Ecaflip's Tarot
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![]() | Ecaflip's Tarot
Class: Ecaflip |
Passive:
- chance of drawing a positive card 40%(50%)
- chance of drawing a neutral card 20%(20%)
- chance of drawing a negative card 40%(30%)
- (no card is drawn if spell is not leveled)
Contents |
Spell Information
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At the start of each turn, this grants a random bonus or penalty that lasts for that turn.
Spell Progression
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| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Positive card | 0 | 40% | 41% | 41% | 42% | 42% | 43% | 43% | 44% | 44% | 45% | 45% | 46% | 46% | 47% | 47% | 48% | 48% | 49% | 49% | 50% |
| Neutral card | 0 | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | 20% |
| Negative card | 0 | 40% | 39% | 39% | 38% | 38% | 37% | 37% | 36% | 36% | 35% | 35% | 34% | 34% | 33% | 33% | 32% | 32% | 31% | 31% | 30% |










Possible Results
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The results of the Tarot are based on two things, whether it is a positive card or a negative card, and if one of the "god" cards was drawn the turn before.
You can tell which card is positive due to the white border, while negative cards have a black border.
The effect of most positive cards will improve as you level the spell. The two god cards, Ecaflip and Ouginak, as well as providing their bonus for the current turn, will also improve, or worsen the card which is drawn in the following turn respectively.
For the following table, those considered positive cards are marked with a +, while those considered negative are marked with a -.
| Name | +/- | Effect | ||
|---|---|---|---|---|
| Normal | Ecaflip | Ouginak | ||
| The Croquette | all combatants: heal 1d20% of Max HP | Heal allies only | Heal foe only | |
| The God Ouginak | - | -3 AP | Ecaflip's Paw (on KO, revive with 50% HP, End state), does not expire | -3 AP |
| Ecaflip's Crawlies | + | Deal Damage: 11%(30%) HP Steal | 50% Steal | -80% attack damage, suffer 20% as self-harm |
| Hairy Hermit | - | -2 MP | +3 MP, +50% resist | -100% Resist, cannot move |
| Hairy Moon | + | summon a Kittikaze | -20% max HP attack | Summon attacks randomly |
| Fickle Dice | + | All combatants: Randomised +Damage% up to +100% | Ally only | foe only |
| Black Bow Meow | - | +30% Critical Failure | Foe: +50% | +60% |
| Wheel of Fortune | + | +31%(+50%) Critical Hits | +80% | foe: +50% |
| Meowtyrdom | - | suffer -2% HP of Max HP per foe | all Foe: lose -2% Max HP as damage | -15% Max HP and -2% Max HP per foe |
| The God Ecaflip | + | +3 AP | Leaves the Ecaflip with 1 HP | |
Summon
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Kittikaze is essentially a one-shot suicide summon. It is directly controllable by the Ecaflip (unless Ouginak was drawn the turn before). It will not appear if you do not have spare Leadership.
At level 1, Kittikaze has 1 HP, 3 AP, 5 MP, 4 WP, 1 ini, 0 dodge & lock, 0% resist.
It has 1 spell, "Kittikaze", which costs 3 AP, with range 1-3 (with Line of Sight), and removes 5%(15%) of the target's current health, as well as destroying the summon. This effect increases to -20% if the Ecaflip god card was drawn the turn before.
The summon itself will stay alive until it is killed by damage, or uses its spell. It will not die just from the Tarot effect being refreshed.
Spell Progression
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| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Crawlies +Steal% | 0 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
| Wheel +CH% | 0 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |
| Kittikaze damage% | 0 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 | 13 | 13 | 14 | 14 | 15 |
Notes
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- This spell, as with most passive spells, needs to be levelled to at least level 1 before it does anything.
- The bonus from Ecaflip's Tarot refreshes each turn. For example, multiple turns with bonus AP, will not provide an accumulative AP bonus but a fixed "increase" that lasts all those turns.
- If the card drawn produces a bonus on multiple creatures, it lasts one turn.
- e.g. if any enemy is given a +damage% from Fickle Dice, then they will benefit from it during their next turn.
