Post by CJ on Oct 2, 2004 16:46:15 GMT -5
This list is also terribly incomplete...Its just a reference, really.
Eat!!!: Devours your enemy, as long as its small and/or hurt enough. Eating them gives you their power.
PUFF: Spits air very hard at an enemy. A long range and physical attack.
Jump: Jump on your enemy for decent damage.
Throw: The ability to effectively throw stuff. And I mean just about anything.
Whirling Blade: Spin around and hit all ground enemies at once. Takes 2 Act points and two moves to charge it, and 1 to execute.
Blade Beam: Send a beam of light from your sword to hit far away enemies. Only works if you're at full health.
Assimilate: Absorb fallen machine-type enemies into your systems, allowing for variable attack capabilities.
Rapid Fire: Allows you to shoot three Buster bullets very quickly
PASSIVE ABILITIES
These can be every bit as useful as an explosive attacky kill button! They range from movement to being able to react to certain things better. This is just a reference, so you can see what ballpark you should see your own ideas in.
On top of that, Passive abilities usually take only half an Ability slot, except for the first ever Weapon Prof you take. Also, you can't take two abilities that are obviously designed to work together, and you can't take two levels in the same ability at the same time.
____ Weapon Proficiency: Allows you to use the weapon in the blank. Fighting without a proficient weapon lowers your Accuracy with it by 20 and halves the Weapon Damage. You also can't use special moves with that weapon.
Jump: Not to be confused with the jump attack. This simply lets you hop into the air using an Act, possible dodging attacks or at least giving yourself a dodge boost. Also helps with certain attacks.
Level 1: Jump one Unit upward!
Level 2: 2 units! Prerequisite: 20 Pwr
Level 3: 3 units!! Prerequisite: 35 Pwr
Level 4: 4 units!!! You're practically flying. Prerequisite: 50 Pwr
Run: Levels in this skill let you scramble around really quick! Better for dodging certain attacks than a Jump.
Level 1: Run one unit per Act used!
Level 2: Run 2 per Act used! Prerequisite: 20 Spd
Level 3: 3!! Prerequisite: 35 Spd.
Level 4: 4!!! You're running like the wind! Prerequisite: 50 Spd.
Augmented Criticals: Increases either damage or liklihood of Crits.
Augmented AP: Increases liklihood of an Armor Pierce.
I'm WAY too lazy to keep writing them...But you get the idea.
Eat!!!: Devours your enemy, as long as its small and/or hurt enough. Eating them gives you their power.
PUFF: Spits air very hard at an enemy. A long range and physical attack.
Jump: Jump on your enemy for decent damage.
Throw: The ability to effectively throw stuff. And I mean just about anything.
Whirling Blade: Spin around and hit all ground enemies at once. Takes 2 Act points and two moves to charge it, and 1 to execute.
Blade Beam: Send a beam of light from your sword to hit far away enemies. Only works if you're at full health.
Assimilate: Absorb fallen machine-type enemies into your systems, allowing for variable attack capabilities.
Rapid Fire: Allows you to shoot three Buster bullets very quickly
PASSIVE ABILITIES
These can be every bit as useful as an explosive attacky kill button! They range from movement to being able to react to certain things better. This is just a reference, so you can see what ballpark you should see your own ideas in.
On top of that, Passive abilities usually take only half an Ability slot, except for the first ever Weapon Prof you take. Also, you can't take two abilities that are obviously designed to work together, and you can't take two levels in the same ability at the same time.
____ Weapon Proficiency: Allows you to use the weapon in the blank. Fighting without a proficient weapon lowers your Accuracy with it by 20 and halves the Weapon Damage. You also can't use special moves with that weapon.
Jump: Not to be confused with the jump attack. This simply lets you hop into the air using an Act, possible dodging attacks or at least giving yourself a dodge boost. Also helps with certain attacks.
Level 1: Jump one Unit upward!
Level 2: 2 units! Prerequisite: 20 Pwr
Level 3: 3 units!! Prerequisite: 35 Pwr
Level 4: 4 units!!! You're practically flying. Prerequisite: 50 Pwr
Run: Levels in this skill let you scramble around really quick! Better for dodging certain attacks than a Jump.
Level 1: Run one unit per Act used!
Level 2: Run 2 per Act used! Prerequisite: 20 Spd
Level 3: 3!! Prerequisite: 35 Spd.
Level 4: 4!!! You're running like the wind! Prerequisite: 50 Spd.
Augmented Criticals: Increases either damage or liklihood of Crits.
Augmented AP: Increases liklihood of an Armor Pierce.
I'm WAY too lazy to keep writing them...But you get the idea.