All humans have 4/4 Move/Jump. All units have a Constitution rating. CON affects their base physical size. A unit with 0 CON has 4/3 the normal growth in SPD. A unit with 100 CON has 2/3 the normal growth in SPD. The scale is linear. All equipment has weight. For every three points weight > CON, subtract one point of SPD. For every ten points weight > CON, subtract one point of MOV/JUMP. Recall that all stat caps are 1. All units have a Morale rating. Every time a unit steps on a crystal not belonging to his own team, he gains 5 morale. EVery time a unit starts his turn with any negative status effect other than sleep or undead (including critical), they lose 1 morale. (Berserk, Giant [replaces Faith], Mini [replace Innocent] have no effect on morale.) If a unit is killed, deduct 5 morale. In-battle changes in morale carry over after battle at a 4:1 ratio. Units with less than 10 after-battle morale leave the party. If a unit is undead, their morale cannot change. A unit with 0 morale has a base hit chance of 155%. A unit with 50 morale has a base hit chance of 105%. This scale is linear. A unit with 100 morale has a base hit chance of 75%. A unit with 50 morale has a base hit chance of 105%. This scale is linear. A unit with 100 morale multiplies the hit rate of all negative status effects and stat reductions [from spells and procs] by 75%. A unit with 50 morale has the base hit chance of 105%. This scale is linear. This does not apply if the status effect is always inflicted at 100%. A unit with 0 morale multiplies the hit rate of all negative status effects and stat reductions [from spells and procs] by 155%. A unit with 50 morale has the base hit chance of 105%. This scale is linear. This does not apply if the status effect is always inflicted at 100%. A unit with 8 Jump has a base hit chance of 165%. A unit with 4 Jump has a base hit chance of 105%. This scale is linear. A unit with 1 Jump has halved C/A/S/W-EV stats. A unit with 4 jump has normal equipment evasion stats. The scale is linear. A unit's critical hit ratio is a unit's hit chance (after evasion has been factored) - 100%. Obviously, a unit cannot pull a critical unless their hit is guaranteed. The chicken status is now blink. It allows users to teleport up to 3 squares beyond their movement range. However, teleportation has only a 3/4 chance of success and upon failure, the blink status will be removed. Blind halves physical accuracy, but is cancelled upon death. Blood Suck is not cancelled upon death. Float now grants the ability to fly and cancels oil and heavy. Heavy replace confusion. Damage does not dispel heavy, but is cancelled upon death. Heavy now uses Poison's old CT timer and has a CT of 48. Heavy cancels float. Heavy reduces the effective CON of a unit (does not affect SPD growth) by 10. If a unit has 0 MP, they automatically fall asleep. Sleep always overrides poison. Every clocktick, a sleeping unit restores max{1, 2% of maxMP}. If MP is full, the unit wakes up. (Sleeping units can still be awoken by damage.) Reflect now always adds MP Regen at 1/8th maxMP. Reflect always overrides Poison. Death Sentence and Reraise mutually override. Death Sentence ignores Cancel: Dead and cannot stack on undead. Poison overrides both reflect, Move-HP Up, and regen, does not end naturally, and removes 1/8th maxHP and MP per turn. Poison cannot stack upon sleep. Oil overrides reflect and makes the affected unit weak to all elements except holy until hit by any attack of that element. It also overrides a unit's ability to nullify or absorb those elements from either equipment or status effects. Oil does not stack on float, but is cancelled upon death. Undead and Blood Suck are both weak against Holy element. Undead units absorb dark element. Regen allows users to absorb the Holy element. Silence is now addle, and blocks nearly all skills, but is cancelled upon death. Charging units can evade, but still take 1.5x physical damage. Performing units cannot evade or react, but do not take extra damage. Giant replaces Faith and gives a unit effective 100 CON (does not speed growth) but sets their move/jump to 2/2. Giant cancels mini and heavy. Heavy cannot stack on Giant. Mini replaces Innocent sets a unit's move/jump to 6/6 but sets their effective SPD as 4. Mini cancels giant, haste, slow, and heavy. The latter three cannot stack on Mini. Haste is +3 effective SPD. Slow is -33% effective SPD. Stopped units cannot be targeted. Curse replaces Evil Looking. It cancels all positive and neutral status effects and grants the user immunity to those effects as well as to stop. Every status effect except for Death Sentence and Dead not overriden and blocked by curse has their CT timer frozen as long as curse remains in effect. It is not cancelled by dead (and is removed only by stigma magic). AI is hacked to properly consider Heavy. Perform cannot stack on Transparent. Transparent cancels Perform. Transparent always ends with a unit's turn, regardless of whether the unit acted or not. At night, multiply the accuracy of all physical attacks by 3/4. All units have one reaction and two supports. Movement abilities are classified as supports. Katanas are now scrolls, used by red mages to cast spells. Veils are consolidated into instruments; bags are conslidated into books. If the elemental of an absorb HP attack is absorbed, reverse the effect on caster and target. If a unit is weak to the element of a healing/absorbed attack, such unit takes unboosted damage. This is true for HP and MP damage. (Order of application is nullification, boost, absorb, weak, halve). This also means elemental boost multiplies overall damage by 5/4. If a spell flagged as elemental does not do damage, elemental boost affects only XA. Ice = Water element; new element is nature element. All humans have innate weapon guard and caution [which triggers 100% of the time]. Any equipped reaction ability overrides caution and weapon guard. All non-passive abilities have 50% rate of reaction with noted exceptions. All monsters can use 4 skills. All humans can use TALK skill on monsters. Maximum Level: 50 Unless otherwise noted, the descriptions of the following are assumed to be additional features to vanilla, unless it contradicts with vanilla [in which it overrides]. The format is as follows: JOB (PREREQ) EQUIP: TYPE Action Abilities Reaction Abilities Support Abilities ========================================================================== Squire EQUIP: All Charge +1 CT = 2 Charge +3 CT = 3 Charge +5 CT = 5 Charge +7 CT = 8 Charge +10 CT = 12 Maintenance Now blocks stat breaks too Silent Walk +1 Jump/Range [only applies to attacks with range > 1] ========================================================================= Mediator (Level 3 Squire) EQUIP: Gun, Sword, Knife, Rod, Robe, Armor, Clothes, Helmet, Hat, Accessories Cheer Up 3 Range v3, +20 Morale Infuriate (12 MP) 3 Range v3, (LVL + MA) / 2 + 20% chance to add berserk Scare 3 Range v3, -20 Morale Warn (5 MP) MAP, All Allies, +Defend Boost (5 MP) MAp, Unit gains +33 CT Bore 3 Range, 1v3, (LVL + MA) / 2 + 20% chance to add sleep Smile +10 Morale if takes damage. Frown -10 Morale if takes damage. March +5 Morale if unit moves. Tiptoe -5 Morale if unit moves. ========================================================================= Defender (Level 4 Mediator) EQUIP: KnightSword, Sword, Axe, Shield, Helmet, Armor, Accessories Accumulate (12 MP) 3 Range v3, +1 PA Meditate (12 MP) 3 Range v3, +1 MA Yell (18 MP) 3 Range v3, +1 SP Power Break (10 MP) 3 Range v3, (WP + PA) + 20% to -2 PA Mind Break (10 MP) 3 Range v3, (WP + PA) + 20% to -2 MA Speed Break (12 MP) 3 Range v3, (WP + PA) + 20% to -1 SP Equip Knightgear Allows user to equip KnightSword, Axe, Spear, Shield, ARmor, Helmet Defense Up ========================================================================== Lancer (Level 4 Mediator) EQUIP: Spear, Sword, Flail, Shield, Helmet, Armor, Accessories INNATE: LEVEL/VERTICAL JUMP +1 Spears no longer get a damage bonus. Jump Boost I (+1 Level/Vert) Jump Boost I (+1 Level/Vert) Jump Boost I (+1 Level/Vert) Jump Boost I (+1 Level/Vert) Jump Boost I (+1 Level/Vert) Attack Up Steelstance Jump +2/Negate received knockback and critical hits ========================================================================= Paladin (Level 5 Defender) EQUIP: KnightSword, Bow, Sword, Axe, Shield, Helmet, Armor, Accessories Transfusion Self 2 (Non-Self) v3, Allies, Heal 40% of maxHP, RECOIL = 20% of maxHP Nurse (6 MP) Self, Heal 33% of maxHP, +Defend/Regen Shield (12 MP) Self 1v1, +Protect/Shell Battery (18 MP) 3 Range, +Reflect/Reraise Consecration (24 MP) 1 Range v0, (WP + PA) + 30% chance to kill target if target has frog, curse, undead, blood suck, oil, poison, or blind. Guardian (24 MP) Self; Until the caster gets another turn, dies, or another ally casts Guardian, all damage dealt to the allies of the caster are dealt to the caster instead. Only the damage is redirected at the caster, the hit chance / amount dealt is solely by the target. PA Save Dragon Spirit +Regen AND Reraise. Unyielding -25% to damage dealt and taken; does not affect healing Move-HP Up ========================================================================= Mystic Knight (Level 5 Lancer) EQUIP: Spear, Sword, KnightSword, Flail, Shield, Helmet, Armor, Accessories Lancet (24 MP) 1 Range v0, Darkness elemental, Drain HP = Weapon Damage Aurawave (20 MP) Self 1 (Non-Self) v3, HP Damage = MP Damage = Weapon Damage / 2 Galeforce (12 MP) 3 Range, Wind Elemental, Weapon Damage +100% Remove Protect/Shell Venomreach (15 MP) 3 Range, Nature Elemental, Weapon Damage +100% Poison Phoenix Claw (12 MP) 3 Range, Fire Elemental, Weapon Damage +100% Remove Haste/Reraise Blindflash (12 MP) Self 2 (Non-Self) v2, Holy Elemental, HP Damage = Weapon Damage / 2 + 100% Blind Meatbone Slash The rate of activation is now (MaxHP - curHP) / (2 * MaxHP) * 100%. Two Hands Increase WP to 1.5x normal WP, but both hands are now used. Overwhelm +25% to damage dealt and taken; does not affect healing ========================================================================= Juggler EQUIP: Knife, Ninjato, Gun, Clothes, Hat, Accessories INNATE: Throw Item All thrown weapons [not shurikens or balls] gain double WP when thrown. The only throwable weapons are kunai [dagger], tomahawk [axe], javelin [spear]. \ Knife Thrown weapon power of kunai is 12 WP. Shuriken Options include shuriken (6 WP), yagyu darkness (8 WP, darkness elemental), and rising sun (10 WP, fire elemental). Ball Options include snow ball (8 WP, water elemental), dung ball (9 WP, nature elemental), lightning ball (10 WP, lightning elemental). Axe Thrown weapon power of tomahawk is 18 WP. Spear Thrown weapon power of javelin is 16 WP. Item See Below Auto Potion If hit by HP damage, consume a potion or hi-potion. If you do not have either, this ability fails. (The AI auto-consumes hi-potion). Throw Item Increases thrown range from 1 to 4 Agility +1 Move/SPD Items in the patch: Potion Holy Elemental, Heal HP = max{LVL, 30} Hi-Potion Holy Elemental, Heal HP = max{LVL * 2, 70} Ether Heal MP = max{LVL / 2, 15} Hi-Ether Heal MP = max{LVL, 35} X-Potion Holy Elemental, Heal = 150 HP, 75 MP (Rare) Elixir Holy Elemental, Heal = maxHP/MP (Rare) Acid Beaker Deal DMG = LVL * 2 of thrower...damage cannot be reduced Phoenix Down Cancel: Dead, Holy Elemental, Heal HP = RN{1...max{20, TarLVL}} HP Bandage Cancel: Don't Move/Don't Act Maiden's Kiss Cancel: Sleep/Frog Antidote Cancel: Poison/Blind Mind Potion Cancel: Addle/Charm Massage Salts Cancel: Petrify/Oil Holy Water Holy Elemental, Heal = 60 HP, 30 MP, Cancel: Undead/Blood Suck; status cancellation is applied first ========================================================================== Archer (Level 3 Juggler) Equip: Gun, Crossbow, Knife, Shield, Clothes, Hat, Accessories Head Break Shield Break ARmor Break Weapon Break Seal Evil Equip Ranged Allows the user to equip guns, crossbows, bows, books, and instruments. Secret Hunt Replaces existing effect: all units killed by this character have one less turn before crystallization. ========================================================================== Thief (Level 4 Archer) Equip: Sword, Ninjato, Knife, Clothes, Hat, Accessories Steal Heart (8 MP) 3 Range (Enemy), (LVL + MA) / 2 + 30% chance to add charm to members of the opposite sex Steal Shield Steal Accessory Mug 1 Range (Enemy) v1, Weapon Damage, Stolen Gil = SP * (LVL + 50), cannot target monsters, can only be used once per target per battle Steal Tempo (5 MP) 1 Range (Enemy) v2, (LVL + MA) / 2 + 30% chance to +25 CT to self and -25 CT from target. This attack has no effect if the target did not lose CT. Concentrate Fleetfoot +1 Move/Jump =========================================================================== Monk (Level 4 Archer) Equip: Ribbon, Clothes, Accessories All Monk attacks other than Stigma Magic are evadable. For this to be balanced, monk's PA growth will be nerfed to the level of Squire. The base damage on fists is PA * (LVL + 11) / 4. Earth Slash (12 MP) 5 Range Linear v1, Earth Elemental, Damage = PA * (LVL + 11) / 4 Secret Fist (15 MP) 1 Range v0, (LVL + PA) / 2 + 30% of adding Don't Act and Death Sentence Stigma Magic Self 1 Range v2, Remove all status effects from all units in AoE except dead, charging, performing, and defending, HP Healed = MP Healed * 2 = PA * (5 + X), where X is the number of statii removed from the target Wave Fist (6 MP) 3 Range, Wind Elemental, Damage = PA * (LVL + 11) / 4, 100% knockback Spin Fist Self 1 Range (Non-Self) v2, Damage = PA * SP Abandon Replaces existing effect: +30 A-EV Equip Lightgear Allows the user to equip knives, flails, ninjatos, swords, ribbons, and clothes Martial ARts If WP < X [to be determined later], then multiply XA by 3/2x if the attack is physical. ============================================================================== Fighter (Level 5 Thief) Equip: Swords, Ninjato, Knives, Helmets, Hats, Clothes, Accessories Blitz Weapon Range, Damage = Weapon Damage / 2, enemy cannot evade Beatdown Weapon Range, Damage = Weapon Damage * 5/4, Recoil = 20% of Damage Downsize (24 MP) 1 Range v0, Darkness Elemental, Damage = maxHP * 50%, +100% Mini Fast Bolt (6 MP) Weapon Range, Damage = WEapon Damage, Lighting Elemental, attack cannot be countered Spellblade (6 MP) Weapon Range, Damage = Weapon Damage, attack is blocked by shell/M-EV/MADEF Magic Break (14 MP) Weapon Range, (WP + PA) + 40% chance to deal MP Damage = 50% maxMP Counter Speed Save Two Swords User can equip two 1H weapons, but multiply base accuracy by 75%. =============================================================================== Mime (Level 5 Monk) Equip: Ribbon, Clothes, Accessories Innate: HP Restore, Mimicry Unlike before, Mimes can equip Secondary skillsets and R/S/S. =============================================================================== Geomancer Equip: Swords, Instruments, Shields, Hats, Clothes, Robes, Accessories INNATE: All-Terrain Pitfall Earth Elemental, +19% Don't Move Sliprain Water Elemental, +19% Heavy Hell Ivy Nature Elemental, +19% Poison Carve Model Earth Elemental, +19% Blind Local Quake Earth Elemental, +19% Slow Kamaitachi Wind Elemental, +50% Cancel: Protect, Shell, Reflect Demon Fire Fire Elemental, +19% Oil Quicksand Water Elemental, +19% Stop Sand Storm Earth Elemental, +19% Sleep Blizzard Water Elemental, +19% Addle Gusty Wind Wind Elemental, +19% Don't Act Lava Ball Fire Elemental, +19% Dead Counter Flood Counters what it does in Arena/1.3 All-Terrain +1 PA/MA, unit can move over all terrain with cost = 1 in all weather, unit can find hidden treasures and does not trigger traps ================================================================================ Red Mage (Level 3 Geomancer) Equip: Swords, Knives, Rods, Staves, Shields, Hats, Clothes, Robes, Accessories INNATE: Neutrality Quake (Use 1 Earth Scroll), 4 Range 1v2, Earth Elemental; MA * X, to be determined later [but Tier 2 spell strength] Aero (Use 1 Wind Scroll), 4 Range 1v2, Wind Elemental; MA * X, to be determined later [but Tier 2 spell strength] Dia (Use 1 Light Scroll), 4 Range 1v2, Holy Elemental; MA * X, to be determined later [but Tier 2 spell strength] Haste (Use 1 Fast Scroll), 4 Range 1v0, (LVL + MA) / 2 + 50% add haste to targets, unreflect Slow (Use 1 Slow Scroll), 4 Range 1v0, (LVL + MA) / 2 + 50% add slow to targets Protect (Use 1 Dome Scroll), 4 Range 1v1, (LVL + MA) / 2 + 50% add protect to targets, unreflect Shell (Use 1 Shell Scroll), 4 Range 1v1, (LVL + MA) / 2 + 50% add shell to targets, unreflect Life (Use 1 Life Scroll), 4 Range 1v0, Holy Element, (LVL + MA) / 2 + 70% Cancel: Dead [hardcode], Add: Reflect, Heal HP = 25% of maxHP; this can be used even if neither status effect occurs, unreflect Zap (Use 1 Thunderstorm Scroll [rare]), 5 Range, Lightning Element, MA * X [strength of flare] Ulitma (Use 1 Ultima Scroll [rare]), 4 Range 1v3, MA * X [strength of flare], unreflect MP Switch Damage is dealt to MP, but if damage > MP, excess damage is dealt to HP, Null: Sleep Neutrality +1 MA/SPD, negates the effects of elemental weakness for all elements except Holy, as well as the effects of weather on accuracy, received and dealt damage ================================================================================ Time Mage (Level 4 Red Mage) Equip: Rod, STaves, Books, Hats, Robes, Accessories Blink (15 MP, CT = 5), 5 Range, target gains blink, unreflect Sinkhole (12 MP, CT = 1), 5 RAnge, Fixed damage = LVL * 2, unevade, Cancel: Charging/Performing/Defending Stop (20 MP, CT = 4), 4 Range 1v0, (LVL + MA) / 2 + 50% add stop Demi (15 MP, CT = 4), 4 Range 1v1, Darkness Elemental, (LVL + MA) / 2 + 50% chance to deal 25% of maxHP, +Don't Move OR Heavy (only one) Demi2 (25 MP, CT = 6), 4 Range 1v3, DArkness Elemental, (LVL + MA) / 2 + 50% chance to deal 66% of maxHP Comet (30 MP, CT = 6), 5 Range, Water Elemental, MA * X to be determined later [strength of flare], unevade CT Save +25 CT if takes damage Short Charge Teleport Innate Status: Blink ================================================================================= Priest (Level 4 Red Mage) Equip: STaves, Flails, Books, Hats, Robes, Accessories All spells other than Holy cannot be reflected. Cure (12 MP, CT = 4), 4 Range, Holy Elemental, Heal HP = MA * X to be determined later [but Tier 1 spell strength] +Protect/Shell Cure2 (18 MP, CT = 5), 4 Range 1v2, Holy Elemental, Heal HP = MA * X to be determined later [but Tier 2 spell strength] +Esuna Cure3 (22 MP, CT = 5), 4 RAnge 2v3, Holy Elemental, Heal HP = MA * X to be determined later [but Tier 3 spell strength] +Regen Raise (30 MP, CT = 6), 5 Range, Holy Elemental, Cancel: Dead [hardcode], Add: Reraise, Heal HP = 50% of maxHP; this can be used even if neither status effect occurs. Raise2 (30 MP, CT = 6), 5 Range, Holy Elemental, Cancel: Dead, Heal HP = 100% of maxHP; can only be used if Cancel: Dead is applied Holy (30 MP, CT = 6), 5 Range, Holy Elemental, MA * X to be determined later [strength of flare], unevade Distribute This reaction activates at 100%. Excess HP healing [not casted by yourself] is converted into MP healing and split evenly among allies. Absorb MP This reaction activates at 100%. If you are hit by any attack [not casted by yourself] that uses MP, gain MP = MP cost of the attack. Magic Defend Up =================================================================================== Wizard (Level 5 Time Mage) Equip: Rods, Staves, Books, Hats, Robes, Accessories Mass Shock (12 MP, CT = 4), 4 Range 2v2, Lightning Elemental, MA * X to be determined later [but Tier 1.5 spell strength] Ice Field (18 MP, CT = 5), 5 Range Linear v1, Water Elemental, MA * X to be determined later [but Tier 2.5 spell strength] Flare (30 MP, CT = 6), 5 Range, Fire Elemental, unevade, MA * X to be determined later, unevade Wither (24 MP, CT = 5), 4 Range 1v3, Darkness Elemental, MA * X to be determined later [but Tier 3.5 spell strength], +Dispel Magic, Unreflect Doom (15 MP, CT = 4), 3 Range, Darkness Elemental, MA * X to be determined later [but Tier 1 spell strength], +50% Death Sentence Bio (6 MP, CT = 2), 4 Range 1v0, Nature Elemental, MA * X to be determined later [but Tier 1 spell strength], +Oil, Blind, OR Poison [one only] Counter Magic Reacts only to the spells from Mage jobs (so Geomancer and the jobs that branch out from it [including Necromancer]) MA SAve Equip Magegear Alows the user to equip hats, robes, rods, staves, and poles. Magic Attack Up =================================================================================== Oracle (Level 5 Priest) Equip: Pole, Book, Instrument, Hat, Robes, Accessories Life Drain (12 MP, CT = 4), 5 Range, Darkness Elemental, Drain HP = 25% maxHP, if target is killed by life drain, +Undead Spell Absorb (2 MP, CT = 5), 5 Range, Darkness Elemental, Drain MP = 33% of maxMP [fixed so you can't drain from 0 MP or from undead] Foxbird (15 MP, CT = 5), 4 Range 1v0, (LVL + MA) / 2 + 50% chance to either reduce Morale by 20 or add Don't Act Transmute (30 MP, CT = 6), 5 Range, (LVL + MA) / 2 + 70% chance to add petrify or frog Muddle (20 MP, CT = 5), 5 Range, (LVL + MA) / 2 + 50% chance to add addle or berserk Enlarge (20 MP, CT = 4), 5 Range, (LVL + MA) / 2 + 70% chance to add Giant Counter Drain Counters any HP damage with life drain, but MP costs must be paid. Half of MP Move-MP Up Null: Poison; halve all MP damage taken ==================================================================================== Performer (Level 6 Paladin, Fighter, Mime) Equip: Knife, Instrument, Sword, Hat, Robes, Clothes, Accessories Wiznaibus (5 MP, CT = 6 Persevere) MAP, All Enemies, Fixed HP DMG = PA + 10, damage cannot be redirected by guardian Angel Song (10 MP, CT = 8 Persevere) MAP, All Allies, Fixed 50% chance of randomly adding float/regen/reflect/reraise Blessed Song (5 MP, CT = 6 Persevere) MAP, All Allies, Fixed MP Healing = MA / 2 + 5 Battle Song (10 MP, CT = 8 Persevere) MAP, All Allies, Fixed 50% chance of +1 PA Mystic Song (10 MP, CT = 8 Persevere) MAP, All Allies, Fixed 50% chance of +1 MA Polka Polka (10 MP, CT = 8 Persevere) MAP, All Enemies, Fixed 38% chance of -1 PA Disillusion (10 MP, CT = 8 Persevere) MAP, All Enemies, Fixed 38% chance of -1 MA Move +2 Jump +3 Fly Innate Status: Float, Null: Heavy ===================================================================================== Necromancer (Level 6 Mystic Knight, Oracle, Wizard) Equip: Rod, Staff, Sword, Knife, Book, Hat, Robes, Accessories Awaken (35 MP, CT = 5) MAP, All Allies, Cancel: Dead but heal no HP [this means they will get a turn and then die] Dark Holy (30 MP, CT = 6) 5 Range, Darkness Elemental, MA * X to be determined later [but strength of flare], unevade Lich (25 MP, CT = 4) 4 Range 2 Enemies v3, (LVL + MA) / 2 + 70% chance to add zombie AND poison, unevade, unreflct Reaper (25 MP, CT = 6) 4 Range 2 Enemies v2, MA * X to be determined later [but strength of Tier 2 spell] with 33% chance to add dead, unevade, unreflct Curse (35 MP, CT = 7) 5 Range, (LVL + MA) / 2 + 50% chance to add curse AND oil to target, unreflct Damage Split Non-Charge Unless your unit is immortal, the accuracy of all charged attacks [not including JUMP, CHARGE, PERFORM] is multiplied by 2/3, but the charge time is 0. Teleport II Unless your unit is immortal, the success rate of teleport II is 60%. If you fail Teleport II, you cannot act. If you have already acted, you cannot use Teleport II.