1. FKG
  2. Ability Training

Ability Training allows for the purchase and strengthening of secondary abilities, which are completely separate from a Flower Knight’s individual abilities. These are bought using various currencies/resources and are only bought once. Once purchased, they are available to all Flower Knights of a certain Rarity (depending on the ability) and can be given to as many Flower Knights as possible. Also, each Flower Knight may only have one Training Ability equipped at a time.

Most abilities can also be leveled up for a chosen Flower Knight using ‘Path to Learning’, a resource gathered from doing Missions. Leveling up an ability will enhance its effect, but only for that one individual Flower Knight. The max level that each ability has also varies.


Currency:

Training Abilities
AbilityRarityLvlsDescription & Effect [Min~Max]Cost
Speed UP 2 ~ 6
1
Increases Party’s Speed by [20].25,000 Gacha Seeds
Speed DOWN 2 ~ 6
1
Decreases Party’s Speed by [20].10,000 Mid-Grade Equipment Gacha Seeds
Recovery Boost 2 ~ 6
10
Self Recovery from Battle Skills and Recovery from Healing Panels is increased by [25%~30%]. You can also over heal for [105%~125%] of your MAX HP.400 Life Crystals
ATK UP Turn 1 2 ~ 6
6
Your ATK increases during the 1st Turn by [10%~15%].500,000 Coins
Critical UP 5 ~ 6
6
Your Critical Damage* increases by [5%~10%].600 Life Crystals
Weakness DMG UP 6
16
DMG you inflict to Weak Attributes (Slice, Hit, Pierce, Magic) increases by [5%~20%].7,500 Sun Medals
DEF Activation UP 5 ~ 6
15
Your DEF Activation Rate increases by [2.25%~5%] and DEF DMG Reduction Effect increases by [5%~10%].600 Life Crystals
Taunt 6
25
Become the target of all enemy attacks and lower DMG inflicted to oneself by [4%~16%].7,500 Sun Medals
*The game incorrectly states that Critical Rate increases instead of Critical Damage.

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