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Post by admin on Apr 1, 2012 18:38:01 GMT -5
ABILITY GUIDE Welcome to the abilities guide! What you see before you now is the cumulative efforts of several different people, including Hope of the forum Lightning Storm and Lightning of the forum Calamity's Cry. We'd like to give them thanks for allowing us to use this list.
Second to note, all of the percent bonuses that these skills may net you stack multiplicatively. For example, you have Area Barrier and then cast Shell. Your Magic Defense is now 75%, meaning you take 25% of the damage that you would normally have taken. To find this amount, take your first bonus as normal. Multiply the second bonus (percentage, remember 75% = .75) you get by the first bonus to get your full bonus amount. Multiply your third bonus by your total thus far, and so on and so forth! PM Lightning Farron if you need help with this!
Third note: The bonus cap for any single stat is at 70%
Now, we'll be starting this tour of all the abilities available to you members by showing you the:
Passive Abilities
Momentum - Every time a physical attack lands successfully the attacker is granted an attack power boost of 10%. No higher than a 100% bonus may be achieved through this ability, and if an attack misses or is blocked the bonus resets to 0%. - Costs 15 KP - One Command Deck slot.
Merciless - Upon being reduced to critical status, the user will do 25% more damage per attack than normal. - Costs 15 KP - One Command Deck slot.
Lifesiphon - Every time a physical attack lands successfully, the attacker is healed for 10% of the total damage inflicted. - Costs 15 KP - One Command Deck slot.
Faultsiphon - If the opponent is currently suffering under a status abnormality, grant a 25% bonus to your physical attack power. - Costs 15 KP - One Command Deck slot.
Ravage - The damage dealt by Ruin, Blitz, and Ruinga is doubled and any members in your party that cast black magic get a 10% spell power boost. - Costs 15 KP - One Command Deck slot.
Defensive Techniques
Evasion- Reduces damage taken by 10%. - Costs 15 KP - One Command Deck slot.
Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. - Costs 15 KP - One Command Deck slot.
Defender - Upon being reduced to critical status, the user will gain a 25% bonus in physical and magical defense. - Costs 15 KP - One Command Deck slot.
Area Barrier - Physical and Magical Defense is boosted by 50% and the rest of your party gains a 30% Physical and Magical Defense boost. - Costs 15 KP - Two Command Deck slots.
Mediguard - While Using the Guard ability, the user regenerates HP equal to 10 HP each turn until Guard is deactivated. - Costs 15 KP - One Command Deck slot.
Fringeward - While being targeted by an enemy attack, any party members involved in that attack will receive 20% less damage. - Costs 15 KP - One Command Deck slot.
Empowered Guard - Guard also adds another 50% bonus to your physical and magical defenses [Must know Guard to learn this ability]. - Costs 15 KP - Two Command Deck slots.
Guarded Evasion - Guard reduces damage taken by a further 10% [Must know Guard and Evasion to learn this ability]. - Costs 15 KP - One Command Deck slot.
Reciprocate - When exiting Guard, you immediately inflict the damage suffered whilst in Guard to a single foe. This damage is not reduced by the effects of Guard. [Must know Guard and Counter to learn this ability] - Costs 15 KP - Two Command Deck slots.Black Magic Runic Focus - Increases the damage dealt by all black magic spells by 30% - Costs 15 KP - Two Command Deck slots.
Vengeance - Decreases the cooldown of all black magic spells by one post - Costs 15 KP - One Command Deck slot.White Magic Divine Spirit - All white magic spells heal by 5 more HP than usual (E.g. 15 to 20). - Costs 15 KP - One Command Deck slot.
Entwine - All white magic spells will automatically grant the same effect upon the caster (Not applicable to Raise) When considering multiple effects, apply the best one once to the caster. - Costs 15 KP - One Command Deck slot.
Chemist - The effects of all battle orientated items increase by 5 HP. - 15 KP - One Command Deck slot.
Will of the Gods - Increases the number of posts your summoned creature may be active for by one (from 7 to 8). - Costs 30 KP - Two Command Deck slots.Time Magic
Boon - Increases the post duration of all buffs to your allied party by two posts. - Costs 15 KP - One Command Deck slot.Green Magic Jinx - Increases the post duration of all debuffs on the enemy party for two posts. - Costs 15 KP - One Command Deck slot.Arcane Magic Curse - If one or more arcane magic spells are on cooldown, the damage of the next arcane spell is increased by 20%. - Costs 30 KP - Two Command Deck slots.[/blockquote]
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Post by admin on Apr 11, 2012 14:45:14 GMT -5
Active/Command Abilitlies [/center] Physical Techniques
Double Cut - The user is allowed an additional regular attack. - 2 post cooldown - 10 KP - One Command Deck slot.
Hat Trick - The user is allowed two additional regular attacks. [Must Know Double Cut] - 3 post cooldown - 20 KP - One Command Deck slot.
Blind Focus - Only able to be utilized while under the Blind aliment, the user deals 10 HP damage to a single enemy. Blind must be inflicted by enemy - 1 post cooldown - Cost: 20 KP - One Command Deck slot.
Counterattack - Upon being attacked, the user will counter, dealing 5 HP damage - 1 post cooldown - 10 KP - One Command Deck slot.
Evade & Counter - Dodge a single physical based attack and counter, dealing 10 HP damage. [Must know Counterattack; DOES NOT AFFECT SPELLS] - 2 post cooldown - 20 KP - One Command Deck slot.
Launch - Launches the foe into the air and follows up with an attack that does 5 HP damage to an opponent. - 1 post cooldown - 10 KP - One Command Deck slot.
Jump - The user launches up into the air and comes back down upon the opponent with an attack that deals 5 HP damage. - 1 post cooldown - 10 KP - One Command Deck slot.
High Jump - The user launches higher into the air and hits the opponent when coming back down, dealing 10 HP damage to the target. - 2 post cooldown - 20 KP - One Command Deck slot.
Blitz - An attack that inflicts 10 HP damage to all enemies within five feet of the attacker. - 2 post cooldown - 10 KP - One Command Deck slot.
Ruin - An attack that inflicts 10 HP non-elemental magical damage to a single opponent. - 2 post cooldown - 10 KP - One Command Deck slot.
Ruinga - An attack that inflicts 15 HP non-elemental magical damage to a single target. - 3 post cooldown - 20 KP - Two Command Deck slots.
Power Break - Decrease the physical attack power of an enemy by 25% for three turns. - 4 post cooldown - 20 KP - One Command Deck slot.
Armor Break - Decrease the physical defense of an enemy by 25% for three turns.- 4 post cooldown - 20 KP - One Command Deck slot.
Magic Break - Decrease the magic power of an enemy by 25% for three turns. - 4 post cooldown - 20 KP - One Command Deck slot.
Mental Break - Decrease the magic defense of an enemy by 25% for three turns. - 4 post cooldown - 20 KP - One Command Deck slot.
Flamestrike - Inflicts 10 HP Fire damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Gaiastrike - Inflicts 10 HP Earth damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Aerostrike - Inflicts 10 HP Wind damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Sparkstrike - Inflicts 10 HP Thunder damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Froststrike - Inflicts 10 HP Ice damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Waterstrike - Inflicts 10 HP Water damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Shadowstrike - Inflicts 10 HP Dark damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Holystrike - Inflicts 10 HP Holy damage to a single adversary. - 2 post cooldown - 20 KP - One Command Deck slot.
Excalibur - Inflicts 20 HP non-elemental damage to a single adversary. [Requires four of the other Strike abilities] - 4 post cooldown - 35 KP - Two Command Deck slots.
Darkness - Sacrificing 10 HP, the user will inflict 20 HP damage to all enemies within a forty-foot radius. [Must known three additional physical/defensive techniques]- 4 post cooldown - Cost: 35 KP - Two Command Deck slots.
Adrenaline Rush - This ability allows the user to completely recharge all cooldowns. Signature/Sub-Abilities and Arcane magic cooldowns are halved. [Must known five additional physical/defensive techniques] - 10 post cooldown - Cost: 50 KP - Two Command Deck slots.
Defensive Techniques
Impenetrable - The user becomes invulnerable to damage, however they are incapable of dealing damage. The duration can be up to four posts - 5 post cooldown - Cost: 35 KP - Two Command Deck slots.
Guard - The defense of the user is increased by 50%, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown - 15 KP - One Command Deck slot.
Taunt - Enrage an enemy to the point it will only target the user specifically for 2 posts. - 3 post cooldown - 10 KP - One Command Deck slot.
Threaten - Intimidate an enemy to the point they will not target the user unless they are the only remaining target in battle. [Must Know Taunt] - 3 post cooldown - 20 KP - One Command Deck slot. Black Magic Fire - A basic fire element spell that does 5 HP damage to a single enemy - 1 post cooldown - 10 KP - One Command Deck slot.
Fira - A slightly more complex spell of the fire element, deals 10 HP damage to a single enemy and 5 HP damage to enemies up to five yards from the target [Must know Fire] - 2 post cool down - 20 KP - One Command Deck slot.
Firaga - A complex spell in the fire element that does 20 HP damage to a single enemy and 10 HP damage to surrounding targets [Must know Fira] - 4 post cooldown - 35 KP - Two Command Deck slots.
Thunder - A basic thunder element spell, it deals 5 HP damage to a single enemy- 1 post cooldown - 10 KP - One Command Deck slot.
Thundara - A stronger thunder element spell, it deals 10 HP damage to a single enemy and 5 HP damage to surrounding enemies [Must know Thunder] - 2 post cooldown - 20 KP - One Command Deck slot.
Thundaga - A strong thunder element spell that deals 20 HP damage to a single target and 10 HP damage to surrounding enemies. [Must know Thundara] - 4 post cooldown - 35 KP - Two Command Deck slots.
Water - A basic water spell, this deals 5 HP damage to a single target. - 1 post cooldown - 10 KP - One Command Deck slot.
Watera - A stronger water spell, this spell deals 10 HP damage to a single target. [Must know Water] - 2 post cooldown - 20 KP - One Command Deck slot.
Waterga - A strong water spell that deals 20 HP damage to a single target and floods the area, causing 10 HP damage to surrounding enemies [Must know Watera] - 4 post cooldown - 35 KP - Two Command Deck slots.
Blizzard - A basic ice spell that deals 5 HP amount of damage to all enemies - 1 post cooldown - 10 KP - One Command Deck slot.
Blizzara - A stronger spell, this deals 10 HP Ice damage to all enemies [Must know Blizzard] - 2 post cooldown - 20 KP - One Command Deck slot.
Blizzaga - A very strong spell that deals 20 HP damage to all enemies [Must know Blizzara] - 4 post cooldown - 35 KP - Two Command Deck slots.
Aero - A wind element spell that does 10 HP damage to all enemies - 2 post cooldown - 10 KP - One Command Deck slot.
Aerora - A stronger spell, this deals 15 HP Wind damage to all enemies [Must know Aero] - 3 post cooldown - 20 KP - One Command Deck slot.
Aeroga - A strong wind element spell that deals 20 HP damage to all enemies [Must know Aerora] - 4 post cooldown - Cost: 35 KP - Two Command Deck slots.
Quake - An earth element spell that deals 10 HP damage to a single enemy, and 5 HP damage to enemies within 10 feet of the target. - 2 post cooldown - 10 KP - One Command Deck slot.
Quaka - A stronger spell, this deals 15 HP Earth damage to all enemies [Must know Quake] - 3 post cooldown - 20 KP - One Command Deck slot.
Quakga- An earth spell that deals 20 HP damage to a single target and follows up with 15 HP damage to all other enemies [Must know Quaka] - 4 post cooldown - 35 KP[/blockquote][/size] - Two Command Deck slots. White Magic
Cure - A basic healing spell that heals for 10 HP damage. - 1 post cooldown - 10 KP - One Command Deck slot.
Cura - A healing spell that heals 15 HP to a single target and 10 HP to the rest of your party. [Must know Cure] - 2 post cooldown - 20 KP - One Command Deck slot.
Curaga - A healing spell that heals 20 HP to a single target and 15 HP to the rest of your party. [Must know Cura] - 4 post cooldown. - 35 KP - Two Command Deck slots.
Esuna - A basic spell that cures all status ailments on a single target. - 1 post cooldown - 10 KP - One Command Deck slot.
Esunaga - A basic spell that cures all status ailments on the entire party. [Must know Esuna] - 4 post cooldown - 35 KP - Two Command Deck slots.
Raise - A spell that revives one ally in combat with 20 HP, and will kill undead enemies when cast - 3 post cooldown - 20 KP - Two Command Deck slots.
Revive - A spell that revives all allies in combat with 20 HP and heals the caster for 10 HP. [Must know Raise] - 5 post cooldown - 40 KP - Two Command Deck slots.
Pray - A weak healing spell that heals your party for 5 HP. - 10 KP - One Command Deck slot.
Regen – A weak spell that heals a single target for a small amount over time [ 5 HP per turn ]. This ability lasts 4 posts. - 3 post cooldown - 20 KP - One Command Deck slot.
Regena - A spell that heals a single target for a moderate amount of health over time [ 10 HP per turn ]. Lasts 4 posts - 6 post cooldown - 35 KP - Two Command Deck slots.
Restoration - A spell that completely heals a single ally, including reviving them from KO and removing all status abnormalities. - 10 post cooldown [Must have Curaga and Revive] - 50 KP - Three Command Deck slots. Time Magic Haste - A simple spell that increases the attack speed of a single allied target, allowing for three actions every second turn, and lasts 4 posts - 2 post cooldown - 20 KP - One Command Deck slot.
Hastega - A more complicated spell that increases the attack speed of all allied targets, allowing for three actions every second turn, and lasts for 6 posts. [Must know Haste] - 4 post cooldown - 35 KP - Two Command Deck slots.
Slow - A simple spell that decreases the attack speed of one enemy target, skipping over the ailmented individual's second turn, lasts 3 posts - 2 post cooldown - 20 KP - One Command Deck slot.
Slowga - A more complex spell that decreases the attack speed on all enemy targets, skipping over the alimented individuals' second turn, lasts 6 posts. [Must know Slow] - 4 post cooldown - 35 KP - Two Command Deck slots.
Reflect - A spell that creates a mirror like barrier on one target, any Magic that is cast upon the target will be reflected to another target opposing said target. Lasts 2 posts - 3 post cooldown - 20 KP - One Command Deck slot.
Extend - A beneficial ability, which increases the length of any buff spell by two posts on a single ally – 3 post cooldown - 20 KP - One Command Deck slot.
Prolong - A beneficial ability, which increases the length of any debuff spell by two posts on a single enemy – 3 post cooldown - 20 KP - One Command Deck slot.
Undo - The user distorts time to what it was a turn previous, nullifying all events of the turn. This ability will always be cast at the end of the turn regardless of predetermined initiative. – 5 post cooldown - 35 KP - Two Command Deck slots.
Cheer - Decrease the cooldowns of all abilities by one post for the entire party – 3 post cooldown - 20 KP - One Command Deck slot.
Dispirit - Increase the cooldowns of all abilities by one post for the entire enemy party- 3 post cooldown - 20 KP - One Command Deck slot.
Vortex - Completely wipe the battlefield clean of all status effects, positive or negative – 4 post cooldown - 35 KP - Two Command Deck slots.
Reversal - If an enemy used a beneficial ability in the previous turn, reverse this to their negative counterpart (Heal=Damage, Buff=Debuff) for an amount equal to the damage dealt/length of buff. If used the on an ally the effects are similar, enabling one to reverse negative to positive, however the value is cut in half. – [Must own three additional Time Magic abilities] 6 Post cooldown - 35 KP - Two Command Deck slots. Green Magic Bravery - A simple spell that boosts the strength of one allied target by 25%. Lasts for 3 posts. - 4 post cooldown - 10 KP - One Command Deck slot.
Bravera - A more complicated spell, that boosts the strength of all allied targets by 25%, lasts 4 posts [Must Know Bravery] - 5 post cooldown - 20 KP - Two Command Deck slots.
Carnage - The entire party is put under the Berserk status ailment for three turns. - 5 post cooldown - 35 KP - Two Command Deck slots.
Protect - A simple spell that erects a barrier before one target, halves any physical damage the target may get - 4 post cooldown and lasts for 3 posts. - 20 KP - One Command Deck slot.
Faith - Increases the magical capabilities of a single ally by 25%. Lasts for 3 posts. - 4 post cooldown - 10 KP - One Command Deck slot.
Faithra - Increases the magical capabilities of the entire party by 25%. Lasts for 4 posts. [Must know Faith] - 5 post cooldown - 10 KP - Two Command Deck slots.
Concentrate - Through mental focus, the user enables him/herself to increase the damage dealt by one ability by 10 HP, although the cooldown is increased by 2 posts - 4 post cooldown - 35 KP - Two Command Deck slots.
Overwhelm - Through mental focus, the user enables the entire party to increase the damage dealt by one ability each by 15 HP, although the cooldown of each ability is increased by 2. - 8 post cooldown - 50 KP - Two Command Deck slots.
Shell - A spell that erects a barrier that halves the damage of magical attacks on the target. Lasts for 3 posts. - 4 post cooldown - 10 KP - One Command Deck slot.
Dispel - A simple spell that removes positive and negative status effects from one target - 2 post cooldown - 20 KP - One Command Deck slot.
Bio – A spell that poisons an enemy with a thick green substance, inflicting them with the Poison abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Toxin – A spell that poisons an enemy with a thick green substance, inflicting them with the Venom abnormality. [Must know Bio] - 4 post cooldown - 35 KP - One Command Deck slot.
Fog - A spell that does 5 HP damage to a single target, and inflicts them with the Silence abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Pain - A spell that does 5 HP damage to a single target, and inflicts them with the Pain abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Blind - A spell that does 5 HP damage to a single target, and inflicts them with the Blind abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Confuse - A spell that does 5 HP damage to a single target, and inflicts them with the Confuse abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Berserk - A spell that inflicts a single target with the Berserk status. - 2 post cooldown - 20 KP - One Command Deck slot.
Flash Freeze - A spell that inflicts a single target with the Freeze abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Stone - A spell that inflicts a single target with the Petrify abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Sleep - A spell that inflicts a single target with the Sleep abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Reverse - A spell that inflicts a single target with the Reverse abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Disease - A spell that inflicts a single target with the Disease abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Curse - A spell that inflicts a single target with the Curse abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Cripple - A spell that deals 5 HP damage to a single target, and inflicts them with the Paralysis abnormality. - 2 post cooldown - 20 KP - One Command Deck slot.
Captivate - A charm inducing spell that will prevent the target from targeting the user for three posts unless they are the only opponent left in battle - 3 post cooldown - 20 KP - One Command Deck slot.
Triple Foul - A spell that causes no damage, but inflicts the target of choice with Blindness, Sleep, and Silence. - 2 post cooldown - 35 KP - One Command Deck slot.
Entrust - By putting up to three abilities in cooldown, you may reduce another party member’s total cooldown recovery by half the combined amount of your cooldown total. Once-only abilities passed in this manner completely recover an ability, excluding other once-only abilities. - [Must own two additional Green Magic abilities] 6 post cooldown - 35 KP - Two Command Deck slots.
Anguish – A crippling, powerful spell, which inflicts Silence, Confuse, Disease, Curse, Venom, Reverse, Sleep, Pain, Blind, Berserk, Slow, and Petrify for a single turn. After this turn, the abnormalities Blind, Silence, and Venom are the only statuses that will remain on the target, for their usual durations. [Must know three additional Green Magic spells] - 8 post cooldown - 45 KP - Two Command Deck slots.
Doom – Inflicts all enemies in battle with the Doom abnormality. Cannot be used for the first 3 turns of battle. - ONCE - UNOBTAINABLE - Three Command Deck slots. Arcane Magic Demi - A dark percentile based ability that deals a fixed 10% of damage based upon the target's current HP - 2 post cooldown - 20 KP - One Command Deck slot.
Death - A dark percentile based ability that deals a fixed 10% of damage based upon the target's maximum HP. [Must know Demi and Darkness] - 5 post cooldown - 35 KP - One Command Deck slot.
Gravity - A gravitational spell that reduces everyone on the battlefield to 50% of their present HP . - 4 post cooldown [Must know Death and Darkness] - 50 KP - Two Command Deck slots.
Graviga - A gravitational spell that reduces everyone on the battlefield to 25% of their present HP . - 6 post cooldown [Must know Gravity] - 50 KP - Three Command Deck slots.
Flare - A complex spell that inflicts 25 HP damage to a single target, afflicting them with the Sleep abnormality, and 20 HP damage to all other enemies in combat. [Must know Firaga] - 8 post cooldown - 50 KP - Three Command Deck slots. Freeze - A strong Spell that inflicts 25 HP damage to a single target and 20 HP damage to all other enemies in combat, also inflicting Freeze on the target of the spell. [Must know Blizzaga] - 8 Post cooldown - 50 KP - Three Command Deck slots.
Break - A strong Spell that inflicts 25 HP damage to a single target as well as inflicting the Petrify abnormality, and 20 HP damage to all other enemies in combat. [Must know Quakga] - 8 Post cooldown - 50 KP - Three Command Deck slots.
Spark - A strong Spell that inflicts 25 HP damage to a single target, also inflicting them with the Paralysis abnormality, and 20 HP damage to all other enemies in combat. [Must know Thundaga] - 8 Post cooldown - 50 KP - Three Command Deck slots.
Tornado - A strong Spell that inflicts 25 HP damage to a single target, afflicting them with the Confuse ailment, and 20 HP damage to all other enemies in combat. [Must know Aeroga] - 8 Post cooldown - 50 KP - Three Command Deck slots.
Flood - A strong Spell that inflicts 25 HP damage to a single target, afflicting them with the Slow ailment, and 20 HP damage to all other enemies in combat. [Must know Waterga] - 8 Post cooldown - 50 KP - Three Command Deck slots.
Holy - An extremely powerful Arcane spell that inflicts 30 HP damage to a single target and 25 HP damage to all other enemies in combat. [Must know all other White Magic skills] - 10 Post cooldown - 50 KP - Three Command Deck slots.
Ultima – An extremely powerful Arcane spell that deals 30 HP damage to the target and 25 HP damage to all other enemies in combat. [Must know three other Arcane spells] - 10 post cooldown - 50 KP - Three Command Deck slots.
Nova - An immensely powerful spell that deals 35 HP damage to all enemies in combat. [Must know Ultima] - 12 post cooldown - 50 KP - Four Command Deck slots.
Meteor - An immensely powerful spell that deals 35 HP damage to all enemies on the field. [Must know all Black Magic] - 12 post cooldown - 50 KP - Four Command Deck slots.
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