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Huppermage's Rune
Difficulty :
Elementalist Mage

Masters of elemental runes, Huppermages combine the elements of Fire, Air, Water and Earth to create breathtakingly powerful spells. Driven by their thirst for knowledge and the importance of their mission, they tirelessly study ways to re-establish the Krosmic Balance, guarantor of stability in the World of Twelve.
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roles Specialty Damage Control
Spells
Specialty spells
Solar StrongholdHeart of FireWill-o-the-WispWall of EnergyPrincipio Valere
DynamoPurificationAntithesisNew BreathUniversalitySensextensionFullnessSoul DevelopmentPulsationGift Incarnation
Pulsation 1

Pulsation

At the start of a fight, you have to reach maximum Quadramental Breeze to get this passive's powerful bonuses. Then, you can get the bonuses again by successively going from maximum to minimum Quadramental Breeze, and then back again.

Normal effects

Increases the QB gain of spells by 25%
Increases the QB cost of spells by 25%
From <10% QB to max QB:
- Flux and Reflux (Lvl. 1) (1 turn)
From max QB to <10% QB:
- Flux and Reflux (Lvl. 1) (1 turn)
Pulsation 2

Pulsation

At the start of a fight, you have to reach maximum Quadramental Breeze to get this passive's powerful bonuses. Then, you can get the bonuses again by successively going from maximum to minimum Quadramental Breeze, and then back again.

Normal effects

Increases the QB gain of spells by 25%
Increases the QB cost of spells by 25%
From <10% QB to max QB:
- Flux and Reflux (Lvl. 2) (1 turn)
From max QB to <10% QB:
- Flux and Reflux (Lvl. 2) (1 turn)
1 2
Medias
 
Classes