Post by Hayate on Jul 12, 2007 15:56:09 GMT -5
All job classes (except for Assault Ace) have unique innate abilities that take effect automatically or can be performed anytime during battle.
Trigger-Type
Twin Blade: "Stance" (+5% DEX and ATK bonus, can attack different stances)
-----Dragon Stance: +15% damage dealt, -25% DEF
-----Turtle Stance: +25% DEF, -25% ATK
-----Tiger Stance: +50% DEX, -25% damage dealt
-----Rhino Stance: -30% DEX, +15% ATK, +30% DEF
-----Viper Stance: Strikes with this stance inflict a 5% current HP bleed for two rounds
-----Berserker Stance: Prevents Paralysis, Stun, Petrify, and Freeze, but prevents spell use for two rounds per attack used in this stance. Also the user takes 50% more damage
-----Counter Stance: Allows the Twin Blade to automatically counter all attacks recieved for ATK x 3.5 damage
-----Parry Stance: Allows the Twin Blade to automatically parry incoming melee attacks. If the Twin Blade's DEX is double the attacker's DEX, they take no damage. If the Twin Blade's DEX is 1.5 times the attacker's DEX but not 2x, they take only half damage. If the Twin Blade's DEX is less than 1.5x the attacker's DEX, then the Twin Blade only takes 25% less damage. As a result of this stance focusing on defense, all attacks made on this stance lower the user's damage cap by 1 rank, if the user is already rank 1, then they do half damage.
Blade Brandier: "Illusion" (+ 10% passive HP, +5% passive damage bonus, dice roll = 5, if 2 or 4, enemy's next attack misses but 15% damage is deducted from your next attack, after any attack the brandier can slash the target twice more for their normal attack formula on separate damage caps)
Edge Punisher: "Disable" (+10% passive damage bonus, +5% base ATK, dice roll = 5, if 1 or 5 is rolled, enemy is 'knocked down' and their ATK and DEX drops by 10%, Disable user takes 10% more damage. After an attack, the user can [dice= 5, charging their broadsword. Then at the next round, the energy is released for ATK x (diceroll) x 1.25 damage and sends an enemy flying into the fence, causing level x 10 in damage.)
Flick Reaper: "Executioner" (Passive +5% INT and DEX, small enemies take 20% more damage, regular attack may hit all enemies in a group (damage x1.6); dice roll = 7)
-----1: +30% damage
-----2: Miss
-----3: -30% damage
-----4: Single-target attack becomes radius-target attack
-----5: +10% damage, 10% of damage to random party member
-----6: Normal damage, +30% damage to random enemy
-----7: 2x damage, user loses 1/4 current HP
Lord Partizan: "Impale" ( +5% passive ATK and DEF bonus, +8% passive damage bonus, dice roll = 5, Partizans do +25% damage to Large sized enemies,)
-----1: enemy ATK drops 20%
-----2: +25% damage, enemy DEX rises 30%
-----3: stuns enemy, user takes 25% more damage next round
-----4: -25% damage, damage taken from enemy drops 50% for one turn
-----5: +10% damage, enemy DEF drops 10%
Valiant Archer: "Pinpoint" (+15% passive dex, dice roll = 5, if 1 or 5 is rolled, then dice roll = 7. This is done in addition to a regular attack)
-----1: Body Shot (damage dealt to enemy rises 25% for 1 round)
-----2: Arm Shot (damage dealt by enemy drops 35% for 2 rounds)
-----3: Leg Shot (enemy's DEX drops by 30% for two rounds)
-----4: Abdoment Shot (enemy finds itself unable to use items for two rounds)
-----5: Head Shot (enemy suffers 10% of max HP in damage)
-----6: Eye Shot (enemy is blinded for two rounds, preventing accurate melee skills. Enemy must dice = 3, if 2 then the enemy hits)
-----7: Hand Shot (forces enemy to disarm, dropping their weapon on the ground for one turn. If an Assault Ace, they can use a different weapon class, other enemies may not use a weapon for that one turn)
Flowing Melodist: "Sonata" (+5% INT, +5% DEX, +5% SP dice roll = 3, if 3 is rolled, then dice roll = 6.)
-----1: Poison (-100 HP per round)
-----2: Paralysis (-50% enemy damage)
-----3: Blind (negates 1 melee attack)
-----4: Silence (negates 1 magic attack)
-----5: Curse (negates 1 skill)
-----6: Berserk (disables enemy spells)
Sonic Duelist: "Gatling" (+10% passive magic defense bonus, +5% DEX bonus dice roll = 6, if 1 or 6 is rolled, enemy takes 5x damage, Gatling user must reload for one turn. After a normal skill, the Duelist can fire [dice= 6] shots into the enemy for half of their normal ATK formula in damage each)
Fortune Croupier: "Gambit" (+5% INT, DEX bonus, +10% SP bonus, dice roll = 5)
-----1: King (enemy's ATK drops 50%)
-----2: Joker (attack misses)
-----3: Jack (enemy's HP is cut in half)
-----4: Joker (attack misses)
-----5: Queen (enemy's INT drops 50%)
Echo Extremist: "Ricochet" (+10% passive RES/DEX bonus; +10% damage to Small enemies; dice=3 after attack, if 2 is rolled, weapon deals damage a second time based on attack used)
-----Regular attack: damage from last attack x2
-----Single-target skill: damage from last attack x1.5
-----Radius-target skill: damage from last attack x1.25
Whiplash Enforcer: "Direct" (+10% passive defense bonus, +10% HP bonus, can command pet to either be in Frenzy or Cautious Mode, Frenzy = +25% damage, -50% DEF; Cautious = -40% ATK, +50% DEF; dice roll = 7, Whip attacks do +20% damage to medium sized enemies)
-----1: pet intercepts next attack against owner, keeps 1 HP after a fatal hit
-----2: pet grants owner its energy, +10% damage next round, -10% current pet HP
-----3: pet is confused, attacks random party member
-----4: pet attacks two enemies for normal damage, hits twice if only one enemy
----------remains
-----5: pet attacks three enemies for 75% damage, must hit each enemy at least
----------once if less than 3 enemies remain
-----6: pet misses and takes 10% of its HP in damage
-----7: pet turns rabid, +50% ATK, 0 DEF, may periodically attack a party member
Ardent Corsair: "Capture" (+5% passive RES, ATK, and DEX, can choose to trap enemy in chakram chain for up to 2 turns, user and trapped enemy cannot move during this, damage dealt to trapped enemy drops 20%, dice roll = 2, if 2 is rolled, ability is extended by one turn, after a normal skill, the corsair can have their coils lash out and strike the enemy for the corsair's level x 15 in damage. If a corsair defends, they are immune to magic damage)
Arcane Trooper: "Intrepid" (+8% passive HP/SP bonus; converts lost HP into ATK or INT* Shield Slam: Stuns an enemy for one round. This uses the action of the Arcane Trooper. After level 100 the stun lasts 2 rounds and after level 200 it stuns for 3)
*20 HP = 1 ATK or INT
Wave Templar: "Prophecy" (+10% passive SP, +5% ATK and INT, able to attack enemies using the INT stat*, dice roll = 3)
-----1: Gravity (next spell stuns enemy for one turn**)
-----2: Magnet (next spell binds two enemies together, counting them as one
----------target**)
-----3: Holy (next spell heals user's HP by the amount of damage dealt to the
----------enemy**)
*not applicable to skills
**each dice roll outcome can only be used once per battle
Blitz Vanguard: "Homerun" (+10% passive damage bonus, +5% DEX, dice roll = 5, if 1 or 5 is rolled, target is struck depending on enemy's size, normal skills smash the ground, causing splash damage for ATK x 4 in damage)
-----If enemy is small...: enemy is ejected from battle
-----If enemy is medium...: enemy is stunned for 2 turns
-----If enemy is large...: damage dealt is multiplied by 1.8
Epsilon Defender: "Absolute" (+10% passive DEF, +5% HP, user can choose to defend self and 1 other party member from damage for one turn, other party member cannot attack during this. Epsilon Defenders can attack an enemy for ATK x 3.5 in damage after any skill)
Dance Macabre: "Twilight" (+10% passive HP, +5% INT, +10% SP, for all incoming melee skills the Dance Macabre can dice= 10, if 1, 5, or 10 the Macabre evades the attack)
Auto-Type
Shinobi Striker: "Silence" (+10% passive DEX, +10% passive ATK, all attacks cause a poison that inflicts 10% of the enemy's current HP per turn in damage; +5% melee damage; +10% magic damage; )
Tribal Grappler: "Extend" (+20% passive HP, +5% ATK and RES, regular attacks and single-target skills target 2 enemies; +10% damage for radius-target skills)
Steam Gunner: "Lock-On" (+10% passive DEX, +15% damage bonus, +10% passive INT, all Steam Gunner skills will hit their target for normal damage despite defensive ability or status aliment such as blindness)
Harvest Cleric: "Sunlight" (+15% passive SP, +10% RES, +5% magic damage bonus, healing spells 15% more effective, damage taken from enemy spells drops 25%)
Shadow Warlock: "Moonlight" (+15% passive SP, +5% INT and DEX +10% magic damage bonus, healing spells 5% more effective, damage taken from enemy spells drops 25%)
Trigger-Type
Twin Blade: "Stance" (+5% DEX and ATK bonus, can attack different stances)
-----Dragon Stance: +15% damage dealt, -25% DEF
-----Turtle Stance: +25% DEF, -25% ATK
-----Tiger Stance: +50% DEX, -25% damage dealt
-----Rhino Stance: -30% DEX, +15% ATK, +30% DEF
-----Viper Stance: Strikes with this stance inflict a 5% current HP bleed for two rounds
-----Berserker Stance: Prevents Paralysis, Stun, Petrify, and Freeze, but prevents spell use for two rounds per attack used in this stance. Also the user takes 50% more damage
-----Counter Stance: Allows the Twin Blade to automatically counter all attacks recieved for ATK x 3.5 damage
-----Parry Stance: Allows the Twin Blade to automatically parry incoming melee attacks. If the Twin Blade's DEX is double the attacker's DEX, they take no damage. If the Twin Blade's DEX is 1.5 times the attacker's DEX but not 2x, they take only half damage. If the Twin Blade's DEX is less than 1.5x the attacker's DEX, then the Twin Blade only takes 25% less damage. As a result of this stance focusing on defense, all attacks made on this stance lower the user's damage cap by 1 rank, if the user is already rank 1, then they do half damage.
Blade Brandier: "Illusion" (+ 10% passive HP, +5% passive damage bonus, dice roll = 5, if 2 or 4, enemy's next attack misses but 15% damage is deducted from your next attack, after any attack the brandier can slash the target twice more for their normal attack formula on separate damage caps)
Edge Punisher: "Disable" (+10% passive damage bonus, +5% base ATK, dice roll = 5, if 1 or 5 is rolled, enemy is 'knocked down' and their ATK and DEX drops by 10%, Disable user takes 10% more damage. After an attack, the user can [dice= 5, charging their broadsword. Then at the next round, the energy is released for ATK x (diceroll) x 1.25 damage and sends an enemy flying into the fence, causing level x 10 in damage.)
Flick Reaper: "Executioner" (Passive +5% INT and DEX, small enemies take 20% more damage, regular attack may hit all enemies in a group (damage x1.6); dice roll = 7)
-----1: +30% damage
-----2: Miss
-----3: -30% damage
-----4: Single-target attack becomes radius-target attack
-----5: +10% damage, 10% of damage to random party member
-----6: Normal damage, +30% damage to random enemy
-----7: 2x damage, user loses 1/4 current HP
Lord Partizan: "Impale" ( +5% passive ATK and DEF bonus, +8% passive damage bonus, dice roll = 5, Partizans do +25% damage to Large sized enemies,)
-----1: enemy ATK drops 20%
-----2: +25% damage, enemy DEX rises 30%
-----3: stuns enemy, user takes 25% more damage next round
-----4: -25% damage, damage taken from enemy drops 50% for one turn
-----5: +10% damage, enemy DEF drops 10%
Valiant Archer: "Pinpoint" (+15% passive dex, dice roll = 5, if 1 or 5 is rolled, then dice roll = 7. This is done in addition to a regular attack)
-----1: Body Shot (damage dealt to enemy rises 25% for 1 round)
-----2: Arm Shot (damage dealt by enemy drops 35% for 2 rounds)
-----3: Leg Shot (enemy's DEX drops by 30% for two rounds)
-----4: Abdoment Shot (enemy finds itself unable to use items for two rounds)
-----5: Head Shot (enemy suffers 10% of max HP in damage)
-----6: Eye Shot (enemy is blinded for two rounds, preventing accurate melee skills. Enemy must dice = 3, if 2 then the enemy hits)
-----7: Hand Shot (forces enemy to disarm, dropping their weapon on the ground for one turn. If an Assault Ace, they can use a different weapon class, other enemies may not use a weapon for that one turn)
Flowing Melodist: "Sonata" (+5% INT, +5% DEX, +5% SP dice roll = 3, if 3 is rolled, then dice roll = 6.)
-----1: Poison (-100 HP per round)
-----2: Paralysis (-50% enemy damage)
-----3: Blind (negates 1 melee attack)
-----4: Silence (negates 1 magic attack)
-----5: Curse (negates 1 skill)
-----6: Berserk (disables enemy spells)
Sonic Duelist: "Gatling" (+10% passive magic defense bonus, +5% DEX bonus dice roll = 6, if 1 or 6 is rolled, enemy takes 5x damage, Gatling user must reload for one turn. After a normal skill, the Duelist can fire [dice= 6] shots into the enemy for half of their normal ATK formula in damage each)
Fortune Croupier: "Gambit" (+5% INT, DEX bonus, +10% SP bonus, dice roll = 5)
-----1: King (enemy's ATK drops 50%)
-----2: Joker (attack misses)
-----3: Jack (enemy's HP is cut in half)
-----4: Joker (attack misses)
-----5: Queen (enemy's INT drops 50%)
Echo Extremist: "Ricochet" (+10% passive RES/DEX bonus; +10% damage to Small enemies; dice=3 after attack, if 2 is rolled, weapon deals damage a second time based on attack used)
-----Regular attack: damage from last attack x2
-----Single-target skill: damage from last attack x1.5
-----Radius-target skill: damage from last attack x1.25
Whiplash Enforcer: "Direct" (+10% passive defense bonus, +10% HP bonus, can command pet to either be in Frenzy or Cautious Mode, Frenzy = +25% damage, -50% DEF; Cautious = -40% ATK, +50% DEF; dice roll = 7, Whip attacks do +20% damage to medium sized enemies)
-----1: pet intercepts next attack against owner, keeps 1 HP after a fatal hit
-----2: pet grants owner its energy, +10% damage next round, -10% current pet HP
-----3: pet is confused, attacks random party member
-----4: pet attacks two enemies for normal damage, hits twice if only one enemy
----------remains
-----5: pet attacks three enemies for 75% damage, must hit each enemy at least
----------once if less than 3 enemies remain
-----6: pet misses and takes 10% of its HP in damage
-----7: pet turns rabid, +50% ATK, 0 DEF, may periodically attack a party member
Ardent Corsair: "Capture" (+5% passive RES, ATK, and DEX, can choose to trap enemy in chakram chain for up to 2 turns, user and trapped enemy cannot move during this, damage dealt to trapped enemy drops 20%, dice roll = 2, if 2 is rolled, ability is extended by one turn, after a normal skill, the corsair can have their coils lash out and strike the enemy for the corsair's level x 15 in damage. If a corsair defends, they are immune to magic damage)
Arcane Trooper: "Intrepid" (+8% passive HP/SP bonus; converts lost HP into ATK or INT* Shield Slam: Stuns an enemy for one round. This uses the action of the Arcane Trooper. After level 100 the stun lasts 2 rounds and after level 200 it stuns for 3)
*20 HP = 1 ATK or INT
Wave Templar: "Prophecy" (+10% passive SP, +5% ATK and INT, able to attack enemies using the INT stat*, dice roll = 3)
-----1: Gravity (next spell stuns enemy for one turn**)
-----2: Magnet (next spell binds two enemies together, counting them as one
----------target**)
-----3: Holy (next spell heals user's HP by the amount of damage dealt to the
----------enemy**)
*not applicable to skills
**each dice roll outcome can only be used once per battle
Blitz Vanguard: "Homerun" (+10% passive damage bonus, +5% DEX, dice roll = 5, if 1 or 5 is rolled, target is struck depending on enemy's size, normal skills smash the ground, causing splash damage for ATK x 4 in damage)
-----If enemy is small...: enemy is ejected from battle
-----If enemy is medium...: enemy is stunned for 2 turns
-----If enemy is large...: damage dealt is multiplied by 1.8
Epsilon Defender: "Absolute" (+10% passive DEF, +5% HP, user can choose to defend self and 1 other party member from damage for one turn, other party member cannot attack during this. Epsilon Defenders can attack an enemy for ATK x 3.5 in damage after any skill)
Dance Macabre: "Twilight" (+10% passive HP, +5% INT, +10% SP, for all incoming melee skills the Dance Macabre can dice= 10, if 1, 5, or 10 the Macabre evades the attack)
Auto-Type
Shinobi Striker: "Silence" (+10% passive DEX, +10% passive ATK, all attacks cause a poison that inflicts 10% of the enemy's current HP per turn in damage; +5% melee damage; +10% magic damage; )
Tribal Grappler: "Extend" (+20% passive HP, +5% ATK and RES, regular attacks and single-target skills target 2 enemies; +10% damage for radius-target skills)
Steam Gunner: "Lock-On" (+10% passive DEX, +15% damage bonus, +10% passive INT, all Steam Gunner skills will hit their target for normal damage despite defensive ability or status aliment such as blindness)
Harvest Cleric: "Sunlight" (+15% passive SP, +10% RES, +5% magic damage bonus, healing spells 15% more effective, damage taken from enemy spells drops 25%)
Shadow Warlock: "Moonlight" (+15% passive SP, +5% INT and DEX +10% magic damage bonus, healing spells 5% more effective, damage taken from enemy spells drops 25%)