Post by Zane on May 16, 2017 11:17:53 GMT -8
|Navigator Information|
-Name: Zane
-Title: Inferno Knight
-Character Theme: "Wild Fang"
-Operator: N/A
-Crest:
Effect = +20 DMG
-Perfect Immunity
None can defile the sanctuary within.
° User becomes immune to all statuses
° User ignores the effect: "Require multiple instances of Avoidances to prevent"
° This immunity cannot be pierced or ignored
+1 Use to all Skills.
-Faction: Revolution: Former Twilight Vanguard Member: Disbanded
--Rank: Member: Former Second-in-Command:
-Zenny: 29,146
-Version: 21
--Experience: 9,400/9,400
-Type: Intel
--Effects: ° Chips may be upgraded 1 additional time beyond maximum.
° +5 total attacks.
° +5 special properties of another element regardless of element level requirement.
° Version 4: Access to a single custom status damage of B-tier strength. Does not take up a skill.
° Version 7: +1 use hardcap to all skills, +1 use to Standard, Mega, Dark, and Giga chip uses per battle.
° Version 13: All status damage/reductions with a duration last 1 turn longer.
° Version 19: Custom status damage is allowed to be of A-tier strength. If status remains at B-tier strength, it cannot be cleansed on the turn of infliction.
-Karma: Neutral
-Bonuses: Hyper Attack, Soul Unison, Hyper Mode, Hyper Mode
--Appearance: Zane has all red armor with black linings on some parts of the armor. His eyes are a dull blue shade of color. He wears a brown desert cloak around him, his arm guards having spikes on their knuckles. After his battle with Forte he gained a scar on his back and both of his arms were skinned down to the bone, using his flames to sustain both despite his own initial fears. Effectively creating magma skin and overcoming his oldest fear, his arms have essentially become stronger for their loss.
--Background: Zane was created to be an assassin. The organization that made him however vanished years ago and he began to wander aimlessly with no goals in mind. After traveling for years he wandered into a desert, meeting Blaze for the first time and where he got his initial two swords: Blazer and Felvulcan. Felvulcan was broken during a skirmish with TornadoMan, so he has two crimson longswords with orange flames running along the blades now. After honing himself after years, he sides with the Revolution and fights only for his and everyone's freedom and doesn't particularly help much with their missions. Going about this with his own form of manner. This led to a large series of events as well between battles with the ONB, the usual threats, autumn, and most recently Forte himself. Because of Vinyl's activities however, the Zane that once fought so valiantly for what was right is likely nowhere to be found. With those changes being fixed, Zane himself was able to revert to who he used to be as well. But mysteriously, he's nowhere to be seen. And has been missing for quite some time now as well.
--Personality: Never one to take much of anything seriously, he does have his times of doing as such. Laid-back and generally unmoved, he fights when he deems it required. On the other hand when he finds himself against a strong opponent, he tosses aside all else and focuses solely on going in for the win. He enjoys a good fight, but hasn't been able to simply enjoy himself for quite some time due to the world's circumstances. Despite these things, Zane is more often than not easily riled up if the right set of words is used. Hot-blooded and determined almost to a fault, once he's set upon something he goes for it with everything he has. And while he knows he has to fight for what he wants, he doesn't let that interfere with his own sense of right and wrong, what he would do at any other time while fighting for his beliefs in the world. And if nothing else, he is loyal to those he calls friends, even in the darkest of hours and will try to stand by them still. One to always be honest and true against enemy and friend alike.
--Reconnaissance Work:
|Statistical Information|
-HP: 3,400
--Modifiers: +2,000/V, +400/Crest
-Armor: 0
--Modifiers: N/A
-Natural Cleanse CD: 5
--Modifiers: N/A
-Regeneration: 0
--Modifiers: Variable
-Elements: Fire LV4, Solar LV1
--Effects: +80 Damage, Burn, Burn Immunity, Growing Prominence
--Modifiers: +2/Version
--Net Strengths: Laser x 2, Wind x 2, Dark x 2, Wood x 2, Fire x 2
--Net Weaknesses: Stone x 2, Shadow x 2, Sand x 2, Aqua, Bug x 2, Lunar
Special Properties
Irradiate: Status Effect: For 3 turns, afflicted Navi takes 100 Damage per turn and deals -100 Damage with all attacks. Afflicted Navi's Max HP is also affected by Damage taken from any Status for the duration of Irradiate but is returned once Irradiate has ended. Once ended, a target cannot be afflicted by Irradiate for 2 turns.
User gains access to B-Tier Burn. When added to attacks, it becomes 0-CD.
Status Effect: For 2 turns, afflicted Navi takes 2% of their Max HP as Damage per Attack used. Additionally, their Attacks deal -10% Damage and they cannot use Undershirt while burnt. Once ended, a Navi cannot be Burned for 2 turns.
Passive Effect: User is immune to Irradiate and Burn.
A Tier. Requires Solar Lv1 or Higher.
Heat of Day: Solar is treated as Fire Element for all interactions. User takes 0.5x Damage from their Strengths, but x1.5 Damage from their Weaknesses.
Growing Prominence: When Activated:: A single attack strikes this turn with all of the augments that have been applied to it throughout each use in the fight, thus far. This does not count any augments applied by this effect, but can otherwise include multiple instances of the same augment. Costs all attack slots in the turn.
** This adds Damage Increases, Hit Increases, Target Increases, Avoidance Increases, Auto-Strike effects, Chip Imbues, and any other effects added to the selected attack. The attack cannot have more than two aimers, regardless of all applications.
** Can be used on unaimed attacks granted by this element to release them with the total damage they have dealt throughout the battle, alongside any other augments.
[Cooldown]: 2 Turns. Cannot be Augmented.
Initiative: User has +1 Initiative Lv, increasing their chance to go first in battle
Reflection: When Activated: One Avoidance this turn may counter using the avoided attack (including all effects, aimers, damage, etc). Cannot be an unavoidable source of damage. Cannot be a Non-Normal Attack (Hyper, Chip, etc). Only counters a single attack (even in the case of a multi-avoidance).
Cooldown: 5 Turns
Piercing: When Activated: Adds 'Cuts Uncuttable Auras' to One Attack for one use.
Cooldown: 5 Turns
Precision: When Activated: Adds 'Unomnidodgeable' to One Attack for one use.
Cooldown: 5 Turns
Unstoppable: When Activated: Adds 'Breaks Unbreakable Shields' to One Attack for one use.
Cooldown: 5 Turns
User gains access to B-Tier Burn. When added to attacks, it becomes 0-CD.
Status Effect: For 2 turns, afflicted Navi takes 2% of their Max HP as Damage per Attack used. Additionally, their Attacks deal -10% Damage and they cannot use Undershirt while burnt. Once ended, a Navi cannot be Burned for 2 turns.
Passive Effect: User is immune to Irradiate and Burn.
A Tier. Requires Solar Lv1 or Higher.
Heat of Day: Solar is treated as Fire Element for all interactions. User takes 0.5x Damage from their Strengths, but x1.5 Damage from their Weaknesses.
Growing Prominence: When Activated:: A single attack strikes this turn with all of the augments that have been applied to it throughout each use in the fight, thus far. This does not count any augments applied by this effect, but can otherwise include multiple instances of the same augment. Costs all attack slots in the turn.
** This adds Damage Increases, Hit Increases, Target Increases, Avoidance Increases, Auto-Strike effects, Chip Imbues, and any other effects added to the selected attack. The attack cannot have more than two aimers, regardless of all applications.
** Can be used on unaimed attacks granted by this element to release them with the total damage they have dealt throughout the battle, alongside any other augments.
[Cooldown]: 2 Turns. Cannot be Augmented.
Initiative: User has +1 Initiative Lv, increasing their chance to go first in battle
Reflection: When Activated: One Avoidance this turn may counter using the avoided attack (including all effects, aimers, damage, etc). Cannot be an unavoidable source of damage. Cannot be a Non-Normal Attack (Hyper, Chip, etc). Only counters a single attack (even in the case of a multi-avoidance).
Cooldown: 5 Turns
Piercing: When Activated: Adds 'Cuts Uncuttable Auras' to One Attack for one use.
Cooldown: 5 Turns
Precision: When Activated: Adds 'Unomnidodgeable' to One Attack for one use.
Cooldown: 5 Turns
Unstoppable: When Activated: Adds 'Breaks Unbreakable Shields' to One Attack for one use.
Cooldown: 5 Turns
|Navigator Skillset
All Skills = +3 Uses/Program =|
All Skills = +3 Uses/Program =|
Inferno Mantle: Blazing Guardian
Combined 2 Skills ~ A+-Tier
Zane knocks aside attacks with his sword or cloak, crippling the assault.
Effects: Reduces the damage of three enemy attacks to zero. Status Damages and Reductions still apply. If the attacks following the attacks reduced by this skill have only one or less status damages/reductions, then an additional attack may be avoided. Zane is a null-avoider.
8x uses.
Inferno Mantle: Inferno Guardian
Grit ~ B-Tier
Zane's defenses are difficult to penetrate, likewise brushing aside any attempts to do so.
Effects: Negates the piercing and triggering effects of two avoidable attacks.
12x uses.
Infernal Punishment
Cooldown ~ B-Tier
The flames continue to surge onward, allowing for the powers of the Inferno Knight to continue pressing onward.
Effects: Can reduce the cooldown of one attack by 1.
12x uses.
Infernal Conflagration
Attack Slot ~ B+-Tier
The flames that surge forth are utilized to bring forth a calamity upon the opposition as the Inferno Knight razes the battlefield.
Effects: Add cannot be countered to one attack and gains +1 attack slot this turn. Alternatively, may forego one of the effects to gain the other twice instead.
11x uses.
Permanence Flare
Stage Lock ~ S-Tier
A flame that burns the field in place, locking it regardless of its attempts.
Effects: Locks the current panels in place, causing them to be unable to change, for 1 Turn. Or can remove the lock on panels instead.
6x Uses, 6x Max/Battle.
Eternal Flare
Multiplier Attack ~ S-Tier
The final blaze of fire, burning through the great sun that represents the strength that the Knight possesses.
Effects: One Attack strikes an additional time at no cost, regardless of Cooldown or Charge.
6x uses, 6x Max/Battle.
Inferno Surge
Skill Use ~ S-Tier
The flames continue to strive, pushing onward regardless of obstacles.
Effects: +1 Use to One Skill.
6x uses, 6x Max/Battle.
Solar Prominence
Panel Augment ~ A-Tier
Unleashing more flames within himself, Zane amplifies the number of ways he can strike at his enemies. In doing so, boosting his damage potential several times over.
Effects: This skill can instead be used for the next stage set by Zane to requires an additional usage of an "air shoes" type effect to become immune to its effects.
9x uses.
Destructive Edge
Damage Boost ~ S-Tier
Combining the force of his flames, Zane sends out a vastly destructive assault that cripples and blazes through his enemies.
Effects: Can add the damage from a previously used attack to one attack in the turn. Attack cannot be further augmented.
6x uses, 6x Max/Battle.
Terminating Blaze
Aiming Skill ~ A-Tier
A flame that dominates the enemy entirely. With this augmentation, that is the reality that the knight seeks to do to his opponent from here on out.
Effects: Adds "requires an additional avoidance to prevent." Cannot be applied more than once to the attack.
9x uses.
|Navigator Attackset|
-Total Attacks: 30/30, 14 Total Attacks
--Modifiers: +5 from Type
-Base Damage: 440
--Modifiers: +200/V, +80/Element, +20 from Navi Crest, +40/Crests.
-Attacks per Turn: 5
--Modifiers: +3 from Version
-Custom Status: Still Work in Progress
Flame Combat
C-Attack
Fire Element
A physical blow from the Inferno Knight to beat at an enemy.
355: 80% DMG, Undodgable, Cuts Auras, Cannot be Naturally Avoided
1 Turn Cooldown
Flame Bombardment
S-Attack
Fire Element
An attack to strike at foes from a distance or for long range combat.
355: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided
1 Turn Cooldown
Blazing Path
S-attack
Fire Element
Zane draws both swords and brings the blades upon the enemy as flames shoot straight forward flying through and around the enemy creating a blazing pathway.
80 x 3: 60% DMG, Undodgeable, Cuts Auras, Avoid Separately, Burns.
2 Turn Charge
Roaring Beast
C-Attack
Fire Element
Zane rushes forward and draws both his swords. He then tackles the enemy before spinning and slashing them with the two swords followed by thrusting them forward into the enemy as a surge of energy burst loose from the blades in the form of a lion-head blasting the enemy backward.
310: 70% DMG, Breaks Shields, Undodgable, Burns, Gains +10% Total Damage if Lava Panels are in play.
1 Turn Cooldown
Burning Coil
C-attack
Fire Element
Zane summons flames around his arm guard as it travels up to the spikes on his knuckles. He then rushes forward and punches the enemy, sending the flames through their body.
265: 60% DMG, Undodgable, Breaks Shields, Destroys Barriers, Burns.
1 Turn Charge
Cleaving Blade
C-Attack
Fire Element
Zane draws his two swords, slicing the opponent fiercely and cleaving through most defenses.
220: 50% DMG, Undodgable, Breaks Shields, Cannot be Naturally Avoided, Cannot be Mitigated, Cannot be Countered, Requires 1 Additional Grit.
2 Turn Cooldown
1 Turn Charge
2x Use/Battle
Explosive Gaze
S-Attack
Fire Element
Zane gazes toward his opponent, the area being engulfed by several explosive flames afterward aimed to remove defenses.
310: 70% DMG, Cuts Auras, Breaks Shields, Can hit up to three different enemies.
Scorching Flare
S-Attack
Fire Element
A blast of flames used to cut down auras in his path so his remaining attacks can strike the enemy.
355: 80% DMG, Undodgable, Breaks Shields, Inflicts 1.5x Damage to Auras/Barriers.
1 Turn Charge
Purgatory
C-Attack
Fire Element
Zane holds both Blazers upward, merging them together as they become a single claymore, having the two hilts along with a third, longer hilt. The blade of pure flames being used to burn through his enemies entirely.
0: 0% DMG, Undodgable, Breaks Shields, Gains +30% Damage (132) for each Fire Elemental attack used before this attack this turn.
1 Turn Charge
Dynamite Spark
S-Attack
Fire Element
A snap of the finger that unleashes a flurry of explosive shots around his opponents, sparking the heat within the air.
80 x 4: 70% DMG, Undodgable, Cuts Auras, can reduce the damage of this attack to 0 to add half of the hits of this attack to one attack this turn.
1 Turn Charge
1x Use/Battle
Crimson Blaze
S-Attack
Fire Element
A burning blaze symbolizing the strength of the Inferno Knight.
0 DMG, Adds Cuts Undershirts to one attack this turn.
1 Turn Charge
3x Use/Battle
Scarlet Blaze
S-Attack
Fire Element
A searing blaze symbolizing the strength of the Inferno Knight.
0 DMG, Adds Cuts Darksoul to one attack this turn.
1 Turn Charge
3x Use/Battle
Blazing Aftermath
C/S-Attack
Fire Element
Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes.
180: 40% DMG. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Cuts Darksoul. Cuts Undershirt. Cannot be Naturally Avoided.
1 Turn CD
1x Use/Battle
Cantering Flames
X-Attack
X Element
Utilizing his specialty in flames, no fire goes to waste that he employs. In this case, he invokes flames that have gone to the wayside to return once more to decimate a target with impunity.
220 = 110: 50% DMG. Triggered Auto for half damage: for every attack that Zane uses that deals 0 Damage to the target while charging. Cuts Darksoul. Cuts Undershirt. Select Non-Hidden Element on Use. Select Range on Use. Cannot be Naturally Avoided.
1 Turn CD
1 Turn Charge
1x Use/Battle
|Navigator Hyper Repertoire|
Blaze Unison: Inferno Knight
Blaze merges with Zane, breaking the limiters placed on his abilities and allowing him to use his full abilities. His armor morphing to a full scarlet red, red particles dripping from its form. Flames forming around his neck, resembling the mane of a lion. His flames burning on without remorse marks the showing of the Inferno Knight.
+ One usable Attack is locked during this HM. Its Base Damage and one Effect are added to another Attack. Standard imbue rules apply.
- Opponents can forego all charging for one turn. If so, this Hyper Mode ends immediately.
- 2 Turn Duration
Blazing Assassin
+ One Attack per turn strikes twice as many times when used at the same amount of damage as the previous use.
- Opponent can disable all panel immunity. If so, this Hyper Mode ends immediately.
- 2 Turn Duration
Hyper Attack ~ Blazing Recurrence
C/S-Attack
Fire Element
The eternal surge of flame that brings forth the overwhelming strength that Zane possesses.
530: 120% DMG. Upon use, can choose two Omni-Aimers. Add them and the base damage of this attack to one attack this turn.
3 Turn Cooldown
Blaze merges with Zane, breaking the limiters placed on his abilities and allowing him to use his full abilities. His armor morphing to a full scarlet red, red particles dripping from its form. Flames forming around his neck, resembling the mane of a lion. His flames burning on without remorse marks the showing of the Inferno Knight.
+ One usable Attack is locked during this HM. Its Base Damage and one Effect are added to another Attack. Standard imbue rules apply.
- Opponents can forego all charging for one turn. If so, this Hyper Mode ends immediately.
- 2 Turn Duration
Blazing Assassin
+ One Attack per turn strikes twice as many times when used at the same amount of damage as the previous use.
- Opponent can disable all panel immunity. If so, this Hyper Mode ends immediately.
- 2 Turn Duration
Hyper Attack ~ Blazing Recurrence
C/S-Attack
Fire Element
The eternal surge of flame that brings forth the overwhelming strength that Zane possesses.
530: 120% DMG. Upon use, can choose two Omni-Aimers. Add them and the base damage of this attack to one attack this turn.
3 Turn Cooldown
|Navigator Programs|
-Program Slots: 5 Base, +1 from Crest, +2 Purchased = 8/8 Regular + 1/1 Hidden
-Defensive Type:
Undershirt Nu
Activated Program
User survives a fatal turn of damage with 1 HP. Undershirt does not cost a Program Slot
1x Use
-Offensive Type:
Great Sword Omnicron
Activated Program
Upon activation of this program, one attack gains +230 Damage for one use. This program gains +1 Use at Versions 4, 7, 10, 13, 16, and 19.
Uses per battle: 8
Initiative Omega
Passive Program
User has +5 Initiative Levels.
Break Charge Alpha {Unequipped}
-Supportive Type:
Air Shoes Omega
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn. This program gains +1 Use at Versions 4, 7, 10, 13, 16, and 19.
Uses per battle: 8
Set <Stage> Omega
Activated Program
User may change all panels on the field for 3 Turns.
The Stage of this Program is chosen upon use
Uses per battle: 1/1
Skill Addition SP
Passive Mega Program
User has +1 use to all skills. This program takes 2 program slots.
Skill Addition SP
Passive Mega Program
User has +1 use to all skills. This program takes 2 program slots.
Elemental Expansion {Unequipped}
Life Force Omega {Unequipped}
Surge Burst
Activated Hidden Program
On the turn activated, User gains +2 Attack Slots, +100 Damage on all attacks, and +1 Use to One Activated Skill of choice. The User also recovers 600 HP, and deals 200 Unavoidable Damage to every target on the field.
4x Use.
-Restorative Type:
Reboot {Unequipped}
Activated Program
+1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs.
1x Use.
|Navigator Equipment|
Emerald Cross of Virtue
A shining cross of emerald, emanates a powerful force.
° Apply x2 Damage to a Single Attack (0 Turn CD)
NPC Value: 10,000z
Emerald Star of Virtue
A shining star forged of emerald, sparkles with an otherworldly power
° One Attack strikes an additional time at no cost, regardless of Cooldown or Charge
This additional instance of the attack cannot be augmented (2 Turn CD)
NPC Value: 10,000z
Sapphire Star of the Shadows
A shining star forged of sapphire, sparkles with an otherworldly power
° Raises the hard-cap of specific skills by 1 use
NPC Value: 10,000z
Gold Cross Emblem {Unequipped}
Crest
The golden cross of the offensive fighter; enhances offensive capability.
DMG+30.
Creamland's Honors {Unequipped}
Knight of Creamland
Fought valiantly for Creamland during its invasion by the Dark Dimension.
DMG+20, HP+200, +1 Element Level, +1 attack on the user’s starting turn.
To those who fought on the side of good in this final battle.
Astral Star {Unequipped}
A shining star of untold force and energy. Empowers its holder with a burst of innate force.
The holder of this crest is allowed to enter either one Hyper Mode or Dark Soul at will for one single turn. Activation of this effect does not count against hyper mode/DS turn totals, and counts as a unique hyper mode for the single turn of activation.
If the user does not yet have a Hyper Mode or Dark Soul currently available, he/she may create one just for the sake of using this effect. Cannot be used to make use of an advanced form not otherwise available to the user.
Monitor's Icon {Unequipped}
A crest granted to those who have helped to begin a new era.
Base damage OR base HP +10% (Added to stats)
Effect chosen (DMG+ Chosen) MUST be stated when this mark is equipped, applies to all future version up bonuses and must be stated below the mark in stats.
Scar of Corruption
The mark of those touched by an alien influence.
Once per battle, the user may copy and use a skill from an opponent for one turn.
Champion's Proof
The ultimate proof that the holder has helped to defeat a Titan in battle.
Grants +1 program slot and +1 accessory slot; one of the two added slots is allowed to hold a second instance of an already equipped item (Program).
WWW
The feared mark of those involved with the infamous World 3, an organization that has brought about more change than any other.
The feared mark of those involved with the infamous World 3, an organization that has brought about more change than any other.
° Active: Once per turn, the holder of this crest is allowed to choose one effect from the list below.
° A maximum of 3 effects may be chosen per battle, effects cannot be chosen more than once per battle.
☉ +1 Attack Slot every Even Turn. +30 Damage to All Attacks
☉ +20 Armor and +200 Regen
☉ +1 Use to One Skill of choice
☉ +1 Use to One Activated Program (Undershirt is fully restored via this effect)
☉ Remove 1 Elemental Weakness or gain 1 Elemental Strength for 5 Turns.
☉ For One Turn, All Avoidance Skills Avoid 1 Additional Attack
☉ Ignore 50% of All Unavoidable Damage on a Single Turn
☉ Instantly inflict (V * 30) Unavoidable Damage to any number of Chosen Targets.
|Navigator Tamed Viruses|
N/A
|Navigator Chip Data|
Attack 3 – Aura Killer
Combat (C-Attack)
Dark Element
Anthem demolishes the area around him and his target, making all attacks much more difficult of avoid as well as causing debris to collide with both fighters.
420 DAMAGE; DESTROYS AURAS, UNDODGABLE, BREAKS SHIELDS
-Static E-
Mega Chip
S-attack
Elec element
*Xeel appears, then snaps her fingers and a seizure inducing electric blue and light blue flash blinds the area!*
---
420 damage, undodgeable, cuts auras, Blinds, hits all, if used when at least 3 other attacks are on cooldown this attack gains a second hit at half damage.
[Procure] Stone | Shot
Zane utilizes a burst of ambient junk data to force junk in close proximity to his aid!
- 150 + 15 * V Damage [60%]
-- Does not Damage Objects
--- Ignores Armor
---- Hits All
---- If Hits, 1 active Object of opponent's choice is converted into an allied object on the user's side.
----- 1-Turn Required Charge
[::Chip:Air SwordLv0:v0::]
[::Chip:Full CustomLv0:v0::]
Grass Panels
Wood
° Non-Wood Navis cannot use any form of Unavoidable Damage or Effects
° Fire Attacks deal ×1.5 Damage, gain Hits All, and revert panels to Normal *
° User and Wood Navis restore 10% HP per turn
Lasts for 3 Turns
x1 Owned
Lava Panels
Fire
° Non-Fire Navis lose 10% HP per turn and cannot restore HP *
° Charged Fire Attacks may be released 1 Turn early but revert panels to Normal *
° User and Fire Navis gain +1 Auto Charge per turn Lava Panels have been active
Lasts for 3 Turns
x1 Owned
|Navigator Achievements|
Zane: Level: 38
Bugfrags: 8
King Gold
The achiever owns and has equipped three or more cross or star based accessories at once.
Level: 4
Bugfrags: 3
Number Silver
The achiever owns and has equipped 7 or more programs at once. (Does not include "Elemental Adapter" programs)
Level: 3
Bugfrags: 2
Pharaoh Gold
The achiever has been active on the site for at least two years.
Level: 12
Bugfrags: 4
Mega Silver
The achiever has managed to go from V3~V15 while constantly keeping a karma rate of -49~+49.
Level: 5
Bugfrags: 3
Yamato Gold
The achiever has managed to collect five or more crests.
Level: 10
Bugfrags: 6
Stone Gold
The achiever has managed to take and survive a 7,000 damage attack without use of Undershirt
Level: 4
Bugfrags: 3