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Skills
Topic Started: Jul 12 2008, 03:28:17 PM (238 Views)
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Skills are the special abilities of a unit. Most are specific to some classes, while others can be learned through the use of items known as scrolls.
Note: Skill names, effects and activation rates may vary from game to game or get changed/replaced before the first RPG including them.

Skill (Units that can get the skill)
-Description


Starting Class Skills
These skills come with the starting classes or are gained when a trainee promotes to that class. A character with a class specific skill cannot be given a character skill.

Ballista (Archers)
-Allows the unit to maneuver ballistae present on the battlefield. Archers lose this skill when promoting to Rangers.

Canne (Practicians)
-Allows unit to equip staves and use them offensively. The staff’s weight is considered its might and the St of the unit is used. The staff’s doesn’t lose uses when counterattacking.

Dance/Play (Bards, Dancers)
-Unit can dance (if dancer) or play (if bard) for a nearby ally, enabling them to move again. If unit is equipped with a ring, the unit can use its effect instead. The unit gains 20 Exp.

Instinct (Nomads)
-The unit can move over rivers and mountains at 5 movement cost and forests at 2 movement cost. Unit’s movement is reduced by 2 instead of halved during rain and snow. While on plains, the unit is unaffected by enemy skill effects, except those that activate during battle.

Spirit Heal (Shamans)
- Allows unit to heal an ally by a random amount. Unit’s St and MSt affect the number.

Steal (Thieves)
-Allows unit to steal a random amount of money from an enemy with less Sp than the unit. The unit gains 10 Exp.

Tree-chop (Brigands, Fighters, Pirates)
- If an enemy in a forest is within attacking range, you may use Chop to inflict damage equal to [St + 5 – Enemy’s Def]; unit gains 10 Exp if damage is dealt. Unit may chop snag.

Triangle Attack (Pegasus Knights)
-The unit will deal a critical hit with a ½ Level probability. If a nearby ally also has Triangle Attack, the attack will be an assured critical hit. This skill might fail sometimes on certain enemies.
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Character Skills:
These are skills you can assign to a character without a starting class skill (Seize is an exception). You may choose only one. Trainees can’t be given these skills. If the skill has a parenthesis, it means only characters of that (those) class(es) can have the skill (but it's not obligatory).

Alertness
- If unit’s Ac is higher than Sp, unit gains 15 Avoid. Other side effects are unknown.

Fireball (Mages, Swordcasters)
-Unit may use Fireball to inflict damage to a nearby enemy equal to [MSt – Enemy’s MDe].

Moonshard
-Unit always gains a 3 point bonus to Attack and loses 15 Hit. Other side effects are unknown.

Prayer (Clerics, Priests, Troubadours)
-If unit’s HP is below half, unit gains 20 Avoid.

Renewal (Shadowstrikers, Soldiers, Swordmasters, Swordcasters)
-Unit can increase HP by a random amount up to [MSt + 3].

Seize (Leaders/Royalty since the beginning)
-Unit can seize castles, gates and other places. Unit always gains 10 Avoid.

Shade (Shadowstrikers)
-Enemies will probably not attack the unit if there are other targets within their range. Reduces EXP earned.

Sunshard
- Unit always gains a 5 point Critical bonus and loses 15 Avoid. Other side effects are unknown.

Wager
-Unit may use Wager and give 100 sparks in exchange for gaining up to 150 sparks. The unit’s Luck will decrease chances of getting low amounts of money.

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Promoted Class Skills:
These are skills a unit learns when promoting. Third tiers learn skills thay didn’t get at second tier promotion through Occult Scrolls.

Bite [Vampires, Werewolves]
-The unit can inflict damage on a nearby unit equal to [St – Enemy’s Def]; if the enemy doesn’t have Bite, there’s a chance of sending the unit to sleep (if vampire) or poisoning it (if werewolf) equal to unit’s Ac; unit gains 10 Exp if damage is dealt.

Blessing [Theurgy Knights, War Sages]
-All nearby allies gain 10 HP at the start of the unit’s turn.

Deadeye [Marksmen]
-It activates if the attack is assured to hit the enemy. The unit will strike a critical blow. If damage was dealt, the unit will be put to sleep. Probability of activating is ½ Ac.

Chivalry (Paladins) [Dragoons]
-Enemies will probably attack the unit if the other targets within their range are hurt allies or allies of the opposite gender.

Critical Boost (Berserkers, Halberdiers, Swordmasters, Snipers) [Barbarians, Sentinels, Gallowglasses, Hero Swordmasters, Marksmen]
-The unit gains a 15% critical boost.

Fletch (Warriors) [Barbarians]
-Allows unit to use bows. If equipped with a bow and about to attack, Hit% is increased by 20. Probability of activating is equal to Ac.

Flight Guard (Wyvern Lords) [Dragonmasters]
- Allows unit to use swords. When unit’s attack hits and this activates, the enemy can’t counterattack. Probability of activating is equal to Ac.

Flintlock (Captains) [Barbarians]
-Allows unit to use swords. You may use Flintlock on an enemy 1 or 2 spaces nearby, if unit’s Ac is higher than the enemy’s Sp. The enemy loses 15 damage. The unit gains 10 Exp if damage is dealt.

Big Shield (Generals) [Sentinels]
-Allows unit to use Swords and Axes. Might negate damage from an attack; probability of occurring is equal to unit’s Level. Doesn’t negate status effects like poison.

Carrier [Seraph Knights]
-The unit gains a 5% critical bonus. If the unit is carrying another unit, there are no Accuracy or Speed penalties, and the probability of activating a skill is doubled.

Howl [Werewolves]
-Unit might make an attack that ignores enemy’s Def or MDe; probability of occurring is equal to ½ unit’s Level.

Loose Advantage (Nomadic Troopers) [Nomad Commanders]
-While on a plain and equipped with a bow, the unit will always attack first.

Magespear [Gallowglasses]
- You may use Magespear Throw on a nearby enemy to inflict damage equal to [MSt + 5 – Enemy’s MDe]; unit gains 10 Exp if damage is dealt.

New Moon (Druids) [Necromancers, Archsages]
-Allows unit to use anima magic. It might ignore enemy’s MDe in one of your attacks, with a probability equal to ½ Ac.

Parry (Sword Mages) [Hero Swordmasters]
-Might negate damage from an attack; probability of occurring is equal to ½ Ac. Doesn’t negate status effects like poison. If wielding a magic sword, enemy receives damage equal to ½ your sword’s might.

Pick (Rogues) [Rogue Assassins]
-Allows unit to pick locks of doors and chests without lockpicks.

Pierce (Wyvern Knights) [Dragonmasters]
-The unit might make an attack that ignores enemy’s Def; probability of occurring is equal to unit’s Level. This doesn’t work with magic weapons.

Seduce [Vampires]
-You may use Seduce on a non-boss enemy of the opposite gender within ½ MSt spaces. If unit’s luck is higher than enemy’s luck, the unit is teleported to a space besides you. The enemy unit can’t move or attack someone with Seduce during the next turn.

Shuriken (Ninjas) [Grandmasters]
-You may use Shuriken on an enemy 1 or 2 spaces nearby, if unit’s Ac is higher than the enemy’s Sp. The enemy loses damage equal to [35 – Enemy’s Def]. The unit gains 10 Exp if damage is dealt.

Silencer (Assassins) [Rogue Assassins]
-If unit criticals, it has a [½ Crt%] chance of striking a one-hit critical; unit will earn Exp x 2 if one-hit critical occurs.

Slayer (Bishops) [Archsages]
-Triples the might of a light tome when attacking monsters.

Sol (Valkyries) [Theurgy Knights]
-Allows unit to use light magic. When activated, a successful hit restores HP equal to the amount of damage dealt. Probability of activating is equal to Ac.

Storm Charger (Mage Knights, Sages) [Archsages, Theurgy Knights]
-Allows unit to use Anima magic. When activated, increases Critical Hit by 10%. Probability of activating is equal to Ac.

Stun (Falcoknights) [Seraph Knights]
-When an attack hits and it activates, the enemy can’t move during the next turn, although it can still perform other actions. Probability of activation equals ½ Ac.

Summon (Summoners) [Necromancers]
-Allows the unit to Summon phantoms. Phantoms have the level of the summoner, 1 HP, 0 MSt, Def and MDef, have random stats and are equipped with random axes. Their movement is 5 and considered flying. They cannot interact (rescue, trade, etc) with allies.

Tree-chop (Great Knights, Heroes) [Dragoons, Hero Swordmasters]
-Allows unit to use axes. If an enemy in a forest is within attacking range, you may use Chop to inflict damage equal to [St + 5 – Enemy’s Def]; unit gains 10 Exp if damage is dealt. Unit may chop snag.

Warden (Rangers) [Nomad Commanders]
-Damage from an enemy attack might be reduced by ½ unit’s Ac with a probability equal to unit’s level. If unit is on a forest, the probability is raised by 20. While on forests, the unit is unaffected by enemy skill effects, except those that activate during battle.
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