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Post by Oerba Yun Fang on Jul 30, 2010 21:56:14 GMT -5
Welcome to the abilities guide~ First and foremost we would like to give credit to Hope from the site Lightning Storm for lending us many of these beneficial passive abilities. Now, We'll be starting this tour of all the abilities available to you members by Showing you the: Passive Abilitlies Physical Techniques
Momentum - Every time an attack lands successfully the attacker is granted an attack power boost of 10%. - Costs 15 LP
Merciless - Upon being reduced to critical status, the user will do a quarter additional damage. - Costs 15 LP
Lifesiphon - Every time an attack lands successfully the attacker is healed for 10% of the damage inflicted. - Costs 15 LP
Faultsiphon - When an attack lands successfully the defense of a target is quartered until the next attack is landed. - Costs 15 LP
Ravage - The damage dealt by Ruin, and Ruinga is doubled and any members in your party that specializes in Black magic get a 10% spell power boost. - Costs 15 LP
Defensive Techniques
Evasion- Reduces damage taken by 10%. - Costs 15 LP
Counter - Doubles damage dealt after taking damage. - Costs 15 LP
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 LP
Mediguard - While Using the GUARD ability the user regenerates a Small amount of HP until Guard is deactivated. - Costs 15 LP
Fringeward - While being targeted by an enemy attack, any party members involved in that attack will receive 20% less damage. - Costs 15 LP
Empowered Guard - Guard also triples physical and magical defenses [Must know Guard to learn this ability]. - Costs 15 LP
Guarded Evasion - Guard reduces damage taken by a further 10% [Must know Guard and Evasion to learn this ability]. - Costs 15 LP
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 LP
Black Magick
Runic Focus - Increases the damage dealt by all black magic spells by 30% - Costs 15 LP
Vengeance - Increases the chance that black magic spells will hit the target by 10% - Costs 15 LP
White Magick
Divine Spirit - All white magic spells heal by one more level than usual (E.g. Moderate to Large). - Costs 15 LP
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 LP
Will of the Gods - Reduces number of posts to summon your Arbiter by 2, only obtainable by certain members. - Costs 15 LP
Time Magick
Good time - Increases the post duration of all Buffs to your allied party by two posts. - Costs 15 LP
Green Magick
Bad time - Increases the post duration of all Debuffs on the enemy party for two posts. - Costs 15 LP
Arcane Magick
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Post by Oerba Yun Fang on Jul 31, 2010 2:01:24 GMT -5
And Now here we are to the very long list of:
Active/Command Abilitlies Physical Techniques
Double Cut - The user is allowed an additional regular attack. - 2 post cooldown - 10 LP
Hat Trick - The user is allowed two additional regular attacks. [Must Know Double Cut] - 3 post cooldown - 20 LP
Blind Focus - Only able to be utilized while under the Blind aliment, the user deals Moderate damage to a single enemy. Blind most be inflicted by enemy - 1 post cooldown || Cost: 20 LP
Mug - Attempt to steal Gil from the enemy, while dealing Weak tier damage. - 1 post cooldown - 10 LP
Counterattack - Upon being attacked, the user will counter, dealing Adequate damage - 1 post cooldown - 10 LP
Evade & Counter - Dodge a single physical based attack and counter, dealing Adequate damage [Must know Counterattack]- 1 post cooldown - 20 LP
Launch - Launches the foe into the air and follows up with an attack that does normal damage to an opponent. - 1 post cooldown - 10 LP
Blitz - An attack that does moderate damage to all enemies within five feet of the attacker. - 2 post cooldown - 10 LP
Ruin - An attack that does moderate non elemental Magickal damage to a single opponent. - 2 post cooldown - 10 LP
Ruinga - An attack that does significant nonelemental Magickal damage to a single target. - 3 post cooldown - 20 LP
Flame Strike - Inflicts Moderate Fire damage to a single adversary. - 2 post cooldown - 20 LP
Aero Strike - Inflicts Moderate Wind damage to a single adversary. - 2 post cooldown - 20 LP
Lightning Strike - Inflicts Moderate Thunder damage to a single adversary. - 2 post cooldown - 20 LP
Aqua Strike - Inflicts Moderate Water damage to a single adversary. - 2 post cooldown - 20 LP
Shadow Strike - Inflicts Moderate Dark damage to a single adversary. - 2 post cooldown - 20 LP
Holy Strike - Inflicts Moderate Holy damage to a single adversary. - 2 post cooldown - 20 LP
Excalibur - Inflicts Significant non-elemental damage to a single adversary; requires four of the other Strike abilities. - 4 post cooldown - 35 LP
Darkness - Sacrificing a 10% of their max HP, the user will inflict Significant damage to all enemies within a forty-foot radius. [Must known three additional physical/defensive techniques]- 2 post cooldown || Cost: 35 LP
Adrenaline Rush - This ability allows the user to completely recharge all cooldowns. Breaking Points and Arcane skills however are imposed a delayed recover equal to half the amount their respective cooldowns following usage of this ability. [Must known five additional physical/defensive techniques] - 12 post cooldown || Cost: 50 LP 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 LP
Guard - The defense of the user is increased by half, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown - 15 LP
Taunt - Enrage an enemy to the point it will only target the user specifically. - 2 post cooldown - 10 LP
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 LP Black Magick Fire - A basic fire element spell does Adequate damage to a single enemy - 1 post cooldown - 10 LP
Fira - A slightly more complex spell of the fire element, deals Moderate damage to a single enemy and adequate damage to enemies 5 yards from the target [Must know Fire] - 2 post cool down - 20 LP
Firaga - A complex spell in the fire element that does Significant damage to a single enemy and moderate damage to surrounding targets [Must know Fira] - 4 post cooldown - 35 LP
Thunder - A basic thunder element spell, it deals adequate damage to a single enemy- 1 post cooldown - 10 LP
Thundera - A stronger thunder element spell, it deals moderate damage to a single enemy and adequate damage to surrounding enemies [Must know Thunder] - 2 post cooldown - 20 LP
Thundaga - A strong spell that does significant damage to a single target and does moderate damage to surrounding enemies. [Must know Thundera] - 4 post cooldown - 35 LP
Water - A basic water spell, this deals adequate damage to a single target. - 1 post cooldown - 10 LP
Watera - A stronger form of Water, this spell does moderate damage to a single target. [Must know Water] - 2 post cooldown - 20 LP
Waterga - A strong water spell that does significant damage to a single target and floods the area, causing moderate damage to allies and enemies [must know watera] - 4 post cooldown - 35 LP
Blizzard - A basic spell that deals an adequate amount of damage to all enemies - 1 post cooldown - 10 LP
Blizzarda - A stronger spell, this deals moderate Ice damage to all enemies [Must know Blizzard] - 2 post cooldown - 20 LP
Blizzaga - A very strong spell that does significant damage to all enemies [Must know Blizzarda] - 4 post cooldown - 35 LP
Aero - A wind element spell that does moderate damage to all enemies - 3 post cooldown - 10 LP
Aeroa - A stronger spell, this deals moderate Wind damage to all enemies [Must know Aero] - 2 post cooldown - 20 LP
Aeroga - A strong wind element spell that does Significant damage to all enemies [Must know Aero] - 4 post cooldown || Cost: 35 LP
Quake - An earth element spell that deals moderate damage to a single enemy, and adequate to enemies within 10 feet of the target. - 2 post cooldown - 10 LP
Quaka - A stronger spell, this deals moderate Earth damage to all enemies [Must know Quake] - 2 post cooldown - 20 LP
Quakga- An earth spell that deals significant damage to a single target and follows up with a moderate amount of damage to all enemies in the fight [Must know Quake] - 4 post cooldown - 35 LP[/blockquote][/size] White Magick
Cure - A basic healing spell that heals for an adequate amount of damage. - 1 post cooldown - 10 LP
Cura - A healing spell that heals a Moderate amount of health to a single target and adequate amount of health to the rest of your party. [Must know Cure] - 2 post cooldown - 20 LP
Curaga - A healing spell that heals a Significant amount of health to a single target and a moderate amount to the rest of your party. [Must know Cura] - 4 post cooldown. - 35 LP
Esuna - A basic spell that cures all status ailments on a single target. - 1 post cooldown - 10 LP
Esunaga - A basic spell that cures all status ailments on the entire party. [Must know Esuna] - 4 post cooldown - 35 LP
Raise - A spell that revives one ally in combat, and will kill undead enemies when cast - 3 post cooldown - 20 LP
Revive - A spell that revives all allies in combat and heals the caster for a moderate amount of health. [Must know Raise] - 5 post cooldown - 40 LP
Pray - A weak healing spell that heals your party for a small amount of health. - 10 LP
Regen – A weak spell that heals a single target for a small amount over time. This ability lasts 5 posts. - 3 post cooldown - 20 LP
Regena - A spell that heals a single target for a moderate amount of health over time. Lasts 5 posts - 4 post cooldown - 35 LP
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] || Cost: 50 LP Time Magick Haste - A simple spell that increases the attack speed of a single allied target, allowing for two actions every second turn, lasts 4 posts - 2 Post Cooldown - 20 LP
Hastega - A more complicated spell that increases the attack speed of all allied targets, allowing for two actions every second turn lasts for 6 posts. [Must know Haste] - 4 post cooldown - 35 LP
Slow - A simple spell that decreases the attack speed of one enemy target, skipping over the alimented individual's second turn, lasts 3 posts - 2 Post cooldown - 20 LP
Slowga - A more complex spell that decreases the attack speed on all enemy targets, skipping over the alimented individual's second turn, lasts 6 posts. [Must know Slow] - 4 post cooldown - 35 LP
Reflect - A spell that creates a mirror like barrier on one target, any Magick that is cast upon the target, will be reflected to another enemy target. Lasts 2 posts - 3 post cooldown - 20 LP
Stop - Immobilizes the target and inflicts the Stop aliment upon a single enemy for the duration of one turn. – 4 post cooldown - 35 LP
Extend - A beneficial ability, which increases the length of any buffer spell by two posts on a single ally – 3 post cooldown - 20 LP
Prolong - A beneficial ability, which increases the length of any debuffer spell by two posts on a single enemy – 3 post cooldown - 20 LP
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 LP
Cheer - Decrease the cooldowns of all abilities by one post for the entire party – 3 post cooldown - 20 LP
Dispirit - Increase the cooldowns of all abilities by one post for the entire enemy party- 3 post cooldown - 20 LP
Vortex - Completely wipe the battlefield clean of all status effects positive or negative – 4 post cooldown - 35 LP
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 buffer. 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 Magickk abilities] 6 Post cooldown - 35 LP Green Magick Vigor - A simple spell that boosts the strength of one allied target a quarter. Lasts for 3 posts. - 2 post cooldown - 10 LP
Battle Cry - A more complicated spell, that boosts the strength of all allied targets by a quarter, lasts 4 posts [Must Know Vigor] - 3 post cooldown - 20 LP
Carnage - The entire party is put under the Berserk status aliment for three turns. - 5 post Cooldown - 35 LP
Protect - A simple spell that erects a barrier before one target, halves any physical damage the target may get - 4 post cooldown - 20 LP
Focus - Increases the Magickal capabilities of a single ally by a quarter - 3 post cooldown - 10 LP
Unleash - Increases the Magickal capabilities of the entire party by a quarter - 4 post cooldown - 10 LP
Concentrate - Through mental focus, the user enables him/herself to inflict damage one tier greater than normal, although the cooldown is doubled - 4 post cooldown - 35 LP
Overwhelm - Through mental focus, the user enables the entire party to inflict damage one tier greater than normal, although the cooldown is doubled - 8 post cooldown - 50 LP
Shell - A spell that erects a barrier that halves Magickal attacks - 3 post cooldown - 10 LP
Dispel - A simple spell hat removes positive and negative status effects from one target - 1 post cooldown - 20 LP
Bio – A spell that poisons an enemy with a thick green substance, and does weak but continuous damage for four posts. - 2 Post Cooldown - 20 LP
Toxin – A spell that poisons an enemy with a thick green substance, and does weak damage initially, gradually moving up a tier every turn following the first two. (IE: Weak, Weak, Adequate, Moderate and etc) [Must know Bio] - 35 LP
Fog - A spell that does weak damage to a single target, and inflicts them with the Silence abnormality for two turns. - 2 post cooldown - 20 LP
Cripple - A spell that does weak damage to a single target, and inflicts them with the Paralysis abnormality for two turns. - 2 post cooldown - 20 LP
Captivate - A charm inducing spell that will prevent it from target the user for three posts - 3 post cooldown - 20 LP
Triple Foul - A spell that causes no damage, but is highly likely of inflicting the target of choice with Blindness, Sleep, and Silence. Lasts three posts. - 2 post cooldown - 35 LP
Entrust - By putting up to three abilities in cooldown, you may reduce another party member’s cooldown recovery by half the combined amount. Thread only abilities passed in this manner completely recovery an ability, excluding other thread only abilities. - [Must own two additional Green Magickk abilities] 6 post cooldown - 35 LP
Anguish – A crippling Arcane spell, which inflicts every abnormality in the game on a single target, excluding KO, for a single turn. [Must know three additional Green Magickk spells] - 8 post cooldown - 35 LP Arcane Magick Demi - A dark percentile based ability that deals a fixed 10% of damage based upon the target's current HP - 2 post cooldown - 20 LP
Death - A dark percentile based ability that deals a fixed 10% of damage based upon the target's maximum HP. [Must know Demi and ___] - 5 post cooldown - 35 LP
Gravity - A gravitational spell that reduces everyone on the battlefield to a fourth of their present HP . - 1 post cooldown [Must know Death and Darkness] - 50 LP
Flare - A complex spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Firaga] - 8 post cooldown - 50 LP Freeze - A strong Spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Blizzardga] - 8 Post cooldown - 50 LP
Break - A strong Spell that inflicts Severe damage to a single target as well as inflicting the petrify status, and a significant amount of damage to all other enemies in combat. [Must know Quakage] - 8 Post cooldown - 50 LP
Spark - A strong Spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Thundaga] - 8 Post cooldown - 50 LP
Holy - A strong Spell that inflicts Catastrophic damage to a single target and a significant amount of damage to all other enemies in combat. [Must know All other white Magick skills] - 8 Post cooldown - 50 LP
Ultima – An extremely powerful Arcane spell that deals Catastrophic damage to the target and Severe damage to all other enemies in combat. [Must know three other Arcane spells] - 10 post cooldown - 50 LP
Nova - A very strong spell that deals Catastrophic damage to all enemies in combat. [Must know Ultima] - 12 post cooldown - 50 LP
MISC
Power Break - Decrease the Strength of an adversary by a quarter for three turns. If opponent is more than 20 points superior to user in Defense, the duration is reduced to a single turn. - 2 post cooldown - 20 LP
Armor Break - Decrease the Defense of an adversary by a quarter for three turns. If opponent is more than 20 points superior to user in Strength, the duration is reduced to a single turn. - 2 post cooldown - 20 LP
Magick Break - Decrease the Magick of an adversary by a quarter for three turns. If opponent is more than 20 points superior to user in Spirit, the duration is reduced to a single turn. - 2 post cooldown - 20 LP
Mental Break - Decrease the Spirit of an adversary by a quarter for three turns. If opponent is more than 20 points superior to user in Magick, the duration is reduced to a single turn. - 2 post cooldown - 20 LP
Chemist - The effects of all battle orientated items increase by one tier. Lasts for three posts. 3 post cooldown - 20 LP
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