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Post by Just14 on Jun 11, 2017 13:20:57 GMT -5
Freelancer No strengths or weaknesses, learns a variety of skills.
Stat Changes Health: +0 Strength: +0 Defense: +0 Magic: +0 Resistance: +0 Speed: +0 Dexterity: +0 Luck: +0
Weapon Proficiencies Knife: B Longsword: B Sword & Shield: B Axe/Hammer: B Lance: B Bow: B Fist: B Whip: B Staff: B Tome: B Instrument: B Gun: C Armor Proficiencies Robes: B Light Armor: B Heavy Armor: B
Skills Double Attack (10 CP) User attacks target twice (Costs 10 SP) Basic Heal (20 CP) User heals an ally for ¼ magic stat (Costs 5 SP) Basic Flame/Splash/Shock (30 CP) User deals Fire/Water/Electric element damage for ½ magic stat (Costs 5 SP) Basic Leaf/Rock/Gust (40 CP) User deals Plant/Earth/Wind element damage for ½ magic stat (Costs 5 SP) Wide Slash (50 CP) User deals physical damage to all enemies. (Costs 20 SP) Simple Light/Dark (60 CP) User deals Light/Dark element damage for ½ magic stat (Costs 5 SP) Stat Swap (70 CP) User switches their Strength and Defense and their Magic and Resistance stats. (Costs 0 SP) Unknown Curse (80 CP) User casts a spell that has a chance to inflict any status ailment with ¼ Luck. (Costs 20 SP) Slayer (90 CP) When the user defeats an enemy, their stats increase by 2 temporarily. (Passive) Second Wind (100 CP) Restores 50% of user’s health and raises all stats by 2, but can only be used when user’s health is less than or equal to 50%. (Costs 25 SP)
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Class Info
Jun 13, 2017 13:03:57 GMT -5
via mobile
Post by Just14 on Jun 13, 2017 13:03:57 GMT -5
Knight Learns mainly defensive and provoke abilities to take lessened damage for allies
Stat Changes Health: +6 Strength: +1 Defense: +2 Magic: -2 Resistance: -2 Speed: -1 Dexterity: +0 Luck: +0
Weapon Proficiencies Knife: C Longsword: A Sword & Shield: A Axe/Hammer: A Lance: A Bow: C Fist: B Whip: C Staff: C Tome: C Instrument: C Gun: C
Armor Proficiencies Robes: C Light Armor: A Heavy Armor: A
Skills
Provoke (10 CP) The user provokes a single enemy, doubling their chance of being targeted for attacks. (Costs 5 SP)
Ally Guard (20 CP) The user takes damage for a single selected ally, receiving ½ damage. (Costs 10 SP)
Shield Bash (30 CP) User attacks while still defending at the same time. (Costs 10 SP)
Fearless Shout (40 CP) The user lets out a courageous shout that raises his defense by 2 and heals himself for ½ Strength. (Costs 10 SP)
Provoke All (50 CP) The user provokes all enemies, causing the user to become twice as likely to be targeted. (Costs 10 SP)
Revenge Strike (60 CP) The user charges up during the entire turn, unleashing an attack that deals twice the damage dealt to the while they were charging at the end of the turn. (Costs 15 SP)
Auto Provoke (70 CP) The user has a chance to randomly provoke all enemies at the start of battle. Trigger is ½ Luck stat. (Passive)
Party Guard (80 CP) The user takes damage for the entire party, receiving ½ damage (Costs 20 SP)
Retaliate (90 CP) Whenever the user is attacked, they retaliate with a normal attack (Passive)
Endure (100 CP) User will survive all attacks with 1 health remaining this turn. Does not protect against ailment damage. (Costs 30 SP)
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Class Info
Jun 13, 2017 13:16:50 GMT -5
via mobile
Post by Just14 on Jun 13, 2017 13:16:50 GMT -5
Healer Learns mainly healing spells with a few stat boosting spells as well
Stat Changes Health: -3 Strength: -2 Defense: -2 Magic: +2 Resistance: +2 Speed: +0 Dexterity: +0 Luck: +1
Weapon Proficiencies Knife: B Longsword: C Sword & Shield: C Axe/Hammer: C Lance: B Bow: C Fist: C Whip: C Staff: A Tome: A Instrument: B Gun: C
Armor Proficiencies Robes: A Light Armor: B Heavy Armor: C
Skills
Heal (10 CP) The user heals an ally for ½ Magic stat. (Costs 10 SP)
Cure Poison/Paralysis/Confuse (20 CP) The user removes poison/paralysis/confusion status from an ally. (Costs 5 SP)
Strength/Defense/Magic Boost (30 CP) The user boosts an ally’s Strength/Defense/Magic by 2. (Costs 10 SP)
Multiheal (40 CP) The user heals all allies for ½ Magic stat. (Costs 20 SP)
Greater Heal (50 CP) The user casts a potent healing spell on an ally, healing for Magic stat. (Costs 20 SP)
Revive (60 CP) The user revives a defeated ally with 10 health. (Costs 25 SP)
Strength/Defense/Magic Bolster (70 CP) The user boosts all allies’ Strength/Defense/Magic by 2. (Costs 20 SP)
Cleanse (80 CP) The user clears away all status conditions on an ally. (Costs 20 SP)
Omega Heal (90 CP) The user potently heals all allies with their Magic stat. (Costs 30 SP)
Full Revive (100 CP) The user revives a defeated ally with full health. (Costs 50 SP)
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Post by Just14 on Jun 13, 2017 19:41:22 GMT -5
Mage Learns magic attacks and can lower enemy stats Stat Changes Health: +0 Strength: -2 Defense: -2 Magic: +2 Resistance: +2 Speed: +0 Dexterity: +0 Luck: +0 Weapon Proficiencies Knife: B Longsword: C Sword & Shield: C Axe/Hammer: C Lance: C Bow: C Fist: C Whip: B Staff: A Tome: A Instrument: B Gun: C Armor Proficiencies Robes: A Light Armor: B Heavy Armor: C
Skills Fireball/Zap Bolt/Water Beam (10 CP) The user deals Fire/Electric/Water element damage to one enemy using their Magic stat. (Costs 10 SP) Gust/Rockfall/Leaf Shot (20 CP) The user deals Wind/Earth/Plant element damage to one enemy using their Magic stat. (Costs 10 SP) Strength/Defense/Magic Break (30 CP) The user decreases a single enemy’s Strength/Defense/Magic by 2. (Costs 10 SP) Fireblast/Zap Wave/Ice Needle (40 CP) The user deals Fire/Electric/Water element damage to all enemies using their Magic stat. (Costs 20 SP) Wind Sickle/Rockslide/Bramble (50 CP) The user deals Wind/Earth/Plant element damage to all enemies using their Magic stat. (Costs 20 SP) Blaze Beam/Lightning/Ice Beam (60 CP) The user deals Fire/Electric/Water element damage to a single enemy using 2x their Magic stat. (Costs 30 SP) Twister/Spire/Wood Hammer (70 CP) The user deals Wind/Earth/Plant element damage to a single enemy using 2x their Magic stat. (Costs 30 SP) Strength/Defense/Magic Shatter (80 CP) The user lowers all enemies’ Strength/Defense/Magic by 2. (Costs 20 SP) Vulcan Burst/Thunderstorm/Blizzard (90 CP) The user deals Fire/Electric/Water element damage to all enemies using 2x their Magic stat. (Costs 40 SP) Hurricane/Earthquake/Overgrowth (100 CP) The user deals Wind/Earth/Plant element damage to all enemies using 2x their Magic stat. (Costs 40 SP)
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Class Info
Jun 19, 2017 10:19:38 GMT -5
via mobile
Post by Just14 on Jun 19, 2017 10:19:38 GMT -5
Rogue Focuses on critical hits and using multiple normal attacks on a single enemy.
Stat Changes Health: -3 Strength: +0 Defense: -2 Magic: -1 Resistance: -1 Speed: +2 Dexterity: +2 Luck: +1
Weapon Proficiencies Knife: A Longsword: C Sword & Shield: B Axe/Hammer: C Lance: C Bow: A Fist: A Whip: C Staff: C Tome: C Instrument: C Gun: C
Armor Proficiencies Robes: B Light Armor: A Heavy Armor: C
Skills
Fake Out (10 CP) The user fakes an attack before landing an actual attack, ignoring guard abilities or the defend command. Does not hit through barriers. (Costs 10 SP)
Attack Link (20 CP) The user might land an extra normal attack after dealing damage to an enemy. Trigger is ½ Dexterity. (Passive)
Sneak Attack (30 CP) The user attacks from behind, ignoring the enemy’s positive stat changes. (Costs 15 SP)
Physical Chain (40 CP) The user lands a normal attack on the target enemy every time an ally uses a physical attack. (Costs 20 SP)
Magic Chain (50 CP) The user lands a normal attack on the target enemy every time an ally uses a magical attack. (Costs 20 SP)
Critical Strike (60 CP) The user lands an automatic critical hit on a single target. (Costs 40 SP)
Skill Link (70 CP) The user might use a skill again after using it once. Trigger is ½ Dexterity. (Passive)
Critical Heal (80 CP) Every time the user lands a critical hit, they recover half the damage they deal. (Passive)
Critical Increase (90 CP) Every time the user lands a critical hit, their Strength and Dexterity increase by 2. (Passive)
Dual Wield (100 CP) The user can equip two weapons instead of one. (Passive)
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Post by Just14 on Jun 22, 2017 13:20:32 GMT -5
Samurai Uses battle stances to change attack and defense stats
Stat Changes Health: +0 Strength: +1 Defense: +1 Magic: -1 Resistance: -1 Speed: +0 Dexterity: +1 Luck: -1 Weapon Proficiencies Knife: A Longsword: A Sword & Shield: A Axe/Hammer: C Lance: B Bow: B Fist: C Whip: C Staff: C Tome: C Instrument: C Gun: C Armor Proficiencies Robes: B Light Armor: A Heavy Armor: B
Skills Attack Stance (10 CP) The user cuts their Defense in half and adds it to their Strength. (Costs 5 SP) Defense Stance (20 CP) The user cuts their Strength in half and adds it to their Defense. (Costs 5 SP) Moon Blade (30 CP) The user attacks an enemy and switches to Defense Stance if Attack Stance is active. (Costs 10 SP) Sun Blade (40 CP) The user attacks an enemy and switches to Attack Stance if Defense Stance is active. (Costs 10 SP) Quick Draw (50 CP) The user attacks an enemy at the start of the turn, activating a stance of their choice. Can only be used on the first turn of battle. (Costs 15 SP) Honor Bond (60 CP) The user makes an ally’s defense equal to theirs for one turn. (Costs 15 SP) Crescent Slash (70 CP) The user attacks all enemies, adding half their Dexterity to their damage. (Costs 25 SP) Stance Burst (80 CP) The user releases a burst of energy whenever they switch stances, dealing ½ Strength in damage. (Passive) Honor Bond All (90 CP) The user makes the entire party’s defense equal to theirs for one turn. (Costs 30 SP) Challenge (100 CP) The user challenges a single enemy, forcing the enemy to only target the user and the user to only target the enemy. Does not affect attacks that hit multiple enemies. (Costs 25 SP)
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Post by Just14 on Aug 14, 2017 23:10:57 GMT -5
Alchemist Focuses on using items in battle
Stat Changes Health: +0 Strength: -1 Defense: -1 Magic: +0 Resistance: +0 Speed: +0 Dexterity: +1 Luck: +1
Weapon Proficiencies Knife: B Longsword: B Sword & Shield: B Axe/Hammer: B Lance: B Bow: B Fist: B Whip: B Staff: B Tome: B Instrument: B Gun: C
Armor Proficiencies Robes: A Light Armor: A Heavy Armor: C
Skills
Conversion (10 CP) Whenever the user uses an item, they gain 1 Ancient Coin. (Passive)
Combine (20 CP) The user mixes two items together with varying results. (Costs 0 SP)
Item Saver (30 CP) When the user uses items, they have a 50% chance not to consume them. (Passive)
Coin Toss (40 CP) The user can expend an Ancient Coin to deal exactly 10 damage to an enemy. (Costs 0 SP)
Liquid Gold (50 CP) The user expends 5 Ancient Coins to give an ally a health and SP regen effect. (Costs 0 SP)
Fusion (60 CP) The user mixes three items together with varying results. (Costs 0 SP)
Golden Boost (70 CP) The user expends 10 Ancient Coins to give an ally +2 in all stats. (Costs 0 SP)
Item Master (80 CP) When the user uses items, they will not consume them. (Passive)
Gold Shower (90 CP) When using coin toss, the user can use more than one coin for increased damage and all enemies are affected. (Costs 0 SP)
Double Up (100 CP) Whenever the user uses an item, the effects activate twice. (Passive)
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Post by Just14 on Sept 16, 2017 9:14:54 GMT -5
Bishop/Nun Fragile units that use their Luck stat to heal, boost allies, and cast light spells
Stat Changes Health: -6 Strength: -2 Defense: -2 Magic: +2 Resistance: +2 Speed: +0 Dexterity: +0 Luck: +2
Weapon Proficiencies Knife: C Longsword: C Sword & Shield: C Axe/Hammer: C Lance: C Bow: C Fist: C Whip: C Staff: A Tome: A Instrument: A Gun: C
Armor Proficiencies Robes: A Light Armor: C Heavy Armor: C
Skills
Prayer (10 CP) The user heals an ally using ½ Luck stat. (Costs 10 SP)
Protection Blessing (20 CP) The user raises all allies’ Defense by 10% of their Luck stat. (Costs 15 SP)
Spirit Blessing (30 CP) The user raises all allies’ Resistance by 10% of their Luck stat. (Costs 15 SP)
Light Beam (40 CP) The user deals light element damage to an enemy using their Magic stat. (Costs 10 SP)
Invocation (50 CP) The user heals all allies using Luck stat. (Costs 25 SP)
Light Burst (60 CP) The user deals light element damage to all enemies using 2x Magic stat. (Costs 40 SP)
Angel Wings (70 CP) When the user is defeated in battle, all remaining allies are fully healed. (Passive)
Plea (80 CP) The user has a chance equal to ½ Luck stat to revive all allies with full health. (Costs 30 SP)
Light of Judgement (90 CP) When the user is defeated in battle, all enemies receive light element damage equal to 2x Magic stat. (Passive)
Miracle (100 CP) When the user is defeated in battle, they have a chance equal to ½ Luck stat to automatically revive with 1 health. (Passive)
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