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Skills Show - Show us your skill ideas!

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My turn, then.

 

Mark of the Foot

15 MP, deals fixed damage based on skill level, 3 turns cooldown

This move requires sturdy foot and bulletspeed motion. Kick your enemy's face respectively. Causing stun/unbalance. Unlike Headshot!, this also works upon faceless enemies.

 

Drunken Brawler

Passive

Ever seen a drunken fighter fights? This is a passive skill that grants cunning move patterns and surprising power in several occasions. Grants additional evasion and critical hit chance, and in addition the fighter will have a chance to counterattack that may stop enemy's attack.

 

Reincarnation/Revival (the name depends on your liking)

Passive, 30MP upon activation, 20 turns cooldown

When knocked out, the fighter will be brought back into battle with full HP and MP. If the fighter has insufficient MP or the skill is in cooldown, Reincarnation or Revival won't be triggered and the fighter will simply knocked out. Doesn't reset skills' cooldown.

 

Guardian Rising

10MP, 3 turns cooldown

This Runic incantation grants protection against harms. Creates shield that absorbs several amount of physical damage based on skill level and bonus HP regeneration as long as the shield isn't broken. The shield isn't limited by turn count--it will remain on the ally as long as the shield doesn't absorb too much damage. The damage counter resets when the same spell applied on an ally who has received the shield earlier.

 

 

That's all for now. There are about 180 skills noted in my book, and these are some of them. 

BTW great topic, indeed.

 

Cheers~

Edited by richter_h
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# Hell Fire

Extremely hot, unstoppable fierce fire.

Enemies & Actors who has been killed by this spell

can't be revived anymore until the current battle has ended.

This skill will cancel any auto revive & immortal spells' effect casted on target

It's a good skill to finish off some troops which know how to cast revive spell ....

    hell_fire = 130% a.mat + 30% a.hp - 25% b.mdf

So any sorcerers with high HP are have advantage here

 > but the fact sorcerers usually don't have high HP :R

Beside this spell cost you 85% of max mana, so think wisely before casting it.

 

66aa6e.gif

 

#############################################

I like those Venom and Sleep skills :D Very classic

Head shot sounds very funny :P  headless enemies huh

Mark of the Foot is funny as well :D

Incinerate and then followed up by Wind Shear attack - i see you seem like

battles in strategic style don't you :> The first one always give the targets some states

then the second one is the real one which give them massive damage

Edited by cuongeke1
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Yeah synergy and strategy.  I hate tank and spank battles.  If I make tank and spank battles, they are usually joke battles.   Alright, Here is Arisa's desperation 

 

 

#Runic; Cost: 0mp  Activates the magic runes engraved on her sword.  Effects depend on what runes are engraved.

 

In my game, Arisa can engrave spell runes on her swords.  These can be done at rune tables.  anywhere from 1 - 3 depending on the sword.  each different runes have certain passive effects for Arisa.  This desperation activates them all for certain effects.  For instance, lets say she engraved a +ATK rune, a +CRI rune and a Fire rune.  If she activates runic, She will instantly deal her ATK * 2 as damage to the enemy, the damage will automatically crit, and she will deal instant fire damage to the enemy.  all at once.  It can be very powerful and it has the player think about what runes would be beneficial.    

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Mana feedback

Damage based on target's MP rate. If target has full MP, it will deal a great damage.

 

Mana void

A reverse version of Mana feedback.

 

Take Aim / Marking Shot (used in my game)

Marks target. Once target is marked, you will get bonus damage if you attack the marked enemy. But if you don't, the mark will be removed

 

Flaming cloak (used in my game)

A passive skill which grants fire protection to user. The enemy will get the damage if getting closer like melee attacks

 

Astral Prison (used in my game)

Throw target into void. Reduce ATK and MAT to zero. That's mean you will never deal any damage if you attack the enemy

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Well, wanted to share some of my skills from my game (yet can be used for anyone's game, just don't copy the name, that would look bad haha)

 

Inhuman (Original name: Sobrehumano): Augments maximum PV for 4 turns. If you use a healing skill after Inhuman you would increment your HP by a decent amount which would help a lot.

 

Anti pagan (Original name: Antipagano): grants "Anti Pagan" status where abilities with "Satan" and "Lucifer" elements have high possibility of being reflected. That means that if the enemy throws a skill with one of these two elements or if his basic attacks have one of these two elements, chances are that it going to be reflected to it's caster. By the way, those elements are from my game and can be changed to whatever (Fire/Ice, Light/Shadow etc)

 

Guess that's all.

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My turn, then?

These are taken from my project, anyway.

 

Drunken Haze

3 MP, 3 turn cooldown

Throws a pouch of booze, drenching enemy target and enemies nearby with alcohol. Drenched unit will be slowed and hit rate reduced greatly. In addition, if the drenched units are attacked by Fire-based spells or skills, the alcohol will ignite and deals continous damage for 5 turns.

 

Doppelkante (de: Double Edge)

0 MP, 4 turn cooldown

Deals exact magical damage to target and enemies nearby. The caster will also receive the same amount of damage the enemy taken. Damage throughs magic resistance. If the caster's HP is below the damage he received, he will be still alive with 1 HP instead of knocked out of battle.

 

Vergeltung (de: Retaliate)

Passive

Everytime the unit with this skill is attacked, he will retaliate with a counterattack. Counterattack damage is based on unit's strength plus bonus damage.

 

Sonnenheib (de: Sunstrike)

There are two versions of this spell:

  • Channels the energy of the sun on target field. Enemies who inside that area will receive magical damage once the energy explodes. The damage is even among enemies, meaning each of enemies will take distributed damage (say, if the spell damage is 100 and there are 4 enemies in area, each will take 25 damage. If there ins only one enemy, it will receive full damage) (6 MP, 1 turn cooldown)
  • Channels the energy of the sun on weapon. Once swung, the energy releases in wide arc fashion in front of the caster. Deals highly chaotic damage to enemies in area of effect. Base damage depends on caster's strength (7 MP, 5 turns cooldown)

 

That's all for now. Well, I'm fond of fancy spell mechanisms but not the spell names and effects...

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richter_h: Zu viel Dota 2 gespielt? :)

 

At topic: I always disliked those states that prevented your actor from doing anything. Not beeing able to move is boring. So I tried something else.

 

Paralysis

A paralysed characters is unable do evade attacks. Also it's more likely to score a critical hit on them.

 

Frost

A frozen characters AGI is reduced by 50%. The next time he recives damage, the frozen-effect shatters. If the damage was physical or fire-based, it deals 20% more damage. If it was both a physical and a fire based move, it deals 50% more damage.

 

Sleep (renamed to: tired [N])

A tired [N] character has a hard time to concentrate and needs N * 5% more mana/tp/whatever to cast his spells. At the end of each turn, the effect wears off a little (so if he has tired 5 which would make his spells cost 25% more mana, he now loses tired 5 and gets tired 4 so his spells cost 20% more mana)

Can be cured with (of course) coffee!

 

Confusion

A confused character can act normal, but everytime he uses an attack or an spell, he has a 50% chanche to hurt himself too. The only way to remove confusion in combat is to use 'guard' which has a 75% chanche that the character snaps out of confusion.

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Some of my skills:

 

Blinded Strike- deals damage to an enemy,doubles the damage if the user is blinded, reduces it by 20% if target 

is blinded

 

Ice Melter- deals damage to the target, double damge on frozen enemies

 

Chaos Soundwave- deals sound elemental damage and confuses enemies, may confuse user

 

Holy Sacrifice- Ko self,cures hp to all allies, removes poison,blind and silence

 

Toad Melody- decreases target attack,defense,magic and magic defense makes it immune to poison

 

Fury Punch- if hp = 1 deals 9999 damage, if hp = 9999 deals 5000 damage else deals normal damage

 

Life Whirl-  if a.hp>b.hp damage is equal to your hp - enemy hp, if b.hp>a.hp heals caster by enemy hp - your hp

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Well, even though I am only doing a test game I did come up with a few... These are all weapon skills that can only be used with particular staff weapons equipped though.

 

Healing Wish

Description:

Maybe if I wish reeeeally hard...
Please please please please please please please...

Effect:

Recover 10% + 5 HP and MP and has a 10% chance to clear any negative status (10% each per status that is) Cost: 15 TP

Target:

All allies

Cost

15 TP

 

Great Spirit

Description:

Oh great spirit, or some such, hear my plea!
Lead us to victory! I'll be your friend!

Effect:

50% chance of adding HP Regen, 50% chance of adding MP Regen, Buffs Spirit (mostly effects healing and some rare attack skills) and Agility.

Target:

All allies

Cost

10 TP

 

Withered Branch

Description:

I curse you! All of you! Feelll my cuuuurrrrsseee!
Alleykazamiepowpowiepooh! ... Did it work?

Effect:

25% chance (each) to inflict Poison, Sap(MP posion), Blind, Sleep, and/or Confusion

Target:

All enemies

Cost

15 TP

 

Love Love Healing Rainbow

Description:

Magical healing of love! Shower friends with love!
The power of friendship triumphs once again!

Effect:

Heals for damage equal to the caster's hp

Target:

All allies

Cost

15 TP

 

Love Love Explosion

Description:

Magical explosion of love! Fight, fight, for your love!
With this the Monster of the Week stands no chance!

Effect:

HP Drain for [a.mat / 4, [b.hp - a.hp, a.mhp].min].max

Target:

All enemies

Cost

50 TP

 

I used to have a huge beam attack that covered the whole screen and did something like  9999999999999999999999999999999999999999999999999999999999999999 damage that I called LOVE SIGN: MASTER SPARK... I mostly made that one to see what would happen. And I found out that yes, damage calculations indeed do accept Bignums.

Edited by KilloZapit

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I may not be able to provide sweet attack animations (yet) but maybe some attack names will inspire some of you.

 

First, besides the classic attack, we have the basic skill attack, which deals more damage, at the expense of some resources. The classic of the classics!

 

Weapon:                 normal name - interesting name

 

Fists:                       Wild chop -  Bodyintrusion

Hammer or club:      Cruncher - The pain of Tommorow

Spear:                     Piercing jab - Vlads vengance

Sword:                     Slicer - And then there were two?!

Bow:                        Sharpshooting - The Eagles prey

Gun:                        Bullseye - LD100

Alchemy:                 Dangerous Chemical - Looks like soda???

Animal:                    Squirrel poke - Perrys big Brother

Mech:                      Heavy metal - Death metal

Final Boss:              Imploding darkness of screeeeeams - [REDACTED]

 

Maybe i come up with more later.

Edited by NoElement

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Late for the party, so here's a few I plan to implement in my game.

 

Transfusion of Wrath
MP: Medium | TP: None
Speed: Medium

Effects:
Removes all statistic buffs (e.g. ATK, DEF) from an enemy, and transfers them to yourself.

 

Transfusion of Strength
MP: Low | TP: None
Speed: First

Effects:
Removes all statistic buffs (e.g. ATK, DEF) from yourself, and transfers them to an ally.

 

 

Elemental Cripple
MP: Medium | TP: None
Speed: High

Effects:
Amplifies all elemental weaknesses by 2x for 3 turns.

For instance, if an enemy takes 1.5x damage from the fire element, it now becomes 2x (50% x 2).

This effect applies only to elemental resistance ratings of 100% and above, and only affects the values after 1x.

Edited by Spectre

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These are all Ixias skills (special skills) from my cyberpunk RPG 'Ixias - Stellar Complex'.

 

Diadem of 12 Stars - Deals non-elemental Ixias damage to all enemies and lowers their Kaos and Aegis. (Disclaimer: Lowers attack and defence)

(High cost / high tier non elemental attack)

 

Malfunction Barrier - Protects the user from all genetic alterations. (status ailments)

(Mid cost / mid tier protection skill)

 

Road to Awe - Deals Scorch Ix damage to all enemies and drains the damage as HP.

(High cost / high tier fire damage skill)

 

Soul Reconstruction - Revives all allies and heals 100% HP.

(Extremely high cost / high tier healing special skill AKA the "oh shit" button)

 

Ivory Gates - Deals SP damage to one enemy.

(Low cost / mid tier utility skill. Useful for some bosses that use one shot abilities)

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Hi Sin,

Just saw your game. Very nice dystopian feel to it; makes me think of it sorta like Elysium. :P

I'll take a look at it a little more, when I'm available.

 

In the meantime, here are some of the new skills now that I'm switching to a grid-based battle system:

 

Sanctuary
MP: Medium | TP: None

Class Required: Paladin

Cooldown: Very Long
Speed: First

Effects:

Immunizes your allies against all sources of damage (excluding self-inflicted, scripted damage) for 1 turn.

 

Terraform
MP: High | TP: None

Class Required: Druid

Cooldown: Medium
Speed: Medium

Effects:

Blasts away a large area of land, turning the tiles into one of the following effects permanently, of your choice:

  • Scorched Earth: All enemy movement is reduced by 1 tile, to a minimum of 1 tile per turn.
  • Strangling Thorns: The field will be covered with thick thorns - all enemies traversing through will be Wounded (-50% ATK, Damage over Time). Staying within for 2 turns entangles them for 1 more.
  • Cold Feet: Freezes over a large chunk of land. Enemies walking through will slide over to the other side, before being stunned for 1 turn.

Defile
MP: Medium | TP: None

Class Required: Alchemist

Cooldown: Medium
Speed: Medium

Effects:

Sprays over a corrosive chemical in a 3x3 area that damages all units that stay within the chemical blast per turn.

While within the chemicals, or after exiting it, for 1 turn, the targets lose 50% of their DEF.

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Hmm. I think I'll add some notable spells I've made in my game, then.

 

Cavic Curse

MP: 6 | cooldown: 6

Places debuff to enemies in area. When receiving damage, the debuff stores the exact amount of damage as well, and release it in turn's end. Lasts 3 turns, with implosion that damaging the inflicted does in each turn.

  • The curse deals 25% of total damage taken before the debuff erupts, and keeps counting till it's removed from the foe.
  • It can gain its implosion damage once the initial damage was taken. Say, when the foe gets 50 damage, in turn's end the curse will deal 10 damage and will be counted as normal, pure damage. Next turn if the foe receives no damage after all, the debuff will implode and deal 12 damage (as 25% of 10 is 2.5, rounded to 2)
  • Cannot be dispelled
  • Healing effect won't change or reset the damage counter

 

Barrier

MP: 5 | cooldown: 4

Gives allied unit magic barrier that absorbs either physical or magical damage. Absorbs damage up to 60 damage, and when the it reaches the damage threshold, the barrier will be dissipated. Lasts 4 turns or till it reaches damage threshold.

 

 

Hide in the Cardboard!

MP: 0 | cooldown: 0 | known user: Checilia Silviana of "Darkness of Hope"

Uses a cardboard and hide inside it. Enemies will ignore the cardboard often, but if it draws their attention, the cardboard will protect the one hiding in it by 1 instance. Lasts till the user comes out of the cardboard, or till it breaks.

  • No matter how much, how enormous, and how dangerous the incoming attack is, the cardboard will always protect the user anyway. When the enemy casts Meteor Strike, using Ultima Weapon or any ultimate-hellish-spell-or-weapon-of-mass-desctruction, that will only break the cardboard, allowing the user to dodge the damage at all.
Edited by richter_h

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I guess I will participate:

 

Almagest: A powerful holy attack hits 3 times to all the group, there is a 15% of chance this attack can make 9999 of damage with each hit, this 9999 hit is not-elemental. If the player is protected against mortal blows (checked as a state) this attack won't have a chance to make 9999 of damage.

 

Distorsion void: Reverses target's buff and debuffs.

 

Twilight aurora: Groupal damage and can insta-kill if the target is under the "sleep" state, this attack can ignore the inmunity to instant death.

 

Autumm leaves: A magical single-target attack can cause unfocus (it's like blind but for magical attacks) can make a critical hit.

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Russian Roullete

actor step forward... then do the russian roullete game with the target. coin toss to choose who shot first... for example... actor shot first... if no bullet... it's the target turn to shoot. whoever got the bullet will be dead (death state).

there also some trivia... for example the common number of round in revolver is 6 chamber. if the 5 chamber already shot... then it means that the last chamber definitely loaded... if it's actor turn... actor can choose to shoot or become a coward. if become a coward. the actor lives. but reputation point down...

 

coward enemy might refuse the "duel"... if so... actor gain enermous temporary stat boost.

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Flame of Faith

Critically damages an ally (to a minimum of 1HP) but heals them completely over the next five turns.

 

Frost of Faith

Critically heals an enemy, then deals four times the damage over the next five turns.

 

Faith's Blinders

Confuses the entire battlefield.

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Terra Nullius

MP: High | TP: None

Class Required: Druid

Cooldown: Medium-High

Speed: Slow

 

Effects:

Permanently removes a 2x2 tiled area from battle (leaving void tiles, which cannot be stood on, but can be hopped over with skills), until new tiles are created over the area.

Skill cannot work if there is any unit in the area.

 

Telekinesis

MP: Medium | TP: None

Class Required: Battlemage

Cooldown: Low-Medium

Speed: Medium

 

Effects:

Suspends a target enemy up to 2 tiles away in the air for a maximum of 3 turns. While in the air, the enemy cannot move nor act; but the caster cannot cast spells until Telekinesis is over, and can only move 1 tile per turn.

While the target is lifted, the caster can move it around the battlefield by 1 tile every turn, as long as it stays within 2 tiles of the caster.

 

Telekinesis is ended prematurely if the caster is stunned or paralyzed, or either caster/target is killed.

 

Ice Shards

MP: Medium | TP: None

Class Required: Elementalist

Cooldown: Low

Speed: Medium

 

Effects:

Targets a 3x3 area. After a 1 turn delay, a spire of ice emerges in the center of the area, dealing heavy Ice damage and freezing anything above it for 1 turn. Everything else in the 3x3 area takes light Ice damage, and are slowed by 33% for 1 turn instead.

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Back for more, and now I'm posting Richter Heimsdel, the Town Guard's skills set. He is a durable character with assorted supportive tools and a set of devastating, area-covering nuke if targeted and linked correctly.

The MP cost and cooldown terms are based on Eremidia: Dungeon!

 

dpZHz.png

 

 

Warding Rune

Innate skill, 0 MP, 3 turns cooldown

Recites Lesser Warding Rune which protects an ally from any kind of magics. Warded ally won't be affected by magics and won't receive any buffs/debuffs for a brief time.

  • If the ally is under Drawbuckle Rune beforehands, the Drawbuckle effect will still intact.
  • This ability doesn't dissipate any other buffs/debuffs given or taken, so if the target has been poisoned before the Warding Rune applied, the poison effect will still intact.
  • Warded ally can't be targeted by any kind of magics or other abilities.

 

 

Healing Rune

4 MP, 1 turn cooldown

Simply put, heals an ally by reciting the Restoration Rune. Heals for a slight amount. Has low cooldown

Has known synergy with Drawbuckle Rune

 

 

Drawbuckle Rune

10 MP, 6 turns cooldown

Recites Drawbuckle Rune which has 'soul-linking effect'; targets an ally, and the Rune will link other allies inbound. Any damage taken by ally who affected by this Rune will suffer only a portion of damage, as the Rune will evenly distribute the damage to other allies as well.

  • In other words, if there are 4 fighters under th Drawbuckle Rune, the damage taken by any of the fighters will be distributed evenly to others by 25% (as 100% / 4 = 25%). If there are 3 fighters under this Rune, the damage taken and distributed will be 33%, if there are 2 fighters, the damage taken and distributed will be 50%
  • Amount of distributed damage is after the targeted one's armor and resistance
  • Healing effects also will be distributed to others like damage effects, but the effect is doubled.

 

 

Ancient's Insight

Passive

Thanks to the wisdom and knowledges gathered for centuries, he could figure everything out to its most basic form. Ignores targets' armor and resistance when Richter attacks with either physical or magical strike. By this ability which is Richter's unique trait as an Ancient, he is known for his ability to deal full damage to enemies regardless of their armor and resistance.

 

 

Greatwave

Passive, 4 turns cooldown

This ability depends on weapons he wields.

Greatwave (Firstia): Unintentionally charges up the runeblade. When the charge is up, it boosts up damage dealt and grants 3x3 tiles cleaving property. This ability is limited by cooldown after the runeblade discharges its energy.

Greatwave (Ayesha and Arlesha): Same as the Firstia version, however it has only 2x3 cleave range and grants no damage bonus, instead it will apply Burn and Slow to enemies when the energy discharged. It's also limited by cooldown.

 

 

Groundbreak/Valiant Strike

This ability depends on weapons he wields.

Groundbreak (12 MP, 6 turn cooldown): Slams the ground, creating shockwaves frontward which cripples enemies in area. The radius and range of the wave is limited, but this ability will stun enemies for a long period while the damage dealt is small. This ability is available when wielding the Rune Greatsword, Firstia

Valiant Strike (10 MP, 6 turn cooldown): Creates two fiery waves, damaging enemies in front of him and applying Burn effect which deals damage overtime. This ability is available when wielding the Asymmetric Twinblade, Ayesha and Arlesha


He's still broken, and I'm still working on his skills set and stats. Kinda, well, he is too offensive as a defensive support and has less striking ability and speed as a full-fledged fighter. :lol:

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Guest Potato

So, in my game there will be a second story mode called Expert Story Mode.  This is, as the name implies, a harder version of normal story mode.  Except that it has different enemies, bosses, and a whole different story. Basically, there is 2 EXTREMELY hard bosses at the end of the game. They are Infinite, The God of Creation, and someone who is here to test you after being your teacher for a while, and Zero, God of Destruction, who is the final boss and he wants to destroy everything. Basically, they both have extremely good skills that they can drop. For Infinite, he can drop:

Infinity Heal: Multiplies the users maximum HP by 4.  Then, heals said HP. MP Cost: All of your MP.  

 

Infinity Shield: Negates all damage done to the party for 2 turns.  MP Cost: All of your MP, excluding Zero boss fight, where it takes no MP, but you can only use it once.

 

And for Zero, he can drop:

 

Reduced to Zero: Before I say what it does, Almost every character has a ultimate skill. Every Ultimate skill, has a mini game so that the person that is being attack by it can dodge it. This is Zero's ultimate, so his mini game is a choice of which way to go to not get hit. Now, if you get hit by this attack, it is a insta-kill. But you don't want to use Infinity Shield yet. This ultimate summons 600 balls of death to destroy the foe. MP Cost:??? 

 

EXTINCTION BURST: This attack will KILL EVERYTHING in a 10,000 mile radius, so this when you want to use Infinity Shield. This attack will send out a MASSIVE explosion of energy. MP Cost: Probably all of it.

 

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Skill: Breakthrough

Desc: No time to deal with the weaklings! (all enemies)

Cost: 50

Formula: If !$game_switches[1] and a.atk * 2 > b.mhp; b.add_state(1); end

What it Does:  One way to rush through low-level content quickly, sparing the tougher monsters.  The switch is turned on during boss battles, preventing you from cheesing any boss with minions.

 

Skill: Fairy Dance

Desc: A small dance that rejuvenates the body. (all allies)

Cost: 8

Formula: 30

Effects: Pharm Up, HP Rec Up

What it Does: It's a small healing AoE.  However, it also boosts healing items and spells if you need to focus a turn to recover.

 

Skill: Magic Avatar

Desc: I am the vessel of Magic's will.  (Self)

Cost: 0

Formula: N/A

Effects:  HP 30%, MP 300%, MP Regen 10%

What it Does: Vastly increases MP at the cost of HP.  Ideal if you want to cast a lot of powerful or MP/dependent spells.

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These are some skill ideas I had for an Airship Captain character that actually involve the airship and its crew in the day-to-day grind of game play.

 

All Airship skills would be disabled on maps where the party is enclosed within structures, caves, or underground.

 

(A lot of this is theory, some conditional effects are beyond my know-how)

 

Name: Extraction

Desc: Calls The Valiant to extract the party safely into the air.

Cost: 20 MP

Cast Time: 1 Turn (passes before execution)

Effects: Allows the party to escape battle.

Conditions: Failure rate when Arial/Flying enemies are present. Disabled for mini-boss and boss battles.

 

Name: Supply Drop

Desc: The Valiant crew drops a supply crate, providing quick support for the entire team in the heat of battle.

Cost: 40 MP

Cast Time: 1 Turn

Effects: Heals all party members by 50% MHP, and 25% MMP

Conditions: Failure rate when Arial/Flying enemies are present.

 

Name: Scan

Desc: Using The Valiant's sensors and computer systems, the Bridge crew provide vital intel on your enemies for a quick, decisive plan of action.

Cost: 10 MP

Cast Time: 1 Turn

Effects: Reveal stats and weaknesses of enemies and bosses.

Conditions: (By map)

 

Name: Field Medic

Cost: 10

Cast Time: 2 Turns

Effects: Revives any downed actor to 50% MHP

Conditions: (By map)

 

Name: Intimidate

Desc: The Valiant swoops in low, sounding her air horns to scare away creature enemies.

Cost: 40

Cast Time: 1 Turn

Effects: Clears battle field of enemies, ending battle processing.

Conditions: Does not work on intelligent enemies like humans.

 

Name: Vector Cannon

Desc: Targets one enemy to deliver damage from the sky.

Cost: 30 MP

Cast Time: 1 Turn

Effects: Deals moderate damage to one enemy.

Conditions: (By map)

 

Name: Vulcan Cannon

Desc: Sprays the battlefield with suppressing fire.

Cost: 60 MP

Cast Time: 1 Turn

Effects: Deals varying, low-moderate damage to all enemies.

Conditions: Can sometimes miss target.

 

Name: Cedric Cannon

Desc: Fires a massive cannon named after one of Valiant's former Captains.

Cost: 50 MP

Cast Time: 2 Turns

Effects: Deals moderate-high damage to a specified target area.

Conditions: Target can sometimes dodge

 

Name: Cecil Cannon

Desc: Fires a massive cannon named after one of Valiant's former Captains.

Cost: 75 MP

Cast Time: 2 Turns

Effects: Deals high damage to one target.

Conditions: (By map)

 

Name: Valiant Onslaught 

Desc: Fires high powered cannons to bombard the battlefield.

Cost: 100 MP

Cast Time: 3 Turns

Effects: Deals moderate-high damage to all enemies.

Conditions: (By map)

Idea: I thought maybe this blast was so risky, it can even damage your own party, but if you make your actors use 'Defend' before it is executed, they take no damage.

Edited by Loco Choco

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