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Post by Admin on Apr 29, 2016 0:57:14 GMT
Abilities
First things first! As I've said elsewhere, combat on Shattered Fates is entirely optional. You do not need to read this if you want to, and you don't need to read this to make a character. You only have to check this stuff out if you want to get involved in PvE combat (i.e. quests). Okay. Now second things second. If you haven't read the Combat Thread, and the Basic Classes Thread, you should go read those first. Then come back here! In this thread, you'll find separate posts for each basic class, which have all the abilities you can learn for those classes. For a brief reminder on how learning abilities works: you can learn an ability at level 1, 3, 5, 7, and 9. Each time you learn an ability, you may pick one ability from the tier level of your current level or lower. For instance, if you're a Level 3 White Mage who knows Refresh, you can choose to learn Recover, Cure, or Buffer. It's up to you! Also, you'll notice these abilities are all super vaguely worded. That's intentional! When you're RPing or questing or what-have-you, you can imagine these abilities however you like. Maybe "Blast" is the blast coming out of your character's giant gun arm. Or the floating magical fairy coming out of your staff. That, also, is up to you! As before, if you have any questions, send me (Rwaht) a PM, and I'll try to get back to you and clear things up. If you think I've made a mistake, please let me know. I'd like to smooth this thing out so it works as well as possible. The information on status effects (last combat-related thread, honest) is here
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Post by Admin on Apr 29, 2016 1:12:12 GMT
Soldier
Level 1 Taunt: Enrage a single target, forcing them to target you for the next 3 rounds of combat. Usage: Unlimited Guard: Until your next turn, you take [double your level] less damage from all incoming physical attacks. Usage: 1 turn cooldown. Level 3 Stunning Strike: Attack a target, dealing normal attack damage. If your STR is at least 5 points higher than their MAG, the target skips their next action. Usage: 2 turn cooldown Shelter: Defend a single ally, taking all attacks that would target them in their stead. Lasts until your next turn. Usage: Unlimited Level 5 Bolster: Gain a shield equal to your MAG. The shield persists for three turns. Upon the start of your fourth turn, any remaining value on the shield vanishes. Usage: 1 turn cooldown (begins after the shield is destroyed or it dissipates naturally) Retaliate: Attack a target that damaged you last turn. Deals up to [Level] Bonus damage for each point of damage the target dealt last turn. Usage: 1 turn cooldown Level 7 Stalwart: All physical attacks deal 2 less damage to you. Usage: Passive Protector: When you use Shelter and/or Taunt, you may target up to two allies and/or enemies. Usage: Passive. Must know at least Shelter or Taunt Level 9 Mighty Guardian: Casts Bolster on yourself, then duplicate your shield for all allies. Usage: Once per combat. Bolster’s cooldown begins after your shield dissipates/is destroyed. Must know Bolster. Onslaught: Charge at an enemy, dealing normal attack damage and taunting your target and up to two other enemies. If your STR is at least 5 points higher than your primary target’s MAG, that target skips their next action. Usage: Once per combat. Stunning Strike is placed on cooldown after use. Must know Stunning Strike.
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Post by Admin on Apr 29, 2016 1:28:27 GMT
Warrior
Level 1 Quick Attack: Attack a target, dealing bonus damage equal to the difference between your SPD and the target’s SPD (a negative difference results in a bonus of 0). Usage: 1 turn cooldown. Bloodrush: Cleanse all debuffs. On your next turn, your physical attacks will deal bonus damage equal to your level. Usage: 1 turn cooldown. Level 3 Double Strike: Attack the same target twice in one turn. After the second attack, you become exhausted. Usage: 1 turn cooldown. Jump: Leap into the air, causing all physical attacks aimed at you until your next turn to miss. Usage: 3 turn cooldown. Level 5 Shattering Strike: Attack a target. Shattering Strike deals double damage to shields and ignores damage-reduction effects. Usage: 2 turn cooldown (begins after the shield is destroyed or it dissipates naturally) Deep Wound: Attack a target, dealing normal damage and inflicting bleed. Usage: 2 turn cooldown Level 7 Reckless: You deal and take 2 more physical damage. Usage: Passive Battle Cadence: Successfully attacking a target increases your SPD by 1 for the remainder of the current encounter. Battle Cadence stacks with itself. Usage: Passive. Must know at least Shelter or Taunt Level 9 Triple Strike: Attack the same target three times in one turn. After the third attack, you become exhausted. Usage: Once per combat. Puts Double Strike on cooldown. Must know Double Strike to learn. Rampage: Attack each enemy, dealing normal attack damage and inflicting bleed on each of them. Afterwards, you become exhausted. Usage: Once per combat. Puts Deep Wound on cooldown. Must know Deep Wound to learn.
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Post by Admin on Apr 29, 2016 1:38:15 GMT
Thief
Level 1 Stagger: Deal damage equal to half your STR, rounded up. The target also loses that much SPD for three turns (does not stack or refresh). Usage: 1 turn cooldown. Trickery: Deal damage equal to your SPD to a target. Usage: 1 turn cooldown. Level 3 Blinding Strike: Deal damage equal to half your STR, rounded up, and exhaust your target. Usage: 1 turn cooldown. Mind Breaker: Deal damage equal to half your SPD, rounded up, and weary your target. Usage: 2 turn cooldown. Level 5 Stealth: You enter stealth, dropping aggro and becoming untargettable indefinitely. Taking any action which targets an ally or opponent breaks stealth. Usage: 4 turn cooldown Poison Dart: Deal damage to an opponent equal to your SPD – their MAG. If at least 5 damage is dealt in this way, the target is poisoned. Usage: 2 turn cooldown Level 7 Shady: As long as there is another valid target, enemies cannot aggro onto you unless you have attacked them twice. Usage: Passive Pilfer: At the end of a quest, you gain 50 extra gold. Usage: Passive Level 9 Mugging: Deal damage equal to half your STR, rounded up, to a target. That target is exhausted, and you get +5 STR for the remainder of combat. Usage: Once per combat. Puts Blinding Strike on cooldown. Must know Blinding Strike to learn. Fleet of Foot: Deal damage equal to your SPD to a target. The target also loses 5 SPD and you gain 5 SPD for the remainder of combat. Usage: Once per combat. Puts Trickery on cooldown. Must know Trickery to learn.
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Post by Admin on Apr 29, 2016 1:44:47 GMT
Red Mage
Level 1 Spellblade: Attack a target, dealing bonus damage equal to the difference between your MAG and the target’s MAG (a negative difference results in a bonus of 0). Usage: 1 turn cooldown. Blast: Deal damage to a target equal to your MAG. Usage: 1 turn cooldown. Level 3 Cure: Restores HP to one ally equal to your MAG. Usage: 2 turn cooldown. Empower: Your next attack deals bonus damage equal to your MAG. Usage: 2 turn cooldown. Level 5 Buffer: One ally gains a temporary shield equal to your MAG. This shield persists only until your next turn. Usage: 1 turn cooldown. Wave: Each ally gains recovers HP equal to half your MAG rounded up, and each opponent loses HP equal to half your MAG rounded up. Usage: 1 turn cooldown. Level 7 Spell Echo: Whenever you use an ability, you recover HP equal to double your level. Usage: Passive Spell Force: Whenever you use a non-damaging ability, your next attack deals bonus damage equal to triple your level. Does not stack. Usage: Passive Level 9 Cure All: Restores HP equal to your MAG to all allies. Usage: Once per combat. Puts Cure on cooldown. Must know Cure. Challenge: Mark one opponent. The first time they are attacked while marked, they are wearied. The second time, they bleed. The third time, they take bonus damage equal to your MAG + STR, and the mark dissipates. Usage: Once per combat. Puts Empower on cooldown. Must know Empower.
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Post by Admin on Apr 29, 2016 1:52:24 GMT
Black Mage
Level 1 Blast: Deal damage to a target equal to your MAG. Usage: 1 turn cooldown. Level 3 Charge: Gain MAG equal to your level for the remainder of the battle. Charge stacks up to three times. Usage: 1 turn cooldown. Chain: Deal damage to each opponent equal to double your level. Usage: Unlimited Psych: Mark a target as Vulnerable. Usage: Unlimited Level 5 Envenom: Deal damage to a target equal to your MAG, then poison them. Usage: 3 turn cooldown. Languish: Deal damage to each opponent equal to half your MAG, rounded up. They all become exhausted. Usage: 3 turn cooldown. Level 7 Ebb and Flow: Following a turn where you did not use a damaging ability or attack, your next magical attack will deal bonus damage equal to your level. Does not stack. Usage: Passive. Spell Pierce: When casting a spell on opponent with a shield, your spells do bonus damage equal to half your MAG. Usage: Passive. Level 9 Decimate: Deal damage equal to your MAG to each opponent. They are all marked as vulnerable. Usage: Once per combat. Puts Languish on cooldown. Must know Languish. Condemn: Mark a target as vulnerable. When the vulnerability is activated, the target takes bonus damage equal to double your MAG. Usage: Once per combat. Must know Psych.
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Post by Admin on Apr 29, 2016 1:59:43 GMT
White Mage
Level 1 Refresh: Restores HP to each party member equal to double your level. Usage: Unlimited. Recover: Restores HP to one ally equal to triple your level. Usage: 1 post cooldown. Level 3 Cure: Restores HP to one ally equal to your MAG. Usage: 2 turn cooldown. Buffer: One ally gains a temporary shield equal to your MAG. This shield persists only until your next turn. Usage: 1 turn cooldown. Level 5 Cleanse: Remove all negative status effects from target ally. Usage: 2 turn cooldown. Bestow: One ally’s next physical attack does bonus damage equal to your MAG. Usage: 2 turn cooldown. Level 7 Magical Feedback: Whenever you heal an ally, you may deal damage to one opponent equal to double your level. Usage: Passive. Last Gasp: If you have more than 1 HP and an attack would bring your HP to 0, you instead survive the attack with 1 HP. Usage: Passive. Level 9 Hallow: Restores HP to one ally equal to your MAG, and removes all negative status effects. Hallow can target and revive KO’d allies. Usage: Once per combat. Puts Cure on cooldown. Must know Cure. Exalt: Target ally gains a shield equal to your MAG which lasts until the end of combat or until it is destroyed. While the shield persists, they are unaffected by status effects and their attacks deal bonus damage equal to the current shield value. Usage: Once per combat. Must know Bestow to learn. Puts Bestow on Cooldown when Exalt’s shield is destroyed.
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