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Abilities
Topic Started: Jan 21 2014, 09:35 AM (12 Views)
Edward Elric
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You can go about punching and kicking all you want. Chances are, that only gets you so far. You need abilities to help you turn the tide of battle. All of the known abilities of the game can be found here.

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Innate Abilities: These are generic attacks that every utilizes. These all consume 1 action. No cost to learn.

Punch: 2% of strength stat; -1% endurance
Kick: 4% of strength stat; -2% endurance
Weapon Attack: 5% strength stat; -3% endurance


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Level 1 Abilities: These are abilities that help virtually any wayward traveler. Costs 200 ability points to learn one. Consumes 1 action.

Fire: 5% spirit stat; -2% MP
Thunder: 5% spirit stat; -2% MP
Blizzard: 5% spirit stat; -2% MP
Cure: 5% spirit stat; -5% MP
Basic Alchemy (must rp making transmutation circle): 5% spirit stat; -3% MP


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Level 2 Abilities: Upgraded versions of the level 1 abilities. Costs 250 ability points to learn one. Must know the corresponding ability. Consumes 2 actions.

Fira: 9% spirit stat; -9% MP
Thundara: 9% spirit stat; -9% MP
Blizzara: 9% spirit stat; -9% MP
Cura: 7% spirit stat; -10% MP
Poison: 5% spirit stat; -10 MP; causes opponent to loses hp based on 1/4 of original damage dealt for 3 turns
Beserk: 1.5x strength stat for 3 turns. Cannot use attack that consume MP; -8% MP
Flametounge: Weapon attack infused with flame; 3% of strength +3% of spirit stat; -5% endurance
Wolfsbite: Weapon attack infused with ice; 3% of strength +3% of spirit stat; -5% endurance
Taze: Weapon attack infused with lightning; 3% of strength +3% of spirit stat; -5% endurance
Advanced Alchemy (must rp having transmutation circle somewhere): 9% spirit stat; -9% MP or endurance depending on action taken.


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Level 3 Abilities: Upgraded versions of the level 2 abilities. Costs 300 ability points to learn one. Must know corresponding ability. Consumes three actions.

Firaga: 15% spirit stat; -15% MP
Thundaga: 15% spirit stat; -15% MP
Blizzaga: 15% spirit stat; -15% MP
Curaga: 12% spirit stat; -20% MP
Water: 17% spirit stat; -17% MP
Comet: Number 1-20 spirit stat; -20% MP
Quake: 19% spirit stat; -19% MP
Basic Elemental Alchemy (must rp having transmutation circle somewhere; only works in close quarters combat): 13% strength, vitality, dexterity, or spirit stat; -15% endurance or MP depending on the action taken.


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Level 4 Abilities: Master Level Abilities. Must know corresponding abilities. Consumes 4 actions. Costs 1000 ability points to learn one.

Firaja: 25% spirit stat; -25% MP
Thundaja: 25% spirit stat; -25% MP
Blizzaja: 25% spirit stat; -25% MP
Flare: 30% spirit stat; -35% MP
Curaja: 20% spirit stat; -30 MP (heals everyone in party)
Might: Raises strength stat by 25% for remainder of battle; -40% MP
Demi: cuts enemy hp by 1/4 (virtually unblockable). Can only be used once per battle. -50% MP
Life: brings a fallen ally back to life at 1/3 hp. -50% MP
Sap: steal an enemy's MP with a vampiric attack; -30% endurance, +20% MP
Charge: restores 15% MP or endurance
Advanced Elemental Alchemy (works over entire battlefield. must rp having transmutation circle drawn somewhere): 25% spirit or strength stat; -25% MP or endurance.



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Forbidden Abilities: Forbidden abilities. Much like the name implies. Only the strong can call these abilities their own.

TBA


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