Post by Satanick on Apr 8, 2015 21:36:08 GMT
This is an OOC shop where you can purchase skills and other persona related things for your character using Fate Points (FP) which can be obtained as you post and participate in plot events. I will noted that skills can be 'upgraded' by paying the difference in Fate Points from the previous rank of that skill. Skills that can be upgraded into each other are grouped together from lowest rank to highest. You can have no more than eight skills on your character at any given time. Though, skills can be replaced. Generally, you can't stack passive effects from two skills of the same skill line; the only exception to this is the Amp and Boost skills which can stack for a total of +75% damage.
We don't utilize a class system, but we do restrict access to certain combinations of skills. This is to ensure that combat is balanced and that no one character is excessively powerful or capable. Please keep that in mind when reading. Also, while it's not allowed to go outside of these restriction sets, nothing is preventing you from changing your build later on and going from, say, a full offensive character, to a full support character.
Option 1
-Full access to offensive skills
-No Weapon Master
-Access to Buffs up to Auto-Single (Auto-Tarukaja) or Manual-Multi (Matarukaja)
-Can't have Healing Skills(Dia line)
-No Amrita or Unshaken Will
-Access to 25% chance Status-Inflicting Moves
-Access to 1 Passive Resistance Skill
Option 2
-Access up to Major-All offensive skills and Drain skills
-Exclusive access to Weapon Master and Attack All
-Access to Buffs up to Auto-Single (Auto-Tarukaja) or Manual-Multi (Matarukaja)
-Can't have Healing Skills(Dia line)
-No Amrita or Unshaken Will
-Access to 25% chance Status-Inflicting Moves
-Access to 1 Passive Resistance Skill
Option 3
-Access up to Major-All offensive skills and Drain skills (Limit of 1)
-No Weapon Master
-Access of all Buffs except Luster Candy and Debilitate
-Access to all Healing Skills(Dia Line) except Salvation
-Access to Amrita
-No Access to Unshaken Will
-Access to all Status-Inflicting Moves except 50% multi-target skills
-Access to 1 Passive Resistance Skill
Option 4
-No Access to Offensive Skills
-No Weapon Master
-No Access to Boost or Amp skills
-Access to all other Support Skills
-Exclusive Access to Luster Candy, Debilitate, Unshaken Will, Salvation, Defender skills and Analysis skills
-Access to all Status-Inflicting Moves
-Access to 2 Passive Resistance Skills
Offensive Skills
The following skills all count as 'Offensive Skills.'
Slash Skills
(500) Cleave - Inflicts minor Slash damage to one enemy.
(1,200) Gale Slash - Inflicts minor Slash damage on up to 5 enemies.
(2,100) Fatal End - Inflicts moderate Slash damage to one enemy.
(2,800) Blade of Fury - Inflicts moderate Slash damage on up to 5 enemies.
(3,700) Brave Blade - Inflicts major Slash damage on one enemy.
(4,400) Deathbound - Inflicts major Slash damage on up to 5 enemies.
(5,300) Heaven's Blade - Inflicts severe Slash damage to one enemy.
(6,000) Vorpal Blade - Inflicts severe Slash damage on up to 5 enemies.
Strike Skills
(500) Assault Dive - Inflicts minor Strike damage to one enemy.
(1,200) Swift Strike - Inflicts minor Strike damage on up to 5 enemies.
(2,100) Viper Smash - Inflicts moderate strike damage to one enemy.
(2,800) Heat Wave - Inflicts moderate Strike damage on up to 5 enemies.
(3,700) Gigantic Fist - Inflicts major Strike damage to one enemy.
(4,400) Akasha Arts - Inflicts major Strike damage on up to 5 enemies.
(5,300) God's Hand - Inflicts severe Strike damage to one enemy.
(6,000) Hassou Tobi - Inflicts severe Strike damage on up to 5 enemies.
Pierce Skills
(500) Skewer - Inflicts minor Pierce damage to one enemy.
(1,200) Rapid Needles - Inflicts minor Pierce damage on up to 5 enemies.
(2,100) Twin Shot - Inflicts moderate Pierce damage to one enemy.
(2,800) Myriad Arrows - Inflicts moderate Pierce damage on up to 5 enemies.
(3,700) Rainy Death - Inflicts major Pierce damage on one enemy.
(4,400) Arrow Rain - Inflicts major Pierce damage on up to 5 enemies.
(5,300) Primal Force - Inflicts severe Pierce damage to one enemy.
(6,000) Pralaya - Inflicts severe Pierce damage on up to 5 enemies.
Fire Skills
(500) Agi - Inflicts minor fire damage to one enemy
(1,200) Maragi - Inflicts minor fire damage on up to 5 enemies
(2,100) Agilao - Inflicts moderate fire damage to one enemy
(2,800) Maragion - Inflicts moderate fire damage on up to 5 enemies
(3,700) Agidyne - Inflicts major fire damage to one enemy
(4,400) Maragidyne - Inflicts major fire damage on up to 5 enemies
(5,300) Ragnarok - Inflicts severe fire damage to one enemy
(6,000) Trisagion - Inflicts severe fire damage on up to 5 enemies
Ice Skills
(500) Bufu - Inflicts minor ice damage to one enemy
(1,200) Mabufu - Inflicts minor ice damage on up to 5 enemies
(2,100) Bufula - Inflicts moderate ice damage to one enemy
(2,800) Mabufula - Inflicts moderate ice damage on up to 5 enemies
(3,700) Bufudyne - Inflicts major ice damage to one enemy
(4,400) Mabufudyne - Inflicts major ice damage on up to 5 enemies
(5,300) Niflheim - Inflicts severe ice damage to one enemy
(6,000) Cold World - Inflicts severe ice damage on up to 5 enemies
Wind Skills
(500) Garu - Inflicts minor wind damage to one enemy
(1,200) Magaru - Inflicts minor wind damage on up to 5 enemies
(2,100) Garula - Inflicts moderate wind damage to one enemy
(2,800) Magarula - Inflicts moderate wind damage on up to 5 enemies
(3,700) Garudyne - Inflicts major wind damage to one enemy
(4,400) Magarudyne - Inflicts major wind damage on up to 5 enemies
(5,300) Panta Rhei - Inflicts severe wind damage to one enemy
(6,000) Deadly Wind - Inflicts severe wind damage on up to 5 enemies
Lightning Skills
(500) Zio - Inflicts minor electric damage to one enemy
(1,200) Mazio - Inflicts minor electric damage on up to 5 enemies
(2,100) Zionga - Inflicts moderate electric damage to one enemy
(2,800) Mazionga - Inflicts moderate electric damage on up to 5 enemies
(3,700) Ziodyne - Inflicts major electric damage to one enemy
(4,400) Maziodyne - Inflicts major electric damage on up to 5 enemies
(5,300) Charming Bolt - Inflicts severe electric damage to one enemy
(6,000) Thunder Reign - Inflicts severe electric damage on up to 5 enemies
Dark Skills
(500) Mudo - Inflicts minor darkness damage to one enemy
(1,200) Mamudo - Inflicts minor darkness damage on up to 5 enemies
(2,100) Mudoon - Inflicts moderate darkness damage to one enemy
(2,800) Mamudoon - Inflicts moderate darkness damage on up to 5 enemies
(3,700) Death Chill- Inflicts major darkness damage to one enemy
(4,400) Die For Me! - Inflicts major darkness damage on up to 5 enemies
(5,300) Hell's Judgment - Inflicts severe darkness damage to one enemy
(6,000) Chaos Element - Inflicts severe darkness damage on up to 5 enemies
Light Skills
(500) Hama - Inflicts minor light damage to one enemy
(1,200) Mahama - Inflicts minor light damage on up to 5 enemies
(2,100) Hamaon - Inflicts moderate light damage to one enemy
(2,800) Mahamaon - Inflicts moderate light damage on up to 5 enemies
(3,700) Heaven Purge- Inflicts major light damage to one enemy
(4,400) Samsara - Inflicts major light damage on up to 5 enemies
(5,300) Heaven's Judgment - Inflicts severe light damage to one enemy
(6,000) Hieros Glupaine - Inflicts severe light damage on up to 5 enemies
Almighty Skills
(2,000) Megido - Inflicts minor almighty damage on up to 5 enemies
(4,000) Medigola - Inflicts moderate almighty damage on up to 5 enemies
(6,000) Megidolaon - Inflicts major almighty damage on up to 5 enemies
(8,000) Morning Star - Inflicts severe almighty damage on up to 5 enemies.
Other Combat Skills
(4,700) Siphon Blade - Inflicts major slash damage on one enemy, healing the user for half of the damage dealt. Can be upgraded into from the Slash Skill Tree.
(4,700) Siphon Needle - Inflicts major pierce damage on one enemy, healing the user for half of the damage dealt. Can be upgraded into from the Pierce Skill Tree.
(4,700) Siphon Fist - Inflicts major strike damage on one enemy, healing the user for half of the damage dealt. Can be upgraded into from the Strike Skill Tree.
(3,000) Attack All - When activated, the user may hit up to 5 targets with a weapon attack. The strain of this skill use is equivalent to a severe-all skill. (Requires Weapon Master)
Non-Offensive Skills
These skills do not count as 'Offensive Skills.'
Recovery Skills
(600) Dia - Restores a small amount of endurance for one ally
(1,500) Media - Restores a small amount of endurance for up to 5 allies
(2,700) Diarama - Restores a moderate amount of endurance for one ally
(3,600) Mediarama - Restores a moderate amount of endurance for up to 5 allies
(4,800) Diarahan - Restores a massive amount of endurance for one ally
(5,700) Mediarahan - Restores a massive amount of endurance for up to 5 allies
(7,500) Salvation - Restores a massive amount of endurance for up to 5 allies and cures all status effects. Cost of Salvation is lowered by 1,000 if the User has Amrita. Amrita is consumed as a result, however.
(7,500) Enduring Soul – Remain standing at full strength after a fatal blow. Once per battle.
(1,400) Recarm - Revives one ally with half of their endurance
(2,000) Samarecarm - Revives one ally with all of their endurance
Support Skills
(600) Tarukaja - Increase the attack of one ally for 3 turns.
(1,000)Auto-Tarukaja - Begin the battle with Tarukaja cast on yourself for 3 turns. May be activated like normal Tarukaja as well.
(1,500) Matarukaja - Increases the attack of up to 5 allies for 3 turns.
(2,000) Auto-Matarukaja - Begin the battle with Tarukaja cast on up to 5 allies for 3 turns. May be activated like normal Matarukaja as well.
(600) Sukukaja - Increases the agility of one ally for 3 turns.
(1,000)Auto-Sukukaja - Begin the battle with Sukukaja cast on yourself for 3 turns. May be activated like normal Sukukaja as well.
(1,500) Masukukaja - Increases the agility of up to 5 allies for 3 turns.
(2,000) Auto-Masukukaja - Begin the battle with Sukukaja cast on up to 5 allies for 3 turns. May be activated like normal Masukukaja as well.
(600) Rakukaja - Increases the defense of one ally for 3 turns.
(1,000)Auto-Rakukaja - Begin the battle with Rakukaja cast on yourself for 3 turns. May be activated like normal Rakukaja as well.
(1,500) Marakukaja - Increases the defense of up to 5 allies for 3 turns.
(2,000) Auto-Marakukaja - Begin the battle with Rakukaja cast on up to 5 allies for 3 turns. May be activated like normal Marakukaja as well.
(2,400) Heat Riser - Increases the attack, defense, and agility of one ally for 3 turns.
(3,200) Luster Candy - Increases the attack, defense, and agility of up to 5 allies for 3 turns.
(600) Tarunda - Decrease the attack of one enemy for 3 turns.
(1,500) Matarunda - Decreases the attack of up to 5 enemies for 3 turns.
(600) Sukunda - Decreases the agility of one enemy for 3 turns.
(1,500) Masukunda - Decreases the agility of up to 5 enemies for 3 turns.
(600) Rakunda - Decreases the defense of one enemy for 3 turns.
(1,500) Marakunda - Decreases the defense of up to 5 enemies for 3 turns.
(2,400) Devitalize - Decreases the attack, defense and agility of one enemy for 3 turns.
(3,200) Debilitate - Decreases the attack, defense and agility of up to 5 enemies for 3 turns.
(1,200) Makarakarn - Reflects all magic (Fire, Ice, Wind, Lightning, Light, and Darkness) attacks for a single turn
(1,200) Tetrakarn - Reflects all Slash, Strike, and Pierce attacks for a single turn
(1,500) Dekaja - Removes all buffs on up to 5 enemies
(1,500) Dekunda - Cancels debuffs on up to 5 allies.
(2,500) Power Charge – Allows the target to focus, more than doubling their next physical attack's power. Can be cast on others.
(2,500) Mind Charge – Allows the target to focus, more than doubling their next magical attack's power. Can be cast on others.
(500) Imbue [Status] - Target weapon has a 25% chance of inflicting [Status] for five turns. Can be used on others.
(500) Imbue [Attribute] - Target weapon does [Attribute] damage for five turns. Can be used on others.
(1000) Mass Imbue [Status] - Target weapon has a 25% chance of inflicting [Status] for five turns. Up to five targets.
(1000) Mass Imbue [Attribute] - Target weapon does [Attribute] damage for five turns. Up to five targets.
(500) Rebellion - Increases all allies' and enemies' base critical rate by 25% for 5 turns
(1,300) Revolution - Greatly increases all allies' and enemies' base critical rate by 50% for 5 turns
(1,000) Fire Break - Nullifies one enemy's fire resistance for 3 turns
(1,000) Ice Break - Nullifies one enemy's ice resistance for 3 turns
(1,000) Wind Break - Nullifies one enemy's wind resistance for 3 turns
(1,000) Elec Break - Nullifies one enemy's electric resistance for 3 turns
(1,000) Dark Break - Nullifies one enemy's dark resistance for 3 turns
(1,000) Light Break - Nullifies one enemy's light resistance for 3 turns
(1,000) Slash Enhancer - Target's slash attacks penetrate resistances for the next 3 turns; can be cast on others
(1,000) Pierce Enhancer - Target's pierce attacks penetrate resistances for the next 3 turns; can be cast on others
(1,000) Strike Enhancer - Target's strike attacks penetrate resistances for the next 3 turns; can be cast on others
Status Skills
(200) Provoke - 25% chance of inflicting Rage on one enemy.
(800) Infuriate - Inflicts Rage on up to 5 enemies; 25% chance each.
(1,500) Vexation - 50% chance of inflicting Rage on one enemy.
(2,500) Aggression - Inflicts Rage on up to 5 enemies; 50% chance each.
(200) Evil Touch - 25% chance of inflicting Fear on one enemy.
(800) Evil Smile - Inflicts Fear on up to 5 enemies; 25% chance each.
(1,500) Evil Glare - 50% chance of inflicting Fear on one enemy.
(2,500) Gate of Hell - Inflicts Fear on up to 5 enemies; 50 chance each.
(200) Pulinpa - 25% chance of inflicting Confusion on one enemy.
(800) Tentarafoo - Inflicts Confusion on up to 5 enemies; 25% chance each.
(1,500) Mind Scream - 50% chance of inflicting Confusion on one enemy.
(2,500) Pandemonium - Inflicts Confusion on up to 5 enemies; 50% chance each.
(200) Soul Break - 25% chance of inflicting Exhaustion on one enemy.
(800) Anima Freeze - Inflicts Exhaustion on up to 5 enemies; 25% chance each.
(1,500) Lethargy - 50% chance of inflicting Exhaustion on one enemy.
(2,500) Effort Bomb - Inflicts Exhaustion on up to 5 enemies; 50% chance each.
(200) Marin Karin - 25% chance of inflicting Charm on one enemy.
(800) Sexy Dance - Inflicts Charm on up to 5 enemies; 25% chance each.
(1,500) Frolic - 50% chance of inflicting Charm on one enemy.
(2,500) Allure - Inflicts Charm on up to 5 enemies; 50% chance each.
(200) Makajam - 25% chance of inflicting Silence on one enemy.
(800) Foolish Whisper - Inflicts Silence on up to 5 enemies; 25% chance each.
(1,500) Voice Clip - 50% chance of inflicting Silence on one enemy.
(2,500) Silent Howl - Inflicts Silence on up to 5 enemies; 50% chance each.
(200) Dormina - 25% chance of inflicting Sleep on one enemy.
(800) Lullaby - Inflicts Sleep on up to 5 enemies; 25% chance each.
(1,500) Reverie - 50% chance of inflicting Sleep on one enemy.
(2,500) Dream Haze - Inflicts Sleep on up to 5 enemies; 50% chance each.
(200) Poisma - 25% chance of inflicting Poison on one enemy.
(800) Poison Mist - Inflicts Poison on up to 5 enemies; 25% chance each.
(1,500) Contagion - 50% chance of inflicting Poison on one enemy.
(2,500) Epidemic - Inflicts Poison on up to 5 enemies; 50% chance each.
(500) Foul Breath - Doubles ailment susceptibility to one foe for three turns.
(1,300) Stagnant Air - Doubles ailment susceptibility to everyone for three turns.
(200) Enradi - Recovers one ally from rage.
(200) Charmdi - Recovers one ally from charm.
(200) Mutudi - Recovers one ally from silence.
(200) Posumudi - Recovers one ally from poison.
(200) Patra - Recovers one ally from fear or sleep.
(1,000) Amrita - Recovers all status ailments on up to 5 allies.
(1,000) Life Drain - Drains moderate HP from one enemy. Restores moderate HP to user.
(1,000) Spirit Drain - Drains moderate SP from one enemy. Restores moderate SP to user.
(2,000) Energy Drain - Drains moderate HP and SP from one enemy. Restores moderate HP and SP to user.
Passive Skills
(1,000) Counter - 10% chance of repelling Physical attacks.
(2,000) Counterstrike - 15% chance of repelling Physical attacks.
(3,000) High Counter – 20% chance of repelling Physical attacks.
(2,400) Phys Boost - Increases Physical damage output by 25%. Stacks with Amps.
(3,200) Phys Amp - Increases Physical damage output by 50%. Stacks with Boosts.
(2,400) Fire Boost - Increases Fire damage output by 25%. Stacks with Amps.
(3,200) Fire Amp - Increases Fire damage output by 50%. Stacks with Boosts.
(2,400) Ice Boost - Increases Ice damage output by 25%. Stacks with Amps.
(3,200) Ice Amp - Increases Ice damage output by 50%. Stacks with Boosts.
(2,400) Elec Boost - Increases Electric damage output by 25%. Stacks with Amps.
(3,200) Elec Amp - Increases Electric damage output by 50%. Stacks with Boosts.
(2,400) Wind Boost - Increases Wind damage output by 25%. Stacks with Amps.
(3,200) Wind Amp - Increases Wind damage output by 50%. Stacks with Boosts.
(2,400) Light Boost - Increases Light damage output by 25%. Stacks with Amps.
(3,200) Light Amp - Increases Light damage output by 50%. Stacks with Boosts.
(2,400) Dark Boost - Increases Dark damage output by 25%. Stacks with Amps.
(3,200) Dark Amp - Increases Dark damage output by 50%. Stacks with Boosts.
(3,000) Weapon Master - Increases weapon damage output by 50%.
(1,000) Sharp Student - Halves the possibility of being struck by a Critical Hit.
(2,000) Apt Pupil - Passive 20% chance to land a critical hit.
(2,400) Arms Master - Halves SP cost for physical skills.
(2,400) Spell Master - Halves SP cost for magic skills.
Status Passives
(2,000) Raging Tiger - When engraged, boosts weapon power by 75% instead of 50%
(2,000) Serene State - Nullifies the effects of rage, instead boosting skill
power by 20%
(2,000) Masochist - When charmed, the Charmer cannot damage you.
(2,000) Charisma - Nullifies the effects of charm and recovers the user to full
health upon successful charming
(2,000) Plaguewalker - When poisoned, all of your attacks carry a 25% chance to
spread poison on success.
(2,000) Poison Heal - Reverses the effects of poison, effectively healing you
instead of damaging you.
(2,000) Sleepwalker - When asleep, gain 50% evasion to all attacks as well as a
bonus 10% deduction in damage; both stack with buffs.
(2,000) Insomnia - Nullifies the effects of sleep and and grants the user
perfect accuracy (attacks cannot be dodged by target, as well).
(2,000) Critical Terror - When afraid, boosts critical rate by 40%
(2,000) Adrenaline Rush - Nullifies the effects of fear, instead granting Heat
Riser upon successful fear rolls.
(2,000) Swagger - When confused, boost attack power by 50%
(2,000) Thick-headed - Nullifies the effects of Confusion and grants Tarukaja
and one Power Charge upon successful Confusion rolls.
(2,000) Battle Focus - When silenced, gain an additional 25% chance of evasion
and 20% chance of critical.
(2,000) Inner Focus - Nullifies the effects of Silence, but gain one Mind
Charge, and temporarily half the cost of spells for the next three turns (stacks
with Spell Master).
(2,000) Energy Burn - When exhausted, magical offense power is boosted by 30%
(2,000) Steam Engine - Reverses the effects of exhaust, effectively restoring SP
instead of lowering it
(3,500) Unshaken Will - Becomes passively immune to all status ailments.
HP and SP Passives
(800) Health Bonus - Passively gives user +10% max HP
(1,600) Health Gain - Passively gives user +20% max HP
(2,400) Health Surge - Passively gives user +30% max HP
(800) Mind Bonus - Passively gives user +10% max SP
(1,600) Mind Gain - Passively gives user +20% max SP
(2,400) Mind Surge - Passively gives user +30% max SP
(500) Regeneration 1 - Regenerates a small amount of HP each turn
(1,000) Regeneration 2 - Regenerates a fair amount of HP each turn
(1,500) Regeneration 3 - Regenerates a good amount of HP each turn
(500) Invigoration 1 - Regenerates a small amount of SP each turn
(1,000) Invigoration 2 - Regenerates a fair amount of SP each turn
(1,500) Invigoration 3 - Regenerates a good amount of SP each turn
Battery Skills
(400) Makatora - Transfers a small amount of SP to a single target.
(1,000) Memakatora - Transfers a small amount of SP to up to 4 targets. This takes a small amount of SP from the user for every target it is transferred to.
(1,600) Makatorama - Transfers a moderate amount of SP to a single target.
(2,400) Memakatorama - Transfers a moderate amount of SP to up to 4 targets. This takes a moderate amount of SP from the user for every target it is transferred to.
Block/Resistance Skills
(1,000) Void [Attribute] - Puts a shield on up to 5 targets, voiding any damage of the selected attribute for 1 turn before disappearing
(2,500) Drain [Attribute] - Puts a shield on up to 5 targets, absorbing any damage of the selected attribute for 1 turn before disappearing
(2,500) Reflect [Attribute] - Puts a shield on up to 5 targets, repelling any damage of the selected attribute for 1 turn before disappearing
(2,000) Resist [Attribute] - Give a passive 'Resist [Attribute]' to the user
(3,000) Null [Attribute] - Give a passive 'Null [Attribute]' to the user
(4,000) Absorb [Attribute] - Give a passive 'Absorb [Attribute]' to the user
(4,000) Repel [Attribute] - Give a passive 'Repel [Attribute]' to the user
(1500) Defensive Magnification - All absorbed attacks heal twice as much; all repelled attacks deal twice as much. This works with Drain, Reflect, Makarakarn and Tetrakarn as well.
Analysis and Tracking Skills
A unique set of skills that seem to only sprout on supportive Personas. This line of skills gives the user the ability to analyze targets; friend or foe, revealing information to varying degrees. Things that can be found, in the case of humans, would include dimensions and health. For things like Shadows, Demons, and other Users, however, various information, including strengths, weaknesses, and possibly skills, can be acquired. Additionally, this line gives the user a sort of passive "awareness" of the location of those previously scanned and the ability to contact allies within their range at will. Its effectiveness in all of these categories are determined by the skill's rank. Certain boss enemies are resistant to scanning either taking multiple turns to scan or simply not giving all information. You can only scan one enemy per turn.
(500) Radar Scan - Basic scanning and tracking ability. Scanning of basic enemies will reveal only weaknesses. Able to track and locate previously scanned enemies and contact allies within 100 meters.
(2,000) Satellite Scan - Decent scanning and tracking ability. Scanning of basic enemies will reveal weaknesses and resistances of all levels. Able to track and locate previously scanned enemies and contact allies within 1,000 meters.
(3,500) Oculus Scan - Great scanning and tracking ability. Scanning of basic enemies will reveal weaknesses, resistances of all levels, and their full moveset. Able to track and locate previously scanned enemies and contact allies within 5,000 meters.
Defender Skills
Allows you to redirect attacks to yourself, with the number of targets you can defend changing on rank. When using these skills, all attributes normally Nullified, Absorbed, or Repelled are now Resisted. Counter works like normal, for each effected attack. All other damage is calculated as it normally would.
(1,000) Barrier - Redirects all damage the aimed at up to 2 targets next turn, to the user in exchange for weakened defense.
(2,000) Wall - Redirects all damage the aimed at up to 3 targets next turn, to the user in exchange for weakened defense.
(3,000) Aegis - Redirects all damage the aimed at up to 4 targets next turn, to the user in exchange for weakened defense.
Leveling Up
Leveling up your character is free, and is mostly cosmetic. The only exception is level 3 and 5. You can level up once your character has reached a certain 'combined skill worth.' For instance, to obtain level 5, your character needs a total of 15,000. This would mean that the total cost of the skills your character can use should equal or exceed 15,000 points. Since leveling up is free, simply make a request to level up detailing your skills and their worth. After that, your character will move up in level.
The way the resistance changes work for level 3 and 5 works as follows. For users that started with 2 natural resistances, both of their 'Resist [Attribute]' will become 'Null [Attribute]' at level 3. These both further into either Absorb/Repel [Attribute] at level 5. If the character started with 1 natural resistance, their 'Resist [Attribute]' will become 'Null [Attribute]' at level 3. In addition, they may add a new natural 'Resist [Attribute]' of choice at this time. At level 5, the 'Null' will upgrade into 'Absorb/Repel' with the 'Resist' upgrading into a 'Null.'
(2,500 invested) - Level 2
(6,000 invested) - Level 3 + Resist Up
(10,000 invested) - Level 4
(15,000 invested) - Level 5 + Resist Up
We don't utilize a class system, but we do restrict access to certain combinations of skills. This is to ensure that combat is balanced and that no one character is excessively powerful or capable. Please keep that in mind when reading. Also, while it's not allowed to go outside of these restriction sets, nothing is preventing you from changing your build later on and going from, say, a full offensive character, to a full support character.
Option 1
-Full access to offensive skills
-No Weapon Master
-Access to Buffs up to Auto-Single (Auto-Tarukaja) or Manual-Multi (Matarukaja)
-Can't have Healing Skills(Dia line)
-No Amrita or Unshaken Will
-Access to 25% chance Status-Inflicting Moves
-Access to 1 Passive Resistance Skill
Option 2
-Access up to Major-All offensive skills and Drain skills
-Exclusive access to Weapon Master and Attack All
-Access to Buffs up to Auto-Single (Auto-Tarukaja) or Manual-Multi (Matarukaja)
-Can't have Healing Skills(Dia line)
-No Amrita or Unshaken Will
-Access to 25% chance Status-Inflicting Moves
-Access to 1 Passive Resistance Skill
Option 3
-Access up to Major-All offensive skills and Drain skills (Limit of 1)
-No Weapon Master
-Access of all Buffs except Luster Candy and Debilitate
-Access to all Healing Skills(Dia Line) except Salvation
-Access to Amrita
-No Access to Unshaken Will
-Access to all Status-Inflicting Moves except 50% multi-target skills
-Access to 1 Passive Resistance Skill
Option 4
-No Access to Offensive Skills
-No Weapon Master
-No Access to Boost or Amp skills
-Access to all other Support Skills
-Exclusive Access to Luster Candy, Debilitate, Unshaken Will, Salvation, Defender skills and Analysis skills
-Access to all Status-Inflicting Moves
-Access to 2 Passive Resistance Skills
Offensive Skills
The following skills all count as 'Offensive Skills.'
Slash Skills
(500) Cleave - Inflicts minor Slash damage to one enemy.
(1,200) Gale Slash - Inflicts minor Slash damage on up to 5 enemies.
(2,100) Fatal End - Inflicts moderate Slash damage to one enemy.
(2,800) Blade of Fury - Inflicts moderate Slash damage on up to 5 enemies.
(3,700) Brave Blade - Inflicts major Slash damage on one enemy.
(4,400) Deathbound - Inflicts major Slash damage on up to 5 enemies.
(5,300) Heaven's Blade - Inflicts severe Slash damage to one enemy.
(6,000) Vorpal Blade - Inflicts severe Slash damage on up to 5 enemies.
Strike Skills
(500) Assault Dive - Inflicts minor Strike damage to one enemy.
(1,200) Swift Strike - Inflicts minor Strike damage on up to 5 enemies.
(2,100) Viper Smash - Inflicts moderate strike damage to one enemy.
(2,800) Heat Wave - Inflicts moderate Strike damage on up to 5 enemies.
(3,700) Gigantic Fist - Inflicts major Strike damage to one enemy.
(4,400) Akasha Arts - Inflicts major Strike damage on up to 5 enemies.
(5,300) God's Hand - Inflicts severe Strike damage to one enemy.
(6,000) Hassou Tobi - Inflicts severe Strike damage on up to 5 enemies.
Pierce Skills
(500) Skewer - Inflicts minor Pierce damage to one enemy.
(1,200) Rapid Needles - Inflicts minor Pierce damage on up to 5 enemies.
(2,100) Twin Shot - Inflicts moderate Pierce damage to one enemy.
(2,800) Myriad Arrows - Inflicts moderate Pierce damage on up to 5 enemies.
(3,700) Rainy Death - Inflicts major Pierce damage on one enemy.
(4,400) Arrow Rain - Inflicts major Pierce damage on up to 5 enemies.
(5,300) Primal Force - Inflicts severe Pierce damage to one enemy.
(6,000) Pralaya - Inflicts severe Pierce damage on up to 5 enemies.
Fire Skills
(500) Agi - Inflicts minor fire damage to one enemy
(1,200) Maragi - Inflicts minor fire damage on up to 5 enemies
(2,100) Agilao - Inflicts moderate fire damage to one enemy
(2,800) Maragion - Inflicts moderate fire damage on up to 5 enemies
(3,700) Agidyne - Inflicts major fire damage to one enemy
(4,400) Maragidyne - Inflicts major fire damage on up to 5 enemies
(5,300) Ragnarok - Inflicts severe fire damage to one enemy
(6,000) Trisagion - Inflicts severe fire damage on up to 5 enemies
Ice Skills
(500) Bufu - Inflicts minor ice damage to one enemy
(1,200) Mabufu - Inflicts minor ice damage on up to 5 enemies
(2,100) Bufula - Inflicts moderate ice damage to one enemy
(2,800) Mabufula - Inflicts moderate ice damage on up to 5 enemies
(3,700) Bufudyne - Inflicts major ice damage to one enemy
(4,400) Mabufudyne - Inflicts major ice damage on up to 5 enemies
(5,300) Niflheim - Inflicts severe ice damage to one enemy
(6,000) Cold World - Inflicts severe ice damage on up to 5 enemies
Wind Skills
(500) Garu - Inflicts minor wind damage to one enemy
(1,200) Magaru - Inflicts minor wind damage on up to 5 enemies
(2,100) Garula - Inflicts moderate wind damage to one enemy
(2,800) Magarula - Inflicts moderate wind damage on up to 5 enemies
(3,700) Garudyne - Inflicts major wind damage to one enemy
(4,400) Magarudyne - Inflicts major wind damage on up to 5 enemies
(5,300) Panta Rhei - Inflicts severe wind damage to one enemy
(6,000) Deadly Wind - Inflicts severe wind damage on up to 5 enemies
Lightning Skills
(500) Zio - Inflicts minor electric damage to one enemy
(1,200) Mazio - Inflicts minor electric damage on up to 5 enemies
(2,100) Zionga - Inflicts moderate electric damage to one enemy
(2,800) Mazionga - Inflicts moderate electric damage on up to 5 enemies
(3,700) Ziodyne - Inflicts major electric damage to one enemy
(4,400) Maziodyne - Inflicts major electric damage on up to 5 enemies
(5,300) Charming Bolt - Inflicts severe electric damage to one enemy
(6,000) Thunder Reign - Inflicts severe electric damage on up to 5 enemies
Dark Skills
(500) Mudo - Inflicts minor darkness damage to one enemy
(1,200) Mamudo - Inflicts minor darkness damage on up to 5 enemies
(2,100) Mudoon - Inflicts moderate darkness damage to one enemy
(2,800) Mamudoon - Inflicts moderate darkness damage on up to 5 enemies
(3,700) Death Chill- Inflicts major darkness damage to one enemy
(4,400) Die For Me! - Inflicts major darkness damage on up to 5 enemies
(5,300) Hell's Judgment - Inflicts severe darkness damage to one enemy
(6,000) Chaos Element - Inflicts severe darkness damage on up to 5 enemies
Light Skills
(500) Hama - Inflicts minor light damage to one enemy
(1,200) Mahama - Inflicts minor light damage on up to 5 enemies
(2,100) Hamaon - Inflicts moderate light damage to one enemy
(2,800) Mahamaon - Inflicts moderate light damage on up to 5 enemies
(3,700) Heaven Purge- Inflicts major light damage to one enemy
(4,400) Samsara - Inflicts major light damage on up to 5 enemies
(5,300) Heaven's Judgment - Inflicts severe light damage to one enemy
(6,000) Hieros Glupaine - Inflicts severe light damage on up to 5 enemies
Almighty Skills
(2,000) Megido - Inflicts minor almighty damage on up to 5 enemies
(4,000) Medigola - Inflicts moderate almighty damage on up to 5 enemies
(6,000) Megidolaon - Inflicts major almighty damage on up to 5 enemies
(8,000) Morning Star - Inflicts severe almighty damage on up to 5 enemies.
Other Combat Skills
(4,700) Siphon Blade - Inflicts major slash damage on one enemy, healing the user for half of the damage dealt. Can be upgraded into from the Slash Skill Tree.
(4,700) Siphon Needle - Inflicts major pierce damage on one enemy, healing the user for half of the damage dealt. Can be upgraded into from the Pierce Skill Tree.
(4,700) Siphon Fist - Inflicts major strike damage on one enemy, healing the user for half of the damage dealt. Can be upgraded into from the Strike Skill Tree.
(3,000) Attack All - When activated, the user may hit up to 5 targets with a weapon attack. The strain of this skill use is equivalent to a severe-all skill. (Requires Weapon Master)
Non-Offensive Skills
These skills do not count as 'Offensive Skills.'
Recovery Skills
(600) Dia - Restores a small amount of endurance for one ally
(1,500) Media - Restores a small amount of endurance for up to 5 allies
(2,700) Diarama - Restores a moderate amount of endurance for one ally
(3,600) Mediarama - Restores a moderate amount of endurance for up to 5 allies
(4,800) Diarahan - Restores a massive amount of endurance for one ally
(5,700) Mediarahan - Restores a massive amount of endurance for up to 5 allies
(7,500) Salvation - Restores a massive amount of endurance for up to 5 allies and cures all status effects. Cost of Salvation is lowered by 1,000 if the User has Amrita. Amrita is consumed as a result, however.
(7,500) Enduring Soul – Remain standing at full strength after a fatal blow. Once per battle.
(1,400) Recarm - Revives one ally with half of their endurance
(2,000) Samarecarm - Revives one ally with all of their endurance
Support Skills
(600) Tarukaja - Increase the attack of one ally for 3 turns.
(1,000)Auto-Tarukaja - Begin the battle with Tarukaja cast on yourself for 3 turns. May be activated like normal Tarukaja as well.
(1,500) Matarukaja - Increases the attack of up to 5 allies for 3 turns.
(2,000) Auto-Matarukaja - Begin the battle with Tarukaja cast on up to 5 allies for 3 turns. May be activated like normal Matarukaja as well.
(600) Sukukaja - Increases the agility of one ally for 3 turns.
(1,000)Auto-Sukukaja - Begin the battle with Sukukaja cast on yourself for 3 turns. May be activated like normal Sukukaja as well.
(1,500) Masukukaja - Increases the agility of up to 5 allies for 3 turns.
(2,000) Auto-Masukukaja - Begin the battle with Sukukaja cast on up to 5 allies for 3 turns. May be activated like normal Masukukaja as well.
(600) Rakukaja - Increases the defense of one ally for 3 turns.
(1,000)Auto-Rakukaja - Begin the battle with Rakukaja cast on yourself for 3 turns. May be activated like normal Rakukaja as well.
(1,500) Marakukaja - Increases the defense of up to 5 allies for 3 turns.
(2,000) Auto-Marakukaja - Begin the battle with Rakukaja cast on up to 5 allies for 3 turns. May be activated like normal Marakukaja as well.
(2,400) Heat Riser - Increases the attack, defense, and agility of one ally for 3 turns.
(3,200) Luster Candy - Increases the attack, defense, and agility of up to 5 allies for 3 turns.
(600) Tarunda - Decrease the attack of one enemy for 3 turns.
(1,500) Matarunda - Decreases the attack of up to 5 enemies for 3 turns.
(600) Sukunda - Decreases the agility of one enemy for 3 turns.
(1,500) Masukunda - Decreases the agility of up to 5 enemies for 3 turns.
(600) Rakunda - Decreases the defense of one enemy for 3 turns.
(1,500) Marakunda - Decreases the defense of up to 5 enemies for 3 turns.
(2,400) Devitalize - Decreases the attack, defense and agility of one enemy for 3 turns.
(3,200) Debilitate - Decreases the attack, defense and agility of up to 5 enemies for 3 turns.
(1,200) Makarakarn - Reflects all magic (Fire, Ice, Wind, Lightning, Light, and Darkness) attacks for a single turn
(1,200) Tetrakarn - Reflects all Slash, Strike, and Pierce attacks for a single turn
(1,500) Dekaja - Removes all buffs on up to 5 enemies
(1,500) Dekunda - Cancels debuffs on up to 5 allies.
(2,500) Power Charge – Allows the target to focus, more than doubling their next physical attack's power. Can be cast on others.
(2,500) Mind Charge – Allows the target to focus, more than doubling their next magical attack's power. Can be cast on others.
(500) Imbue [Status] - Target weapon has a 25% chance of inflicting [Status] for five turns. Can be used on others.
(500) Imbue [Attribute] - Target weapon does [Attribute] damage for five turns. Can be used on others.
(1000) Mass Imbue [Status] - Target weapon has a 25% chance of inflicting [Status] for five turns. Up to five targets.
(1000) Mass Imbue [Attribute] - Target weapon does [Attribute] damage for five turns. Up to five targets.
(500) Rebellion - Increases all allies' and enemies' base critical rate by 25% for 5 turns
(1,300) Revolution - Greatly increases all allies' and enemies' base critical rate by 50% for 5 turns
(1,000) Fire Break - Nullifies one enemy's fire resistance for 3 turns
(1,000) Ice Break - Nullifies one enemy's ice resistance for 3 turns
(1,000) Wind Break - Nullifies one enemy's wind resistance for 3 turns
(1,000) Elec Break - Nullifies one enemy's electric resistance for 3 turns
(1,000) Dark Break - Nullifies one enemy's dark resistance for 3 turns
(1,000) Light Break - Nullifies one enemy's light resistance for 3 turns
(1,000) Slash Enhancer - Target's slash attacks penetrate resistances for the next 3 turns; can be cast on others
(1,000) Pierce Enhancer - Target's pierce attacks penetrate resistances for the next 3 turns; can be cast on others
(1,000) Strike Enhancer - Target's strike attacks penetrate resistances for the next 3 turns; can be cast on others
Status Skills
(200) Provoke - 25% chance of inflicting Rage on one enemy.
(800) Infuriate - Inflicts Rage on up to 5 enemies; 25% chance each.
(1,500) Vexation - 50% chance of inflicting Rage on one enemy.
(2,500) Aggression - Inflicts Rage on up to 5 enemies; 50% chance each.
(200) Evil Touch - 25% chance of inflicting Fear on one enemy.
(800) Evil Smile - Inflicts Fear on up to 5 enemies; 25% chance each.
(1,500) Evil Glare - 50% chance of inflicting Fear on one enemy.
(2,500) Gate of Hell - Inflicts Fear on up to 5 enemies; 50 chance each.
(200) Pulinpa - 25% chance of inflicting Confusion on one enemy.
(800) Tentarafoo - Inflicts Confusion on up to 5 enemies; 25% chance each.
(1,500) Mind Scream - 50% chance of inflicting Confusion on one enemy.
(2,500) Pandemonium - Inflicts Confusion on up to 5 enemies; 50% chance each.
(200) Soul Break - 25% chance of inflicting Exhaustion on one enemy.
(800) Anima Freeze - Inflicts Exhaustion on up to 5 enemies; 25% chance each.
(1,500) Lethargy - 50% chance of inflicting Exhaustion on one enemy.
(2,500) Effort Bomb - Inflicts Exhaustion on up to 5 enemies; 50% chance each.
(200) Marin Karin - 25% chance of inflicting Charm on one enemy.
(800) Sexy Dance - Inflicts Charm on up to 5 enemies; 25% chance each.
(1,500) Frolic - 50% chance of inflicting Charm on one enemy.
(2,500) Allure - Inflicts Charm on up to 5 enemies; 50% chance each.
(200) Makajam - 25% chance of inflicting Silence on one enemy.
(800) Foolish Whisper - Inflicts Silence on up to 5 enemies; 25% chance each.
(1,500) Voice Clip - 50% chance of inflicting Silence on one enemy.
(2,500) Silent Howl - Inflicts Silence on up to 5 enemies; 50% chance each.
(200) Dormina - 25% chance of inflicting Sleep on one enemy.
(800) Lullaby - Inflicts Sleep on up to 5 enemies; 25% chance each.
(1,500) Reverie - 50% chance of inflicting Sleep on one enemy.
(2,500) Dream Haze - Inflicts Sleep on up to 5 enemies; 50% chance each.
(200) Poisma - 25% chance of inflicting Poison on one enemy.
(800) Poison Mist - Inflicts Poison on up to 5 enemies; 25% chance each.
(1,500) Contagion - 50% chance of inflicting Poison on one enemy.
(2,500) Epidemic - Inflicts Poison on up to 5 enemies; 50% chance each.
(500) Foul Breath - Doubles ailment susceptibility to one foe for three turns.
(1,300) Stagnant Air - Doubles ailment susceptibility to everyone for three turns.
(200) Enradi - Recovers one ally from rage.
(200) Charmdi - Recovers one ally from charm.
(200) Mutudi - Recovers one ally from silence.
(200) Posumudi - Recovers one ally from poison.
(200) Patra - Recovers one ally from fear or sleep.
(1,000) Amrita - Recovers all status ailments on up to 5 allies.
(1,000) Life Drain - Drains moderate HP from one enemy. Restores moderate HP to user.
(1,000) Spirit Drain - Drains moderate SP from one enemy. Restores moderate SP to user.
(2,000) Energy Drain - Drains moderate HP and SP from one enemy. Restores moderate HP and SP to user.
Passive Skills
(1,000) Counter - 10% chance of repelling Physical attacks.
(2,000) Counterstrike - 15% chance of repelling Physical attacks.
(3,000) High Counter – 20% chance of repelling Physical attacks.
(2,400) Phys Boost - Increases Physical damage output by 25%. Stacks with Amps.
(3,200) Phys Amp - Increases Physical damage output by 50%. Stacks with Boosts.
(2,400) Fire Boost - Increases Fire damage output by 25%. Stacks with Amps.
(3,200) Fire Amp - Increases Fire damage output by 50%. Stacks with Boosts.
(2,400) Ice Boost - Increases Ice damage output by 25%. Stacks with Amps.
(3,200) Ice Amp - Increases Ice damage output by 50%. Stacks with Boosts.
(2,400) Elec Boost - Increases Electric damage output by 25%. Stacks with Amps.
(3,200) Elec Amp - Increases Electric damage output by 50%. Stacks with Boosts.
(2,400) Wind Boost - Increases Wind damage output by 25%. Stacks with Amps.
(3,200) Wind Amp - Increases Wind damage output by 50%. Stacks with Boosts.
(2,400) Light Boost - Increases Light damage output by 25%. Stacks with Amps.
(3,200) Light Amp - Increases Light damage output by 50%. Stacks with Boosts.
(2,400) Dark Boost - Increases Dark damage output by 25%. Stacks with Amps.
(3,200) Dark Amp - Increases Dark damage output by 50%. Stacks with Boosts.
(3,000) Weapon Master - Increases weapon damage output by 50%.
(1,000) Sharp Student - Halves the possibility of being struck by a Critical Hit.
(2,000) Apt Pupil - Passive 20% chance to land a critical hit.
(2,400) Arms Master - Halves SP cost for physical skills.
(2,400) Spell Master - Halves SP cost for magic skills.
Status Passives
(2,000) Raging Tiger - When engraged, boosts weapon power by 75% instead of 50%
(2,000) Serene State - Nullifies the effects of rage, instead boosting skill
power by 20%
(2,000) Masochist - When charmed, the Charmer cannot damage you.
(2,000) Charisma - Nullifies the effects of charm and recovers the user to full
health upon successful charming
(2,000) Plaguewalker - When poisoned, all of your attacks carry a 25% chance to
spread poison on success.
(2,000) Poison Heal - Reverses the effects of poison, effectively healing you
instead of damaging you.
(2,000) Sleepwalker - When asleep, gain 50% evasion to all attacks as well as a
bonus 10% deduction in damage; both stack with buffs.
(2,000) Insomnia - Nullifies the effects of sleep and and grants the user
perfect accuracy (attacks cannot be dodged by target, as well).
(2,000) Critical Terror - When afraid, boosts critical rate by 40%
(2,000) Adrenaline Rush - Nullifies the effects of fear, instead granting Heat
Riser upon successful fear rolls.
(2,000) Swagger - When confused, boost attack power by 50%
(2,000) Thick-headed - Nullifies the effects of Confusion and grants Tarukaja
and one Power Charge upon successful Confusion rolls.
(2,000) Battle Focus - When silenced, gain an additional 25% chance of evasion
and 20% chance of critical.
(2,000) Inner Focus - Nullifies the effects of Silence, but gain one Mind
Charge, and temporarily half the cost of spells for the next three turns (stacks
with Spell Master).
(2,000) Energy Burn - When exhausted, magical offense power is boosted by 30%
(2,000) Steam Engine - Reverses the effects of exhaust, effectively restoring SP
instead of lowering it
(3,500) Unshaken Will - Becomes passively immune to all status ailments.
HP and SP Passives
(800) Health Bonus - Passively gives user +10% max HP
(1,600) Health Gain - Passively gives user +20% max HP
(2,400) Health Surge - Passively gives user +30% max HP
(800) Mind Bonus - Passively gives user +10% max SP
(1,600) Mind Gain - Passively gives user +20% max SP
(2,400) Mind Surge - Passively gives user +30% max SP
(500) Regeneration 1 - Regenerates a small amount of HP each turn
(1,000) Regeneration 2 - Regenerates a fair amount of HP each turn
(1,500) Regeneration 3 - Regenerates a good amount of HP each turn
(500) Invigoration 1 - Regenerates a small amount of SP each turn
(1,000) Invigoration 2 - Regenerates a fair amount of SP each turn
(1,500) Invigoration 3 - Regenerates a good amount of SP each turn
Battery Skills
(400) Makatora - Transfers a small amount of SP to a single target.
(1,000) Memakatora - Transfers a small amount of SP to up to 4 targets. This takes a small amount of SP from the user for every target it is transferred to.
(1,600) Makatorama - Transfers a moderate amount of SP to a single target.
(2,400) Memakatorama - Transfers a moderate amount of SP to up to 4 targets. This takes a moderate amount of SP from the user for every target it is transferred to.
Block/Resistance Skills
(1,000) Void [Attribute] - Puts a shield on up to 5 targets, voiding any damage of the selected attribute for 1 turn before disappearing
(2,500) Drain [Attribute] - Puts a shield on up to 5 targets, absorbing any damage of the selected attribute for 1 turn before disappearing
(2,500) Reflect [Attribute] - Puts a shield on up to 5 targets, repelling any damage of the selected attribute for 1 turn before disappearing
(2,000) Resist [Attribute] - Give a passive 'Resist [Attribute]' to the user
(3,000) Null [Attribute] - Give a passive 'Null [Attribute]' to the user
(4,000) Absorb [Attribute] - Give a passive 'Absorb [Attribute]' to the user
(4,000) Repel [Attribute] - Give a passive 'Repel [Attribute]' to the user
(1500) Defensive Magnification - All absorbed attacks heal twice as much; all repelled attacks deal twice as much. This works with Drain, Reflect, Makarakarn and Tetrakarn as well.
Analysis and Tracking Skills
A unique set of skills that seem to only sprout on supportive Personas. This line of skills gives the user the ability to analyze targets; friend or foe, revealing information to varying degrees. Things that can be found, in the case of humans, would include dimensions and health. For things like Shadows, Demons, and other Users, however, various information, including strengths, weaknesses, and possibly skills, can be acquired. Additionally, this line gives the user a sort of passive "awareness" of the location of those previously scanned and the ability to contact allies within their range at will. Its effectiveness in all of these categories are determined by the skill's rank. Certain boss enemies are resistant to scanning either taking multiple turns to scan or simply not giving all information. You can only scan one enemy per turn.
(500) Radar Scan - Basic scanning and tracking ability. Scanning of basic enemies will reveal only weaknesses. Able to track and locate previously scanned enemies and contact allies within 100 meters.
(2,000) Satellite Scan - Decent scanning and tracking ability. Scanning of basic enemies will reveal weaknesses and resistances of all levels. Able to track and locate previously scanned enemies and contact allies within 1,000 meters.
(3,500) Oculus Scan - Great scanning and tracking ability. Scanning of basic enemies will reveal weaknesses, resistances of all levels, and their full moveset. Able to track and locate previously scanned enemies and contact allies within 5,000 meters.
Defender Skills
Allows you to redirect attacks to yourself, with the number of targets you can defend changing on rank. When using these skills, all attributes normally Nullified, Absorbed, or Repelled are now Resisted. Counter works like normal, for each effected attack. All other damage is calculated as it normally would.
(1,000) Barrier - Redirects all damage the aimed at up to 2 targets next turn, to the user in exchange for weakened defense.
(2,000) Wall - Redirects all damage the aimed at up to 3 targets next turn, to the user in exchange for weakened defense.
(3,000) Aegis - Redirects all damage the aimed at up to 4 targets next turn, to the user in exchange for weakened defense.
Leveling Up
Leveling up your character is free, and is mostly cosmetic. The only exception is level 3 and 5. You can level up once your character has reached a certain 'combined skill worth.' For instance, to obtain level 5, your character needs a total of 15,000. This would mean that the total cost of the skills your character can use should equal or exceed 15,000 points. Since leveling up is free, simply make a request to level up detailing your skills and their worth. After that, your character will move up in level.
The way the resistance changes work for level 3 and 5 works as follows. For users that started with 2 natural resistances, both of their 'Resist [Attribute]' will become 'Null [Attribute]' at level 3. These both further into either Absorb/Repel [Attribute] at level 5. If the character started with 1 natural resistance, their 'Resist [Attribute]' will become 'Null [Attribute]' at level 3. In addition, they may add a new natural 'Resist [Attribute]' of choice at this time. At level 5, the 'Null' will upgrade into 'Absorb/Repel' with the 'Resist' upgrading into a 'Null.'
(2,500 invested) - Level 2
(6,000 invested) - Level 3 + Resist Up
(10,000 invested) - Level 4
(15,000 invested) - Level 5 + Resist Up