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Ecaflips or Ecaflip's Coin are the risk-takers of battle. With a wide array of stylish attacks, they gamble their lives on the turn of the cards or the roll of the dice. They have many interesting spells that can easily bring them to ruin, or elevate them to glory. True to their daring nature, they often tempt fate and fight on the front lines, sometimes even damaging themselves with their own spells. Their elemental spells are primarily Earth, with a few Fire spells tossed into the mix, and one Water-Air spell
The characteristics most closely associated with this class are:
•Strength - It is most recommended to boost your Strength as high as possible to make full use of the majority of the Ecaflip's Earth-based spells, as in the Ecaflip/Strength build. Strength can be raised to 100 before reaching the soft cap.
•Agility - Bluff is an early, powerful attack that does Air damage 50% of the time. In addition, all Ecaflips benefit to some degree from raising it, both for the minor effect on Critical hit and increased odds of dodging and preventing dodges. Agility can be raised to 50 before reaching the soft cap.
•Chance - Bluff does Water damage the other 50% of the time, making Chance another attractive stat for an Ecaflip who relies on it. It is recommended to scroll your Chance up to 25 (as small Chance scrolls are very cheap) first for the Ecaflip/Chance build. Chance can be raised to 20 before reaching the soft cap.
Note: Bluff can no longer be cast for 3 AP each untill level 106.
The other characteristics are:
•Intelligence - Build with caution. Topkaj can be a potent attack and Intelligence boosts the healing portion of the Ecaflip's largely unreliable healing spells. The low soft cap of 20 means that an Intelligence-based Ecaflip has an uphill climb at best.
•Wisdom - A good set will take care of this one or boost this stat with scrolls; do not use characteristic points gained from leveling.
•Vitality - Somewhat useful. Some Ecaflip spells are self-harming and extra Vitality enables Ecaflips to survive them. This trait was more recommended when All or Nothing was the favored build, but is less useful now that its effect has been changed to be less reliable.
•Reading Ecaflip backwards gives "pilface". Add an "e" in between pil and face and you get pileface, which is pronounced roughly the same (as without the e) in French. This comes from the French expression "pile ou face", which is their version of heads or tails.
•In a similar fashion, the spells Topkaj and Rekop read backwards as jakpot (jackpot) and poker, respectively.
•Wheel of Fortune is a roulette, relating to the "gambler" theme Ecaflips have.
Vit 1~∞ - - - -
Wis - - 1~∞ - - Raise with scrolls
Str 1~100 | 101~200 | 201~300 301~400 401~∞
Int 1~20 | 21~40 | 41~60 | 61~80| 81~∞ Raise with scrolls
Cha 1~20 | 21~40 | 41~60 | 61~80| 81~∞
Agi 1~50 | 51~100| 101~150| 151~200| 201~∞
The Class spells available to members of the Ecaflip class are:
Ecaflip class spells Icon Name Level Element Short description
Earth An Earth attack that steals HP and knocks back the target. This is Ecaflip's special spell.
Roulette 1 Casts one of many random effects on all your allies, all your opponents, or everyone.
Heads or Tails 1
Earth Inflicts Earth damage, then heals the target. Usually damages more than heals.
Ecaflip's Luck 1 Casts a buff that affects all damage done to a friendly target. Damage received will either be converted into healing, or multiplied into greater damage.
Perception 3 Reveals invisible traps and creatures to nearby allies. Also raises the caster's damage for a turn.
Water or Air Inflicts either Water or Air damage. Highly random damage.
Repercussion 9 Deals minor Neutral damage to the caster, and raises a target's Vitality and HP temporarily.
Clover 13 Increases a target's Critical Hits.
All or Nothing 17
Neutral Inflicts everyone in a wide Area of Effect. At the start of each character's turn, it deals Neutral damage, then heals.
Feline's Leap 21 Moves the caster one square. The cost drops as the spell's level rises. It costs a mere 2 AP.
Fire Strong ranged Fire damage.
Rough Tongue 31
Fire Moderate ranged Fire damage with a small Area of Effect. Reduces range on a critical hit.
Wheel of Fortune 36 Doubles all damage done. Triples it on a critical hit.
Summoning Claw 42
Kitten does Neutral damage. Summons Kitten, which induces Critical Failures upon the enemy, while also damaging or healing it. Its damage is greater than its healing.
Feline Spirit 48
Earth Attacks with a very powerful Earth damage. It also damages the caster 50% of the time.
Smell 54 Randomizes AP and MP of nearby players. Usually increases.
Reflex 60 Greatly increases Agility.
Playful Claw 70
Earth Inflicts horizontal and vertical Earth damage and hurts any player within its Area of Effect. No Line of Sight necessary.
Claw of Ceangal 80
Earth Inflicts Earth damage. Reduces the target's AP for several turns on a critical hit.
All Has 50% chance of a critical hit. If successful, the target is hit with four powerful attacks, one of each element. If it fails to get a critical hit, the user loses 1 AP for the rest of the turn.
Fate of Ecaflip 100
Earth Inflicts Earth damage. Subtracts an MP from the enemy for several turns on a critical hit.
Summoning of Ecaflip Dopple 200 Summons an Ecaflip Dopple
The favored weapon of the Ecaflip is the Sword, which deals massive damage. Since most Swords require large amounts of Strength to equip, Ecaflips not focusing on Strength should instead use the more versatile Dagger. This is especially true for Agility-based builds as the high critical hit rate and damage of Daggers goes hand-in-hand with the critical hit boost of Agility.
The Ecaflip Class Set is the Gutter Set.