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 |
Comments (0)
You don't have permission to comment on this page.