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  - [January 02, 2011, 10:34:48 AM]
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« on: January 02, 2011, 10:34:48 AM »
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: 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
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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
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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
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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%
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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« Last Edit: January 18, 2011, 11:23:23 PM by Dokurider »
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