Techniques
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Fused
Fused Techniques
UITechZandion.png Zandion UITechFomelgion.png Folmelgion UITechBarantsion.png Barantsion
UITechRezandia.png Rezandia UITechRefomelgia.png Refomelgia UITechRebarantsia.png Rebarantsia

Learning Fused Techniques

To learn a Fused Technique, you must acquire the Disc. Discs may be acquired in two ways.

Fused Technique

  • Klariskrays will distribute the following Client Orders if you have any class that is Level 70 or higher.
    • To Forge New Techniques I: Awards the Zandion Disc.
    • To Forge New Techniques II: Unlocked by clearing "To Forge New Techniques I". Awards the Fomelgion Disc.
    • To Forge New Techniques III: Unlocked by clearing "To Forge New Techniques II". Awards the Baranstion Disc.

Simple Compound

  • Marlu will distribute the Client Order "Are You Interested in Some New Skills?". All Simple Compounds will be automatically learned upon completion.

Mechanics

Fused Technique

  • To enable use of a Fused Technique, your Main Class must be ForceForce or TechterTechter. You must be armed with a RodRod, TalisTalis, or WandWand.
  • Fused Techniques are set to your Subpalette and are activated from it.
  • Fused Techniques may be used once their Gauge is charged. Inflicting damage to enemies with Techniques or Wand Focus Explosions will fill the Gauge. Using a Fused Technique will empty the Gauge. This Gauge is shared among all three Compounds.
  • Fused Techniques cost 0 PP to cast.
  • A Fused Technique must be charged. If the charge is interrupted by taking knockback or dodging, the cast will not be wasted.
  • Each Fused Technique has a separate cooldown timer of 90s. It can be charged even when it is on cooldown.

Fused Technique Gauge

  • The maximum rate the combo tech gauge can be filled is 4%** per hit. The amount that is filled is directly related to the damage you do with Techniques. The damage required for max fill rate corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k total damage to fill the gauge, with maximum fill rate being at 726k/25, or approximately 29040 damage per hit. On level 75 targets, it requires roughly 506k(?) HP of damage to fill the gauge, or approximately 25 hits of 20240 damage or more.
    • With the talis Gal Wind's potential, UIItemPotentialAbility.png Radiant Devotion, it allows you to fill up to 1.7 times the amount per hit. This allows you to fill up to 6.8% per hit. So if you do one hit of 200k damage (say from Ilbarta) on a level 80 enemy, you are still limited to filling the gauge by 29000, but that is multiplied by 1.7, which effectively gives you about 49300 damage toward your needed 726k. Doing 10k damage (say from Ragrants) on a level 80 enemy fills the gauge by effectively 17k points each hit.
  • Damage dealt by Zanverse does not contribute to the Gauge.
  • Passive objects that are able to take damage, such as Falspawn Walls, count as enemies for the purposes of filling the Fused Technique Gauge and will fill the gauge when struck by a Technique.

Properties That Affect Fused Techniques

  • TEC Power
  • Elemental Weakness
  • Various Skills, including Mastery Skills such as Light Mastery I and Flame Mastery I.
  • Potentials that boost damage. Potentials that boost Technique damage do not affect Fused Techniques.
  • Talis Tech Bonus does not affect Fused Techniques.
  • Skills and Potentials that reduce Charge Time do not affect Fused Techniques.

Simple Compound

  • Divided into 3 parts: Activation, Continuous Use, and Finish.
  • No charging time, but all attacks are treated as charge Techniques.
    • Skills related to charge Techniques are effective,
    • Can also keep other Techniques kept by Charged Escape.
    • During the animation, Charge PP Revival is ineffective. Due to the large amount of initial PP consumption and continuous consumption, PP efficiency is very poor compared to others.
  • Tends to have a lot of low-powered, multi-hitting attacks, giving it a higher combined effiency compared to single-element Techniques.

Fused Techniques

Zandion

Icon Name Stat +1 Charge Obtain List Description
UITechZandion.png Zandion Potency 3000 1.00 sec. Client Order Reward: Klariskrays

Photon Drop Exchange Shop (Photon Spheres x50)

A compound Technique of Wind and Lightning. Clads the user in wings of both elements, rushing targets and leaving bolts of lightning in their wake.
DEX Correction 100
PP 0
Status Shocked40
  • 7 hits of wind element, 8 hits of lightning element.
    • Despite this, both relevant element masteries from the Force and Techter trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  • Each hit is actually 990% power, or 33% of the listed power.
  • 15 hits x 990% = 14850% total power
  • You are invulnerable for most of the duration. However, you can be knocked out of the cast if you are struck during the brief period between releasing the charge and Zandion's movement, which will waste the cast.
  • Moves constantly and will circle targets if the target can be passed through. Can reliably target a single enemy due to its sharp turning speed and radius.
  • In a straight line, you move forward about 63-64M.
  • This will leave enemies with the ShockedShock status effect if they can be afflicted with it.

Fomelgion

Icon Name Stat +1 Charge Obtain List Description
UITechFomelgion.png Fomelgion Potency 3200 1.00 sec. Client Order Reward: Klariskrays

Photon Drop Exchange Shop (Photon Sphere x50)

A compound Technique comprised of Fire and Dark. Releases a flame of darkness that burns everything. Targets caught in the blast are engulfed in a prison of fire.
DEX Correction 100
PP 0
Status Burn40
  • 5 hits of fire element, 5 hits of dark element by default.
    • Despite this, both relevant element masteries from the Force and Techter trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  • Each hit is actually 1056% power, or 33% of the listed power.
  • Up to 8 additional hits of dark explosions are given along the length of the beam at random.
  • 10~18 hits * 1056% = 10560%~19008% total power
  • You cannot be knocked back for the duration of Fomelgion. You also cannot dodge. You can be stunned or shocked, which will interrupt this before it can finish.
  • The length of the beam animation is about 42M long. For quick reference, Foie's max range is about 50M by default.
  • Enemies are afflicted with the BurnBurn status effect when hit by this, again if they can be afflicted with it.

Barantsion

Icon Name Stat +1 Charge Obtain List Description
UITechBarantsion.png Barantsion Potency 3600 1.00 sec. Client Order Reward: Klariskrays

Photon Drop Exchange Shop (Photon Sphere x50)

A compound Technique comprised of Ice and Light. Causes the user to rush forth and unleash a punishing sequence of attacks with shimmering, icy blades.
DEX Correction 100
PP 0
Status Freeze40
  • 5 hits of ice, 6 hits of light.
    • Despite this, both relevant element masteries from the Force and Techter trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  • Each hit is actually 1188% power, or 33% of the listed power.
  • 11 hits x 1188% = 13068% total power.
  • Grants invulnerability during the initial animation.
  • Grants a super armor effect during the attack. However, you can be struck out of it if you are attacked between releasing the charge and making contact with the target, which will waste the cast. It is possible to cancel by evading.
  • The movement step of this Fused Technique travels about 17.75m (the distance of a charged Ilzonde), toward your target.
  • The position can be mildly adjusted on each hit of the attack animation.
  • Inflicts FreezeFreeze if possible.

Simple Compounds

Rezandia

Icon Name Stat +1 Charge Obtain List Description
UITechRezandia.png Rezandia Potency 1373 - Client Order Reward: Marlu An Experimental Compound Technique comprised of Wind and Lightning. A lightning tornado that drains PP while active. Rapidly pressing the button increases the duration.
DEX Correction 100
PP 66
Status Shocked30
  • Combination Wind/Lightning Technique. Summon a whirlwind that pulls enemies toward it while dealing Wind and Lightning damage. Finish enemies with a lightning strike that can inflict Shock.
    • Wind and Lightning damage alternates between hits. Deals 18% power notation per hit, final hit deals 32% power notation of one hit each Wind and Lightning damage.
    • Talis Tech Bonus applies if possible at the start of the Technique cast. This is the only Compound that can do this.
    • Consumes 66 PP on Technique activation and causes the player to enter a charge phase. Once activated, the player may not move or evade during the Tech cast.
      • Whirlwind originates from Talis card position if cast from a thrown Talis. Whirlwind otherwise originates from locked-on target.
      • You will maintain your height if airborne until the end of the Tech cast.
    • Release PA button to summon a whirlwind with potent suction and a Stun effect. After the PA button is released, pressing the PA button continuously will sustain the whirlwind.
      • Consumes PP at a rate of ~16PP per second. Mashing the PA button increases the PP consumption speed.
      • PA will automatically stop after ~90PP is consumed after the initial charge and cast the finisher.
    • Upon completion of the Tech cast (if the button is not mashed, player runs out of PP, or reaches time limit), a bolt of lighting appears and strikes the center of the whirlwind. Lightning bolt is hybrid Wind/Lightning damage.
    • Invulnerability and Super Armor are not granted during cast.
    • Unaffected by Lightning Tech PP Preservation.

Refomelgia

Icon Name Stat +1 Charge Obtain List Description
UITechRefomelgia.png Refomelgia Potency 887 - Client Order Reward: Marlu An Experimental Compound Technique comprised of Fire and Dark. Charge enemies with a spear wrought of fire and darkness, ending in an explosion. Hold the button to extend it.
DEX Correction 100
PP 40
Status Burn40
  • Combination Fire/Dark Technique. Charge forward with a lance made of pure concentrated energy. Finish with an elemental explosion.
    • Fire and Dark damage alternates between hits. Deals 16% power notation per hit, final hit deals 40% power notation for one hit each Fire and Dark damage.
    • Upon PA button hold, move forward at average speed while holding a spear. Coming into contact with a valid target will inflict damage.
      • PA consumes 40 PP on activation and ~9 PP per second. The PP consumption of this Technique can be offset with certain effects, allowing you to maintain activation near-indefinitely.
    • Upon button release, jump backwards a certain distance and strike all targets in a fan-shaped area in front of the user. Has invulnerability during the backstep.
    • Technique gives full Super Armor during cast.

Rebarantsia

Icon Name Stat +1 Charge Obtain List Description
UITechRebarantsia.png Rebarantsia Potency 919 - Client Order Reward: Marlu A Experimental Compound Technique comprised of Ice and Light. Take flight on wings ice and light and rain down light blasts. Holding the button enables movement while firing.
DEX Correction 100
PP 30
Status Freeze30
  • Combination Ice/Light Technique. Take to the skies and shower bullets Ice and Light upon your foes. Finish with a blast that can Freeze enemies.
    • Bullets alternate between Ice and Light damage. Final hit is one hit each Ice and Light damage.
    • Bullets inflict 25% power notation per bullet, final hit is 30% power notation for two hits.
    • Upon Technique activation, the player summons wings of Ice and Light and begins flying.
      • If this Technique is activated on the ground, the player leaps into the air before flying.
      • Activation animation has invulnerability frames.
    • Holding the PA button allows you to move around in midair while slowly descending. Bullets are continuously shot at targets during flight.
      • PA consumes 30 PP on activation and drains PP at ~6 PP per second.
      • Rate of descent is similar to charging a Technique with Jet Boots or Hero Talis while in midair.
      • Invulnerability and Super Armor are not given during cast time.
      • Tech cast duration can be supplemented with effects that regenerate PP during Technique activation.
    • Release the PA button to unleash a shockwave around the user.
      • You have Super Armor during the finish animation.
      • Endlag animation can be cancelled with any other action, including normal attacks, Blind Escape, or other Techniques.