Posted: 11th July 2005 14:38
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![]() Posts: 5 Joined: 10/7/2005 ![]() |
I've watched this forum for a while. Gotta say, you've got some excellent ideas there.
![]() Anyway, here's something. Sorry it's so long. CONTRACTOR Prerequisites: Lv. 8 Oracle, Lv. 8 Chemist “The contractor is a dangerous job class. The user becomes a living disease-carrier in order to protect allies. A contractor also specializes in inflicting diseases upon the enemy and in contaminating items†Primary Skill—Plague (Contractor command. Spreads the suffering of allies to the enemy.) (The success rate for all skills (except Contract and Quarantine) is 100 %, unless the enemy is immune to that status ailment or the enemy is not carrying any items. The success rate for Contract is on average 75 %. The success rate for Quarantine is on average 65%.) Contract-- Takes the status effects of allies or self and delivers them to enemies. (400 JP) (Range: 2) (Speed: 50) In order for Contracting an ally’s disease to work, both the ally and the enemy must be within range. This shifts the ally’s status effect to the enemy. Infection-- Inflicts Poison status on self and on enemies nearby. (100 JP) (Range: 1) (Speed: Now) Narcolepsy-- Inflicts Sleep status on self and on enemies nearby. (150 JP) (Range: 1) (Speed: Now) Pinkeye-- Inflicts Darkness status on self and on enemies nearby. (200 JP) (Range: 1) (Speed: Now) Delirium-- Inflicts Confuse status on self and on enemies nearby. (250 JP) (Range: 1) (Speed: Now) Palsy-- Inflicts Petrify status on self and on enemies nearby. (300 JP) (Range: 1) (Speed: Now) Black Plague-- Inflicts Death Sentence status on self and on enemies nearby. (400 JP) (Range: 1) (Speed: 50) Secondary Skill—Contaminate (Contractor command. Transfers diseases to enemy items and renders them unusable.) (For almost all Contaminate skills, the range is 2 and the speed Now.) Potion-- Contaminates enemy Potion. If an enemy is known to use this item, then the next time the enemy uses this item, it damages the user rather than healing the target. Includes Auto-Potion abilities. Effect lasts 3 turns. (200 JP) Antidote-- Contaminates enemy Antidote. If an enemy uses this item, then the Antidote will not cure the target of Poison, but will instead inflict the enemy who uses it with Poison. (In short: If enemy attempts to use Antidote, enemy is Poisoned.) Effect lasts 3 turns. (150 JP) Eye Drops-- Contaminates enemy Eye Drops. If enemy attempts to use Eye Drops, enemy is inflicted with Darkness. Effect lasts 3 turns. (250 JP) Soft-- Contaminates enemy Soft. If enemy attempts to use Soft, enemy is Petrified. Effect lasts 3 turns. (300 JP) Phoenix Down-- Contaminates enemy Phoenix Down. If enemy attempts to use Phoenix Down, enemy is immediately KO’d. Effect lasts 3 turns. (400 JP) Quarantine-- Enemy is rendered unable to use items. (550 JP) (Range: 3) Abilities (Support) Epidemic--When the character uses Contract, all units that are affected by it randomly Contract their status effects to anyone in the immediate area (within a range of 1) each turn. (200 JP) (Support) Infirmed Skill--Can use Plague even if not a Contractor. (350 JP) (Support) Ailing Touch--Can use Contaminate even if not a Contractor. (350 JP) (Support) Pain Attack-- Gains the ability to attack with a 50% chance of inflicting either Poison, Sleep, or Darkness on the target attacked. (300 JP) (Reaction) Antibody-- Within 3 turns, cures status effects that are inflicted on the character. After being "cured", this ability cannot be activated for the rest of the battle. (250 JP) (Reaction) Contagious-- If the character has a status effect(s), the effects are transferred to anyone who successfully attacks the character. (350 JP) (Reaction) Degeneration-- If the enemy successfully attacks the character, there is a 50% chance that the enemy’s PA will be lowered by ¼ for the remainder of battle. (600 JP) (Reaction) Auto-Quarantine-- Character still receives full damage, but counters enemy attack with Quarantine. Also has a 50% chance of Quarantining enemies using Auto-Potion. (i.e. if enemy reacts with Auto-Potion, that enemy may be Quarantined.) (600 JP) (Movement) Path of Illness--Wherever the character walks, the panels turn into Poison Swamp areas. (Must be a Contractor to utilize) (250 JP) Equipment Head-Hats, Caps Body-Clothes, Robes Shields-None Accessories-All Weapons-Knife Inherent: Move -1, Jump -1. Moderate HP, MP, MA, and Speed. Decent PA. Appearance The Contractor is wrapped in bandages, with arms and legs hanging out. Quite the grotesque figure. (And no, he does not sell houses. ![]() This post has been edited by Newcomer on 11th July 2005 14:40 -------------------- "I'm just a kid." Shinra, FFX-2 |
Post #89570
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Posted: 13th July 2005 15:47
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![]() Posts: 84 Joined: 15/6/2004 Awards: ![]() ![]() ![]() |
Okay, its been while since I've played the game, so my terminology might be a little off, but you'll get the ksit of it.
Here's a fun one... Pyrotechnic Prerequisite: Level 4 Squire, Level 4 Wizard The Pyrotechnic uses fire to rain down havoc and destruction on his enemies, and to keep themselves ready for a fight. Pyrotechnics Burn - Causes weak fire elemental damage. (150 JP) (Speed: Now) (Range: 1) (MP: 0) Scorch - Causes weak fire elemental damage to each adjucent square. (350 JP) (Speed: Now) (Range: 1) (MP: 8) Ignite- Same range as Scorch, but weaker, and heals the caster. (300 JP) (Speed: Now) (Range: 1) (MP: 8) Fireball - Attacks a distant target with a fireball. Attacks a single square. (450 JP) (Speed: Now) (Range: 4) (MP: 10) Flame Thrower- Causes fire elemental damage to all enemies in a row; liek Earth Slash. (750 JP) (Speed: Now) (Range: 6) (MP: 15) Napalm- Attacks a group of enemies with strong fire elemental damage. Attacks with a range of one(like a basic spell). (450 JP) (Speed: 35) (Range: 5) (MP: 10) Lava - Lava erupts under a square and pours over. Attacks in a range of 1. (550 JP) (Speed: 25) (Range: 1) (MP: 20) Combustion - Caster sacrifices self to cause heavy fire damage to surrounding area. Beware. (1000) JP) (Speed: Now) (Range: 4) (MP: 0) Expulsion Explosion- Caster is surrounded by flames, and propels self forward, causes fire damage to everything directly infront of it, and weaker damage to those on the sides. (1500 JP) (Speed: Now) (Range: 8) (MP: 90) Great Blaze - Causes fire elemental damage to everything around the caster. (1000 JP) (Speed: Now) (Range: 3) (MP: 80) Holocaust- Attacks targets in a 2 Range area with powerful firelemental damage. (1250 JP) (Speed: 20) (Range: 6) (MP: 65) Support Abilities Friendly Fire - Absorbs fire elemental damage. (100 JP) Steam - Becomes immune to Ice/Water damage. (800 JP) Pyromania - Enables use of all learned fire elemental abilities under Pyrotechnics. (1600 JP) Reaction Flame Grasp - Counter attacks with a Fire elemental attack. (300 JP) Burnout - Casts Great Blaze, without using MP. (1600 JP) Movement Heatwave - Causes light fire elemental damage to targets when they walk past them, and stand beside them. (500 JP) Attributes Standard Movement and Jump, Moderate PA, slightly higher MA, increased Speed. PA and MA +1 if Brave passes 75. Appearance Wears fiery red robe or jacket, white or red shirt and pants, and has wild fiery red hair, like that of Crono. Equipment Head: Hats, Caps Body: Clothes, Robes Shields: Buckler, Aegis Shield, Flame Shield Accessories-All Weapons- Daggers, Some swords, Rods. Anything associated with fire can be equipped. This post has been edited by Janus Zanretsuken on 13th July 2005 15:48 -------------------- Fierce Legends Software Battle Designer Fierce Legends Software Website Fierce Legends Software Forums Please post in our forums; we are in need of help and input as we develop the Final Fantasy VI Prequel. |
Post #89948
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Posted: 23rd July 2005 01:55
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![]() Posts: 65 Joined: 12/7/2005 Awards: ![]() ![]() ![]() |
heres mine
Sin Knight Conditions: Level 10 Knight, Level 10 Oracle Ability: Sin Sword Description: A mysterious combatant that punishes people for their sins. Draws the resentful Sin Sword spirit in battle. Innate Skills: Two Hands, Move+2, Hamedo Equip: Swords, Knight Swords, Armor, Robes, Helms Rune Blade JP: 250 Effect: Punishes enemies for the sin of pride. Inflicts Don't Move and lowers Brave by 50. Speed: Now Comet Blade JP: 400 Effect: Punishes enemies for the sin of wrath. Inflicts Dead. Speed: Now Fear Punch JP: 400 Effect: Punishes enemies for the sin of fear. Inflicts Don't Act and Stop. Speed: Now Blood Sword JP: 400 Effect: Punishes enemies for the sin of life. Drains HP. Speed: Now Buster JP: 400 Effect: Punishes enemies for the sin of thought. Inflicts Innocent, Confusion, Berserk, Poison, and Darkness. Speed: Now Reaction Counter Sin JP: 400 Effect: Attacks back with 2x damage recieved. If hit by magic, counters with random Sin Sword skill, if in range. Depends on Faith. Trigger: Physical and Magic Attacks Support Spirit UP JP: 1400 Effect: Increases damage potential of any sword spirit skill and percentage of inflicting status anomalies. Focused Hold JP: 700 Effect: Critical Rate increases. Resentless JP: 500 Effect: Gives immunity to any status anomaly. Gluttony JP: 1000 Effect: When an enemy is over-killed, damage points remaining will be distributed with other enemies. -------------------- "You say life is sacred, makes you feel noble. Well, then let me ask you this. If everything that ever lived is dead, and everything that's living is gonna die, where does the sacred part come in?" - George Carlin |
Post #91014
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Posted: 3rd August 2005 20:53
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![]() Posts: 60 Joined: 3/8/2005 Awards: ![]() ![]() ![]() |
Red Knight (Sex: Male/Female/ Other)
Has all abilities of Black Mage, and only Cure Abilites of a White Mage. ( Simple Right) Equips: Rods, Swords, and Daggers Clothes, Robes, Hats, Light Armor Skill Set: Magic Blade ( I know FF9) Fire (123) Blade- Cast Fire spell on weapon. JP 100, 350,500 (according to level) Range: Depends on Weapon Effect: Fire Ice (123) Blade- Cast Ice on weapon JP 100, 350,500 (according to level) Range: Depends on Weapon Effect: Ice ( Through whole book of Black Magic) The Same as White Magic except weapon Damage is also the added amount to (cure spells) They Do Not cast support White Magic ( sorry can’t have it all right) Limits Breaks, ( they should have them in Tactics too) Magic Break- Diminishes enemy's MP. JP 250 2 Range: depends on weapon Effect: 0 Speed Break- Diminishes enemy's speed level. JP 250 3 Range: depends on weapon Effect: 0 Power Break -Diminishes enemy's attack power. JP 250 3 Range: depends on weapon Effect: 0 Mind Break -Diminishes enemy's magic attack power. JP 250 3 Range: depends on weapon Effect: 0 Reaction Magic Attack Up- Increases Your Elemental Spell Damage JP 300 Range: 0 Support Chain Spell-Cast two spells in one turn JP 500 Range: Depends on Spells Clear Mind- Increases Mp recovered while Resting. JP 200 Range: 0 Movement Move Mp-up JP 700 Range: 0 Attack Enemy Player- Attacks Enemies that are near your path of your next location.( hehe, that is just too mean) JP 1000 Range: Depends on weapon. -------------------- Blah Blah Blah Blah! Newgrounds! ROCK! |
Post #92635
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Posted: 7th December 2005 22:30
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![]() Posts: 2,118 Joined: 18/7/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I can't let this thread die, so here's a little something I thought would be cool....
Poisons would be delivered via the ATTACK command Assassin A master of poisons from acquisition to application. He'd probably slit his mother's throat for a nickel. Usable weapons include all knives. Usable armor includes all clothes. Action Abilities- Poisons Shoki (350 JP)-- Distilled Miasma HP Damage Death's Parasol (350 JP)-- Poison derived from a mushroom of the same name. ADD: Death Sentence Lined Devil Venom (350 JP)-- Scorpion venom that inhibits muscular contraction. ADD: Slow Alphonia (350 JP)-- Plant-derived powder making speech difficult ADD: Silence Maiden Flower (350 JP)-- The pollen of this flower has hallucinogenic properties Lowers Brave Divine Fingers (350 JP)-- The sap from this vine affects the victim's mental state ADD: Confusion Suul's Shadow (350 JP)-- A man-made poison that weakens its victim PA -1, MA -1, Spd -1 Reaction Abilities Slip Away (500 JP)-- Allows Assassin to take movement phase at half move (round up) Support Abilities Bounty Head (200 JP)-- For Human kills, gain (2000 * Target_Level) gil Black Market (200 JP)-- Allows purchase of items on black market (i.e. poisons) First Strike (900 JP)-- Allows Assassin to take the first move in a battle Movement Abilities none Total JP -- 4250 |
Post #104659
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Posted: 9th December 2005 01:05
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Boba Fett
---Class: Bounty Hunter--- Weapons: EE-3 Blaster rifle (sawed off). Shields: None. Armor: None in the game. Fett wears Mandalorian armor that cannot be unequipped. Helms: None in the game. See Armor. Accessories: None. Aim Cost: 250jp Range: 8 panels A regular attack that is guaranteed to hit. Bounty Collector Cost: 300jp Range: 8 panels If the attack is succesful, Boba gets the amount of damage in Gil. Poison Knee Darts Cost: 300jp Range: 5 panels A weak attack that has a 50% chance of causing poison. Flamethrower Cost: 450jp Range: 3 panels A strong fire based attack/ Lanyard Launcher Cost: 450jp Range: 3 panels Does no damage, but if succesful it inflicts Don't Move, Don't Act status on the target. Thermal Detonator Cost: 600jp Range: 6 panels to target, 4 panel blast radius Strong fire damage Wrist Rockets Cost: 800jp Range: 8 panels to target, 4 panel blast radius Strong attack Air Raid Cost: 1000jp Range: n/a This is an attack that takes two turns. On the first, Boba launches into the air to a height of 10 and hovers until his next turn, immune to all attacks except bows, guns, and magic. On the next turn, Boba cannot move, but can use the Aim ability. Upon attacking, Boba returns to the ground. If no attack is made on the turn, Boba still returns to the ground. Can only be used once every 5 turns. Missle Cost: 3000jp Range: Unlimited The missle on Boba Fett's jetpack launches at a target, detonating for massive damage over a 6 panel radius. Can only be used once per battle. Movement: Jetpack Cost: 5000jp Move +8, Ignore Height, Speed +1 Support: Helmet H.U.D. Cost: 1500jp Boba's Mandalorian helmet gives him a heads up realtime display of the battlefield. This enables him to see all enemies HP, MP, movement range, and weaknesses simultaneously. (in the game, these would be displayed above the enemy units heads) Reaction: Reflexes Cost: 1000jp Fett has a 15% chance of disarming an opponent or attacking them before they attack him. Inherint abilities: Boba Fett's armor and helmet protect him from the Sleep, Poison, and Confuse status effects. ![]() This post has been edited by Hamedo on 9th December 2005 13:22 -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #104786
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Posted: 24th December 2005 11:58
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![]() Posts: 9 Joined: 23/12/2005 ![]() |
Uhm... let's try...
FOOL A guy that looks stupid and acts like that Req: Mime lv 1 Equip: None Action Skills: Madness He can simply cast every kinda spell/skill he has learned at 0 MP cost on a random char. He can't be controlled (like he's on Confusion status). Reaction: Explain: gives confusion when hitted by a phisical attack (not ranged) Support: Look there!: low chance of turning the enemy when hits Can't be set on 2nd class. Menion No signature right now ![]() |
Post #105675
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Posted: 20th January 2006 02:56
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
Class: Hunter --["Drifter of the wild whose technical prowess amazes outsiders."]
Prerequisites:
[b]Weapons: Guns, Swords, Knives, Longbows, Bowguns Helmets: Caps, Mage Hats Shields: Yes Armor: Light Armor, Clothes, Robes Accessories: All except perfumes, ribbons Inherents: Equip Gun, Equip Longbows, Equip Sword, Any Ground Skillsets:
PRIMARY: Stalk --["Hunter follows prey with immatchable stealth."] Skill: Limb Aim JP: 750 MP: N/A Speed: Now Range: 8 Other: Must have gun equipped Using long-range capabilities, the target in sight won't have a chance to escape from the hunter's temporary lock-on. Inflicts Don't Move and Don't Act statuses (33%), Don't Move only (16%), Don't Act only (16%), or the gun backfires the rest of the time (~33%) doing damage equal to half of the hunter's current HP Skill: Treefriend JP: 750 MP: 35 Speed: Now Range: Global Other: N/A Being so attuned to the forest setting, the hunter can use nearby trees to entangle those who get too close. Once used, for the rest of the battle, any unit that stands next to a tree (at any height) becomes "stuck" (uncurable Don't Move) until they spend a turn removing it and moving away from the tree. The process can be repeated over and over, and its effect only runs out once the battle has ended Skill: Searing Flay JP: 1000 MP: N/A Speed: Now Range: 1 Other: Must have sword equipped No prey can escape a hunter for long. To show off his finesse with a blade, the hunter has a chance of doing away with the prey as soon as he gets close. Does damage equal to (Level*2) and can instantly poach the target (10%) so long as it's an animal. Has a chance of inflicting Blind or Berserk (10%) in the devestation of the attack. Skill: Spirited Volleys JP: 1000 MP: N/A Speed: Now Range: Bow Other: Must have bow equipped Mystic shafts of arrow track the target and stick it over and over, whilst remaining unseen to everyone but the hunter. Once used on the target, for the next three turns, the target loses one-eighth of its maximum HP and cannot cure itself out of fear. If Regen is in place, the effect changes to attacking the MP in the same manner. Once used on a target, it cannot be used on the same target unless brought back from KO. Has 100% chance of success with longbows; has 45% chance of success with bowguns. Skill: Murk JP: 1200 MP: N/A Speed: 50 Range: Chosen target Other: Must be unarmed If the hunter goes into battle without any weapon whatsoever, he can have the environment do the capturing, expediting the cat-and-mouse chase. After the skill's charged, the executor can change six panels on the field into "Murk," which, when stepped in, reduce movement to 1 adjacent panel. Teleport can get around this effect, but the penalty for moving changes from 10% to 15%. If the target cannot get out of the Murk panels within three turns, the target sinks into the murk and can be recovered in the post-battle for the hide (if an animal); human treasures do not float back up. SECONDARY: Fell Hunter command. When used, all animals on the field are inflicted with a random status effect out of the following: Darkness, Berserk, Silence, Sleep, Brave -30, or Confusion. 25% chance per animal that it's not affected by anything, with natural immunities taken into account as well. Can only be used once per four CT turns. Reaction Abilities Springtheme --[800 JP] When attacked by a monster, there is a 50% chance that the hunter can choose any other target adjacent to the monster and have it attack in his place. This ability cannot be triggered if there is no adjacent target nearby. Scented Wind --[1000 JP] Any monster that intends to draw into the hunter's range (1 panel) has a chance of stopping sometime before reaching that adjacent panel due to criss-crossing scents from elsewhere. Triggers at 45% probability, but if the animal is crippled (Current HP = 1/4th or less), the probability doubles. Support Abilities Thrill of the Chase --[800 JP] For each monster poached in battle, through Poach or Searing Sword, the hunter's movement range increases by +1; or, the chances of animals escaping from the hunter's skills (with natural immunities taken into account) are reduced by 5%. The hunter cannot choose which effects are activated. Ricochet --[900 JP] When a gun places a successful shot, the bullet breaks into four pieces and hits all targets diagonal of the first target in up to two panels, provided there are no obstructions. Each target hit with Ricochet loses -3 Brave. Taut Bowstring --[1000 JP] For each successful hit from a longbow, increase the bow's WP by 1 for the remainder of the battle. This skill can be triggered a maximum of three times per battle. Does not apply to bowguns. Gunman's Scope --[1200 JP] The backfire penalty to the user of Limb Aim cannot be triggered as long as this is equipped. Movement Abilities Nest --[300 JP] The hunter can spend an action turn climbing up a tree instead of attacking, to which he can then attack from the H the treetop is at. The hunter can only do this by moving next to a tree and choosing to climb it, before he takes action. Range Life --[500 JP] Increase the hunter's MOV stat by one for every two monsters that outnumber his party, provided he has one. If there is a party but he is the only hunter, all allies gain half of his temporary MOV additions, rounding down. -------------------- It's gonna be a glorious day I feel my luck can change |
Post #107036
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Posted: 22nd January 2006 06:34
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![]() Posts: 564 Joined: 2/7/2004 Awards: ![]() ![]() ![]() ![]() |
A copy/paste from Word since the forums weren't working this morning.
Mystic Knight (level 4 Knight, level 4 Black Mage, level 2 Priest) Can equip: staves, rods, knight swords, swords, shields, helmets, armors, robes, accessories. Mystic Powers Mystic Knight Job command. Allows to draw magic that can be used to enhance equipment. Action Blaze (250JP) Auto, Effect 1, choose right/left hand MP:80 CT:30 Status: Charging Allows to enchance a weapon or a shield with fire. (The shield will absorb "2 x MA" of the original strenght of fire spells/attacks ; The weapon will cause fire elemental attacks, it will also have "1 x MA" chance to cast Fire 3 on the target, "2.5 x MA" chance to cast Fire 2, if none is possible, then it will cast Fire) Effect cannot stack with Frost/Thunder. Frost (250JP) Auto, Effect 1, choose right/left hand MP:80 CT:30 Status: Charging Allows to enchance a weapon or a shield with ice. (The shield will absorb "2 x MA" of the original strenght of ice spells/attacks ; The weapon will cause ice elemental attacks, it will also have "1 x MA" chance to cast Ice 3 on the target, "2.5 x MA" chance to cast Ice 2, if none is possible, then it will cast Ice) Effect cannot stack with Blaze/Thunder. Thunder (250JP) Auto, Effect 1, choose right/left hand MP:80 CT:30 Status: Charging Allows to enchance a weapon or a shield with lightning. (The shield will absorb "2 x MA" of the original strenght of lightning spells/attacks ; The weapon will cause lightning elemental attacks, it will also have "1 x MA" chance to cast Bolt 3 on the target, "2.5 x MA" chance to cast Bolt 2, if none is possible, then it will cast Bolt) Effect cannot stack with Blaze/Frost. Summon Mystic sword (1000JP) Auto, Effect 1 MP:100 CT:15 Status: Casting Allows to summon a Mystic knight sword which cannot be stolen, broken, magically damage based, increases MA by 1 on every hit. Once it is equipped, it cannot be removed. Vanishes after battle. Can equip regardless of job, PA=20, 25% physical block, 25% magical block with weapon guard. 5% chance to cast flare on hit. Has the other attributes of a normal sword. Note : Statuses of the previously equipped weapon will remain. (Might be too powerful with a faith staff then summon the sword but you also have to get the staff no?) Holy Bless (500JP) Auto, Target Allies MP:15 Heals the party by "WP x MA" and has 5% chance to cast magic barrier (MBarrier) on each. Must have a staff equipped in order to perform this action. Magical Barrier (800JP) Range 1, Effect 1, Target Ally human/monster MP:60 Sacrifices shield in order to protect from any magical attack (Magical damage is reduced by shield "physical block % + magical block %" ; Cannot go over ) Note: You can equip a shield later on using equip change for more protection. Effect wears off when dispel succeeds or if magical/physical barrier is casted on the same target again. Can be learned from another Mystic Knight. Physical Barrier (800JP) Range 1, Effect 1, Target Ally human/monster MP:60 Sacrifices shield in order to protect from any physical attack (Physical damage is reduced by shield "physical block % + magical block %" ; Cannot go over ) Note: You can equip a shield later on using equip change for more protection. Effect wears off when dispel succeeds or if magical/physical barrier is casted on the same target again. Can be learned from another Mystic Knight. Unbreakable (100JP) CT:50 Prevents equipment from breaking or being stolen. Reaction Reversal Domination (400JP) If an elemental is ussed agaisnt the mystic knight, he/she will automatically infuse the proper elemental in his/her weapon/shield according to it's enemy's weakness and the elemental being used. Example : If an Ultima demon would cast dark holy on him, the shield would absorb dark and the weapon would attack with ice elemental since it's their weakness Elemental Resistance (300JP) Gain Resistance over time to specific elementals. You will receive 100% - 10% * number of times the elemental has been used. Can go as far as -100% which means it wil absorb the element. Support Death Blade (750JP) Allows to use the "Summon Mystic sword" a second time to summon the Death Blade which is physically damage based, and 100% chance to cast death on the target. Other attributes are the same of the Mystic sword. Movement None Total: 5400JP -------------------- Sayonara |
Post #107106
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Posted: 29th January 2006 04:57
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![]() Posts: 236 Joined: 11/12/2004 Awards: ![]() ![]() ![]() |
Here's a hilarious job class for women.
Ho:Warrior who can cast charming effects on male enemies.She is beautiful,but deadly. Command: Sex:has sex with any male enemy she encounters,and gains gil for it. Armor:Thongs,bras,Cabana pants Helmets:None,wears long hoop earrings Weapons:Guns,knives,cloths Master the dancer class -------------------- Can't we get a better mission than this.I HATE CATS!!!! Quote from Naruto |
Post #107238
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Posted: 30th January 2006 13:56
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
^Worst entry ever.^
Moderator Edit If it's true, then this particular entry comes second. Please don't spam, people hate that. - Mr Thou This post has been edited by Mr Thou on 30th January 2006 16:32 -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #107262
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Posted: 30th January 2006 20:49
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I've only really done these for FE characters, but dreaming up that Sabin FFT character in another thread is bringing out even more of my inner nerd. This class is probably way broken, but I’m not trying to be realistic here.
Class: Master Prerequisites: Master Monk, Master Oracle, Grog Hill special battle (10 male monks) cleared at least once Can Equip: Clothes, Robes, Rods, Accessories (no headgear, but females may equip Ribbons) Blitz - Master job command. Uses physical strength and inner chi to perform devastating and graceful attacks. Base statistics: 110% of Monk’s HP, Monk’s MP, Monk’s PA+2, MA= own PA-2, Monk’s Speed +3, 4 Move, 4 Jump Inherent abilities: Martial Arts (fights best when unarmed, but may also equip Rods) Action Pummel (600 JP) MP: 0 Speed: Now Range: chosen target, 1 horizontal, <1 vertical Description: A more powerful version of Repeating Fist, unleashing a flurry of blows on a single enemy. Mechanics: Does either 4*PA, 8*PA, 12*PA, 16*PA, or 20*PA to a single enemy (randomly determined), knocks enemy back one space if possible. Aura Bolt (750 JP) MP: 0 Speed: 34 Range: 4 directions, 8 horizontal, 3 vertical Description: Uses chi to release a powerful blast of mystic energy. Mechanics: 18*MA, Holy-elemental Suplex (800 JP) MP: 0 Speed: Now Range: chosen target, 3 horizontal, 2 vertical Description: A mighty pile driver. Mechanics: damage dealt = Master’s HP. Fire Dance (800 JP) MP: 0 Speed: 25 Range: self, 3x3 horizontal, 3 vertical, damages both enemies and allies other than self Description: Inner rage takes the form of a blazing inferno. Mechanics: 10*(PA+MA), Fire-elemental Mantra Wave (600 JP) MP: 0 Speed: 50 Range: self, 3x3 horizontal, 2 vertical, allies only Description: Uses chi to release a purifying aura. Mechanics: 14*MA of HP healed, cancels Darkness, Poison, Silence, Confusion, Berserk, Don’t Move, Don’t Act (not Frog, Slow, Stop, or Petrify) Tiger Break (800 JP) MP: 0 Speed: 20 Range: chosen target, 2 horizontal, 2 vertical Description: A savage attack to the target’s weak points Mechanics: identical to Cloud’s Climhazzard, damage = target’s max HP – Target’s current HP Pressure Point (800 JP) MP: 0 Speed: Now Range: self Description: Psyche up to reach a state of high tension. Mechanics: similar to Accumulate or Scream, +1 PA, +1 MA on self Mist Walker (1200 JP) MP: 0 Speed: Now Range: self Description: Become invisible to the naked eye. Mechanics: casts Haste, Transparent on self Bum Rush (1200 JP) MP: 0 Speed: 20 Range: chosen target, 2 horizontal, 1 vertical Description: A powerful all-out attack. Mechanics: 30*PA Reaction Student’s Eye (1000 JP) Description: Learn from one’s mistakes. Mechanics: If any attack damages the Master, the Master gains a small amount of EXP and JP. Intercepting Fist (1600 JP) Description: Evade and counter enemy attacks. Mechanics: The Master gains a new Physical Evade % equal to 2/3 his/her Brave stat (identical to Blade Grasp other than the 2/3 modifier). Should this new Evade % connect, the Master evades the enemy attack and immediately counterattacks with a standard attack. Support None (I figure just give him Short Charge and be done with it) Movement Crouching Tiger (2500 JP) Combines Move+2 and Jump+2 Hidden Dragon (2500 JP) Combines Move+1 and Fly -------------------- |
Post #107277
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Posted: 31st January 2006 14:01
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
I like that, Laszlow. I don't think I've seen someone do a Sabin-esque character in here yet.
![]() -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #107308
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Posted: 1st February 2006 16:09
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![]() Posts: 236 Joined: 11/12/2004 Awards: ![]() ![]() ![]() |
u know what hamedo,i don't know why u said it .I was just joking and trying to have fun
![]() -------------------- Can't we get a better mission than this.I HATE CATS!!!! Quote from Naruto |
Post #107393
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Posted: 1st February 2006 20:18
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Tell you what..... forget I said anything to you. Mm-kay?
JEDI A warrior adhering to an ancient sect, he uses the mysterious Force to aid him and his allies in battle. Force Powers Push JP: 200 MP: 20 Range: 4 The Jedi uses the Force to throw back the enemy. Causes light damage and has a 75% chance to push the enemy back one panel. Pull JP: 400 MP: 40 Range: 4 With this skill, the Jedi pulls the target within striking distance of his lightsaber and makes a quick attack. Damage is 20% of a normal attack, and places the target in the immediately adjacent panel of the Jedi. Jedi Mind Trick JP: 450 MP: 35 Range: 4 Using enhanced influence, the Jedi can distort the perception of an emeny unit. The target has a 20% chance of infliction of Chram, Confusion, or Sleep status. Heal JP: 600 MP: 150 Range: 1 This skill draws the target's soul back to their body, as the Force knits it's woulds and repairs it's vital systems. Casts LifeII on the target. Battle Meditation JP: 600 MP: 150 Range: All The Jedi drops into a meditative position and concentrates on his allies. He cannot move or do any action unless he cancels meditation. Battle Meditation causes +1 speed, +1 PA, and +1 MA to all allies. Crush JP: 700 MP: 150 Range: 4 Reaching out with the Force, the Jedi attempts to crush the enemies vital organs. Casts Death. Force Lightening JP: 750 MP: 200 Range: 5 Massive electrical damage comes forth from the Jedi's hands. Reaction Anticipation JP: 600 The Jedi senses an impending attack, and moves to block it and counterstrike before it begins. Similar to Hamedo. Support Light Side JP: 2000 The Jedi has +3 MA and +50% MP with this skill. Dark Side JP: 2000 The Jedi has +3 PA and +2 speed with this skill. Force Armor JP: 2000 Encased in the Force, all damage is halved. Movement Force Jump JP: 700 The Jedi can jump to any panel on the battlefield, but cannot act once he gets there until the next turn. Enhanced Speed JP: 1750 The Jedi has a permanent +3 speed with this skill. Inherint Traits The Jedi has inherint Two-Swords, Regen, and immunity from Confusion and Berserk. Equipment Armor Robes Head None Shield None Accessories Mantles, shoes. Weapons Knight swords, staves, lightsaber (found only in Murond Death City) ![]() -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #107396
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Posted: 5th February 2006 22:48
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![]() Posts: 156 Joined: 3/2/2006 Awards: ![]() ![]() ![]() |
Actually someone made another reply on another post that made me think of the same class, because the word "pimp" was mentioned, but i was thinking more like, they would have great skills, but the enemy could always pay to avoid taking damage / status effects ect.
That and if there was a pimp class, it would be like Monster skill, and give extra abilites to any female close to him ect, vice versa even. but on a more mature and less lewd subject. I think that having a barbarian Class in the game would have been cool. Always: Haste. Protect, Shell, Regen, Berserk Can only equip axes and accessories, with somewhat high natural evade, defense, and hp. It would be something like putting your chars on auto, but they dont do anything but attack, it could work but also be bad if they get status effects, a true lazy man's class. (i considered being able to equip ribbons on females, but thought that, that would make them too powerful, maybe make another armor class or something they could wear, "skins" or something) Edit: Update! I read through the replys and Zodaic did say something about a Berzerker class but it was a bit differant then my idea. On another note Ckaos made a post on an Elemental archer, but i found that some of the job point costs for the skills were rather high, not to mention some of them werent practical (Practice 1800jp increase bow range by 2?!?! I WISH!) anyway, i had sorta the same idea, and didnt want to do a double post, so i made this edit...my Class however was called Arcane archer, and instead of being so Elemental based, i added in some status effects... Class ~ Arcane Archer Job Command ~ Enchanted Shot Requirments: Level 4 Archer Level 3 Wizard Level 2 Oracle Can Equip: Bows/Crossbows Sheilds Hats Clothes/Robes Enchanted Shot Skills ------------------------------- Frozen arrow ~ 100jp ~ 5mp ~ Now (An ice elemental enchanted arrow) Blazing arrow ~ 100jp ~ 5mp ~ Now (A fire elemental enchanted arrow) Lightning arrow ~ 100jp ~ 5mp ~ Now (A bolt elemental enchanted arrow) Blinding arrow ~ 150jp ~ 5mp ~ Now (An enchanted arrow that adds Darkness) Silent arrow ~ 150jp ~ 10mp ~ Now (An enchanted arrow that adds Silence) Poisonous arrow ~ 200jp ~ 5mp ~ Now (An enchanted arrow that adds Poison) Paralyzing arrow ~ 250jp ~ 15mp ~ Now (An enchanted arrow that adds Don't Act) Crippling arrow ~ 250jp ~ 15mp ~ Now (An enchanted arrow that adds Don't Move) Sandman's arrow ~ 300jp ~ 25mp ~ Now (An enchanted arrow that adds Sleep) Medusa's arrow ~ 450jp ~ 20mp ~ Now (An enchanted arrow that adds Petrify) Arrow of Death~ 500jp ~ 25mp ~ Now (An enchanted arrow that adds Death) Hail of arrows ~ 700jp ~ 30mp ~ Now (Fire at (up to) 3 differant targets in range at the same time.) Support Skills: Lifetap ~ 1000jp (Use your Hp to cast spells instead of Mp) (*note: this isnt like HP <--> MP in FFVII, your hp and mp dont get switched, you just use hp to cast spells) I havent thought of a counter or movement ability for this Class yet, and when i think about it, using ablities from other jobs like Concentrate ect would most likely be more benefical to a class like this. These numbers are just hypothetical, i felt like throwing them in here to give myself and others some idea of what it would be like. (as for questions about Hail of arrows, Range would be Random/Auto and based on the weapons type, other then that, if there was only one target in range, it would only hit them once, not 3 times, if there were only 2 in range it would hit them both once ect. but if there were 4 in range, which 3 of the 4 whp got hit would be totally random, if a target is blocked, by an ally or a wall for example, the shot would not be fired at all, but if the target was blocked by an enemy, it would be, therefor giving you a chance to hit the same target more then once in one round.) Since the class would have Generally low MP (im basing all the classes stats off the archer class, most likely with slightly higher MA and slightly lower PA) The Lifetap skill would be useful, especially if you want to cast Hail of Arrows every turn ect, but dont have the mp. (not to mention it would be useful with other classes too) This post has been edited by CT5Holy on 13th February 2006 01:51 -------------------- Quote <FrPhoenix[Around]> "Burgleburgleburgle" |
Post #107572
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Posted: 9th March 2006 07:29
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![]() Posts: 2,118 Joined: 18/7/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Berserker
A bear-skin wearing battler who flies into rage to finish his opponents off. Usable weapons include Swords, Flails, Axes, and Daggers. Usable armor includes all clothes. Action Abilities- Rage Rage (500 JP) - Once selected, the character simply takes on the "Raging" status. His HP increase by 150%, PA by 150%, Move by +1, Jump by +1, and the only action the character may take is to ATTACK. Reaction Abilities Dancing Mad (500 JP) - Attacker goes berserk Support Abilities Equip Axe (170 JP) - Allows the character to equip Axes regardless of job (I always thought that Axes shouldn't have been available to Squires and that they should do constant damage) HP +30% (550 JP) - Max HP increases by 30% Bloodlust (500 JP) - Each successful attack adds +1 to PA Movement Abilities Tough Feet (500 JP) - Ignore Traps Total JP -- 2720 |
Post #110276
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Posted: 9th March 2006 08:58
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![]() Posts: 387 Joined: 23/6/2005 Awards: ![]() ![]() ![]() |
Keep in mind, I haven't played the game in years, and when I did, I only actually played about 5 hours with it, but this sounded like too much fun to pass up...
Job Title - Chocobo Knight Prerequisites - Lv. 8 Knight, Lv. 4 Wizard, Lv. 8 Mediator Can Equip - Spears and everything Knights can equip. Description - The Chocobo Knight enters battle astride a special White Chocobo. This is automatic, the player need not breed or own the chocobo, and the chocobo does not count against the player's character total (in and out of battle). The Chocobo Knight's abilities depend on riding the chocobo, so its not a great class to learn and switch to something else... Action Abilities All Chocobo Knight action abilities are usable *only* while riding a chocobo. Choco Charge - 500 JP - Range: 8 - Charge in straight line towards opponent(s) doing heavy (Rider PA + Chocobo PA) damage to each one in the line. If square on opposite side of the last opponent is vacant, the Chocobo Knight will end the attack on that square. Choco Slash - 600 JP - Chocobo Knight may move up to 16 squares around the map. Any opponents on squares adjacent to the route take heavy damage. At end of attack, Chocobo Knight returns to original position. Choco Blast - 700 JP - Range: All - A strong magical attack in all four directions. Choco Annihilation - 800 JP - Range: All - A meteor (spell, not the chocobo skill) attack against *all* opposition units. Fat Chocobo - 900 JP - Range: All - Chocobo Knight summons the Fat Chocobo to do heavy damage to all opponents. Additionally adds the status effects Don't Move and Confuse to targets which are succeptible. Reaction Abilities Auto-Choco-Cure - 250 JP - Any time the character is struck by an attack, they cast Choco Cure on themselves. Invited Counter - 500 JP - When the character is attacked, they counter attack followed by attempting to invite the attacker. Choco Flee - 750 JP - Following a successful attack, the character may choose to flee up to 1/2 move at no additional CT cost. Support Abilities White Chocobo - 500 JP - The Chocobo that the Chocobo Knight rides into battle is a White Chocobo. These chocobos have all the inherent skills of all chocobo species, in addition to being able to fly. Since the White Chocobo has been specially bred for riding, it does not lose the use of its abilities while being ridden, although it does lose the use of its movement phase. Movement Abilities Chocobo Rider - 300 JP - Character begins battle riding a chocobo regardless of whether or not the player *has* any chocobos or *brings* any chocobos into the battle. Chocobo is same level as rider. Rider may also dismount. -------------------- Oh sure, I don't have to get kicked in the junk to activate it, but I like it anyway. -- Thief commenting on the difference between Throw and Blue Magic. |
Post #110280
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Posted: 16th March 2006 03:21
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![]() Posts: 9 Joined: 2/3/2006 ![]() |
I'll give it a shot, I suppose.
_______________________________________________________________ Pacifist One who is dedicated to calming the battlefield. Uses Peace command to stop fighting. Prerequisites: Master Mediator, lvl 4 Priest Equipment Weapons: cannot equip weapons Armor: clothes Headgear: hats and caps Main Skillset: Peace Care [150 JP] - Heals wounds and status effects. Depends on faith of user and receiver. Cancel [600 JP] - Stops an ability while it is charging. Battlefield Blessing [800 JP] - Completely heals all participants of a battle. MP cost: 60 Condemn [400 JP] - Lays a death sentence on the person who has dealt the most damage. MP cost: 40 Revenge [800 JP] - Kills the person who has dealt the most damage. MP cost: 80 Reaction Abilities Innocence [JP 250] - Stops or confuses the attacker. MP Up [100] - Gains MP equal to damage taken. No Support Abilities Movement Abilities Move MP up [200 JP] - Gains MP while moving. Move +4 [1250 JP] - Movement increased by 4. ______________________________________________________________ Not the greatest, but I tried. |
Post #110922
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Posted: 30th March 2006 19:27
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![]() Posts: 488 Joined: 30/3/2006 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Okay, I know I'm new but here's my shot
STRATEGIST "Uses abilities that take advantage of opponents weaknesses, or create new ones" Equipment: Weapon:Staves and Rods Shield:None Helmet: Any Armor: Robes and light armors Prerequisite: Level 5 Knight, Level 5 Monk, Level 5 Calculator Action: BATTLE PLAN Evaluate~Similiar to scan, views the enemies elemental weakness and uses it against them Guided Strike~ Uses knowledge of pressure points to incapicitate enemy Solomon's Hand~ Move the enemy unit 3 squares in any direction, cannot change directions once first move is initiated. Deceptive Force~ Uses a bare handed strike that causes damage equal to the users speed plus the enemies current MP Wall Change~ Causes the enemy to be weak against a random element for 5 turns Status Quo~ Lowers the enemies stats by 3 levels Reaction: Illogical Strike~ Strikes the enemy with an open hand causing confusion and reducing MP by 1/4 Two steps ahead~ Move 0ne square vertically and two diagonally Supplementary: Wisdoms Smile~ Raises MA by 15-25 points and exchanges PA for Speed Knowledge~ Uses Battle Plan even if not a Strategist( I.E. You would have 3 available action sets instead of two) Movement: Line of Sight~ Can move anywhere on the field that can be seen. I know it's not exactly superb, but it's my first shot at this. It's mostly a magic based class, though it has some advantages in the physical areas. This post has been edited by Nytecrawla on 30th March 2006 19:29 -------------------- This is a webcomic and gaming blog where I rant about nonsense. Enjoy. I was a soldier, now I just play one in video games. |
Post #112573
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Posted: 12th April 2006 20:06
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![]() Posts: 156 Joined: 3/2/2006 Awards: ![]() ![]() ![]() |
A Premptive Apology Here....
This is such a long thread, I'm not sure if the same, or similar Idea's have already been shown, but im gonna throw this out there anyway, just for kicks, if someone posted a similar reply already, my apologies. I think it was FFV, That had a Class named "Bare". You couldnt really do anything special with this class, but it allowed you to equip any item you wanted to. Thats why I liked it ![]() Asfar as tactics goes, Ive sometimes found it frustrating, upsetting, or just downright absurd, that certain jobs cant equip certain Items. Im not sure what was going through my head when this Popped into my mind, but It doesnt really matter does it? I want to be able to equip theif hats as a Knight, or Knightswords as a Geomancer, so here goes. Job - Model Job Command - Glamour Innate - Equip Change Requirements: Female only Level 8 Dancer Level 8 Mime Model - The quint-essensial fashion expert, master of all things material. Note: The Model Can't Equip any Item's until she learns the corresponding Equip Ability for the item. Special: With Glamour as a Secondary Ability, The Unit can Equip any item that corresponds to the Equip Abilities she has learned as a Model. Equip Abilites / JPs: Helm - 100jp Hat - 200jp Ribbon - 300jp Clothes - 100jp Armor - 200jp Robe - 300jp Shield - 500jp Mantle - 100jp Ring - 100jp Armlet - 100jp Shoes - 100jp Guantlet - 100jp Perfume - 200jp Knife - 100jp Sword - 100jp Hammer - 100jp Dictinary - 100jp Stick - 100jp Bag - 100jp Cloth - 200jp Ninja Sword - 200jp Spear - 200jp Katana - 200jp Gun - 300jp Crossbow - 300jp Bow - 300jp Rod - 400jp Staff - 400jp Knight Sword - 600jp Reaction Abilities: Urgency - 700jp (Trigger - HP damage ~ Increases the urgency of your next action, increasing your CT. [increase is equal to unit's speed score] ) Support Abilities: Anti-Theft - 300jp (Immune to Steal Techniques) Movement Abilities: Move E-Change - 500jp (Allows you to change/remove One equipped item after confirmed movement, as a free action.) The Idea behind this job is allowing (at least your female characters) to equip any item in the game. The jp costs are just speculation at this point, accessories costing less because you can normally equip them as any job, but Ribbons and Perfume costing slightly more due to their unquie qualities. I dont feel that This would be too over powering, Even if you had a Ninja equipping 2 knight swords at once, because in gaining the ability to do so, you lose your secondary ability. -------------------- Quote <FrPhoenix[Around]> "Burgleburgleburgle" |
Post #113866
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Posted: 12th April 2006 20:44
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^^ I actually think that skillset is a really cool idea. It's unique, useful in the right situations, kind of niche, but not particularly overpowering, Imagine giving Dragoner Reis a full complement of Glamour, eh? I also like the Urgency reaction you made up.
But two things... Anti-Theft is sort of redundant. The Chemist's Maintenance support does the exact same thing, but also makes equipped items unbreakable, and costs 50 less JP. And also, the Bag, Ribbon, and Perfume abilities can be equipped by any female character. I know that the Model herself won't be able to equip those unless she learns the corresponding abilities, but because only females can use Glamour as a secondary it's mostly pointless to have those three abilities on as skillsets, unless you never take them out of the Model class. -------------------- |
Post #113869
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Posted: 12th April 2006 20:56
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![]() Posts: 156 Joined: 3/2/2006 Awards: ![]() ![]() ![]() |
The Point of Having Ribbon/Perfume And Bag in the skillset is a Limitation to the job.
The reason they are there to begin with is to Make you suffer and have to spend job points to equip even the most basic items that any other class could equip lol I made Bag's 100jp, because theyre basic, and usually anyone can equip them. The reason Ribbon and Perfume are higher JP costs is because i felt, usually you could equip these as any job anyway, but if you wanted to equip them as a Model, to make leveling up, and or getting JP easier, then It would cost you more JP then some of the other skills. But I do see where your coming from. As for Maintenance preventing the Use of Steal Abilities, I hardly ever use it, So i Didnt know it worked against steal techniques. A question concerning that. (Will it prevent Charm from steal heart? lol) If Maintenance prevents Steal Techniques, then I stand corrected, and thank you for the info. Like I said, I hardly ever used it, so I wasnt aware it prevented Steal Techniques, afterall, it doesnt say so in the skill description ![]() -------------------- Quote <FrPhoenix[Around]> "Burgleburgleburgle" |
Post #113870
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Posted: 13th April 2006 01:16
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Quote (CT5Holy @ 12th April 2006 15:56) If Maintenance prevents Steal Techniques, then I stand corrected, and thank you for the info. Like I said, I hardly ever used it, so I wasnt aware it prevented Steal Techniques, afterall, it doesnt say so in the skill description ![]() Well, I don't think Maintenance prevents Gil Taking, Steal Exp, or Steal Heart. It just protects your equipment from theft, which I guess isn't the same as yours, but the fact that it also prevents weapon breakage and costs 50 JP less makes your Anti-Theft way redundant. -------------------- |
Post #113883
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Posted: 13th April 2006 05:43
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![]() Posts: 2,118 Joined: 18/7/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Inventor
Usable weapons include Daggers, Crossbows, and Guns. Usable armor includes all clothes and hats. Action Abilities- Tools Auto-Crossbow (400 JP) - Strafing two targets hitting them with many bolts at a time. [Speed = now. Range = 5. Damage = PA*4] Debilitator (400 JP) - Target becomes especially susceptible to one random element. [Speed = now. Range = 3.] Flash (400 JP) - Hits a funnel shaped area causing damage and possibly blinding targets [Speed = now. Range = 3 (special). Damage = MA*5. Adds: Blind(10%)] O O O O O - O O O - - - O - - - - C - - C = caster, O = targets Noiseblaster (400 JP) - Hits same area as flash causing Confusion [Speed = now. Range = 3 (special). Adds: Confusion (25%)] Drill (400 JP) - Hits one enemy for major damage. [Speed = now. Range = 1. Damage = PA*12] Smoke Screen (400 JP) - Allows Inventor to escape from battle [Speed = now. Range = Self. Adds: Remove] Grip Gloves (400 JP) - Picks up target and moves him out of the way. [Speed = now. Range = 1. Moves target to any unoccupied adjacent panel] Terraformer/Landscaper (400 JP) - Changes one square's type to another. [Speed = now. Range = 5.] Spring Boots (400 JP) - Gives Inventor Ignore Height for the remainder of his turn [Speed = now. Range = Self. Adds: Ignore Height] Standard RSM abilities (as per Squire) (850 JP) Total JP -- 4450 JP This post has been edited by Kane on 13th April 2006 05:45 |
Post #113896
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Posted: 13th April 2006 15:23
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
I always love seeing this thread get revived. Good ideas still coming in, everyone.
-------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #113905
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Posted: 17th April 2006 16:02
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![]() Posts: 67 Joined: 17/4/2006 Awards: ![]() ![]() ![]() |
Gotta go with my favorite character ever
![]() DEATH KNIGHT Job: Death Knight Job Command: Death Sword Innate: Hell Outcast (immune against Zombie, Blood Suck, Death Sentence, Unholy Elemental. Has no Death Countdown, can never crystalize) ACTION ABILITIES: Death Coil (450 JP): Ranged attack. Deals 50% of target's HP damage and heals the Death Knight. Unable to target Undead enemies. Death Pact (660 JP): Absorbs an ally's HP to heal own. HP loss if target is undead. Unholy Aura (800 JP): Greatly enhanced attack and defense, but loses 7% life each turn. Allies only. Raise Dead (2100 JP): Revives KO'd characters nearby (either enemy or ally) in Zombie status. Total HP increased by 15%. Lasts for six turns. After six turns, revived character crystalizes/drops item box. Death And Decay (2000 JP): Non-elemental area damage. Does not distinguish ally or enemy. Ignores physical/magical defense. REACTION ABILITY: Vengeance (890 JP): Hits attacking enemy in response. Damage is equal to Death Knight's total HP. 20% HP loss with every reaction. SUPPORT ABILITY: Final Attack (1100 JP): If HP drops to zero, instant turn, then KO. MOVEMENT ABILITY: -None- [All in all, a Job Class with amazing skills and commands, but with severe disadvantages as well. Balanced (I think) ![]() -------------------- "But he's the sort of man who can't know anyone intimately, least of all a woman. He doesn't know what a woman is. He wants you for a possesion, something to look at, like a painting or an ivory box. He doesn't want you to be real, or to think or to live. He doesn't love you..." Alejandro Artiles AKA The Death Knight |
Post #114132
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Posted: 24th April 2006 23:29
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![]() Posts: 2,118 Joined: 18/7/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Played a little D&D over the weekend, so here's my version of
Ranger Nature's warrior, familiar and at home within her realms Inherent: Any Ground Available Equipment -- Swords, Daggers, Bows, Hats, Clothes, Robes, and Gender appropriate Accessories Skillset: Favored Enemy (Performed through ATTACK command) Favored Enemy Goblin (150 JP) - Ranger knows how to deal with members of the Goblin family. 125% Damage Ancient Enemy Goblin (300 JP) - Ranger knows how to deal with members of the Goblin family. 150% Damage . . . . . and so on through all the monster families (including Demons like Apandas...not Zodiac Beasts though) [Maybe these bonuses should apply elsewhere, maybe a higher % to inflict statuses on the enemy, higher evade when facing those of a monster family whose Favored/Ancient Enemy you have learned..........ideas] Reaction Evade Up JP: 500 Anytime the Ranger is successfully struck, his CE% (for the battle obviously) increases by 3% Support Camoflauge JP: 900 Begin battle with Transparent status Equip Bow JP: 400 Equip Bow regardless of job (Hey Archer.....way to drop the ball) Set Trap (Stolen idea from SGN, but I like it, so here it is) JP: 800 Snare: Adds Don't Move Steel Needle: HP Damage .....you get the idea.... Movement Fleet Foot JP: 400 Move and Jump +1 |
Post #114566
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Posted: 4th May 2006 16:13
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![]() Posts: 156 Joined: 3/2/2006 Awards: ![]() ![]() ![]() |
That's great Kane, i always did like Ranger's in D&D.
But cant rangers equip two swords? (aslong as their offhand weapon is light and they're wearing light armor anyway!) On another note, I Like the Evade up idea, aswell as Camoflauge. Although it seems impossible to simulate a true D&D ranger in Tactics, Im very fond of the idea. Maybe ill draw up a Druid Class too huh? ![]() -------------------- Quote <FrPhoenix[Around]> "Burgleburgleburgle" |
Post #115398
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Posted: 7th June 2006 09:37
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![]() Posts: 63 Joined: 4/2/2005 Awards: ![]() ![]() ![]() |
Speaking of Rangers, here's a couple more of our classes from over at HoI. I don't think It's been posted yet, so... Also, remember that our format at HoI is a bit different from the standard FFT format, so ignore the prerequisites, and remember that our balancing is a bit different.
Edit: Also, if there's a demand for it, I can post a couple of our Awarded/Master classes here, as well. We re-did Astrologer, and added things like Dragoon. Quote Ranger The Ranger, much like the Geomancer, is one with nature. However, unlike the Geomancer who calls upon the forces of the elements to attack his foes, the Ranger uses the skills that he has gained while living in the wild to impede foes, fight, and otherwise survive. Capable of using both bow and sword, the Ranger is flexible in his combat role and a valuable addition to any team. ----- Hunter Skill ----- Forage The Ranger scavenges the area around him for useful herbs and other natural items, using them to gain beneficial effects on themselves and their allies, if any are nearby. Can heal a small amount of HP and restore some statuses. JP: 150 Range: 2 Effect: 1 Speed: Now Set Trap The Ranger can set traps during a skirmish. If the Ranger is in a defending skirmish, the Ranger may place up to four traps prior to the battle. Trap types and trap damage are variable. The Basic Trap Types are as follows: Pit Trap, Fire Trap, Snare Trap, Rockslide Trap, Spear Trap. In addition, custom traps can be submitted to staff along with tactics, or independently of skirmishes. The Ranger may create 1 trap every 5 levels, starting at 5th level, then 10th, 15th, and so on. When an enemy encounters a trap on the battlefield, they suffer the effects and their turn ends immediately. JP: 600 Range: 1 Effect: 1 Speed: Now Quote -Pit Trap: Does damage, has a chance of Don't Move and being unable to attack anyone not standing on an edge of the pit. -Fire Trap: Does normal damage, but has a chance of setting the enemy on fire. -Snare Trap: Does damage, has a chance of inflicting Don't Move and Don't Act. -Rockslide Trap: Does damage and has a chance of confusion. -Spear Trap: Deals more damage then other traps, but inflicts no status. Call of the Wild Wolves come to the aid of the Ranger's party, hunting down the nearest enemy. JP: 450 Range: Line Of Sight Effect: 1 Speed: Now Success: Standard Pack Mentality The Ranger, adopting the mentality of the pack, gains +2 Brave for each comrade in battle with him. May only be used once per battle. JP: 480 Range: Auto Effect: 1 Speed: Now Add: +2 Brave/Ally Requires Call of the Wild Camouflage The Ranger attempts to blend in to his surroundings and hide himself from sight. Cannot be used if the Ranger is next to an enemy, and cannot be used if the Ranger is out in the open (Plains, Road, etc.). If the Ranger moves or acts, he has a chance of being discovered. JP: 540 Range: Auto Effect: 1 Speed: Now Add: Transparent Requires Heart of the Woods Toxic Coating The Ranger dips his weapons in a poisonous substance and attacks. JP: 600 Range: As Weapon Effect: As Weapon Speed: Now Add: Poison Requires Forage, Set Trap Secret Slash Rangers are able to use their cloaks to hide their true movements. The Secret Slash is a concealed attack until the last moment. This raises the chance for a critical hit considerably. JP: 850 Range: Melee Effect: 1 Speed: Now Success: Normal Weapon Attack Requires Dive, Awareness Shattering Shot The Ranger tricks their opponent, diverting their attention as they lead the enemy to believe they are striking at their enemy - but whatever they present to take the blow, whether weapon, shield, armor, helm, or accessory, is randomly broken instead, doing minor damage to the enemy in the process. Can only be used on an opponent twice per skirmish. Note 'Breaking Mechanics' in rules for what happens to broken equipment and how to repair it. JP: 1000 Range: As Weapon Effect: 1 Speed: Now Requires Secret Slash or Stealth Strike ---------- Reaction ---------- Catch The Ranger catches thrown items, and adds them to their inventory. JP : 200 Trigger : Thrown Item Dive Ranger has a chance of diving out of harm's way of Ranged and Magical attacks. JP: 475 Trigger: Ranged or Magical attack. Requires Catch Stealth Strike Rangers use their cloaks to evade damage and counterattack. JP: 800 Trigger: Physical Attack Requires Dive, Awareness --------- Support --------- Awareness JP: 350 Add: +40% Trap Evasion, and 50% chance of nullifying bonuses from Sneak Attack or other attacks using Transparent Status. Also reduces damage of critical hits from 150% to 135%. Heart of the Woods The Ranger's natural affinity for forested areas allows them to use the wooded terrain to their advantage. JP: 375 Add: When in wooded areas, +1 PA, +15% Evasion Tracking Tracking does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Ranger can sense the position of enemies on the battlefield, regardless of where they are. JP: 400 Add: Makes Ranger immune to blind. Decreases effectiveness of Illusion effects by 15% on the Ranger and all of his or her allies. Requires Awareness Nature's Bowcraft Nature's Bowcraft does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Ranger has an advanced knowledge of bowcraft and fletching that allows them to tweak and craft their bows to become more efficient. JP: 850 Note: Bows (Not crossbows) equipped by the Ranger gain +2 WP and +1 Range. Requires Heart of the Woods, Set Trap Topography Topography does not need to be Equipped in the Support Slot. It is considered always active, once bought. Knowledge of the land layout allows the Ranger to set up anywhere on the map. Works only in defending or neutral scenarios. JP: 200 ------------ Movement ------------ Survivalist Instinct Move Penalties for rough terrain do not affect the Ranger. JP: 300 Familiar Terrain The Ranger gains a +1 Move, +1 Jump bonus when in a defending skirmish. When not in a defending skirmish, the Ranger has a 50% chance to scout the area for the same bonus. JP: 400 Requires Topography Quicksilver Steps JP : 600 Move+2 Requires Topography, Survivalist Instinct Quote Rune Knight The best way to describe the Rune Knight is an odd mixture between a Black Mage and a Knight. By channeling the power of ancient--some would say, pagan--runes, Rune Knights are able to manipulate the elemental properties of both their equipment, as well as that of their enemies. Being that they are so versatile, the Rune Knight is great as a support fighter, and in the right situations with proper tactics, he can be one of the deadliest classes availble. Class Notes: -------- Rune -------- Flame Rune Imbue weapon with the power of flame and attack. JP: 150 MP: 5 Speed: Now Range: As Weapon Effect: 1 Frost Rune Imbue weapon with the power of frost and attack. JP: 150 MP: 5 Speed: Now Range: As Weapon Effect: 1 Flash Rune Imbue weapon with the power of thunder and attack. JP: 150 MP: 5 Speed: Now Range: As Weapon Effect: 1 Moist Rune Imbue weapon with the power of water and attack. JP: 150 MP: 5 Speed: Now Range: As Weapon Effect: 1 Gust Rune Imbue weapon with the power of air and attack. JP: 150 MP: 5 Speed: Now Range: As Weapon Effect: 1 Soil Rune Imbue weapon with the power of earth and attack. JP: 150 MP: 5 Speed: Now Range: As Weapon Effect: 1 Consecrated Rune Imbue weapon with the power of God and attack. JP: 400 MP: 25 Speed: Now Range: As Weapon Effect: 1 Requires Flame, Frost, and Flash Runes Depraved Rune Imbue weapon with the power of Evil and attack. JP: 400 MP: 25 Speed: Now Range: As Weapon Effect: 1 Requires Moist, Gust, and Soil Runes Elemental Shuffle: Weapon Change the element of a weapon to the caster's choice for the remainder of the battle, unless shifted again using Elemental Shuffle. (note: Neutral element can be chosen) JP: 500 MP: 30 Speed: Now Range: 3 v 1 Effect: 1 Requires all six basic runes, save for Consecrated/Depraved Elemental Shuffle: Armor Change the element of an armor to the caster's choice for the remainder of the battle, unless shifted again using Elemental Shuffle. (note: Neutral element can be chosen) JP: 500 MP: 20 Speed: Now Range: 3 v 1 Effect: 1 Notes: Effect of Element on Armor. You may choose Earth, Wind, Water, Lightning, Fire, Ice, Dark, or Holy. Earth attacks do 1.5x damage to wind armor, and fire/ice, water/lightning, and dark/holy also oppose. Trying to use an element on it's own element armor results in 50% of the damage being absorbed Requires all six basic runes, save for Consecrated/Depraved Runic Blade Absorb incoming magical attack. 30% of would be damage is converted into MP. Usable only once every three turns. Works only if a Sword or Knight Sword is equipped. No Katanas, Ninja Swords, Daggers, etc. JP: 700 MP: 0 Speed: Now Range: Auto Effect: Self Requires Elemental Shuffle: Armor Nova Strike Imbue sword with every element and attack with a massive swing, using both physical and magical power. Target is damaged with elemental weakness (no weakness = neutral attack). Cannot be blocked. Can only be used with Sword, Knight Sword, or Katana. If target has multiple weaknesses, increased damage is dealt. JP: 1000 MP: 40 Speed: Now Range: As Weapon Effect: 1 Requires Elemental Shuffle: Weapon, Consecrated Rune, and Depraved Rune Nova Arrow Imbue arrow with every element and attack, using both physical and magical power. Target is damaged with elemental weakness (no weakness = neutral attack). Cannot be blocked. Can only be used with crossbow. If target has multiple weaknesses, increased damage is dealt. JP: 1000 MP: 50 Speed: Now Range: As weapon Effect: 1 Requires Elemental Shuffle: Weapon, Consecrated Rune, and Depraved Rune -------------------- Reaction Abilities -------------------- Elemental Reversal JP: 400 When attacked by an elemental attack, there is a certain chance that you will imbue your weapon with the opposite element, free of MP cost. Trigger: Attack with elemental properties Requires either Elemental Shuffle: Weapon or Elemental Shuffle: Armor ------------------- Support Abilities ------------------- Elemental Resistance JP: 400 Increase defense against all physical elemental attacks (dragon breath, elemental weapons, etc...) by 25%. Requires Elemental Shuffle: Armor Bow-Blade Combo JP: 500 Equip a blade in one hand, while equiping a crossbow in the other. You may not attack with both in one turn. This ability does not aid characters who have class restrictions on bows or blades that keep them from equiping such weapons in the first place. ---------------------- Movement Abilities ---------------------- None Quote Berserker The Berserker is one of the most feared combatants for a very good reason. With their animalistic fury, they have been known to cleave through swaths of men and beasts alike, even when taking several serious injuries. Harnessing the very primal fury within every human being, the Berserker can throw himself into a blinding (yet oddly concentrated) rage to obliterate his foes. However, since the act of Berserking takes so much out of the body, it is important to note that after the Berserker's mind clears, his body will be quite weakened. Class Notes: Bloodlust and Break Obstacle may only be used while under the Berserk status. This Berserk status can come from a skill such as Oracle's Blind Rage, or from the Berserk skill. -------- Frenzy -------- Berserk JP: 250/500 If a character is a Berserker Primary Class, this costs half price, at 250 JP. The Berserker makes themselves, well, berserk. However, they may use Frenzy abilities while berserked, and can use some degree of tactics (Can specify priority targets, as in "Kill the White Mage, then the Chemist, then the Lancer, so on and so on. Or kill whoever is closest, which the Berserker likes the best). Unlike normal Berserking, this state lasts for Brave/7 rounds, and can only be activated once per skirmish. At the end of the Brave/7 rounds, all damage done is at 70% until end of skirmish. Range: Auto Effect: Self Add: Berserk Bloodlust JP: 350 Upon dealing damage, seeing blood fuels the Berserker's rage. +1 PA for each attack he/she successfully makes while under this status. Caps at +3 PA. Range: Auto Effect: Self Add: Bloodlust Requires Berserk Takedown JP: 450 The Berserker readies themselves to respond to their foes, welcoming their attacker without regard to personal injury. The Berserker will take 120% damage from his/her enemies' attacks for this turn, but once hit, will have a greatly improved critical chance. Range: Auto Effect: Self Requires Berserk Rush JP: 500 The Berserker rushes forward madly, charging their enemy with frightening speed. Running on adrenaline, they become much faster than normal, gaining the bonuses of Move +1 and Speed +1. Only works once per skirmish, lasts for 3 rounds. Range: Auto Effect: Self Requires Berserk Hardiness JP: 600 The Berserker focuses on their health, trying to keep their body and mind as clear as possible through sheer force of will. This focus grants Berserkers an innate resistance to harmful statuses, lowering the chance to succeed in applying a negative status to the Berserker. Range: Auto Effect: Self Add: Hardiness Requires Thick Skin and Takedown Break Obstacle JP: 800 The Berserker can, by sheer strength alone, try to batter down anything that stands in his/her way. The obstacle will be destroyed and become normal, passable terrain once broken. Gates and other small obstacles take one turn to clear, but walls and larger obstacles take two turns to destroy. The weapon will not break. Requires Bloodlust and Irresistible Force -------------------- Reaction Abilities -------------------- Equilibrium The Berserker has a chance of turning to face a flank or side attack. JP: 250 Trigger: Back or Side attack [(Br+5)%] Last Stand When the Berserker is at critical HP, their PA and initiative will improve. JP: 450 Trigger: Critical (While Berserk and/or under a Berserker status) Add: PA +1, CT -(Brave/10) Requires Berserk Meatbone Slash The Berserker counters with a brutal cut. JP : 500 Trigger: Critical (20% or less HP) Add: Critical Hit Requires Last Stand Momentum JP: 900 Upon falling to 0 hp, if a successful roll is made (Brave%), a Berserker will continue to act, oblivious to damage, for one more turn. After this turn is over, he gets felled as per usual for 0 hp status. He cannot be healed by standard methods while in Momentum, BUT he can be revived with Phoenix Down or life spells as per usual. However, there is a chance that the Berserker can permanently lose some Max HP. Requires Meatbone Slash, Irresistible Force, and Hardiness ------------------- Support Abilities ------------------- Equip Axe JP: 500 Can equip axes. Thick Skin JP: 550 The Berserker gains an additional +10% HP bonus from any equipment worn. Requires Berserk Peaceful Fury JP: 950 The Berserker, while under the influence of the Berserk status, can channel their rage clearly enough to control their actions. They are now capable of using abilities and commands other than standard attacks and Frenzy abilities while Berserk, though there's a small chance of them still not being able to focus on the ability at hand. Requires Momentum ---------------------- Movement Abilities ---------------------- Irresistible Force JP: 600 The Berserker refuses to let anything get in his/her way. Prevents Don't Move and Don't Act statuses. Immune: Don't Move, Don't Act Requires Rush, Equilibrium Quote Illusionist The Illusionist can control imagery and sensation to delude his enemies, as well as conceal and guide his allies. Because of this, the Illusionist is both a valued support mage and perhaps the most subtle of all the mages. Class Notes: ----------------- Illusion Magic ----------------- Lock Casting lights and patterns around an enemy, the Illusionist makes the enemy's position far easier for his allies to track and strike at. This grants the Illusionist and his allies a +15% bonus to succeed in using an attack or ability against that enemy. JP: 150 MP: 8 Speed: 5 Range: 3 v 1 Effect: 1 Add: +15% bonus to hit (3 Rounds Duration; Lock is not cumulative with itself or other Lock spells.) Blink The Illusionist blurs his own image, causing it to oscillate wildly around him. This makes his position harder to tell, thus increasing his evasiveness. JP: 150 MP: 8 Speed: 5 Range: Auto Effect: Self Add: +15% Evade (3 Rounds Duration; Blink is not cumulative with itself or other Blink spells.) Flash Summoning a giant burst of illusory light, the Illusionist tries to overload the senses of his enemies and in doing so, blind them. JP: 250 MP: 16 Speed: 10 Range: Max Effect: All Enemies Add: Blind Hallucination Making illusions born of sheer madness, the Illusionist attempts to confuse and bewilder his enemies. JP: 500 MP: 24 Speed: 15 Range: Max Effect: All Enemies -3 Brave once per target per skirmish. Add: Confuse Requires Flash Mesmerizing Lights The Illusionist manifests a series of hypnotic, glimmering lights, which dance around alluringly. Using these, he tries to lull his enemies into a hypnotic state that will make them open to his suggestions. This mesmerizing display may lull people to sleep, however. JP: 500 MP: 30 Speed: 15 Range: Max Effect: All Enemies Add: Charm, Sleep (50%) Requires Flash Dread Image The Illusionist uses his deceptive talents to project an image so foul and grotesque, the Illusionist’s opponents quiver. JP: 450 MP: 40 Speed: 25 Range: LOS Effect: All Enemies Add: -5 Brave, -5 Faith for the duration of the battle. Roll seperately. Requires Flash Obscuring Haze The target of this spell will have a 10% accuracy penalty added to any physical attack for four turns (not cumulative with itself). This is overcome by the Ranger's Tracking Abilities. JP: 350 MP: 14 Speed: 20 Range: 8 v 3 Effect: 1 Requires Blink, Lock Chaotic Cloud The target of this spell will have a 10% accuracy penalty added to any magical attack for four turns (not cumulative with itself). JP: 350 MP: 14 Speed: 20 Range: 5 v 3 Effect: 1 Requires Blink, Lock Terrorize The Illusionist wraps one of his enemies in a vile delusion, drawing upon their own fears to place them in their own personal hell of pain and terror. They can do little but freeze in terror as the pain harms their body in spite of the illusion's nonexistence. JP: 550 MP: 24 Speed: 30 Range: 5 v 3 Effect: 1 Add: Stop Deals 5% of Max HP damage every turn, synchronized with the stop status. Requires Dread Image Lock 2 Generating patterns and lights around multiple enemies, the Illusionist locks him and his allies on target with the guiding illusions. This grants the Illusionist and his allies a 30% bonus to succeed in using an attack or ability against those enemies. JP: 600 MP: 32 Speed: 35 Range: 4 v 3 Effect: 2 Requires Lock Blink 2 Distorts the image of a wide area, granting any allies within the same brand of protection as Blink does to the Illusionist. JP: 600 MP: 30 Speed: 30 Range: 3 v 1 Effect: 2 Add: +25% Evade (3 Rounds of Duration; not cumulative with any Blink spell.) Requires Blink Vanish Casting a powerful and complicated illusion, the Illusionist shrouds his target in a mirage that makes it appear as though they aren't there, effectively rendering them invisible. JP: 750 MP: 35 Speed: 45 Range: 3. Vertical 1 Effect: 1 Add: Transparent Requires Blink 2, Lock 2 Mirrored Army The enemy will see a false image of the caster's army. They will move towards the false army instead of the real one if the spell is successful. Once an attack is made on a character of the false army the effects will leave. JP: 800 MP: 40 Speed: 55 Range: 8 v 8 Effect: All enemies in range Success: Standard Requires Terrorize, Displacement --------------------- Reaction Skills --------------------- Counter Blink The Illusionist casts Blink on themself after being attacked. JP: 500 Trigger: Attack Requires Blink Counter Lock The Illusionist casts Lock on their enemy after being attacked. JP: 500 Trigger: Attack Requires Lock ------------------- Support Skills ------------------- Magic Evade UP JP: 550 Makes it harder to hit the character with magic spells. +10% M-EV. Requires Blink, Flash ---------------------- Movement Skills ---------------------- Displacement Through slight manipulation of images, the Illusionist makes it seem like their location is different than it actually is. Their apparent location is a random spot within 1 unit of the Illusionist's true location. This is overcome by the Ranger's Tracking ability, and the Illusionist's true position is revealed until his next move if he sustains damage while displacing or if anyone attempts to move through his true position, or if they move next to his false position. JP: 770 Requires Blink 2, Lock 2 This post has been edited by Kablizzy on 7th June 2006 09:41 -------------------- Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice. |
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