|  Kamui 
  Hashire sori yo Kaze no you ni! 
 
 
   | Wildgrace 
 Melee/Ranged/Magic Earth Sword/Glaive(Sword+Polearm)/Staff, neutral damage and accuracy leans, no special, clicking hilt of the weapon cycles Melee/Ranged/Magic modes.  Passively generates 4 charges of Nature's Potential at end of turn when held, 3 if weapon is in Magic mode, can also click the top of the weapon to open a menu, one option allows you to skip your turn to generate 80 charges.  Each charge is worth 1.25% Melee, and charges are consumed passively if any of the effects in the menu are active when attacking.  Each effect provides special effects after/during your next weapon attack, consuming charges if there are any to enhance the effect.  Effects are as follows:
 
 Wild Savagery: Attacks seek Earth/Wind, dealing -5% Dmg to pay for the seeking.  Will also attempt to inflict Prismatic Burn on the foe for 1 turn, paying a further 15% Melee in weapon damage (so -15% DmgDlt for Melee/Ranged, -20% for Magic), and attempting a (15 x (132 / 108) / 0.5 / 8 / 2)% Melee Prismatic Burn (so 15% Melee, x Omni-element mult, /0.5 for 50% save, /8 for 8 elements, and /2 since it's per-hit) after each hit, max of 4 attempts in a turn.  If there are > 0 charges when this is used, charges are consumed in the following amounts to enhance the attack: 4 charges to give +4.25 BtH to the attack, 12 charges (16 total) to give +1 turn to the Prismatic Burn, 4 charges (20 total) to give another +4.25 BtH (+8.5 BtH total) to the attack, 24 charges (44 total) to double the damage of the Prismatic Burn (so it becomes (30 x Stuff) and lasts 2 turns), and a final 4 charges (48 total) to give another +4.25 BtH (+12.75 total) to the attack.
 
 Nature's Grace: Attacks lose 45% Melee in damage (so -45% DmgDlt for Melee/Ranged, -60% for Magic) and on first attempted hit applies 1 turn of -(30 / 1.4)% DmgTkn EleShield vs Earth/Wind, and 1 turn of (15 x MobEarthRes)% Melee Regen.  If there are > 0 charges when this is used, consumes charges in the following order: 4 charges to add +(5 x MobEarthRes)% Melee to the Regen's healing, 16 charges (20 total) to give +1 turn to the Regen, 8 charges (28 total) to add +(5 x MobEarthRes)% Melee to the Regen's healing, 20 charges (48 total) to give +1 turn to the Regen.  So at max you'll eat 48 charges to have 3 turns of (25 x MobEarthRes)% Melee Regen.
 
 Natural Disaster: Attacks get a -15 accuracy lean, and can eat up to 200% Melee worth of Bleed on the enemy to deal +200% Melee worth of damage.  If there are > 0 charges when this is used, up to 48 charges are consumed, each charge gives the attack +0.265625 BtH and +0.9375% Melee in +DmgDlt.  Basically each charge is worth 1.25% Melee, so 1/4 of that boosts the BtH of the attack, and 3/4 boosts the DmgDlt of the attack.  48 charges gives +12.75 BtH and +45% Melee in +DmgDlt.
 
 These effects remain active until turned off by either clicking a different effect or clicking the "Restrain Potential" button.  Only the most recently chosen effect is activated when attacking, basically the weapon is in either "Off", "Savagery", "Grace", or "Disaster" mode, all of which are mutually exclusive.
 
 
 Level	10	35	60	85	110	135	143
Type	Z	Z	Z	Z	Z	Z	Z
PowLvl	44	57	73	95	120	145	153
Melee/Ranged
Base	8	9	10	12	14	15	16
Rand	16	19	22	24	27	32	32
BtH	6	7	9	12	15	18	19
Magic
Base	6	7	8	9	10	12	12
Rand	12	13	15	18	21	22	24
BtH	6	7	9	12	15	18	19
MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z
 
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