-Job Abilities-
Job Abilities are unique abilities each job possesses that supports their role in battle. A well placed insult to aquire enmity of an enemy,A blood curtling roar to rouse your comrades spirits,or even simply an ancient seal that enhances your magical prowess. The world of Job Abilities opens up vast opprotunities for a party in conflict and can be either the downfall of your enemy or the worst possible mistake you could ever make.
-Job Abilities-
-NIN-
Yonin
Ninja Ability That Enhances A Ninja's Enmity Gathering,Chakra Consumption Reduction,Evasion But Enfeebles Their Cancel Critical Hit Rate And Accuracy While The Target Of An Enemy
enhances enmity gain, reduce CP cost,and evasion but enfeebles cancil crit hit and accuracy when targeted by an enemy
ENM+10
EVA+5
CCP+5
CCrit%-5
ACC-5
lasts 6 rounds
LVL: NIN
Innin
Ninja Ability That Enhances A Ninja's Enmity Loss,Magic Accuracy,And Critical Hit Rate But Enfeebles Their Evasion While Not The Target Of An Enemy
enhances enmity gain, reduce CP cost,and evasion when targeted by an enemy
ENM-10
MACC+5
Crit%+5
EVA-5
lasts 6 rounds
LVL: NIN
Futae
Ninja Ability That Enhances The Potency Of Your Next Ninjutsu Spell For Double The Chakra Cost
enhances effect of your next ninjutsu but doubles CP cost
jutsu effect+1 (ex, utsusemi:ni will grant 5 blink shadows,Huton:Ni will be considered Huton:San during damage calculation and its efect will be boosted to the next tier [-5 element resistance])
Futae effect will wear upon the casting of your next Ninjutsu
lasts 6 rounds
LVL: NIN
Mijin Gakure
Ninja Ability That Reduces a Ninja's Hit Points To 0 To Inflict Damage Upon An Enemy
inflicts damage equal to half of users HP to an enemy ,however, the user loses all HP
LVL: NIN
-BRD-
Pianissimo
Bard Ability That Allows For Your Next Song Effect To Enhance A Single Target
allows for your next song to target one target
lasts 6 rounds
Pianissimo effect wears on the casting of your next Song
LVL: BRD
Tenuto
Bard Ability That Allows For The Users Active Song Effect To Not Be Overwritten By Any Song Effect Casted Afterwards
allows for a song effect to not be overwritten by songs casted directly after the first song
lasts 6 rounds
Tenuto effect wears on the casting of your next Song
LVL: BRD
Soul Voice
Bard Ability That Allows For The Enhancement Of Song Effects
allows for a song effect to be enhanced to the next teir
song effect+1 (ex: Army's Paeon I becomes Army's Paeon II)
lasts 6 rounds
LVL: BRD
Troubadour
Bard Ability That Allows For The Enhancement Of Song Effect Durations
allows for a song effects duraiton to be enhanced
effect duration+1
lasts 6 rounds
LVL: BRD
-BST-
Fight
Beastmaster Ability That Commands Your Current Pet To Target An Enemy
commands pet to begin targeting an enemy target
LVL: BST
Charm
Beastmaster Ability That Forces A Wild Beast Under Your Control
charms an enemy to become your pet
lasts 6 turns or until pet becomes uncharmed
LVL: BST
Gauge
Beastmaster Abiity That Gauges A Wild Beasts Charmability
gauges an enemies charm receptivity
charm checks+5
uncharmable: the targeted beast is uncharmable
probable charm: the beast is atleast 5 levels higher than you and will be somewhat difficult to charm
likely charm: the beast is 4 or less levels higher than you and will be possible to charm although it might be a little bit difficult to charm
mundane charm: the beast is 3 or less levels higher than you and will be possible to charm it will be easier to charm
simple charm: the beast is 2 or less levels higher than you and will be possible to charm with ease
LVL: BST
Heel
Beastmaster Ability That Commands Your Current Pet To Retreat From An Enemy
commads pet to retreat to your side
LVL: BST
Reward
Beastmaster Ability That Rejuvenates A Pets Stamina
heals pet HP with appropriate treats
LVL: BST
Stay
Beastmaster Ability That Commands Your Current Pet To Hold Its Position
commands pet to stay in position
grants "Regen" status when not in combat
LVL: BST
Sic
Beastmaster Ability That Commands Your Current Pet To Use A Special Attack
commands pet to use a weaponskill
weaponskill used is based on pet useable techniques
random 1~4 and pet will use technique with the appropriate number
Call Beast
Beastmaster Ability That Lures Forth A Pet
calls forth a pet that corresponds with the appropriate jug used
lasts for 6 rounds
LVL: BST
Tame
Beastmaster Ability That Calms A Mischarmed Pet
command that makes an uncharmed pet docile and more succeptable to charm
charm+5
removes all enmity towards mischarmer
lasts 6 turns
LVL: BST
Leave
Beastmaster Ability That Commands Current Pet To Leave Your Control
command that releases your hold over current pet
LVL: BST
Snarl
Beastmaster Ability That Enhances The Enmity Of A Pet Called Forth From "Call Beast"
command that enhancs the enmity of current jug pet by switvhing it with your own
switches enmity of master and current jug pet
LVL: BST
Feral Howl
Beastmaster Ability That Terrorizes Nearby Enemies
inflicts "Terror" status on all nearby foes
roll 1d20 if below 5 target is "Terrified"
lasts 6 turns
LVL: BST
Killer Instinct
Beastmaster Ability That Allows Current Pets "Killer" Effects To Be Used By Party Members
allows for current pets "killer" effects to be transfered over to party members
transfers current pets natural monster correlation to all party members (Ex: Birds have "Amorph Killer" so Amorphs may become intimidated when facing Birds)
roll 1d20 if below 5 target is intimidated
lasts 6 turns
LVL: BST
Spur
Beastmaster Ability That Enhances Effects Produced By Current Pets Special Moves
allows for the enhancement of your pets next ability
enhances next pet ability to the next tier (sleepga I effects become sleepga II) and if ability produces physical or magical damage the damage taken by an enemy is doubled
lasts 6 rounds
Spur effect wears after use of pets next ability
LVL: BST
Familiar
Beastmaster Ability That Enhances Current Pet And Reduces Mischarm Rate
allows for the enhancement of your pets physical stats and reduces mischarm rates for current pet
doubles current pets physical stats (ex: STRx2)
mischarm rate is reduced by half (a charmed pet can make a mischarm check every 4 turns instead of 2)
lasts 6 turns
Familiar effect wears if current pet mischarms, is released, or is incapacitated
LVL: BST
-BLM-
Manafont
Blackmage Ability That Reduces Mana Cost Of Your Spells To 0
allows for the cost of your spells to 0 while effect is active
spell costs are reduced to 0 MP
lasts 6 turns
LVL: BLM
Elemental Seal
Blackmage Ability That Enhances Magic Accuracy Of Your Next Spell
enhances MACC of your next spell
+10 MACC
lasts 6 turns
Elemental Seal effect wears on the casting of your next spell
LVL: BLM
Mana Wall
Blackmage Ability That Converts HP damage to MP Damage
allows for damage to HP to be taken by your MP as long as MP is above 0
reduces MP instead of HP when taking damage when MP is above 0
reduces physical damage by 2
lasts 6 turns
LVL: BLM
Enmity Douse
Blackmage Ability That Reduces Enmity To 0
allows for the reduction of user enmity to 0
reduces enmity of current user to 0
LVL: BLM
-BLU-
Azure Lore
Bluemage Ability That Enhances The Potency Of Your Blue Magic Effects
enhances potency of your blue magics
effect+1 (Sleep I becomes Sleep II etc.)
lasts 6 turns
LVL: BLU
Burst Affinity
Bluemage Ability That Allows Your Next "Magical" Blue Magic To Be Used In A Magic Burst
allows for your next blue magic to magic burst
increases potency to next tier when used in a magic burst (Fire I becomes Fire II etc.)
lasts 6 turns
Burst Affinity effect wears on the use of your next spell
LVL: BLU
Chain Affinity
Bluemage Ability That Allows Your Next "Physical" Blue Magic To Be Used In A Skillchain
allows for your next blue magic to skillchain
doubles damage when used to form a skillchain
lasts 6 turns
Chain Affinity effect wears on the use of your next spell
LVL: BLU
Convergence
Bluemage Ability That Concentrates Your Next Area Of Effect "Magical" Blue Magic To A Single Target And Increases Potency
allows for your next multi target affecting blue magic to target a single enemy and increases potency
next multi taget affecting blue magic will target a single target
increases potency to next tier (Sleep I becomes Sleep II etc.)
lasts 6 turns
Convergence effect wears on the use of your next spell
LVL: BLU
Diffusion
Bluemage Ability That Makes Your Next Self Affecting Enhancing Blue Magic Target Allies
allows for your next enhancing blue magic to affect party members
adds effect of your next enhancing blue magic to party members (Refresh to Refreshga etc.)
lasts 6 turns
Diffusion effect wears on the use of your next spell
LVL: BLU
Efflux
Bluemage Ability That Enhances The Potency Of Your Next "Physical" Blue Magic
allows for the enhancement of your next physical blue magic
doubles damage of your next physical blue magic
lasts 6 turns
Efflux effect wears on the use of your next spell
LVL: BLU
-COR-
Wild Card
Corsair Ability That Has Varying Effects Based On The Roll Of The Dice
allows for differing beneficial effects based on the outcome of a dice roll
roll 1d12 and apply the related effect
1: Regenerate all HP
2: Regenerate all MP
3: Increase turn life on all active enhancements (lasts for (x) turns x2)
4: Double Attack
5: Double Defense
6: Double Evasion
7: Double MACC
8: Double MAB
9: Double STR DEX AGI
10: Double VIT MND CHR
11: Double INT
12 BUST! (divides all stats by 2)
lasts 6 turns
LVL: COR
Phantom Roll
Corsair Ability That Allows For The Use Of A "Phantom Roll"
allows for the use of any learned "Phantom Roll"
able to use one "Phantom Roll"
lasts 6 turns
Phantom Roll (Job Ability) effect wears after the use of your next Phantom Roll (Ability)
LVL: COR
Double-Up
Corsair Ability That Allows For The Rerolling Of Your Previously Used Phantom Roll
allows for the rerolling of your previous "Phantom Roll"
using your last rolls results as the base random number from x~11 and apply the effect based on the outcome.
lasts 6 turns
Double-Up effect wears after the use of your next Phantom Roll (Ability)
LVL: COR
Quick Draw
Corsair Ability That Summons Forth Various Effects Based On The Card Used
allows for the use of "elemental card" effects that vary depending on card used
Fire: Fire damage and enhances active fire based effects
Water: Water damage and enhances active water based effects
Earth: Earth damage and enhances active earth based effects
Wind: Wind damage and enhances active wind based effects
Thunder: Thunder damage and enhances currently active thunder based effects
Light: Sleep effect and enhances active light based effects
Dark: Dispels one beneficial effect and enhances dark based effects
Ice: Ice damage and enhances active ice effects
enhances potency of all active element effects based on the elemental shot used (Fire based effect I becomes fire based effect II)
lasts 6 turns
Quick Draw effect wears after the use of your next "elemental card" effect
LVL: COR
Random Deal
Corsair Ability That Resets The Effects Of Previously Used Job Abilities
allows for the reset of your previously used job abilities
resets job ability effects
removes recently used job ability effects to allow the reuse of job abilities
LVL: COR
Snake Eye
Corsair Ability That Forces Your Next Phantom Roll To Result In A 1
allows for your next Phantom Roll (Ability) to land a 1
forces your next Phantom Roll to roll 1
lasts 6 turns
Snake Eye effect wears on the use of your next Phantom Roll (Ability)
LVL: COR
Fold
Corsair Ability That Removes Current Bust Effects In Exchange For Doubled Bust Effects On Your Next Roll
allows for the removal of all active bust effects for double bust effects on your next bust
removes current bust effects but doubles next bust effect
lasts 6 turns
Fold effect wears on your next bust
LVL: COR
-DNC-
Trance
Dancer Ability That Enhances The Potency Of All Dance Abilities
allows for the enhancemont of all dance abilities
doubles the effect of all dance abilities
lasts 6 turns
LVL: DNC
Sambas
Dancer Ability That Allows For The Use Of A "Samba"
allows for the use of any learned "Samba"
able to use one "Samba"
lasts 6 turns
Sambas (Job Ability) effect wears after the use of your next Sambas (Ability)
LVL: DNC
Waltzes
Dancer Ability That Allows For The Use Of A "Waltz"
allows for the use of any learned "Waltz"
able to use one "Waltz"
lasts 6 turns
Waltzes (Job Ability) effect wears after the use of your next Waltzes (Ability)
LVL: DNC
Steps
Dancer Ability That Allows For The Use Of A "Step"
allows for the use of any learned "Step"
able to use one "Step"
lasts 6 turns
Steps (Job Ability) effect wears after the use of your next Steps (Ability)
LVL: DNC
Flourishes I
Dancer Ability That Allows For The Use Of A "Flourish (I)"
allows for the use of any learned "Flourish (I)"
able to use one "Flourish (I)"
lasts 6 turns
Flourishes I (Job Ability) effect wears after the use of your next Flourishes I (Ability)
LVL: DNC
Jigs
Dancer Ability That Allows For The Use Of A "Jig"
allows for the use of any learned "Jig"
able to use one "Jig"
lasts 6 turns
Jigs (Job Ability) effect wears after the use of your next Jigs (Ability)
LVL: COR
Flourishes II
Dancer Ability That Allows For The Use Of A "Flourish (II)"
allows for the use of any learned "Flourish (II)"
able to use one "Flourish (II)"
lasts 6 turns
Flourishes II (Job Ability) effect wears after the use of your next Flourishes II (Ability)
LVL: DNC
Saber Dance
Dancer Ability That Allows For The Enhancement Of Number Of Attacks Per Round
allows for additional attacks during an attack round
able to add one attack during your attack round as long as "Saber Dance" effect is active
lasts 6 turns
LVL: DNC
Fan Dance
Dancer Ability That Allows For The Reduction Of Physical Damage Taken And Increase Of Enmity
allows for the reduction of physical damage taken and increase of enmity
able to halve physical damage for double enmity as long as "Fan Dance" effect is active
lasts 6 turns
LVL: DNC
No Foot Rise
Dancer Ability That Allows For The Instantaneous Obtaining Of Maximum Finishing Moves
allows for instant access to 5 finishing moves
grants 5 finishing moves without the use of Steps
LVL: DNC
Presto
Dancer Ability That Enhances The Effect Of Your Next "Step" Ability And Rewards An Extra Finishing Move
allows for the enhancement of your next "Steps" effect and rewards an extra finishing move
doubles the effect of your next "Steps" and rewards one extra finishing move
lasts 6 turns
Presto effect wears upon the use of your next Steps (Ability)
LVL: DNC
Flourishes III
Dancer Ability That Allows For The Use Of A "Flourish (III)"
allows for the use of any learned "Flourish (III)"
able to use one "Flourish (III)"
lasts 6 turns
Flourishes III (Job Ability) effect wears after the use of your next Flourishes III (Ability)
LVL: DNC
-DRK-
Blood Weapon
Darkknight Ability That Allows The Draining Of HP Of Opponents When Striking Them
allows for your physical attacks to drain HP of opponents based on weapon
drains HP based on weapon type used
lasts 6 turns
LVL: DRK
Arcane Circle
Darkknight Ability That Gives Party Members Power Over Arcana Type Monsters
allows for the intimidation and overpowering of Arcana type monsters
grants "Arcana Killer" to all party members
grants a minor attack bonus when battling Arcana type monsters
ATK+10
lasts 6 turns
LVL: DRK
Last Resort
Darkknight Ability That Allows For A Moderate Attack Bonus For Increase In Enmity
allows for the increase of attack power for a increase to enmity
enhances attack power
ATK+10
enhances enmity
ENM+10
lasts 6 turns
LVL: DRK
Weapon Bash
Darkknight Ability That Allows For Your Next Attack With A Two-Handed Weapon To Deliver A Stunning Blow
allows for your next physical attack to stun your target
adds "enstun" to your next physicl attack
lasts 6 turns
Weapon Bash effect wears after your next physical attack with a two-handed weapon
LVL: DRK
Souleater
Darkknight Ability That Grants An Enourmous Attack Boost For A Reduction In Current HP
allows for your physical attacs to gain an attack boost for reduction in your current HP
enhances attack
ATK+30
reduces HP per hit while Souleater effect is active
HP-30/physical attack
lasts 6 turns
Souleater effect wears when HP is reduced to 0
LVL: DRK
Dark Seal
Darkknight Ability That Enhances The Potency Of Your Next Dark Magic Spell
allows for the enhncement of your next dark magic spell
enhances potency of your next dark magic spell
effect +1 (Absorb spells double their possible drain ammount,drain becomes drain II aspir becomes aspir II etc.)
lasts 6 turns
Dark Seal effect wears after the use of your next dark magic spell.
LVL: DRK
Diabolic Eye
Darkknight Ability That Reduces The Enmity Generated During Your Next Attack
allows for the reduction of enmity for your next aattck
reduces enmity of your next attack
ENM-10
lasts 6 turns
Diabolic Eye effect wears after your next physicl attack
LVL: DRK
Nether Void
Darkknight Ability Tht Enhnces The Potency Of Your Next Magic Spell
allows for the enhancement of your next magical spells potency
enhances the effect of your next magic spell
effect +1
lasts 6 turns
Nether Void effect wers on the use of your next spell
LVL: DRK
Arcane Crest
Darkknight Ability That Halves The Attributes Of All Arcana Monsters
allows for the reduction of all rcana family monster attributes by half
reduces stats of arcna type monsters by half
lasts 6 turns
LVL: DRK
-DRG-
Spirit Surge
Dragoon Ability That Sacrifices Your Current Wyvern Pet To Enhance Your Physical Prowess
allows for the enhancement of your physical attributes by sacrificing your current pet
merges your pets attributes and your own but reduces wyverns HP to 0
lasts 6 turns
Spirit Surge effect is only activated when your pet is above 0 HP
LVL: DRG
Call Wyvern
Dragoon Ability That Summons Forth Your Wyvern Pet
allows for the summoning of your pet wyvern
calls forth your personal pet
LVL: DRG
Elemental Breath
Dragoon Wyvern Pet Ability That Harnesses The Elements To Damage Foes
allows for your pet to unleash one elemental based breath attack
commands your pet to unleash one elemental based breath attack
as your wyvern progresses in level your wyvern will match element breaths with a trgets elemental weakness
as your wyvern progresses in level the potency of your wyverns breath will increase one tier (Fire Breath I -> Fire Breath II etc.)
LVL: DRG
Healing Breath
Dragoon Wyvern Pet Ability That Harnesses Healing Energies To Rejuvinate Ally HP
allows for your pet to unleash one cure based breath attack
commands your pet to unleash one cure based breath attack
as your wyvern progresses in level your wyvern will determine the severity of ally damage and heal accordingly
as your wyvern progresses in level the potency of your wyverns breath will increase one tier (Healing Breath I -> Healing Breath II etc.)
Remove Breath
Dragoon Wyvern Pet Ability That Harnesses Healing Energies To Remove Enfeebling Effects
allows for your pet to unleash one status removal based breath attack
commands your pet to unleash one status removal based breath attack
as your wyvern progresses in level your wyvern will determine the number of allies afflicted and remove accordingly
as your wyvern progresses in level the potency of your wyverns breath will increase one tier (Paralyna Breath -> Paralyga Breath etc.)
Ancient Circle
Dragoon Ability That Gives Party Members Power Over Dragon Type Monsters
allows for the intimidation and overpowering of Dragon type monsters
grants "Dragon Killer" to all party members
grants a minor attack bonus when battling Dragon type monsters
ATK+10
lasts 6 turns
LVL: DRG
Jump
Dragoon Ability That Unleashes A Short Ranged Physical Attack To Damage Foes
allows for the use of one jump attack
deals physical damage to one enemy
lasts 6 turns
Jump effect wears after the use of your next physical attack
LVL: DRG
Spirit Link
Dragoon Ability That Reduces Current HP To Rejuvinate The HP Of Your Current Pet Wyvern
allows for the healing of your current pet by reducing user HP
reduces user HP to heal wyvern HP
LVL: DRG
High Jump
Dragoon Ability That Unleashes A Long Ranged Physical Attack To Damage Foes
allows for the use of one jump attack
deals physical damage to one enemy
lasts 6 turns
High Jump effect wears after the use of your next physical attack
LVL: DRG
Super Jump
Dragoon Ability That Unleashes A Extremely Long Ranged Physical Attack To Damage Foes And Reduce Enmity
allows for the use of one jump attack
deals physical damage to one enemy
reduces user enmity to 0
lasts 6 turns
Super Jump effect wears after the use of your next physical attack
LVL: DRG
Super Climb
Dragoon Wyvern Pet Ability That Reduces Current Wyvern Pets Enmity
allows for the use of a climb ability
reduces pet enmity to 0
lasts 6 turns
Super Climb ability wers after the use of your pets next physical attack
LVL: DRG
Deep Breathing
Dragoon Wyvern Pet Ability That Enhances The Potency Of Your Wyvern Pets Next Breath Attack
allows for the enhancement of your pets next breath attack
enhances potency of your pets next breath attack (Healing Breath I -> Healing Breath II etc.)
lasts 6 turns
Deep Breathing effect wears after the use of your pets next breath attack
LVL: DRG
Angon
Dragoon Ability That Unleashes A Short Ranged Physical Attack To Damage Foes And Lower Foes Defense
allows for your next physical attack to deal ranged physical damage nd lower defense
turns your next physical attack into a ranged attack that lowers defense
DEF-10
lasts 6 turns
Angon effect wears upon the use of your next physical attack
LVL: DRG
Spirit Jump
Super Jump
Dragoon Ability That Unleashes A Extremely Long Ranged Physical Attack To Damage Foes And Reduce Enmity
allows for the use of one jump attack
deals physical damage to one enemy
reduces user enmity to 0
lasts 6 turns
Spirit Jump effect wears after the use of your next physical attack
LVL: DRG
Soul Jump
Super Jump
Dragoon Ability That Unleashes A Extremely Long Ranged Physical Attack To Damage Foes And Reduce Enmity
allows for the use of one jump attack
deals physical damage to one enemy
reduces user enmity to 0
lasts 6 turns
Soul Jump effect wears after the use of your next physical attack
LVL: DRG
-MNK-
Hundred Fists
Monk Ability That Reduces Your Bodies Restriction On Movement Enabling Endless Seeming Attack Rounds
allows for maximum multiple attack rounds as long as effect is active
maxes out your attack rounds as long as effect is active (10 attacks per round)
lasts 6 turns
LVL: MNK
Boost
Monk Ability That Summons Forth Vigorous Kharma Energies To Enhance Your Next Physical Attacks Potency
allows for the increase of potency on your next physical attack
increases attack on your next physical attack
ATK+10
lasts 6 turns
Boost effect wears on the use of your next physical attack
each additional use of Boost without attacking will multiply the bonus received by 1.5
LVL: MNK
Dodge
Monk Ability That Summons Forth Vigorous Kharma Energies To Enhance Your Evasion
allows for the increase of evasion
increases evasion
EVA+10
lasts 6 turns
LVL: MNK
Focus
Monk Ability That Summons Forth Vigorous Kharma Energies To Enhance Your Accuracy
allows for the increase of accurcy
increases accuracy
ACC+10
lasts 6 turns
LVL: MNK
Chakra
Monk Ability That Summons Forth Kharma Energies To Regenerate The Wounds Of The User
allows for the restoring of HP
restores HP of user
LVL: MNK
Chi Blast
Monk Ability That Summons Forth Karma Energies To Physically Damage Foes
allows for the user to unleash a physical based attack
deals physical dmage to an enemy
damage multiplied by number of boost effects active
Boost effect wears after the use of Chi Blast
LVL: MNK
Counterstance
Monk Ability That Allows For More Frequent Countering For Lowered Defense
allows for more frequent countering in exchange for lowered defense
makes countering more frequent for halved defense
+10 on counter checks for user
lasts 6 turns
LVL: MNK
Footwork
Monk Ability That Converts All Attack Rounds To Kick Attacks
allows for your attack rounds to be considered kick attacks
converts all attacks from user to kick attacks while effect is active
lasts 6 turns
LVL: MNK
Mantra
Monk Ability That Increases Ally Hit Points
allows for the increase of maximum HP
increases max HP for allies
+5% HP
lasts 6 turns
LVL: MNK
Formless Strikes
Monk Ability That Converts Physical Damage Produced By The User To Become Magical Damage
allows for the conversion of physical attacks to magical attacks
converts physical damage made by the user into magicl damage
damage created from this conversion is concidered as a tiered spell that is relative to the users level. (convert attack to magic spell, then add tier according to users level)
magical damage produced is non-elemental magic damage
lasts 6 turns
LVL: MNK
Perfect Counter
Monk Ability That Allows For Constant Countering For Reduced Defense,Attack, And Accuracy
allows for constant countering for reduced defense,attack,and accuracy
makes countering possibility 100% for halved defense.attack,and accuracy
lasts 6 turns
LVL: MNK
-PLD-
Invincible
Paladin bility That Renders The User Unharmable By Physical Attacks For Increased Enmity On All Actions Performed By The User
allows for physical damage immunity but increases enmityof all actions performed by user
reduces physical dmage to 0 but doubles enmity gained from performing actions
lasts 6 turns
LVL: PLD
Holy Circle
Paladin Ability That Gives Party Members Power Over Undead Type Monsters
allows for the intimidation and overpowering of Undead type monsters
grants "Undead Killer" to all party members
grants a minor attack bonus when battling Undead type monsters
ATK+10
lasts 6 turns
LVL: PLD
Shield Bash
Paladin Ability That Unleashes A Stunning Blow With Your Shield
allows for your next physical attack to stun
your next physical attack will stun your target and deal minor physical damage
lasts 3 turns
LVL: PLD
Sentinel
Paladin Ability That Reduces Physical Damage Taken While Increasing Enmity Of All Actions
allows for reduced physical damage for increased enmity
physical damage-50%
doubles enmity of ll actions
lasts 6 turns
LVL: PLD
Cover
Paladin Ability That Redirects Damage Directed At An Ally To User
allows for user to take damage for allies
any damage targeted at an ally is instead redirected to user
damage calculations are calculated using the target of the attacks damage formula instead of users formula
lasts 6 turns
LVL: PLD
Rampart
Paladin Ability That Enhances Defense Of Allies
allows for user to enhance the defense of allies
increases defense for allies
DEF+10
lasts 6 turns
LVL: PLD
Fealty
Paladin Ability That Increases Resistance To Status Effects
allows for user to become immune to status effects for the duration of effect
user becomes temporarily immune to any status altering effect
negates all status effects (Poisoned,Paralyezd,Etc.)
lasts 6 turns
LVL: PLD
Chivalry
Paladin Ability That Converts TP to MP
allows for the conversion of current TP to MP
converts TP to MP
LVL: PLD
Divine Emblem
Paladin Ability That Enhances The Potency And Enmity Of Next Divine Magic
allows for the enhancement of potency and enmity for your next divine magic
increases enmity and enhances potency of your next divine magic
ENM+10
effect+1
lasts 6 turns
Divine Emblem effect wears upon the use of your next divine magic
LVL: PLD
-PUP-
Overdrive
Puppetmaster Ability That Commands Your Automaton To Go Into Overdrive
allows your automaton to unleash its full capabilities
enhances your automotons capabilities and allows for the enhancement of all its capabilities for the duration of effect
doubles all physical stats (ex: STRx2)
doubles all magical capabilities (MACC MAB WMR BMR CuP x2)
reduces physical damage taken (damage divided by 2)
increases damage output (x2 damage)
lasts 6 turns
Overdrive effect wears if automaton is incapacitated or otherwise removed from users control
LVL: PUP
Activate
Puppetmaster Ability That Calls Forth Your Automaton
allows for the summoning of your personal Automaton
calls forth your Automaton
LVL: PUP
Deploy
Puppet Command That Commands An Automaton to Target An Enemy
allows for an automoton to be sent into battle against a target
commands an Automoton to target an enemy in battle
LVL: PUP
Deactivate
Puppet Command That Deactivates Your Automoton
allows for the deactivation of your automoton
deactivates your automoton
LVL: PUP
Maneuvers
Puppetmaster Ability That Allows For The Use Of A Single Manuever
allows for the use of one manuever ability
allows the use of one manuever effect
lasts 6 turns
Manuever (Job Ability) wears upon the use of your next Manuever (Ability)
LVL: PUP
Deus Ex Automata
Puppetmaster Ability That Allows For The Summoning Of Your Automoton In An Unstable State
allows for the summoning of a more unstable verson of your puppet
calls forth your puppet in a weakened state
calls forth your automoton with halved stats and 75% HP and MP
lasts 6 turns
LVL: PUP
Retrieve
Puppetmaster Ability That Commands Your Automoton To Return To Your Side
allows for the retreival of your automoton from the front lines of battle
commands your puppet to deselect its target and return to your side
LVL: PUP
Repair
Puppetmaster Ability That Restores A Moderate Ammount Of Health Depending On Maintenance Oil Used
allows for the restoration of lost HP
allows for the restoration of HP based on oil used
Maintenaince Oil +1: +20% HP restored
Maintenaince Oil +2: +40% HP restored
Maintenaince Oil+3: +60% HP restored
Enriched Maintenaince Oil +1: +20% HP restored + 10 HP/round
Enriched Maintenaince Oil +2: +40% HP restored + 15 HP/round
Enriched Maintenaince Oil +3: +60% HP restored + 20 HP/round
lasts 6 turns
LVL: PUP
Role Reversal
Puppetmaster Ability That Reverses The HP Of Master And Automoton
allows for the reversal of master and automotons HP
switches HP of master and automoton
LVL: PUP
Ventriloquy
Puppetmaster Ability That Reverses The Enmity Levels Of Master And Automoton
allows for the reversal of master and automotons enmity
switches enmity of master and automoton
LVL: PUP
Tactical Switch
Puppetmaster Ability That Reverses The TP Levels Of Master And Automoton
allows for the reversal of master and automotons TP
switches TP of master and automoton
LVL: PUP
-RNG-
Eagle Eye Shot
Ranger Ability That Delivers A Devestating Blow To A Target
allows for your next ranged attack to deal a critical hit aswell as receive a potency increase
forces your next ranged attack to critical hit
doubles the damage of your next ranged attack
lasts 6 turns
Eagle Eye Shot effect wears on the use of your next ranged attack
LVL: RNG
Sharpshot
Ranger Ability That Enhances The Accuracy Of Ranged Attacks
allows for the enhancement of ranged accuracy
increases ranged accuraccy
RACC+10
lasts 6 turns
LVL: RNG
Scavenge
Ranger Ability That Allows For The Recovery Of Ambient Items In An Area
allows for the recovery of used items in an area
recover 1 item based on quality of item and area
roll 1d20 then recover item accordingly
1-5 miss (no item)
5-10 ammunition (quality varying by roll)
11-15 item (quality varying by roll)
16-20 weapons (quality varying by roll)
LVL: RNG
Camouflage
Ranger Ability That Conceils The User From View
allows for the user to be conceiled from view
grants "Invisible" effect
lasts 6 turns
LVL: RNG
Barrage
Ranger Ability That Allows For Multiple Shots To Be Fired In A Singly Volley
allows for an added round to be added to your next ranged attack
your next ranged attack will deliver multiple attacks instead of one varying by level
1 added shot every 5 levels
all shots are subject to a ranged accuracy check
Barrage effect wears upon the use of your next ranged attack
lasts 6 turns
LVL: RNG
Shadowbind
Ranger Ability That Binds An Enemy In Place
allows for your next ranged attack to bind an enemy in place
your next ranged attack will inflict "Bound" status
Shadowbind effect wears upon the use of your next ranged attack
lasts 6 turns
LVL: RNG
Velocity Shot
Ranger Ability That Enhances The Speed And Attack Power Of Ranged Attacks But Weakens Speed And Attack Power Of Physical Attacks
allows for the increase of ranged attack speed and potency but decreases physical attack speed and potency
increases the amount of attack rounds possible in a turn by 1 if performing ranged attacks
RATK+10
decreases the amount of attack rounds in a turn by 1 if performing physical attacks
ATK-10
lasts 6 turns
LVL: RNG
Unlimited Shot
Ranger Ability That Allows For Your Next Ranged Attack To Ignore Targets Defense
allows for the removal of a DEF check during damage calculation
removes DEF check when dealing damage
Unlimited Shot effect wears when Barrage is active
lasts 6 turns
LVL: RNG
Stealth Shot
Ranger Ability That Reduces The Enmity Of Your Next Ranged Attack
allows for your next ranged attack to generate less enmity
your next ranged attack will generate less enmity
ENM-10
Stealth Shot effect wears upon the use of your next ranged attack
lasts 6 turns
LVL: RNG
Flashy Shot
Ranger Ability That Increases The Enmity Of Your Next Ranged Attack To Ignore Level Difference
allows for your next ranged attack to generate more enmity for level reduction when calculating damage
reduces targets stats by users level during damage calculation
ENM+10
Flashy Shot effect wears upon the use of your next ranged attack
lasts 6 turns
LVL: RNG
-RDM-
Chainspell
Redmage Ability That Increases The Rate In Which Spells Can Be Cast
allows for rapid spellcasting
allows for the user to cast multiple spells in the same turn
1 added spell per 5 levels
Spells cannot be cast without MP
lasts 6 turns
LVL: RDM
Convert
Redmage Ability That Converts HP To MP
allows for current HP to be converted to MP
reverses current HP and MP
LVL: RDM
Composure
Redmage Ability That Enhances Magical Potencies And How Long Enhancements Remain On Targets.
allows for increased magical accuracy on all white and black magics and enhanced enhancement duration on comrades
MACC+10
buff "lasts x turns" +1
lasts 6 turns
LVL: RDM
Saboteur
Redmage Ability That Enhances The Effect Of Your Next Enfeebling Magic Spell And Enhances How Long Enfeebles Remain On Targets
allows for increased potency on next enfeebling magic spell and enhances duration of enfeebling effect on target
enhances potency of next enfeebling magic spell and enhances the duration of enfeebling effect on target
potency +1 (Paralyze -> Paralyze II)
enfeeble "lasts x turns" +1
Sabotuer effect wears upon the use of your next enfeebling magic spell
lasts 6 turns
LVL: RDM
-SAM-
Meikyo Shisui
Samurai Ability That Allows For Three Consecutive Weaponskill Activations During Your Next Attack Round
allows for the use of three weaponskills during your next attack round
during your next turn you may use three weaponskill attacks in the same turn
Meikyo Shisui effect wears upon the use of three weaponskill
lasts 6 turns
LVL: SAM
Warding Circle
Samurai Ability That Gives Party Members Power Over DEmon Type Monsters
allows for the intimidation and overpowering of Dragon type monsters
grants "Demon Killer" to all party members
grants a minor attack bonus when battling Demon type monsters
ATK+10
lasts 6 turns
LVL: SAM
Third Eye
Samurai Ability That Allows The Ability To Anticipate And Nullify The Next Attack Directed At You
allows for the next attack directed at the user to be negated
grants one shadow image that nullifies the next attack directed towards to
Third Eye effect wears after one physical attack on the user is negated
lasts 6 turns
LVL: SAM
Hasso
Samurai Ability That Enhances Attack Speed,Strength,And Accuracy Of Two-Handed Weapons
allows for attack speed,strength,and accuracy of two handed weapons to be enhanced
STR+10
ACC+10
attacks per turn+1
Hasso effect is ineffective when using one handed weapons
lasts 6 turns
LVL: SAM
Meditate
Samurai Ability That Slowly Builds Weaponskill Potency Per Round
allows for your next weaponskills potency to be enhanced per round effect is active
potencyx2/round active (ATK and ACC doubled during damage calculation)
Meditate effect wears upon the use of your next weaponskill
lasts 6 turns
LVL: SAM
Seigan
Samurai Ability That Enhances "Third Eye" Effect And Allows For The Ability To Counterattack While Under The Effect Of "Third Eye"
allows for your next Third Eye effect to negate multiple attacks and a possible counterattack while under the effect of Third Eye
Third Eye attack negate+1/level
possibility of counter check during a third eye negated attack
Seigan effect wears when all Third Eye possibilities are extinguished
lasts 6 turns
LVL: SAM
Sekkanoki
Samurai Ability That Allows For The Use Of Two Weapon Skill Abilities During Your Next Turn
allows for the use of two weaponskills during your next turn
Sekkanoki effect wears after using two weaponskills
lasts 6 turns
LVL: SAM
Shikikoyo
Samurai Ability That Allows A PArty Member To Use An Extra WeaponSkill Ability
allows for a party member to use one extra weaponskill ability during their next turn
Shikikoyo Effect wear supon the use of your party members next weaponskill
lasts 6 turns
LVL: SAM
Blade Bash
Samurai Ability That Enfeebles The Use OF Weaponskill Abilities By Enemies
allows for your next attack to stop your target from using weaponskills
next attack will force your opponent to be unabe to use weaponskills
inflicts "Diseased" status
Blade Bash effect wears upon the use of your next attack
lasts 6 turns
LVL: SAM
Sengikori
Samurai Ability That Increases The Damage Of Your Next Weaponskill
allows for your next weaponskill to deal more damage
double damage during your next weaponskill
Sengikori effect wears upon the use of your next weaponskill
lasts 6 turns
LVL: SAM
-Scholar-
Tabula Rasa
Scholar Ability That Prioritizes Both Light And Dark Capabilities And Allows Charge Free Stratagems
allows for both light and dark magic arts to be enhanced and allows for free stratagem use of both arts
white and black magic skills raised to B+ skill
may use unlimited stratagems during a turn
lasts 6 turns
LVL: SCH
Light Arts
Scholar Ability That Prioritizes Light Magic Capabilities And Allows Access To Light Stratagems
allows for your light art magics to be enhanced and access to light art stratagems
white magic skills raised to B+ skill
may use light based stratagems based on number of charges remaining
1 charge per every 10 levels
Light Stratagems:
Penury- allows for your next white magic to be cast for half MP for 1 charge
LVL: SCH
Addenda: White- allows access to additional white magic for 1 charge
LVL: SCH
Celerity- allows the casting of an extra spell during your next turn for 1 charge
LVL: SCH
Accession- allows for your next enhancing magic to be cast unto all party members for 1 charge
LVL: SCH
Rapture- allows for your next healing magic spell to double its healing power for 1 charge
LVL: SCH
Altruism- allows for your next spell to gain double magic accuracy for 1 charge
LVL: SCH
Tranquility- allows for your next spell to generate half enmity for 1 charge
LVL: SCH
Perpetuance- allows for your next enhancement magic to double its effect and double its duration for 1 charge
LVL: SCH
Stratagem effects wear on the casting of your next spell
Charges regenerate 1 per turn and are instantly destroyed when a Stratagem effect is activated
lasts 6 turns
LVL: SCH
Dark Arts
Scholar Ability That Prioritizes Dark Magic Capabilities And Allows Access To Dark Stratagems
allows for your dark art magics to be enhanced and access to dark art stratagems
black magic skills raised to B+ skill
may use dark based stratagems based on number of charges remaining
1 charge per every 10 levels
Dark Stratagems:
Parsimony- allows for your next black magic to be cast for half MP for 1 charge
LVL: SCH
Addenda: Black- allows access to additional black magic for 1 charge
LVL: SCH
Alacrity- allows the casting of an extra spell during your next turn for 1 charge
LVL: SCH
Manifestation- allows for your next black magic to be cast unto all targets for 1 charge
LVL: SCH
Ebullience- allows for your next black magic spell to double its attack power for 1 charge
LVL: SCH
Focalization- allows for your next spell to gain double magic accuracy for 1 charge
LVL: SCH
Equanimity- allows for your next spell to generate half enmity for 1 charge
LCL: SCH
Immanence- allows for your next black magic to increase its magic accuracy and attack for 1 charge
LVL: SCH
Stratagem effects wear on the casting of your next spell
Charges regenerate 1 per turn and are instantly destroyed when a Stratagem effect is activated
lasts 6 turns
LVL: SCH
Sublimation
Scholar Ability That Builds A Store Of MP For A Gradual Reduction Of HP Per Round
allows for a store of MP to be built for a gradual reduction of hp per round
slowly builds a store of MP for a light poison effect
MP store fill +10/every 5 levels
MP store +100/every 10 levels
HP loss per round +10/every 5 levels
Sublimation effect wears and is replaced by Sublimation: Full effect when store is full
Sublimation effect may be erased in exchange for the current store of MP
lasts 6 turns
LVL: SCH
Modus Veritas
Scholar Ability That Doubles The HP Loss Of A Currently Active Helix Effect But Shortens Its Duration
allows for your targets current -helix effect to deal double damage buthalves its duration
-helix "poison" damage x2
-helix "poison" duration halved
lasts 6 turns
LVL: SCH
Enlightenment
Scholar Ability That Allows Acces To Both Arts For Your Next Spell
allows for acces to both art for your next spell
Enlightenment effext wears after the use of your next spell
lasts 6 turns
LVL: SCH
Libra
Scholar Ability That Allows The Close Observation Of Your Enemies Status
allows for you to examine the details about your enemy
allows for enemies HP,MP,resistances,weaknesses,and behavior to be examined
lasts 6 turns
LVL: SCH
-SMN-
Astral Flow
Summoner Ability That Unleashes The Full Potential Of An Avatar
allows for the restraints of an avatar to be released
doubles all avatar statistics
reduces perpetuation cost to 0
lasts 6 turns
LVL: SMN
Assault
Summoner Ability That Commands Your Avatar To Target An Enemy
allows for your pet to target an enemy
LVL: SMN
Blood Pact: Rage
Summoner Ability That Allows For Your Avatar To Unleash One Blood Pact: Rage Ability
allows for your pet to use one blood pact: rage ability
Blood Pact: Rage effect wears after the use of your next Blood Pact: Rage ability
lasts 6 turns
LVL: SMN
Blood Pact: Ward
Summoner Ability That Allows For Your Avatar To Unleash One Blood Pact: Ward Ability
allows for your pet to use one blood pact: ward ability
Blood Pact: Ward effect wears after the use of your next Blood Pact: Ward ability
lasts 6 turns
LVL: SMN
Release
Summoner Ability That Releases An Avatar From Your Control
allows for your current avatar to be released
LVL: SMN
Retreat
Summoner Ability That Commands Your Avatar To Disengage Its Current Target
commands your avatar to stop attacking a target
LVL: SMN
Elemental Siphon
Summoner Ability That Allows For The Siphoning Of MP From Your Current Avatars Bieng
allows for your MP to be replenished at the expense of your avatars status
replenishes MP but reduces avatars stats by siphoned amount
siphoned MP: summoning magic skill/2xlevel = siphoned MP
reduces avatars statistics by siphoned MP
LVL: SMN
-THF-
Perfect Dodge
Thief Ability That Allows For Evasion Of All Physical Attacks For Duration
allows for any physical attack directed at you to be evaded forthe duration of effect
lasts 6 turns
LVL: THF
Steal
Thief Ability That Allows For Theft Of Items From A Target
allows for the theft of one item from a target
roll 1d20 if less than 5 an item is stolen
if item stolen, roll 1 d10 to determine quality of steal
1-5 poor steal (nothing of value obtained)
6-8 mediocre steal (you barely stole part of an item [a craft item])
9-10 perfect steal (stole whole of an item [from a list of items a monster is capable of carrying])
LVL: THF
Sneak Attack
Thief Ability That Forces A Critical Hit On Your Next Physical Attack
allows for your next attack to be a critical hit
if Sneak Attack is triggered through this ability the user may add their DEX stat and multiply damage by this number
Sneak Attack effect wears on your next physical attack
lasts 6 turns
LVL: THF
Flee
Thief Ability That Increases Movement Speed
allows for increased movement speed
reduce the rounds needed for movement based abilities by 1
lasts 6 turns
LVL: THF
Trick Attack
Sneak Attack
Thief Ability That Transfers Enmity To Target Party Member And After A Certain Degree Of Experience Induce A Critical Hit On Your Next Physical Attack
allows for your next physical attack to transfer your enmity to a target party member
allows for your next attack to be a critical hit if Assasin trait is present
if Trick Attack is triggered through this ability the user may add their AGI stat and multiply damage by this number
Trick Attack effect wears on your next physical attack
lasts 6 turns
LVL: THF
Mug
Thief Ability That Allows For Theft Of Gil From A Target
allows for the theft of an amount of gil from a target
roll 1d20 if less than 5 gil is stolen
if gil stolen, roll 1 d10 to determine quality of mug
1-5 poor mug (nothing of value obtained)
6-8 mediocre mug (you barely stole a little gil [1~10 gil])
9-10 perfect mug (stole maximum ammount of gil [gain max amount of gil a monster is able to carry])
LVL: THF
Hide
Thief Ability That Conceils The Users Image From View
allows for user to turn invisible
grants "Invisible" effect
erases users current enmity
lasts 6 turns
LVL: THF
Accomplice
Thief Ability That Steals A Large Portion Of Enmity From Target
allows for you to steal enmity from a target
steals 90% of a targets enmity
LVL: THF
Collaborator
Thief Ability That Steals A Mediocre Portion Of Enmity From Target
allows for you to steal enmity from a target
steals 50% of a targets enmity
LVL: THF
Assassin's Charge
Thief Ability That Allows For Your Next Physical Attack To Trigger A Triple Attack
allows for your next physical attack to become a triple attack
adds 2 physical attacks to your next attack round
Assasin's Charge effect wears upon your next physical attack
lasts 6 turns
LVL: THF
Feint
Thief Ability That Allows Your Next Physical Effect To Lower Evasion
allows your next physical attack to lower the evasion of a target
EVA-10
Feint effect wears upon your next physical attack
lasts 6 turns
LVL: THF
Despoil
Thief Ability That Allows For Theft Of Items From A Target And Possily A Status Penalty
allows for the theft of one item from a target
roll 1d20 if less than 5 an item is stolen
if item stolen, roll 1 d10 to determine quality of steal
1-5 poor steal (nothing of value obtained)
6-8 mediocre steal (you barely stole part of an item [a craft item])
9-10 perfect steal (stole whole of an item [from a list of items a monster is capable of carrying])
roll 1d6 if less than 3 target is enflicted with one status penalty
random number 1~5 and match resulting number to status effect
1: EVA-10
2: ATK-10
3: DEF-10
4: MDB-10
5:MEVA-10
LVL: THF
Conspirator
Thief Ability That Increases Accuracy And Subtle Blow Potency For Allies That Are Not Targeted By An Enemy
allows for accuracy and subtle blow potency increases for allies that are not the targets of an enemy
ACC+10
Subtle Blow Potency+10
lasts 6 turns
LVL: THF
-WAR-
Mighty Strikes
Warrior Ability That Forces A Critical Hit On Your Physical Attacks For Duration
allows for your physical attacks to result in critical hits for the duration of effect
your physical attacks will automaticly deal critical hits to targets
lasts 6 turns
LVL: WAR
Provoke
Warrior Ability That Increases Enmity Of User
allows for an increase of enmity
Enmity+10
LVL: WAR
Berserk
Warrior Ability That Increases Attack Power But Decreases Defense Power
allows for an increase in attack by decreasing defense
ATK+10
DEF-10
lasts 6 turns
LVL: WAR
Defender
Warrior Ability That Increases Defense Power But Decreases Attack Power
allows for an increase in defense by decreasing attack
DEF+10
ATK-10
lasts 6 turns
LVL: WAR
Warcry
Warrior Ability That Increases Attack Power Of All Allies But Increases Enmity of User By Number Of Allies Affected
allows for an increase in attack power of all allies but increases users enmity by number of allies affected
ATK+10 (party members)
ENM+10/member affected
lasts 6 turns
LVL: WAR
Aggressor
Warrior Ability That Increases Accuracy But Decreases Evasion
allows for an increase in accuracy for a decrease in evasion
ACC+10
EVA-10
lasts 6 turns
LVL: WAR
Retaliation
Warrior Ability That Allows For The Countering Of Enemy Attacks
allows for your enemies next attack to possibly be countered
may possibly counter the next physical attack directed at you
roll 1d20 if below 5 next attack is countered
damage of counter is determined by damage that user would have taken normally
lasts 6 turns
LVL: WAR
Warrior's Charge
Warrior Ability That Allows For An Added Physical Attack During Users Next Turn
allows for an added physical attack during your next turn
adds 1 physical attack to your turn
Warrior's Charge Effect wears after the use of both of your next physical attacks
lasts 6 turns
LVL: WAR
Tomahawk
Warrior Ability That Lowers A Targets Defense Power
allows for your next ranged attack to lower your targets defense power
lowers a targets defense with your next ranged attack
DEF-10
Tomohawk effect wears after the use of your next ranged attack
lasts 6 turns
LVL: WAR
Restraint
Warrior Ability That Increases Weaponskill Potency With Each Physical Attack
allows for your next weaponskills potency to be increased for each physical attack landed
Potency+1/attack linded while effect is active
Restraint effect wears upon the use of your next weaponskill
lasts 6 turns
LVL: WAR
-WHM-
Benediction
White Mage Ability That Fully Restores All Ally HP Values To Full
allows for full restoration of ally HP
heals all ally HP to their max
LVL: WHM
Divine Seal
White Mage Ability That Increases The Potency Of Your Next White Magic Spell
allows for your next white magic spells potency to be enhanced
increases white magic potency
potency+1 (MACC,MATK,CuP, etc.)
Divine Seal effect wears upon the use of your next spell
lasts 6 turns
LVL: WHM
Afflatus Solace
White Mage Ability That Increases Potency Of Magics Repeatedly Casted And Adds A Stoneskin Effect To Cures
allows for an increase in potency based on how many times a spell is casted
increases potency of spells when casted repeatedly
Potencyx2/cast (MACC,MATK,CuP,etc)
adds "Stoneskin" effect based on amount cured (StoneskinHP = cured amount)
lasts 6 turns
LVL: WHM
Afflatus Misery
White Mage Ability That Increases Potency Of Spells Casted Based On Damage Taken
allows for a increased potency of magics casted based on damage taken
increases potency of magic based on damage taken
cures: increase cured amount by damage taken ( final cure check amount + damage taken)
enfeebling magic: increase MACC of spell by damage taken and increase DC's by damage taken
enhancing magic: increase enhanced value by damage taken
Afflatus Misery values are calculated from the most recent damage taken
lasts 6 turns
LVL: WHM
Martyr
White Mage Ability That Increases Ally HP By Decreasing Your Own
alows for recovery of ally HP by decreasing your own
increases ally hp by amount deducted from users HP
HP taken from user is decided by the formula: HPtotal/2xMND
heal target ally by outcome of previous formula
LVL: WHM
Devotion
White Mage Ability That Increases Ally MP By Decreasing Your HP
alows for recovery of ally MP by decreasing your HP
increases ally hp by amount deducted from users HP
MP recovered by target is decided by the formula: MPtotal/2xMND
restore target ally MP and reduce user HP by outcome of previous formula
LVL: WHM
Divine Caress
White Mage Ability That Enhances Resistance To A Status Ailment Healed From A Previously Casted Healing Magic
allows for enhanced resistance to your previously cured enfeeble
Your next status healing magic will grant improved resistance to the ailment removed
resist roll +10
Divine Caress efect wears after the use of your next status curing magic
lasts 6 turns
LVL: WHM