Difference between revisions of "Lance's Abilities"
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− | !Ability Name | + | !style="width: 5%;"|Ability Name |
− | !Ability Number | + | !style="width: 5%;"|Ability Number |
− | !Magic Cost | + | !style="width: 5%;"|Magic Cost |
− | !Ability Description | + | !style="width: 45%;"|Ability Description |
− | !Available Upgrades | + | !style="width: 40%;"|Available Upgrades |
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!Shield | !Shield |
Revision as of 23:02, 11 September 2019
Lance's abilities are split into two categories: Active and Passive. Active abilities are used in real time by the player, while Passive abilities are equipped and provide different stat boosts and passive abilities (like being able to see in the dark.)
In addition to these abilities, Lance can find Permanent Upgrades that will give him a permanent stat boost of some kind.
All of these abilities can be bought at shops using Pretty Petals, or purchased using Coupons that you find in the field. If you find a Coupon that you can't use (due to already having the ability) then you can sell it for Pretty Petals.
Active Abilities
Lance's Active abilities are used by the player when they hold down the Attack button. Holding the button prepares to use the ability, while releasing it will use the ability. There is also an Auto-Ability button to help with this. See the Controls for more information.
Lance can only have one active ability set at a time, and Lance can only use the ability if he has enough Magic available to do so. Upgrades can be equipped or unequipped, and do not cost any additional magic to use - you only have to have the upgrade available to you.
Ability Name | Ability Number | Magic Cost | Ability Description | Available Upgrades |
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Shield | 1 | 45 | Lance's default ability. Lance will prepare to throw the shield, during which time the player will move slowly to aim. Once Lance releases the shield, it will fly in the direction the player chose, until it either strikes an enemy or decides to return to Lance. If the shield returns to Lance successfully, the magic cost is refunded. The shield will do more damage on its way back to Lance then it does on its way out. |
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Dagger | 2 | 45 | Lance will prepare to throw a dagger. The longer the player holds the button down, the more powerful the dagger will be. It has 4 levels of power. Once released, Lance will throw the dagger very quickly, where it will keep going through all terrain until it either hits an enemy or flies off the screen. |
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Lance | 3 | 45 | Lance will prepare to throw a lance. When he throws it, it will fly in the direction the player has chosen. If it does not hit an enemy, it will "land" in a spot, hovering in midair. You can throw as many lances as you have enough magic for. Each time Lance spins, the lances will spin as well, up to 3 times. Then, they will disappear. Enemies will only take damage from a lance while it is spinning. Therefore, positioning is key. |
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Fire | 4 | 45 | Lance will prepare to throw fire. When the player releases the button, it will be thrown a short distance, causing damage to enemies. He can also use this ability to light lanterns and whatnot, though the "Flame Tail" or "Lantern" Passive Abilities would be better suited toward exploration in dark spaces. Enemies can also be burned, causing them to take damage over time. |
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Ice | 5 | 45 | Lance will prepare to throw a blast of cold energy. When thrown, it will travel until it hits an enemy, a part of the terrain, or it flies offscreen. It can snuff out lanterns, and it also has a chance of freezing enemies in their tracks. Frozen enemies can be hit by Lance and sent into other enemies, or can be melted with the Fire ability for more damage. |
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Super Spin | 6 | 60/second | When the player holds the button down, Lance will begin to spin faster than he does with Tubular Twister. The range of his attack will increase, allowing him to hit more enemies. However, this ability costs for as long as you're using it. The passive ability Distance Traveller will allow Lance to travel faster while using this ability. |
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Air Dash | 7 | 45 | When the player holds the button down, Lance will aim his dash. Once the player releases the button, Lance will almost immediately dash to a new position. Lance will pass through any enemies and deal damage to them. He can also get through narrow gaps over bottomless pits that he couldn't get through with his Tornado Twister, since the Air Dash will not bounce him off targets. |
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Boomerang | 8 | 45 | Lance will prepare to throw a boomerang. When he throws it, it will circle around him in a clockwise direction, passing through and dealing damage to any enemies it touches. It can only be stopped by terrain or by flying off the screen. Lance can use this ability to get targets which are around corners that his other abilities can't get to. If Lance manages to touch one of the thrown boomerangs, he can catch it to recover magic. |
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Passive Abilities
Lance can equip as many Passive Abilities as he desires. However, each Passive Ability will reduce his maximum Magic. So, if Lance has a maximum magic of 50, but he equips the Lantern ability (which costs 5) then he'll only have 45 Magic to use with active abilities. Therefore, it is not optimum to equip many Passive abilities as Lance will not be able to use Active Abilities at all.
Ability Name | Ability Cost | Ability Description |
---|---|---|
Tubular Twister | 30/second | When Lance spins, the player can choose to press the Attack button again. This will cause Lance to spin faster and faster. Lance can cover great distances this way, but his Magic will be gradually depleted. This is a special ability that cannot be unequipped. |
Lantern | 5 | Allows Lance to be able to see around himself in dark places. |
Survivor | 35 | Allows Lance to survive any attack with 1HP left. If he takes any further damage, you will receive a Game Over. |
Healer | 30 | Lance will gradually recover HP, whether he's in battle or not. |
Double Magic | 30 | Equipping this ability will give Lance double the amount of magic he'd normally have, but his maximum HP will be reduced by half. You cannot equip this while Triple Magic is equipped. |
Triple Magic | 50 | Equipping this ability will give Lance triple the amount of magic he'd normally have, but his maximum HP will be reduced to a quarter of what it normally is. You cannot equip this while Double Magic is equipped. |
Distance Traveller | 20 | Allows Lance to go even faster with his Tubular Twister ability. Does not affect the magic cost of using the Tubular Twister ability. |
Magic Saver | 50 | All of Lance's active ability costs are halved. |
Attack Up | 30 | Lance's attacks will be more powerful. Equip more to increase the effect. |
Defense Up | 30 | Lance will take less damage from attacks. Equip more to increase the effect. |
HP Up | 30 | Lance will gain more maximum HP. If Double Magic or Triple Magic is equipped, Lance will gain more HP, and then it will be halved or quartered respectively. Equip more to increase Lance's HP further. |
Magic Up | 40 | Lance's maximum Magic will increase. If Double Magic or Triple Magic is equipped, Lance will gain more magic, and then it will be doubled or tripled respectively. Equip more to increase Lance's total Magic even further. |
Lucky | 30 | Increases the chance that enemies will drop Pretty Petals. Equip more to increase the effect. |
Magic Master | 40 | Allows Lance to recover Magic at a faster rate. Equip more to increase the effect. |
Flame Tail | 15 | Allows Lance to use his tail to light lanterns, candles, and whatnot, whenever he spins. His damage to enemies is also increased slightly. |
Upgrades
When Lance gets an Upgrade, he will permanently receive the benefit provided by the upgrade.
Upgrade Name | Upgrade Description |
---|---|
Attack Increase | Permanently increases Lance's attack. |
Defense Increase | Permanent increases Lance's defense. |
Magic Increase | Permanently increases Lance's Magic Meter. |
Health Increase | Permanently increases Lance's HP. |