Crypt

Summary
Crypt is the fourth and final class to have been added to Side Slash. Crypt utilizes a coffin lid as a weapon as a way of releasing the bacteria from the player's body. This bacteria eats away Materia from enemies at the cost of your own health, but Crypt users are also able to lifesteal to restore their health. Overall, Crypt is a rather tanky class as it's health is higher than the other classes with the ability to lifesteal. However, it can struggle to deal any significant damage.

Talents
LVL 5-


 * Colossal Artery (Stat Passive) - The gathering of bacteria in your body grants the player an additional 50% HP.
 * Corpse Party (Talent 1) - The player locks his body into a coffin and reappears with a new one. The bacteria swarms the corpse and attempts to feed on anything else nearby. The coffin crash itself hits one time (500% base damage) and the bacteria hits ten times (100% base damage) for ten seconds, but the cost of this is supposed to be 3% of your maximum health. This talent costs ten Materia with a seven second cooldown. Due to a bug, the actual health cost can be closely modeled by $$\operatorname{round}(2 * (Percentage) * (Base Health) + 0.5) + \operatorname{floor}((Percentage) * (Aura Health))$$ This may not be 100% accurate for lower hp.
 * Endless Appetite (Passive 2) - The player lives off eating away Materia from enemies. You gain a hunger bar on the top left, displayed to the right of the HP/Mat. bar. Each consecutive hit (check your combo to see how many you have done in a row) you do gives your bacteria 1% additional damage, capping at 150%.

LVL 15-


 * Rest in Pieces (Talent 1) - The player launches a casket forward which will recover 5% of your max HP on impact. It breaks on impact and discharges bacteria in the area of the crash with. The casket itself hits once (400% base damage) with the shockwave hitting nine times (150% base damage), and the bacteria deals ten hits (100% base damage) for ten seconds. This costs twenty-five Materia and has a cooldown of twelve seconds.

LVL 25-


 * Underlying Hollows (Talent 1) - Bacteria forms from underneath the lids and reaches forward in the form of hands. It eventually explodes at the end and releases bacteria everywhere. The rotting hands deal twenty hits (200% base damage). Three bacteria colonies are summoned that do ten hits (100% base damage) each for ten seconds and is supposed to cost 7% (Actually 5% in the formula below,) of your max health. Every hit heals 0.4% of your maximum health. This costs thirty Materia with a fifteen second cooldown. Due to a bug, the actual health cost and recovery can be closely modeled by $$\operatorname{round}(2 * (Percentage) * (Base Health) + 0.5) + \operatorname{floor}((Percentage) * (Aura Health))$$ This may not be 100% accurate for lower hp values.

LVL 35-


 * Mass Pandemic (Talent 1) - Your current body is sacrificed as it is devoured by a giant mass of bacteria, which eventually crashes down causing numerous colonies of bacteria to spread. The giant mass deals forty hits (330% base damage) with five bacteria colonies being released, with each dealing ten hits (100% base damage) for ten seconds and is supposed to cost 10% of your health. This costs fifty Materia and has a thirty-five second cooldown. Due to a bug, the actual health cost can be closely modeled by $$\operatorname{round}(2 * (Percentage) * (Base Health) + 0.5) + \operatorname{floor}((Percentage) * (Aura Health))$$ This may not be 100% accurate for lower hp.
 * Persistent Cravings (Passive 2) - The bacteria devours more Materia since they have become more relentless. Bacteria damage gain increases by .5% with the cap (now 1.5%) increasing to 200% instead of 150%.

Trivia

 * Formerly, Crypt had the ability to heal way over the player's max health. However, this was patched.
 * Crypt was released slightly before the release of Toxic Trouble.
 * The health costs and healing of talents 1, 3 and 4 are not calculated correctly. Talent 2 works properly, being 5% of your health after applying a 50% hp boost. The formula $$\operatorname{round}(2 * (Percentage) * (Base Health) + 0.5) + \operatorname{floor}((Percentage) * (Aura Health))$$ is not exact, but can closely model the hp costs of T1, 3, and 4. Base Health is 40 + 5 * your level, the Percentage is the percentage claimed, and Aura Health is your base aura. The percentage used for Talent 3 is 5%, not 7%. This formula may not be 100% accurate for lower hp values. It does not take into account the 50% hp buff. When your base hp is less than your aura hp, the actual health is less than it's supposed to be. When your base health is equivalent to your aura, the actual hp costs match what they are meant to be. If your base hp is more than your aura, the actual health costs more than what it should be.