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Physical Skills Bash - 2 AP, damage = 1.2x STR Mad Strike - 4 AP, damage = 1.5x STR Brutal Strike - 6 AP, damage = 1.8x STR Kamikaze - 10 AP, damage = 2x STR Rain of Blows - 25 AP, damage = 4x STR
Rampage = 5% of HP, damage = 1.5x the cost, hits entire enemy party Berserk = 8% of HP, damage = 2x the cost, hits entire enemy party Mania = 10% of HP, damage = 2.5x the cost, hits entire enemy party
Head Crush - 4% of HP, damage = 1.5x the cost, penetrates all resistances except Reflect Skull Crush - 8% of HP, damage = 2x the cost, penetrates all resistances except Reflect
Fire Powers Fireball - 5 AP - 1/4 chance to Burn - Damage = 10 + caster's MAG Combust - 8 AP - 1/4 chance to Burn - Damage = 15 + caster's MAG Incinerate - 12 MP - 1/2 chance to Burn - Damage = 15 + caster's MAG + 1/2 caster's INT
Heat Wave - 20 AP - Hits entire enemy party - 1/2 chance to Burn - Damage = 30 + caster's MAG + 3/4 caster's INT Wildfire - 25 AP - Hits entire enemy party - 3/4 chance to Burn - Damage = 50 + caster's MAG + caster's INT Firestorm - 35 AP - Hits entire enemy party - 3/4 chance to Burn - Damage = 100 + caster's MAG + caster's INT
Flare Slash - 2% of HP - Physical - 1/2 chance to Burn - Damage = 2x the cost + caster's MAG + 1/2 caster's STR
Flare Burst - 5% of AP, rounded up - Hits entire enemy party - 1/2 chance to Burn - Damage = 2x the cost + caster's MAG + 1/2 caster's STR, max # of hits/enemy = 1/4 of caster's Agility (ex. 40 AGI = 10 hits/enemy max; 1d10)
Aquatic Powers Splash - 5 AP - 1/4 chance to Freeze - Damage = 10 + caster's MAG Downpour - 8 AP - 1/4 chance to Freeze - Damage = 15 + caster's MAG Torrent - 12 AP - 1/2 chance to Freeze - Damage = 15 + caster's MAG + 1/2 caster's INT
Waterfall - 20 AP - Hits entire enemy party - 1/2 chance to Freeze - Damage = 30 + caster's MAG + 3/4 caster's INT Tidal Wave - 25 AP - Hits entire enemy party - 3/4 chance to Freeze - Damage = 50 + caster's MAG + caster's INT Deluge - 35 AP - Hits entire enemy party - 3/4 chance to Freeze - Damage = 100 + caster's MAG + caster's INT
Ice Slash - 2% of HP - Physical - 1/2 chance to Freeze - Damage = 2x the cost + caster's MAG + 1/2 caster's STR
Water Pressure - 5% of AP, rounded up - Hits entire enemy party - 1/2 chance to Freeze - Damage = 2x the cost + caster's MAG + 1/2 caster's strength, max # of hits/enemy = 1/4 of caster's Agility (ex. 40 AGI = 10 hits/enemy max; 1d10)
Earth Powers Dust Javelin - 5 AP - 1/4 chance to Petrify - Damage = 10 + caster's MAG Rock Spear - 8 AP - 1/4 chance to Petrify - Damage = 15 + caster's MAG Mudslide - 12 AP - Affects Area - 1/2 chance to Petrify - Damage = 15 + caster's MAG + 1/2 caster's INT
Spike Field - 20 AP - Hits entire enemy party - 1/2 chance to Petrify - Damage = 30 + caster's MAG + 3/4 caster's INT Fissure Field - 25 AP - Hits entire enemy party - 3/4 chance to Petrify - Damage = 50 + caster's MAG + caster's INT Earthquake - 35 AP - Hits entire enemy party - 3/4 chance to Petrify - Damage = 100 + caster's MAG + caster's INT
Soil Slash - 2% of HP - Physical - 1/2 chance to Petrify - Damage = 2x the cost + caster's MAG + 1/2 caster's STR
Gaia's Wrath - 5% of AP, rounded up - Hits entire enemy party - 1/2 chance to Petrify - Damage = 2x the cost + caster's MAG + 1/2 caster's strength, max # of hits/enemy = 1/4 of caster's Agility (ex. 40 AGI = 10 hits/enemy max; 1d10)
Electric Powers Shock - 5 AP - 1/4 chance to Shock - Damage = 10 + caster's MAG Short-Out - 8 AP - 1/4 chance to Shock - Damage = 15 + caster's MAG EMP Blast - 12 AP - 1/2 chance to Shock - Damage = 15 + caster's MAG + 1/2 caster's INT
Arc Lightning - 20 AP - Hits entire enemy party - 1/2 chance to Shock - Damage = 30 + caster's MAG + 3/4 caster's INT Electric Storm - 25 AP - Hits entire enemy party - 3/4 chance to Shock - Damage = 50 + caster's MAG + caster's INT Shattered Sky - 35 AP - Hits entire enemy party - 3/4 chance to Shock - Damage = 100 + caster's MAG + caster's INT
Electric Slash - 2% of HP - Physical - 1/2 chance to Shock - Damage = 2x the cost + caster's MAG + 1/2 caster's STR
Thundershower - 5% of AP, rounded up - Hits entire enemy party - 1/2 chance to Shock - Damage = 2x the cost + caster's MAG + 1/2 caster's strength, max # of hits/enemy = 1/4 of caster's Agility (ex. 40 AGI = 10 hits/enemy max; 1d10)
Aerial Powers Tailwind - 5 AP - 1/4 chance to Blind - Damage = 10 + caster's MAG Gust - 8 AP - 1/4 chance to Blind - Damage = 15 + caster's MAG Downburst - 12 AP - 1/2 chance to Blind - Damage = 15 + caster's MAG + 1/2 caster's INT
Gale - 20 AP - Hits entire enemy party - 1/2 chance to Blind - Damage = 30 + caster's MAG + 3/4 caster's INT Whirlwind - 25 AP - Hits entire enemy party - 3/4 chance to Blind - Damage = 50 + caster's MAG + caster's INT Tempest - 35 AP - Hits entire enemy party - 3/4 chance to Blind - Damage = 100 + caster's MAG + caster's INT
Gale Slash - 2% of HP - Physical - 1/2 chance to Blind - Damage = 2x the cost + caster's MAG + 1/2 caster's STR
Divebomb - 5% of AP rounded up - Hits entire enemy party - 1/2 chance to Blind - Damage = 2x the cost + caster's MAG + 1/2 caster's strength, max # of hits/enemy = 1/4 of caster's Agility (ex. 40 AGI = 10 hits/enemy max; 1d10)
Almighty Skills Energy Burst - 20 AP - Hits entire enemy party - Damage = 25 + caster's MAG + 1/2 caster's INT Energy Storm - 30 AP - Hits entire enemy party, Unavoidable - Damage = 50 + caster's MAG + caster's INT Starburst - 40 AP - Hits entire enemy party, Unavoidable - Damage = 100 + caster's MAG + caster's INT Supernova - 60 AP - Hits entire enemy party, Unavoidable - Damage = 200 + caster's MAG + caster's INT
Bullet Time - 20 AP - Doubles your # of actions for the turn.
Stone Wall - 15 AP - Organically or artificially projects a force-field that reflects all physical attacks, once per party member. Cannot withstand Almighty attacks.
Barrier - 15 AP - Organically or artificially projects a force-field that reflects all non-physical attacks, once per party member. Cannot withstand Almighty attacks.
Nanite Powers Razor Feathers - 5 AP - damage = 1/4 caster's DEX + 1/4 caster's AGI - 3/10 chance to instantly kill enemies weak to Nanites Feather Blitz - 10 AP - damage = 1/2 caster's DEX + 1/2 caster's AGI - 5/10 chance to instantly kill enemies weak to Nanites Feather Storm - 15 AP - damage = caster's DEX + caster's AGI - 8/10 chance to instantly kill enemies weak to Nanites
Nanite Swarm - 6 AP - Instant kill with 25% chance (decided by roll of 2 dice), instant-kills all weak to Light with 100% chance Divine Deconstruction - 12 AP - Instant kill with 50% chance (decided by roll of 2 dice), instant-kills all weak to Light with 100% chance Judgment - 20 AP - Instant kill with 75% chance (decided by roll of 2 dice), instant-kills all weak to Light with 100% chance
Nanite Drain - 6 AP - damage = 1/2 caster's MAG + 1/2 caster's INT + 1d12 roll - damage divided in 1/2 to target both enemy HP & AP - caster's HP & AP restored by an amount equal to damage dealt
Sacred Stigma - Costs a chosen amount of HP - Converts a select amount of user's HP into AP.
Righteous Fury - 10% of HP - damage = 2.5x the cost, hits entire enemy party, 2x damage VS enemies weak to Nanites
Organic Powers Infection - 6 AP - Instant kill with 25% chance (decided by roll of 2 dice), instant-kills all weak to Darkness with 100% chance Infernal Retaliation - 12 AP - Instant kill with 50% chance (decided by roll of 2 dice), instant-kills all weak to Darkness with 100% chance Blackout - 20 AP - Instant kill with 75% chance (decided by roll of 2 dice), instant-kills all weak to Darkness with 100% chance
Drain Health - 3 AP - damage = caster's STR + 1d20 roll - caster's HP restored by an amount equal to damage dealt Drain Stamina - 3 AP - damage = caster's MAG + 1d20 roll - caster's AP restored by an amount equal to damage dealt Drain All - 6 AP - damage = 3/4 caster's MAG + 3/4 caster's INT + 1d10 roll - damage divided in 1/2 to target both enemy HP & AP - caster's HP & AP restored by an amount equal to damage dealt
Power Surge - 40 AP - Doubles the damage of caster's next physical attack.
Chakra Surge - 40 AP - Doubles the damage of the caster's next non-physical attack.
Murderous Wrath = 10% of HP, damage = 2.5x the cost, hits entire enemy party, 2x damage VS enemies weak to Organics
Healing Skills Recover - 3 AP - Heal one ally by up to 50% of their original HP Reconstruction - 6 AP - Fully heals an ally Mass Reconstruction - 12 AP - Fully heals the party Salvation - 25 AP - Fully heals party + removes all status ailments
Purge Ailment I - 3 AP - Remove Burn, Freeze, Shock & Blind statuses from one ally Purge Ailment II - 6 AP - Remove any & all statuses from one ally Purge Ailment III - 12 AP - Remove all statuses from entire party
Resuscitation - 12 AP - Revive one dead ally at 1/4 HP Revival - 16 AP - Revives one dead ally at 1/2 HP Resurrection - 25 AP - Revives one dead ally at full HP Lazarene Miracle - 40 AP - Revives all dead allies at full HP
Other Skills Strengthen - 5 AP - Gives one ally +3 to Strength for the rest of the battle, may be stacked 3 times Empowering Ritual - 5 AP - Gives one ally +3 to Int/Mag for the rest of the battle, may be stacked 3 times Reinforce - 5 AP - Gives one ally +3 to Vitality for the rest of the battle, may be stacked 3 times Haste - 5 AP - Gives one ally +3 to Dex/Agi for the rest of the battle, may be stacked 3 times Energy Surge - 15 AP - Buffs entire party (+5 to all stats for rest of battle, may be stacked 3 times)
Weaken - 5 AP - Targets one enemy for -3 to Strength for the rest of the battle, may be stacked 3 times Crippling Ritual - 5 AP - Targets one enemy for -3 to Int/Mag for the rest of the battle, may be stacked 3 times Shatter - 5 AP - Targets one enemy for -3 to Vitality for the rest of the battle, may be stacked 3 times Slow - 5 AP - Targets one enemy for -3 to Strength for the rest of the battle, may be stacked 3 times Reckoning - 15 AP - Debuffs entire enemy party (-5 to all stats for rest of battle, may be used & stacked 3 times)
Equalization - 20 AP - Removes all buffs & debuffs on everyone, ally and enemy alike
Taunt - 8 AP - Causes one target to go Berserk with 1/4 chance Enrage - 12 AP - Causes one target to go Berserk with 1/2 chance Berserk - 18 AP - Causes one target to go Berserk with 3/4 chance
Charm - 8 AP - Charms one target with 1/4 chance Seduce - 12 AP - Charms one target with 1/2 chance Temptation - 18 AP - Charms one target with 3/4 chance
Light Dose - 8 AP - Poisons one target with 1/4 chance Heavy Dose - 12 AP - Poisons one target with 1/2 chance Intoxication - 18 AP - Poisons one target with 3/4 chance
Frighten - 8 AP - Causes one target to Panic with 1/4 chance Terrify - 12 AP - Causes one target to Panic with 1/2 chance Terrorize - 18 AP - Causes one target to Panic with 3/4 chance
Stunning Blow - 8 AP - Paralyzes one target with 1/4 chance Paralysis - 12 AP - Paralyzes one target with 1/2 chance Waking Sleep - 18 AP - Paralyzes one target with 3/4 chance
Summon Attack Drone I - 10 AP - Conjure up/construct a bio/mechanical drone with a weak EMP attack. Can be used to remotely scout out the terrain & any enemies ahead of you outside combat. In combat, the drone has 60 HP/30 AP, 5 STR/5 INT/10 MAG/5 VIT/8 DEX/5 AGI, and the Shock skill.
Summon Attack Drone II - 15 AP - Conjure up/construct a tougher bio/mechanical drone with a stronger EMP attack, flamethrower and light .22 'minigun'. Can be used to remotely scout out the terrain & any enemies ahead of you outside combat. In combat, the drone has 150 HP/75 AP, 8 STR/10 INT/15 MAG/8 VIT/10 DEX/10 AGI, and the EMP Blast & Combust skills.
Summon Attack Drone III - 20 AP - Conjure up/construct a powerful bio/mechanical drone with an assortment of combat skills and heavy .45 gun. Can be used to remotely scout out the terrain & any enemies ahead of you outside combat. In combat, the drone has 350 HP/150 AP, 12 STR/15 INT/18 MAG/10 VIT/12 DEX/12 AGI, and the Arc Lightning, Heat Wave, Torrent and Downburst skills.
Edited by The Man, Aug 10 2013, 03:11 PM.
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