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Common Skills

Page history last edited by RoyalKnight 3 yrs ago

Top > Game Mechanics Final v0.2.0 > Common Skills


 

Common Skills (Alpha v1.0.0)



Overview

Common skills are those skills that are not particular to specific characters. This does not mean that everyone would be able to learn all the skills in here. In fact, that won't happen at all.

 

The general rule of thumb is that "If that skill sounds like something your character would have, then it's a skill for you." Examples: RK would never be able to get "Aim," "Steal," or "High Speed Incantations," but he'll definitely have stuff like "Guts," "Battle Continuation," and "Vitrification."

 

The more well-rounded, unspecialized characters will probably end up being qualified for more common skills overall, adding depth to their character.

 

This list is close to initial completion. Meaning, good enough to put into a larger system, though definitely not closed for additions, revisions, or deletions.


Common Skills (Semi-Original)

 

Aim

Command Ability: Focus on the target to inflict more damage from ranged attacks and with more accuracy.

Requirements: Dexterity: B, Intelligence: B, Gunner class

Bonuses:

  • Strength: Increased damage multiplier (thrown projectiles only).
  • Dexterity: Increased damage multiplier. Increased chance to cause critical hit.
  • Intelligence: Increased chance to cause critical hit.
  • Willpower: Increased chance to cause a critical hit.
  • Adrenaline: Increased damage multiplier. Increased charge speed.

 

Berserk

Command Ability: Inflicts "Berserk" status on self.

Requirements: Spirit: B-, Level 15

 

Blood Boil

Passive Ability: Increased strength and adrenaline gain when HP reaches critical status.

Requirements: Strength: C, Spirit: C

Bonuses:

  • Spirit: Increased strength gain.
  • Luck: Increase damage by a random amount.

 

Build-Up

Command Ability: Gather strength to perform a more powerful regular attack.

Requirements: Strength: B, Endurance: B, Melee class

Bonuses:

  • Strength: Increased damage multiplier.
  • Endurance: Increased damage multiplier.
  • Willpower: Increased charge speed.
  • Spirit: Increased charge speed.
  • Adrenaline: Increased damage multiplier. Increased charge speed.

 

Charm

Command Ability: Attempt to charm an enemy to your side temporarily.

Requirements: Level 20

Bonuses:

  • Charisma (Skill): Increased chance of success.

 

Mana Channel

Command Ability: Spend a turn to regenerate MP at an increased rate. Armor Class and Magic Defense is lowered during that time.

Requirements: Magic Circuits > 0, Intelligence: C, Caster class

Bonuses:

  • Magic Circuits: Rate of MP generation.
  • Willpower: Rate of MP generation.
  • Adrenaline: Rate of MP generation.
  • Spirit: Rate of MP generation.

 

Meditation

Command Ability: Spend a turn to regenerate TP at an increased rate. Armor Class and Magic Defense is lowered during that time.

Requirements: Strength: C, Endurance: C, Melee/gunner class

Bonuses:

  • Strength: Rate of TP generation.
  • Endurance: Rate of TP generation.
  • Adrenaline: Rate of TP generation.
  • Spirit: Rate of TP generation.

 

Steal

Command Ability: The ability to steal items from an enemy. Higher ranks increase success rate and chance to steal rarer items.

Requirements: Dexterity: B, Speed: C

Bonuses:

  • Dexterity: Increased rate of success.
  • Speed: Increased rate of success.
  • Luck: Increased rate of success. Increased chance of stealing rare item.

 

Summon

Command Ability: Summons a TYPE-MOON deity in battle. Various deities have various effects. First use will initiate a full-party MultiTech.

Requirements: Level 35, Deity Artifacts, Specific deity worship threshold met.

Bonuses:

  • Affinity (Worship) (好): Increased summon speed.
  • Affinity (Similarities) (同): Increased summon power.

 

Reinforce

Spell: Improves a targets weapon by a certain amount for three turns. Costs 2 MP x Current Level. Effectiveness of reinforcement increases with level and mastery.

Requirements: Level 10, Caster-type

 

Stalwartness

Passive Ability: Resistance to physical effects. Chance to cancel physical effects and ailments each turn. Mastery adds slightly increased mental stats near-immunity to physical effects.

Requirements: Level 40, Endurance: C

 

Finesse

Passive Ability: 4% increased chance to perform a critical attack. Mastery increases it to 8%.

Requirements: Level 25, Dexterity: B

 

Osu, Tatakae, MOENDAN!

Command Ability: Must be used once by three different characters to activate. Once activated, increased all party members' stats by 25% for four turns.

Requirements: Level 30


 

Common Skills (Melty Blood)

Heat Activation

Command Ability: Drains adrenaline to gain back some HP. Characters may perform a single 25% adrenaline attack before their gauge is fully drained.

Requirements: Level 30

 

Blood Heat Activation

Command Ability: Drains adrenaline to gain back HP. Can only be used with a full adrenaline gauge. Characters may perform unlimited 25% adrenaline attacks during this time, as well as performing a single 100% adrenaline attack at any point.

Requirements: Level 50


 

Common Skills (Fate/stay night)

Battle Continuation

Passive Ability: Allows user to finish an attack or spell even when HP has been reduced to zero. When mastered, also drains remaining adrenaline to remain active after HP has been reduced to zero.

Requirements: Endurance: C, Level 60

 

Bravery

Passive Ability: Resistance to mental effects. Chance to cancel mental effects and ailments each turn. Mastery adds slightly increased physical stats and near-immunity to mental effects.

Requirements: Level 40, Spirit: C

 

Charisma

Passive Ability: Increase damage and effects when performing MultiTechs. Increased gain from support levels.

Requirements: Level 15, Leader-Type

 

Disengage

Command Ability: Allows one to restart a battle and re-roll for initiative. Useful for speed-oriented party. Increases speed of retreating from battle.

Requirements: Level 30

 

Farsight

Passive Ability: May target any enemy with ranged attacks through any visual / status obstructions, such as mirror images or invisibility. Hit% increased by 50% for ranged attacks. Resistance to blind status. Mastery shows weaknesses, resistances, and enemy's next actions.

Requirements: Level 30

 

Eye of the Mind (Fake)

Passive Ability: Random chance to dodge, block, parry, or mitigate damage.

Requirements: Intelligence: C, Luck: C

 

Eye of the Mind (True)

Passive Ability: Pauses battle when user's turn is active, allowing player to take their time deciding what to do. Increased mental status debuff resistance. Increased chance for critical hit. Can gain information about enemy formation, environment effects, information about the enemy's next action, and how much "real" damage or % chance of effects a particular ability will have. Basically, being able to figure out battle statistics... hacking the game system.

Requirements: Level 70

 

Golden Rule

Passive Ability: Increased gold winnings from battles. Increased chance of item drops. Increase chance of rare item drops.

Requirements: Level 20

 

Heart of Harmony

Passive Ability: Reduces enemy's chance to dodge, block, parry, or mitigate damage from one of your attacks.

Requirements: Level 35

 

High-Speed Incantations

Passive Ability: Cuts spell incantation times in half.

Requirements: Level 60, Intelligence: A, Circuits > 20

 

Instinct

Passive Ability: Random chance to increase chance to dodge, block, parry, or mitigate damage from a non-standard attack.

Requirements: Luck: D

 

Monstrous Strength

Command Ability: Momentarily increases strength by one rank. Mastery increases momentarily increases strength by two ranks.

Requirements: Level 40

 

Prana Burst (Defense)

Command Ability: Burn MP to increase Armor Class and Magic Defense. Will consume MP until switched off.

Requirements: Level 30

 

Prana Burst (HP)

Command Ability: Burn MP to recover HP and ease fatigue. Much less efficient than any healing spell. Will consume MP until switched off.

Requirements: Level 30

 

Prana Burst (Magic)

Command Ability: Burn MP to dramatically increase Magical Potential (MAGI) for the next action.

Requirements: Level 25

 

Prana Burst (Overall)

Command Ability: Burn MP to increase all basic stats. Will consume MP until switched off.

Requirements: Level 25

 

Prana Burst (Speed)

Command Ability: Burn MP to increase Speed and Evasion. Will consume MP until switched off.

Requirements: Level 25

 

Prana Burst (Strength)

Command Ability: Burn MP to dramatically increase Strength (STR) for the next action.

Requirements: Level 25

 

Vitrification

Passive Ability: Increased protection from status effects affecting mental faculties, such as stun, confuse, charm, sleep, etc... Increased protection against attacks affecting Mental Attributes.

Requirements: Level 50


Stages Description
v0.9.0 Work-in-progress. 90% finished.
v0.9.2 Added MB skills, and then some.
--> v1.0.0 Initial completion

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