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Monster Changes in Mercenaries (Assistance much appreciated)

Started by LastingDawn, September 20, 2009, 01:11:06 am

Sephirot24

September 24, 2009, 04:36:18 pm #80 Last Edit: December 31, 1969, 07:00:00 pm by Sephirot24
Catoblepas could be based off a Behemoth, right. You just have to remove the mane, and make the horns a little more bull-ish. Take a look at FFIX's version. I can't imagine it equipping anything though =/

Zaen

September 24, 2009, 05:07:15 pm #81 Last Edit: December 31, 1969, 07:00:00 pm by Zaen
It probably wouldn't need equips.
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Vanya

September 24, 2009, 07:45:47 pm #82 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Quote from: "Sephirot24"Catoblepas could be based off a Behemoth, right. You just have to remove the mane, and make the horns a little more bull-ish. Take a look at FFIX's version. I can't imagine it equipping anything though =/

I down right hate the design for the behemoth type enemies in FF12.
On a side note the Reaver enemies were actually strangely localized. The Reavers' Japanese name was Apanda. Stupid.
  • Modding version: Other/Unknown
¯\(°_0)/¯

SilvasRuin

September 24, 2009, 08:03:41 pm #83 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
I see no point in differentiating between Behemoths and Catoblepases, because they've been essentially the same through the series, just recolors.

I think both Apanda and Reaver are from FFV, and have that appearance too.  It's not TOO terrible a name switch... I mean, it is the same reference.  At least, I think the identical monster's name was Reaver...  Maybe I'm wrong.

I would like to see Apanda/Reavers made werewolfish creatures and/or Vincent's Galian Beast.

Setzer

September 24, 2009, 08:31:58 pm #84 Last Edit: September 24, 2009, 08:35:35 pm by Setzer
Wrong. ^^
Catoblepas are Behemoths recolors just in FFVIII and FFX.
In 3 from the first 4 games he is a Basilisk recolor.
In FFIII he is a winged bull.
In FFV, FFVI and FFIX he is a long neck bull.

Since he is aiming for a reference to the first games of the series, a Basilisk/Catoblepas sprite is a better option, so the Basilisk, a classic enemy present in almost every FF, could be added too.

Just Apanda was from FFV. Reaver is a Ivalice Alliance only enemy, a Behemoth recolor, added to WotL just to make the serie a little more "into" Ivalice, killing a reference to the FFV enemy. Byblos was from FFV.
Yes, the change was stupid.

SilvasRuin

September 24, 2009, 08:34:42 pm #85 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
Oh, right, Byblos.  Yeah, that annihilated the reference then.

Dormin Jake

September 24, 2009, 09:04:53 pm #86 Last Edit: December 31, 1969, 07:00:00 pm by Dormin Jake
Is it really essential to have a Catoblepas/Basilisk?  If you're looking for a horned, bull-like beast, you already have Behemoths and even Minotaurs to fill that role.  If you want something with petrifying powers, like a Basilisk or Shoat's stone gaze type abilities, you've already got the mighty Cockatrice and it's Beak of peckish doom.

Even though they're enemies present in plenty of earlier games, they really just don't feel unique enough, considering the role that a Catoblepas would play is already well covered in FFT.  Unless you wanted to remove avians for lizard-bulls or somesuch.  Which would be even more sprite work.
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Vanya

September 24, 2009, 09:09:30 pm #87 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I'd keep the bird.
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¯\(°_0)/¯

MiKeMiTchi

September 25, 2009, 04:26:05 am #88 Last Edit: December 31, 1969, 07:00:00 pm by MiKeMiTchi
Someone should work next on the Support and Reaction abilities, too.. :)
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Wasabi

September 25, 2009, 03:05:50 pm #89 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
I can probably think those through. The only things to be considered is whether reaction abilities should stack or not for some corresponding monsters.

SilvasRuin

September 25, 2009, 04:22:23 pm #90 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
I'd be evil and want to give Critical Quick to the Behemoths like I would the Bombs.

It's not doable for mercenaries, but I thought of a delicious counter ability one could make for things like Behemoth and the uber bosses.  Sacrificing Geomancy could allow you to make something counter with whatever you want, be it Flare (Counter Flare Behemoths in FFT... muahahahah), ultima, slow, etc.  You could in fact plan very carefully ahead about what monster goes where and give a fair number of enemies that ability and they each have a different counter.

Skip Sandwich

September 25, 2009, 04:59:19 pm #91 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
You could do the same thing with Counter Tackle, by only sacrificing the dash ability, you know
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SilvasRuin

September 25, 2009, 05:17:06 pm #92 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
...ohright.  Don't I feel foolish?  That means the lovely Counter Flare some super enemies through FF history have had can be put into Mercenaries.  Awesome.  Hm... slap it on one boss per chapter and you can have a different one each time.  Everyone's Grudge could be set to a counter ability.  That or give the Behemoths Counter Flare.  I suppose if their MA isn't TOO high, it wouldn't be too terrible a counter for them.  It would be especially nice if you could set it up so there was a 50/50 chance of a Counter Flare or a normal Counter.  I'd have to take another look at Zodiak's math on multiple counters to figure out how doable that is...

MiKeMiTchi

September 25, 2009, 06:24:33 pm #93 Last Edit: December 31, 1969, 07:00:00 pm by MiKeMiTchi
I think this should be helpful..
from: http://www.ffcompendium.com/h/magic.shtml
Haven't read them yet..

???? (5, 7 BL)
    Effect: HP and max HP-related damage.

1000 Needles (7CC/8 in Cactuar summon; 9/X-2 BL; 10 non-usable; 12 AB; 12RW Cactoid)
    AKA: Blow Fish (5/6 BL)
    Effect: Exactly 1000 HP worth of damage regardless of enemy defenses. In FF8 it multiplies it by a certain amount. FF10 also has 10,000 and 100,000 Needle attacks, though characters can't learn them. In 12RW, it's just a regular attack.

Aero (2 MG; 3 WM; 5/6 BL; 8 MG; 9 non-usable; 12/MQ BM; 12RW Sylph; TA/TA2 Bishop/Sage)
    Effect: Air-elemental attack. 12 also has Aeroga.

Alert (8/9 SA)
    Caution (5 SA,Tactics-PSX Thief), Pre-emptive (7 SA), Initiative (10 SA, X-2 Thief), Vigilance (Tactics Thief)
    Effect: Prevents back attacks or increases Preemptive Strike chances.

Aqua Breath (8/9/10 BL)
    AKA: Aqua Rake (5/6 BL), Aqualung (7 BL)
    Effect: Water-elemental attack on all enemies.

Arise (5/12/Tactics/TA2 WM)
    AKA: Life2 (1/3/4/6 WM; 7 MG), Full-life (8 MG, 10/X-2/TA WM; CC MG), Life (MQ WM), Raise 2 (11/Tactics-PSX)
    Effect: Revive ally with full HP

Armor Break (9 Steiner, 10 Auron, 12j AB, X-2 Warrior, 11 Great Axe, Tactics Knight, TA)
    AKA: Expose (12), Rend Armor (12RW Sky Soldier/Sky Pirate, TA2 Master Monk)
    Effect: Breaks armor or lowers defense.

Auto-Haste (8/9/10/X-2 SA)
    Effect: Haste status is always in effect during battle.

Auto-Potion (8/9/10/Tactics SA)
    Effect: Character uses potion when hit.

Auto-Protect (9/10 SA; X-2 Mascot)
    Effect: Character always in Protect status.

Auto-Reflect (8/9/10/X-2 SA)
    Effect: Reflect status is always in effect during battle.

Auto-Shell (9/10 SA; X-2 Mascot)
    Effect: Character always in Shell status.

Bad Breath (7/8/9/10/X-2/TA/TA2 BL, 7CC/12RW/Tactics Malboro)
    AKA: Bad Bracelet (Tactics-PSX Malboro),Sour Mouth (6 BL)
    Effect: Adds many status ailments to entire enemy party. It exists in 12 but can't be learned byt he party.

Berserk (2 MG; 4/5 WM; 6 DM; 7/8 MG; 9 WM; X-2 Berserker; 11 Warrior; 12 AM; 12RW Ba'Gamnan; Tactics Beowulf)
    AKA: Fervor (Tactics YY), Blind Rage (Tactics-PSX Mystic)
    Effect: Causes Berserk status. In X-2 can only be used on self.

Bio (3/4/5/6; 8 MG; 9/11/12 BM; 12RW BM/Kytes; TA/TA2 Sage)
    AKA: Virus (4a BM), Bio2/Bio3 (7 MG), Biora (Tactics Reaver)
    Effect: Strong attack, adds Poison status

Black Shock
    AKA: Flash (5 BL), Dischord (6 BL)
    Effect: Lowers enemy's level by half.

Blind (1 BM; 2 MG; 3 BM; 8 MG; 9 WM; 11 BM; 12 GM; Tactics-PSX YY;TA/TA2 Sage/GM)
    AKA: Blindga (12RW BM)
    AKA: Umbra (Tactics YY; Tactics Beowulf)
    Effect: Causes Blind status

Blink (2 MG; 4/5 WM)
    AKA: Invis (1n WM), Invis1 (1 WM), Invisible (11 WM)
    Effect: Raise evade % of target, or cause attacks to completely miss.

Blizzaga (8 MG; 7CC/9/10/X-2/12/TA/TA2 BM; 12RW Kytes; CC MG; Tactics BM)
    AKA: Ice3 (1/3/4/5/6/Tactics-PSX BM; 7 MG), Blizzard III (11 BM)
    Effect: Strong ice-elemental attack. In CC, can cause Frozen status.

Blizzara (8 MG; 7CC/9/10/X-2/12/TA BM; TA2 BM/Seer; CC MG; Tactics BM)
    AKA: Ice2 (1/3/4/5/6/Tactics-PSX BM; 7 MG), Blizzard II (11 BM)
    Effect: Medium ice-elemental attack. In CC, can cause Frozen status.

Blizzard (8 MG; 7CC/9/10/X-2/11/12/MQ; TA/TA2 BM/RM; 12RW BM/TM/Shivan/Shivar; CC MG; Tactics BM)
    AKA: Ice (1 BM; 2 MG; 3/4/5/6/Tactics-PSX BM; 7 MG)
    Effect: Weak ice-elemental attack. In CC, can cause Frozen status.

Break (1 BM; 2 MG; 3/5/6 BM; 7/8 MG; 9 BM; X-2 Dark Knight; 12 TM; Tactics Beowulf; TA/TA2 Bishop)
    AKA: Stone (4/11 BM), Induration (Tactics YY), Petrify (Tactics-PSX Mystic)
    Effect: Causes Petrify or Stone status. In 7 this also deals Earth damage. In 11, does not petrify, only deals Earth damage.

Chakra (5 Monk; 9 Amarant; 11/Tactics/TA Monk; 12RW Monk/Champion)
    AKA: Mantra (6 Sabin)
    Effect: Recovers HP and possibly MP or status for a character.

Cherry Blossom (9 Freya; Tactics Cloud)
    Effect: Strong physical attack on all enemies.

Climhazzard (7 Cloud; 9 Steiner; Tactics Cloud)
    Effect: Physical damage against one enemy.

Comet (4 Twin; 5 DM; 7 MG; 9 BM; 12RW TM/Ashe)
    Effect: Non-elemental attack. See "Meteor".

Confuse (1n BM; 3 WM; 7/8 MG; 9 WM; X-2 Dark Knight; 12 AM; Tactics Beowulf)
    AKA: Charm (4 WM, 12 AB), Muddle (1 BM, 2 MG, 5 WM, 6 DM), Confusiong Song (Tactics-PSX Mystic), Delirium (Tactics YY), Confusega (12RW BM)
    Effect: Cause Confusion status

Counter (5/11 Monk; 8/9/Tactics/TA/TA2 SA)
    AKA: Counter Attack (7 SA), Counterattack (10 SA; X-2 Berserker)
    Effect: Character physically attacks whenever damaged.

Cover (4 Cecil; 5 Knight; 7/8/9/TA SA; 11/TA2 Paladin; 12RW Basch)
    AKA: Sentinel (10 Auron, X-2 Warrior)
    Effect: Character takes damage instead of an ally. The True Knight relic has this effect in 6.

Cure (1 WM; 2 MG; 3/5/6 WM; 7/8 MG; 7CC/9/10/X-2/11/12/MQ WM; TA/TA2 BM/RM; 12RW White Hare/Carbuncle; CC MG)
    AKA: Cure1 (4 WM)
    Effect: Small HP gain

Cura (8 MG; 7CC/9/10/X-2/12/TA/Tactics WM, TA Bishop; TA2 Bishop/Seer; CC MG)
    AKA: Cure2 (1/3/4/5/6/Tactics-PSX WM; 7 MG), Cure II (11 WM)
    Effect: Medium HP gain

Curaga (8 MG; 7CC/9/10/X-2/12/TA/TA2/Tactics WM; 12RW WM/Penelo; CC MG)
    AKA: Cure3 (1/3/4/5/6/Tactics-PSX WM; 7 MG), Cure III (11 WM)
    Effect: Large HP gain

Curaja (12/Tactics WM)
    AKA: Cure 4 (Tactics-PSX WM), Cure IV (11 WM)
    Effect: Huge HP gain

Darkside (8 AB; 9 Steiner)
    Dark Wave (4 Cecil), Darkness (7CC AB, X-2 Dark Knight), Souleater (12 AB)
    Effect: Damages enemy at HP cost to self.

Death (2 MG; 3/4 BM; 7/8 MG; 7CC/9/Tactics BM; X-2 Dark Knight; 12 AM; TA Alchemist; TA2 Arcanist)
    AKA: XXXX (1n BM), Fatal (4a BM), Doom (1/5/6 BM)
    Effect: Instantly kills enemy, heals undead fully

Death Sentence (7 BL,Tactics-PSX)
    AKA: Condemn (5/6 BL, Tactics Orator), Doom (8/9/10 BL; X-2 Dark Knight), Countdown (9 Amarant; 12 TM)
    Effect: Counter appears above target's head; when counter is at 0, target dies.

Dispel (4/5 WM; 6 DM; 8 MG; 7CC/9/10/X-2 WM; 11 RM; 12 WM; TA/TA2 Bishop)
    AKA: DeSpell (7 MG), Dispelga (12RW WM/Fran); Dispel Magic (Tactics-PSX Mystic), Harmony (Tactics YY), Despair (Tactics Beowulf)
    Effect: Erases all magical effects from target

Drain (2 MG; 3/4/5/6 BM; 8 MG; 7CC/9/10/11 BM; X-2 Dark Knight; 12 AM; 12RW Ba'Gamnan/Atomos; Tactics Beowulf; TA Sage; TA2 Arcanist)
    AKA: Life Drain (Tactics YY)
    Effect: Drain HP from target to caster

Esuna (2 MG; 4 WM; 7/8 MG; 7CC/9/10/12/X-2/TA WM; TA2 WM/Seer)
    AKA: Heal (3/4a/5/MQ WM; Tactics-PSX Squire), Remedy (6 WM), Esunaga (12RW WM/Penelo), Clear/Clearaga (CC MG), Salve (Tactics Squire)
    Effect: Cure all status ailments

Final Heaven (6j Sabin; 7 Tifa; 8 Zell)
    Effect: Strongest physical attack.

Fira (8 MG; 7CC/9/10/12/X-2/TA BM; TA2 BM/Seer; CC MG; Tactics BM)
    AKA: Fire2 (1/3/4/5/6/Tactics-PSX BM; 7 MG), Fire II (11 BM)
    Effect: Medium fire-elemental attack. In CC, can cause Burn status effect.

Firaga (8 MG; 7CC/9/10/12/X-2/TA/TA2 BM, 12RW BM/TM/Kytes; CC MG; Tactics BM)
    AKA: Fire3 (1/3/4/5/6/Tactics-PSCX BM; 7 MG), Fire III (11 BM)
    Effect: Strong fire-elemental attack. In CC,can cause Burn status effect.

Fire (1 BM; 2 MG; 3/4/5/6 BM; 7/8 MG; 7CC/9/10/12/X-2/11/MQ/Tactics BM; TA/TA2 BM/RM; 12RW BM/TM/Lamia; CC MG)
    AKA: Fire1 (4 BM)
    Effect: Weak fire-elemental attack. In CC, can cause Burn status effect.

Fire Breath (8/10/X-2 BL; TA Dragoon)
    AKA: Emission (5 BL), Flame Thrower (7 BL)
    Effect: Fire attack on one enemy.

Flametongue (X-2 Warrior)
    AKA: Emission (5 BL), Flame Thrower (7 BL), Fire Sword (12RW Warmage), Fire Blade (7CC)
    Effect: Sword attack with fire element.

Flare (1 BM; 2 MG; 3/4/5/6 BM; 7/8 MG; 7CC/9/10 BM; X-2 GG; 12 BM; 12RW BM/Kytes/Chaos; MQ Wizard; Tactics BM; TA/TA2 Alchemist)
    AKA: Nuke (1n/4a BM)
    Effect: Ultimate fire-elemental attack (in 8, it's fire/ice/bolt-elemental and in 10 it's non-elemental).

Flee (9 Zidane, 10 Tidus, X-2/11 Thief; TA2 Sky Pirate)
    Effect: Instantly allows all characters to run away from battle. In TA2 it raises Move and Jump stats.

Float (4 WM; 5/6 DM; 8 MG; 9 WM; 12 TM)
    Effect: Causes target to Float.
    AKA Levitate (Tactics TM)

Focus (9/10/X-2 BM)
    Effect: Raises magic power.

Frog Song (5, 7 BL)
    AKA Toadsong (TA2 Animist)
    Effect: Turns target into a sleeping Frog.

Full Cure (7 MG; 7CC BM; Selphie's Limit Break in 8; 10/X-2 WM)
    AKA: Renew (12 WM)
    Effect: Cures all HP for one target or a very large amount of HP for multiple targets; in 12 cures all HP for all targets.

Gil Toss (5 Samurai, 12 AB, 7CC AB; TA/TA2 Juggler)
    AKA: Coin Toss (6 Setzer), Coin (7 AB), Spare Change (9 Amarant; 10 Rikku; X-2 Samurai; 12j AB)
    Effect: Cause damage to the enemy by throwing money.

Gillionaire (10 SA; X-2 Lady Luck)
    AKA: Millionaire (9 Quina), Gilfinder (11 Thief)
    Effect: Get more Gil after battle.

Goblin Punch (5/7/9 BL; 7CC AB; 12/Tactics enemy spell; 12RW Goblin; TA BL)
    Effect: Physical attack which costs no MP; if enemy is on same level as caster, effect is greater.

Graviga/Gravija (7CC BM; 8/10 non-usable, 12 AM; 12RW Zodiark; CC MG;Tactics TM; TA2 Arcanist)
    AKA: Demi3 (7 MG), Demi2 (5 BM; Tactics-PSX TM), Quarter (6 BM, TA TM), Gravira (CC MG)
    Effect: Target(s) lose(s) a high % of HP

Gravity (7CC BM; 11 RM; 12 AM; 12RW Diabolos; CC MG;Tactics TM; TA2 Arcanist)
    AKA: Demi (5 DM; 6 BM; 7/8 MG; 9/10 BM; X-2 Dark Knight; Tactics-PSX/TA TM)
    Effect: Target loses a certain % of HP. In CC, target is also brought to the ground.

Haste (1 BM; 2 MG; 3/4 WM; 5/6 DM; 7/8 MG; 9/10/11 WM; 12/Tactics TM TA/TA2 TM/Templar)
    AKA: Fast (1n BM; 4a WM)
    Effect: Raise target's speed

Hastega (10/11 WM; 12/Tactics TM; 12RW TM/Ashe; X-2 GG; CC MG; TA2 TM)
    AKA: Haste2 (5, 6 DM)
    Effect: Raises targets' speed

Holy (2 MG; 3/4/5 WM; 8 MG; 9/10/11/12/Tactics WM; X-2 GG; 12RW WM/Penelo/Zarela; TA/TA2 Bishop; CC MG)
    AKA: Pearl (6 BM), White (4a WM; MQ Wizard)
    Effect: Strong Holy-elemental attack. Part of the storyline in 7. In CC, makes undead creatures take physical form (and therefore vunerable to physical attacks).

Holyra (CC MG)
    AKA: Holy II (11 WM)
    Effect: Next-level Holy-elemental attack. In CC, hits all targets and makes undead creatures take physical form (and therefore vunerable to physical attacks).

HP Stroll (10 SA; X-2 Trainer)
    AKA: Move-HP Up (8 SA,Tactics-PSX Monk)
    AKA Lifefont (Tactics Monk)
    Effect: HP is recovered as you walk around.

Ice Brand (X-2 Warrior)
    AKA: Blizzard Sword (5/9 SM), Frostbite/Freezebite (11 Greatsword), Icestrike (CC MG), Blizzard Sword (12RW Warmage), Blizzard Blade (7CC)
    Sword attack with ice element

Level 3 Flare (5 BL)
    AKA: Level 4 Flare (6 BL), LV? S-Flare (TA BL)
    Effect: All enemies at a level divisible by 3 (or 4) are hit with a Flare spell.

Level 5 Death (6/7/9 BL)
    AKA: Level 5 Doom (5 BL), Level?Death (8 BL)
    Effect: All enemies at a level divisible by 5 are instantly killed. In 8 it depends on Quistis's HP. All the "level X" skills are also done (with FAR more variety) by the Arithmetician in Tactics.

Libra (3 WM; 7CC/12 SA; X-2 Floral Fallal)
    AKA: Rabur (4 WM), Peep (4a WM), Scan (4 WM, 5 WM and Blue Mage ability; 6 DM; 7/8 MG; 9/10 WM; X-2 Gun Mage), Analyze (5 BL); Study (TA2 Scholar)
    Effect: Sees enemy HP/MP, sometimes also weaknesses and other info

Liquid Steel (X-2 Warrior)
    AKA: Water Sword (5/9 SM)
    Effect: Sword attack with water element.

Magic Break (9 Steiner, 10 Auron, X-2 Warrior, 12j AB, Tactics Knight, TA Warrior/Soldier)
    AKA: Skullbreaker (11 Club), Shear (12 AB), Rend Magick (12RW Sky Soldier/Sky Pirate; TA2 Warrior/Soldier)
    Effect: Lowers enemy's magic power.

Magic Hammer (5/7/9/TA BL); Magick Hammer (TA2 BL)
    AKA: Fear (12 enemy spell)
    Effect: Spell lowers target MP (in 7 the caster gains MP as well).

Manipulate (7 AB)
    AKA: Control (5 Mediator, 6 Relm, TA/TA2 Beastmaster), Charm (11 Beastmaster)
    Effect: Controls an enemy's actions.

Mental Break (9/10/X-2/12j AB)
    AKA: Addle (12 AB), Rend Mind (12RW Sky Soldier/Sky Pirate)
    Effect: Lowers enemy's magic defense.

Meteor (3/4 BM; 5 DM; 6 BM; 8 MG; 9 BM; 10/X-2 non-usable; MQ Wizard; Tactics TM, TA Alchemist)
    AKA: Comet2 (7 MG), Protometeor (TA2 Alchemist)
    Effect: Multi-hit non-elemental attack on all enemies. See "Comet".

Mighty Guard (8/9/10/X-2/TA/TA2 BL; 12RW Tiamat/Warmage)
    AKA: Guardian (5 BL), Big Guard (6/7 BL), Perfect Guard (12 enemy spell), Might Guard (12RW Tiamat), Aegis (Tactics Princess)
    Effect: Casts Protect, Shell, and sometimes Haste on the entire party. In Tactics it's just on one person.

Mime (5 Mime; 6 Gogo; 7 AB; Tactics Mime)
    AKA: Copycat (10 Rikku)
    Effect: Mimics the last action done by an ally.

Mini (2 MG; 3/4/5 WM; 7 MG; 9 WM)
    AKA: Size (4a WM)
    Effect: Turn target to/from Midget status

Missile (5 BL)
    AKA: Laser (7 BL)
    Effect: Halves target HP.

Mug (5 Thief; 7/8/9 SA; 7CC AB; 10 Rikku; X-2 GG; 11 Thief; TA Soldier; TA2 Trickster)
    AKA: Capture (6 Locke)
    Effect: Steal and attack simultaneously. In 11, allows thief to steal gil.

No Encounters (10 SA; X-2 SA)
    AKA: Enc-None (8 SA)
    Effect: Allows you to walk around without running into random battles.

Osmose (2 MG; 6 DM; 7CC/9/10 BM; X-2 GG)
    AKA: Psych (4a BM), Asper (5 BM), Aspir (4/11 BM), Empowerment (Tactics YY), Syphon (12 AM; TA2 Arcanist), MP Absorb (X-2 BM), Spell Absorb (Tactics-PSX YY);Syphon (Tactics Beowulf)
    Effect: Drains MP from target to caster

Poison (5/6 BM; 8 MG; 7CC/9/11 BM; 12 GM; Tactics BM, TA Alchemist/Red Mage; TA2 Alchemist)
    AKA: Venom (3/4 BM), Bio (7 MG; 10 BM; X-2 Dark Knight)
    Effect: Poisons enemy plus (usually) loss of HP

Poisona (7 MG; 11/12 WM)
    AKA: Esuna (1 WM), Pure (1n/3 WM), Antidote (5/6 WM), Panacea (9 WM)
    Effect: Cures Poison (and Venom).

Power Break (9 Steiner, 10 Auron, 12j AB, X-2 Warrior, Tactics Knight, TA Soldier/Warrior)
    AKA: Wither (12 AB), Rend Power (12RW Sky Soldier/Sky Pirate; TA2 Soldier/Warrior)
    Effect: Lowers enemy's attack power.

Protect (8 MG; 9/10/X-2/11 WM; 12 GM; Tactics/TA WM; TA2 GM/RM)
    AKA: Shield (2 MG), Safe (3 WM; 6 DM), Armor (4 WM) Protes (5 WM), Barrier (7 MG, 7CC WM), Protectga (12RW WM/Basch)
    Effect: Raises physical defense

Pray (4 Rosa, X-2 White Mage)
    AKA: Health (6 Banon)
    Effect: Heals a small amount of HP to the whole party.

Quake (1/3/4/6/7CC BM; 7/8 MG; MQ BM; Tactics non-usable; TA2 BL)
    AKA: Earth Shake (9 BL), Earthquake (10 non-usable), Tremor (12 non-usable)
    Effect: Strong earth-elemental attack on all enemies

Quick (5/6 DM; Tactics TM)
    AKA: Quicken (TA TM)
    Effect: Allow for multiple actions for a short amount of time. Tidus's Quick Hit in 10 has a similar ability.

Raise (5/11/12/Tactics WM; TA2 WM/Seer; 12RW Penelo)
    AKA: Life (1n WM; 2 MG; 3/6 WM; 7/8 MG; 9/10/X-2/TA WM; CC MG), Life1 (1/4 WM)
    Effect: Revive ally with minimal HP

Reflect (5 WM; 6 DM; 7/8 MG; 9/10/X-2 WM; 12/Tactics/TA/TA2 TM)
    AKA: Wall (1n/3/4 WM), NulAll (1)
    Effect: Causes spells to bounce back from target

Regen (5 DM; 6 WM; 7/8 MG; 7CC/9/10/X-2/11/12/Tactics WM)
    AKA: Regenga (12RW TM/Ashe)
    Effect: Causes HP to slowly regenerate

Reraise (11/Tactics/TA/TA2 WM)
    AKA: Life 3 (6 WM), Auto-Life (9 BL; 10 WM), Raise (7CC WM)
    Effect: Character comes back to life when killed.

Return Magic (9/10/Tactics/TA/TA2 SA)
    Effect: When hit with magic, character casts same magic on opponent.

Revive (5 Chemist ability; 8 AB; 9 Amarant; Tactics Monk; TA2 White Monk)
    AKA: Raise (TA Sage)
    Effect: Revive from KO with about half (or more) HP.

Roulette (5/6/7/9/TA BL; TA2 non-usable)
    Effect: Randomly kills one fighter from either side

Sacrifice (9 Zidane)
    AKA: Pep Up (5/6 BL), Revive (12 AB)
    Effect: Completely removes caster from battle and completely heals one ally.

Shell (2 MG; 4/5 WM; 6 DM; 8 MG; 9/10/X-2/11 WM; 12 GM; Tactics/TA WM; TA2 GM/RM)
    AKA: MBarrier (7 MG, 7CC WM), Shellga (12RW WM/Basch)
    Effect: Raises magic defense

Shock (6 Leo; 9 Steiner; 12 BM; Tactics Beowulf)
    AKA: Shockwave (11 Greatsword)
    Effect: Strong physical attack against all enemies.

Sight (3/4 WM)
    Effect: See more of the world map

Silence (1 WM; 2 MG; 7/8 MG; 7CC/9 BM; 11 WM; 12 GM; Tactics Beowulf; TA TM/Templar; TA2 GM/RM/Templar)
    AKA: Mute (1n WM; 3/4/5 WM; 6 DM), Quiescence (Tactics YY), Silencega (12RW BM), Silence Song (Tactics-PSX Mystic)
    Effect: Stops target from casting spells

Sleep (1n BM; 2 MG; 3/4/5 BM; 6 DM; 8 MG; 9 BM; 11 BM; 12 GM; Tactics-PSX Mystic; TA Red Mage; TA2 GM)
    AKA: Sleep1 (1 BM), Sleepel (7 MG), Sleepga (12RW BM), Repose (Tactics YY; Tactics Beowulf)
    Effect: Puts target to sleep

Slot (6 Setzer, 7 Cait Sith, 8 Selphie; X-2 Lady Luck)
    Effect: Random effects, including heavy damage, curing the party, and ending battle immediately. Wakka's Overdrive (in 10) also uses slots, as does all of the Gadgeteer's abilities in TA.

Slow (2 MG; 4 WM; 5/6 DM; 7/8 MG; 9 BM; 10/11 WM; 12/Tactics/TA/TA2 TM; CC MG)
    Effect: Lowers enemy's speed

Slowga (10/11 WM; 12/Tactics TM; 12RW TM/Ashe; CC MG)
    AKA: Slow2 (5/6 DM)
    Effect: Lowers enemies' speed

Steal (3/5/10/X-2/11 Thief; 4 Edge; 6 Locke; 7/7CC AB; 9 Zidane; Tactics/TA Thief; TA2 Sky Pirate)
    Effect: Steal an item from an enemy.

Steal Gil (9 Zidane(SA); Tactics/TA Thief)
    AKA: Pilfer Gil (10/X-2 Thief), Mug (11 Thief)
    Effect: Steal Gil from an enemy.

Stona (1/9/11/12 WM)
    AKA: Soft (1n/3 WM)
    Effect: Heals Stone status

Stop (2 MG; 4 BM; 5/6 DM; 7/8 MG; 7CC/9 BM; 12/TA/TA2 TM; CC MG)
    AKA: Paralyze (11 WM), Timeslip (12RW Vaan), Stopga (12RW TM), Hesistation (Tactics TM)
    Effect: Paralyzes target

Suicide (used by Bomb throughout the series)
    AKA: Exploder (5, 6 BL), Self-Destruct (10 BL, 12RW Bomb, TA2 BL), Charon (X-2 Dark Knight), Blowup (TA BL)
    Effect: Kills caster in exchange for a strong fire or non-elemental attack on one enemy.

Teleport (11 WM)
    AKA: Exit (1n WM; 2 MG; 3/4 WM), Warp2 (1 WM), Telepo (5 DM), Warp (6 DM; 11 WM)
    Effect: Warps party out of a dungeon.

Throw (5/Tactics/TA Ninja; 6 Shadow; 7 AB; 9 Amarant)
    AKA: Use (10 Rikku), Hurl (TA Juggler), Hurl Weapon (TA2 juggler)
    Effect: Allows a character to throw shurikens or other weapons in battle; some games also allow special Elemental balls or scrolls.

Thundaga (8 MG; 7CC/9/10/X-2/12/TA/Tactics BM; TA2 BM/Viking; 12RW Kytes; CC MG)
    AKA: Lit3 (1n/4a BM), Bolt3 (1/3/4/5/6/Tactics-PSX BM; 7 MG), Thinder III (11 BM)
    Effect: Strong lightning-elemental attack. In CC, can cause Paralyzed status.

Thundara (8 GM; 7CC/9/10/X-2/12/TA/Tactics BM; TA2 BM/Viking/Seer; CC MG)
    AKA: Lit2 (1n/4a BM), Bolt2 (1/3/4/5/6/Tactics-PSX BM; 7 MG), Thunder II (11 BM)
    Effect: Medium lightning-elemental attack. In CC, can cause Paralyzed status.

Thunder (8 MG; 7CC/9/10/X-2/11/12/TA/Tactics BM; TA2 BM/RM/Viking; 12RW BM/TM/Quetzalcoatl; MQ Wizard; CC MG)
    AKA: Lit (1n BM), Bolt (1 BM; 2 MG; 3/4/5/6/Tactics-PSX BM; 7 MG), Lit1 (4a BM)
    Effect: Weak lightning-elemental attack. In CC can cause Paralyzed status.

Thunder Blade (X-2 Warrior, 7CC AB)
    AKA: Thunder Sword (5/9 SM, 12RW Warmage), Thunderstrike (CC MG)
    Effect: Sword attack with thunder element.

Toad (2 MG; 3 WM; 4/5 BM; 7 MG; TA/TA2 Alchemist;Tactics BM)
    AKA: Frog 9(Tactics-PSX BM)
    Effect: Turn target to/from Frog status

Tornado (4 BM; 7/8 MG)
    AKA: WWind (3 WM; 6 BM), Weak (4a BM), Twister (9/TA BL)
    Effect: Air-elemental attack which leaves targets with single-digit HPs

Ultima (2 MG; 6 BM; 7/8 MG; 9 enemy spell; 7CC/10 BM; X-2 GG; Tactics Squire[Ramza]; Tactics Assassin)
    Effect: Ultimate non-elemental attack on all enemies. In TA/TA2 each species had one Ultima attack. Humans/Gria: Ultima Shot (Hunter); Bangaa: Ultima Sword (Gladiator); Nu Mou: Ultima Blow (Sage); Viera: Ultima Masher (Assassin); Moogle: Ultima Charge (Mog Knight). Seeq in TA2 don't have one.

Vanish (6 DM; 9 BL; 12 AM; TA2 Sniper)
    AKA: Hide (11 Thief), Conceal (TA Sniper)
    Effect: Makes a character disappear. 12 also has Vanishga, which affects the whole party.

Wall (7 MG; 7CC WM; Selphie's Limit in 8; Tactics WM)
    AKA: Barrier (TA Bishop)
    Effect: Raises physical and magical defense

Warp (1n BM; 2 MG; 3/4 BM; 12 TM), Warp1 (1 BM)
    Effect: Warps one or more floors towards the exit of a dungeon. In 12 this warps the *enemies* out of the battle, similar to 7's Remove spell.
    An interesting point: In Tactics, when Loffrey opens the magical door to Murond Death City, the final word in the chant is "Dejeon"; the Japanese name for this magic is "Dejon", which might really mean "De-zone".

Water (10/12 BM; TA/TA2 Bishop/Sage)
    Effect: Weak/medium water attack.

White Wind (5/7/8/9/10 BL; 12 enemy spell; X-2/TA/TA2 BL)
    AKA: Pearl Wind (6 BL)
    Effect: Heals entire party of HP based on caster's current or maximum HP. In 12 it stops status effects from affecting an enemy.

X-Zone (5/6 BM)
    Effect: Instantly kills one or more enemies

Zombie (6 DM; 8 MG; Tactics YY; Tactics Beowulf)
    Effect: Causes target to become Undead
Jot5 GFX Designer :: Spriter :: Mitchi

LastingDawn

September 25, 2009, 06:54:50 pm #94 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
The problem with "new" counter abilities is that it's simply too much, getting Counter Tackle for a Single enemies Counter Flare, I'm not too fond of that... If more enemies have specialized counter moves, it wouldn't be a bad idea though, hmm... sort of on the fence about that.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Wasabi

September 25, 2009, 07:05:25 pm #95 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
I'm more comfortable in having stacked counters/reactions, to be honest, since this is pretty much a tactics game and having counters react in different situations via innates would pose a better defensive for monsters in general. But for bosses, that might be a different story. Reassigning something like Counter Tackle into a spell would be nice, but giving each boss, say, Counter Flare would be a redundancy (with all due respect).

I mean, I can see Counter Magic having better uses here, but that's just me.

LastingDawn

Alright! As before, monster skills are appreciated. Remember that monsters can have equips in Mercenaries and that there is only one family of monsters for whichever monster class it may be. Now Unlike before, each monster can only have three abilities max, with the synergy skillsets taking up a fair amount of skills, I need to be rather conservative on that front.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

philsov

Three max plus an attack-like move, correct?

Also, am I correct in assuming that all monsters will never be invited (ie, enemy-only) albeit charmable?
Just another rebel plotting rebellion.

LastingDawn

That is correct. There may be some missions where you can control a monster, but Invite, needless to say, does not exist for the player.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Aensland

Quote from: "LastingDawn"Though as for "set weapons" In Mercenaries equipment is Next to Impossible to come across, Steal X, no longer exists. It it always an uphill struggle, in Mercenaries, money is normally fighting against you, [ . . . ]
Aren't mercenaries supposed to be... mercenary? Even uptight moralisers should know FF's stealing skills are not "breaking into somebody's house" type of stealing, they're "taking it from the enemy" stealing (and the enemy is usually bad guys so it's ok :P ).

At least you still let dead enemies drop crystals or chests, right?