the Inquisitor is a counterpart to the Monk, being the resident KnightTemplar of their class. Best exemplified by the relationship between Teida (a Monk) and Lucielle (leader of the Inquisition), who are generally on the same wavelength and don't share the same mercy and compassion towards Imposters compared to Oberith. Gameplay-wise, however, the Inquisitor acts as a physical-damage oriented Exorcist with her use of an axe and the fact that she deals fire damage instead of light.
Changed line(s) 1437,1438 (click to see context) from:
The DistaffCounterpart to the Male's Exorcist. Though few in number, the Shaman is a powerful envoy of the Sacred Dragon with the ability to forsee the future. Awakens as a Divineress.
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* DecompositeCharacter: The Shaman takes all the magic-damage aspects and the {{UsefulNotes/Onmyodo}} theming of the Exorcist and concentrates it into this class. It should also be noted that they're the only class that solely uses Rosaries as their main weapon instead of an alternative weapon, unlike with the Exorcist.
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Trope was cut/disambiguated due to cleanup
Deleted line(s) 780,781 (click to see context) :
* DropTheHammer: ''Hammer of Repentance'' [[ExactlyWhatItSaysOnTheTin literally]] drops a hammer of light onto enemies.
** ''Jupiter Hammer'' takes this a step further by allowing the Crusader to temporarily equip a large hammer of light to enhance his atacks.
** ''Jupiter Hammer'' takes this a step further by allowing the Crusader to temporarily equip a large hammer of light to enhance his atacks.
Changed line(s) 1330 (click to see context) from:
* SpontaneousWeaponCreation: Can quickly form spears, bows, swords, [[DropTheHammer blunt weapons]], and drills out of ice.
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* SpontaneousWeaponCreation: Can quickly form spears, bows, swords, [[DropTheHammer blunt weapons]], weapons, and drills out of ice.
Deleted line(s) 1413 (click to see context) :
* DropTheHammer: While not explicitly a hammer, she sure does wield her Cross like one. Carried over the shoulder in a war hammer-style, and swung around like a true heavy-hitter.
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Added weapons for Archer (only the first two subclasses for now)
Added DiffLines:
** Archer
*** Muse: Lyra Bow (Higher Intelligence and Magical Attack).
*** Traveler: Longbow (Higher Physical Attack and Strength, as well as Higher Attack Speed).
*** Muse: Lyra Bow (Higher Intelligence and Magical Attack).
*** Traveler: Longbow (Higher Physical Attack and Strength, as well as Higher Attack Speed).
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Official name of the new region changed from Celesti to Seon.
Changed line(s) 1928,1930 (click to see context) from:
Hailing from Celesti, a realm in the skies high above both Arad and Empyrean, the Archer is a cheerful, adventurous girl that employs both magic and technology in equal measure to bolster the arrows she lets loose.\\\
Her story opens with Celesti's government holding a public forum regarding the realm's Malefic Beasts becoming increasingly hostile to Celestians, putting out a mission to find the legendary Anti-Enbi, a magical artifact created by Celesti's first mage, the "Eccentric Finder", which is speculated to have the power to end the threat the Malefic Beasts pose once and for all. The Archer is one of many volunteers vowing to take up this monumental task, setting sail on her airship for Arad to find the Anti-Enbi.
Her story opens with Celesti's government holding a public forum regarding the realm's Malefic Beasts becoming increasingly hostile to Celestians, putting out a mission to find the legendary Anti-Enbi, a magical artifact created by Celesti's first mage, the "Eccentric Finder", which is speculated to have the power to end the threat the Malefic Beasts pose once and for all. The Archer is one of many volunteers vowing to take up this monumental task, setting sail on her airship for Arad to find the Anti-Enbi.
to:
Hailing from Celesti, Seon, a realm in the skies high above both Arad and Empyrean, the Archer is a cheerful, adventurous girl that employs both magic and technology in equal measure to bolster the arrows she lets loose.\\\
Her story opens withCelesti's Seon's government holding a public forum regarding the realm's Malefic Beasts becoming increasingly hostile to Celestians, the people of Seon, putting out a mission to find the legendary Anti-Enbi, a magical artifact created by Celesti's Seon's first mage, the "Eccentric Finder", which is speculated to have the power to end the threat the Malefic Beasts pose once and for all. The Archer is one of many volunteers vowing to take up this monumental task, setting sail on her airship for Arad to find the Anti-Enbi.
Her story opens with
Changed line(s) 1933 (click to see context) from:
* {{Magitek}}: Although Celesti has magic bestowed upon it by its first mage, the "Eccentric Finder" (heavily implied to be the similarly-influential Great Sage Myre who bestowed magic upon Arad), Celestians eventually developed technological solutions to their problems, mainly in service to unfortunate Celestians who had no aptitude for magic. Both Archer subclasses use this technology in different ways, with the Traveler mainly employing ammunition canisters and traps empowered by Celesti's native magical beasts, and the Muse using Magitek-fueled light shows and music to encourage her allies.
to:
* {{Magitek}}: Although Celesti Seon has magic bestowed upon it by its first mage, the "Eccentric Finder" (heavily implied to be the similarly-influential Great Sage Myre who bestowed magic upon Arad), Celestians The people from Seon eventually developed technological solutions to their problems, mainly in service to those unfortunate Celestians who had no aptitude for magic. Both Archer subclasses use this technology in different ways, with the Traveler mainly employing ammunition canisters and traps empowered by Celesti's Seon's native magical beasts, and the Muse using Magitek-fueled light shows and music to encourage her allies.
Changed line(s) 1935,1937 (click to see context) from:
* WalkingTheWorld: She has a rather keen sense of adventure even for a Celestian. It's implied throughout her character-specific quests that she volunteered to search for the Anti-Enbi partly to help her people and partly as an excuse to adventure in Arad (and, eventually, Empyrean), with the Traveler's 2nd Awakening quest literally being about searching for a reason for her travels.
* WorldInTheSky: The Archer's home realm of Celesti exists in a plane separate from both Arad and Empyrean, with both of them being considered the "underworld" from the Celestians' perspective. Celesti plays this trope straighter than Empyrean does, as the realm is comprised of floating islands of various sizes.
* WorldInTheSky: The Archer's home realm of Celesti exists in a plane separate from both Arad and Empyrean, with both of them being considered the "underworld" from the Celestians' perspective. Celesti plays this trope straighter than Empyrean does, as the realm is comprised of floating islands of various sizes.
to:
* WalkingTheWorld: She has a rather keen sense of adventure even for a Celestian.someone from Seon. It's implied throughout her character-specific quests that she volunteered to search for the Anti-Enbi partly to help her people and partly as an excuse to adventure in Arad (and, eventually, Empyrean), with the Traveler's 2nd Awakening quest literally being about searching for a reason for her travels.
* WorldInTheSky: The Archer's home realm ofCelesti Seon exists in a plane separate from both Arad and Empyrean, with both of them being considered the "underworld" from the Celestians' her people's perspective. Celesti Seon plays this trope straighter than Empyrean does, as the realm is comprised of floating islands of various sizes.
* WorldInTheSky: The Archer's home realm of
Changed line(s) 1942 (click to see context) from:
Muses wield a Lyra Bow in combat, playing uplifting music that empowers her fellow Celestians and sways even the Malefic Beasts into a more peaceful disposition.
to:
Muses wield a Lyra Bow in combat, playing uplifting music that empowers her fellow Celestians people and sways even the Malefic Beasts into a more peaceful disposition.
Changed line(s) 1958,1959 (click to see context) from:
* VanacianMagic: Unlike most Celestians, the Traveler can't use magic directly herself, instead relying on ammo canisters for her longbow that contain magical powers extracted from Sacred Beasts, Celesti's local flora and fauna. Her higher-level skills make use of canisters empowered by Malefic Beasts as well, usually hitting harder or having a wider area of effect than their lower-level counterparts.
to:
* VanacianMagic: Unlike most Celestians, of the Seon people, the Traveler can't use magic directly herself, instead relying on ammo canisters for her longbow that contain magical powers extracted from Sacred Beasts, Celesti's Seon's local flora and fauna. Her higher-level skills make use of canisters empowered by Malefic Beasts as well, usually hitting harder or having a wider area of effect than their lower-level counterparts.
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Changed line(s) 1457 (click to see context) from:
A Female Priest subclass exclusive to ''Dungeon & Fighter Mobile''.
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A Female Priest subclass exclusive to ''Dungeon & Fighter Mobile''. Like the Male Monk, the Female Monk challenges foes with an onslaught of magical hand-to-hand combat.
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Added DiffLines:
!!Monk
A Female Priest subclass exclusive to ''Dungeon & Fighter Mobile''.
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None
Changed line(s) 1921,1922 (click to see context) from:
!!Supplemental Story Characters
'''Note:''' These characters are designated as official "Supplemental Story Characters" by Neople. They do not factor into the game's main story, and require an existing Lv. 70+ character on the same account to create and play.
'''Note:''' These characters are designated as official "Supplemental Story Characters" by Neople. They do not factor into the game's main story, and require an existing Lv. 70+ character on the same account to create and play.
to:
'''Note:''' These characters are designated as official "Supplemental Story Characters" by Neople. They do not factor into
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/archer_full_body_image.jpg]]
%%[[caption-width-right:1000:some caption text]]
Hailing from Celesti, a realm in the
Her story opens with Celesti's government holding a public forum regarding the realm's Malefic Beasts becoming increasingly hostile to Celestians, putting out a mission to find the legendary Anti-Enbi, a magical artifact created by Celesti's first mage, the "Eccentric Finder", which is speculated to have the power to end the threat the Malefic Beasts pose once and for all. The Archer is one of many volunteers vowing to take up this monumental task, setting sail on her airship for Arad to find the Anti-Enbi.
Changed line(s) 1924,1943 (click to see context) from:
* BagOfSpilling: They trained to PhysicalGod levels of power in the Time Gate, but in order to return to the real world they are forced to give up most of their abilities.
* {{Irony}}: Despite their official designation as non-relevant characters, [[spoiler:they are the only two characters in the entire story thus far to have a meaningful and unique contribution to the plot, helping save Grandis' life at a critical moment during the Ozma questline as the only playable characters who are canonically powerful enough to stop a TimeMaster.]]
* NaturalEndOfTime: [[https://www.youtube.com/watch?v=rBY4fkpuyj4 Their shared intro]] [[DownerBeginning starts off]] with them witnessing this as the last star in the universe goes supernova. The two of them resolve to change this somehow with their powers, with the Time Lord Last Memet treating this as a good opportunity to see if they've really mastered their powers, sending them back in time to the present day through the Time Gate.
* MechanicallyUnusualFighter: While many classes have their gimmicks, the Supplemental characters are the only ones who eschew core gameplay mechanics altogether in favor of their own systems: Dark Knight's combo system, and Creator's mouse-based controls. They also do not have subclasses (making the classes themselves the entire class), and before Season 4 standardized Awakening Quests for all characters, they also used to have a unique Awakening procedure involving a FetchQuest.
* OddballInTheSeries: Although they have Awakenings, they don't get new designs with each new Awakening like normal characters, instead simply getting more elaborate versions of their base designs.
* PaletteSwap: Functionally their basic sprites and animations are recycled from the Male Slayer and Female Mage, respectively.
* PhysicalGod: Lore-wise they are among the most powerful playable characters in the cast, having trained in the Time Gate to the point where they have achieved mastery over time and reality, respectively. They are BroughtDownToBadass by leaving the Time Gate, but recover their lost power over the course of the story.
* WhatHappenedToTheMouse: As a side effect of the mostly-homogenized Scenario Quest story, the plot threads described above in NaturalEndOfTime never get brought up again after the intro, even for text-only cutscenes specifically pertaining to the duo.
[[folder:Dark Knight]]
[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/406573943822763_6379.png]]
->'''Voiced by''': Creator/HirokiYasumoto (JP)
->''All my limits have disappeared after I was released from Kazan...My power know no end.''
After being infected by Kazan's curse, a fateful encounter with a princess caused a young Slayer's infection to rapidly accelerate, [[DrivenToMadness causing him to go insane]] and making him a viable subject for the Vilmark experiments. However, the experiments' failure caused him to arrive at the Time Gate, where he gained the power to purge the curse from his body and trained to gain dominion over the power of time itself. When the Time Gate reveals to him and the Creator the end of all time and space, the two agree to escape the Time Gate and prevent the fate of Arad and the entire universe.
His gameplay focuses around a unique combo system where up to five Slayer Skills can be bound to the same hotkey to create a combo initiated by pressing the hotkey repeatedly, with each successive Skill gaining an increasing power boost. However, if he gets hit, waits too long to use the next move in the sequence or uses a different combo, his combo is interrupted and put on cooldown based on the average cooldown of all the Skills in the combo. He is able to use Cloth, Heavy, Plate, and Light Armors, and can wield all Slayer weapons.
Obtaining a sufficient number of Time Fragments will enable the Dark Knight to Awaken, gaining complete mastery over the powers of time.
* {{Irony}}: Despite their official designation as non-relevant characters, [[spoiler:they are the only two characters in the entire story thus far to have a meaningful and unique contribution to the plot, helping save Grandis' life at a critical moment during the Ozma questline as the only playable characters who are canonically powerful enough to stop a TimeMaster.]]
* NaturalEndOfTime: [[https://www.youtube.com/watch?v=rBY4fkpuyj4 Their shared intro]] [[DownerBeginning starts off]] with them witnessing this as the last star in the universe goes supernova. The two of them resolve to change this somehow with their powers, with the Time Lord Last Memet treating this as a good opportunity to see if they've really mastered their powers, sending them back in time to the present day through the Time Gate.
* MechanicallyUnusualFighter: While many classes have their gimmicks, the Supplemental characters are the only ones who eschew core gameplay mechanics altogether in favor of their own systems: Dark Knight's combo system, and Creator's mouse-based controls. They also do not have subclasses (making the classes themselves the entire class), and before Season 4 standardized Awakening Quests for all characters, they also used to have a unique Awakening procedure involving a FetchQuest.
* OddballInTheSeries: Although they have Awakenings, they don't get new designs with each new Awakening like normal characters, instead simply getting more elaborate versions of their base designs.
* PaletteSwap: Functionally their basic sprites and animations are recycled from the Male Slayer and Female Mage, respectively.
* PhysicalGod: Lore-wise they are among the most powerful playable characters in the cast, having trained in the Time Gate to the point where they have achieved mastery over time and reality, respectively. They are BroughtDownToBadass by leaving the Time Gate, but recover their lost power over the course of the story.
* WhatHappenedToTheMouse: As a side effect of the mostly-homogenized Scenario Quest story, the plot threads described above in NaturalEndOfTime never get brought up again after the intro, even for text-only cutscenes specifically pertaining to the duo.
[[folder:Dark Knight]]
[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/406573943822763_6379.png]]
->'''Voiced by''': Creator/HirokiYasumoto (JP)
->''All my limits have disappeared after I was released from Kazan...My power know no end.''
After being infected by Kazan's curse, a fateful encounter with a princess caused a young Slayer's infection to rapidly accelerate, [[DrivenToMadness causing him to go insane]] and making him a viable subject for the Vilmark experiments. However, the experiments' failure caused him to arrive at the Time Gate, where he gained the power to purge the curse from his body and trained to gain dominion over the power of time itself. When the Time Gate reveals to him and the Creator the end of all time and space, the two agree to escape the Time Gate and prevent the fate of Arad and the entire universe.
His gameplay focuses around a unique combo system where up to five Slayer Skills can be bound to the same hotkey to create a combo initiated by pressing the hotkey repeatedly, with each successive Skill gaining an increasing power boost. However, if he gets hit, waits too long to use the next move in the sequence or uses a different combo, his combo is interrupted and put on cooldown based on the average cooldown of all the Skills in the combo. He is able to use Cloth, Heavy, Plate, and Light Armors, and can wield all Slayer weapons.
Obtaining a sufficient number of Time Fragments will enable the Dark Knight to Awaken, gaining complete mastery over the powers of time.
to:
* BagOfSpilling: They trained ArcherArchetype: {{Inverted|Trope}}. She's a dainty, PluckyGirl that uses {{Magitek}} to PhysicalGod levels of power in various extents.
* {{Magitek}}: Although Celesti has magic bestowed upon it by its first mage, theTime Gate, but in order "Eccentric Finder" (heavily implied to return to be the real world they are forced similarly-influential Great Sage Myre who bestowed magic upon Arad), Celestians eventually developed technological solutions to give up most of their abilities.
* {{Irony}}: Despite their official designation as non-relevant characters, [[spoiler:they are the only two charactersproblems, mainly in the entire story thus far service to have a meaningful and unique contribution to the plot, helping save Grandis' life at a critical moment during the Ozma questline as the only playable characters unfortunate Celestians who are canonically powerful enough to stop a TimeMaster.]]
* NaturalEndOfTime: [[https://www.youtube.com/watch?v=rBY4fkpuyj4 Their shared intro]] [[DownerBeginning starts off]] with them witnessing this as the last star in the universe goes supernova. The two of them resolve to change this somehow with their powers, with the Time Lord Last Memet treating this as a good opportunity to see if they've really mastered their powers, sending them back in time to the present day through the Time Gate.
* MechanicallyUnusualFighter: While many classes have their gimmicks, the Supplemental characters are the only ones who eschew core gameplay mechanics altogether in favor of their own systems: Dark Knight's combo system, and Creator's mouse-based controls. They also do not havehad no aptitude for magic. Both Archer subclasses (making use this technology in different ways, with the classes themselves Traveler mainly employing ammunition canisters and traps empowered by Celesti's native magical beasts, and the entire class), Muse using Magitek-fueled light shows and before Season 4 standardized music to encourage her allies.
* MasterArcher: [[ExactlyWhatItSaysOnTheTin It's in the name.]] The Archer's subclasses are well-versed in different types of bows, with the Traveler having a more traditional longbow and the Muse using the Lyra Bow, a weapon type unique to her.
* WalkingTheWorld: She has a rather keen sense of adventure even for a Celestian. It's implied throughout her character-specific quests that she volunteered to search for the Anti-Enbi partly to help her people and partly as an excuse to adventure in Arad (and, eventually, Empyrean), with the Traveler's 2nd AwakeningQuests quest literally being about searching for all characters, they also used to have a unique Awakening procedure involving reason for her travels.
* WorldInTheSky: The Archer's home realm of Celesti exists in aFetchQuest.
* OddballInTheSeries: Although they have Awakenings, they don't get new designsplane separate from both Arad and Empyrean, with each new Awakening like normal characters, instead simply getting more elaborate versions both of their base designs.
* PaletteSwap: Functionally their basic sprites and animations are recycledthem being considered the "underworld" from the Male Slayer and Female Mage, respectively.
* PhysicalGod: Lore-wise they are amongCelestians' perspective. Celesti plays this trope straighter than Empyrean does, as the most powerful playable characters in the cast, having trained in the Time Gate to the point where they have achieved mastery over time and reality, respectively. They are BroughtDownToBadass by leaving the Time Gate, but recover their lost power over the course realm is comprised of the story.
* WhatHappenedToTheMouse: As a side effectfloating islands of the mostly-homogenized Scenario Quest story, the plot threads described above in NaturalEndOfTime never get brought up again after the intro, even for text-only cutscenes specifically pertaining to the duo.
[[folder:Dark Knight]]
[[quoteright:166:https://static.various sizes.
!!Muse
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/406573943822763_6379.png]]
->'''Voiced by''': Creator/HirokiYasumoto (JP)
->''All my limits have disappeared after I was released from Kazan...My power know no end.''
After being infected by Kazan's curse, a fateful encounter with a princess caused a young Slayer's infection to rapidly accelerate, [[DrivenToMadness causing him to go insane]] and making him a viable subject for the Vilmark experiments. However, the experiments' failure caused him to arrive at the Time Gate, where he gained the power to purge the curse from his body and trained to gain dominion over the power of time itself. When the Time Gate reveals to him and the Creator the end of all time and space, the two agree to escape the Time Gate and prevent the fate of Arad and the entire universe.
His gameplay focuses around a unique combo system where up to five Slayer Skills can be bound to the same hotkey to create a combo initiated by pressing the hotkey repeatedly, with each successive Skill gaining an increasing power boost. However, if he gets hit, waits too long to use the next move in the sequence or uses a different combo, his combo is interrupted and put on cooldown based on the average cooldown of all the Skills in the combo. He is able to use Cloth, Heavy, Plate, and Light Armors, and canorg/pmwiki/pub/images/headliner_full_body.jpg]]
%%[[caption-width-right:1000:some caption text]]
Muses wieldall Slayer weapons.
Obtaininga sufficient number of Time Fragments will enable Lyra Bow in combat, playing uplifting music that empowers her fellow Celestians and sways even the Dark Knight to Awaken, gaining complete mastery over the powers of time.Malefic Beasts into a more peaceful disposition.
* {{Magitek}}: Although Celesti has magic bestowed upon it by its first mage, the
* {{Irony}}: Despite their official designation as non-relevant characters, [[spoiler:they are the only two characters
* NaturalEndOfTime: [[https://www.youtube.com/watch?v=rBY4fkpuyj4 Their shared intro]] [[DownerBeginning starts off]] with them witnessing this as the last star in the universe goes supernova. The two of them resolve to change this somehow with their powers, with the Time Lord Last Memet treating this as a good opportunity to see if they've really mastered their powers, sending them back in time to the present day through the Time Gate.
* MechanicallyUnusualFighter: While many classes have their gimmicks, the Supplemental characters are the only ones who eschew core gameplay mechanics altogether in favor of their own systems: Dark Knight's combo system, and Creator's mouse-based controls. They also do not have
* MasterArcher: [[ExactlyWhatItSaysOnTheTin It's in the name.]] The Archer's subclasses are well-versed in different types of bows, with the Traveler having a more traditional longbow and the Muse using the Lyra Bow, a weapon type unique to her.
* WalkingTheWorld: She has a rather keen sense of adventure even for a Celestian. It's implied throughout her character-specific quests that she volunteered to search for the Anti-Enbi partly to help her people and partly as an excuse to adventure in Arad (and, eventually, Empyrean), with the Traveler's 2nd Awakening
* WorldInTheSky: The Archer's home realm of Celesti exists in a
* OddballInTheSeries: Although they have Awakenings, they don't get new designs
* PaletteSwap: Functionally their basic sprites and animations are recycled
* PhysicalGod: Lore-wise they are among
* WhatHappenedToTheMouse: As a side effect
[[folder:Dark Knight]]
[[quoteright:166:https://static.
!!Muse
[[quoteright:1000:https://static.tvtropes.
->'''Voiced by''': Creator/HirokiYasumoto (JP)
->''All my limits have disappeared after I was released from Kazan...My power know no end.''
After being infected by Kazan's curse, a fateful encounter with a princess caused a young Slayer's infection to rapidly accelerate, [[DrivenToMadness causing him to go insane]] and making him a viable subject for the Vilmark experiments. However, the experiments' failure caused him to arrive at the Time Gate, where he gained the power to purge the curse from his body and trained to gain dominion over the power of time itself. When the Time Gate reveals to him and the Creator the end of all time and space, the two agree to escape the Time Gate and prevent the fate of Arad and the entire universe.
His gameplay focuses around a unique combo system where up to five Slayer Skills can be bound to the same hotkey to create a combo initiated by pressing the hotkey repeatedly, with each successive Skill gaining an increasing power boost. However, if he gets hit, waits too long to use the next move in the sequence or uses a different combo, his combo is interrupted and put on cooldown based on the average cooldown of all the Skills in the combo. He is able to use Cloth, Heavy, Plate, and Light Armors, and can
%%[[caption-width-right:1000:some caption text]]
Muses wield
Obtaining
Changed line(s) 1945,1965 (click to see context) from:
* AbsurdlySharpBlade: His level 100 skill has him cut the area around a single time, literally shattering space-time around him like a glass pane.
* AllYourPowersCombined: Most of his kit is comprised of a mishmash of skills from the original four male Slayer classes. His 2nd and Neo Awakening skills, however, are completely original to him.
* BadassCape: Briefly dons a transparent one made out of darkness at the beginning of his second and third Awakenings, as well as during his Unique Aura IdleAnimation. His second Awakening cosmetic feature also causes him to periodically radiate darkness from his upper back, implying this.
* BagOfSpilling: Justified; breaking out of the Time Gate cost him the majority of his power, and he must regain it throughout his journey.
* BigDamnHeroes: Near the end of the Ozma scenario questline, he kills Astaros during one of her time stops with the assistance of the Creator's Neo: Awakening skill.
* ColorCodedTimeStop: During his level 100 Awakening skill, his surroundings have their colors inverted as he stops time.
* CooldownManipulation: In addition to increasing the power of his skills the further they are in his combo, his combos also share a single cooldown that's the average of all the skills in the combo. This means that he can do things like stack up to 4 low cooldown skills into a combo and have a much stronger skill at the end that he can use much more often than he normally could.
* CripplingOverspecialization: Because of the nature of his playstyle as described in GatheringSteam, the Dark Knight really only shines in protracted battles focused around sustained damage, like Ozma Raid or Black Purgatory. Unfortunately for him, every endgame dungeon before it primarily focuses on burst damage (even with bad gear), and the most common measure of damage players use is a 30-second sandbag test in the TrainingStage, which he performs unusually poorly at compared to other damage dealers.
* DivergentCharacterEvolution: Strangely, this applies more to the Male Slayer subclasses he was based off of rather than himself, as through various balance patches, several of the skills that were similar between have been either changed in terms of hitbox/animation or deleted on his counterparts' side. With the release of his second and Neo Awakenings, the trope now applies to him as well, as his new skills are either mixtures of two other skills or unique to him, giving him his own identity.
* GatheringSteam: His skills can hit like a freight train, but to get there he's required to cancel through at least 4 skills bound to the same hotkey, so he can't pull out that kind of damage instantly. Most Dark Knight builds involve stacking the beginning of a combo with the fastest canceling low-level skills to get to the last skill ASAP. His third Awakening passive, Time Lord, emphasizes this further, pausing one combo hotkey for five seconds when performing another. It forces the Dark Knight to tack on even more skills to cancel through, but the payoff is three high-damage finishers in a row.
* GoodScarsEvilScars: While he has banished the Blood Curse and is no longer affected by Kazan, his former Ghost Arm is permanently blackened from his past experience.
* JackOfAllTrades: He has most abilities (non awakening actives mainly) from every Slayer subclass, but he lacks the passives that define each subclass. Dark Knight players will ''need'' to know how to combo well as a result.
* MechanicallyUnusualClass: The aforementioned combo system. He ''can'' technically input skills manually with the arrow keys and Z/X/C buttons, but only with non-combo skills.
* SecretCharacter: Players can't create a Dark Knight until they have a level 70 character elsewhere on their account.
* TimeMaster: Awakening gives the Dark Knight control over the passage of time.
** ''Time Stop'' removes most of the previous limitations for his combo, meaning his combos no longer reset if he's hit or if he waits too long between moves. It also gives him a gauge that charges with each combo skill he uses, which he can use to power up his non-combo skills when he cancels his combo skills into them, allowing him to essentially use 2 full-strength skills in a row.
** ''Space Time Union'' grants the Dark Knight the strength of all of his temporal existences, allowing him to shift the properties of certain attacks and maximizing his stats by matching Strength, Intelligence, Physical Crit Chance, and Magical Crit Chance to the highest number of the four.
** ''Time Break'' causes a massive temporal energy discharge, allowing the Dark Knight to exist everywhere at once. Enemies onscreen are slaughtered by a storm of attacks as he moves, before being destroyed in a space-time explosion.
** His level 95 skill, Diabolic Slash, delivers a five-slash combo around him, then a doppelganger does the whole sequence in reverse - even the sound effects and special effects play in reverse.
** His level 100 Awakening skill, The End of Time, [[TimeStandsStill stops time around him]] before delivering a huge cut across the screen.
* AllYourPowersCombined: Most of his kit is comprised of a mishmash of skills from the original four male Slayer classes. His 2nd and Neo Awakening skills, however, are completely original to him.
* BadassCape: Briefly dons a transparent one made out of darkness at the beginning of his second and third Awakenings, as well as during his Unique Aura IdleAnimation. His second Awakening cosmetic feature also causes him to periodically radiate darkness from his upper back, implying this.
* BagOfSpilling: Justified; breaking out of the Time Gate cost him the majority of his power, and he must regain it throughout his journey.
* BigDamnHeroes: Near the end of the Ozma scenario questline, he kills Astaros during one of her time stops with the assistance of the Creator's Neo: Awakening skill.
* ColorCodedTimeStop: During his level 100 Awakening skill, his surroundings have their colors inverted as he stops time.
* CooldownManipulation: In addition to increasing the power of his skills the further they are in his combo, his combos also share a single cooldown that's the average of all the skills in the combo. This means that he can do things like stack up to 4 low cooldown skills into a combo and have a much stronger skill at the end that he can use much more often than he normally could.
* CripplingOverspecialization: Because of the nature of his playstyle as described in GatheringSteam, the Dark Knight really only shines in protracted battles focused around sustained damage, like Ozma Raid or Black Purgatory. Unfortunately for him, every endgame dungeon before it primarily focuses on burst damage (even with bad gear), and the most common measure of damage players use is a 30-second sandbag test in the TrainingStage, which he performs unusually poorly at compared to other damage dealers.
* DivergentCharacterEvolution: Strangely, this applies more to the Male Slayer subclasses he was based off of rather than himself, as through various balance patches, several of the skills that were similar between have been either changed in terms of hitbox/animation or deleted on his counterparts' side. With the release of his second and Neo Awakenings, the trope now applies to him as well, as his new skills are either mixtures of two other skills or unique to him, giving him his own identity.
* GatheringSteam: His skills can hit like a freight train, but to get there he's required to cancel through at least 4 skills bound to the same hotkey, so he can't pull out that kind of damage instantly. Most Dark Knight builds involve stacking the beginning of a combo with the fastest canceling low-level skills to get to the last skill ASAP. His third Awakening passive, Time Lord, emphasizes this further, pausing one combo hotkey for five seconds when performing another. It forces the Dark Knight to tack on even more skills to cancel through, but the payoff is three high-damage finishers in a row.
* GoodScarsEvilScars: While he has banished the Blood Curse and is no longer affected by Kazan, his former Ghost Arm is permanently blackened from his past experience.
* JackOfAllTrades: He has most abilities (non awakening actives mainly) from every Slayer subclass, but he lacks the passives that define each subclass. Dark Knight players will ''need'' to know how to combo well as a result.
* MechanicallyUnusualClass: The aforementioned combo system. He ''can'' technically input skills manually with the arrow keys and Z/X/C buttons, but only with non-combo skills.
* SecretCharacter: Players can't create a Dark Knight until they have a level 70 character elsewhere on their account.
* TimeMaster: Awakening gives the Dark Knight control over the passage of time.
** ''Time Stop'' removes most of the previous limitations for his combo, meaning his combos no longer reset if he's hit or if he waits too long between moves. It also gives him a gauge that charges with each combo skill he uses, which he can use to power up his non-combo skills when he cancels his combo skills into them, allowing him to essentially use 2 full-strength skills in a row.
** ''Space Time Union'' grants the Dark Knight the strength of all of his temporal existences, allowing him to shift the properties of certain attacks and maximizing his stats by matching Strength, Intelligence, Physical Crit Chance, and Magical Crit Chance to the highest number of the four.
** ''Time Break'' causes a massive temporal energy discharge, allowing the Dark Knight to exist everywhere at once. Enemies onscreen are slaughtered by a storm of attacks as he moves, before being destroyed in a space-time explosion.
** His level 95 skill, Diabolic Slash, delivers a five-slash combo around him, then a doppelganger does the whole sequence in reverse - even the sound effects and special effects play in reverse.
** His level 100 Awakening skill, The End of Time, [[TimeStandsStill stops time around him]] before delivering a huge cut across the screen.
to:
* AbsurdlySharpBlade: His level 100 AssistCharacter:
** Hot Debut is a low-level "teleport" that causes her to [[SmokeOut disappear into a puff of stage smoke]], reappearing in another location. After obtaining her Neo: Awakening, she gets the ability to use Hot Debut while getting hit. Instead of teleporting herself, a bouncer whisks the Muse away from whatever's antagonizing her, bringing her to her desired teleport location.
** Dreaming Trilogy is a defense-increasing buff that the Muse initially has to channel in order to maintain its effect. After obtaining her Neo: Awakening, one of the members of her band, Harmony, takes her place and channels the skill for her, leaving her free to do other things.
* BreakingOldTrends: She's the only buffer that hashim cut her buffs scale solely off of her Spirit stat, unlike male Crusader who can pick between that and Vitality, or the area around a single time, literally shattering space-time around him like a glass pane.
female Crusader and Enchantress's reliance on Intelligence. She's also less reliant on [[CooldownManipulation cooldown-reducing gear]] compared to the other buffers, thanks to her [[ManaMeter Effector gauge]].
*AllYourPowersCombined: ManaMeter: Most of his kit her buffs make use of the Effector gauge, a mechanic unique to her. The gauge is comprised separated into two halves, the Power and Groove gauges, which are both filled by hitting enemies with her non-buff skills. Her offensive and utility buffs are fueled by the Power gauge, while her defensive buffs and heals are fueled by the Groove gauge. Casting any of these buffs requires a mishmash certain percentage of skills the respective gauge, although they don't have a cooldown and can be casted one after the other, Effector gauge permitting.
* ThePowerOfRock: Almost all of her skills, buffs or otherwise, consist of the Muse strumming tunes on her Lyra Bow.
* SomeDexterityRequired: All of the buffs that make use of the aforementioned Effector gauge require the Muse player to input a sequence of fourth, eigth and sixteenth notes every time they're cast. The note patterns are always the same, aside from a randomized note tacked onto theoriginal four male Slayer classes. His 2nd and Neo end after obtaining her Neo: Awakening. Her 1st Awakening skills, however, are completely original to him.
* BadassCape: Briefly dons a transparent one made out of darkness at the beginning of his secondand third Awakenings, as well as during his Unique Aura IdleAnimation. His second Awakening cosmetic feature also causes him to periodically radiate darkness from his upper back, implying this.
* BagOfSpilling: Justified; breaking out of the Time Gate cost him the majority of his power, and he must regain it throughout his journey.
* BigDamnHeroes: Near the end of the Ozma scenario questline, he kills Astaros during one of her time stops with the assistance of the Creator'sNeo: Awakening skill.
* ColorCodedTimeStop: During his level 100 Awakening skill, his surroundings have their colors inverted as he stops time.
* CooldownManipulation: In addition to increasing the power of hisactive skills dial this up a notch by requiring the further they are player to hit six randomized notes in his combo, his combos also share order to extend the resulting buff by a single cooldown few seconds. Coupled with her constant need to attack to fill up the Effector gauge, the Muse ends up becoming a buffer that's the average of all the skills in the combo. This means that he can do things like stack up to 4 low cooldown skills into a combo and have a much stronger skill at the end that he can use much more often hectic to play than he normally could.
* CripplingOverspecialization: Because ofeven the nature of his playstyle as described in GatheringSteam, male Crusader.
* SupportPartyMember: DFO's fourth dedicated buffer class, debuting after theDark Knight really only shines in protracted battles focused around sustained damage, like Ozma Raid or Black Purgatory. Unfortunately for him, every endgame dungeon before it primarily focuses on burst damage (even with bad gear), male and female Crusaders and the Enchantress.
!!Traveler
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/dreamer_full_body.jpg]]
%%[[caption-width-right:1000:some caption text]]
----
* VanacianMagic: Unlike mostcommon measure of damage players use is a 30-second sandbag test in Celestians, the TrainingStage, which he performs unusually poorly at compared to other damage dealers.
* DivergentCharacterEvolution: Strangely, this applies more to the Male Slayer subclasses he was based off of rather than himself, as through various balance patches, several of the skills that were similar between have been either changed in terms of hitbox/animation or deleted on his counterparts' side. With the release of his second and Neo Awakenings, the trope now applies to him as well, as his new skills are either mixtures of two other skills or unique to him, giving him his own identity.
* GatheringSteam: His skills can hit like a freight train, but to get there he's required to cancel through at least 4 skills bound to the same hotkey, so heTraveler can't pull out use magic directly herself, instead relying on ammo canisters for her longbow that kind of damage instantly. Most Dark Knight builds involve stacking the beginning of a combo with the fastest canceling low-level contain magical powers extracted from Sacred Beasts, Celesti's local flora and fauna. Her higher-level skills to get to the last skill ASAP. His third Awakening passive, Time Lord, emphasizes this further, pausing one combo hotkey for five seconds when performing another. It forces the Dark Knight to tack on even more skills to cancel through, but the payoff is three high-damage finishers in a row.
* GoodScarsEvilScars: While he has banished the Blood Curse and is no longer affectedmake use of canisters empowered by Kazan, his former Ghost Arm is permanently blackened from his past experience.
* JackOfAllTrades: He has most abilities (non awakening actives mainly) from every Slayer subclass, but he lacks the passives that define each subclass. Dark Knight players will ''need'' to know how to combo wellMalefic Beasts as well, usually hitting harder or having a result.
* MechanicallyUnusualClass: The aforementioned combo system. He ''can'' technically input skills manually with the arrow keys and Z/X/C buttons, but only with non-combo skills.
* SecretCharacter: Players can't create a Dark Knight until they have a level 70 character elsewhere onwider area of effect than their account.
* TimeMaster: Awakening gives the Dark Knight control over the passage of time.
** ''Time Stop'' removes most of the previous limitations for his combo, meaning his combos no longer reset if he's hit or if he waits too long between moves. It also gives him a gauge that charges with each combo skill he uses, which he can use to power up his non-combo skills when he cancels his combo skills into them, allowing him to essentially use 2 full-strength skills in a row.
** ''Space Time Union'' grants the Dark Knight the strength of all of his temporal existences, allowing him to shift the properties of certain attacks and maximizing his stats by matching Strength, Intelligence, Physical Crit Chance, and Magical Crit Chance to the highest number of the four.
** ''Time Break'' causes a massive temporal energy discharge, allowing the Dark Knight to exist everywhere at once. Enemies onscreen are slaughtered by a storm of attacks as he moves, before being destroyed in a space-time explosion.
** His level 95 skill, Diabolic Slash, delivers a five-slash combo around him, then a doppelganger does the whole sequence in reverse - even the sound effects and special effects play in reverse.
** His level 100 Awakening skill, The End of Time, [[TimeStandsStill stops time around him]] before delivering a huge cut across the screen.
lower-level counterparts.
** Hot Debut is a low-level "teleport" that causes her to [[SmokeOut disappear into a puff of stage smoke]], reappearing in another location. After obtaining her Neo: Awakening, she gets the ability to use Hot Debut while getting hit. Instead of teleporting herself, a bouncer whisks the Muse away from whatever's antagonizing her, bringing her to her desired teleport location.
** Dreaming Trilogy is a defense-increasing buff that the Muse initially has to channel in order to maintain its effect. After obtaining her Neo: Awakening, one of the members of her band, Harmony, takes her place and channels the skill for her, leaving her free to do other things.
* BreakingOldTrends: She's the only buffer that has
*
* ThePowerOfRock: Almost all of her skills, buffs or otherwise, consist of the Muse strumming tunes on her Lyra Bow.
* SomeDexterityRequired: All of the buffs that make use of the aforementioned Effector gauge require the Muse player to input a sequence of fourth, eigth and sixteenth notes every time they're cast. The note patterns are always the same, aside from a randomized note tacked onto the
* BadassCape: Briefly dons a transparent one made out of darkness at the beginning of his second
* BagOfSpilling: Justified; breaking out of the Time Gate cost him the majority of his power, and he must regain it throughout his journey.
* BigDamnHeroes: Near the end of the Ozma scenario questline, he kills Astaros during one of her time stops with the assistance of the Creator's
* ColorCodedTimeStop: During his level 100 Awakening skill, his surroundings have their colors inverted as he stops time.
* CooldownManipulation: In addition to increasing the power of his
* CripplingOverspecialization: Because of
* SupportPartyMember: DFO's fourth dedicated buffer class, debuting after the
!!Traveler
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/dreamer_full_body.jpg]]
%%[[caption-width-right:1000:some caption text]]
----
* VanacianMagic: Unlike most
* DivergentCharacterEvolution: Strangely, this applies more to the Male Slayer subclasses he was based off of rather than himself, as through various balance patches, several of the skills that were similar between have been either changed in terms of hitbox/animation or deleted on his counterparts' side. With the release of his second and Neo Awakenings, the trope now applies to him as well, as his new skills are either mixtures of two other skills or unique to him, giving him his own identity.
* GatheringSteam: His skills can hit like a freight train, but to get there he's required to cancel through at least 4 skills bound to the same hotkey, so he
* GoodScarsEvilScars: While he has banished the Blood Curse and is no longer affected
* JackOfAllTrades: He has most abilities (non awakening actives mainly) from every Slayer subclass, but he lacks the passives that define each subclass. Dark Knight players will ''need'' to know how to combo well
* MechanicallyUnusualClass: The aforementioned combo system. He ''can'' technically input skills manually with the arrow keys and Z/X/C buttons, but only with non-combo skills.
* SecretCharacter: Players can't create a Dark Knight until they have a level 70 character elsewhere on
* TimeMaster: Awakening gives the Dark Knight control over the passage of time.
** ''Time Stop'' removes most of the previous limitations for his combo, meaning his combos no longer reset if he's hit or if he waits too long between moves. It also gives him a gauge that charges with each combo skill he uses, which he can use to power up his non-combo skills when he cancels his combo skills into them, allowing him to essentially use 2 full-strength skills in a row.
** ''Space Time Union'' grants the Dark Knight the strength of all of his temporal existences, allowing him to shift the properties of certain attacks and maximizing his stats by matching Strength, Intelligence, Physical Crit Chance, and Magical Crit Chance to the highest number of the four.
** ''Time Break'' causes a massive temporal energy discharge, allowing the Dark Knight to exist everywhere at once. Enemies onscreen are slaughtered by a storm of attacks as he moves, before being destroyed in a space-time explosion.
** His level 95 skill, Diabolic Slash, delivers a five-slash combo around him, then a doppelganger does the whole sequence in reverse - even the sound effects and special effects play in reverse.
** His level 100 Awakening skill, The End of Time, [[TimeStandsStill stops time around him]] before delivering a huge cut across the screen.
Changed line(s) 1968,1978 (click to see context) from:
[[folder:Creator]]
[[quoteright:157:https://static.tvtropes.org/pmwiki/pub/images/creator_4506.png]]
->'''Voiced by''': Creator/KaoriMizuhashi (JP)
->''How wonderful would it be if I can create happiness like everything else!''
A prolific Mage who was also subject to the Vilmark experiments, much like the Dark Knight. The experiment's failure resulted in becoming trapped within the Time Gate, where she learned to harness the "Familiar of Time" to gain the ability to [[RealityWarper manipulate the very fabric of the world around her.]] Having learned about the end of time from the Dark Knight, she sacrificed most of her powers to escape the Time Gate and travel to Arad to prevent the fate of the world.
Unlike other characters, she wields a [[MechanicallyUnusualFighter vastly different control scheme focused around the mouse.]] She can wield all of the same weapons a Mage does, although her weapons leans towards Broomsticks.
Obtaining a sufficient number of Time Fragments will enable the Creator to Awaken, gaining mastery over the abilities of creation.
[[quoteright:157:https://static.tvtropes.org/pmwiki/pub/images/creator_4506.png]]
->'''Voiced by''': Creator/KaoriMizuhashi (JP)
->''How wonderful would it be if I can create happiness like everything else!''
A prolific Mage who was also subject to the Vilmark experiments, much like the Dark Knight. The experiment's failure resulted in becoming trapped within the Time Gate, where she learned to harness the "Familiar of Time" to gain the ability to [[RealityWarper manipulate the very fabric of the world around her.]] Having learned about the end of time from the Dark Knight, she sacrificed most of her powers to escape the Time Gate and travel to Arad to prevent the fate of the world.
Unlike other characters, she wields a [[MechanicallyUnusualFighter vastly different control scheme focused around the mouse.]] She can wield all of the same weapons a Mage does, although her weapons leans towards Broomsticks.
Obtaining a sufficient number of Time Fragments will enable the Creator to Awaken, gaining mastery over the abilities of creation.
to:
[[quoteright:157:https://static.tvtropes.org/pmwiki/pub/images/creator_4506.png]]
->'''Voiced by''': Creator/KaoriMizuhashi (JP)
->''How wonderful would it be if I can create happiness like everything else!''
A prolific Mage who was also subject to
'''Note:''' These characters are designated as official "Supplemental Story Characters" by Neople. They do not factor into the
Unlike other characters, she wields a [[MechanicallyUnusualFighter vastly different control scheme focused around the mouse.]] She can wield all of
Obtaining a sufficient number of Time Fragments will enable the Creator
Added DiffLines:
* BagOfSpilling: They trained to PhysicalGod levels of power in the Time Gate, but in order to return to the real world they are forced to give up most of their abilities.
* {{Irony}}: Despite their official designation as non-relevant characters, [[spoiler:they are the only two characters in the entire story thus far to have a meaningful and unique contribution to the plot, helping save Grandis' life at a critical moment during the Ozma questline as the only playable characters who are canonically powerful enough to stop a TimeMaster.]]
* NaturalEndOfTime: [[https://www.youtube.com/watch?v=rBY4fkpuyj4 Their shared intro]] [[DownerBeginning starts off]] with them witnessing this as the last star in the universe goes supernova. The two of them resolve to change this somehow with their powers, with the Time Lord Last Memet treating this as a good opportunity to see if they've really mastered their powers, sending them back in time to the present day through the Time Gate.
* MechanicallyUnusualFighter: While many classes have their gimmicks, the Supplemental characters are the only ones who eschew core gameplay mechanics altogether in favor of their own systems: Dark Knight's combo system, and Creator's mouse-based controls. They also do not have subclasses (making the classes themselves the entire class), and before Season 4 standardized Awakening Quests for all characters, they also used to have a unique Awakening procedure involving a FetchQuest.
* OddballInTheSeries: Although they have Awakenings, they don't get new designs with each new Awakening like normal characters, instead simply getting more elaborate versions of their base designs.
* PaletteSwap: Functionally their basic sprites and animations are recycled from the Male Slayer and Female Mage, respectively.
* PhysicalGod: Lore-wise they are among the most powerful playable characters in the cast, having trained in the Time Gate to the point where they have achieved mastery over time and reality, respectively. They are BroughtDownToBadass by leaving the Time Gate, but recover their lost power over the course of the story.
* WhatHappenedToTheMouse: As a side effect of the mostly-homogenized Scenario Quest story, the plot threads described above in NaturalEndOfTime never get brought up again after the intro, even for text-only cutscenes specifically pertaining to the duo.
[[folder:Dark Knight]]
[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/406573943822763_6379.png]]
->'''Voiced by''': Creator/HirokiYasumoto (JP)
->''All my limits have disappeared after I was released from Kazan...My power know no end.''
After being infected by Kazan's curse, a fateful encounter with a princess caused a young Slayer's infection to rapidly accelerate, [[DrivenToMadness causing him to go insane]] and making him a viable subject for the Vilmark experiments. However, the experiments' failure caused him to arrive at the Time Gate, where he gained the power to purge the curse from his body and trained to gain dominion over the power of time itself. When the Time Gate reveals to him and the Creator the end of all time and space, the two agree to escape the Time Gate and prevent the fate of Arad and the entire universe.
His gameplay focuses around a unique combo system where up to five Slayer Skills can be bound to the same hotkey to create a combo initiated by pressing the hotkey repeatedly, with each successive Skill gaining an increasing power boost. However, if he gets hit, waits too long to use the next move in the sequence or uses a different combo, his combo is interrupted and put on cooldown based on the average cooldown of all the Skills in the combo. He is able to use Cloth, Heavy, Plate, and Light Armors, and can wield all Slayer weapons.
Obtaining a sufficient number of Time Fragments will enable the Dark Knight to Awaken, gaining complete mastery over the powers of time.
----
* AbsurdlySharpBlade: His level 100 skill has him cut the area around a single time, literally shattering space-time around him like a glass pane.
* AllYourPowersCombined: Most of his kit is comprised of a mishmash of skills from the original four male Slayer classes. His 2nd and Neo Awakening skills, however, are completely original to him.
* BadassCape: Briefly dons a transparent one made out of darkness at the beginning of his second and third Awakenings, as well as during his Unique Aura IdleAnimation. His second Awakening cosmetic feature also causes him to periodically radiate darkness from his upper back, implying this.
* BagOfSpilling: Justified; breaking out of the Time Gate cost him the majority of his power, and he must regain it throughout his journey.
* BigDamnHeroes: Near the end of the Ozma scenario questline, he kills Astaros during one of her time stops with the assistance of the Creator's Neo: Awakening skill.
* ColorCodedTimeStop: During his level 100 Awakening skill, his surroundings have their colors inverted as he stops time.
* CooldownManipulation: In addition to increasing the power of his skills the further they are in his combo, his combos also share a single cooldown that's the average of all the skills in the combo. This means that he can do things like stack up to 4 low cooldown skills into a combo and have a much stronger skill at the end that he can use much more often than he normally could.
* CripplingOverspecialization: Because of the nature of his playstyle as described in GatheringSteam, the Dark Knight really only shines in protracted battles focused around sustained damage, like Ozma Raid or Black Purgatory. Unfortunately for him, every endgame dungeon before it primarily focuses on burst damage (even with bad gear), and the most common measure of damage players use is a 30-second sandbag test in the TrainingStage, which he performs unusually poorly at compared to other damage dealers.
* DivergentCharacterEvolution: Strangely, this applies more to the Male Slayer subclasses he was based off of rather than himself, as through various balance patches, several of the skills that were similar between have been either changed in terms of hitbox/animation or deleted on his counterparts' side. With the release of his second and Neo Awakenings, the trope now applies to him as well, as his new skills are either mixtures of two other skills or unique to him, giving him his own identity.
* GatheringSteam: His skills can hit like a freight train, but to get there he's required to cancel through at least 4 skills bound to the same hotkey, so he can't pull out that kind of damage instantly. Most Dark Knight builds involve stacking the beginning of a combo with the fastest canceling low-level skills to get to the last skill ASAP. His third Awakening passive, Time Lord, emphasizes this further, pausing one combo hotkey for five seconds when performing another. It forces the Dark Knight to tack on even more skills to cancel through, but the payoff is three high-damage finishers in a row.
* GoodScarsEvilScars: While he has banished the Blood Curse and is no longer affected by Kazan, his former Ghost Arm is permanently blackened from his past experience.
* JackOfAllTrades: He has most abilities (non awakening actives mainly) from every Slayer subclass, but he lacks the passives that define each subclass. Dark Knight players will ''need'' to know how to combo well as a result.
* MechanicallyUnusualClass: The aforementioned combo system. He ''can'' technically input skills manually with the arrow keys and Z/X/C buttons, but only with non-combo skills.
* SecretCharacter: Players can't create a Dark Knight until they have a level 70 character elsewhere on their account.
* TimeMaster: Awakening gives the Dark Knight control over the passage of time.
** ''Time Stop'' removes most of the previous limitations for his combo, meaning his combos no longer reset if he's hit or if he waits too long between moves. It also gives him a gauge that charges with each combo skill he uses, which he can use to power up his non-combo skills when he cancels his combo skills into them, allowing him to essentially use 2 full-strength skills in a row.
** ''Space Time Union'' grants the Dark Knight the strength of all of his temporal existences, allowing him to shift the properties of certain attacks and maximizing his stats by matching Strength, Intelligence, Physical Crit Chance, and Magical Crit Chance to the highest number of the four.
** ''Time Break'' causes a massive temporal energy discharge, allowing the Dark Knight to exist everywhere at once. Enemies onscreen are slaughtered by a storm of attacks as he moves, before being destroyed in a space-time explosion.
** His level 95 skill, Diabolic Slash, delivers a five-slash combo around him, then a doppelganger does the whole sequence in reverse - even the sound effects and special effects play in reverse.
** His level 100 Awakening skill, The End of Time, [[TimeStandsStill stops time around him]] before delivering a huge cut across the screen.
[[/folder]]
[[folder:Creator]]
[[quoteright:157:https://static.tvtropes.org/pmwiki/pub/images/creator_4506.png]]
->'''Voiced by''': Creator/KaoriMizuhashi (JP)
->''How wonderful would it be if I can create happiness like everything else!''
A prolific Mage who was also subject to the Vilmark experiments, much like the Dark Knight. The experiment's failure resulted in becoming trapped within the Time Gate, where she learned to harness the "Familiar of Time" to gain the ability to [[RealityWarper manipulate the very fabric of the world around her.]] Having learned about the end of time from the Dark Knight, she sacrificed most of her powers to escape the Time Gate and travel to Arad to prevent the fate of the world.
Unlike other characters, she wields a [[MechanicallyUnusualFighter vastly different control scheme focused around the mouse.]] She can wield all of the same weapons a Mage does, although her weapons leans towards Broomsticks.
Obtaining a sufficient number of Time Fragments will enable the Creator to Awaken, gaining mastery over the abilities of creation.
----
* {{Irony}}: Despite their official designation as non-relevant characters, [[spoiler:they are the only two characters in the entire story thus far to have a meaningful and unique contribution to the plot, helping save Grandis' life at a critical moment during the Ozma questline as the only playable characters who are canonically powerful enough to stop a TimeMaster.]]
* NaturalEndOfTime: [[https://www.youtube.com/watch?v=rBY4fkpuyj4 Their shared intro]] [[DownerBeginning starts off]] with them witnessing this as the last star in the universe goes supernova. The two of them resolve to change this somehow with their powers, with the Time Lord Last Memet treating this as a good opportunity to see if they've really mastered their powers, sending them back in time to the present day through the Time Gate.
* MechanicallyUnusualFighter: While many classes have their gimmicks, the Supplemental characters are the only ones who eschew core gameplay mechanics altogether in favor of their own systems: Dark Knight's combo system, and Creator's mouse-based controls. They also do not have subclasses (making the classes themselves the entire class), and before Season 4 standardized Awakening Quests for all characters, they also used to have a unique Awakening procedure involving a FetchQuest.
* OddballInTheSeries: Although they have Awakenings, they don't get new designs with each new Awakening like normal characters, instead simply getting more elaborate versions of their base designs.
* PaletteSwap: Functionally their basic sprites and animations are recycled from the Male Slayer and Female Mage, respectively.
* PhysicalGod: Lore-wise they are among the most powerful playable characters in the cast, having trained in the Time Gate to the point where they have achieved mastery over time and reality, respectively. They are BroughtDownToBadass by leaving the Time Gate, but recover their lost power over the course of the story.
* WhatHappenedToTheMouse: As a side effect of the mostly-homogenized Scenario Quest story, the plot threads described above in NaturalEndOfTime never get brought up again after the intro, even for text-only cutscenes specifically pertaining to the duo.
[[folder:Dark Knight]]
[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/406573943822763_6379.png]]
->'''Voiced by''': Creator/HirokiYasumoto (JP)
->''All my limits have disappeared after I was released from Kazan...My power know no end.''
After being infected by Kazan's curse, a fateful encounter with a princess caused a young Slayer's infection to rapidly accelerate, [[DrivenToMadness causing him to go insane]] and making him a viable subject for the Vilmark experiments. However, the experiments' failure caused him to arrive at the Time Gate, where he gained the power to purge the curse from his body and trained to gain dominion over the power of time itself. When the Time Gate reveals to him and the Creator the end of all time and space, the two agree to escape the Time Gate and prevent the fate of Arad and the entire universe.
His gameplay focuses around a unique combo system where up to five Slayer Skills can be bound to the same hotkey to create a combo initiated by pressing the hotkey repeatedly, with each successive Skill gaining an increasing power boost. However, if he gets hit, waits too long to use the next move in the sequence or uses a different combo, his combo is interrupted and put on cooldown based on the average cooldown of all the Skills in the combo. He is able to use Cloth, Heavy, Plate, and Light Armors, and can wield all Slayer weapons.
Obtaining a sufficient number of Time Fragments will enable the Dark Knight to Awaken, gaining complete mastery over the powers of time.
----
* AbsurdlySharpBlade: His level 100 skill has him cut the area around a single time, literally shattering space-time around him like a glass pane.
* AllYourPowersCombined: Most of his kit is comprised of a mishmash of skills from the original four male Slayer classes. His 2nd and Neo Awakening skills, however, are completely original to him.
* BadassCape: Briefly dons a transparent one made out of darkness at the beginning of his second and third Awakenings, as well as during his Unique Aura IdleAnimation. His second Awakening cosmetic feature also causes him to periodically radiate darkness from his upper back, implying this.
* BagOfSpilling: Justified; breaking out of the Time Gate cost him the majority of his power, and he must regain it throughout his journey.
* BigDamnHeroes: Near the end of the Ozma scenario questline, he kills Astaros during one of her time stops with the assistance of the Creator's Neo: Awakening skill.
* ColorCodedTimeStop: During his level 100 Awakening skill, his surroundings have their colors inverted as he stops time.
* CooldownManipulation: In addition to increasing the power of his skills the further they are in his combo, his combos also share a single cooldown that's the average of all the skills in the combo. This means that he can do things like stack up to 4 low cooldown skills into a combo and have a much stronger skill at the end that he can use much more often than he normally could.
* CripplingOverspecialization: Because of the nature of his playstyle as described in GatheringSteam, the Dark Knight really only shines in protracted battles focused around sustained damage, like Ozma Raid or Black Purgatory. Unfortunately for him, every endgame dungeon before it primarily focuses on burst damage (even with bad gear), and the most common measure of damage players use is a 30-second sandbag test in the TrainingStage, which he performs unusually poorly at compared to other damage dealers.
* DivergentCharacterEvolution: Strangely, this applies more to the Male Slayer subclasses he was based off of rather than himself, as through various balance patches, several of the skills that were similar between have been either changed in terms of hitbox/animation or deleted on his counterparts' side. With the release of his second and Neo Awakenings, the trope now applies to him as well, as his new skills are either mixtures of two other skills or unique to him, giving him his own identity.
* GatheringSteam: His skills can hit like a freight train, but to get there he's required to cancel through at least 4 skills bound to the same hotkey, so he can't pull out that kind of damage instantly. Most Dark Knight builds involve stacking the beginning of a combo with the fastest canceling low-level skills to get to the last skill ASAP. His third Awakening passive, Time Lord, emphasizes this further, pausing one combo hotkey for five seconds when performing another. It forces the Dark Knight to tack on even more skills to cancel through, but the payoff is three high-damage finishers in a row.
* GoodScarsEvilScars: While he has banished the Blood Curse and is no longer affected by Kazan, his former Ghost Arm is permanently blackened from his past experience.
* JackOfAllTrades: He has most abilities (non awakening actives mainly) from every Slayer subclass, but he lacks the passives that define each subclass. Dark Knight players will ''need'' to know how to combo well as a result.
* MechanicallyUnusualClass: The aforementioned combo system. He ''can'' technically input skills manually with the arrow keys and Z/X/C buttons, but only with non-combo skills.
* SecretCharacter: Players can't create a Dark Knight until they have a level 70 character elsewhere on their account.
* TimeMaster: Awakening gives the Dark Knight control over the passage of time.
** ''Time Stop'' removes most of the previous limitations for his combo, meaning his combos no longer reset if he's hit or if he waits too long between moves. It also gives him a gauge that charges with each combo skill he uses, which he can use to power up his non-combo skills when he cancels his combo skills into them, allowing him to essentially use 2 full-strength skills in a row.
** ''Space Time Union'' grants the Dark Knight the strength of all of his temporal existences, allowing him to shift the properties of certain attacks and maximizing his stats by matching Strength, Intelligence, Physical Crit Chance, and Magical Crit Chance to the highest number of the four.
** ''Time Break'' causes a massive temporal energy discharge, allowing the Dark Knight to exist everywhere at once. Enemies onscreen are slaughtered by a storm of attacks as he moves, before being destroyed in a space-time explosion.
** His level 95 skill, Diabolic Slash, delivers a five-slash combo around him, then a doppelganger does the whole sequence in reverse - even the sound effects and special effects play in reverse.
** His level 100 Awakening skill, The End of Time, [[TimeStandsStill stops time around him]] before delivering a huge cut across the screen.
[[/folder]]
[[folder:Creator]]
[[quoteright:157:https://static.tvtropes.org/pmwiki/pub/images/creator_4506.png]]
->'''Voiced by''': Creator/KaoriMizuhashi (JP)
->''How wonderful would it be if I can create happiness like everything else!''
A prolific Mage who was also subject to the Vilmark experiments, much like the Dark Knight. The experiment's failure resulted in becoming trapped within the Time Gate, where she learned to harness the "Familiar of Time" to gain the ability to [[RealityWarper manipulate the very fabric of the world around her.]] Having learned about the end of time from the Dark Knight, she sacrificed most of her powers to escape the Time Gate and travel to Arad to prevent the fate of the world.
Unlike other characters, she wields a [[MechanicallyUnusualFighter vastly different control scheme focused around the mouse.]] She can wield all of the same weapons a Mage does, although her weapons leans towards Broomsticks.
Obtaining a sufficient number of Time Fragments will enable the Creator to Awaken, gaining mastery over the abilities of creation.
----
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* AllMonksKnowKungFu: Although Priests in general are Christian-coded, the Monk is a martial arts-focused class more in line with Shaolin monks, who are Buddhists.
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Boobs Of Steel is a disambiguation
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* BoobsOfSteel: The most physical female character class around, especially the other close combat females all use magic to some degree once they update their classes, while the F. Fighter, even in her [[KiManipulation Nen Master class]], will always rely on her fists for battle.
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* BoobsOfSteel: Bustier (especially as the Elven Knight) than the Female Fighter and the Thief, who were already nicely sized physical fighters.
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* DoesNotLikeShoes: He only wears wraps on his feet.
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Dewicking Blade On A Stick
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* BladeOnAStick: Wields Lances.
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dewicking Contralto Of Danger
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* ContraltoOfDanger: Some of her voice clips suddenly dip in pitch.
--> ''[[https://youtu.be/68kVdpR84_E?t=43 (casting Forbidden Curse)]]'' "I'll give you power... '''''if you want...'''''"
--> ''[[https://youtu.be/68kVdpR84_E?t=43 (casting Forbidden Curse)]]'' "I'll give you power... '''''if you want...'''''"
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* ContraltoOfDanger: Nexon North America gave her a rather deep voice in their dub. Averted for other languages.
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* WeaponSpecialization: Nyarly's main method of attacking the enemy is via her whip. Divergence: Harlequin has her do a rapid combo of whip flails followed by a stronger finishing strike or impale the enemies on it with Divergence: Whip Skewer.
* WhipOfDominance: Nyarly fights with a whip and is a HotAsHell demon in a {{Stripperiffic}} outfit with [[DressedLikeADominatrix dominatrix design]]. And despite the fact she's ''his'' summon, the quotes often show she's clearly the dominant in their "[[DidYouJustRomanceCthulhu relationship]]".
-->"Watching her whip with a smile on her face, I remind myself that I can never skip planning a weekend with her, no matter how busy I am."
* WhipOfDominance: Nyarly fights with a whip and is a HotAsHell demon in a {{Stripperiffic}} outfit with [[DressedLikeADominatrix dominatrix design]]. And despite the fact she's ''his'' summon, the quotes often show she's clearly the dominant in their "[[DidYouJustRomanceCthulhu relationship]]".
-->"Watching her whip with a smile on her face, I remind myself that I can never skip planning a weekend with her, no matter how busy I am."
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* WhipSword: Extends to WhipItGood in many of her attacks and can also use it by [[SpikesOfDoom stabbing it into the ground and having the blade repeatedly stab enemies from below]]. Generally speaking, a number of her attacks that involve using her weapon in a distinctly whiplike manner are known as Soaring Blades - <action>.
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* WhipSword: Extends to WhipItGood in many of her attacks and can also use it by [[SpikesOfDoom stabbing it into the ground and having the blade repeatedly stab enemies from below]]. Generally speaking, a number of her attacks that involve using her weapon in a distinctly whiplike manner are known as Soaring Blades - -- <action>.
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* WhipItGood: ''Blood Rage Chain'' causes the Brawler to whip out chains in front of him quickly.
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* WhipItGood: Nyarly's main method of attacking the enemy: she can also use Divergence: Harlequin to do a rapid combo of whip flails followed by a stronger finishing strike or impale the enemies on it with Divergence: Whip Skewer.
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* SummonMagic
* WhipItGood: Can whip her summons and party members to beef up their stats.
* WhipItGood: Can whip her summons and party members to beef up their stats.
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* WhipItGood: Can whip her summons and party members to beef up their stats.
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* CompositeCharacter: In terms of armament, his skill set looks like a mishmash of three other male Gunner subclasses. He uses long arms (an assault rifle) and trap-like explosives like a Spitfire, large missile-firing weapons like a Launcher, and a variety of robots at his disposal like a Mechanic. Lastly, he has a low-level PistolWhipping skill and a few skills focused around kicking, like the Ranger.
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* CompositeCharacter: In terms of armament, his skill set looks like a mishmash of three the other male Gunner subclasses. He uses long arms (an assault rifle) and trap-like explosives like a Spitfire, large missile-firing weapons like a Launcher, and a variety of robots at his disposal like a Mechanic. Lastly, he has a low-level PistolWhipping skill and a few skills focused around kicking, like the Ranger.
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* SelfDestructingSecurity: Instead of [[EverythingFades blinking out of existence]] after dying, like every other class, the Blitz explodes as soon as he hits the ground. The explosion even deals ScratchDamage to enemies standing on top of him.
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* SelfDestructingSecurity: Instead of [[EverythingFades blinking out of existence]] after dying, like every other class, the Blitz [[PostDefeatExplosionChain explodes repeatedly]] as soon as he hits the ground. The explosion even deals ScratchDamage to enemies standing on top of him.
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dewicking Badass Baritone
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* VocalEvolution: He's the first male Slayer subclass that sounds ''entirely'' different from the other four Slayer subclasses, having a [[BadassBaritone deeper voice]] that more closely resembles the Dark Knight's voice.
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* VocalEvolution: He's the first male Slayer subclass that sounds ''entirely'' different from the other four Slayer subclasses, having a [[BadassBaritone deeper voice]] voice that more closely resembles the Dark Knight's voice.
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* BadassBaritone: Has the deepest voice out of all the characters and is just as badass.
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* CastingGag: Creator/AkioOtsuka is perhaps most known for his work as [[Franchise/MetalGear Solid Snake]], who is a secret agent himself. Furthermore, one of the Hitman subclass Awakenings is known as Big Boss.
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* CastingGag: Creator/AkioOtsuka is perhaps most known for his work as [[Franchise/MetalGear [[VideoGame/MetalGear Solid Snake]], who is a secret agent himself. Furthermore, one of the Hitman subclass Awakenings is known as Big Boss.
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->'''Voiced by:''' Creator/AkioOhtsuka (JP)
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->'''Voiced by:''' Creator/AkioOhtsuka Creator/AkioOtsuka (JP)
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* CastingGag: Creator/AkioOhtsuka is perhaps most known for his work as [[Franchise/MetalGear Solid Snake]], who is a secret agent himself. Furthermore, one of the Hitman subclass Awakenings is known as Big Boss.
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* CastingGag: Creator/AkioOhtsuka Creator/AkioOtsuka is perhaps most known for his work as [[Franchise/MetalGear Solid Snake]], who is a secret agent himself. Furthermore, one of the Hitman subclass Awakenings is known as Big Boss.
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* {{Gainaxing}}: Never stops bouncing; as ''every'' animation has her breasts jiggle.