Sao Fatal Bullet

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  1. Sao Fatal Bullet Wiki
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made some simple scripts for the game 'Sword Art Online: Fatal Bullet'.

Feb 23, 2018  Sword Art Online: Fatal Bullet 'Dissonance of the Nexus' DLC Coming in January 2019: Oct 08, 2018: Sword Art Online: Fatal Bullet DLC Adds New Story, Weapons & So Much More. Packed to the rim with content, the SWORD ART ONLINE: FATAL BULLET Complete Edition includes the main game, three DLC packs, the expansion 'Dissonance of the Nexus,' and bonus in-game items. Item drops form Bosses.Other SAO:FB Guides:All Maps.All Endings.Basics Guide.Hunting Quests (Bounty Hunter Achievement).Rank 7 Weapons List.Remant WasteLandElite Automaton Lv. 80Location: Remant WasteLand (Floating Tower)Item Drops:Rusty Fragment Mach Trooper EM MaterialRare Metal SPB Rapier. There are different types of weapons in Fatal Bullet. The weapons are divided into the following categories. Hand Guns (HG) Shotguns (SG) Sub Machine Guns (SMG) Assault Rifles (AR) & Light Machine Guns (LMG) Sniper Rifles Launchers Gatling Guns Swords Weapons; much like accessories; have different rarities, the higher the rarity, the higher the number of Memory Chips a weapon can contain.


my friend asked me for some scripts, probably won't play much myself, so I may not add much to the table..
it's made for the offline only version.
you will have to disable the anti-cheat yourself.
remember to
Sao fatal bullet dual wield
backup your save frequently!
Update8
- added UFG range multiplier.
- updated undead. changed the party filter a little bit, it shouldn't affect enemy player now.
Update7.2
- updated highlighted item. added max chip # limit to accessories, reduced max chip # limit of weapons from 10 to 8. also the script is refined a little bit: [chips] would only be refreshed when the item type is changed. chips pointers ([0x]) would only be refreshed if # of chips is changed. chip pointers won't all be deleted and re-added from the 1st chip everytime you change the # of chips, instead it only add, if you increased the # of chips, or delete, if you deceased the # of chips. these 2 changes should should make the script more stable now. but still you're advised to de-activate the script after you finish the item editing.
Update7.1
- updated instant max weapon proficiency. fixed a careless mistake. it works as promoted now.
Update7
- added instant max skill/gadget proficiency and instant max weapon proficiency.
- updated ignore credits. it covers the 'appraise all' option now.
Update6
- added ignore weapon art gauge.
Update5.2
- updated highlighted item once more. spotted another error. instead of fetching from the pointer generated by the script, it fetches from the base pointer now, preventing another possible nil error.
Update5.1
- updated highlighted item. limit the max # of chips to 10.
Update5
- added highlighted item. it's lua script, needed for the proper chips display/edit.
Update4
- added ignore equip gender.
- added some preliminary pointers to highlighted item's chips.
Update3
- added ignore materials and ignore outfit design
- updated ignore credits. added support to Enhance Weapons and Transform Weapons.
Update2
- added undead and max affinity
Update1
- added ignore equip stats requirements.
- updated ignore $. name changed to ignore credits, and it also covers information buying now.
undead
- health still drop but you won't die.
- you can choose to cover the whole party by selecting from the status drop-down-list.
no reload
- ammo clip won't decrease below 1, aka no reload..
inf. ammo pouch
- ammo pouch of the equipped weapon wont drop below 100.
UFG range multiplier
- UFG range will be multiplied by the speicified x?, can be changed via the entry. default x10, can be changed by editing the script, line 3.
- although your UFG cover a much larger area now, a timer would keep you from 'flying' in the air too long when you're reeling in. be prepared to attach the UFG somewhere when you got cut off mid-air.
ignore cooldown
- you can use the skills again right away without the need to wait for the cooldown.
ignore weapon art gauge
- you can execute the weapon art anytime regardless of the gauge.
- gauge would still be reset to zero after using weapon art.
ignore credits
- buy/appraise/enhance/transform anything at any amount of them you want, regardless of the current credits you have.
- credits still drop until it reaches zero.
ignore materials
- allows you to enhance weapon or create outfits without any of the required materials.
- for outfits, you still need the outfit design first, or you can activate ignore outfit design together.
ignore outfit design
- allows you to create an outfit without obtaining its design first.
- you still need to have the required materials ready first, or you can activate ignore materials together.
ignore CP
- adjust the stats freely, regardless of how much CP you have.
- CP could appear at a negative number if you used more than you owned. I think it's better this way so that you can re-adjust it back to the 'ligit' figures if you want.
ignore SP / skill requirements
- you can buy any skills regardless of the stats requirements and your current SP. SP still drop until it reaches zero when you learn new skills.
- you can equip any skills you own regardless of your current stats.
ignore equip stats requirements
- you can equip anything regardless of the stats requirements.
ignore equip gender
- girl can equip boy equipment, boy can equip girl equipment.
Sao Fatal Bullet
backup your save frequently!
Update8
- added UFG range multiplier.
- updated undead. changed the party filter a little bit, it shouldn't affect enemy player now.
Update7.2
- updated highlighted item. added max chip # limit to accessories, reduced max chip # limit of weapons from 10 to 8. also the script is refined a little bit: [chips] would only be refreshed when the item type is changed. chips pointers ([0x]) would only be refreshed if # of chips is changed. chip pointers won't all be deleted and re-added from the 1st chip everytime you change the # of chips, instead it only add, if you increased the # of chips, or delete, if you deceased the # of chips. these 2 changes should should make the script more stable now. but still you're advised to de-activate the script after you finish the item editing.
Update7.1
- updated instant max weapon proficiency. fixed a careless mistake. it works as promoted now.
Update7
- added instant max skill/gadget proficiency and instant max weapon proficiency.
- updated ignore credits. it covers the 'appraise all' option now.
Update6
- added ignore weapon art gauge.
Update5.2
- updated highlighted item once more. spotted another error. instead of fetching from the pointer generated by the script, it fetches from the base pointer now, preventing another possible nil error.
Update5.1
- updated highlighted item. limit the max # of chips to 10.
Update5
- added highlighted item. it's lua script, needed for the proper chips display/edit.
Update4
- added ignore equip gender.
- added some preliminary pointers to highlighted item's chips.
Update3
- added ignore materials and ignore outfit design
- updated ignore credits. added support to Enhance Weapons and Transform Weapons.
Update2
- added undead and max affinity
Update1
- added ignore equip stats requirements.
- updated ignore $. name changed to ignore credits, and it also covers information buying now.
undead
- health still drop but you won't die.
- you can choose to cover the whole party by selecting from the status drop-down-list.
no reload
- ammo clip won't decrease below 1, aka no reload..
inf. ammo pouch
- ammo pouch of the equipped weapon wont drop below 100.
UFG range multiplier
- UFG range will be multiplied by the speicified x?, can be changed via the entry. default x10, can be changed by editing the script, line 3.
- although your UFG cover a much larger area now, a timer would keep you from 'flying' in the air too long when you're reeling in. be prepared to attach the UFG somewhere when you got cut off mid-air.
ignore cooldown
- you can use the skills again right away without the need to wait for the cooldown.
ignore weapon art gauge
- you can execute the weapon art anytime regardless of the gauge.
- gauge would still be reset to zero after using weapon art.
ignore credits
- buy/appraise/enhance/transform anything at any amount of them you want, regardless of the current credits you have.
- credits still drop until it reaches zero.
ignore materials
- allows you to enhance weapon or create outfits without any of the required materials.
- for outfits, you still need the outfit design first, or you can activate ignore outfit design together.
ignore outfit design
- allows you to create an outfit without obtaining its design first.
- you still need to have the required materials ready first, or you can activate ignore materials together.
ignore CP
- adjust the stats freely, regardless of how much CP you have.
- CP could appear at a negative number if you used more than you owned. I think it's better this way so that you can re-adjust it back to the 'ligit' figures if you want.
ignore SP / skill requirements
- you can buy any skills regardless of the stats requirements and your current SP. SP still drop until it reaches zero when you learn new skills.
- you can equip any skills you own regardless of your current stats.
ignore equip stats requirements
- you can equip anything regardless of the stats requirements.
ignore equip gender
- girl can equip boy equipment, boy can equip girl equipment.
instant max skill/gadget proficiency
- use skill/gadget once to get 100%.
instant max weapon proficiency
- successfully hit a target with your weapon once to get 100%.
max affinity
- view a character in the Friend List when activated, and his/her affinity would be maxed. you may still need to do something in-game that affect his/her affinity once for extra dialogue/cut-scene to occur.
walk key
- press and hold the specified key and move to walk. should be useful for keyboard+mouse user.
- you can change the key via the entry, default: CapsLock key, can be changed by editing the script, line 3.
highlighted item
- when activated, would add the [chips] pointers if the highlighted item is weapon/accessory, remove if it's not.
- changing the # of chips would update the [chips] pointers in real-time.
- DO NOT change # of chips IF the weapon / accessory has no chip to start with. only edit the chip related value if the item has at least 1 chip with it.
- you can't raise # of chips above 8 for weapons, or 4 for accessories.
- script might be buggy. for now, if an lua error popped-up, just re-activate the script.
- after you've edited the chip, you need to re-highlight the item in-game to view the changes.
- you should de-activate the script after you finish your editing. re-activate it when you need to edit again.
- chip id is shared by 42magia. if you think there's more, let me know.
latest:
SAOFB-Win64-Shipping.CT
+18, for game v1.70, table Update8
(496.96 KiB) Downloaded 10135 times
backups:
SAOFB-Win64-Shipping.CT
+17, for game v1.70, table Update7.2
(1.16 MiB) Downloaded 1222 times
SAOFB-Win64-Shipping.CT
+17, for game v1.70, table Update7.1
(1.14 MiB) Downloaded 382 times
SAOFB-Win64-Shipping.CT
+15, for game v1.70, table Update6
(1.13 MiB) Downloaded 320 times
SAOFB-Win64-Shipping.CT
+14, for game v1.70, table Update5.2
(1.12 MiB) Downloaded 292 times
SAOFB-Win64-Shipping.CT
+13, for game v1.70, table Update4
(914.72 KiB) Downloaded 391 times
SAOFB-Win64-Shipping.CT
+12, for game v1.70, table Update3
(707.52 KiB) Downloaded 447 times

Sao Fatal Bullet Wiki

SAOFB-Win64-Shipping.CT
+10, for game v1.70, table Update2
(671.43 KiB) Downloaded 322 times
SAOFB-Win64-Shipping.CT
+8, for game v1.70, table Update1
(82.13 KiB) Downloaded 389 times
SAOFB-Win64-Shipping.CT
+7, for game v1.70
(67.78 KiB) Downloaded 606 times

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Updated 10:49 PM EST Dec 12, 2019

Got skills? Let's just say it's something you definitely need in Sword Art Online: Fatal Bullet.

On that note, here's a list of all the skills in the game, including descriptions of what they do, the stats required to unlock them and their SP cost. SAO:

For skills that can be leveled up, I have also included the effects that you get by upgrading them.

With more than 50 options available, Fatal Bullet's skills are certainly as plentiful as a black-clad warrior's harem, er, posse, so there's a lot to digest here for sure. Check them out and see which ones fit your evil build designs.

If you build it: Sword Art Online Fatal Bullet Builds, Stats and Ally Guide

For folks who are unsure about which skills to aim for, pun so totally intended, don't forget to check our list of the 9 Best Skills in Sword Art Online: Fatal Bullet.

Now onward to the SAO: Fatal Bullet skill list.

Power Form | Assault

  • Temporarily increase your attack power.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: STR 10. Raises attack power by 10 percent. Lasts for 60 seconds.
  • LV 2: STR 52. Raises attack power by 15 percent. Lasts for 60 seconds.
  • LV 3: STR 101 / AGI 44. Raises attack power by 20 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Form | Tank

  • Temporarily increase your defense.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: VIT 5. Raises defense by 10 percent. Lasts for 60 seconds.
  • LV 2: VIT 47. Raises defense by 15 percent. Lasts for 60 seconds.
  • LV 3: STR 43 / VIT 97. Raises defense by 20 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Speed Form | Assault

  • Temporarily increase your movement speed.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: AGI 3. Raises speed by 10 percent. Lasts for 60 seconds.
  • LV 2: AGI 45. Raises speed by 15 percent. Lasts for 60 seconds.
  • LV 3: AGI 106. Raises speed by 20 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Concentration | Sniper

  • Temporarily raise Bullet Circle accuracy, helping you hit your target.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: None. Bullet Circle diameter shrinks by 10 percent. Contraction speed increases by 10 percent. Effect lasts 60 seconds.
  • LV 2: STR 32 / AGI 8 / DEX 15. Bullet Circle diameter shrinks by 15 percent. Contraction speed increases by 15 percent. Effect lasts 60 seconds.
  • LV 3: STR 82 / AGI 23 / DEX 41. Bullet Circle diameter shrinks by 20 percent. Contraction speed increases by 20 percent. Effect lasts 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Attention Seeker | Tank

  • For a set time, enemies are more likely to target you.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: None. While attacking, increase hate acquired from enemy by 15 percent. Lasts for 60 seconds.
  • LV 2: VIT 43. While attacking, increase hate acquired from enemy by 20 percent. Lasts for 60 seconds.
  • LV 3: VIT 94 / STR 41. While attacking, increase hate acquired from enemy by 25 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Hawk Eye| Engineer

  • Temporarily boost your detection, revealing hidden and camouflaged enemies.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: INT 2 / DEX 4. Your detection range increases by 50 percent. Lasts for 60 seconds.
  • LV 2: INT 17 / DEX 42. Your detection range increases by 100 percent. Lasts for 60 seconds.
  • LV 3: INT 43 / DEX 97. Your detection range increases by 150 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Conceal | Assault

  • Enemies temporarily find it difficult to detect and target you.
  • Usable by: All weapons.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: INT 10 / AGI 4. Enemy detection range reduced by 25 percent and hate acquired from enemies is reduced by 15 percent. Lasts for 60 seconds.
  • LV 2: INT 48 / AGI 19. Enemy detection range reduced by 50 percent and hate acquired from enemies is reduced by 20 percent. Lasts for 60 seconds.
  • LV 3: INT 103 / AGI 45. Enemy detection range reduced by 75 percent and hate acquired from enemies is reduced by 25 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Enhance Gadget | Engineer

  • Temporarily boost a gadget's effectiveness. Does not affect some gadgets.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements: Pc study bible 5 software, free download.

  • LV1: DEX 9. Gadget effects are improved by 10 percent for 60 seconds.
  • LV 2: DEX 52. Gadget effects are improved by 20 percent for 60 seconds.
  • LV 3: DEX 112. Gadget effects are improved by 30 percent for 60 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Trigger Happy | Tank

  • Temporarily reduce reload time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: VIT 9 / AGI 24. Reload speed is reduced by 25 percent for 60 seconds.
  • LV 2: VIT 26 / AGI 63. Reload speed is reduced by 37.5 percent for 60 seconds.
  • LV 3: STR 30 / VIT 52 / AGI 102. Reload speed is reduced by 50 percent for 60 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Bullet Line Eraser | Sniper

  • Temporarily causes a short delay in the time it takes for your Bullet Line to be displayed and makes it harder for enemies to target you.
  • Usable by: Assault Rifle, Sniper Rifle, Gatling Gun.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: STR 20 / DEX 8. Reduces the time when your bullet line is initially shown by 25 percent. Hate received from enemies is reduced by 15 seconds. Lasts for 60 seconds.
  • LV 2: STR 51 / INT 7 / AGI 13 / DEX 24. Reduces the time when your bullet line is initially shown by 50 percent. Hate received from enemies is reduced by 20 seconds. Lasts for 60 seconds.
  • LV 3: STR 99 / INT 16 / AGI 29 / DEX 50. Reduces the time when your bullet line is initially shown by 100 percent. Hate received from enemies is reduced by 25 seconds. Lasts for 60 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Human Fortress | Tank

  • For a short time, you will not flinch when taking damage.
  • Usable by: All weapons.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: VIT 30. Prevent flinching for 30 seconds when taking damage.
  • LV 2: VIT 52. Prevent flinching for 30 seconds when taking damage. Also reduces damage received by 7.5 percent.
  • LV 3: STR 53, VIT 118. Prevent flinching for 30 seconds when taking damage. Also reduces damage received by 15 percent.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Healing Bullet | Support

  • Fire a bullet that restores an ally's HP.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 8 seconds

Requirements:

  • LV1: None. Heal an ally for 600 HP.
  • LV 2: VIT 15, INT 32, LUK 8. Heal an ally for 900 HP.
  • LV 3: VIT 23, INT 82, LUK 14. Heal an ally for 1200 HP.

Sao Fatal Bullet

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

HP Recovery Shot | Support

  • Fire a bullet that restores an ally's HP over a set period of time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: VIT 2 / INT 6. For 120 seconds, restore 90 percent of an ally's HP.
  • LV 2: VIT 17 / INT 38 / LUK 9. For 120 seconds, restore 135 percent of an ally's HP.
  • LV 3: VIT 44 / INT 87 / LUK 24. For 120 seconds, restore 90 percent of an ally's HP.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Curing Field Shot | Support

  • Fire a bullet that creates a cleansing field where it lands that cures allies' status ailments.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 14 seconds

Requirements:

  • LV1: VIT 5 / INT 13 / LUK 3.

Cost:

  • LV1: SP 15

Healing Field Shot | Support

  • Fire a bullet that creates a curative field where it lands that restores allies' HP.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 24 seconds

Requirements:

  • LV1: VIT 9 / INT 24. Restore 700 HP to allies who enter health bubble.
  • LV 2: VIT 26 / INT 55 / LUK 14. Restore 1050 HP to allies who enter health bubble.
  • LV 3: VIT 26 / INT 55 / LUK 14. Restore 1400 HP to allies who enter health bubble.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

AED Shot | Support

  • Fire a bullet that revives a fallen ally.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 90 seconds

Requirements:

  • LV1: VIT 31 / INT 65 / LUK 17. Revive ally with 50 percent health.

Cost:

  • LV1: SP 50

Power Form Shot | Support

  • Temporarily allows you to fire a bullet that boosts an ally's attack power.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: INT 9. Increase an ally's attack by 10 percent for 180 seconds.
  • LV 2: INT 52. Increase an ally's attack by 15 percent for 180 seconds.
  • LV 3: INT 112. Increase an ally's attack by 20 percent for 180 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Form Shot | Support

  • Temporarily allows you to fire a bullet that boosts an ally's defense.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: INT 9. Increase an ally's defense by 10 percent for 180 seconds.
  • LV 2: INT 52. Increase an ally's defense by 15 percent for 180 seconds.
  • LV 3: INT 112. Increase an ally's defense by 20 percent for 180 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Power Field Shot | Support

  • Fire a bullet that creates a booster field where it lands that raises allies' attack power for a time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: INT 19. Creates a field that increases an ally's attack by 10 percent for 180 seconds.
  • LV 2: INT 62. Creates a field that increases an ally's attack by 15 percent for 180 seconds.
  • LV 3: INT 121. Creates a field that increases an ally's attack by 20 percent for 180 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Guard Field Shot | Support

  • Fire a bullet that creates a booster field where it lands that raises allies' defense for a time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: INT 30. Creates a field that increases an ally's defense by 10 percent for 180 seconds.
  • LV 2: INT 73. Creates a field that increases an ally's defense by 15 percent for 180 seconds.
  • LV 3: INT 131. Creates a field that increases an ally's defense by 20 percent for 180 seconds.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Critical Form Shot | Support

  • Temporarily allows you to fire a bullet that raises an ally's critical rate.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: VIT 12 / INT 30. Increases an ally's critical attack rate by 10 percent for 180 seconds.
  • LV 2: VIT 29 / INT 60 / LUK 16. Increases an ally's critical attack rate by 20 percent for 180 seconds.
  • LV 3: VIT 55 / INT 107 / LUK 31. Increases an ally's critical attack rate by 30 percent for 180 seconds.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Nanotech Boost Shot | Support

  • Fire a bullet at an ally that temporarily boosts their stats.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: INT 40. Increases all of an ally's stats by 10 percent for 120 seconds.
  • LV 2: INT 82. Increases all of an ally's stats by 20 percent for 120 seconds.
  • LV 3: INT 140. Increases all of an ally's stats by 30 percent for 120 seconds.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Power Break Shot | Engineer

  • Temporarily allows you to fire a bullet that lowers an enemy's attack power.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: INT 11. Reduce an enemy's attack power by 10 percent for 30 seconds.
  • LV 2: INT 54. Reduce an enemy's attack power by 15 percent for 30 seconds.
  • LV 3: INT 103 / DEX 45. Reduce an enemy's attack power by 20 percent for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Break Shot | Engineer

  • Temporarily allows you to fire a bullet that lowers an enemy's defense.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: INT 11. Reduce an enemy's defense by 10 percent for 30 seconds.
  • LV 2: INT 54. Reduce an enemy's defense by 15 percent for 30 seconds.
  • LV 3: INT 103 / DEX 45. Reduce an enemy's defense by 20 percent for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Toxic Gas Blast | Engineer

  • Fire a bullet that creates a toxic field where it lands that inflicts enemies with poison build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: INT 19. Inflicts small poison damage for 6 seconds. Also inflicts blast damage of 0.5 to 0.25 base power.
  • LV 2: INT 55 / DEX 22. Inflicts medium poison damage for 9 seconds. Also inflicts blast damage of 0.55 to 0.275 base power.
  • LV 3: INT 109 / DEX 49. Inflicts large poison damage for 12 seconds. Also inflicts blast damage of 0.6 to 0.3 base power.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Blazing Blast | Engineer

  • Fire a bullet that creates an inferno where it lands that inflicts blaze build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 19. Inflicts blaze damage for 6 seconds. Also inflicts optical damage of 0.5 to 0.25 base power.
  • LV 2: DEX 55 / INT 22. Inflicts blaze damage for 9 seconds. Also inflicts optical damage of 0.55 to 0.275 base power.
  • LV 3: DEX 109 / INT 49. Inflicts blaze damage for 12 seconds. Also inflicts optical damage of 0.6 to 0.3 base power.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Electrodynamic Stunner | Engineer

  • Fire a bullet that creates a debilitating field where it lands that inflicts enemies with stun build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gun and Sword.
  • Base cooldown: 24 seconds

Requirements:

  • LV1: INT 30. Inflicts small stun buildup within an area. Also inflicts optical and blast damage with 0.7 base power.
  • LV 2: INT 65 / DEX 27. Inflicts medium stun buildup within an area. Also inflicts optical and blast damage with 1.0 base power.
  • LV 3: INT 118 / DEX 53. Inflicts large stun buildup within an area. Also inflicts optical and blast damage with 1.25 base power.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Explosive Shot | Destroyer

  • Allows you to fire a bullet that creates an explosion that damages enemies who touch it.
  • Usable by: Handgun, Shotgun, Sniper Rifle, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: DEX 15. Inflict physical and blast damage with 2.0 base power.
  • LV 2: STR 21 / DEX 52. Inflict physical and blast damage with 2.25 base power.
  • LV 3: STR 47 / DEX 106. Inflict physical and blast damage with 2.5 base power.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Heat Detonator | Destroyer

  • Fire a bullet that takes heat from the Gatling gun and uses it to inflict blaze build-up. Cools the Gatling gun upon use.
  • Usable by: Gatling Gun.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 5. Reduce Gatling Gun's heat gauge while inflicting optical damage with 3.75 base power and small blaze build-up.
  • LV 2: STR 21 / DEX 52. Reduce Gatling Gun's heat gauge while inflicting optical damage with 4.125 base power and medium blaze build-up.
  • LV 3: STR 47 / DEX 106. Reduce Gatling Gun's heat gauge while inflicting optical damage with 4.5375 base power and large blaze build-up.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Plasma Blast | Destroyer

  • Fires a bullet that creates an explosive plasma field where it lands.
  • Usable by: Launcher.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: DEX 30. Inflict optical and blast damage with 2.0 base power and trigger an explosion in a set area.
  • LV 2: STR 27 / DEX 65. Inflict optical and blast damage with 2.25 base power and trigger an explosion in a set area.
  • LV 3: STR 53 / DEX 118. Inflict optical and blast damage with 2.5 base power and trigger an explosion in a set area.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Nemesis Burst | Destroyer

  • Fire an explosive round that does more damage the lower your remaining HP is.
  • Usable by: Launcher.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 36. Inflict damage on foes with a base power of 1.25 while factoring in your remaining HP.
  • LV 2: STR 30 / DEX 70. Inflict damage on foes with a base power of 1.375 while factoring in your remaining HP.
  • LV 3: STR 56 / DEX 108 / LUK 32. Inflict damage on foes with a base power of 1.5 while factoring in your remaining HP.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Tranquilizer Shot | Engineer

  • Fire a bullet at an enemy that makes it less likely to target you.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 10 seconds

Requirements:

  • LV1: INT 15. Reduce acquired hate by 750 when hitting an enemy.
  • LV 2: INT 58. Reduce acquired hate by 1125 when hitting an enemy.
  • LV 3: INT 106 / DEX 47. Reduce acquired hate by 1500 when hitting an enemy.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Eagle-Eye Beacon | Sniper

  • Fire a bullet that temporarily adds the part it hits as a lock-on target to the Circle Frame.
  • Usable by: Sniper Rifle.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: STR 9. Place a lock-on target circle on an enemy for 15 seconds.
  • LV 2: STR 40 / AGI 10 / DEX 18. Place a lock-on target circle on an enemy for 22.5 seconds.
  • LV 3: STR 89 / AGI 25 / DEX 44. Place a lock-on target circle on an enemy for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Graviton Shot | Destroyer

  • Fires a bullet that creates an attraction field where it lands, drawing enemies to it.
  • Usable by: Gatling Gun, Launcher.
  • Base cooldown: 63 seconds

Requirements:

  • LV1: DEX 40. Attraction field has a base power of 0.1 explosive damage, covers 7.5 meters and lasts 7.5 seconds.
  • LV 2: STR 31 / DEX 74. Attraction field has a base power of 0.125 explosive damage, covers 10 meters and lasts 10 seconds.
  • LV 3: STR 57 / DEX 126. Attraction field has a base power of 0.15 explosive damage, covers 12 meters and lasts 12.5 seconds.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Dash Attack | Destroyer

  • Unleash a body blow in front of you. Deals more damage at closer range.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: None. Inflict close-range physical damage of 500, 300 or 100 depending on distance from foe.
  • LV 2: STR 38 / DEX 15. Inflict close-range physical damage of 550, 330 or 110 depending on distance from foe.
  • LV 3: STR 82 / DEX 41 / LUK 23. Inflict close-range physical damage of 600, 360 or 120 depending on distance from foe.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

Quick Shot | Assault

  • Fire a volley of bullets at a nearby enemy.
  • Usable by: Handgun.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 9. Fire a regular volley of bullets at an enemy.
  • LV 2: AGI 46 / DEX 19. Fire a large volley of bullets at an enemy.
  • LV 3: AGI 101 / DEX 44. Fire a significantly large volley of bullets at an enemy.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Acrobatic Fire | Tank

  • Fire while dodging left and right.
  • Usable by: Handgun, Submachine Gun.
  • Base cooldown: 14 seconds

Requirements:

  • LV1: VIT 3 / AGI 8. Fire one volley at enemies while dodging left and right.
  • LV 2: VIT 18 / AGI 46. Fire two consecutive volleys at enemies while dodging left and right.
  • LV 3: VIT 44 / AGI 101. Fire three consecutive volleys at enemies while dodging left and right.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Sliding Shot | Assault

  • Shoot while sliding forward.
  • Usable by: Submachine Gun, Assault Rifle.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 11. Inflict close-range physical damage in front of you with a base power of 350.
  • LV 2: STR 19 / AGI 48. Inflict close-range physical damage in front of you with a base power of 385 and longer slide range.
  • LV 3: STR 45 / AGI 103. Inflict close-range physical damage in front of you with a base power of 420 and even longer slide range.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Scatter Wheel | Assault

  • Fire a shot while jumping.
  • Usable by: Submachine Gun, Assault Rifle.
  • Base cooldown: 8 seconds

Requirements:

  • LV1: AGI 17. Inflicts base physical, close-range damage of 100, 200 based on body part hit and distance to foe.
  • LV 2: AGI 53 / LUK 22. Inflicts base physical, close-range damage of 100, 200 based on body part hit and distance to foe. Can do two levels of airborne jump.
  • LV 3: AGI 108 / LUK 48. Inflicts base physical, close-range damage of 100, 200 based on body part hit and distance to foe. Can do three levels of airborne jump.

Autocad 2013 64 bit activation code generator. Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Gunstinger | Assault

  • Charge towards the target at high speed and unleash a shot if you connect.
  • Usable by: Shotgun, Assault Rifle.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: AGI 30. Finisher does base physical close-range damage of 200, 350.
  • LV 2: STR 27 / AGI 65. Finisher does base physical close-range damage of 250, 400.
  • LV 3: STR 53 / 118. Finisher does base physical close-range damage of 300, 450.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Sentry Style | Sniper

  • Crouch to raise attack power, strength, defense, and reload speed. The effect persists while crouching.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Launcher, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: STR 5. Attack up 20 percent, defense up 20 percent, reload speed up 25 percent and recovery up 25 percent while crouched.

Cost:

  • LV1: SP 10

Tactical Roll | Class

  • Reload your bullets while dodging with a forward roll.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Launcher, Gun and Sword.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: None.
  • LV 2: VIT 15 / AGI 38. Also attracts enemy attention.
  • LV 3: STR 14 / VIT 23 / AGI 82. Attracts even more enemy attention.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

Taunting Yell | Tank

  • Provoke the enemy into focusing on you.
  • Usable by: All weapons.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: VIT 9. Raise acquired enemy hate by 500 within a 20-meter radius.
  • LV 2: VIT 52. Raise acquired enemy hate by 625 within a 20-meter radius.
  • LV 3: STR 44 / VIT 101. Raise acquired enemy hate by 750 within a 20-meter radius.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Shield Matrix | Tank

  • Become unable to move and impervious to damage. Hold the button to extend the duration.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: VIT 19.
  • LV 2: VIT 62. Also recovers HP when extending duration by holding button.
  • LV 3: STR 49 / VIT 109. Also recovers HP and triggers large explosion after extending duration.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 65

Omnia Vanitas | Assault

  • Perform a high-speed step. Can be performed twice in succession.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 6 seconds

Requirements:

  • LV1: AGI 19. Can do two consecutive steps.
  • LV 2: AGI 62. Can do three consecutive steps.
  • LV 3: AGI 121. Can do two consecutive steps. You also become difficult to target afterward.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Replenish Gadget | Engineer

  • Replenish a small amount of your gadget's recharge time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 21 seconds

Requirements:

  • LV1: DEX 40. Gadget recharge time reduced by 50 percent.
  • LV 2: INT 31 / DEX 74. Gadget recharge time reduced by 75 percent.
  • LV 3: INT 57 / DEX 126. Gadget recharge time reduced by 100 percent.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Sharp Nail | Assault

  • Slash in front of you three times in a row.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 8 seconds

Requirements:

  • LV1: None. Close-range base power of 1.9, 1.3 and 1.6.
  • LV 2: STR 43. Close-range base power of 2.0, 1.35 and 1.65. Can be done in mid-air.
  • LV 3: STR 94 / AGI 41. Close-range base power of 2.1, 1.4 and 1.7. Can be done mid-air.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Vorpal Strike | Assault

  • Charge a target at high speed and thrust your sword forward.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 15. Close-range base power of 2.4 (4.8 with long button press).
  • LV 2: STR 21 / AGI 52. Close-range base power of 2.6 (5.2 with long button press). Can be done in mid-air.
  • LV 3: STR 47 / AGI 93 / DEX 27. Close-range base power of 2.8 (double attack of 5.6 and 8.4 with long button press). Can be done in mid-air.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Star Splash | Assault

  • Charge at an enemy and unleash a flurry of sword thrusts.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: AGI 23. Close-range attack with base power of 0.465xa > 2.05. Press square or R2 to do finisher with base power of 1.85.
  • LV 2: STR 24 / AGI 52. Close-range attack with base power of 0.465xa > 2.255. Press square or R2 to do finisher with base power of 2.035.
  • LV 3: STR 47 / AGI 93 / DEX 27. Close-range attack with base power of 0.465xa > 2.4805. Press square or R2 to do finisher with base power of 2.2385.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Horizontal Square | Assault

  • Slash the target four times in a row, then unleash a shockwave that sweeps a large area.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 16 seconds

Requirements:

  • LV1: AGI 30. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by one hit with a base power of 2.88 that covers a wide area.
  • LV 2: STR 27 / AGI 65. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by two hits with a base power of 1.6 and 1.75 that covers a wide area.
  • LV 3: STR 53 / AGI 118. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by three hits with a base power of 1.2, 1.275 and 1.325 that covers a wide area.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Dual Orbital | Assault

  • Launch a spinning charge at the target and perform a sweeping slash.
  • Usable by: Gun and Sword.
  • Base cooldown:18 seconds

Requirements:

  • LV1: STR 14 / AGI 35. Base power of 4.1.
  • LV 2: STR 31 / AGI 74. Base power of 4.4. Can be done mid-air.
  • LV 3: STR 57 / AGI 111 / DEX 33. Base power of 4.7. Hits twice in mid-air with base power of 2.35 and 4.7.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Sword Barrier | Assault

  • Allows you to use your sword to repel bullets in front of you.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: None. Lasts for 30 seconds.
  • LV 2: STR 20 / AGI 50. Lasts for 45 seconds.
  • LV 3: STR 46 / AGI 104. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Phantom Bullet | Sniper

  • Inflict suppression status on opponents marked by Bullet Line for 20 seconds.
  • Usable by: Sniper Rifle, Gatling Gun.
  • Base cooldown: 45 seconds

Requirements:

  • LV1: None. Inflict low suppression status for 20 seconds.
  • LV 2: STR 65 / DEX 27. Inflict medium suppression status for 20 seconds.
  • LV 3: STR 118 / DEX 53. Inflict high suppression status for 20 seconds.

Cost:

  • LV1: SP 0
  • LV 2: SP 45
  • LV 3: SP 75

Hyper Sense | Tank

  • For one time only, evade a ranged or melee attack.
  • Usable by: All weapons.
  • Base cooldown: 180 seconds

Requirements:

  • LV1: None.

Cost:

  • LV1: SP 0

Technobubble covers games, gadgets, technology and all things geek. Follow Technobubble poobah Jason Hidalgo's shenanigans on Twitter @jasonhidalgo or his Tabiasobi Youtube channel.

Updated 10:49 PM EST Dec 12, 2019




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