Posted: 3rd October 2004 22:49
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![]() Posts: 92 Joined: 2/10/2004 Awards: ![]() ![]() |
Magus
"Master of magic. Prince of Darkness. Welder of the Reaper's Scythe" Shadow Magic Dark Bomb- Explosion of Dark magic. Dark Mist- Fog of Dark Magic fills the screen and targets all enemies. ADD:darkness Dark Bolt- Bolt of Dark energy strikes the enemy. Dark Ice- Block of Dark ice shatters on an enemy. Dark Fire- Flames from hell burns an enemy. ADD:oil Dark Wind- Wind from the Abyss surrounds the enemy. ADD:Stop. Dark Matter- Ultimate Dark Magic Attack. Reaper- Steals the soul of an enemy. ADD:Dead Reaction[B] Magic Wall: Casts Wall on himself. Epitaph- If Death is cast on Magus, it kills the caster instead. Magus loses only 1/10 of his MP Support[U] Equip Scythe- Able to equip Scythe. Black Crescendo- Dark Magic gets stronger every turn Death Sickle- Magus' Physical Attack is raised by the number of dead units on the field Movement[I] MP move- gains MP everytime Magus moves. Equipment: Weapon: Sickles Helmets: Caps and Hats Armor: Capes and robes Magus has the highest magic points in the game. He has mid HP, Hi Mp, and has a speed of 8. His PA is mid -------------------- The black wind howls again... Say, can you hear that? It's the sound of the Reaper... - Magus |
Post #61359
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Posted: 3rd October 2004 22:58
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
It'd be nicer if you posted more information on the skills and stuff, but overall, it's not that bad. Some of the skills like Black Crescendo and Death Sickle are pretty interesting.
--------------- Seer "Molds the battlefield's shape to his own will as if it were clay." Prerequisites: Master Geomancer, Master Time Mage Weapons: Staves, Daggers, the Blood Sword Shields: None Head: Caps Armor: Robes, Light Armor ------------ Shape Undulate Speed: 30 Range: Auto Each fourth turn the lowest part of the field becomes flooded with water and continues in four-turn increments filling up one heigth (1 H) of water each time. A character drowns in 3H water and cannot be revived. Float spells, the movement ability 'Float', Walk on Water, and Feather Boots can be used to bypass the effects. Fire Snake Speed: 30 Range: Auto By random choosing, four non-occupied 1x1 grid squares instantly become lava. Each turn one of those squares will randomly extend to an adjacent (and applicable) square and turn it into a lava square as well. This continues for the rest of the battle. Float spells, Feather Boots, the Time Mage's Float ability, an Walk on Lava movement ability can be used to bypass the effects. Thunderstorm Speed: 50 Range: Auto The sky becomes a thunderstorm, doubling the power of thunder spells while halving the power of water spells. Blizzard Staff Speed: 20 Range: Auto A blizzard is summoned and for the rest of the battle everyones movement skills are halved. This *can* be used in conjunction with other Shape skills and will not cancel out. Float spells, Feather Boots, and the Time Mage's Float ability can be used to bypass the effects of this. Mountain Mover Speed: 20 Range: Auto Randomly selected non-occupied 2x2 squares raise by five height. They do not have to be even nor do they have to be adjacent. This effect will effect water, lava, and snow and will not cancel out the effects of any Shape skills. Rewind Speed: Now Range: Auto Returns the field to the state it was at during the battle's start. ------------ Earth Heal ------------ Secondary command for the Seer class. Heals allies who are on contact with the ground (and are therefore suffering with the enemies) by one-fifth of their HP. This command can only be used by the Seer class. ------------ Reaction ------------ Ancient Wisdom An additional 50% evasion is added for P-EV and M-EV during attacks. Lisp Instantly inflicts Silence status on someone attacking with a magical spell. Bypass with silence-guarding equipment. ------------ Support ------------ Lay of the Land Makes on immune to the Seer class' skill effects. Seer class only. ------------ Movement ------------ Move + 2 Adds two to your current move statistic. This post has been edited by Shotgunnova on 3rd October 2004 23:22 -------------------- It's gonna be a glorious day I feel my luck can change |
Post #61362
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Posted: 14th October 2004 06:08
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![]() Posts: 4 Joined: 14/10/2004 ![]() |
Class:Angelic Knight (Females Only)
Abillity:Judgement Offensive Abillity: 1.Guardian Sword-She swings her sword at the enemy like Agrias does and white feathers fall from the sky and causes a white explosion. Panel-Like you use Holy Sword AP-100 Speed-now ADD-none 2.Shadow Strike-She swings sword and a black fire forms in the ground and it burns the enemy and anyone surronding them. Panel:Like you use Holy Sword AP-100 Speed-Now ADD-Blind 3.Stasis Wave-It's like stasis sword , but it creates a wave on the area you hit and more chances of stop effect. Panel:Like summon magic AP-300 Speed-now ADD-Stop 4.Ultima Slash-She swings her sword and it causes an explosion of ultima. Panel-Like you use Holy Sword Ap-700 Speed:now ADD-Random Status 5.Nova Slash-She swings her sword and it causes 999 damage to one enemy. Panel-Like you use Holy Sword Ap-1300 Speed:25 ADD-Random Status Defensive Abillities: NONE Support Abillities:Move plus 10 , Jump plus 10 Epuip: Save the Queen Crystal Helm Crystal Armor Crystal Shield Germinas ((Master Holy Knight , Dark Knight , Divine Knight , Temple Knight and Knight)) ((This Job Class can only go to level 50 and thier HP will be 750 and MP will be 280)) -------------------- ~Yay do the Kirby Dance! (>..)>~ |
Post #62586
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Posted: 14th October 2004 12:19
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
I dig the whole "Angelic Knight" thing, especially the females only dig. I might try to make my own version of that class, if you don't mind.
-------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #62598
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Posted: 14th October 2004 16:56
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![]() Posts: 1 Joined: 14/10/2004 ![]() |
General: a leader whose skills aid in batle under different conditions.
Prerequsite: Master Knight, Master Chemist, Master Ninja, Master Calculator Equip Weapon-Sword, Bow, Katana, Axe, or Knife Armor- Light Armor Helmet-Any Direct skills Charge! Increases offense of all troops Phallanx Doubles all Lancer's stats and Jump takes only one turn Baragge Instruct all archers to fire at nearest enemy Envigorate Doubles all Monk's stats Ambush Adds invisible to all Ninjas Legion Doubles all Knight's and Squire's stats Resources Thieves are always able to steal money and equipment Terrain Geomancers randomly transform terrain into other types Sakai Doubles all Samurai's stats Accomodation Mediator's skills have a 90% chance of working Morale Boost Both Dancer's and Bard's skills always work Mystics Black Mage's, White Mage's, Time Mage's, Summoner's, and Oracle's magic always hit and with double the effect Medic Doubles the potentcy of a Chemist's medicine Counter Strike Back Counterattack always knock back enemy Indirect Bluster Auto- Regen Intel Show all info on enemy Movement Trap Option to set trap on movement panel This post has been edited by Maskedman on 14th October 2004 16:57 -------------------- All your base are belong to us!!! |
Post #62628
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Posted: 15th October 2004 04:44
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![]() Posts: 4 Joined: 14/10/2004 ![]() |
If you can make your own character who would they be and who would they serve under?
Here my person: Name:Julia Job:Holy Swordsman Age:24 Serves under: Shrine Knights / Ramza's team Zodiac sign: Cancer Description: Graduating from Lionel's Finest Knight's she joined the Shrine Knights with Weigraf Folles. Being the person as stuborn as Izlude she suffered a punishment (Not Death) and that was to be banned from the shrine knight's. Saying her goodbye's to Wiegraf she meets with Ramza in a battle where the shrine knights try to kill Julia. Ramza saved her and she joined his party. Heres my second person: Name:Kaori Job:Assassin Age:21? Serves Under: Marquis Elmdor / Ramza's Team Zodiac sign: Cancer Description:An ultima demon summoned by Marquis Elmdor. Saving the best for last Kaori is stronger out of the two regualr assassin's Lede and Celia. Although she didn't get a chance to fight she encountered with Olan and killed him so she can lure Orlandu and kill him also. Orlandu Defeated Kaori and she revived Olan with an ancient spell called Final Raise. She then joins Ramza's group trying to find a way to revive Celia and Lede. Heres my third person: Name:Darc Job:Holy Knight Age:26 Serves under: King Delita and Queen Ovelia / Ramza's team Zodiac Sign: Aquarias Description: A mysterious knight acceidently summoned into this world by Ovelia's Holy Magic and Delita's Holy Sword. He serves under them after the full explanation of the mix-up. He then witnesses Delita kill Ovelia and he runs away from Delita's shelter. Finding Ramza he joins his party with Ramza having no clue about who he is. -------------------- ~Yay do the Kirby Dance! (>..)>~ |
Post #62739
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Posted: 15th October 2004 19:18
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![]() Posts: 297 Joined: 15/10/2004 Awards: ![]() ![]() |
I think this is in the wrong section but here it goes...
Name:Spec Job:Chemist Age:16 Serves Under: Returners Zodiac sign: Leo Description:annoying kid who is trying to learn alchemy, joins Returners after there accidental visit to one of those little islands with trees off the coast. Skill is to combine random items & certain weapons (like Ice rods) into an attack or heal abitlity depending on those used, damage also increases with level. Attacks with light weighing mace. |
Post #62783
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Posted: 15th October 2004 20:38
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![]() Posts: 799 Joined: 13/2/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
http://www.cavesofnarshe.com/forums/ipb/in...?showtopic=2394
That topic is the exact same one as this one, but whatever NAME: Sasuke Job: Ninja-Assassin-ish person Description: Basically who you get in WoR if you let Shadow die in WoB This post has been edited by l)arkShadow on 15th October 2004 20:41 |
Post #62793
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Posted: 15th October 2004 23:02
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![]() Posts: 461 Joined: 25/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
name: celeste
sex: female age: 20 height: 5'11 weight: 145 lbs Build: slender Sign: Taurus Info: half-sister of terra, daughter of madonna; born before madonna's encounter in the esper world....a sweet girl with a personality similar to her sister's...she never knew her true father, but does know of the fate of her mother and also knows she has a half-sister....learned self-defense skills from a man named vargas when her mother mysteriously disappeared... -------------------- "The answer is, of course, that it would be best to be both loved and feared. But since the two rarely come together, anyone compelled to choose will find greater security in being feared than in being loved." - Niccolo Machiavelli, The Prince |
Post #62816
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Posted: 16th October 2004 00:40
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![]() Posts: 92 Joined: 2/10/2004 Awards: ![]() ![]() |
Zero
Job: Reaper Age: 16 Serves under: Himself (formerly of Kefka) Zodiac Sign: Capricorn Sex: Male Description: Zero is the son of Setzer and Darryl. When Darryl crashed into the island she gave birth to Zero, then died in the ocean. The son would then be taken in by a mysterious man who raised Zero as a "DeathBringer." That man was Kefka. After Kefka destroyed the world, Zero was his personal assasin. When Zero was to kill a mere child in Mobliz, his humanity returned to him and h challenged kefka. of course, he was defeated and dispose of in his mother's tomb. When Setzer and the Party went to Darryl's tomb, they found Zero and he joined them, not realizing his father was one of his rescuers. He now wants revenge on Kefka for his defeat. Ability: Scythe: Special skill that Zero uses with his scythe. He learns a new ability every 5 levels. Scythe Abilities include: Earth Slice: Zero swings his scythe with the power of Earth Elemental Ice Shatter: Zero swings his scythe with Ice elemental Fire Cut: Zero cuts an enemy with Fire Elemental. Shock Stab: Zero shoots Lightning Elemental towards an enemy. Holy Harvest: Zero throws his scythe with Holy Elemental. Wind Rift: Zero swings his scythe with wind Elemental. Death Dealer: Zero automatically kills an enemy. Odds of success vary with different monsters. -------------------- The black wind howls again... Say, can you hear that? It's the sound of the Reaper... - Magus |
Post #62821
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Posted: 30th October 2004 22:46
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![]() Posts: 270 Joined: 26/10/2004 Awards: ![]() ![]() ![]() |
Ok... here's one:
Twilight Paladin (of course!) Zodiac Sign: Aquarius Primary Abilities: Twilight Sword Celestial Magic TS Techniques: Action: Stasis Sword Split Punch Crush Punch Lightning Stab Holy Explosion Dark Sword Night Sword Shellbust Stab Holy Slice (Kills Undead, can be used for damage otherwise) ____________________________________________________________ CM Techiques: Cure 4 Raise 2 Re-Raise Wall Holy Seraphim (Holy damage to all enemies, Cure 3, Esuna, and Haste on all allies) ______________________________________________________________ Reaction: Meatbone Slash Hamedo MP Switch Support: Attack UP Magic Attack UP Movement: Fly This post has been edited by Twilight Paladin on 30th October 2004 22:47 -------------------- Dang. And here I was hoping the next big thing in hip hop would be, y'know, silence. ~Djibriel Twilight Paladin.com We are now twilightpaladin.co.nr! It's not .com, but, oh well. The Twilight Forums! |
Post #64033
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Posted: 31st October 2004 04:13
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![]() Posts: 734 Joined: 8/7/2004 Awards: ![]() ![]() ![]() |
Hell Kite: Knights infused with the power of hell kites.
Hell's fury: Dragons breath: an acidic breath attack that lowers the attack of the person it is used on. Effect:hp loss, posion Hells passion: sword attack with the power of demons, said to of been made by the deivl him self. Effect:death Knight nightmare: infuses user with nightmareic rage, user goes totally berserk and makes the user a rouge for the remander of the battle. Effect:berserk Dragons armor: uses the power of inpenitrable dragon scales to raise defesen by 30% Summoning hell: summons a portal to let demons out, attacks the entire feild and whipes out lesser enemys. Fury sword:channels rage into sword makeing the blow like none other most times resulting in instant death. Witch hunter works best on magic users, turns there magic aginst them. JP Stroll Hamedo Equip Sword Equip Shield -------------------- Don't fear the reaper! Wonderful system this "Democracy" is no mechanism to break a tie -Dinobot- It's spelled Raymond Luxray Yatch but it's pronounced Throat Wobbler Mangrove. Vi Veri Veniversum Vivus Vici Sic Semper Tyrannis bush. |
Post #64078
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Posted: 31st October 2004 20:59
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![]() Posts: 29 Joined: 31/12/2003 Awards: ![]() ![]() |
Pyromancer
Class that specializes in the art of controling fire, they also take on positive and negative atributes Absorb: Fire Half: Ice Weakness: Water Default Skill: Pyromancy Weapons: Sticks, Books Shields: None Head: Helmets Body: Armor ------ Pyromancy ------ __________ Fire Basic Fire Elemental attack "Destruction of nature, gather in flame! Fire!" Range: 4 Effect: 2 Vertical: 1 MP: 6 Speed: 25 JP:50 __________ Fire 2 Medium-level Fire Elemental attack "Out of the ground, raze all greenery with flame! Fire2!" Range: 4 Effect: 2 Vertical: 2 MP: 12 Speed: 20 JP:200 __________ Fire 3 High-level Fire Elemental attack "Star fire, awaken and deliver your judgment! Fire3!" Range: 4 Effect: 2 Vertical: 3 MP: 24 Speed: 15 JP:480 __________ Fire 4 Massive Fire Elemental attack "Smouldering flames far below, punish the wicked! Fire4!" Range: 4 Effect: 3 Vertical :3 MP: 48 Speed: 10 JP:850 __________ Flare Large fireball falls from the sky causing a large amount of damage to the target. "Inscript the dark god into a rotting body! Flare!" Range: 5 Effect: 1 MP: 60 Speed: 15 JP:900 __________ Melt Causes enemy's armor to melt, causing damage to enemy and destroying their armor "Punish all metal that would oppose me! Melt!" Range: 4 Effect: 1 MP: 36 Speed: 20 JP: 720 __________ Ignite Gradually lowers target's HP through burning "Eternal Flame, embrace all evil! Ignite!" Range: 4 Effect: 2 Vertical: 2 MP: 6 Speed: 30 JP: 150 __________ Explode Causes damage to enemy's by blowing up the bodies of the dead "Death of an ally, damage more than emotion! Explode!" Range: 4 Effect: 3 Vertical: 2 MP: 0 Speed: NOW JP: 650 __________ Fire Wall Raises a wall of fire, damaging all who pass through it "Fire god, raise your inferno and protect us! Fire Wall!" Range: 4 Effect: 1 MP: 10 Duration: 6 Speed: 20 JP: 500 __________ Fire Aura Surrounds allies with fire, damaging attackers Add: Immolation "Warmth of the sun, avenge me! Fire Aura!" Range: 4 Effect: 1 MP: 15 Speed: 20 JP: 500 __________ Fuel Drenches enemies with oil, making them more vulnerable to fire Add: Oil "Darkness, rise from the ground and flood! Fuel! Range: 3 Effect: 2 Mp: 10 Speed: 25 JP: 185 ------ Reaction ------ Fire Blast Casts either Fire, Fire 2, or Fire 3 on attacking enemy 50% Fire, 35% Fire 2, 15% Fire 3 ------ Support ------ Immolation Causes any enemy who physically attacks you to recieve 20% of damage they inflicted This post has been edited by TAS on 31st October 2004 21:04 -------------------- CHANGE : When the winds of change blow hard enough, the most trivial of things can turn into deadly projectiles |
Post #64136
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Posted: 31st October 2004 22:58
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![]() Posts: 946 Joined: 23/5/2004 Awards: ![]() ![]() ![]() |
Kaizen
"A demensional drifter. Shapes time and space his/her own liking" Skills: Distortion Landscaper: the elevations of the terrain randomly change Wormhole: 1st turn- choose first end of portal 2nd turn- choose recieving end of portal. Degenerate: randomly remove one enemy from the battle(if it's a special character, they are KO'ed) Nekkid: randomly destroy one piece of targets armor/clothing Demi: damage enemies HP by 1/4 of maximum Gravija: damage enemies HP by 3/4 of maximum Transfer: transfer 1/2 of targets HP to a random team member This post has been edited by Malevolence on 31st October 2004 22:59 -------------------- moé in the streets, senpai in the sheets |
Post #64158
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Posted: 1st November 2004 02:24
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![]() Posts: 29 Joined: 31/12/2003 Awards: ![]() ![]() |
Shadowlord
Knight Lv. 8 Monk Lv. 8 Oracle Lv. 8 Thief Lv.7 Geomancer Lv. 6 Ninja Lv. 4 Warrior who has learned to control the shadows to do his bidding Weapon: Sword, Spear, Knife Shield: N/A Head: N/A Body: Clothes ------ Shadow Skill ------ __________ Shadow Strike Causes damage by using enemies own shadow as a means of attack Range: 3 Vertical: 3 Effect: 1 Speed: Now JP: 200 __________ Shadow Weapon Commands the shadows to steal an enemies weapon from a distance Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 400 __________ Shadow Shield Commands the shadows to steal an enemies shield from a distance Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 500 __________ Shadow Armor Commands the shadows to steal an enemies armor from a distance Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 600 __________ Shadow Helmet Commands the shadows to steal an enemies armor from a distance Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 500 __________ Shadow Accesory Commands the shadows to stean an enemies accesory from a distance Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 500 __________ Steal Mind Uses shadows as a mean of stealing an enemies MA and adding it to your own Range: 4 Vertical: 3 Effect: 1 Speed: Now JP: 300 __________ Steal Power Uses shadows as a mean of stealing an enemies PA and adding it to your own Range: 4 Vertical: 3 Effect: 1 Speed: Now JP: 300 __________ Steal Speed Uses shadows as a mean of stealing an enemies speed and adding it your own Range: 4 Vertical: 3 Effect: 1 Speed: Now JP: 300 __________ Mass Darkness Attemps to blind all enemies on the field Add: Darkness Range: N/A Vertical: N/A Effect: N/A Speed: Now JP: 360 __________ ------ Reaction ------ __________ Disappearing Act If you or any ally is attacked, they become invisible Add: Invisible __________ Pandora's Box Has a chance of casting any oracle spell and 1% chance of casting all combined excluding petrify __________ ------ Support ------ __________ Shade Start battle invisible and reveal yourself only after you attack Add: Invisible __________ ------ Move ------ __________ Perpetual Motion Move, increase speed __________ This post has been edited by TAS on 1st November 2004 15:09 -------------------- CHANGE : When the winds of change blow hard enough, the most trivial of things can turn into deadly projectiles |
Post #64175
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Posted: 10th November 2004 04:13
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![]() Posts: 1,838 Joined: 3/2/2004 Awards: ![]() ![]() ![]() |
Here is My job, some of the abilitys are based from Starcraft.
Templar (Yes I am referring to the High Templar from Starcraft on this one.) Equip: Staff, Helm, Armor, Golve, Etc. Abilitys: Psionic Storm: Range 3 Vertical 3, costs 10 MP Starts off With Ability.Thunder Elemement Attack that can hit up to 5 enemies. Mind Control: Range 3 Vertical 2, Costs 35 MP 400 JP Can control a unit for remanider of Battle 50% Chance of Connecting. Cloak: Costs 25 MP 300 JP. Move can be done only to self Cannot be hit by physical attacks for 3 Turn. Stim Pack: Costs 10 MP 200 JP. Move done only to Self. Loses 5 HP to increase speed for remainder of battle by 3. Heal: Costs 5 MP 300 JP. Move done only to Self. Restores a few HP and removes ANY status effects. Revive2: Costs 40 MP 700 JP. Range 4 Vertical 3. Revives a character to 100% HP and casts Auto-Life/Reraise on that character. Dark Holy: Costs 52 MP 900 JP. Range 4 Vertical 4. Same as Dark Holy in FFT. Meteo: Costs 62 MP 1500 JP. Hits ALL Enemies. A Much Stronger version of Meteor form FFT. Reaction Abilitys: Auto-Heal (Auto-Potion and Auto-Remedy) 800 JP. When hit by an Attack and/or Status Effect an item in invetory is used to heal you always will happen. Support Abilitys: Aura 1000 JP: Casts Regen, Haste, Wall, Reraise at the beginning of Battle on the character with this ability. Movement Abilitys: Teleport2: 1400 JP: Can Move anywhere without Failure. Stats Job Excels at: Magic Pwr. Def and Magic Def. Stats Job lakcs at: Str. That is it for my special Job(My hands are tired.) |
Post #65196
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Posted: 20th November 2004 01:07
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![]() Posts: 3 Joined: 5/11/2004 ![]() |
Here's my new class, he's powerful but I think his need for his Support (see below) balances it out!
SWORDSMAN (Ancient Order of the Blade) Pre-Requisite: Knight Level 5/ Samurai Level 3 Skills: ___________________________________________________ ILLUSION PORTAL- Range 8 JP Needed: 400 Effect: Swordsman warps to another part of the field! ILLUSION SLASH- Range 6 JP Needed: 500 Effect: Swordsman appears next to opp. and attacks then warps back to starting panel! LEGENDARY ATTACK- Range 1 JP Needed: 500 Effect: Attack does auto-critical and blasts opp. away two panels. Will NOT hit same opp. twice! ANCIENT BLADE- Range 8 JP Needed: 600 Effect: Large Ethreal Blade falls from the sky striking an opponent thrice! FINAL FATE- Range: 1 JP Needed: 600 Effect:Attack does no dam. but 3 rds later, opp. auto-dies! Abilities: __________________________________________________ Reaction: VORTEX COUNTER- Range 1 Trigger: Physical Attack JP Needed: 500 Effect: Swordsman warps out of the way and strikes opp. from behind! Support: MIND WARP Effect: Enables the Swordsman to use Abilities requiring Warp Effect. JP Needed: 300 Movement: SHADOW WALK JP Needed: 150 Effect: Trails of shadows (after-images) follow Swordsman when he moves! Note: Not really helpful... just looks cool! -------------------- And Justice for all... Zero X style. |
Post #65957
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Posted: 21st November 2004 02:37
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![]() Posts: 1,207 Joined: 23/6/2004 Awards: ![]() ![]() ![]() |
This has gotta' be one of the coolest forums. Hats off to ya', Shotgunnova!
Hunter Equipment- Bows, Crossbows, Sheilds, Helmets, Robes, Armor Strike: Range (same as equipped weapon) MP 0 Speed Now Fire Strike: Fire-elemental physical damage 100JP Thunder Strike: Lightning-elemental physical damage 100JP Ice Strike: Ice-elemental physical damage 100JP Water Strike: Water-elemental physical damage 150JP Earth Strike: Earth-elemental physical damage 150JP Wind Strike: Wind-elemental physical damage 150JP Pain Strike: Poison, Darkness, Silence status 300JP Mind Strike: Berserk/Confusion status 250JP Stone Strike: Petrify status 500JP Spell Stirke: MP damage 500JP Darkness Strike: Darkness-elemental physical damage 600JP Holy Strike: Holy-elemental physical damage 600JP Snipe: Engineer Job Command Reaction Counter Strike: Counter a physical attack with a random Strike ability 300JP Counter Snipe: Counter a physical attack with a random Snipe ability 300JP Support Hunter Attack: Use Strike and Snipe regardless of job 500JP Movement Station: No matter what happens during battle, you stay where you're standing 750JP -------------------- "Thought I was dead, eh? Not until I fulfill my dream!" Seifer Almasy "The most important part of the story is the ending." Secret Window "Peace is but a shadow of death." Kuja |
Post #66020
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Posted: 28th November 2004 07:32
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![]() Posts: 94 Joined: 1/6/2004 Awards: ![]() ![]() ![]() |
I suppose this has been my visit since the longest
![]() ![]() Controller-A powerful knight seeking the most powerful soldiers to make a devastating army. Act-Control Inherit-Train Action skills Distract 300 JP[Range:9 Effect:All Add:none] Distract an enemy if ally is critical,forcing every enemy to attack the user. Take Over 400 JP[Range:4 Effect:1 Add:Inherited] Take over an enemy's body with the power of the ghosts for 1 turn. Force 400 JP[Range:3 Effect:1 Add:Invite] Force an opponent to join user's army with treacheous beatings and curses.Always leaves HP to 1. Illusion 300 JP[Range:6 Effect:1 Add:Confuse,Berserk] Use an illusion to make an enemy confuse or berserk. Manipulate 500 JP[Range:4 Effect:1 Add:Control] Manipulate an enemy using offers and lies. Steal:Strong 600JP[Range:1 Effect:1 Add:none] Steal strongest equipment at enemy's disposal. Reaction Ability: Counter[Range:1 Effect:1 Add:none] Counter with a physical attack. Support Ability: Fast Hand JP 500 Increase chance of stealing. Honest face JP 400 Increase chance of inviting someone Movement Ability: Jump +3 JP 1000 Increase jump by 3 Move +4 JP 1200 Increase movement by 4 Help JP 400 If ally is critical teleport to ally immediatly That's it I may post more later,if anybody wants to use one of these move just say mention me.I'm out. -------------------- "...But we will succeed. We pride ourselves in making the impossible possible." |
Post #66249
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Posted: 28th November 2004 08:09
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![]() Posts: 345 Joined: 31/8/2004 Awards: ![]() ![]() |
Ooh, ooh, can I make another one?
Guardian A warrior who fights using mystical powers. He also protects the weak and helpless. Flight and levitation ability. Job Requirements: Level 6 White Mage, Level 6 Knight' Abilities Note: These moves are only compatible with Knight swords. Earthquake(100 Jp): Uses the mystical power of the Guardian sword to cause an earthquake to erupt wherever the enemy is standing. Love Heal(50 Jp): Heals your weakened units with the magic of love and affection. This move can only be used on members of the opposite sex. Also, it cannot be used on monsters. Friendship Heal(50 Jp): Heals your weakened units with the magic of friendship and acceptance. This move can be used on anybody except monsters. Tornado(150 Jp): Uses the magical power of the Guardian sword to summon a tornado that blows the enemy away. Holy Blast(140 Jp): Uses the magical power of the Guardian sword to summon a holy power to damage the enemy. Life Damage(200 Jp): Offer a small amount of your HP to the Guardian sword in order to summon a spirit to damage the enemy's HP by triple that amount. Reaction Abilities Double Sword(40 Jp): This works kind of like Hamedo, only you get to attack twice Life Drain(130 Jp): If attacked, drain the amount of life you lost from the enemy, as well as four times that amount in gil. Support Ability Blessing of the Guardian: Raises the Physical Attack of a unit by 5-25 points as you move. Movement Ability Guardian's Wings: Increases movement range by 12 by lending a unit the wings of a Guardian. Adds Float. This post has been edited by Kilakandra_DiMenia on 28th November 2004 08:13 -------------------- "No matter what happens, I will always be with you... forever." ---- Pocahontas, Pocahontas "Only those who are already at the top are rewarded without trying."----- Delita Hyral, Final Fantasy Tactics http://www.ffshrine.org/fft/fft-midi/1-42-back_fire01.mid ---- My favorite FFT battle song |
Post #66251
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Posted: 29th November 2004 14:18
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Gandalf
"Do not be too quick to deal out death and judgement...." -------------- Istari -------------- ----------------------------------------- Keeper of the Secret Flame ----------------------------------------- "I am the keeper of the Secret Flame." Range: 7 JP: 1000 MP: 50 A bolt of Flame issues from Narya, the ring of fire that Gandalf wears, and blasts one panel with Holy and Flare. You shall not pass! ------------------------------- "You.... shall.... not.... pass!" Range: Board JP: 1000 MP: 50 To Gandalf's right and left, across the entire battlefield in a straight line, no enemy can cross. Once cast, Gandalf may not move from his spot in the middle of the border, but may perform other actions. If Gandalf is killed, the boundary dissipates. Bolt of the Valar --------------------------- "May the gods decide your fate." Range: 7 JP: 1000 MP: 50 A bolt of heavenly power blasts one panel with Holy and Bolt4. Aura of the Ainur ----------------------------- "Many who deserve life.... recieve death." Range: 7 JP: 1000 MP: 50 Revives fallen comrade with full MP and half HP. Curse of Barad Dur ------------------------------- "Saurons flames await you!" Range: 7 JP: 1000 MP: 50 A five-panel area is hit with poison, darkness, and slow status. Middle-Earth Quake ------------------------------- "I did not travel thousands of years to toy with prattle such as you!" Range: Board JP: 1000 MP: 100 This skill is only available to Gandalf the White. It's effect is similar to the Titan summon, in that the entire battlefield is ripped asunder, inflicting heavy damage to all emenies and 1/3 of the current HP of all ally units. ------------------- Reaction ------------------- Elven Friendship ---------------------------- JP: 500 When physically attacked, a volley of arrows from hidden elven archers counters the enemy. Stormcrow --------------------- JP: 500 When attacked succesfully, all ally units gain +2 speed. Only effective once per battle. Gandalf the White ------------------------------ JP: 2500 When killed on the battlefield, two turns later Gandalf revives with full HP and MP, and MA is increased by 10. Not effective if ally revives Gandalf before the two turns are up. ------------------ Support ------------------ Elven Cloak ---------------------- JP: 500 Begin battle invisible. Will not become visible until an action is performed. --------------------- Movement --------------------- Magical Aura ------------------------ 25 MP gained every turn where Gandalf moves at least one panel. --------------- Traits --------------- Gandalf has inherint Two Swords, but can only equip Knight Swords and Staves. In addition, he can only hold one of each of these weapon types at a time (example- Defender in one hand, Oak Staff in the other). Gandalf can wear robes and clothes, but cannot equip armor, shields, or any type of head protection. For accessories, he can only equip rings. This post has been edited by Hamedo on 29th November 2004 14:20 -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #66341
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Posted: 9th December 2004 05:39
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![]() Posts: 11 Joined: 8/12/2004 Awards: ![]() ![]() |
Paladin
Blade of the Righteous Aegis Shield Helm of Insight Holy Knight's Breastplate Bracelet of Health Primary Skill: Chivalry --Holy Hit (Attack with holy atributes, 50% dmg inc.) --Fire Hit (Attack with fire atributes, can burn the enemy, making it lose 5%-10% of its total hp per turn) --Blizzard Hit (Attack with ice atributes, can frost the enemy, lowing its speed and block rate) --Thunder Hit (Attack with thunder atributes, can paralize the enemy) --Bash (Lost of 60% total hp, 120% dmg inc.) Reaction: --Protect Aura (Actvated by phy. attack, doubles your chance of parrying for 8 turns) Support: --Holy Doutrine (Allows to use Chivalry skills when not a paladin) --Holy Defense (Cuts the recevied holy damages by 80%) --Chivalry (Gives you 75% dmg inc. when mounted on a chocobo) Moviment: --Mounting (Gives you Move+5, only works when mounted on a chocobo) ---------------------------------------------------------------------------------------- Berserker Berserker's Maul Cursing Shield Mind Blaster Helmet Tunic of Pain Gauntlets of Rage Primary Skill: Rage Skills --Curse Weapon (Absorbs 30% of the dmg and adds to berserkers current hp) --Flaming Rage (The user loses 15% of its current hp, ginving 50% dmg inc. util the user dies) Reaction: --Ofensive Defense (Actvated by phy. attack, adds 1/20 of the received dmg to user's AP) Support: --Self Cursing (Turns char uncontrolable, but gives 80% dmg inc.) Moviment: None I tried to not make uber classes... Heh This post has been edited by Drizzt do'Urden on 9th December 2004 05:43 |
Post #67089
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Posted: 16th December 2004 15:05
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![]() Posts: 345 Joined: 31/8/2004 Awards: ![]() ![]() |
This thread is actually kinda fun. Long live the Invent-A-Class thread!! *lol*
------------ Mystic ------------ A magical young woman who can help or harm anyone. Her mystical spells can be delicate, but deadly. Job Levels: Level 5 Priest, Level 5 Wizard, Female Abilities Holy Magic- Cleric job command Arrow Feathers(90 Jp)-- A spell which borrows feathers from the angels, and either attack the enemy or enhance any allied Archer's attack power. Downpour(50 Jp)--- Summon a downpour which either drowns the enemy or heals any allied unit's HP. Hurricane(100 Jp)--- Summon a powerful hurricane which either kills the enemy in one hit or adds Float to your allies. Reaction Ability Fallen Mystic's Revenge(60 Jp)--- When killed, a unit can gradually drain the health of the enemy unit that killed it. No Support or movement abilities. For every strong class, there is a weak one---- and this class is pretty weak. -------------------- "No matter what happens, I will always be with you... forever." ---- Pocahontas, Pocahontas "Only those who are already at the top are rewarded without trying."----- Delita Hyral, Final Fantasy Tactics http://www.ffshrine.org/fft/fft-midi/1-42-back_fire01.mid ---- My favorite FFT battle song |
Post #67703
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Posted: 31st December 2004 03:08
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![]() Posts: 92 Joined: 2/10/2004 Awards: ![]() ![]() |
Dragon Paladin
"A holy Knight infused with the power of Dragons" Equipment: Bahamut Sabre Shield of Mycen Helm of Abram Armor of Shooting Star Ring of Brahm Skill: Dragon Blade Shooting Star Flame: A burst of fire hits the enemy. Combination Of Fire and Holy Brahm's Icicle: Chunks of Ice shatters at the enemy. Comcination of Ice and Holy Abram's Wave: A Tidal wave obliderates all enemies. A combo of Water and Holy. Horn of Mycen: A huge burst of Holy energy zaps the enemy. Narse's Hatred: A ray of Darkness envelops the enemy. A combo of Darkness and Holy Tiamat's Fury: A Bolt of lightning strikes the enemy. A combo of Holy and Bolt. Bahamut's Wrath: A wave of nonelemental energy slams into the enemy Seal of the 7 Dragon's: A giant burst of energy strikes all enemy's for heavy damage. Combo of all elemental magic with Holy Reaction: Heart of a Dragon: raises defense and strenghth. activated when hit by a phys attack. Soul of a Dragon: raises Magic defense and Magic. Activated when hit by a mag attack. Support: Dragon Tame: increases the chance of inviting a Dragon to your party. Dragon Defense: increases the defense and magic defense when acommpanied by a dragon. Dragon Cure: auto regen and auto life when accompanied by a dragon Movement: Dragon strength: Every turn that Dragon Paladin moves, Dragon Paladin raises his attack and magic but decreases Defense and Magic Defense. Dragon skin: Every turn that Dragon Paladin moves, Dragon Paladin raises his Defense and Magic Defense but decreases attack and magic. -------------------- The black wind howls again... Say, can you hear that? It's the sound of the Reaper... - Magus |
Post #68560
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Posted: 31st December 2004 04:25
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![]() Posts: 38 Joined: 4/12/2004 Awards: ![]() ![]() |
Uhhh.... Master Wizard?
"A mage that has mastered all kinds of magic" (White, Black, Time, Summon, YinYang) requisites: Lv. 8 Wizard, priest, summoner, oracle, time mage Skills: All known magic skills with full hit rate, quarter charge time, double range and effect area, triple strength and/or triple duration as corresponds. Equipment: Right\left hand: Ramuh's staff Head: Ifrit's horns Chest: Titan's might Accesory: Shiva's necklace I dont have much ideas ![]() -------------------- "Flush your problems with the rest of your crap!" ------ Palmer, FF7 "It's.... a very long story..." ------ Everybody, everywhere. Isn't there anything better they can say? |
Post #68564
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Posted: 31st December 2004 11:45
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![]() Posts: 299 Joined: 11/4/2004 Awards: ![]() ![]() ![]() |
These are not original, but lately, I have been wishing they were in the game.
It may have already been said, but I really think this game could have benefitted from both a Blue Mage class and a Mystic Knight class. BLUE MAGE This class could equip sabers, staves, or knives, and most light to medium armors and accesories. Requisits: Level 4 Dragoon, Level 4 Mediator Blue Mages action abilities would be Blue Magic, learned by surviving monster attacks. Most any attack can be learned, even Monster Skill attacks. Support skill would of course be Learning, which the class has automatically. However, by using Learning on another class, you can still learn monster skills without being a Blue Mage. A Reaction ability could be Rage; HP damage from hand to hand attacks can result in unit going berkserk and attacking the one who hit him for 1.5 times normal damage. This will wear off once the target is hit, so this is basically "Counter" with higher strength. Movement ability would be Move -- Recover Status; as you move, you have a 50% chance of recovering from a negative status for every step you take, as exerting your body flushes the contamination out of your system. MYSTIC KNIGHT The Mystic Knight can equip everything a regular Knight can. Requisits: Level 8 Knight, Level 8 Wizard Action abilities: A Mystic Knight would possess Magic Weapon spells, wherein you could cast an element on someones weapon. Stone, Fire, Bolt, Water, Ice, Holy, Darkness, and Poison could all be added to anyone's weapon, allowing the Mystic Knight to hit for 1.5 to 2 times as much damage depending on an opponent's elemental weakness or resistance. Or in the case of Stone and Poison, there's a chance for the status to take place. (In the case that an enemy has element-absorbing armor, then damage could be potentially nullified if the elements line up. For example, an enemy with a fire-absorbing armor would be damaged by a sword, but healed by the magic fire surrounding the blade, thus resulting in 0 damage.) Every Magic Sword spell lasts exactly three rounds, unless replaced by a different element. Another Action skill would be Runic. Any and all magic cast in the field within 5 square radius of the Mystic Knight will be absorbed by the magic knights weapons and turned into MP for the Mystic Knight's use. Support skill: Retain Element With this, you can maintain your magic weapon's elemental indefinitely, by automatically recasting the spell onto the weapon. While this of course uses MP everytime, it will not count as an action, so when your Mystic Knights turn comes up, he/she will cast the spell, then you may select an action and/or movement as normal. Reaction ability would be Aura. When Aura is set, any unit who attacks you (and is right next to you) will recieve a backlash of magic energy, so its basically a magic-based "Counter". This backlash will be at the strength of a level-1 elemental spell, or a status effect. This energy will by default be Fire for males, Ice for females; however, the energy will otherwise be based on whatever magic your weapon is imbued. Just think how awesome it would be for a goblin to land a successful hit, then get blasted by a fireball upon contact. It would be possible for an enemy to petrify itself by striking a Stone aura, but the percentage for this is incredibly low. Otherwise, Blind and Poision have a high percentage, and elemental damage is successful with the same formula any Counter ability is. Movement skill would be: Move -- Destroy Trap. If by change you stop an an square that has been booby trapped, you magic Aura will destroy the trap before it is set off, thus sparing you the damage or status infliction. This comes at the cost of finding rare items by stopping over them as well, however. This post has been edited by sharkerbob on 31st December 2004 11:50 -------------------- And behold, I saw a Pale Gaming System, and the name of he who rode it was Squaresoft, and Enix followed him. |
Post #68585
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Posted: 7th January 2005 14:48
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![]() Posts: 253 Joined: 7/1/2005 Awards: ![]() ![]() ![]() |
Ok, I came up with one:
Arc Knight Destroyer Arc Knight: A knight that feeds on the hatred and darkness of someone's soul Evil Sword: Decompose: Causes a random Status Ailment to all targets in a large area: Causes: Poison; Dead; Death Sentence; Berserk; Confuse; Don't Move; Don't Act; Stop; Faith; Innocent; Chicken; Frog; Vampire; Undead; Darkness; Slow; Silence: 100% 1000JP Destroy Squire Job: Causes Death to any squire prerequisite skill: Causes: Dead: 20% 1500JP Destroy Chemist Job: Causes Death to any chemist prerequisite skill: Causes: Dead: 20% 1500JP Extra EXP: Gain extra Experience Points by concentrating: Causes: Exp +5: 95% 400JP Extra JP: Gain extra Job Points by concentrating on the job at hand: Causes: JP +10: 95% 300 JP Estrange: Heals all allies of Status Ailments: Remove: Poison, Death Sentence; Berserk; Confuse; Don't Move; Don't Act; Stop; Faith; Innocent; Chicken; Frog; Vampire; Undead; Darkness; Silence; Slow: 100% 150JP Scream: Powers up one's self by screaming: Causes: Brave +10; Phys. Attack +1; Magic Attack +1; Speed +1: 200JP Dark Sword: Steal enemy MP for one's self: Causes: MP damage; User gains that much MP 500JP Night Sword: Steal enemy HP for one's self: Causes: HP damage; User gains that much MP 250 JP Destroyer: A person warped in the mind; Sent from Hell to destroy all inhabitants on Earth: Mind: Mind Blast: Discolors the enemy's mind: Causes: Berserk; Confuse: 100JP Telepathy: Tricks the enemy into becoming an ally with telepathic waves: Causes: Invite: 15%-30% 120JP Burning Mind: Attacks the enemy from afar by killing their mind with telepathy: Causes: HP damage: 200JP Concentrate: Raises HP and MP by concentrating: Causes: HP and MP up: 200JP Tainted Knowledge: Forsees the future and changes the enemies future: Causes: Death Sentence: 400JP Think!: Raises all abilities of the user: Causes: Brave +10; Phys. Attack +1; Magic Attack +1; Speed +1; All Evade +20%: 350JP Mind Control: Control the enemy through brain waves: Causes: Charm; Invite; 15-50%: 550JP Abilities: Evil Sword Mind Counter Two Swords Move- HP UP Excalibur Chaos Blade Reflect Mail Crystal Helmet Bracer This post has been edited by ArcKnight5000 on 12th January 2005 14:00 -------------------- "There is not a liberal America and a conservative America - there is the United States of America. There is not a black America and a white America and latino America and asian America - there's the United States of America." ~Barack Obama |
Post #69116
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Posted: 17th January 2005 08:47
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
Job - Duke Knight --(A promoted knight skilled in assisting allies)--
Innate - Weapon Guard Prerequisites - Master Knight, 300 enemy knights defeated, Master Priest Weapon - Swords, Knight Swords, Spears Shields - Yes Hats - Helmets Armor - Heavy Armor, Robes Accessories - Yes -------------------------------- Primary Skillset - Stonewall Note - The "+" (cross) formation the skills own has no vertical limit. -------------------------------- Peal of Thunder MP Cost - None Speed - 20 Effect Area - Randomly selected squares in a "+" (cross) formation. When a target is hit, s/he is inflicted with "Transparent" status. Rainwater MP Cost - None Speed - 15 Effect Area - Randomly selected squares in a "+" (cross) formation. When a target is hit, s/he is inflicted with "Protect" and "Shell" statuses Coat of Arms MP Cost - None Speed - 15 Effect Area - Randomly selected squares in a "+" cross formation. When hit, a target's brave rises by ten. Ransack MP Cost - None Speed - 10 Effect Area - Randomly selected squares in a "+" formation. Enemy only. When an enemy is hit, a piece of his/her equipment is immediately destroyed, disarmed, or stolen with a 25% accuracy for each effect; 25% percent of the time it misses. High Rise MP Cost - 40 Speed - 5 Effect Area - All panels below the caster's height. When the spell's charging is complete, anyone below the caster's height has their HP brought to 1 and is inflicted with "Don't Move" status. This spell can be cast once per battle and is not affected by Short Charge. -------------------- It's gonna be a glorious day I feel my luck can change |
Post #69977
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Posted: 21st January 2005 03:59
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![]() Posts: 236 Joined: 11/12/2004 Awards: ![]() ![]() ![]() |
Red Knight:Knight who is an expert in both terms of swordmanship and magic.The shine of his blade slaughters all. Red Sword:Red Knight job command,beats enemies with the secrets of the sword
-------------------- Can't we get a better mission than this.I HATE CATS!!!! Quote from Naruto |
Post #70410
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Posted: 10th April 2005 06:04
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
Having spent time at the Heroes of Ivalice for the last week, I thought of some improvements on the class I'm being. Maybe someone else could offer their own character suggestions if they're at the same site. If that's not a good enough reason to breath life into this, feel free to close it mods. =p
------- Ranger "Can obstruct and manipulate the ecosystems of nature." Prerequisites:
Shields: No Headgear: Hats, Caps Armor: Clothes, Robes Accessories: Yes ------- Landscaping "Ranger command. Harnesses the natural power of the battlefield." Skill: Heavy Load MP Cost: None Range: Weapon Speed: Instant Effect Area: One enemy By aiming at the ground, a ranger can damage the battlefield itself while damaging the enemy's underbelly. After the enemy moves off the space, it sinks in and can no longer be walked on again. If the skill "Spring Field" is used, all empty spaces fill up with water. Damage to enemy is: [Brave*3] - [PA*2] Skill: Civilize MP Cost: None Range: 2 Speed: Instant Effect Area: One enemy Makes an enemy becomes ashamed at its recklessness. For the next three turns, the enemy cannot take action. Since this is not the same as "Don't Act" status, it cannot be cured by anything other than time. Skill: Reinforcements MP Cost: 10 Range: Auto Speed: Instant Effect Area: Battlefield If the Ranger comes into battle with less than five units (including himself), he may call [5 - # of allies] monsters into battle. The monsters show up immediately, but are random. The number of monsters called into battle does not have to be the maximum possible; instead, the creatures can be "trickled out" into battle, one at a time if needs be. Skill: Landscaper MP Cost: None Range: Auto Speed: Instant Effect Area: Two unoccupied grid squares By lowering one grid square's altitude, the ranger can raise two other grid squares altitude by the same amount. This is useful in blocking enemies with low jump, or in making bridges across chasms. The skill can be used every other turn. Grid squares lower than 0 H collapse and turn into untraversable squares, which may or may not be helpful to the cause. Skill: Mire MP Cost: 20 Range: Discretion Speed: Instant Effect Area: all relevant squares By poisoning the ground above the enemy, the earth below radically transforms into different forms. Any square below the caster's height, may be changed (once) into Poison Marsh, Water, or Lava. Any squares occupied by enemies may only be turned into Poison Marsh or Water. Skill: Air Support MP Cost: 20 Range: Self Speed: Auto Effect Area: Self By using a high-pitched whistle, the Ranger can summon a black chocobo into battle to use as transportation. The black chocobo cannot attack, and is not effected by the the skill "Reinforcements". When one black chocobo is slain, it immediately disappears, allowing for another to appear if needed. Skill: Reconstruction MP: None Range: Auto Speed: Instant Effect Area: All allies Using domesticated birds, the ranger can send medicinal potions to all the allies. Once used, all allies are cured by 150 HP and alleviated of all status effects. If used repeatedly, the chance of success drops. Skill: Bereft Bullet MP Cost: 30 Range: Enemy Only Speed: Instant Effect Area: Enemy Other: Guns only By careful examination of an enemy's placement, the ranger can drop all H (heigth) beneath his own to the enemy's. Enemy squares sustain fall damage if applicable Skill: Chamber MP Cost: 15 Range: Gun Speed: Instant Other: Guns only Allows the ranger to fire a random number of times (1-5) after the ATTACK command is used. Due to aiming, the bullets may miss and do less damage, but the chance for critical hit raises slightly. Reaction Abilities Unnerve Places a 50% turn cancellation on any mage who succeeds in charging an attack at the Ranger. Camouflage When attacked with a long-range weapon, the ranger dodges and is placed in Transparent status. Scorched Earth When targeted for an attack, the ranger can change one grid square into a lava panel. Recovery If placed into critical condition while riding a Black Chocobo, the user escapes from the battlefield. Any stolen items or gil are not left behind. Support Abilities Silent Whistle Randomly allows the skills "Reinforcements" and "Reconstruction" to take place before turns, when applicable. This continues throughout the battle and carries the same negative effects that may take place. Faraway Eye Enemy units who approach within 3 panels of the Ranger immediately suffer a -10 Brave, -10 Faith, and -2 Speed penalization. Works once per enemy. Domesticate Allows all ally Black Chocobos to know and use Choco Cure and Choco Meteor. Black Chocobos summoned through "Air Support" cannot use Choco Meteor regardless of Domesticate. Lay of the Land Collect +20 HP each time an animal is summoned into battle. Movement Skills Chocobo Wings Allows ranger to fly to spaces within movement range. Tremor Touch All enemies lose -5 HP per grid square the Ranger moves. This post has been edited by Shotgunnova on 10th April 2005 06:08 -------------------- It's gonna be a glorious day I feel my luck can change |
Post #79679
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