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FFT Tabletop Info and Updates[On Hold]

Started by Dokurider, January 02, 2011, 05:34:48 am

Dokurider

January 02, 2011, 05:34:48 am Last Edit: January 18, 2011, 06:23:23 pm by Dokurider
Excuse the disorganized format, as I'll be posting info as I make it. Actually organization will come when I have a significant body of work made. Please refrain from posting in this topic. If you'd like to make discussion, please post here. Thank you.




Description: Squires have the unique property, in that they don't have a primary skillset. Instead, they can equip any primary skillset like they would be able to with a secondary skillsets.

Innate:

Equip:

[No Skill]

Reaction

[No Reaction]

Support

[No Support]




Description: Basic Skill specializes in Attack skills, as in, skills with no cost whatsoever, like Attack itself. You get what you pay for, as most of this skills are more inaccurate or do less damage then regular Attack. Still, for no cost at all, you get a whole variety of skills that gives the basic fighter some utility. You can attack without ever missing, attack farther away, attack two or three times at once, or just add poison and blind everywhere. It may be basic, but sometimes, it's all you want, and sometimes, it's exactly what you need.


Innate: Weapon Swap

Equip: Swords, Lances, Crossbows, Axes, Hammers, Shields, Hats, Clothes


Attack Skill


Accuracy Attack: Does Unevadable damage that is mitigated by evasion, Instant

Wild Attack: Do more damage the more inaccurate the attack, -20% Accuracy, No Blind Bonus, Instant

Combo Attack: Does 75% less damage for a 50% chance of a combo, Instant

Critical Attack: Does 75% less damage for a 25% critical rate, Instant

Poison Attack: Add Poison, -20% Accuracy, Instant

Knockback Attack: Do Half Damage and 100% Knockback, Instant

Blind Attack: Add Blind, -20% Accuracy, Instant

Range Attack: Attack from 2 Panels away with -20% Accuracy, Instant

Swing Attack: Attack three panels at once with -33% Accuracy, Instant, Dragon Breath AoE


Reaction

Counter: When attacked with a Physical Attack, counter with weapon.

A Save: When attacked, add Might to self


Support

Equip Melee: Able to equip Swords, Knives, Hammers, and Axes regardless of job

Attack Up: Increase Physical Attack by 4/3




Description: Steal is a very powerful anti-human skillset. The ability to quickly remove equipment off of units is complemented by skills that are very lethal and effective, but only work if equipment slots are empty. While very effective on humans, it is completely useless against Monsters and Humans with certain skills mastered.

Innate:

Equip: Lances, Hats, Clothes


Steal


Steal Weapon: Steal a weapon from one hand, Backstab Properties, Instant, 1 Range

Steal Shield: Steal a shield from one hand, Backstab Properties, Instant, 1 Range

Steal Helmet: Steal the helmet from target, Backstab Properties, Instant, 1 Range

Steal Armor: Steal the armor from target, Backstab Properties, Instant, 1 Range

Steal Accessory: Steal the accessory from target, Backstab Properties, Instant, 1 Range

Steal Boots: Steal the boots from target, Backstab Properties, Instant, 1 Range

Cripple: Attack the legs in a way that hinder movement greatly, Backstab Properties, -2 Move, Boots must be absent, Instant, 1 Range

Maim: Attack the arms in a way that weakens physical attack, Backstab Properties, -5 PA, Weapon must be absent, Instant, 1 Range

Impair: Attack the arms in a way that weakens physical defense, Backstab Properties, -3 PD, Shield must be absent, Instant, 1 Range

Eye Gouge: Attack the eyes in a way that blinds the target, Add Blind and Confuse, Backstab Properties, Helmet must be absent, Instant, 1 Range

Vital Stab: Attack the vitals for massive damage, Add Dead on Critical, Backstab Properties, Armor must be absent, Instant, 1 Range

Neck Slice: Attack the throat for the kill, Add Dead, Backstab Properties, Armor and Helmet must be absent, Instant, 1 Range


Reaction

Back Guard: Prevent Backstab attacks


Support

Dexterity Up: Add +1 Speed




Description: Chemistry is a skillset that uses items to treat ailments and cure HP and MP. Anyone can use Chemistry effectively, regardless of strength or equipment. Best of all, there is no direct cost to the unit itself, so you can use Chemistry freely. Most items are very inexpensive and commercially available at any shop, so there's not much of an excuse to not be using Item. There should be one on every team that hopes to come away with victory.

Innate: Throw Item

Equip: Bag, Measures, Hats, Clothes


Chemistry


Potion - Heal 30 HP

Hi-Potion - Heal 70 HP

X-Potion - Heal 100 HP

Mega Potion - Heal 200 HP

Tincture - Heal 20 MP

Ether - Heal 50 MP

Hi-Ether - Heal 100 MP

Antidote - Cure Poison, Add Poison Immunity

Vaccine - Cure Disease, Add Immunity

Eye Drops - Cure Blind, Add Immunity

Anti-Seal - Cure Move Seal, Act Seal, Add Immunity

Echo Grass - Cure Mana Seal, Health Seal, Add Immunity

Handkerchief - Cure Oil, Add Immunity

Alarm Clock - Cure Sleep, Add Immunity

Chrono Tear - Cure Stop, Slow, Add Immunity

Smelling Salts - Cure Confuse, Brainwash, Add Immunity

Cold Water - Cure Charm, Add Immunity

Gold Needle - Cure Petrify, Add Immunity

Lithum - Cure Insanity, Add Immunity

Holy Water - Cure Curse, Blood Suck, Add Immunity

Remedy - Cure all negative statuses

Elixir - Heal 200 HP and 100 MP, rare

Phoenix Down - Cure Dead, Add Immunity


Reaction

Auto Potion: When attacked, use a potion on yourself

Auto Remedy: When inflicted with a status, use a remedy on yourself


Support

Throw Item: Item Range is increased to 3 range



Description: While Archery can be used up close by any weapon, it is most effective when used at a range. This skillset hinders healthy units but is most effective on already weakened units. It can attack the sleeping without awakening them, deal with the undead permanently, and kill the critically wounded. It can also hit an opponent without fail, Blind and Poison with abandon, and hit a magic user/performer where it hurts.

Innate:

Equip: Bows, Crossbows, Shields, Hats, Clothes


Archery


Focus: Add Focus to self, 100%, Instant

Execute: If Critical, add Dead, Instant

Seal Evil: If Cursed, add Petrify, Instant

Time Snipe: If Stopped, -30 CT, Instant

Disorient: If Confused, do damage and add Confuse, Instant

Nightmare: If Sleep, do damage and add Sleep, Instant

Friendly Fire: If Brainwashed, do damage and add Brainwash, Instant

Charge Snipe: If Charging, do 1.5 damage, Instant

Show Stopper: If Performing, always hits, Instant

Flame Arrow: Attack with Fire elemental, Bow only, Instant

Poison Arrow: Add Poison, Instant

Blind Arrow: Add Blind, Instant

Aim: Attack never misses, 4 CT

Power Snipe: Charge your attack, Variable CT

Vital Shot: Powerful shot to the vitals causes massive damage, low% success, 2 CT
Reaction

Reaction

Missile Guard: Blocks Arrow and Bullets

Aim Save: Adds Focus when attacked


Support

Equip Bow: Equip Bow regardless of Job

Concentrate: Reduces target evasion by 50%




Description: This skillset is highly reliant on your environment. Whatever type of panel you are standing on determines the effect and properties of Elemental. For instance, one turn you can be casting a Magic powered water based attack that has a 25% of turning the target into a frog. Then the next turn, you can move onto a different panel and be casting a Physical powered non-elemental attack that has a 25% of turning the target into stone. While it is lacking in damage, it has no cost to you whatsoever.

Innate: Terrain Master

Equip: Swords, Axes, Sticks, Shields, Hats, Clothes


Geomancy


Pitfall

Water Ball

Hell Ivy

Carve Model

Local Quake

Kamaitachi

Demon Fire

Quicksand

Sand Storm

Blizzard

Gusty Wind

Lava Ball


Reaction

Counter Flood: Reacts to an attack with an Elemental skill


Support

Terrain Master: Gain all the positive effects of the terrain, while ignoring the negative

Move Up: Increase Move by 1




Description: A skillset that puts emphasis on ranged moderate to heavy damage that can either strike a single opponent for great damage or attack entire mobs of enemies with a single spell. However, it requires some space, has a demanding MP consumption rate and only a handful of spells are sympathetic to you and your allies if they get in the way. It's highly elemental nature is both a blessing and a drawback.


Innate:

Equip: Rods, Books, Mage Hats, Robes


Black Magic


Fire 1/2/3: Deal fire damage, MP Cost, CT, 1 AoE, 4 Range

Ice 1/2/3: Deal ice damage,  MP Cost, CT, 0/1/2 AoE, 4 Range

Thunder 1/2/3: Deal Thunder damage, MP Cost, CT, 0 AoE, 4 Range

Aero 1/2: Deal Wind Damage, Friendly, MP Cost, CT, 1 /2 AoE, 4 Range

Water 1/2/3: Deal Water Damage, MP Cost, CT, 2/1/0 AoE, 4 Range

Quake: Deal Earth Damage, MP Cost, CT, 2 AoE, 4 Range

Bio: Deal Poison Damage, MP Cost, CT, 2 AoE, 4 Range

Demi 1: Cut HP by 33%, MP Cost, CT, 1 AoE, 4 Range

Demi 2: Cut HP by 50%, MP Cost, CT, 1 AoE, 4 Range

Flare: Deal Massive Non-Elemental Damage, MP Cost, CT, 0 AoE, 4 Range


Reaction

Counter Magic: Counter a Magic Attack with the exact same spell

MA Save: When attacked, add Enchant to self


Support

MAtkUp: Increases MA by 4/3

Equip Mage Set: Equip Rods, Staves, Books, Maces, Flails, Mage Hats and Robes Regardless of Job







Description: This skillset is focused on healing and support. While demanding on MP and time and space, it's ability to replenish your HP is second to none. It also can imbue you and your allies with a variety of status that can protect you from enemy attacks and make your attacks much more effective. You can't go wrong with having White Magic around.

Innate:

Equip: Staves, Maces, Mage Hats, Robes

White Magic


Cure 1/2/3: Heal 33%/66%/100% of a target's health, MP Cost, CT, 0 AoE, 4 Range

Heal 1 /2: Heal 25%/50% of a target's health, MP Cost, CT, 1 AoE, 4 Range

Raise 1 /2: Bring target back to life, MP Cost, CT, 0 AoE, 4 Range

Revive: Bring target back to life with 1/5 health, MP Cost, CT, 1 AoE, 4 Range

Might: Add Might to target, MP Cost, CT, 1 AoE, 4 Range

Enchant: Add Enchant to target, MP Cost, CT, 1 AoE, 4 Range

Protect: Add Protect to target, MP Cost, CT, 1 AoE, 4 Range

Shell: Add Shell to target, MP Cost, CT, 1 AoE, 4 Range

Reraise: Add Reraise to target, MP Cost, CT, 1 AoE, 4 Range

Focus: Add Focus to target, MP Cost, CT, 1 AoE, 4 Range

Image: Add Image to target, MP Cost, CT, 1 AoE, 4 Range

Wall: Add Protect and Shell to target, MP Cost, CT, 0 AoE, 4 Range

Empower: Add Might and Enchant to target,  MP Cost, CT, 0 AoE, 4 Range

Dexterity: Add Focus and Evade Up to target, MP Cost, CT, 0 AoE, 4 Range


Reaction

Resist Save: Adds Shell to self when attacked

Osmosis: When next to an enemy, you automatically gain all of their positive statuses


Support

Resist Up: Increase MD by 4/3





Description: Time Magic specializes in the manipulation of time (specifically, CT) and space. It's ability to lessen the wait time between turns while increasing the wait time between turns for the enemies is absolutely invaluable and can completely turn the tables in an otherwise stacked conflict. After all, what's the point of an advantage in number, or strength or terrain when you are too slow to fight back?

Innate:

Equip: Staves, Mage Hats, Robes


Time Magic


Haste: Add Haste, MP Cost, CT,  0 AoE, 3 Range

Haste 2: Add Haste, MP Cost, CT, 1 AoE, 3 Range

Slow: Add Slow, MP cost, CT, 1 AoE, 3 Range

Slow 2: Add Slow, MP Cost, CT, 2 AoE, 3 Range

Speed Up: Add 1 Speed, MP cost, CT, 0 AoE, 3 Range

Speed Down: Minus 1 Speed, MP Cost, CT, 0 AoE, 3 Range

Regen: Add Regen, MP cost, CT, 1 AoE, 3 Range

Sap: Add Sap, MP cost, CT, 1 AoE, 3 Range

Accelerate: Add 30 CT, MP cost, CT, 0 AoE, 3 Range

Decelerate: Minus 30 CT, MP cost, CT, 0 AoE, 3 Range

Quick: Add Quick, MP Cost, CT, 0 AoE, 3 Range

Stop: Add Stop, MP cost, CT, 0 AoE, 3 Range

Cancel: Cancel Charging and Perform, MP Cost, Instant, 0 AoE, 3 Range

Stall: Add CT 00, MP Cost, Instant, 0 AoE, 3 Range

Reset: Cancel all Positive, Negative and Neutral status, MP Cost, CT, 0 Aoe, 3 Range


Reaction

Critical Quick: Adds Quick to self when in critical

Speed Save: Adds Haste to self when attacked


Support

Speed Up: Add +20 CT when ending your turn




Description: This skillset's objective is to cause chaos and paralysis on the enemies' side. Weakening the enemies ability to defend itself by making them weaker, easier to damage, cutting off vital skills, or just completely shutting down units altogether is par for the course for Status magic.

Innate

Equip: Rods, Staves, Mage Hats, Robes


Status Magic


Toxic 1 /2: Add Poison, MP Cost, CT, 1/2 AoE, 4 Range

Blind: Add Blind, MP Cost, CT, 1 AoE, 4 Range

Evade Down: Add Evade Down, MP Cost, CT, 1 AoE, 4 Range

Plague: Add Disease, MP cost, CT, 1 AoE, 4 Range

Oil: Add Oil, MP Cost, CT, 1 AoE, 4 Range

Silence: Add Mana Seal, MP Cost, CT, 1 AoE, 4 Range

Addle: Add HP Seal, MP Cost, CT, 1 AoE, 4 Range

Immobilize: Add Move Seal, MP Cost, CT, 1 AoE, 4 Range

Paralyze: Add Act Seal, MP Cost, CT, 1 AoE, 4 Range

Frighten: Add Reaction Seal, MP cost, CT, 1 AoE, 4 Range

Attack Down: Add Attack Down, MP cost, CT, 1 AoE, 4 Range

Mind Down: Add Mind Down, MP Cost, CT, 1 AoE, 4 Range

Defense Down: Add Defense Down, MP cost, CT, 1 AoE, 4 Range

Resist Down: Add Resist Down, MP cost, CT, 1 AoE, 4 Range

Damnation: Add Curse, MP cost, CT, 0 AoE,  4 Range

Disorient: Add Confuse, MP cost, CT, 1 AoE, 4 Range

Madness: Add Insane, MP cost, CT, 0 AoE, 4 Range

Toad: Add Frog, MP cost, CT, 0 AoE, 4 Range

Sleep: Add Sleep, MP cost, CT, 0 AoE, 4 Range

Petrify: Add Petrify, MP Cost, CT, 0 AoE, 4 Range

Condemn: Add Death Sentence, MP Cost, CT, 0 AoE, 4 Range

Dead: Add Dead, MP Cost, CT, 0 AoE, 4 Range


Reaction

Status Save: When attacked, all positive statuses on self are renewed

Support

Status Up: Increases the amount of time Positive statuses stay on, but decrease the amount of time Negative statuses stay on




Description: A skillset that allows you to equip whatever you want?

Innate: Equip Change

Equip: Anything

Onion


Reaction

Equip Change: Change equipment in battle


Support





Beast Master

Description: Monster Skill is it's own primary skill now

Symbiosis


Reaction



Support






Rider

Description: Riding gets a massive upgrade

Ride


Reaction


Support




Description: Battle Skill is a weapon based skillset. It uses a variety of skills that mimics the properties of other weapons. For a small HP cost, you get use a knife like a sword, a sword like an axe, or a gun like a club. It's a skillset for every weapon, for every job, for every occasion.

Innate:

Equip: Swords, Hats, Clothes, Robes

Battle Skill

Living Weapon: Deal more damage, Weapon Range, X% HP Cost

Cosmic Sunder: Deal more damage, Weapon Range, MP Cost

Lunge Attack: PA*WP, 2 Range, HP Cost

Power Slash: PA*WP, 1 Range, HP Cost

Mystical Blow: MA*WP, 1 Range, HP Cost

Quick Cutter: SP*WP, HP Cost

Metal Slicer: WP*WP, Unevadable, HP Cost

Bone Crusher: [PA+(PD/2)]*WP, HP Cost

Mysterious Impact: [MA+(MD/2)]*WP, HP Cost

Rapid Strike: [(PA+SP)/2]*WP, HP Cost

Overhead Smasher: ([0...PA]+PA)*WP, HP Cost

Brave Edge: [PA*(1+[Br-50]%)]*WP, HP Cost

Chicken Blade: [PA*(1+[50-Br]%)]*WP, HP Cost

Mana Render: [Weapon Formula], MP Damage, HP Cost

Spirit Splitter: [(PA+MA)/2]*WP, HP Cost

Lively Destroyer: [(PA+MA+SP)/3]*WP, HP Cost


Reaction



Support




Description: Punch Art uses Martial Arts techniques that ignore Armor Defense. No need for weapons, you only need your fists to deliver a flurry of fists, send your opponent reeling, deliver back breaking suplexes, perform flying jump kicks, and being able to deal big damage to units that would be other wise be tough for weapon users. Unfortunately, unless you have tough hands and have mastered the techniques enough to do them safely, these techniques will hurt when you perform them.

Innate: Martial Arts, Rock Skin

Equip: Hats, Clothes


Punch Art


Iron Fist: Attack for more damage, Instant, HP cost, 1 Range

Repeating Fist: Unevadable, but does less damage the higher target evasion is, 1 Range

Palm Strike: 100% Knockback, 1 Range

Karate Chop: Deal high damage, but miss often, Instant, 1 Range

Haymaker: Instant, 2 Range

Kick: Move Skill, Range = Move

Tackle: The higher your Move, the stronger the attack, 1 Range

Sucker Punch: If target is Defending, then deal damage, Cancel Defend, and Add Flinch, Instant, 1 Range

Dizzy Punch: Add Confuse to target, Instant, 1 Range

Suplex: Power is dependent on your jump and your opponent's jump, Throw Attack, Instant, 1 Range

Fling: Picks up opponent and throws them far, Throw Attack, Instant, HP Cost, 1 Range

Double Action: Allows you to Attack two times, Cannot Move before executing, Turn ends after executing, Instant


Reaction

HP Save: Br% chance of adding Regen to self when attacked.


Support

Martial Arts: Gain the bare fist strength of a monk

Rock Skin: Gain great physical prowess when naked




Description: Jump is a highly mobile offensive skillset. Jump allow the user to move around the battlefield, deal great damage, and avoid attacks, all at the same time. However, it comes with a great deal of limitations, including not having moved prior to use, damage is dealt back if you miss, and it's power/range is dependent on your Jump/Move stat.

Innate:

Equip: Spears, Shields, Helmets, Armor


Jump


Power Jump: Leaping attack jumps to great heights to land on a opponent, the higher you jump stat, the higher the damage, Unevadable, CT = (Speed/50), Add Jump to caster, HP cost, Does ½ damage if miss, 1 Attack Range, 1 Bounce Range

Super Jump: Leaping attack jumps on one person from a distance, the higher your jump stat, the higher the damage, Attack Range = ([Move+Jump]/2)+1, Bounce Range is whatever distance you didn't go in the initial attack, CT = (Speed/50), Does ½ damage if miss, Add Jump to caster, HP cost

Quick Jump: Instant leap attack jumps on one person from a distant, the higher your jump stat, the higher the damage, Attack Range = ([Move+Jump]/4)+1, Bounce back to original panel, Instant, HP Cost

Ignore Height: Jump up onto a high surface, CT = [(Height - Jump)+(Range-1)], Add Jump to caster

Fall Attack: Fall from a height to do massive damage, the higher the fall, the greater the damage, CT = Speed/25), Add Jump to caster, Does ½ damage if miss, 1 Range + (Height/3)

Leap: Jump to avoid an attack, Add Jump to self, Lasts until AT comes up, HP cost, 0 Range


Reaction


Support

Equip Longarms: Equip Spears and Poles regardless of job

Jump Up: Add +1 Jump




Description: A skillset that emphasizes on weakening the enemies via stat reduction. While weakening the stats of the character themselves will undo itself eventually, reducing the stats of weapons and other equips will not recover on their own and if continued to be subjected to reduction, will eventually break.

Innate:

Equip: Swords, Knight Swords, Shields, Helmets, Armor

Break Skill


Power Ruin: Attack one's PA, Instant, Mana Cost, 3 Range

Defense Ruin: Attack one's PD, Instant, Mana Cost, 3 Range

Mind Ruin: Attack one's MA, Instant, Mana Cost, 3 Range

Resist Ruin: Attack one's MD, Instant, Mana Cost, 3 Range

Speed Ruin: Attack one's SP, Instant, Mana Cost, 3 Range

Magic Ruin: Attack one's MP, Instant, Mana Cost, 3 Range

Health Ruin: Attack one's HP, 25% HP, Dark-Elemental, Instant, Mana Cost, 3 Range

Move Ruin: Attack one's MOV, Instant, Mana Cost, 3 Range

Jump Ruin: Attack one's JMP, Instant, Mana Cost, 3 Range

Weapon Ruin: Attack one's WP, Instant, Mana Cost, 3 Range

Shield Ruin: Attack one's Shield Evasion, Instant, Mana Cost, 3 Range

Helmet Ruin: Attack one's Helmet, Instant, Mana Cost, 3 Range

Armor Ruin: Attack one's Armor, Instant, Mana Cost, 3 Range


Reaction

D Save: When attacked, add Protect to self

Support

Equip Shields: Equip Shields Regardless of Job

Equip Armor: Equip Armor Regardless of Job

Defense Up: Reduce Physical attacks by ¾




Description: Flame Spirit use magical flame to attack the enemy. It has short range and is purely Fire Elemental. However, it has high power for low cost, instant, it's attacks can attack groups of enemies at once and it's friendly to allies.

Innate:

Equip: Swords, Hats, Clothes, Armor


Flame Spirit


Flame Circle: 2 AoE

Incinerate: 1 Range

Flamethrower: 3 Cardinal AoE

Burst Impact: Jump Skill, 2 Range, 2 Vertical, 1 AoE

Flame Rush: Move Skill, 3 Cardinal AoE

Fire Volley: 2 Range, 1 AoE

Heat Wave: 2 Mountain AoE

Fire Strike: 2 Range, 0 AoE

Flaming Shockwave: 2 Valley AoE


Reaction



Support




Description: Alchemy is Chemistry's offensive brother. It retains Chemistry's ease of use and low cost, but instead of healing, it damages. While it's damage output is low, it ignores defense and evasion completely and otherwise cannot be mitigated against in any way.

Innate:

Equip: Guns, Magical Guns, Hats, Clothes

Combine

Buckshot: When mixed with ammo, does weak damage, but goes 1 Range farther

Blastshot: When mixed with ammo, does higher damage/more accurate

Blitzshot: When mixed with ammo, does weak damage, but 1 AoE

Poison Powder

Oil Capsule

Blind Powder

Heavy Powder

Sharp Powder

Disease Powder

Weak Powder

Enfeeble Powder

Black Powder

Fire Powder

Shock Powder


Reaction



Support






Description: Spell Blade binds magic to weapons to attack. For a small MP cost, you can deal great elemental magical damage and/or inflict statuses and damage at the same time. Unfortunately, Spell Blade need a turn to be activated first, making it cumbersome to use sometimes. You are also limited to the range of your weapon.

Innate:

Equip: Swords, Hats, Clothes, Robes


Spell Blade


Fire Blade: Change Attack to Fire Blade

Ice Blade: Change Attack to Ice Blade

Thunder Blade: Change Attack to Thunder Blade

Wind Blade: Change Attack to Wind Blade

Water Blade: Change Attack to Water Blade

Earth Blade: Change Attack to Earth Blade

Poison Blade: Change Attack to Poison Blade

Dark Blade: Change Attack to Dark Blade

Holy Blade: Change Attack to Holy Blade

Metal Blade: Change Attack to Metal Blade

Flare Blade: Change Attack to Flare Blade


Reaction



Support




Description: Math Skill's specialty is casting spells that are not inherently positive or negative. They can either be good for you and your team or bad. Use it correctly, and you can give yourself an unprecedented advantage over your enemies. Use it wrong and you give your enemies an unprecedented advantage over your team. Like many things in life, it all depends on how you use it.

Innate:

Equip: Books, Measures, Sticks, Mage Hats, Robes


Math Skill


Add: Increases amount of damage dealt by 33%, but deals some of it back to the caster

Subtract: Decreases amount of damage dealt by 33%, but heals some of it back to the caster

Multiply: Increases amount of damage dealt and given by 33%

Divide: Decreases amount of damage dealt and given by 33%

Reflect: Reflects incoming magic spells

Revolve: Revolves incoming magic spells

Translate: Translates incoming magic spells

Balance: Balances Caster's HP with the Target's HP by percentage

Equalize: Removes all neutral statuses


Reaction

Damage Split: Cut damage done by half and deal the difference back to the opponent

Support




Description: Druidism is a skillset of trade offs. It can be very effective, very quickly. They can add buff, debuff, heal HP and MP, neutralize statuses, and revives for little to no HP and MP cost, and a very small charge time. Unfortunately, for every positive it does, it must do a negative. Each buff comes with a equal debuff, and that revive, well, let's just say when you revive units, they come back wrong. Druidry and Dark Sword make for a nice combination.

Innate:

Equip: Knives, Mage Hats, Robes


Druidry


Adrenaline: Add Haste, Sap to target, CT, 1 AoE, 3 Range

Repair: Heal X% HP, add Slow to target, CT, 1 AoE, 3 Range

Sharpen: Magical and Physical Attack go up, while Magical/Physical Defense go down, CT, 1 AoE, 4 Range

Reinforce: Magical/ Physical Attack go down, while Magical/Physical Defense go up, CT, 1 AoE, 3 Range

Sight Unseeing: Add Blind, Image to target, CT, 1 AoE, 3 Range

Steady Aim: Add Focus, Evade Down, to target, CT, 1 AoE, 3 Range

Necromancy: Revive Target with 100% HP, Target is Cursed, CT, 0 AoE, 3 Range

Blood Let: All statuses are healed, Target lose 33% HP, CT, 0 AoE, 3 Range, Dark-Elemental

Mediate: MP is healed to 100%, Target is Sleep, CT, 0 AoE, 3 Range

Root: HP is healed to 100%, Target is Don't Move, CT, 0 AoE, 3 Range

Mana Convert: Convert MP to HP, CT, 0 AoE, 3 Range

Health Convert: Convert HP to MP, CT, 0 AoE, 3 Range

Last Stand: Add Protect, Shell, Might, Empower, Regen, Haste, Death Sentence to target, Cancel: Reraise, CT, 0 AoE, 3 Range

Divine Rage, Add Reraise, Berserk to target, CT, 0 AoE, 3 Range


Reaction



Support





Description: Prediction allows the caster to summon down terrible disasters and other natural phenomenons onto potentially the entire enemy force, as it's AoE is huge. Furthermore, it's completely free of HP and MP costs. It's only condition is that you have to wait for it. Unfortunately, you'll have to wait for a very long time for Prediction to do it's magic.

Innate:

Equip: Sticks, Mage Hats, Robes


Forecast:

Comet: Deal Non-Elemental Damage far away, CT, 0 AoE, 5 Range

Miracle: Deal Holy Damage, CT, 3 AoE, 5 Range

Galestorm: Deal Wind Damage, CT, 3 AoE, 5 Range

Flood: Deal Water Damage, CT, 3 AoE, 5 Range

Quake: Deal Earth Damage, CT, 3 AoE, 5 Range

Clear Day: Clear all Weather, CT

Snowstorm: Change Weather to Snow, CT

Rainstorm: Change Weather to Rain, CT

Magnetic Field: Create a Magnetic Field, CT

Meteor: Hit the entire field with a meteor, CT, 255 AoE


Reaction



Support

Short Charge: Cut charging times for spells in half





Description: This skillset uses the very mechanics of the mind to bend the enemy to their will. Using a combination of scientific knowledge of the mind and how it works, powerful psychic magic, intuition, and good old fashion smooth talking, they can alter the behavior of their opponents to their favor. The effects can be as subtle as causing the opponent to doubt themselves or be overconfident, or as powerful as causing overwhelming rage, an impending sense of doom, or even turn the enemy to your side! While the fickle nature of the mind makes Talk Skill inaccurate, the small, yet precise nature of this magic allows it to have an almost non-existent cost, so you have nothing to lose when using this skill.

Innate: Monster Talk

Equip: Knives, Mage Hats, Robes


Talk Skill


Invite: Add Invite, Instant, 0 AoE, 3 Range

Charm: Add Charm, Instant, 0 AoE, 3 Range

Command: Add Brainwash, Instant, 0 AoE, 3 Range

Sleep: Add Sleep, Instant,  0 AoE, 3 Range

Insult: Add Insane, Instant, 0 AoE, 3 Range

Damnation: Add Death Sentence, Instant, 0 AoE, 3 Range

Frighten: -20 Brave, Instant, 0 AoE, 3 Range

Encourage: +20 Brave, Instant, 0 AoE, 3 Range

Muddle: Add Confuse, Instant, 0 AoE, 3 Range

Distract: Add Flinch, Instant, 0 AoE, 3 Range

Warn: Add Defend, Instant, 0 AoE, 3 Range

Preach: Add Reraise, Instant, 0 AoE, 3 Range


Reaction

Mind Block: Prevents the effects of Talk Skill from taking hold

Support

Monster Talk: Allows the user to talk to Monster Units





Description: Dark Sword takes a bad situation and turns it into an opportunity. Dark Sword's skills are either powered up or activated by being inflicted by negative statuses. Despite the obvious drawback, they are very much worth being inflicted with negative statuses, as they are very effective and ranged and inflict the status they are inflicted with on to other targets.

Innate:

Equip: Dark Swords, Knight Swords, Swords, Mage Hats, Helmets, Robes, Armor


Dark Sword


Poison Attack:

Sap Attack: Attack an opponent with your strength, plus 1/6 of your HP in damage, Add Poison, Requires Poison Poison-Elemental

Blind Attack: Powerful attack gets stronger the high the target evade is, Requires Blind to Add Blind, Poison-Elemental

Oil Attack: Fire attack on a single opponent, Fire-Elemental, Add Oil, Requires Oil, Poison-Elemental

Slow Attack: Attack uses Slow Status to build up power to deal great damage, Requires Slow to Add Slow, Poison-Elemental

Zombie Attack: Drain attack gives targets your HP, Undead Reversal, Requires Zombie to Add Zombie, Poison-Elemental

Charm Attack: Powerful attack requires intense emotion to use properly, Requires Charm to Charm, Poison-Elemental

Immobilize Attack: Attack requires powerful seal magic to use properly, Requires Immobilize to Immobilize, Poison-Elemental

Mana Attack: Attack requires Mana to be sealed, Add Mana Seal, Requires Mana Seal, Poison-Elemental

HP Attack: Attack requires HP to be sealed, Add Health Seal, Requires Health Seal, Poison-Elemental

Disease Attack: Whatever % HP you are missing, do that to the target, Add Disease, Requires Disease, Poison-Elemental

Defense Attack: Ignore Defense, Add Mdef Down/Def Down, Requires Mdef Down/Def Down, Poison-Elemental

Offense Attack: Adds Attack Down/MAttack Down, Requires Attack Down/MAttack Down, Poison-Elemental

Critical Attack: Attack does more damage the lower the HP, Requires Critical, Poison-Elemental

Death Sentence Attack: Furious attack only makes you attack faster, +20 CT, Add Death Sentence, Requires Death Sentence, Poison-Elemental

Malaise: Inflict any and all statuses the caster has onto the target


Reaction



Support





Description: Holy Sword is the opposite of Dark Sword, in that it utilizes positive status to power up and/or activate it's skills. What's more, is that each skill cancels it's corresponding status on it's targets. While it's drawbacks are not as noxious as Dark Sword, it still has the drawback of weakening the status that is utilizes by reducing the amount of time it persists on the caster, so use them wisely.

Innate:

Equip: Holy Sword, Knight Sword, Sword, Helmets, Mage Hats, Armor, Robes


Holy Sword


Protect Attack: [PA+PD]*MA, Increase PD if Protect, -CT from Protect Status, Instant, Cancel: Protect on target

Shell Attack: PA*[MA+MD], Increase MD if Shell, -CT from Shell Status, Instant, Cancel: Shell on target

Might Attack: [PA+PD]*MA, Increase PA if Might, -CT from Might Status, Instant, Cancel: Might on target

Enchant Attack: PA*[MA+MD], Increase MA if Enchant, -CT from Enchant status, Instant, Cancel: Enchant on target

Regen Attack: PA*MA, Add 1/8*HP damage if Regen, -CT from Regen status, Instant, Cancel: Regen on target

Haste Attack: Damage, +10 CT to caster if Haste, -CT from Haste status, Instant, Cancel: Haste on target

Focus Attack:

Image Attack:

Full Heath Attack:

Reraise Attack: Deal great damage to all things tainted by evil if Reraise, Instant, Cancel: Reraise on target


Reaction

Life Up: Add Reraise to self when attacked


Support





Description: Throw attacks opponents by throwing leftover weapons at them. You can choose to throw in a straight line for maximum range, or at an arc to throw over obstacles. The more powerful the item group is, the shorter is range becomes.



Throw


Throw Straight

Throw Arc

Throw Stone: 1.5*Move = Range

Throw Shuriken: 1.25*Move = Range

Throw Ball: 1.25*Move = Range

Throw Knife: 1.25*Move = Range

Throw Flail: 1.25*Move = Range

Throw Ninja Blade: 1.25*Move = Range

Throw Sword: Move = Range

Throw Ax: Move = Range

Throw Mace: Move = Range

Throw Rod: Move = Range

Throw Staff: Move = Range

Throw Spear: ¾ Move = Range

Throw Stick: ¾ Move = Range

Throw Hammer: ½ Move = Range

Throw Greatsword: ½ Move = Range


Reaction

Catch: Catch weapons thrown at you

Support





Description: Iaido is weapons heavy skill, it is a very versatile skillset. It allows for attacks that minimize Reaction, defense and evasion, attack at a range, or just kill the enemy outright. Unfortunately, this skillset will break your weapon quite often, so you will have to replace it quite often, while easy with it's built-in weapon replacement skill, can and will get very expensive. Use with caution.

Innate:

Equip: Katanas, Helmets, Armor


Iaido


Re-equip Weapon: Equip any Weapon you can equip

Gil Toss: Pay money to deal damage, Damage = Gil/20*(Br/100), Maximum payment of 4000 gil per attack, 3 Range

?: Deals damage instantly, unevadable, (100-[Br-20])% chance of breaking held weapon, Requires a Weapon

?: Causes opponent to die instantly, Held weapon breaks on success, Requires a weapon

?: Strikes a powerful blow, Held weapon breaks on success, Requires a Weapon

?: Use MD for defense instead of PD, (100-[Br-20])% chance of breaking held weapon, Requires a Weapon

Brave Spirit: Use own brave to suppress the brave of target, upon successful execution, chance of Brave reaction triggering your action is (Target Brave - Caster Brave), (100-[Br-20])% chance of breaking held weapon, Requires a Weapon

Weapon Throw: Throw your held weapon through enemies, Requires a Weapon, 3 Range, Cardinal AoE


Reaction



Support





Description: Ninja is a particularly lethal and efficient skillset. One skill can condemn the enemy to death with a single blow. Other skills can instantly stop the enemy in his tracks, push the enemy off great heights, or kill the enemy outright. However all of these skills have one weakness; they are Dark-Elemental. All it takes is one piece of equipment to render all these skills useless, leaving you with the only options of attacking or falling back on a secondary. Use with caution.

Innate: Duel Wield

Equip: Ninja Blades, Hats, Clothes


Ninjitsu

Shadow Drain: Absorb HP from target, Instant, Dark-Elemental, Mana cost, 3 Range

Shadow Absorb: Absorb MP from target, Instant, Dark-Elemental, Mana cost, 3 Range

Shadow Warp: Use Action to move again, Instant, Range = Move/2

Shadow Attack: Attack with the element of darkness, Instant, Dark-Elemental, Mana Cost, Weapon Range

Shadow Push: Push enemies with the powers of darkness, 100% Knockback, Instant, Dark-Elemental, Mana Cost, 3 Range

Shadow Blast: Fragment your shadow to attack from far away, Instant, Dark-Elemental, Mana Cost, Range = Move

Shadow Poison: Attack injects opponent with lethal poison of darkness, Instant, Dark-Elemental, Add Death Sentence, Mana Cost, 1 Range

Shadow Slice: Attack reduces target HP by 50%, Instant, Dark-Elemental, Mana Cost, 2 Range

Shadow Spike:Attack that kills instantly, Instant, Dark-Elemental, Mana Cost, 1 Range


Reaction

Secret Injection: When attacked, counter with Shadow Poison

Support

Dual Wield: Equip two weapons at once





Description: Instinct is a monster influenced skillset that the hopeful user has to be hit with in order to utilize. While not as potent as the real deal and much more costly, they are still very powerful, inflicting moderate to heavy elemental damage at a range. Instinct is also the only skillset that works while Berserk.

Innate:

Equip: Hammer, Axes, Swords, Spears, Hats, Clothes, Armor


Instinct


Beast Attack: (1/2*PA)*PA, Instant, HP and MP Cost, 1 Range

Fire Bomb: Fire-Elemental Instant, HP and MP Cost, 1 AoE, 2 Range

Thunder Strike: PA*WP, Lightning-Elemental, Instant, HP and MP Cost, 0 AoE, 4 Range

Whirlwind: Wind-Elemental, Instant, HP and MP Cost, 2 AoE, 0 Range

Shockwave: Earth-Elemental, Instant, HP and MP Cost, Cardinal AoE, 5 Range

Aura Blast: Holy-Elemental, Instant, HP and MP cost, 0 AoE, 3 Range

Aqua Breath: Water-Elemental, Instant, HP and MP cost, Triple Breath AoE, 2 Range

Arctic Blast: Ice-Elemental, Instant, HP and MP cost, Special AoE: Valley, 3 Range

Bad Breath: Poison-Elemental, Instant, HP and MP cost, 1 Range

Chakra: Dark-Elemental, Instant, Heal HP and MP, 1 AoE, 0 Range


Reaction



Support





Description: Poach allows you to set your own one time use traps. Traps activate by merely walking over them, as opposed to fully stopping over them. This property gives them a powerful area denial ability. When they kill a monster, they automatically poach them into an item, no Poach ability needed.

Innate: Poach

Equip: Lances, Guns, Hats, Clothes


Poach

*Note: Traps activate when you move over them, as opposed to just stopping over them. Once you trigger a trap, you stop moving, irregardless of what happened to you.

Spike: Cuts HP in half, Dark-Elemental

Poison Needle: Adds Poison

Pit Fall: Adds CT 00

Leg Snare: Adds Move Seal

Fairy Ring: Adds Frog

Sleeping Gas: Adds Sleep

Lethal Gas: Adds Death Sentence

Fire Mine: Deals Fire Damage


Reaction



Support

Poach: When attacking a monster in critical, kill it instantly and remove it from the battlefield





Description: Summon Magic draws upon the power of the Espers themselves to cast the most powerful magics available. Usually, these magics would be impossible for a human to cast, but with the help of the Espers, a human can cast spells usually reserved for monsters and demons. But even with the help of the Espers, Summon Magic comes at a great cost with charge times and both an MP and HP cost.

Innate:

Equip: Rods, Staves, Mage Hats, Robes

Summon Magic


Moogle - Curaja: Heal massive HP, HP and MP Cost, CT, 2 AoE, 4 Range

Chocobo - Chocobuckle: Attack with Choco Meteors, 2-5 Strikes, HP and MP Cost, CT, 4 Range  

Ifrit - Firaja: Deal Massive Fire Damage, HP and MP Cost, CT, 2 AoE, 4 Range

Shiva - Blizzaja: Deal Massive Ice Damage, HP and MP Cost, CT, 2 AoE, 4 Range

Ramuh - Thundaja: Deal Massive Thunder Damage, HP and MP Cost, CT, 2 Aoe, 4 Range

Titan - Roxxor: Deal Massive Earth Damage, HP and MP Cost, CT, 3 AoE, 5 Range

Silf - Aeroja: Deal Massive Wind Damage, Friendly, HP and MP cost, CT, 3 AoE, 5 Range

Odin - Shock: Deal Non-Elemental Damage with 25% chance of Dead, HP and MP cost, CT, 2 AoE, 4 Range

Golem - Paling: Protect yourself and allies in proximity of you from weapons, Friendly, HP and MP cost, CT, 2 AoE, 0 Range

Fairy - Revival: Revive allies, Friendly, HP and MP cost, CT, 1 AoE, 4 Range

Hades - Scourge: Deal Massive Poison Damage with 25% of Poison, HP and MP Cost, CT, 2 AoE, 4 Range

Salamander - Ardor: Deal Massive Fire Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range

Leviathan - Cascade: Deal Massive Water Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range

Lich - Dark: Deal Massive Dark Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range

Alexander - Holy: Deal Massive Holy Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range

Bahamut - Flarega: Deal Massive Non-Elemental Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range

Cyclops - Scathe: Deal Massive Non-Elemental Damage to area, HP and MP cost, CT, 3 AoE, 5 Range

Zodiac - Apocalypse: Deal Massive Non-Elemental Damage to all enemies, HP and MP cost, CT, 255 AoE, 0 Range


Reaction



Support

Half MP: Cut MP cost in half





Description: Sing is a skillset that uses various magical songs to heal and buff all allies on the field. Dance is a skillset that uses various magical dances to damage and debuff all enemies on the field. What is truly unique about them is that each skillset is exclusive to one gender, males have Sing exclusively, and females have Dance exclusively. Both are free of HP and MP cost, but have to be continously performed in order to have a reasonable effect.

Innate:

Equip: Harps/Cloth, Hats, Clothes


Sing

Angel Song: Add MP to all allies, Performance, All Allies

Life Song: Add HP to all allies, Performance, All Allies

Battle Song: Add PA to all allies, Performance, All Allies

Magic Song: Add MA to all allies, Performance, All Allies

Endurance Song: Add PD to all allies, Performance, All Allies

Resist Song: Add MD to all allies, Performance, All Allies

Cheer Song: Add Speed to all allies, Performance, All Allies

Nameless Song: Add random positive statuses to allies, Performance, All Allies

Last Song: Add Quick to allies, Performance, All Allies


Dance

Witch Hunt: Take away MP from all enemies, Performance, All Enemies

Wiznaibus: Take away HP from all enemies, Performance, All Enemies

Polka Polka: Take away PA from all enemies, Performance, All Enemies

Disillusion: Take away MA from all enemies, Performance, All Enemies

Defense Down: Take away PD from all enemies, Performance, All Enemies

Resist Down: Take away MD from all enemies, Performance, All Enemies

Slow Dance: Take away Speed from all enemies, Performance, All Enemies

Nameless Dance: Deal random negatives statuses to enemies, Performance, All Enemies

Last Dance: Add CT 00 to enemies, Performance, All Enemies


Reaction



Support





Description: Uhh...?

Mimicry



Dokurider

January 02, 2011, 05:37:56 am #1 Last Edit: January 02, 2011, 05:39:22 am by Dokurider


Weather

Night: Night cuts the distance a unit can see in half, meaning they cannot target a unit if they are too far away. Night Penalty is negated by Vision. Stacks with Fog to cut distance to a third.

Fog: Fog cuts the distance a unit can see in half, meaning they cannot target a unit if they are too far away. Nigh Penalty is negated by Vision. Stacks with Fog to cut distance to a third.

Rain: Rain boosts Lightning-elemental attacks by 5/4 and weakens Fire-elemental attacks by 3 /4. It also makes the following terrain slippery: Gravel, Stone Floor, Stone Wall, Tombstone, Rocky Cliff, Ice, Roof, and Chimney. What that means is a move penalty of -1 Move when on or moving across those surfaces. It also makes the terrains Natural Surface, Road, Wasteland, Marsh and Swamp muddy and also inflict a move penalty of -1.

Snowstorm: Snowstorm boosts Ice-elemental attacks by 5/4 while reducing Fire-elemental attacks by 3 /4. Snowstorm causes [Current HP * 0.05] damage per turn to all units on the field. The bitter cold also suppresses Critical based abilities and attacks by triggering Critical at 10% rather than 20%. Finally, it causes units to die faster, by automatically reducing Death Counter to 2 as opposed to 3.

Heat Wave: Heat Wave boosts Fire-elemental attacks by 5/4 while reducing Ice-elemental attacks by 3 /4. Heat Wave causes [Current HP * 0.05] damage per turn to all units on the field. The scorching heat also suppresses Critical based abilities and attacks by triggering Critical at 10% rather than 20%. Finally, it causes units to die faster, by automatically reducing Death Counter to 2 as opposed to 3.

Galestorm: Galestorm boosts Wind-elemental attacks by 5/4. It either increases or decreases the range of Bows unless they are Wind-elemental, in which case, it's just a increase or no change. It depends on which way the wind is blowing. If you attack with the wind, you get a +2 range boost, if against, you get a -2 range. The wind can either blow North, South, East, or West.

Magnetic Field: Magnetic Field causes any unit with a Metallic item on them to lose -1 Speed. A unit with a Mythril Item on them will gain +10 CT per turn. Have a Metallic Item and a Mythril Item will cancel out each other's effect.

Holy Field: Holy Field boosts Holy-elemental attack by 5/4 while reducing Dark-elemental attacks by 3/ 4. It also causes positive statuses to last longer (+5 CT) while negative statuses end sooner or are less effective (-5 CT; Poison does 1/8 damage per turn, Death Sentence kills in 4 turns instead of 3). Units also die slower by increasing Death Counter to 4 instead of 3. Undead cannot self revive here.

Unholy Field: Unholy Field boosts Dark-elemental attack by 5/4 while reducing Holy-elemental attacks by 3/ 4. It also causes negative statuses to last longer (+5 CT) while positive statuses end sooner or are less effective (-5 CT; Reraise revives in two turns as opposed to reviving the next turn). Units also die faster by increasing Death Counter to 2 instead of 3. Undead always self revive here.

Terrain Penalties and Bonuses

Note: Terrain Penalties and Bonuses do not stack unless otherwise noted

Uphill Penalty: If the panel you moved onto or moving over is 3 Height or higher then the panel you just walked off of, then moving onto that higher panel will cost 2 Move Points instead of 1. Panels were you have to jump to get on them are exempt from this penalty.

Downhill Bonus: If the panel you are moving onto is 3 Height or lower then the panel you were standing on, then you gain an extra Move point. Panels were you had to jump to get there are exempt from this bonus

Lava Penalty: You cannot move onto Lave Panels, period. Fortunately, you can get as close to them as you like. No need to worry about superheated gases!

Water Penalty: You require 2 Move Points to move 1 panel upon entering Waterway, Lake, Sea or Poison Marsh. In Waterfalls or Rivers, you can move 1 panel per turn, irregardless of your actual move. In water that is 2 Height or deeper, you cannot act or use reactions. You get Poisoned upon stopping in Poisoned Marsh.

Mud Penalty: When raining, Natural Surface, Roads, and Wastelands get muddy and hard to move in. You require 2 move points to move 1 panel that is Muddy.

Slick Penalty: When raining, Roof, Chimney, Stone Floors, Stone Walls, Tombstone, Gravel, Sky, Machine, Ice, Wooden Floor, Stairs, and Decks get slippery and are hard to move on. You require 2 Move points to move 1 panel that is Slippery.

Snow Penalty: Moving on Snow and Ice panels require 2 Move Points to move 1 Panel.

Sand Penalty: Moving on Sand requires 2 Move Points to move 1 Panel.


Underwater

You require 2 Move Points to move 1 panel upon entering Underwater terrain. While underwater, your jump doubles and you have 3 turns to get to air before you drown. Water-Elemental, Ice-elemental and Lightning-elemental attacks are increased by 5/4 while Earth-elemental attacks are reduced by 3/ 4 and Fire-elemental and Wind-elemental attacks are completely ineffective. If you are on land in the air and attack someone who is submerged underwater and vice versa, the target gains a Refraction bonus of 4/3 to their P.Ev.




*Note: I decided to make Move abilities into items instead. It just makes more sense to me then having them as abilities.

Battle Shoes: Resist most terrain effects, can only ignore one terrain penalty at a time.

Spike Shoes: +2 Jump

Germinas Boots: +1 Move

Sprint Shoes: +2 Move on flat, easy, land with no more than +/- 2 Elevation, -1 Move otherwise, Always: -1 Jump

Waders: +1 Move in Swamp, Marsh and Poison Marshes, cannot be poisoned by marshes, -1 Move on various dry terrain

Swimming Fins: +2 Move in Rivers, Lakes, and other bodies of non-stagnate water, not effected by water penalties, -1 Move on all other types of terrain

Lava Boots: Can walk on Lava terrain, Unstealable if on Lava, +1 on Rocky Cliffs and Lava Rocks, -1 on all other terrain

Snow Shoes: +1 Move on Snow and Ice terrain, ignore Snowstorm damage, ignore Snowstorm effects when attacked, -1 Move on all other terrain

Red Shoes: +1 Move on Wooden Floor, Rug, Stairs, Deck and other indoor terrain, -1 Move on all other terrain

Rubber Shoes: +1 Move on Roof, Chimney, and other surfaces that get slick while raining, Always: +1 Jump, Ignore the effects of Thunderstorm when attacked, Neutral on those surfaces when not raining

Gillie Boots: Ignore the effects of Mud

Feather Boots: Always: Float, -1 Move

Desert Boots: +10% P.Ev/M.Ev when on Sand Area and Wasteland, Ignore Sand Penalty, -1 Move on Water-Based Terrain

Jackboots: No Penalty for moving uphill

Flee Shoes: +1 Move, +1 Jump, and +10% P.Ev when in Critical

Fertile Shoes: Always: Regen when on Natural Surfaces, Grassland and other fertile surfaces, Add Poison on Machine, Desert, and other man made terrain/life hostile terrain

Hermes Sandals: Allows one to fly

Water Shoes: Allows one to walk on water

Sneak Shoes: Allows one to move through enemy units

Steel Poleyns: Allows one to disable traps by walking on them


Dokurider



Status List

Negative Status


Debuff Statuses


Blind: Unit is unable to see clearly; Reduces Physical and Magical accuracy by 50%; Lasts indefinitely

Poison: Unit is poisoned; Deals [1/6 * Max_HP] of HP damage to a unit per turn; 64 CT

Venom: Unit is Deals [¼ * Max_HP] of HP damage to a unit per turn; Poison Elemental Damage; 48 CT

Leech: Deals [1/8 * Max _HP] of HP damage to a unit per turn with half the damage being dealt healing the original caster; Undead reversal

Sap: Deals [1/4 * Max_HP] of MP damage to a unit per turn; 64 CT

Age: Deals [1/(16-Speed) * Max_HP] of HP damage to a unit per turn; 64 CT

Decay: Deals [1/8 * Max_HP] of HP damage to a unit per turn; Lasts indefinitely

Disease: HP or MP damage done to unit cannot be recovered; 64 CT

Zombie: Curative damage deals regular damage instead, reverses drain effects; Lasts indefinitely

Plague: Deals [1/8 * Max_HP] of HP damage to a unit per turn; units within 1 panel of the effected unit has a 50% chance of contracting Plague; 64 CT

Virus: Deals [1/(16-V) * Max_HP] of of HP damage, where V is Viral Counter, which increases with the number of turns it's been on the target; V caps at 15; Lasts indefinitely

Trouble: Reduces Physical and Magical Evasion by 50%; Lasts indefinitely

Oil: Increases Fire Damage done to target by 25%; 48 CT; Each Fire-elemental attack takes away 4 CT

Flinch: Cannot evade or react until next AT

Fear: Reaction rate is reduced by 50%, effects Brave based weapons as well

Amnesia: Cannot use Reaction; 32 CT

Slow: CT Accumulation Rate and Stat Regeneration Rate is reduced by 50%; 32 CT

Charm: When attacking a unit of the opposite sex, attack has a 50% of failing; 32 CT

Wither: Unit's effective PA is reduced by 25%; 32 CT

Addle: Unit's effective MA is reduced by 25%; 32 CT

Expose: Enemy's PA is boosted by 25% when targeting the effected unit; 32 CT

Sheer: Enemy's MA is boosted by 25% when targeting the effected unit; 32 CT

Curse: All Negative statuses either 50% longer or are more effective, while Positive statuses are either 50% shorter or are less effective; 32 CT


Mezzer Statuses


Immobilize: Cannot move, 32 CT

Paralyze: Cannot act, react or evade, 24 CT

Silence: Cannot use attacks that use MP, Lasts indefinitely

Seal: Cannot use attacks that use HP, Lasts indefinitely

Stop: Cannot act or move for brief period of time, 16 CT

Confuse: Units lose control of self and starts moving and acting randomly; 32 CT

Berserk: Unit loses control of self and starts attacking the enemy recklessly; 50% Attack Damage Bonus; 28 CT

Sleep: Unit fall into a deep sleep neither able to act or move; Unit takes 50% more physical damage; 60 CT

Frog: Unit becomes a frog, only able to attack with [(Brave/100) * PA] damage; Unit takes 50% more damage; Can only move 2 panels at a time; Lasts indefinite

Chicken: Unit becomes a Chicken, losing control of themselves and constantly running away from battles; Unit takes 50% damage

Manipulate: Unit is under control of the enemy side temporarily; 32 CT

Vampire: Unit loses control, attacks other units indiscriminately with a technique called "Blood Suck" which will add Vampire to that unit as well; Lasts indefinitely

Petrify: Unit turns into stone; Lasts indefinitely

Death Sentence: Unit will die in 3 turns; Not blocked with Dead Immunity

Dead: Unit is dead; Lasts until Death Counter reaches -1

X-Zone: Unit is remove permanently from the battlefield, but is otherwise still alive; Lasts until the end of the battle



Positive Status


Regen: Unit gains [1/8 * Max_HP] of HP per turn; 32 CT

Recharge: Unit gains [1/10 * Max_MP] of MP per turn; 24 CT

Protect: Units targeting the effected unit gain a 25% penalty to their PA; 32 CT

Shell: Units targeting the effected unit gain a 25% penalty to their MA; 32 CT

Might: Unit gains a 25% PA bonus; 32 CT

Enchant: Unit gains a 25% MA bonus; 32 CT

Focus: Unit gains a 50% accuracy bonus; 32 CT

Image: Unit gains a 50% evasion bonus; 32 CT

Haste: Unit's CT Accumulation Rate increases by 50%; 32 CT

Reflex: Unit Reaction Rate is increased by 33%; 32 CT

Float: Unit floats above the ground, immune to traps, any and all Earth-Elemental Spells, and terrain effects; 28 CT

Defend: Unit Reaction will always trigger until next AT

Reraise: If unit dies while Reraise is active, unit is automatically revive on his next turn; Lasts indefinitely

Bless: All Positive statuses either 50% longer or are more effective, while Negative statuses are either 50% shorter or are less effective; 32 CT

Neutral Statuses


Add: Increases amount of damage dealt by 33%, but deals some of it back to the caster; 32 CT

Subtract: Decreases amount of damage dealt by 33%, but heals some of it back to the caster

Multiply: Increases amount of damage dealt and given by 33%

Divide: Decreases amount of damage dealt and given by 33%

Reflect: Incoming magic spells are reflected right back at the caster

Revolve: Incoming magic spells are reflected in the direction where the unit with Revolve is facing

Translate: Incoming magic spells are reflected 180º from where caster was standing when the magic spell was casted

Faith: Increase the Magic damage of certain Magic Spells by 50% but increases Magic damage from certain Magic Spells done to the target by 50%

Innocent: Unit cannot by effected by certain Magic Spells, but cannot cast those same Magic Spells as well



Dokurider



Definitions

Unit: Any person or monster that is currently on the battlefield

Action: Anything a unit can do. Includes Move, Act and Wait

Act: An Action that allows you to either use the ATTACK skill or use a skill from either your Primary or Secondary skillset.

Move: An Action that moves the unit across the board

Wait: The Action of taking no action. Conserves CT.

Skill: An Action that you can take against a target. They can deal damage, heal or inflict statuses.

Skillset: A set of skills a unit can have. Human units can have up to two skillset

Primary Skillset: The Skillset that the unit's class comes with. Primary Skillsets cannot be swapped for another skillset with one exception.

Secondary Skillset: The other skillset a unit has. Unlike Primary Skillsets, Secondary skillsets can be swapped for other skillsets. A unit can have any one accessible skillset they want except for their primary skillset.

Attack (skill): A stand alone skill that attacks a target with held weapon in hand for physical damage.

Cast: The act of using a skill or command.

Caster: A unit who is casting a skill.

Target: A unit who is being targeted by a skill. You can be the target of your own skill.

Damage: The loss of HP or MP. Unless otherwise stated, assume that damage is referring to HP damage.

Status: An effect on the unit. Statuses are usually temporary and can be good or bad for the unit.

Heal: The gain of HP or MP. Reverses on Undead

Drain: An effect where the caster is healed while the target is damaged. When casted on Undead, the target is healed and the caster takes damage

Reverse: When Healing damages instead and vice versa. This typically happens when you cast a skill that specifically heals on an Undead unit. Reverse (against the Undead) also happens on Drain skills.

Physical: A type of skill that meets at least one of these requirements:

A) Effectiveness is increased by the caster having Attack Up or Might or the target having Expose

B) Effectiveness is decreased by the target having Defense Up or Protect or the caster havine Wither

C) Success rate is decreased by target's Physical Evasion

Note that a skill does not have to use PA in it's effectiveness formula in order to be a physical skill


Magical: A type of skill that meets at least one of these requirements:

A) Effectiveness is increased by the caster having Magic Attack UP or Enchant or the target having Sheer

B) Effectiveness is decreased by the target having Magic Defense UP or Shell or the caster having Addle

C) Success rate is decreased by the target's Magical Evasion

Neutral: A type of skill that does not meet the requirements of a Magical Skill or a Physical Skill.

CT (Charge Time):

Clocktick: The basic unit of time in battle. It is the period of time between two consecutive S+ Phases. During one clocktick, each unit's CT meter increases by an amount equal to the unit's Speed.

Speed: The stat that determines how often a unit gets Active Turns. For each unit of FFT time (clocktick), each unit will gain an amount of CT equal to its Speed. A unit gets a turn on any clocktick where its CT is greater than or equal to 100. Speed is also used in formulas for certain skills.

Physical Attack (PA): The stat that determines the effectiveness of most Physical Skills.

Magical Attack (MA): The stat that determines the effectiveness of most Magical Skills.

Success: The likelihood of a skill successfully executing on a target. It is usually modified by target evasion. Not all skills have 100% success by default.

Evasion: The target's ability to avoid getting hit by a skill altogether. All units have some evasion naturally, called Character Evasion or C-Ev. They can gain more evasion by equipping weapons(Weapon Evasion or W-Ev), Shields, (Shield Evasion or S-Ev), and Accessories (Accessory Evasion or A-Ev).

Weapon Power (WP): A weapon's ability to deal damage.

Attack Stat (XA): The term for the stat being currently used. It must directly determine the effectiveness of the attack.

Slow Action: Any skill that requires a charge time between the time it is selected and the time when it is actually executed

Fast Action: Any skill that is executed the second it is chosen.

Reaction: Any skill that is executed by the unit immediately after being targeted by a skill. Reactions cannot be mimicked or reacted to. The nature of the unit's reaction is dependent on the unit's reaction ability.

Clockticks Til Resolution (CTR): A value associated with each slow action that determines its charging time in clockticks.  Slow actions with CTR = 1 will be executed on the clocktick after  it is initiated.  Actions with CTR = 2 will be executed on the second clocktick after it is initiated.

Brave: A representation of bravery in battle. It is mainly used in determining the triggering rate of reactions. Brave scales from 0 to 100. Triggering rates for Reactions can either be (Br/100)% or ([100-Br]/100)%, depending on whether the Reaction is an Offensive Reaction or Defense Reaction. When Brave fall below 10 in battle, the Unit gains Chicken Status and will stay in Chicken until their Brave has regenerated back to 10 or more.

Faith: A representation of one's belief in miracles and supernatural phenomenon in battle.

To Add a status change is to cause a unit to be affected by that status change.

To Cancel a status change is to remove a status change that had previously been added to a unit.

To Block a status change or element means that the status cannot be set on the blocking unit or that attacks bearing the element have a 0% success rate on the blocking unit. To inherently block a status or element is to be IMMUNE to that status or element.

To Absorb a element means that the elemental heals the unit instead of dealing damage. Skills that attempt to set a status cannot be sent.

Range: How far a skill can target, measured in panels. (Not counting the caster himself).

Area of Effect (AoE): How many panels a skill can actually target, measured in panels.

Line of Sight (LoS): The skill property of only being able to execute on a target only if the target is on a roughly linear path with the caster. Obstacles and others units will interfere with LoS. If an obstacle blocks the path, that skill cannot be executed on that target. If a unit is blocking the path, that unit will have that skill executed on them instead. LoS can also be a concave-down parabolic as well.


Dokurider