|
Post by Oerba Yun Fang [The Desperado] on Jan 30, 2011 15:19:40 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. 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 Magick 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 you get by the first bonus to get your full bonus amount. Multiply your third bonus by your second, and so on and so forth! PM Lightning Farron if you need help with this! Now, We'll be starting this tour of all the abilities available to you members by Showing you the: Passive Abilities Physical Techniques
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 LP
Merciless - Upon being reduced to critical status, the user will do 25% more damage per attack than normal. - Costs 15 LP
Lifesiphon - Every time a physical attack lands successfully, the attacker is healed for 10% of the total damage inflicted. - Costs 15 LP
Faultsiphon - If the opponent is currently suffering under a status abnormality, grant a 25% bonus to your physical attack power. - Costs 15 LP
Ravage - The damage dealt by Ruin, and Ruinga is doubled and any members in your party that cast black magick get a 10% spell power boost. - Costs 15 LP
Defensive Techniques
Evasion- Reduces damage taken by 10%. - Costs 15 LP
Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. - Costs 15 LP
Defender - Upon being reduced to critical status, the user will gain a 25% bonus in physical and magickal defense. - 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 HP equal to 10 HP each turn 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 adds another 50% bonus to your 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 - Decreases the cooldown of all black magick spells by one post - Costs 15 LP
White Magick
Divine Spirit - All white magic spells heal by 5 more HP than usual (E.g. 15 to 20). - 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
Chemist - The effects of all battle orientated items increase by 5 HP. - 15 LP
Will of the Gods - Increases the number of posts your Arbiter may be active for by one (from 7 to 8). - Costs 30 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
Curse - If one or more arcane magick spells are on cooldown, the damage of the next arcane spell is increased by 20%. - Costs 30 LP
|
|
|
Post by Oerba Yun Fang [The Desperado] on Jan 30, 2011 15:20:23 GMT -5
Active/Command Abilitlies [/center] 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 10 HP damage to a single enemy. Blind must be inflicted by enemy - 1 post cooldown - Cost: 20 LP
Counterattack - Upon being attacked, the user will counter, dealing 5 HP damage - 1 post cooldown - 10 LP
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 LP
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 LP
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 LP
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 LP
Blitz - An attack that inflicts 10 HP damage to all enemies within five feet of the attacker. - 2 post cooldown - 10 LP
Ruin - An attack that inflicts 10 HP non-elemental Magickal damage to a single opponent. - 2 post cooldown - 10 LP
Ruinga - An attack that inflicts 15 HP non-elemental Magickal damage to a single target. - 3 post cooldown - 20 LP
Power Break - Decrease the physical attack power of an enemy by 25% for three turns. - 4 post cooldown - 20 LP
Armor Break - Decrease the physical defense of an enemy by 25% for three turns.- 4 post cooldown - 20 LP
Magick Break - Decrease the magick power of an enemy by 25% for three turns. - 4 post cooldown - 20 LP
Mental Break - Decrease the magick defense of an enemy by 25% for three turns. - 4 post cooldown - 20 LP
Flamestrike - Inflicts 10 HP Fire damage to a single adversary. - 2 post cooldown - 20 LP
Gaiastrike - Inflicts 10 HP Earth damage to a single adversary. - 2 post cooldown - 20 LP
Aerostrike - Inflicts 10 HP Wind damage to a single adversary. - 2 post cooldown - 20 LP
Lightningstrike - Inflicts 10 HP Thunder damage to a single adversary. - 2 post cooldown - 20 LP
Froststrike - Inflicts 10 HP Ice damage to a single adversary. - 2 post cooldown - 20 LP
Waterstrike - Inflicts 10 HP Water damage to a single adversary. - 2 post cooldown - 20 LP
Shadowstrike - Inflicts 10 HP Dark damage to a single adversary. - 2 post cooldown - 20 LP
Holystrike - Inflicts 10 HP Holy damage to a single adversary. - 2 post cooldown - 20 LP
Excalibur - Inflicts 20 HP non-elemental damage to a single adversary. [Requires four of the other Strike abilities] - 4 post cooldown - 35 LP
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 LP
Adrenaline Rush - This ability allows the user to completely recharge all cooldowns. Signature/Sub-Abilities and Arcane magick cooldowns are halved. [Must known five additional physical/defensive techniques] - 10 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 50%, 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 for 2 posts. - 3 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 5 HP damage to a single enemy - 1 post cooldown - 10 LP
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 LP
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 LP
Thunder - A basic thunder element spell, it deals 5 HP damage to a single enemy- 1 post cooldown - 10 LP
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 LP
Thundaga - A strong thunder element spell that deals 20 HP damage to a single target and 10 HP damage to surrounding enemies. [Must know Thundera] - 4 post cooldown - 35 LP
Water - A basic water spell, this deals 5 HP damage to a single target. - 1 post cooldown - 10 LP
Watera - A stronger water spell, this spell deals 10 HP damage to a single target. [Must know Water] - 2 post cooldown - 20 LP
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 LP
Blizzard - A basic ice spell that deals 5 HP amount of damage to all enemies - 1 post cooldown - 10 LP
Blizzara - A stronger spell, this deals 10 HP Ice damage to all enemies [Must know Blizzard] - 2 post cooldown - 20 LP
Blizzaga - A very strong spell that deals 20 HP damage to all enemies [Must know Blizzara] - 4 post cooldown - 35 LP
Aero - A wind element spell that does 10 HP damage to all enemies - 2 post cooldown - 10 LP
Aerora - A stronger spell, this deals 15 HP Wind damage to all enemies [Must know Aero] - 3 post cooldown - 20 LP
Aeroga - A strong wind element spell that deals 20 HP damage to all enemies [Must know Aerora] - 4 post cooldown - Cost: 35 LP
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 LP
Quaka - A stronger spell, this deals 15 HP Earth damage to all enemies [Must know Quake] - 3 post cooldown - 20 LP
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 LP[/blockquote][/size] White Magick
Cure - A basic healing spell that heals for 10 HP damage. - 1 post cooldown - 10 LP
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 LP
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 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 with 20 HP, and will kill undead enemies when cast - 3 post cooldown - 20 LP
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 LP
Pray - A weak healing spell that heals your party for 5 HP. - 10 LP
Regen – A weak spell that heals a single target for a small amount over time [ 5 HP per turn ]. 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 [ 10 HP per turn ]. Lasts 5 posts - 6 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] - 50 LP Time Magick 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 LP
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 LP
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 LP
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 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 target opposing said target. Lasts 2 posts - 3 post cooldown - 20 LP
Extend - A beneficial ability, which increases the length of any buff spell by two posts on a single ally – 3 post cooldown - 20 LP
Prolong - A beneficial ability, which increases the length of any debuff 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 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 Magick abilities] 6 Post cooldown - 35 LP Green Magick Bravery - A simple spell that boosts the strength of one allied target by 25%. Lasts for 3 posts. - 4 post cooldown - 10 LP
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 LP
Carnage - The entire party is put under the Berserk status ailment 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 and lasts for 3 posts. - 20 LP
Faith - Increases the magickal capabilities of a single ally by 25%. Lasts for 3 posts. - 4 post cooldown - 10 LP
Faithra - Increases the magickal capabilities of the entire party by 25%. Lasts for 4 posts. [Must know Faith] - 5 post cooldown - 10 LP
Concentrate - Through mental focus, the user enables him/herself to increase the damage dealt by one ability by 5 HP, although the cooldown is increased by 2 posts - 4 post cooldown - 35 LP
Overwhelm - Through mental focus, the user enables the entire party to increase the damage dealt by one ability each by 5 HP, although the cooldown of each ability is increased by 2. - 8 post cooldown - 50 LP
Blink - A simple spell that grants one target with the Blink status. - 4 post cooldown - 10 LP
Shell - A spell that erects a barrier that halves the damage of magickal attacks on the target. Lasts for 3 posts. - 4 post cooldown - 10 LP
Dispel - A simple spell that removes positive and negative status effects from one target - 2 post cooldown - 20 LP
Bio – A spell that poisons an enemy with a thick green substance, inflicting them with the Poison abnormality. - 2 post cooldown - 20 LP
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 LP
Fog - A spell that does 5 HP damage to a single target, and inflicts them with the Silence abnormality. - 2 post cooldown - 20 LP
Pain - A spell that does 5 HP damage to a single target, and inflicts them with the Pain abnormality. - 2 post cooldown - 20 LP
Blind - A spell that does 5 HP damage to a single target, and inflicts them with the Blind abnormality. - 2 post cooldown - 20 LP
Confuse - A spell that does 5 HP damage to a single target, and inflicts them with the Confuse abnormality. - 2 post cooldown - 20 LP
Berserk - A spell that inflicts a single target with the Berserk status. - 2 post cooldown - 20 LP
Flash Freeze - A spell that inflicts a single target with the Freeze abnormality. - 2 post cooldown - 20 LP
Stone - A spell that inflicts a single target with the Petrify abnormality. - 2 post cooldown - 20 LP
Sleep - A spell that inflicts a single target with the Sleep abnormality. - 2 post cooldown - 20 LP
Reverse - A spell that inflicts a single target with the Reverse abnormality. - 2 post cooldown - 20 LP
Disease - A spell that inflicts a single target with the Disease abnormality. - 2 post cooldown - 20 LP
Curse - A spell that inflicts a single target with the Curse abnormality. - 2 post cooldown - 20 LP
Cripple - A spell that deals 5 HP damage to a single target, and inflicts them with the Paralysis abnormality. - 2 post cooldown - 20 LP
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 LP
Triple Foul - A spell that causes no damage, but inflicts the target of choice with Blindness, Sleep, and Silence. - 2 post cooldown - 35 LP
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 Magick abilities] 6 post cooldown - 35 LP
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 Magick spells] - 8 post cooldown - 45 LP
Doom – Inflicts all enemies in battle with the Doom abnormality. Cannot be used for the first 3 turns of battle. - ONCE - UNOBTAINABLE 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 Darkness] - 5 post cooldown - 35 LP
Gravity - A gravitational spell that reduces everyone on the battlefield to 50% of their present HP . - 1 post cooldown [Must know Death and Darkness] - 50 LP
Graviga - A gravitational spell that reduces everyone on the battlefield to 25% of their present HP . - 3 post cooldown [Must know Gravity] - 50 LP
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 LP 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 LP
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 LP
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 LP
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 LP
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 LP
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 Magick skills] - 10 Post cooldown - 50 LP
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 LP
Nova - An immensely powerful spell that deals 30 HP damage to all enemies in combat. [Must know Ultima] - 12 post cooldown - 50 LP
Meteor - An immensely powerful spell that deals 30 HP damage to all enemies on the field. [Must know all Black Magick] - 12 post cooldown - 50 LP
|
|