Skip to content

Second Generation

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.

Pyrokinetic Manipulation

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+

Mastery

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

Skill Tree

Click a node to plan it. Its requirements must be planned first.