Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 123. Effect 4.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 131. Effect 4.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 139. Effect 5.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 6 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 148. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 157. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 166. Effect 5.
Display your valor by charging headlong into battle. Your dual-sword attacks strike with increased ferocity. P. Def and Shield Defense are decreased in this form.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 175. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 185. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 196. Effect 5.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 7 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 206. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 217. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 229. Effect 5.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 241. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 253. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 266. Effect 6.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 8 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 279. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 292. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 306. Effect 6.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 880. Effect 1.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 320. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 334. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 349. Effect 6.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1004. Effect 1.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 9 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 364. Effect 6.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 379. Effect 7.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1091. Effect 1.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 395. Effect 7.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 410. Effect 7.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1181. Effect 1.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 11 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 426. Effect 7.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 443. Effect 7.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1274. Effect 1.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 459. Effect 7.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 475. Effect 7.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1368. Effect 2.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 12 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 492. Effect 7.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 509. Effect 7.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1464. Effect 2.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 526. Effect 7.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 542. Effect 8.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1561. Effect 2.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Summons a Vampiric Cubic. A Vampiric Cubic uses magic that absorbs the targeted enemy's HP and with it regenerates its master's HP. Consumes 13 Crystals: D-Grade.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 559. Effect 8.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 576. Effect 8.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1658. Effect 2.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 593. Effect 8.
Inflict a serious wound that causes temporary bleeding by aiming at a weak spot and striking. Requires a sword, dagger, or dual-sword weapon. Over-hit is possible. Power 609. Effect 8.
Uses your collected dark energy to provoke an enemy to attack while temporarily decreasing their critical attack power. Requires a sword, blunt weapon, or dual-sword weapon. Over-hit is possible. Power 1754. Effect 3.
Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.