| FFE Classes; Placing finely-honed skills in the gem.. | |
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| Tweet Topic Started: Mar 12 2008, 04:40 PM (3,451 Views) | |
AmuroNT1
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Mar 12 2008, 04:40 PM Post #1 |
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The man who destroys worlds and creates worlds
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Basic Classes Posted Image Black Mage (Wizard): A spellcaster who focuses his abilities on direct damage, controlling the elements themselves and using them to strike out at their enemies. Alias: Black Wizard, Warlock, Wizard Exemplars: Vivi (IX), Lulu (X) Weapons: Club, Dagger, Staff Armor: Hat, Robe, Clothes Skill Set: Black Magick Action: Black Magick (Fire/ra/ga/ja, Thunder/ra/ga/ja, Blizzard/ra/ga/ja, Quake/ra/ga/ja, Bio/ra/ga/ja, Spike series, Shock/Rasp/Choke/Frost/Burn/Drown, Drain, Aspir, Raspir, Frog, Zombie, Berserk, Confusion, Paralyze, Petrify, Disable, Break, Death, Flare, Ultima) Reaction: Counter Magick Support: Elemental Seal Posted Image Chemist (Specialist): Someone who studies chemistry and alchemy and specializes in the creation of potions, elixirs, and even bombs. Alias: Alchemist Exemplars: Rikku (X) Weapons: Dagger, Flail, Gun, Hand Weapons, Staff Armor: Hat, Clothes Skill Set: Chemistry Action: Mix, Throw Item, First Aid, Double Item, Freebie, Despiration Reaction: Auto-Potion Support: Maintenence, Throwing Arm, Doctor, Elementalist, Mad Bomber Posted Image Fighter (Warrior): While Knights are warriors who focus on training and discipline, Fighters learned their skills from the School of Hard Knocks. While they lack the Knight's finesse, they make up for it with flexibility. Alias: Squire, Warrior Exemplars: Cloud (VII), Squall (VIII), Tidus (X) Weapons: Axe, Bow, Dagger, Flail, Greataxe, Hand Weapons, Knight Sword, Sword Armor: Hat, Helmet, Clothes Skill Set: Battle Skill Action: Accumulate, Yell, Scream, Provoke, War Cry, Rush, Wild Swing, Beatdown, Blitz, Backdraft Reaction: Weapon Block, Bonecrusher Support: Defend, Equip Axe, Two Hands Posted Image Hunter (Specialist): Hunters are those whose forte is stalking prey, hunting an animal for great distances and weakening it before going in for the kill. Naturally, Hunters are especially skilled at combat in outdoor enviornments, typically forests, but many specialize in the enviornment in which they live, including deserts, savannah and tundra among others. Alias: Ranger Exemplars: Fran (XII) Weapons: Axe, Bow, Crossbow, Dagger, Hand Weapons, Sword Armor: Hat, Clothes Skill Set: Hunt Action: Sonic Boom, Oust, Beso Toxico, Death Sickle, Vital Aim, Conceal, Advice, Hunting, Disable, Sidewinder Support: Camoflage, Secret Hunt Posted Image Knight (Warrior): Knights are trained, disciplined warriors who use heavy armor and strong weapons to cleave their way through the enemy. Knights often train in the art of breaking an opponent's equipment, making them that much easier to defeat. Exemplars: Auron (X), Ashe (XII) Weapons: Axe, Bow, Greataxe, Greatsword, Knight Sword, Polearm, Sword Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield Skill Set: Arts of War Action: Cover, Rend Power, Rend Mind, Rend Body, Rend Speed, Rend Will, Rend magick, Shellbust Stab, Blastar Punch, Hellcry Punch, Icewolf Bite Reaction: Shield Block Support: Equip Armor, Equip Shield, Equip Sword Posted Image Monk (Warrior): Monks are a special breed of warrior who focus on using their bodies as weapons, training themselves to do with hands, feet, and even heads what ordinary people need weapons to do. They also learn to control their inner strength (called Ki, Chi, Chakra, or a number of other names) to achieve superhuman feats. Alias: Black Belt, Master, Kareteka Exemplars: Tifa (VII), Zell (VIII) Weapons: Flail, Hand Weapons Armor: Clothes Skill Set: Martial Arts Action: Spin Fist, Repeating Fist, Heel Drop, Wave Fist, Water Kick, Earth Slash, Meteor Strike, Final Heaven, Secret Fist, Chakra, Stigma Magick, Revive Reaction: Reflex, Counter Support: Way of the Fist Posted Image Red Mage (Wizard): A mage specially trained in both the arts of black and white magick, Red Mages seek to bring balance to the two opposing energies. Since they can't use as powerful spells as Wizards or Priests, they make up for it with volume. They also use heavier weapons and armor than their counterparts. Alias: Red Wizard, Sage Exemplars: Celes (VI) Weapons: Bow, Club, Dagger, Flail, Hand Weapons, Staff, Sword Armor: Hat, Robe, Clothes, Buckler Skill Set: Red Magick Action: Red Magick (Fire/ra/ga, Thunder/ra/ga, Blizzard/ra/ga, Quake/ra/ga, Bio/ra, Cure/ra/ga, Aero/ra/ga, Water/ra/ga, Bar- series, Protect, Shell, Blind, Sleep, Bind, Silence, Frog, Vanish, Esuna, Regen, Drain, Aspir, Raspir, Blink, Refresh, Phalanx, Meltdown), Doublecast, Convert Reaction: Runic Support: Fast Cast Posted Image Thief (Specialist): What's his is his, and what's yours will be too...if you turn your back on him. This sneaky class specializes in stealth, and by the time a Thief is done with you, you're lucky to have the shirt on your back anymore. Exemplars: Locke (VI), Yuffie (VII), Zidane (IX) Weapons: Bow, Dagger, Gun, Hand Weapons, Sword, Thrown Weapons Armor: Hat, Clothes, Buckler Skill Set: Steal Action: Sneak Attack, Steal Heart, Steal Gil, Steal Weapon, Steal Helmet, Steal Armor, Steal Shield, Steal Accessory, Steal Experience, Steal Ability, Flee Reaction: Caution, Gil Snapper, Sticky Fingers, Hide Support: Mug Posted Image White Mage (Wizard): White Mages tend to come from religious orders, and thus learn to give of themselves freely. Their divine training allows them to channel holy energy towards constructive ends such as healing, protection, and occasionally the destruction of their god's enemies. Alias: White Wizard, Shaman, Priest, Bishop Exemplars: Aeris (VII), Dagger (IX), Yuna (X) Weapons: Crossbow, Club, Flail, Staff Armor: Robe, Clothes Skill Set: White Magick Action: White Magick (Cure/ra/ga, Raise/A/Re, Banish/ra/ga, Dia/ra/ga/ja, Aero/ra/ga/ja, Water/ra/ga/ja, Protect/ra/ga, Shell/ra/ga, Bar- series, Blind, Sleep, Bind, Silence, Vanish, Sneak, Deodorize, Stoneskin, Bubble, Wall, Esuna, Regen, Renew, Holy), Pray Reaction: Regenerator Support: Divine Seal |
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AmuroNT1
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Mar 12 2008, 04:41 PM Post #2 |
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The man who destroys worlds and creates worlds
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Advanced Classes Posted Image Archer (Specialist): While some warriors rely upon direct attacks, the Archer is more subtle, preferring the bow to the sword and using precision and patience to take out an enemy from a range. Archers are masters of long-range attacks, capable of incredible feats with their favored weapon. Exemplars: Maria (II), Rosa (IV) Weapons: Bow, Crossbow, Dagger, Hand Weapons Armor: Hat, Clothes, Buckler Skill Set: Aim Action: Boost, Doubleshot, Arm Aim, Leg Aim, Headshot, Cupid's Arrow, Seal Evil, Armor Aim, Weapon Aim, Wallet Aim, Fast Shot, Blackout Reaction: Archer's Bane Support: Equip Bow, Concentrate, Snipe Posted Image Assassin (Specialist): Assassins are specially trained warriors who excel in the art of murder. Some focus on stealth and skill, while others use seduction and cunning, but their goal is always the same, and always deadly. Exemplars: Celia, Lettie (Tactics) Weapons: Bow, Crossbow, Dagger, Sword, Thrown Weapons Armor: Hat, Clothes Skill Set: Dark Hand Action: Sneak Attack, Shadowstitch, Aphonia, Nightmare, Aque, Rockseal, Seal, Allure Reaction: Return Fire Support: Shadowmeld Posted Image Bard (Specialist): Traditionally, Bards are singer-poets who preserve the epics of ages past for all to hear. However, in combat, Bards specialize in boosting their allies' morale. Of course, should the performance go sour, they're also practiced hands at beating a hasty retreat... Alias: Singer/Songstress Exemplars: Edward (IV) Weapons: Dagger, Musical Instruments, Sword Armor: Hat, Clothes, Buckler Skill Set: Sing Action: Sing (Seraph Song, Life's Anthem, Rousing Melody, Battle Chant, Magickal Refrain, Nameless Song, Finale, Vivacious Etude, Hunter's Prelude, Herb Pastoral, Scop's Operetta, Army's Paeon, Mage's Ballad, Light Carol, Earth Carol, Water Carol, Wind Carol, Fire Carol, Ice Carol, Lightning Carol, Dark Carol), Hide, Cheer, Scare Reaction: Exit Stage Left Support: Equip Musical Instrument, Talkative Posted Image Beastmaster (Warrior/Specialist): Living in the wilds, Beastmasters are exceptionally skilled at understanding animals and training them as pets or allies. The most exceptional Beastmasters can even unite their minds with the animals they train, combining wild ferocity with civilized intellect. Alias: Trainer Exemplars: Relm (VI) Weapons: Axe, Bow, Dagger, Hand Weapons, Musical Instruments, Scythe, Whip Armor: Hat, Clothes, Buckler Skill Set: Animal Tame Action: Familiar, Charm, Gauge, Tame, United Mind Reaction: Last Haste Posted Image Berserker (Warrior): A Berserker is one who eschews traditional methods of combat in favor of a wild, animalistic approach. While this lacks the finesse of more martial warriors, its advantages include unpredictability and intimidation. Exemplars: Umaro (VI) Weapons: Axe, Dagger, Greataxe, Hand Weapons Armor: Clothes Skill Set: Rage Action: Frenzy, Mad Rush, Crackdown, Frighten, Intimidate, Venom, Wound, Howl Reaction: Shrug Off Support: Equip Claws Posted Image Blue Mage (Wizard): Blue Mages use a rare and unique form of magick; while most mages use their magick to inflict change upon the world, Blue Mages take that change and make it a part of themselves. In effect, they can learn any spell or magick-like ability used by a monster...as long as they can survive it. Exemplars: Quistis (VIII), Quinna (IX) Weapons: Bow, Dagger, Polearms, Staff, Sword, Whip Armor: Hat, Robe, Clothes Skill Set: Blue Magick Action: Enemy Magick (1000 Needles, Acid, Angel Song, Angel Whisper, Aqua Rake, Bad Breath, Beta, Bubbler, Choco Ball, Consume, Cry in the Night, Death Claw, Death Force, Degenerator, Dragon Force, Drill Shot, Earth Shake, Electrocute, Explosion, Flash, Force Field, Frog Song, Fusion, Gatling, Goblin Punch, Grand Train, Heat Ray, Heaven's Cataract, Laser Eye, Leap, Laser, Limit Glove, Magick Hammer, Matra Magick, Micromissile, Mighty Guard, Mind Blast, Moon Flute, Night, Nova, Pandora's Box, Poison Claw, Pollen, Red Feast, Revenge, Roulette, Sandspin, Seed Cannon, Shockwave Pulsar, Stare, Trine, Twister, Ultra Wave, Undertow, Web, White Wind), Scan, Analyze Reaction: Damage Divert Support: Sixth Sense, Study, Alternate Lesson Posted Image Dancer (Specialist): Like Bards, Dancers typically perform a specific function for society. Also like Bards, they've taken to using their special skills for combat, using enticing and provocative dances to distract and confuse their enemies. Most can only affect monsters or members of the opposite sex with their dances but hey, it's a wide world out there... Exemplars: Yuna (X-2) Weapons: Dagger, Polearms, Hand Weapons, Whip Armor: Hat, Clothes Skill Set: Dance Action: Dance (Polka, Mincing Minuet, Heathen Frolick, Witch Hunt, Sickly Salsa, Slow Dance, Forbidden Dance, Last Waltz, Light Jig, Earth Jig, Water Jig, Wind Jig, Fire Jig, Ice Jig, Lightning Jig, Dark Jig), Flirt, Moneymaker Reaction: Fury Support: Equip Cloth Posted Image Dark Knight (Warrior/Wizard): Dark Knights are warriors who combine black magick with swordskill to produce devastating effects. Some Dark Knights are blackguards, bastions of evil gods the way Paladins are champions of good ones; others are simply skilled knights who have added magick to their repitoire. Alias: Fell Knight, Death Knight Exemplars: Cecil (IV), Gaffgarion (Tactics) Weapons: Axe, Bow, Crossbow, Greataxe, Greatsword, Hand Weapons, Knight Sword, Scythe, Sword Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield Skill Set: Darkness Action: Black Magick (Fire/ra, Thunder/ra, Blizzard/ra, Quake/ra, Bio/ra, Shock/Rasp/Choke/Frost/Burn/Drown, Absorb series, Drain, Aspir, Raspir, Paralyze, Petrify, Disable, Break, Death), Souleater, Charon, Abyssal Blade, Unholy Sacrifice, Infernal Strike, Sanguine Sword Reaction: Return Support: Profane Aura Posted Image Dragon Knight (Warrior): Dragon Knights are warriors who combine strength and mobility into one deadly package. By channeling the spirits of the great dragons, they can leap to incredible heights and even breathe fire. Dragon Knights tend to be a somewhat clannish group, but are generally very noble and brave. Alias: Dragoon, Lancer Exemplars: Kain (IV), Freya (IX) Weapons: Dagger, Knight Sword, Polearms, Sword Armor: Helmet, Robe, Armor, Shield Skill Set: Dragon Power Action: Jump, Dragon Familiar, Lancet, Fire Breath, Ice Breath, Lightning Breath, Dragon Rage, Javelin, Shockwave Jump, Dragon Roar Reaction: Dragonheart Support: Equip Spear, Fast Jump, Dragonsoul Posted Image Engineer (Specialist): Some people rely on magick; Engineers see this as silly superstition and instead work with science and technology. Engineers can put together incredible machines, repair broken devices, and sometimes even cobble together a solution to a challenge. Alias: Gadgeteer, Machinist Exemplars: Cid (IV), Edgar (VI) Weapons: Dagger, Gun, Hand Weapons, Rifle Armor: Hat, Clothes Skill Set: Technical Skill Action: Use Invention, Invent, Jury-Rig Reaction: Repair Posted Image Fencer (Warrior/Specialist): A Fencer combines the sensabilities of Fighters and Theives, producing a warrior who fights with speed and skill rather than raw power. A Knight might hit once with great strength, but a Fencer will hit a hundred times in the same span of time, and leave you worse off afterwards. Exemplars: Ritz (Tactics Advance) Weapons: Dagger, Sword Armor: Hat, Clothes, Buckler Skill Set: Flashing Blade Action: Swarmstrike, Shadowstick, Checkmate, Featherblow, Swallowtail, Manastrike, Piercethrough, Nighthawk Reaction: Riposte, Malparry Support: Sure-Footed Posted Image Gambler (Specialist): While most adventurers rely on skill and experience, the Gambler leaves it all up to Lady Luck. They specialize in using odd weapons like cards and darts, and use their luck to inflict random effects - good, bad, to ally or enemy, it's all left to chance. Alias: Corsair, Lady Luck Exemplars: Setzer (VI) Weapons: Dagger, Gaming Tools, Gun Armor: Hat, Clothes, Buckler Skill Set: Gamble Action: Bribe, Savior-Faire, Craps Shoot, Attack Reels, Magick Reels, Item Reels, Random Reels, 52 Pick-Up, Roulette Reaction: Lady Luck, Devil's Luck Support: Equip Gaming Tools, Gillionaire Posted Image Geomancer (Wizard): A very unique wizard, the Geomancer draws power from the very earth itself. By channeling the energies of the terrain they stand upon, Geomancers can manipulate the elements to attack their foes with both damage and disabling effects. They are also hardier than other mages, and use stronger weapons. Exemplars: Mog (VI) Weapons: Axe, Dagger, Polearms, Sword, Musical Instrument Armor: Hat, Robe, Clothes Skill Set: Geomancy Action: Geomancy (Shine Flare, Venom Squall, Avalanche, Mist Storm, Star Bright, Shadow Storm, Scirocco, Ball Lightning, Tornado, Sinkhole, Torrent, Tanglevine, Contortion, Tremor, Wind Slash, Will-o'-the-Wisp, Quicksand, Sandstorm, Snowstorm, Wind Blast, Magma Surge) Reaction: Nature's Wrath Support: Any Ground Posted Image Green Mage (Wizard): Green Mages are spellcasters who defy the normal conventions of Black and White Magick by using Green Magick. This class of magick focuses on enhancing allies and debilitating enemies rather than dealing direct damage or healing, making practitioners a valued asset in extended combat. Alias: Mystic, Oracle Exemplars: Beowulf (FFT) Weapons: Club, Dagger, Staff Armor: Hat, Robe, Clothes Skill Set: Green Magick Action: Green Magick (Protect, Shell, Reflect, Regen, Reraise, Double/Triple, Vanish/ga, Sneak, Deodorize, Stoneskin, Float, Blind, Aspir, Drain, Faith, Impiety, Zombie, Silence, Berserk, Fear, Confuse, Harmony, Reverse, Bind, Disable, Sleep, Petrify, Heat, Freeze, Oil, Frog) Reaction: MP Absorb, Magick Evade Support: Spellbound Posted Image Gunner (Warrior/Specialist): Guns are a relatively new invention in the world, but already there are warriors who specialize in its use. The best Gunners can unleash streams of bullets, cause elemental damage or disabling effects, and a number of other incredible feats. Exemplars: Vincent (VII), Irvine (VIII) Weapons: Dagger, Gun, Rifle Armor: Hat, Clothes Skill Set: Sure Shot Action: Fireshot, Iceshot, Boltshot, Confushot, Charmshot, Blindshot, Silenshot, Stopshot, Trigger Happy, Cheap Shot, MP Shot, Burst Shot, Scattershot Reaction: Shoot Down Support: Equip Gun Posted Image Mediator (Specialist): The Mediator is a skilled negotiator, who uses the power of his words to bring down enemies that blades and spells cannot. An exceptional Mediator can talk the enemy out of their money, weapons, and career, and still have the other guy thinking he came out on top of the deal. Alias: Orator Exemplars: Mediator class (Tactics) Weapons: Bow, Dagger, Gun, Rifle, Sword Armor: Hat, Clothes Skill Set: Speechcraft Action: Entice, Pursuade, Praise, Intimidate, Preach, Enlighten, Stall, Ramble, Insult, Beg Support: Monster Talk Posted Image Mime (Specialist): Mimes are masters of no trades - except their enemies'. While a Mime specializes in no unique abilities of their own, they have the uncanny ability to study and copy the abilities of others. This makes them unpredictable and devastating opponents, provided that the right kind of opponent is present. Alias: Mimic Exemplars: Gogo (VI) Weapons: Dagger, Flail, Staff Armor: Robe, Clothes Skill Set: Mimic Action: Mimic Reaction: Reversal Support: Monkey See Posted Image Magick Knight (Warrior/Wizard): Magick Knights are warriors who fuse magick and martial skill, but in a more direct way. They take powerful magicks and, instead of throwing them at their foes, imbue them upon their weapons, allowing them to hit harder and take down enemies with special weaknesses like no other. Alias: Mystic Knight, Sorcerer, Warmage Exemplars: Steiner (IX) Weapons: Axe, Bow, Knight Sword, Polearms, Sword Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield Skill Set: Sword Magick Action: Sword Magick (Enfire/ra, Enthunder/ra, Enblizzard/ra, Enaero/ra, Enwater/ra, Enquake/ra, Enholy, Endark, Encure, Enpure, Enpoison, Enparalyze, Enstone, Ensilence, Ensleep, Enconfu, Enbind, Endisable, Endoom, Enoil, Endeath, Enbreak, Endrain, Enaspir, Enraspir), Release Reaction: Counter-Enchant Support: Arcane Aura Posted Image Ninja (Specialist/Wizard): Ninja are a special breed of warrior who use a variety of unique abilities to strike at their foes. These include unique elemental spells, incredible stealth skills, and exceptional ability with throwing weapons. Exemplars: Edge (IV), Shadow (VI) Weapons: Bow, Crossbow, Dagger, Hand Weapons, Katana, Sword, Thrown Weapons Armor: Hat, Clothes Skill Set: Ninjutsu Action: Ninja Magick (Tonko Ichi/Ni, Utusemi Ichi/Ni, Raiton Ichi/Ni, Suiton Ichi/Ni, Doton Ichi/Ni, Huton Ichi/Ni, Hyoton Ichi/Ni, Katon Ichi/Ni, Kurayami Ichi/Ni, Hojo Ichi/Ni, Dokumori Ichi, Jubaku Ichi), Throw, Unspell Reaction: Vanish, Displacement Support: Dual Wield, Waterwalking Posted Image Paladin (Warrior/Wizard): A Paladin is a warrior who fights in the name of one of the gods of the world. In return for giving the the people a champion (not to mention giving the church good publicity), the Paladin is bestowed with white magick as well as the ability to unleash holy power through their blades. Alias: Defender, Holy Knight Exemplars: Agrias, Wiegraf (Tactics) Weapons: Bow, Dagger, Greatsword, Hand Weapons, Knight Sword, Polearms, Sword Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield Skill Set: Holy Sword Action: White Magick (Cure/ra, Raise, Banish/ra/ga, Dia/ra, Aero/ra, Water/ra, Protect, Shell, Blind, Sleep, Bind, Stoneskin, Esuna, Regen), Subdue, Disarm, Parley, Judgement Blade, Cleansing Strike, Northswain's Strike, Hallowed Bolt, Divine Ruination, Saint Cross, Purify, Holy Blade Reaction: Shield Bash Support: Holy Aura Posted Image Samurai (Warrior): Samurai are warriors who take combat to a spiritual level. However, rather than focusing on the worship of a god, they devote their minds to perfecting their sword techniques. Samurai combine incredible martial prowess with great spiritual power to create a legendary foe. Alias: Yojimbo Exemplars: Cyan (VI) Weapons: Bow, Dagger, Greatsword, Katana, Polearms, Sword Armor: Helmet, Clothes, Armor Skill Set: Iaido Action: Kamaitachi, Iaimeki, Minebuchi, Ougi - Kagerou, Ougi - Tenrai, Ougi - Hyomei, Ougi - Zasatsu, Tamashihana, Dispatch, Empower, Hayate, Zantetsuken Reaction: Shirahadori Support: Equip Katana Posted Image Summoner (Wizard): Summoners are a rare and mystical breed who draw power from creatures of legend. By making a blood pact with these creatures, the Summoner can call them to fight by their side, lending them incredible power. Summoners can be identified by their headband, which bears a single horn on the forehead (said to be a mark of the gods). Alias: Caller, Conjurer, Evoker Exemplars: Dagger (IX), Yuna (X) Weapons: Club, Dagger, Staff Armor: Hat, Robe, Clothes Skill Set: Summon Action: Summoning, Astral Flow, Blood Pact, Avatar Reaction: Critical Aether Support: Halve MP Good Summons: Alexander, Bahamut, Bismark, Carbunkle, Garuda, Kirin, Madeen, Moomba, Odin, Palidor, Phoenix, Quetzalcoatl, Ramuh, Shiva, Seraphim, Sylph, Unicorn Neutral Summons: Anima, Ashura, Doom Train, Gilgamesh, Golem, Efreet, Ixion, Mist Dragon, Pandemona, Phantom, Remora, Silf, Siren, Starlet, Tritoch, Valefor, Yojimbo, Zone Seeker Evil Summons: Cerberus, Cyclops, Diablos, Fenrir, Hades, Kary, Kjata, Kraken, Leviathan, Lich, Salamander, Midgarsorm, Tiamat, Titan, Typhon, Zodiac Posted Image Time Mage (Wizard): A special type of magick user, the Time Mage manipulates not Black or White Magick but rather cosmic energy. This power allows them to affect time, space, and to some extent even reality itself. However, Time Magick is an intensive field of study and often requires decades of research and practice to master. Exemplars: Orran (Tactics) Weapons: Club, Dagger, Flail, Staff Armor: Hat, Robe, Clothes Skill Set: Time Magick Action: Time Magick (Haste/ra, Slow/ra, Gravity/ra/ga/ja, Meteor/Meteor Swarm/Meteor Shower, Magnet/Magna/Magnega, Starlight/Star Cross/Southern Cross, Stop, Quick, Float, Reflect, Warp, Escape, Teleport, Meteo, X-Zone, Galaxy Stop) Reaction: Last Quicken |
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| Kagato9999 | Jul 12 2008, 08:27 AM Post #3 |
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The Blade that Cuts Injustice
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Final Fantasy RPG Ability Explanations Black Mage Fire/ra/ga/ja: Fire damage Thunder/ra/ga/ja: Lightning damage Blizzard/ra/ga/ja: Ice damage Quake/ra/ga/ja: Earth damage Bio/ra/ga/ja: Poison damage, chance of Poison Spike series: Deals elemental damage to enemy attacking user Shock/Rasp/Choke/Frost/Burn/Drown: Low elemental damage, stat damage, damage over time Drain: Steals HP from enemy Aspir: Steals MP from enemy Raspir: Direct damage to enemy MP Frog: Chance of Frog Zombie: Chance of Zombie Berserk: Chance of Berserk Confusion: Chance of Confuse Paralyze: Chance of Paralyze Petrify: Chance of Petrify Addle: Chance of Addle Break: Chance of Petrify and instant Death (without Raise) Death: Chance of instant Death Flare: High non-elemental damage Ultima: Very high non-elemental damage Counter Magic: Respond to enemy magic with magic Elemental Seal: Increases damage of elemental magic Chemist Mix: Combine specific items to produce new ones Throw Item: Throw items to allies safely First Aid: Restores HP and removes some statii. Double Item: Causes used items to have double the effect Freebie: Chance of using an item without using it up Despiration: Throws a random item at the enemy; can be good or bad Auto-Potion: Respond to damage by using potion on self Maintenence: Prevents equipment from being broken or stolen Throwing Arm: Increases range of Throw Item Doctor: Increases effects of healing items Elementalist: Increases effects of spell-mimicking items Mad Bomber: Increases effects of non-elemental damage items Fighter Accumulate: Increases physical attack power Yell: Increases speed Scream: Increases speed, bravery, physical and magical attack power Provoke: Goads enemy into attacking user War Cry: Increases allies' physical attack power Rush: Physical damage and possible knockback Wild Swing: Damages all combatants surrounding user Beatdown: Attack with higher damage but lower accuracy Blitz: Attack with higher accuracy but lower damage Backdraft: High damage with backlash Weapon Block: Block attack with equipped weapon Bonecrusher: Pre-emptively counter physical attacks Defend: Increases defense until next action Equip Axe: Allows use of axe regardless of class Two Hands: Allows use of one-hand weapons in two hands, increasing damage Hunter Sonic Boom: Area attack Oust: Attempts to remove a weakened enemy from battle Beso Toxico: Attack with chance of Poison Death Sickle: Inflict Doom Vital Aim: Random status condition or reduces enemy to 1 HP Conceal: Grants Invisible Advice: Raises one ally's Critical rate Hunting: Weaker attack that yields better treasure if it kills the enemy Addle: Causes Addle; only affects Montsters Sidewinder: Does extra damage to Monsters Camoflage: Makes user harder to detect in outdoor enviornments Secret Hunt: Allows killed monsters to be skinned and tanned Knight Cover: Take damage in the place of an ally Power Break: Lowers enemy's physical attack Mind Break: Lowers enemy's magic attack Body Break: Lowers enemy's defense Speed Break: Lowers enemy's speed Will Break: Lowers enemy's magic defense Magic Break: Direct damage to enemy MP Shellbust Stab: Non-elemental damage, breaks enemy armor Blastar Punch: Non-elemental damage, breaks enemy headgear Hellcry Punch: Non-elemental damage, breaks enemy weapon Icewolf Bite: Non-elemental damage, breaks enemy accessory Shield Block: Respond to physical attack with shield defense Equip Armor: Allows use of heavy armor regardless of job Equip Shield: Allows use of shields regardless of job Equip Sword: Allows use of swords and knightswords regardless of job Monk Spin Fist: Damages all combatants surrounding user Repeating Fist: Random damage Heel Drop: Physical attack with chance of Disable Wave Fist: Ranged melee attack Water Kick: Area Water damage Earth Slash: Attack in straight line along ground Meteor Strike: Lower accuracy but higher damage Final Heaven: Damage in straight line Secret Fist: Chance of Death Sentence Chakra: Heals self and adjacent allies Stigma Magic: Removes negative statii Revive: Chance of reviving KO'd allies Reflex: Respond to physical attack with automatic dodge Counter: Respond to physical attack with physical attack Way of the Fist: Allows use of martial arts and hand weapons regardless of job Red Mage Blink: Create a shadow Refresh: Restores ally MP Phalanx: Greatly increases physical defense Meltdown: High non-elemental damage, lowers enemies' physical and magic defense Doublecast: Allows user to cast two spells in one round Convert: Exchanges HP and MP Runic: Respond to magic damage by absorbing part of the damage as MP Fast Cast: Decreases casting time Thief Sneak Attack: Physical attack deals increased damage to unsuspecting enemy Steal Heart: Charms enemy of opposite sex (or animals) Steal Gil: Steals money from enemy Steal Weapon: Steals enemy weapon Steal Helmet: Steals enemy headgear Steal Armor: Steals enemy armor Steal Shield: Steals enemy shield Steal Accessory: Steals enemy accessory Steal Experience: Steals EXP from enemy Steal Ability: Steals random Action from enemy Flee: Allows user to escape battle Caution: Respond to physical attack with Defend Gilgame Heart: Respond to physical attack with Steal Gil Catch: Respond to ranged attacks by catching projectile Hide: Respond to attack by moving for cover Mug: Adds physical damage to all Steal abilities White Mage Cure/ra/ga: Restores ally HP Raise/A/Re: Revives KO'd ally; Reraise gives pre-emptive Raise Banish/ra/ga: Holy damage Dia/ra/ga/ja: Constant Holy damage over time Aero/ra/ga/ja: Wind damage Water/ra/ga/ja: Water damage Protect/ra/ga: Increases physical defense Shell/ra/ga: Increases magic defense Bar- series: Increases defense against elemental damage Blind: Chance of Blind Sleep: Chance of Sleep Bind: Chance of Bind Silence: Chance of Silence Invisible: Turns ally invisible Sneak: Renders ally undetectible by sound Deodorize: Renders ally undetectible by scent Stoneskin: Increase physical defense Wall: Increases physical and magic defense Esuna: Removes negative statii Regen: Constant healing over time Benediction: Restoration of large amounts of HP Holy: Very high Holy damage Regenerator: Respond to attack by casting Regen on self Divine Seal: Increases effects of healing and Holy spells Archer Boost: Increases attack power for the next attack Doubleshot: Attack twice at once with less damage and accuracy Arm Aim: Attack enemy arms, preventing action Leg Aim: Attack enemy legs, preventing movement Headshot: Chance of instant Death Cupid's Arrow: Chance of Charm Seal Evil: Low Accuracy attack instantly petrifies Undead if successful Armor Aim: Chance of damaging or destroying enemy Armor Weapon Aim: Chance of disarming, damaging, or destroying enemy Weapon Wallet Aim: Chance of stealing GilAimed Shot: Attack with higher accuracy but lower damage Fast Shot: Ignores enemy Reaction abilities Blackout: Inflict Blind Arrow Guard: Special defense against bow and crossbow attacks Equip Bow: Allows use of bow regardless of job Concentrate: Increases Accuracy Snipe: Increases accuracy with ranged weapons Assassin Sneak Attack: Physical attack deals increased damage to unsuspecting enemy Shadowstitch: Chance of Stop Aphonia: Chance of Silence Nightmare: Chance of Sleep, chance of Death Sentence Aque: Chance of Slow Rockseal: Chance of Petrify Seal: Chance of Petrify, Stop, and/or Death Allure: Charms enemy Return Fire: Responds to ranged attack by catching projectile and throwing it back at attacker Shadowmeld: Increases stealth in shadowy areas Bard Valor Minuet: Raises allies' strength and physical attack Army's Paeon: Constant HP regeneration over time Herb Pastoral: Raises allies' defense against Poison and Sleep Sword Madrigal: Raises allies' physical attack and accuracy Scop's Operetta: Raises allies' defense against Silence Mage's Ballad: Constant MP regeneration over time Vivacious Etude: Raises allies' vitality and physical defense Hunter's Prelude: Raises allies' ranged attack accuracy and speed Spritely Waltz: Chance of Haste and Quick on allies Vigorous March: Chance of Regen and Reraise on allies Shield Ballad: Chance of Protect and Shell on allies Light Carol: Raises allies' defense against Holy Earth Carol: Raises allies' defense against Earth Water Carol: Raises allies' defense against Water Wind Carol: Raises allies' defense against Wind Fire Carol: Raises allies' defense against Fire Ice Carol: Raises allies' defense against Ice Lightning Carol: Raises allies' defense against Lightning Dark Carol: Raises allies' defense against Dark Bardic Knowledge: Chance to learn important information through parley Finesse: Chance to use untrained skill Exit Stage Left: Respond to attack with Quick Equip Musical Instrument: Allows use of instrument regardless of class Talkative: Resists Silence effects Beastmaster Familiar: Gives ally monster increased stats and abilities Charm: Charms enemy monster Gauge: Analyzes enemy, including chance of Charm Tame: Invites enemy monster to join party United Mind: Increases abilities of user and pet; allows dual attack Last Haste: Respond to critical HP with Haste Berserker Frenzy: Increased attack for period of time; suffer impairment afterwards Mad Rush: High damage, low accuracy attack Crackdown: Disables protective spells Frighten: Physical damage, lowers enemy accuracy and evasion Intimidate: Physical damage, chance of Slow Venom: Physical damage, chance of Poison Wound: Inflict damage equal to current HP Howl: Temporarily increases max HP Shrug Off: Chance of ignoring physical attack Equip Claws: Allows use of hand weapons regardless of job Blue Mage 1000 Needles: Does exactly 1000 damage (Cactaur type) Acid: Non-elemental damge, chance of random negative status (Jelly type) Angel Song: Revives KO'd ally, restores all HP, removes all negative statii (Lamia type) Angel Whisper: Restores HP and MP, gives Reraise (False Cherub) Aqua Rake: Water damage (Pugil type) Bad Breath: Chance of random Confusion, Blind, Poison, Silence, Sleep, Frog, Berserk, Addle, and Slow (Morbol type) Beta: Fire damage (Red Dragon) Bubbler: Water and Wind damage (Pirate Pugil) Consume: Eats an enemy; negative side effects to user (Gigas type) Cry in the Night: Non-elemental damage to either allies or enemies (Stirge) Death Claw: Chance of cricital status (Zombie type) Death Force: Resistance to Death and Death Sentence () Dragon Force: Temporarily raises caster's stats (Dragon type) Earth Shake: Area effect Earth damage (Bull Demon type) Electrocute: Area effect Lightning damage (Lightning Elemental) Explosion: Fire damage equal to user's current HP; KO's user (Bomb type) Flash: Chance of Blind (Bomb type) Force Field: Prevents damage from random element () Frog Song: Chance of Frog and Sleep (Yagudo Oracle) Fusion: Donates user's HP and MP to one ally; KO's user () Gatling: Random light non-elemental damage (Machine type) Goblin Punch: Random non-elemental damage (Goblin type) Grand Train: Non-elemental damage Heat Ray: Area effect Fire damage (Fire Elemental) Heaven's Cataract: Randomw Holy damage, lowers physical and magic defense of allies or enemies Laser Eye: High accuracy non-elemental damage (Evil Eye) Laser: Deals damage equal to half the target's HP Limit Glove: Powerful physical attack, only usable when critical (Hobgoblin) Magic Hammer: Drains enemy MP (Redcap) Matra Magic: Switches enemies' HP and MP Micromissile: Random damage based on enemy's current HP Mighty Guard: Protect and Shell on allies; chance of Haste, Float, or Regen (White Dragon) Moon Flute: Chance of Berserk on allies or enemies Night: Chance of Sleep on all combatants except user (Lilith) Nova: Very high non-elemental damage Pandora's Box: High non-elemental damage, ignores defense Poison Claw: Physical damage and Poison to enemies Revenge: Non-elemental eamage equal to amount of HP user has lost Roulette: Chance of Death on one random combatant (Ahriman) Shockwave Pulsar: Very high non-elemental damage to all enemies (Dark Behemoth) Stare: Chance of Confusion (Floatiball) Trine: High area effect Lightning damage Twister: Wind damage (Lamia) Ultra Wave: High Earth damage Undertow: Area effect Water damage to enemies White Wind: Restores all allies by amount equal to user's current HP Scan: Learn details about enemy including HP, MP, weaknesses Analyze: Learn details about enemy including abilities Damage Divert: Respond to physical attack by diverting damage to attacker Sixth Sense: Automatically detect monsters with learnable abilities Study: Allows Blue Magic to be learned through observation instead of first-hand Alternate Lesson: Allows alternate method of learning, IE eating enemy, studying remains, etc. Dancer Polka Polka: Lowers enemies' strength and physical attack Sword Dance: Physical damage to all enemies Disillusion: Lowers enemies' magic attack and defense Soultaker: MP damage to all enemies Sickly Salsa: Lowers enemies' vitality and physical defense Slow Dance: Lowers enemies' speed Endless Waltz: Chance of Slow and Stop on enemies La Samba Loca: Chance of Confuse, Berserk, and Addle on enemies Tango de la Muerte: Chance of Death and Death Sentence on enemies Thriller: Chance of Zombie and Paralyze on enemies Glorious: Holy damage, lowers enemies' defense against Holy Earth Mover: Earth Damage, lowers enemies' defense agaisnt Earth Waterfalls: Water Damage, lowers enemies' defense agaisnt Water Blowing in the Wind: Wind Damage, lowers enemies' defense against Wind Burning Love: Fire damage, lowers enemies' defense against Fire Cold as Ice: Ice damage, lowers enemies' defense against Ice Thunder Road: Lightning Damage, lowers enemies' defense agaisnt Lightning Gate of Hell: Dark damage, lowers enemies' defense against Dark Last Dance: Chance of resetting enemy time count Flirt: Chance of Charm Moneymaker: Entice enemy to give money Professional Courtesy: Chance of causing human enemies to cancel attacks on Dancer Dirty Dancing: Enemy attacks deal less damage A Save: Respond to physical damage by increasing physical attack Equip Cloth: Allows use of whips regardless of class Don't Ask Don't Tell: Allows Dance abilities to affect members of the same sex Dark Knight Absorb series: Steals enemy stats Dark Wave: Area attack with backlash Souleater: Increases physical attack, drains own HP Charon: High damage, KO's user Dark Sword: Steals enemy MP Night Sword: Steals enemy HP Return: Responds to magic attack by deflecting spells back at caster Profane Aura: Increases effectiveness of Dark Blade abilities Dragon Knight Jump: Jumps into the air, inflicting increased physical damage Dragon Familiar: Summons immature dragon ally Lancet: Steals enemy HP Fire Breath: Fire attack Ice Breath: Ice Attack Lightning Breath: Lightning attack Dragon Rage: Deals flat damage regardless of defenses Javelin: Throw polearm at enemy Shockwave Jump: Jump causing splash damage to nearby combatants Dragon Roar: Increases speed and physical attack Dragonheart: Respond to damage with Reraise Equip Spear: Allows use of polearms regardless of class Fast Jump: Decreases preparation time of jumps Dragonsoul: Allows intelligent communication with dragons Engineer Use Invention: Allows use of inventions in battle Invent: Allows creation of new inventions Jury-Rig: Rapid creation of invention; random effects Repair: Negates equipment damage to allies Fencer Swarmstrike: Physical damage, chance of Poison Shadowstick: Lowers enemy speed Checkmate: Chance of Death Sentence Featherblow: High damage, low accuracy attack Swallowtail: Attacks all adjacent combatants Manastrike: Damages enemy MP Piercethrough: Damage in straight line Nighthawk: Ranged melee attack Riposte: Block physical attack with weapon Malparry: Pre-emptively counter physical attack with Disable Sure-Footed: User cannot lose balance, increased acrobatic ability Gambler Bribe: Pay enemy to leave battle Savior-Faire: Chance of Charm Craps Shoot: Roll dice for random damage Attack Reels: Random chance for physical damage Magic Reels: Random chance for magic Item Reels: Random chance for item Random Reels: Completely random effects 52 Pick-Up: Area damage with thrown cards Roulette: Casts Death Sentence on one random combatant Lady Luck: Respond to damage with increased luck Devil's Luck: Chance to ignore fatal damage Equip Gaming Tools: Allows use of gambling tools regardless of class Gillionaire: Increases amount of money earned Green Mage Protect: Grants Protect Shell: Grants Shell Reflect: Grants Reflect Regen: Grants Regen Reraise: Grants Reraise Invisible: Grants Invisible Sneak: Grants Sneak Deodorize: Grants Deodorize Stoneskin: Grants Stoneskin Float: Grants Float Blind: Chance of Blind Aspir: Drains MP from target Drain: Drains HP from target Faith: Raises target's Faith, making them more succeptable to magic Impiety: Lowers target's Faith, making them less succeptable to magic Zombie: Chance of Zombie Silence: Chance of Silence Berserk: Chance of Berserk Fear: Lowers target's Brave, making them flee battle Confuse: Chance of Confusion Harmony: Removes positive statii Bind: Chance of Bind Disable: Chance of Disable Sleep: Chance of Sleep Petrify: Chance of Petrify Heat: Chance of Heat Freeze: Chance of Freeze Oil: Chance of Oil Frog: Chance of Frog MP Absorb: If damaged by a spell, absorbs MP equal to its casting cost Magic Evade: Increases Evasion for spells Spellbound: Increases duration of positive statii Geomancer Pitfall (Natural Surface, Wasteland, Road): Non-elemental damage, chance of Bind Water Ball (Waterway, River, Lake, Sea, Waterfall): Water damage, chance of Frog Hell Ivy (Grass, Thicket, Water Plant, Ivy): Non-elemental damage, chance of Stop Carve Model (Gravel, Stone Floor, Stone Wall, Mud Wall, Tombstone): Non-elemental damage, chance of Petrify Local Quake (Rocks, Cliff, Lava Rocks): Earth damage, chance of Confusion Kamaitachi (Book, Tree, Brick, Bridge, Furniture, Iron Plate, Moss, Coffin): Wind damage, chance of Disable Demon Fire (Wooden Floor, Rug, Box, Stairs, Deck): Fire damage, chance of Sleep Quagmire (Swamp, Marsh): Water damage, chance of Death Sentence Sandstorm (Sand, Stalactite, Salt): Wind damage, chance of Blind Blizzard (Snow, Ice): Ice damage, chance of Silence Gusty Wind (Roof, Sky, Chimney): Wind damage, chance of Slow Lava Ball (Lava, Machines): Fire damage, chance of instant Death Prominence (Sunny Weather): Fire damage to all enemies Tempest (Thunderstorm): Lightning damage to all enemies Freezeblink (Snowstorm, Hail, Sleet): Ice damage to all enemies Deluge (Rain, Fog): Water damage to all enemies Soil Evidence (Sandstorm, Dust Storm): Earth damage to all enemies Wild Tornado (Strong Winds): Wind damage to all enemies Counter Flood: Respond to physical attack with Geomancy Any Ground: User can stand on any terrain, ignores damage from damaging terrain Gunner Fireshot: Fire damage Iceshot: Ice damage Boltshot: Lightning damage Confushot: Chance of Confuse Charmshot: Chance of Charm Blindshot: Chance of Blind Silenshot: Chance of Silence Stopshot: Chance of Stop Trigger Happy: Random light physical damage Cheap Shot: Physical attack ignoring all defenses MP Shot: Damages enemy MP Burst Shot: Chance of critical hit Scattershot: Area attack Shoot Down: Respond to ranged attack by knocking projectile out of the air Equip Gun: Allows use of gun regardless of job Mediator Invitation: Attempts to persuade enemy into becoming ally Persuade: Attempts to persuade enemy into leaving battle Praise: Raises target's bravery Insult: Lowers target's bravery Long Story: Chance of resetting enemy's turn Bedtime Story: Chance of Sleep Taunt: Chance of Berserk Negotiate: Chance of convincing enemy to give you money Monster Talk: Allows user to communicate intelligently with animals and monsters Mime Mimic: Copies recently used Action abilities Reversal: Respond to attack with exact copy of attack Monkey See: Allows user to select Mimic ability Magic Knight Enfire/ra: Imbues sword with Fire magic Enthunder/ra: Imbues sword with Thunder magic Enblizzard/ra: Imbues sword with Ice magic Enaero/ra: Imbues sword with Wind magic Enwater/ra: Imbues sword with Water magic Enquake/ra: Imbues sword with Earth magic Enholy: Imbues sword with Holy magic Endark: Imbues sword with Dark magic Encure: Contact with sword restores HP Enpure: Contact with sword removes negative statii Enpoison: Contact with sword may cause Poison Enparalyze: Contact with sword may cause Paralyze Enstone: Contact with sword may cause Petrify Ensilence: Contact with sword may cause Silence Enbreak: Contact with sword may cause Petrify and Death Endeath: Contact with sword may cause Death Endrain: Contact with sword steals HP Enaspir: Contact with sword steals MP Enraspir: Contact with sword damages MP De- series: Contact with sword steals ability scores Release: Expend current enchantment for special attack Counter-Enchant: Respond to attack with Sword Magic Arcane Aura: Increases effectiveness of attack magic Ninja Tonko Ichi/Ni: Renders user Invisible Utusemi Ichi/Ni: Creates shadow clones of user; can misdirect enemy attacks Raiton Ichi/Ni: Lightning damage, lowers Earth resistance Suiton Ichi/Ni: Water damage, lowers Lightning resistance Doton Ichi/Ni: Earth damage, lowers Wind resistance Huton Ichi/Ni: Wind damge, lowers Ice resistance Hyoton Ichi/Ni: Ice damage, lowers Fire resistance Katon Ichi/Ni: Fire damage, lowers Water resistance Kurayami Ichi/Ni: Chance of Blind Hojo Ichi/Ni: Chance of Slow Dokumori Ichi: Chance of Poison Jubaku Ichi: Chance of Paralyze Throw: Allows use of thrown weapons including shuriken, skeins, and old weapons Unspell: Removes positive statii from enemy Sunken State: Responds to physical attack with Invisible Displacement: Pre-emptively responds to physical attack with short-range teleport Two Swords: Allows use of two one-handed weapons at the same time Water Walk: Allows the user to walk on the surface of water Paladin Subdue: Low physical damage Disarm: Chance of removing weapon from enemy hands Parley: Attempts to convince critical enemy to leave battle Stasis Sword: Ice damage, chance of Stop Split Punch: Holy damage, chance of Death Sentence Crush Punch: Holy damage, chance of instant Death Lightning Stab: Lightning damage, chance of Silence Holy Explosion: Holy damage in line, chance of Confusion Saint Cross: Holy damage to adjacent enemies Holy Blade: Heavy Holy damage Shield Bash: Pre-emptively respond to physical attack with shield attack Holy Aura: Increases damage of Holy Sword abilities Samurai Oversoul: Binds soul to user, increases physical attack and speed Draw Out: Releases bound soul from katana, different effects depending on blade Coin Toss: Pay Gil for physical attack Dispatch: Chance of reducing enemy to critical status Slash: Area attack Stunner: Chance of resetting enemy's turn Empower: Increases ally's physical attack and defense Hayate: Increases evasion, chance of Haste Zantetsuken: Chance of instant Death Iaijutsu: Pre-emptively respond to physical attack with attack Third Eye: Pre-emptively dodge physical attack Equip Katana: Allows use of katana regardless of job Summoner Summoning: Summons an allied Guardian Spirit to battle alongside user Astral Flow: Increases Guardian Spirits' strength temporarily Blood Pact: Activates Guardian Spirits' special attacks Avatar: Allows Guardian Spirit to use caster as their avatar; very powerful abilities, but physically exhausting on caster Last Ether: Responds to critical status with Ether (free) Half MP: Reduces all spells' MP costs by half Alexander: Rampart (physical damage); Banishra (Holy damage); Purify (removes negative statii from allies); M-Barrier (Chance of Protect, Shell, Regen, Reraise, and Haste on allies); Holy Fire (Holy/Fire damage); Holy Judgement (Overdrive; high Holy damage) Anima: Howl (physical damage); Fear (chance of forcing enemy to flee); Torment Chains (physical damage, chance of Bind on enemies); Frighten (chance of lowering enemies's stats); Pain (physical damage, chance of Death Sentence); Oblivion (Overdrive; physical damage; chance of instant Death) Asura: Kris Naga (physical attack); Curaga (restore allies' HP); Protect (chance of Protect on allies); Raise (revives KO'd allies); Triple Triad (Overdrive; restores allies' HP, temporarily increases stats, gives Protect and Shell) Atomos: Roar (physical damage); Gravira (Gravity damage); X-Zone (chance of instant Death); Dark Wave (Dark damage); Gravija (Gravity damage); Wormhole (Overdrive; high Gravity damage) Bahamut: Talon (physical damage); Flare (non-elemental damage); Decaflare (non-elemental damage); Rend (triple physical damage); Dragon Blood (increases all allies' stats); Megaflare (Overdrive; very high non-elemental damage) Bismark: Body Splash (physical damage); Watera (Water damage); Tsunami (Water damage); (Sea Song): Water damage Carbuncle: Healing Ruby (heals ally's HP); Poison Nail (Poisons enemy); Shining Ruby (Protect and Shell on allies); Glittering Ruby (Randomly enhances on stat on allies); Ruby Light (Overdrive; Reflect on all allies) Cerberus: Deadly Bite (physical damage); Hellra (Dark damage); Dark Howl (Dark damage); Triple Bite (triple physical damage); Counter Rockets (chance of Double or Triple on allies); Triple Hell (Overdrive; high Dark damage) Cyclops: Slam (physical damage); Blizzara (Ice damage); Angry Glare (Blinds enemies); Twin Slam (double physical damage); Frozen Shield (raises allies' defense); Cold Glare (Overdrive; high Ice damage) Diablos: Dark Talon (physical damage); Gravira (Gravity damage); Shadow Barrier (Utusemi on allies); Dark Blade (increases effectiveness of allies' Dark magic); Shadow Wave (area Gravity damage); Darkness Named (Overdrive; high Gravity damage) Doom Train: Bodyslam (physical attack); Steam Whistle (Silent, Paralyze on enemies); Dead Glare (Instant Death); Full Boiler (Haste on allies); Steam Burst (Poison damage); Runaway Train (Overdrive; high Poison damage, random negative statii) Efreet: Punch (physical damage); Fira (Fire damage); Burning Strike (Fire damage); Double Punch (double physical damage); Crimson Howl (enhances allies; physical attack); Hellfire (Overdrive; high Fire damage) Fenrir: Rend (physical attack); Wicked Howl (Dark damage); Evil Glare (chance of forcing enemies to flee); Wild Rush (random melee damage to all enemies); Lunar Roar (increases allies' physical attack, chance of Berserk); Ragnarok (Overdrive; high Dark damage) Garuda: Claw (physical damage); Aera (Wind damage); Whispering Wind (restores allies; HP); Hastega (Haste on allies); Aerial Armor (Blink on allies); Aerial Blast (Overdrive; high Wind damage) Gilgamesh: Random attack - Excalibur (medium physical damage); Masamune (strong physical damage); Zantetsuken (instant Death); Excalipoor (1 damage) Golem: Stone Fist (physical attack); Quakera (Earth damage); Rock Shield (Protect and Stoneskin to allies); ; (Earth's Embrace): Prevents damage to allies Hades (Black Cauldron): Poison damage, random negative statii Ixion (Thor's Hammer): Lightning damage Kirin (Life Guard): Regen on all allies Kjata (Tetra-Disaster): Fire/Lightning/Ice/Earth damage Leviathan: Barracuda Dive (physcial damage); Watera (Water damage); Tail Whip (lowers enemy speed); Spring Water (restores allies' HP, removes negative statii); Tidal Wave (Overdrive; high Water damage) Lich (Impure Wave): Dark damage Madeen (Chaos Wing): Non-elemental damage Midgar Zolom (Earth Aura): Earth damage Mist Dragon (Deadly Mist): Non-elemental damage Odin (Zantetsuken/Gungnir): Chance of instant Death (physical attack if enemy resists Death) Palidor (Sonic Drive): Physical attack Pandemona (Tornado Zone): Wind damage Phantom (Fade Away): Invisible on all allies Phoenix (Flame of Rebirth): Fire damage, Raise on all allies Quezacoatl (Thunderstorm): Lightning damage Ramuh: Shock Strike (Stuns enemy); Thundara (Lightning damage); Rolling Thunder (Enthunder on allies); Thunderspark (Lightning damage, chance of Paralyze); Lightning Armor (Shock Spikes on allies); Judgement Bolt (Overdrive; high Lightning damage) Remora (Latch On): Drains HP Salamander (Fire Wave): Fire damage Shiva: Ace Kick (physical damage); Blizzara (Ice damage); Frost Armor (Ice Spikes on allies); Sleepga (Sleep on enemies); Double Slap (double physical attack); Diamond Dust (Overdrive; high Ice damage) Silf (Still Air): Silence on all enemies Siren (Silent Voice): Non-elemental damage, Silence on all enemies Seraphim (Revival): Raise and Curaga on all allies Starlet (Group Hug): Cura on all allies Sylph (Whispering Wind): Cure on all allies Titan: Rock Throw (physical attack, chance of lowering enemy's speed); Quakera (Earth damage); Rock Buster (Binds enemy); Megalith Throw (physical attack, chance of lowering enemy's speed); Earthen Ward (gives allies Stoneskin); Gaea's Anger (Overdrive; high Earth damage) Tritoch (Tri-Dazer): Fire/Ice/Lightning damage Typhon (World Reversal): Wind damage Unicorn (Healing Horn): Removes negative statii from all allies Valefor (Energy Blast): Non-elemental damage Yojimbo (Daigoro/Kozuka/Wakizashi/Zanmato): Physical damage; strength dependant upon payment Zodiac (Star's Glare): Non-elemental damage Zone Seek (Dimension Wall): Protect and Shell on all allies Time Mage Haste/ra: Chance of Haste Slow/ra: Chance of Slow Gravity/ra/ga/ja: Gravity damage Meteor/Meteor Swarm/Meteor Shower: Non-elemental damage Magnet/Magna/Magnega: Attracts enemies to caster Starlight/Star Cross/Southern Cross: Light damage, chance of Blind Stop: Chance of Stop Quick: Chance of instant action Float: Makes ally float over the ground Reflect: Gives shield that reflects magic Warp: Allows ally to escape battle Escape: Allows party to leave dungeon/maze/building Teleport: Teleport to certain magical landmarks Meteo: High non-elemental damage X-Zone: chance of instant Death Galaxy Stop: Chance of Stop, Bind, Disable, Paralyze Last Quicken: Respond to critical status with immediate action Extra Spells Cantrip (B): Causes minor magical effects, such as cleaning, warming/cooling, etc. Detect (B/W): Detects magic within a local area. Light (B/W): Causes an object to give off light equal to a torch. Mark (B): Creates a magical symbol. Open/Close (B/W): Opens or closes an unlocked object. Pure (W): Purifies food or water of all poisons, toxins, spoilage, etc. Read Magic (B/W): Allows user to read magical writing. Repair (B/W): Repairs minor damage to an object. Signet (W): Magically tracks information for guild usage. Spring (W): Creates a small amount of drinkable water. |
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| Kagato9999 | Jul 12 2008, 02:24 PM Post #4 |
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The Blade that Cuts Injustice
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Big Note: Totally up for making exceptions and compromises depending on the build you plan to make. Just talk to me and we'll work stuff out. |
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AmuroNT1




11:14 AM Jul 11