Second Generation Upgrade Points (SGUP)
+5 SGUP per training or combat session. Spend them on the Second Generation Skill Tree.
Second Generations (“Benders”) survived S.H.C and adapted. They control existing fire: turn a small flame into an inferno, make little flame puppets, or precisely steer a bullet’s trajectory. Their power depends heavily on their theme, and some flames even they can’t tame.
Measures how much power you can add to or remove from a flame, and whether you can cancel Third Generations.
Values are (Standard skill, Ultimate skill) Power. For defensive Pyrokinetics, they count as an equivalent Defense level.
| Level | Name | Standard | Ultimate |
|---|---|---|---|
| 0 (start) | No Power | 0.5 | 0.5 |
| 1 | Miniscule | 1 | 2 |
| 2 | Inconsequential | 2 | 3 |
| 3 | Minute | 3 | 4 |
| 4 | Trivial | 4 | 5 |
| 5 | Little | 5 | 5 |
| 6 | Small | 6 | 8 |
| 7 | Average | 10 | 10 |
| 8 | Above Average | 15 | 20 |
| 9 | Decent | 25 | 30 |
| 10 | Good | 40 | 50 |
| 11 | Great | 50 | 60 |
| 12 | Amazing | 70 | 80 |
| 13 | Insane | 90 | 100 |
| 14 | Immense | 110 | 120 |
| 15 | Pyrokinetic Master | 130 | 130 |
| Y | Hybrid Power | 142 | 142 |
| Z | Adolla Grace | 150+ | 150+ |
Second Generation Upgrade Points (SGUP)
+5 SGUP per training or combat session. Spend them on the Second Generation Skill Tree.
New skills
| Skill | Cost |
|---|---|
| Standard | 15 SGUP |
| Ultimate | 25 SGUP |