Lighter

Lighter
LighterNameLighter
NicknameLighter
Friend NicknameLighter
GenderMale
Height185
Birthday DetailsDEC 27
FactionClass Sons of Calydon
RarityRaritystrRaritystrRaritystrRaritystrRaritystr
ClassClass Stun
ElementClass Fire
Damage TypeClass Strike
W-Engine
Blazing Laurel
Blazing Laurel
Promotion
Denny800K
Basic Stun Certification Seal4
Advanced Stun Certification Seal32
Buster Certification Seal30
Agent Skill Upgrade
Denny2.5M
Basic Burn Chip25
Advanced Burn Chip75
Specialized Burn Chip250
Hamster Cage Pass5
Core Skill Upgrade Material
Denny405K
Higher Dimensional Data: Crimson Awe60
Scarlet Engine9
Agent InfoNew Eridu Citizen Verification Profile:
Lighter, possessing good Ether aptitude, is allowed to perform basic tasks like investigating and extracting resources in known Hollows within the city (including Companion Hollows).
Note: There is a mental health counselling report among Lighter's records.

loc_table_of_content
Base Stats
Skills
Core Skill
Mindscape Cinema
loc_char_related_items
Gallery
loc_char_quotes
loc_char_stories

Base Stats

LevelATKDEFHPImpactCRIT RateCRIT DMGAnomaly MasteryAnomaly ProficiencyPEN RatioEnergy RegenPromotion
1109496771195.0%50.0%91900%1.2
10166.5109.1915031195.0%50.0%91900%1.2
Denny24000
Basic Stun Certification Seal4
10+213.5143.1919351195.0%50.0%91900%1.2
20277.39210.0828541195.0%50.0%91900%1.2
Denny56000
Advanced Stun Certification Seal12
20+325.39244.0832861195.0%50.0%91900%1.2
30389.28310.9642041195.0%50.0%91900%1.2
Denny120K
Advanced Stun Certification Seal20
30+436.28343.9646361195.0%50.0%91900%1.2
40500.17410.8455541195.0%50.0%91900%1.2
Denny200K
Buster Certification Seal10
40+548.17444.8459851195.0%50.0%91900%1.2
50612.07511.7269031195.0%50.0%91900%1.2
Denny400K
Buster Certification Seal20
50+659.07545.7273351195.0%50.0%91900%1.2
60722.96612.682531195.0%50.0%91900%1.2
LevelPromotion
0
10
Denny24000
Basic Stun Certification Seal4
10+
20
Denny56000
Advanced Stun Certification Seal12
20+
30
Denny120K
Advanced Stun Certification Seal20
30+
40
Denny200K
Buster Certification Seal10
40+
50
Denny400K
Buster Certification Seal20
50+
60

Skills

Basic AttackBasic Attack
Basic Attack: L-Form Thundering Fist
Press or hold to activate:
Perform up to five forward strikes, dealing Physical DMG and Fire DMG.
During the 3rd hit of the Basic Attack, drag the {LAYOUT_CONSOLECONTROLLER#stick}{LAYOUT_FALLBACK#joystick}, and repeatedly press or hold to unleash a series of melee follow-up attacks. Release the {LAYOUT_CONSOLECONTROLLER#stick}{LAYOUT_FALLBACK#joystick} to follow up with the 4th hit of the Basic Attack.
While performing the startup light punch in the 5th hit of the Basic Attack, drag the {LAYOUT_CONSOLECONTROLLER#stick}{LAYOUT_FALLBACK#joystick} and repeatedly press or hold to keep alternating between the light punch and 4th hit of the Basic Attack. Release the {LAYOUT_CONSOLECONTROLLER#stick}{LAYOUT_FALLBACK#joystick} to follow up with the subsequent jab combo.
Continue repeatedly pressing or holding to extend the duration of the jab combo.
When you stop pressing or holding , or when the combo reaches its maximum duration, launches a Finishing Move forward. Lighter is invulnerable during the Finishing Move.
During the 5th hit of the Basic Attack, Lighter takes 40% less DMG.
While in the Morale Burst state, Anti-Interrupt Level is increased during the 5th hit of his Basic Attack, and the DMG reduction effect is increased to 80%.

Level 12
Basic Attack: L-Form Thundering Fist
1st-Hit DMG Multiplier
78.8%
2nd-Hit DMG Multiplier
96.4%
3rd-Hit DMG Multiplier
111.4%
Follow-Up 1st-Hit DMG Multiplier
173.8%
Follow-Up 2nd-Hit DMG Multiplier
96.1%
Follow-Up 3rd-Hit DMG Multiplier
116.4%
Follow-Up 4th-Hit DMG Multiplier
65.8%
Follow-Up 5th-Hit DMG Multiplier
178.1%
4th-Hit DMG Multiplier
158.1%
5th-Hit Startup DMG Multiplier
327.5%
5th-Hit Combo DMG Multiplier
246.1%
5th-Hit Finisher DMG Multiplier
210.2%
5th-Hit Startup DMG Multiplier (Morale Burst)
355.4%
5th-Hit Combo DMG Multiplier (Morale Burst)
729.5%
5th-Hit Finisher DMG Multiplier (Morale Burst)
239.6%
5th-Hit Powerful Finisher DMG Multiplier (Morale Burst)
871%
1st-Hit Daze Multiplier
29.5%
2nd-Hit Daze Multiplier
49.4%
3rd-Hit Daze Multiplier
70.9%
Follow-Up 1st-Hit Daze Multiplier
91.3%
Follow-Up 2nd-Hit Daze Multiplier
50.8%
Follow-Up 3rd-Hit Daze Multiplier
61.3%
Follow-Up 4th-Hit Daze Multiplier
34.9%
Follow-Up 5th-Hit Daze Multiplier
93.8%
4th-Hit Daze Multiplier
114.6%
5th-Hit Startup Daze Multiplier
194.4%
5th-Hit Combo Daze Multiplier
122%
5th-Hit Finisher Daze Multiplier
120.2%
5th-Hit Startup Daze Multiplier (Morale Burst)
204.5%
5th-Hit Combo Daze Multiplier (Morale Burst)
128.4%
5th-Hit Finisher Daze Multiplier (Morale Burst)
138.3%
5th-Hit Powerful Finisher Daze Multiplier (Morale Burst)
199.5%
Energy Regen
0.641 / 1.075 / 1.526 / 1.978 / 1.085 / 1.321 / 0.745 / 2.025 / 2.491 / 4.762 / 2.798 / 2.738 / 4.46 / 2.798 / 3.012 / 3.609

DodgeDodge
Dodge: Shadowed Slide
Press to activate:
A quick dash dodge.
Character is invulnerable while using this skill.
Press while the character is attacking to activate:
Perform a quick shuffle dodge in the direction of the {LAYOUT_CONSOLECONTROLLER#stick}{LAYOUT_FALLBACK#Joystick}.
This skill will not interrupt the combo count for Basic Attacks.
Character is invulnerable while using this skill.

Dash Attack: Charging Slam
Press during a dodge to activate:
Rapidly strikes enemies in front, dealing Physical DMG.

Dodge Counter: Blazing Flash
Press during a Perfect Dodge to activate:
Strike enemies in front, dealing Fire DMG.
Character is invulnerable while using this skill.
After using the skill, press or hold to immediately follow up with the 5th hit of the Basic Attack.

Level 12
Dash Attack: Charging Slam
DMG Multiplier
180.1%
Daze Multiplier
68.1%
Energy Regen
1.471
Dodge Counter: Blazing Flash
DMG Multiplier
373.3%
Daze Multiplier
253.4%
Energy Regen
1.921

AssistAssist
Quick Assist: Blazing Flash - Guard
When the active character is launched, press to activate:
Strike enemies in front, dealing Fire DMG.
Character is invulnerable while using this skill.
After using the skill, press or hold to immediately follow up with the 5th hit of the Basic Attack.

Defensive Assist: Swift Break
When the on-field character is about to be attacked, press to activate:
Parries the enemy's attack, dealing massive Daze.
Character is invulnerable while using this skill.

Assist Follow-Up: Charging Slam - Stab
Press after a Defensive Assist to activate:
Strike enemies in front, dealing Fire DMG.
Character is invulnerable while using this skill.
After using this skill, press or hold to immediately follow up with the 5th hit of the Basic Attack.

Level 12
Quick Assist: Blazing Flash - Guard
DMG Multiplier
140.1%
Daze Multiplier
104.9%
Energy Regen
2.28
Defensive Assist: Swift Break
Light Defensive Daze Multiplier
407.7%
Heavy Defensive Daze Multiplier
514.4%
Chain Defensive Daze Multiplier
250.4%
Assist Follow-Up: Charging Slam - Stab
DMG Multiplier
439.8%
Daze Multiplier
273.6%

Special AttackSpecial Attack
Special Attack: V-Form Sunrise Uppercut
Press to activate:
Strikes enemies in front with an uppercut, dealing Fire DMG.
Anti-Interrupt level is increased while using this skill.
Press during a shuffle dodge to activate:
Strike forward with a series of punches, dealing Fire DMG.
This skill will not interrupt the combo count for Basic Attacks.
Anti-Interrupt level is increased while using this skill.

EX Special Attack: V-Form Sunrise Uppercut - Full Distance
With enough Energy, press to activate:
Leaps into the air with a powerful uppercut, striking enemies in front and dealing massive Fire DMG.
Press again during this skill to spend additional Energy to perform a powerful follow-up attack, dealing massive Fire DMG.
Character is invulnerable while using this skill.
After using this skill, press or hold to follow up with the 4th hit of the Basic Attack.
With enough Energy, press during the shuffle dodge to activate:
Strike forward with a powerful punch combo, dealing massive Fire DMG.
This skill will not interrupt the combo count for Basic Attacks.
Character is invulnerable while using this skill.
After using this skill, press or hold to immediately follow up with the 5th hit of the Basic Attack.

Level 12
Special Attack: V-Form Sunrise Uppercut
DMG Multiplier
72.6%
Daze Multiplier
55%
EX Special Attack: V-Form Sunrise Uppercut - Full Distance
DMG Multiplier
973.6%
Follow-Up DMG Multiplier
586.4%
Daze Multiplier
605.9%
Follow-Up Daze Multiplier
372%
Activation Energy Cost
40
Follow-Up Energy Cost
20

Chain AttackChain Attack
Chain Attack: V-Form Scorching Sun
When a Chain Attack is triggered, select the character to activate:
Unleashes a powerful strike at enemies in front in a small area, dealing massive Fire DMG.
Character is invulnerable while using this skill.

Ultimate: W-Form Crowned Inferno
When Decibel Rating is at Maximum, press to activate:
Unleashes a powerful strike in a large area around, dealing massive Fire DMG.
Character is invulnerable while using this skill.

Level 12
Chain Attack: V-Form Scorching Sun
DMG Multiplier
1424.9%
Daze Multiplier
410.7%
Ultimate: W-Form Crowned Inferno
DMG Multiplier
3016.1%
Daze Multiplier
1421.5%

Core Skill

Core SkillCore Skill
Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1%, up to a maximum increase of 10%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.

Additional Ability: Fighting Spirit
When another character in your squad is an Attack character or shares the same Faction:
While under the Morale Burst state, when the 5th hit of Lighter's Basic Attack hits an enemy, all squad members gain a stack of Elation, stacking up to 20 times and lasting 30s. Repeated triggers reset the duration. For each stack of Elation, an Agent's Ice DMG and Fire DMG increase by 1.25%.
When obtaining Elation, if Lighter's Impact exceeds 170, every additional 10 points of Impact will increase the buff effect provided by each stack of Elation by an extra 0.25%. When any squad member launches a Chain Attack, it will refresh the duration of all squad members' Elation. Elation can increase the Ice DMG and Fire DMG of Agents by a maximum of 75%.

Level 7

Core SkillCore Skill Enhancement
Agent Level 15

• Base Impact +6

Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1.17%, up to a maximum increase of 11.7%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.
Denny5000

Core SkillCore Skill Enhancement
Agent Level 25

• Base ATK +25

Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1.33%, up to a maximum increase of 13.3%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.
Denny12000
Higher Dimensional Data: Crimson Awe2

Core SkillCore Skill Enhancement
Agent Level 35

• Base Impact +6

Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1.5%, up to a maximum increase of 15%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.
Denny28000
Higher Dimensional Data: Crimson Awe4

Core SkillCore Skill Enhancement
Agent Level 45

• Base ATK +25

Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1.67%, up to a maximum increase of 16.7%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.
Denny60000
Higher Dimensional Data: Crimson Awe9
Scarlet Engine2

Core SkillCore Skill Enhancement
Agent Level 55

• Base Impact +6

Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1.83%, up to a maximum increase of 18.3%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.
Denny100K
Higher Dimensional Data: Crimson Awe15
Scarlet Engine3

Core SkillCore Skill Enhancement
Agent Level 60

• Base ATK +25

Core Passive: Accelerant
Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale is 80 or higher, executing the 5th hit of his Basic Attack puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 2%, up to a maximum increase of 20%, and lasting 6s.
In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move.
In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s.
In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun.
When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale.
Denny200K
Higher Dimensional Data: Crimson Awe30
Scarlet Engine4

Mindscape Cinema

LighterLighter | The Champion
Among the debuffs imposed by Core Passive: Accelerant, the Collapse effect increases Stun duration by 5s, while further reducing Ice RES and Fire RES by 10%. The more powerful Finishing Move that follows when Lighter's Morale is completely exhausted during a startup light punch or jab combo deals 30% increased DMG.

Victory for the champion is crucial. By facing off against the strongest fighter from the opposing side, he eliminates the threat to his leader — bringing an immense morale uplift to the team.
For him, only victory deserves recognition.
"The Champion cannot be defeated."
LighterLighter | Red Scarf
When applying Collapse via Core Passive: Accelerant to enemies, the target's Stun DMG Multiplier increases by 25%. The increase to Ice DMG and Fire DMG provided by Elation from Additional Ability: Fighting Spirit increases to 120% of the original.

As the "Red Scarf" of the Sons of Calydon, Lighter is quite famous in the Outer Ring, and not just because of his fists, but also due to... his unique way of speaking.
"I enjoy taking it easy... but you wouldn't manage without me, would you?"
LighterLighter | Mercenary Leader
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2

"I'm probably the last person anyone should pick as their leader."
LighterLighter | Sunglasses
When Lighter is off-field, the Energy Regen for the on-field character is increased by 10%. Upon entering the Morale Burst state, Lighter restores 4 Energy for off-field characters. This effect can trigger once every 18s.

"You're asking why I wear sunglasses? Uh... it's because I get queasy at the sight of blood, I guess."
LighterLighter | Decision Maker
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2

"Give me an order, and I'll carry it out. It's that simple."
Lighter adjusted his sunglasses with a carefree smile.
"Just don't put me in charge of making decisions."
LighterLighter | Survivor
Lighter's Morale recovery efficiency is increased to 200% of its original value. When Lighter lands a heavy strike on enemies during a Basic Attack, Dodge Counter, Special Attack, EX Special Attack, Quick Assist, Assist Follow-Up, Chain Attack, or Ultimate, it will trigger the Blazing Impact effect, dealing 250% of ATK as Fire DMG. This effect can trigger once every 8s on each enemy. If Lighter's Impact exceeds 170 points, each additional point will further increase the multiplier of Blazing Impact by 5%, up to a maximum increase of 500%. The more powerful Finishing Move that follows when Lighter's Morale is completely exhausted during a light punch or jab combo will trigger an additional activation of Blazing Impact when hitting an enemy, ignoring the effect's cooldown.

If given the chance to do it all over again, he would never opt to be the only survivor.
Unfortunately, fate is rarely a choice.

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