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Posted: Feb 4 2008, 05:58 PM
Member No.: 132
Joined: 14-February 05
Statistics are given on an E to SS ranking system, with SS being the highest and E being the lowest.
Due to the nature of their abilities, none of the abilities from these personal jobs can be stolen, copied, or emulated in any way.
My mod color is #00B7EB.
Member No.: 132
Joined: 14-February 05
If one were to describe Aimee in two words, they would be 'powerful' and 'direct'. Her accolades are many: Grandmaster of Lightning, Elder of the Shining Alliance, Head Technician of Waterfall Cave, Archsage of Corneria. In combat, she is capable of incredible feats of lightning magic, as well as the usage of several esoteric sets of skills and techniques.
Weaponry: Amidastra, Staves, Swords
Note: Aimee is granted one set of A-Abilities at the start of combat, as determined by her current body. She can switch in combat, but this requires the usage of a turn. Additionally, should one of her bodies become too damaged, she becomes unable to switch to it, thus losing the benefits of its abilities. Note that her first few abilities are not part of a set and can be used at all times, though her most powerful lightning techniques are limited to her 'original' body.
If she transitions for an extra turn, she is allowed to keep any effects specific to the set she is switching from. For example, if she were to switch from Quantum Magic to Experimental Magic, she would be able to keep Levatine's effect if it were active.[/i]
Lightning Grandmaster: Allows the usage of any lightning ability that is possible to comprehend. The following status effects can be added to some attacks: Stun, Addle, Immobilize, Disable, Doom, Blind, Confuse, Silence, Haste, Stop, Slow, Protect, Shell. Damage can range anywhere from Low to OHKO-caliber, though higher damage tiers may require charging.
Elementalism: Allows the manipulation of the other elements to a certain extent.
Set 1 - Quantum Magic
Quantum Leap: A basic warping spell. Transfers matter at the speed of light, allowing teleportation. This move is so versatile that true masters can do it without thinking about it first.
Suffocate: Warps the matter around a foe, creating a vacuum that inaccurately (think around 10% of the time) saps 9/10 of their HP. This spell has a charging period of one turn.
Triangulate: Leaps around a foe rapidly, determining their absolute position. Sharply increases the Quantum Mage's accuracy next turn.
Speed of Light: An impossibly fast spell. Deals unavoidable, yet low, light damage. Also, as an added bonus, this ability nullifies the target's R-Ability and S-Ability effects in attacking.
Black Hole: An opening into the next dimension. This ability absorbs any non-melee attack and turns it into HP gain.
Solar Wind: A deadly, poisonous wind. Deals good wind damage and inflicts deadly poison status, affecting both the target and everything in a large area behind it.
Solar Flare: Exudes a surge of green-colored fire that deals good fire damage and inflicts a random status ailment, affecting both the target and everything in a large area behind it.
Coronal Hole: Opens the magical field around the Quantum Mage, allowing them to combine Solar Flare and Solar Wind into one attack at the cost of a one turn resting period.
Replace: Replaces damaged portions of the body with new ones, allowing the Quantum Mage heal itself slightly and remove any status effects.
Proton Cannon: A powerful blast of positive electrical energy that deals moderate lightning damage and inflicts disable.
Electron Cannon: A powerful blast of negative electrical energy that deals moderate lightning damage and inflicts immobilize.
Prominence: Raises an eruptive solar event, dealing fire damage to all foes.
Sunspot: Darkens the area around a foe, dealing ice damage and inflicting blind.
Disruption: Disrupts all of the neutrons in a foe’s molecules, stunning them with high accuracy.
Levatine: Allows the target to ignore physical status ailments for five turns.
Quantum Event: Creates a distortion in space that switches the places of two units.
Supernova: Unleashes the power of molecules, creating a massive explosion. Accurately deals heavy fire damage to all foes at the cost of a two turn resting period.
Paradigm: Shifts the Quantum Mage's attention to the molecules of one person only. The damage and accuracy of attacks targeted at that person are increased, but the Quantum Mage cannot attack other units during that time.
String Link: Several strings of energy are entwined together, and their power is unleashed. This move damages all foes after a one turn charging period, however, the more foes there are, the less damage it does.
1 Foe: Massive Damage
2 Foes: Heavy Damage
3-4 Foes: Moderate Damage
5-6 Foes: Low Damage
7 or More Foes: Minimal Damage
Set 2 - High Magic
Accumulate: Gathers mana in preparation for using a spell. For each charge accumulated, one turn of charging for any spell can be circumvented.
Amalgamatica: A long lost defensive strategy. Next enemy phase, all magical damage is halved. For every magical spell recieved, one charge is added as if it were accumulated normally.
Posternity: Enables the caster to circumvent the charging requirement for a single spell. Instead, they spend an equivalent amount of time unable to use any abilities, merely moving. During this recovery period, evasion is halved.
Assail: A basic yet feared spell. Inflicts massive non-elemental damage on one foe; has a slight chance of inflicting any possible status ailment. Requires one charge.
Firaja: Fifth tier fire spell. Inflicts massive fire damage on one target, requires one turn to charge.
Thundaja: Fifth tier lightning spell. Inflicts massive lightning damage on one target, requires one turn to charge.
Blizzaja: Fifth tier ice spell. Inflicts massive ice damage on one target, requires one turn to charge.
Aeroja: Fifth tier wind spell. Inflicts massive wind damage on one target, requires one turn to charge.
Stoneja: Fifth tier earth spell. Inflicts massive earth damage on one target, requires one turn to charge.
Waterja: Fifth tier water spell. Inflicts massive water damage on one target, requires one turn to charge.
Reconstitute: Ancient blessing. Grants auto-life status to the target. When revived, all defensive statistics are boosted slightly.
Exaflare: Draconic breath of the highest order. Inflicts heavy fire damage on all foes the first turn, moderate fire damage on the second turn, and light fire damage on the third turn. Requires one turn to charge.
Babylon: Affliction magic from ancient times. Causes heavy non-elemental damage, charm, and berserk in a large area. Requires one turn to charge.
Disparity: Steals an opponent's blessings. All status effects are granted to the caster and taken from the target, including stat boosts but not including ailments. Requires one charge.
Charge Step: A speed enhancing blessing. For every charge used, two turns of Haste status are granted to the recipient.
Invert: Reverses enemy blessings. All enemy status effects are turned into corresponding ailments. Ailments remain unchanged. Requires one charge.
Ameliorate: Favored healing spell of an otherworldly civilization. Causes moderate healing and grants auto-regen, astra, protect, and shell. Requires one turn to charge.
Imbue: A benediction renowned for its power. Greatly increases the attack statistics of one ally and enables them to make any of their physical attacks elemental (though not if the attack is already an elemental attack).
Emulate: Enables the Archsage to cast any spell cast by any unit within the last phase.
Andromeda: Defense-breaking magic that grows stronger as it breaks through more defenses. Inflicts moderate nonelemental damage. For every defensive status effect or stat bonus an enemy has, the damage modifier is incremented by one. For Expert Guard status, the modifier is incremented by two. The maximum damage modifier allowed is insane. Requires one charge.
Gigawarp: Highest level teleportation. Can be used in place of normal movement without using one's turn, but restricts the usage of accumulated charges that turn.
Set 3 - Experimental Magic
Experiment 3-A: A spell that creates a flame modified to be extremely cold. Inflicts moderate fire damage and moderate ice damage, and has a high chance of freezing the target.
Experiment 7-H: Creates a massive whale formed of earth that leaps out of the ground and smashes back into it again. This inflicts heavy earth damage on all units, including allies.
Experiment 32-X: Releases waves that irradiate magical blessings. Any positive status effects on all enemies within a certain radius are destroyed.
Experiment 1-F: Astonishingly powerful blessing magic. Grants Auto-Life, and Auto-Regen to one unit.
Experiment 37-C: A highly accurate spell that negates one foe's R and S abilities for three turns.
Experiment 88-T: Nullifies all physical attacks for three turns, forcing all units in a battle to rely on magical strength.
Experiment 66-S: Allows the recipient to violate the laws of an engagement for three turns without penalty.
Experiment 90-Q: Inflicts three random status ailments on all enemies within a certain radius.
Experiment 23-M: Allows the caster to control another unit indefinitely at the cost of their own turn. Though they are unable to dodge in this state, any damage received is halved and KO/Doom do not function.
Experiment 41-P: Renders the recipient entirely immune to magic for three turns. For some reason, it doesn't work in tandem with 88-T.
Experiment 54-V: Unavoidably halves the target's HP. Can only be used on the first turn of battle and inflicts Slow on the caster when used.
Experiment 99-Z: Unavoidably reduces one unit to 1% HP. The affected is rendered invulnerable for three turns, during which time they are immune to receiving any statuses (positive or negative) and cannot be healed. The affected must also rest one turn after this period is over.
Set 4 - Praetorian Magic
Burntear: Surround a foe in flames, causing moderate fire damage.
Freezetear: Chill a foe with ice, causing moderate ice damage.
Bolttear: Zap a foe with lightning, causing moderate lightning damage.
Gusttear: Batter a foe with wind, causing moderate wind damage.
Stonetear: Bombard a foe with earth, causing moderate earth damage.
Floodtear: Immerse a foe in water, causing moderate water damage.
Inspire: Rally your allies together, giving all allied units added defense.
Viraga: Strike your foe with a divine venom, causing Slow, Poison, and low Light damage. Moderately accurate.
Flashtwister: Deals wind damage, blind, and knockback around the caster.
Unison Barrage: Coordinate a magical bombardment of the foes. Attacks all foes, damage is determined by the number of units involved in the attack.
Charade: The user fakes a loss of energy while simultaneously regenerating energy. If the opponent is fooled, this move restores all of the user's energy.
Fly A Kite: Allows the user to take two actions in one turn. The user must rest a turn after using this ability.
Marathon: Enchants the body with magical speed, granting Haste status.
Asylum: Creates a magical circle in which no harmful actions may be taken.
Expert Seal: Deliver a binding strike that prevents the target from using A-abilities for three turns. Does not effect R or S Abilities.
Endeavor: Deals damage equivalent to HP loss. Quite accurate.
Silver Requiem: Play or sing a brief song that turns any unit who hears it to stone. The louder it is played, the less accurate it is, but the range increases, and vice-versa. The instrument may break, or, if sung, may Silence the caster.
Shadow Lock: Lock one opponent in a darkness-fueled stasis, causing Stop.
Black Wind of Heaven: Deals wind/holy damage and knockback in a straight line.
Faith Scar: Directs a damaging blast of dark energy at all foes, causing heavy damage. However, only holy-using units are affected.
Reaper Colonnade: Raise a pillar of dark magic that attracts all magic to it. The pillar stays in effect for five turns, during which time it nullifies any magic attacks used. Any unit who physically strikes it receives heavy damage.
Augment: Enchant your weapon with dark magic, giving it a chance to cause Silence or Stun. The strikes will also restore HP. Effects only last for 5 turns.
Oscitate: Cause a group of foes to fall asleep with dark magic.
Ersatz Facsmile: Creates an inferior copy of a friendly unit. Copied unit has 50% HP maximum and has the jobset of the unit copied.
Cadaver Advent: Transforms into a downed unit, allowing usage of their jobset over your own. This ability lasts for five turns.
Penetrating Wave: Bizarre waves of dark magic that radiate into an opponent's body, causing low, unavoidable damage.
Quidam Cloak: A shade of dark magic covers the caster, granting invisibility.
Desideratum: Grants the wish of a target, healing them greatly.
Enigma: Completely heal all allies, but at the cost of your equilibrium. The caster is addled, confused, immobilized and disabled for 2 turns.
Legerdemain Corona: Emits a pillar of dark magic around the caster, causing any adjacent unit to receive continuous damage.
Denouement: A shaft of devastating magical energy blasts a group of foes. The innermost unit is KOed, the outer units receive heavy damage and knockback. The caster must rest two turns before acting again, and three turns after that to cast this spell.
Prima: Deliver an amazing two-turn strike that rivals the strength of legendary attacks such as Ultima, Omega, and Alpha.
Mitigate: Any magical attack with a damage modifier of moderate or less is completely ignored. Any attack with a damage modifier of massive or higher is countered with an attack that deals damage equivalent to the HP lost.
Raijin: Lightning god's gift. Nullifies all mental and time-related status ailments.
Voltaic Combo: Standard combination attack. Aimee contributes a massive bolt of lightning to the group attack.
My mod color is #00B7EB.
Member No.: 132
Joined: 14-February 05
The Grandmaster of Wind and an invaluable member of the Shining Alliance. Her abilities focus on the usage of various weapons, complemented by her unmatched prowess with the element of wind. Her primary weapon, Vayavastra, can switch forms between a sword and a lance, making it a highly versatile part of her attacks.
Weaponry: Vayavastra, Swords, Lances, Fans, Instruments
For the sake of convenience, Leila's abilities have been sorted according to category. However, she is not limited to one set at a time.
- A-Abilities -
General Techniques - Skills that don't fall under any one category.
Fast Hands: Allows Leila to change her equipped weapon(s) without wasting a turn.
Wind Grandmaster: Allows the usage of any wind ability that is possible to comprehend. The following status effects can be added to some attacks: Stun, Sleep, Immobilize, Disable, Blind, Confuse, Silence, Slow, Stop, Protect, Shell, Haste. Damage can range anywhere from Low to OHKO-caliber, though higher damage tiers may require charging.
Elementalism: Allows the manipulation of the other elements, up to Leila's level of mastery for each.
Summon - Gwaihir: Summons the King of Birds, Gwaihir. Takes two turns of charging, is cast on the third turn. This procedure can be interrupted, though not more than three turns can pass between two phases.
Form - Virago: Leila transforms into a partially avian form. All of her stats are increased, but she enters a berserk-like state in which she cannot control her own actions. However, the usage of non-weapon abilities is still allowed.
Circumstantial Blade - Sword techniques developed with specific situations in mind. They are decent for regular usage, but truly shine when used for their original purposes.
Rhythm: Renders Leila immune to the last technique that struck her. This can only effect one ability at a time.
Dance: Renders Leila immune to physical attacks for as long as she continues to use this attack. Also, any time a physical attack is used against her, she retaliates with an attack one damage modifier higher than the original.
Twirl: Forgoes attacking to bestow unbreakable Reflect status. As soon as any ability but Twirl itself is used, this effect is canceled.
Flash: An impossibly fast acrobatic technique that never misses. Though the damage it causes is typically small, it has the potential for heavily damaging strikes.
Phase: A dispelling strike that inflicts moderate damage. If the target has any sort of defensive boost or is defending, the damage modifier is raised to massive.
Retract: A quick, jabbing strike that inflicts low damage. Any move aimed at Leila from the target next turn will inevitably miss, even never-miss moves. Due to the nature of the attack, however, it can't be used consecutively.
Rescind: Inflicts extreme damage, though the accuracy is low. If the target has used direct attack moves for five turns straight, then this ability doesn't miss.
Meddle: Messes with nerve impulses in the target's body, inflicting moderate damage. Sometimes, on the next turn, this damage has side effects: if the target uses a physical attack, they receive Immobilize or Disable; if they use a magical attack, they receive Silence or Addle; any other moves cause Stun or Confuse.
Halt: A slicing strike that inflicts low damage. If it strikes, the target is stopped.
Revenge: Inflicts moderate damage. If Leila lost HP last turn, the modifier is increased to inflict heavy to massive damage.
Reticence: A powerful sword technique that deals double damage to mage-type units. Additionally, it can inflict Addle or Silence.
Dervish: For the next three turns, Leila is rendered immune to physical attacks, has her damage output doubled, and is hasted. Unfortunately, this cuts her magical resistance in half and inflicts Slow status once it ends.
Shutdown: A moderately damaging attack that inflicts Doom status. If the target has any lightning moves, the damage modifier is raised to heavy.
Hemorrhage: A highly accurate attack that inflicts a very small amount of damage. If used to KO a unit, they receive hellbind status.
Coup: Inflicts a low amount of damage and inflicts Doom status. Occasionally, it can instantly KO the target.
Spiraling Sword - A set of sword techniques incepted to serve the wielder of Vayavastra, recorded in an ancient codex kept in the Wind Plane. They are highly useful for all around usage and are used regularly by Leila.
Twisted Spiral: A twirling sword strike that cuts several times, inflicting massive damage. Unfortunately, it's only moderately accurate.
Crush Spiral: A fast, devastating strike that inflicts heavy damage and doom status.
Mystic Spiral: A magical skill that grants Auto-Regen, Protect, and Shell to all nearby allies. After this technique is used, Leila must rest for one turn.
Miracle Spiral: A mystic sword technique that heals and cures the status ailments of all nearby allies.
World Spiral: A spinning attack that disarms the opponent and inflicts disable in addition to inflicting moderate to heavy damage.
Lunar Spiral: A true test of Leila's innate power. Though it ignores enemy defenses, only her own strength is accounted for in calculating the damage caused.
Chain Spiral: Mixes any combination of sword, lance, wind, and sound techniques to produce a different result.
Hypospiral: A sword technique that attacks all enemies within a certain radius, inflicting moderate damage, slow and immobilize if it strikes.
Hyperspiral: Blessings born from the flowing blade and dancing wind. All allies have their stats boosted, their speed in particular.
Wonderspiral: A three turn attack that continuously damages enemies while leaving Leila practically immune due to increased speed and evasion. Afterwards, Leila must rest for a turn.
Cryospiral: An icy technique created to offset an inherent weakness. Inflicts light ice damage on all foes and may freeze them solid. Additionally, Leila becomes highly resistant to ice damage for three turns.
Macrospiral: A sword strike magically enhanced to accurately strike all foes for moderate to heavy damage.
Equispiral: Antepenultimate sword technique. Takes the mean of every combatant's HP (KOed units are counted as a zero) and sets them to that amount. No one person can avoid this technique: it either works or fails as a whole, not on an individual basis.
Aerospiral: Penultimate sword technique. Inflicts heavy damage on all enemies within a certain radius and inflicts Stun or Silence. Afterwards, her sword techniques cannot be used for one or two turns (depending on how many units were struck).
Barospiral: Ultimate sword technique. Compacts an incredible amount of wind around the sword, sharpening the edges to an extreme degree and adding to the weight of the strike. This results in an attack that deals insane damage. Leila's weapon is sealed away for five turns after this is used, forcing her to rely on the wind for survival. Additionally, any positive statuses or boosts are removed upon a successful strike.
Wind Lancer - A small group of spear techniques passed down to Leila from Vairos Aerian. She finds using them difficult, instead preferring to use her sword abilities.
Impale: Inflicts massive damage after one turn of charging. The targeted unit must not move once charging begins. This technique is very accurate.
Pierce: A lance attack that ignores defensive modifiers, status effects, and R and S abilities in attacking to inflict low damage.
Genesis Plunge: Floods the battlefield with the essence of creation, returning it to its normal condition. This takes one turn to charge. Additionally, no battlefield effects can be used afterwards for two turns.
Meteor Spear: Stabs into a foe by dropping down from the skies, inflicting massive damage. Requires one turn of preparation; if it misses, then Vayavastra cannot be used for one turn. If the target is immobilized, the chance to hit is increased exponentially.
Champion: Attacks for heavy damage. The amount of damage caused is given to an ally in healing. If Leila is alone or if all allies are at full health, she instead receives Auto-Regen status.
Zantetsuken: Ancient spear technique. Creates five clones that surround the target and impale them, inflicting six strikes of moderate damage.
Aeolian Magic - Various wind-elemental techniques that Leila regularly uses. In general, she uses the element as support, though occasionally for incredibly damaging attacks.
Aerowarp: Moves at near-instantaneous speed to any point on the battlefield. This may be activated without wasting Leila's turn, though only if she is above 20% HP.
Severing Pressure: Intense wind pressure that crushes the target after a turn of preparation. Inflicts extreme wind damage and may cause immobilize or disable, with a chance of instant KO. After this is used, no wind techniques can be used for two turns.
Suffocate: Deprives the target of air, cutting 9/10 of their current HP. This move is notoriously inaccurate, effective only a tenth of the time, but is quite lethal nonetheless.
Barosphere: Compacts wind around the caster, granting Expert Guard status.
Sky Boon: Forgoes taking other action to grant an explosive increase in evasion, augmenting Leila's already massive dodge rate.
Limit Feather: A technique that casts a cursed feather upon the foe, inflicting moderate wind damage and Stop status.
Acclamate: Raises Leila's defense and resistance by compacting air around her body.
Arch Wind: A wind spell borrowed from a friend. Inflicts sleep status on all foes.
Sunset Gale: A darkening wind technique that inflicts moderate damage and blind status in an area.
Autumn Wind: A technique at the highest echelon of the wind element. This ability transforms the battlefield into a field covered in fallen leaves, which can easily be controlled to attack opponents, inflict a variety of different ailments or statuses, defend Leila or her allies, etc.
Aural Sonority - A myriad of sound-based techniques, based on debilitating enemies and aiding allies.
Air: A soothing orchestral piece that surrounds the target, calming them. The recipient is immune to status effects for two turns and all of his or her attacks are more accurate and deal more damage.
Aria of Rebirth: A multipurpose technique. When cast on a living ally, it grants Auto-Life. When cast on a KOed ally, it casts Full-Life.
Din of the Devil: An almost evil noise that prevents any healing techniques next turn.
Sanctity of Gales: A wind blessing. For the next seven turns, any instant-KO attacks that strike any participant in the battle will instead leave them with 1% HP (unless already at 1%).
Resonance: A nearly undetectable vibration. Next turn, no actions can be taken, hostile or otherwise.
Gigasnore: Inflicts heavy damage on all participants in a battle; can only be used when asleep.
Vulgarian Noise: An aggravating noise that inflicts any two of a wide array of status effects: Confuse, Berserk, Addle, Slow.
Supersonic: An incredibly loud explosion of sound that inflicts heavy damage on all nearby enemies.
Whistle Missile: Launches a powerful projectile composed of sound. Inflicts moderate damage and ignores R and S abilities, does not miss.
Super Blast: Reactionary speed increase. For every 19% HP Leila loses during the enemy phase, she gains an extra action during her next turn.
Fuujin: Blessings of the god of wind. Leila cannot be slowed, stopped, stunned, silenced, confused, charmed, or addled. Additionally, her speed and evasion are increased every other turn, up to a maximum of five increments. Finally, she always starts the battle with Haste status, which lasts for five turns.
Aeolus Combo: A standard attack combination. In a group, she contributes a Twisted Spiral attack; by herself, she uses Barospiral without penalty.
My mod color is #00B7EB.
Member No.: 132
Joined: 14-February 05
The Princess of Xanadu, heir to the rule of the Moiety and the daughter of Drinian and Melissa Xaruthan. She has successfully bound her training in the elements with the magic and techniques of the Moiety. In combat, she relies mostly on the elements and her weapons to inflict harm, and uses her more unique magic as support for her allies.
Weaponry: Luminastra, Swords
A-Abilities: Pinnacle Magic
Seraoth: Salinas' skills with Fire manifested in combat.
Serali: Salinas' skills with Ice manifested in combat.
Seravaya: Salinas' skills with Wind manifested in combat.
Seracladri: Salinas' skills with Earth manifested in combat.
Sera'amid: Salinas' skills with Lightning manifested in combat.
Seravaru: Salinas' skills with Water manifested in combat.
Serapaiea: Salinas' skills with Light manifested in combat.
Seradara: Salinas' skills with Dark manifested in combat.
Nexemidus: Summons a crystal clone. See the corresponding monster data for more information.
Protega: Grants either Shell or Protect to all allies.
Expressia: Grants two random positive status effects to an ally.
Transcentius: Reveals invisible enemies and takes off a quarter of their present HP.
Metahex: Inflicts one physical and one mental status ailment.
Devenore: Removes all positive status effects from one foe.
Similitai: Changes Salinas' jobset and equipment to exact copies of the target's for as many turns as she wishes.
Magnanimus: Grants Haste status to the target for five turns. During single-attack turns, any abilities used are more effective overall.
Equitai: Inflicts low, unavoidable damage; damage modifier increased for every negative status ailment. The modifier caps off at insane.
Aescala: Heals an ally or a group of allies greatly. The more allies healed, the less each is healed for.
Lasaia: Places a lock on the targeted ability, preventing its usage for the rest of the battle. The lock can be shifted, but the previously locked ability is then unlocked. This ability is unblockable.
Ameliore: Cures the negative status ailments of an ally.
Cadentia: Grants Auto-Life and Auto-Regen to one ally.
Phenomena: Inflicts moderate to heavy damage in an area, may inflict a random status ailment.
Celestia: Inflicts any degree of damage chosen, up to and including insane damage. Accuracy is proportionate to damage inflicted.
Altazimuth: Grants an extra action to an ally at the cost of Salinas' turn. She may use this on more than one ally, but this requires one turn of rest for every additional person. Also, one person can't gain more than one action (that is, they're limited to one extra action granted by this ability).
Paritai: Returns the effects of the last attack to strike Salinas.
Verite: Sharply increases the damage and accuracy of the recipient's next attack.
Xeroglyph: Creates a Lucentrus. See the corresponding monster data for more information. Can only be used once per battle and requires one turn of charging.
Naiarch: Enables an ally to instantly use a charging or resting ability with no penalty; Salinas receives the penalty instead. For example, if the ability used requires 4 turns charging, 45 turns of rest, and inflicts hellbind, then Salinas would have to rest for 49 turns and would receive hellbind. Does not affect instant-KO or instant-win moves.
Luminaria: Boosts all stats and increases the effectiveness of elemental attacks. Can only be used in critical (less than 15%) HP.
Ascervia: Grants a 20% HP buffer to the recipient.
Haplas: All enemy units who were not present at the beginning of the battle are slowed and doomed.
Auvantra: Unavoidably KOs the unit who KOs Salinas. Doesn't work in one on one battles.
Expatia: When a status ailment is inflicted on Salinas, the inflicting unit receives the same ailment.
Moietaia: Prevents Blind, OHKO, Berserk, Charm, Addle, Silence, Stun, Sleep, Frog, and Confuse status.
Luminous Combo: Doubles the effective power of the combination attack.
My mod color is #00B7EB.
Member No.: 132
Joined: 14-February 05
The Grandmaster of Water and an expert in the fields of healing and summoning. Like her allies, she is an irreplacable member of the Shining Alliance. Her weapon, Varunastra, is integral to her rituals.
Weaponry: Varunastra, Swords, Maces, Rods, Instruments
A-Abilities: Mercurian Magic
Water Grandmaster: Highest level water manipulation. The following status effects can be added to some attacks: Stun, Frog, Immobilize, Disable, Blind, Confuse, Silence, Slow, Stop, Protect, Shell, Auto-Regen, Auto-Life, Haste. Damage can range anywhere from Low to OHKO-Caliber, though higher damage tiers may require charging. Healing to this degree is also possible.
Elementalism: Allows the manipulation of the other elements, up to Melody's level of mastery for each.
Summon: Nereid: Summons the first of the Water Trimuvirate, the Water Queen Nereid. Requires two turns of charging. On the turn Nereid is summoned, any attacks directed at Melody are negated.
Summon: Ancalagon: Summons the second of the Triumvirate, the Water King Ancalagon. Requires two turns of charging. On the turn he is summoned, all enemies are attacked for moderate water damage.
Summon: The White Moon: Summons the third of the Triumvirate, The White Moon. His spirit inhabits Melody's body for one turn, during which time her water power is practically limitless. For this summon to work, both Ancalagon and Nereid must be present during the full four turns of charging. Afterwards, Varunastra is rendered unusable and Melody cannot act for a minimum of three turns (in addition to the downsides caused by his departure).
Reclamation: Whenever a water technique fails in any way, Melody is moderately healed.
Suijin: Water god's blessing. Melody is immune to berserk, charm, confuse, poison, silence, addle, sleep, and stun. In battle, all water techniques are attracted to her and heal her moderately, regardless of the modifiers attached.
Mercurian Combo: Contributes a massively damaging water attack to the group's combination.
My mod color is #00B7EB.
Member No.: 132
Joined: 14-February 05
A General of the Shining Alliance. Much of his work is behind the scenes, owing to his position as the leader of Internal Operations (the function of which is top secret). His abilities focus on flexible combat skills infused with the elements, self-boosting magical techniques, and incredible skill with tactics and strategic planning during battle.
Weaponry: Siserastra, Swords, Lances, Knives, Guns
Vander's fight command always inflicts heavy damage rather than moderate damage. Alternatively, he can shift it to a low damage, never miss attack. Additionally, these attack commands can be any element and can be unleashed from a range. Other than that, the form and flavor for these attacks can be modified to whatever extent.
A-Abilities: Command and Conquer
Combat Techniques - Techniques devised for direct combat.
Blazing Style: Physical combat combined with the essence of the fire element.
Freezing Style: Physical combat combined with the essence of the ice element.
Aerial Style: Physical combat combined with the essence of the wind element.
Lithic Style: Physical combat combined with the essence of the earth element.
Voltaic Style: Physical combat combined with the essence of the lightning element.
Flowing Style: Physical combat combined with the essence of the water element.
Radiant Style: Physical combat combined with the essence of the light element.
Shrouding Style: Physical combat combined with the essence of the dark element.
Parity: An attack that always inflicts 10% damage, ignoring absolutely anything else (though it can miss). Does not work against opponents below 11% HP.
Endeavor: Inflicts damage equivalent to 100% minus Vander's present HP%. Highly accurate.
Lacunae: Status ailment that causes the afflicted to forget the last two moves they used, preventing their usage until they're rotated out by other moves.
Impair: Sharply cuts the accuracy and damage caused by the target's next attack.
Pyrrhus: Unavoidably inflicts damage equivalent to remaining HP and transfers any status ailments or restrictions to the target. Unavoidably KOs the user (and hellbinds outside of jagds).
Final Limit: Allows the usage of any ability when under 10% HP, uninhibited by any effect that would prevent its usage.
Invisi: Turns Vander invisible for a maximum of five turns.
Diaspeed: Grants Haste status to the user for five turns.
Barriera: Mid level protection magic. Casts Protect and Shell on the caster.
Lustral: Grants Astra and Auto-Regen to the caster.
Skirmish: Boosts user's attack power and accuracy for any length of time. During this time, only the fight command can be used.
Restoration: Heals self moderately and cures any status ailments.
Tactical Skill - Innate skill with tactics that can alter the flow of a battle.
Call: Artillery: Calls for backup in the form of magical artillery, striking one target for heavy damage.
Call: Carpet Bomb: Summons a flagrant bomb from the skies, inflicting heavy fire damage and burns (poison) on all combatants.
Call: Medic Squad: Calls a medical team. Next turn, all allies have their physical ailments healed and receive moderate healing.
Call: Resupply Squad: Allows all allies to use any one item this turn.
Call: Bombardment: Calls for cannon fire that strikes all enemies for moderate damage.
Inspiration: Boosts the damage of all allied units this turn.
Rally: Groups units together instantly in order to reduce attack damage.
High Alert: For the next three turns, allies are not susceptible to surprise attacks and cannot be put to sleep.
Loyalty: For the next five turns, allies cannot be confused, charmed, or otherwise altered so that they don't follow orders.
Downtime: Removes one ally from battle for one turn. Ailments still take effect.
Barrage: Coordinates a combined attack on one enemy unit, increasing accuracy and damage significantly for all units attacking the target.
Take Cover: Reduces damage taken during the next enemy phase.
Surveillance: Sacrifices a turn to determine any hidden factors such as traps or invisible units.
Intervention: Allows any ally (or the user) to cover another ally. The coverer takes half damage.
Enshroud: Provides one turn of invisibility for a group of allies.
Ceasefire: Prohibits hostile action for one turn.
Binoculars: Greatly increases allied accuracy this turn.
Acclimate: Provides immunity to harmful battlefield effects to all allies for three turns.
Machination: Copies down the exact set of moves used by allies this turn. When the same set is used again in conjunction with this ability, damage and accuracy are greatly increased for all allies that turn. This effect is noncumulative.
Decoy: Creates a weak clone of an ally that acts as a distraction.
Blitzkrieg: Allows allies to penetrate enemy defenses this turn, unimpeded by effects such as Expert Guard.
Vantage: Sharply increases accuracy for all allies.
False Flag: Changes an ally's condition in order to allow them to reap the benefits of any one ability, passive or active, that they might have.
Adjutant: Assigns one character the role of adjutant, giving them access to three chosen abilities from this set. If Vander is KOed or is otherwise unable to act as a commander, they can gain the full set at the cost of their own jobset.
Fireworks: Distracting explosives that lower enemy accuracy.
Interdict: Prevents enemies from healing, buffing, protecting, or otherwise supporting each other next turn. Cannot be used consecutively.
Strategium: Allows the usage of any Tactical Skill as a reaction ability, though only once every other turn. In exchange, Combat Techniques are disabled, though this R-Ability can be deactivated during combat in order to regain those abilities.
Diametrica: Sometimes responds to an enemy attack with Endeavor.
Altaphysique: Mastery of the physical body combined with intense mental conditioning. Prevents all physical ailments, as well as addle, confuse, charm, and berserk. When Vander has Haste status, it cannot be dispelled or negated in any way.
Tactical Combo: Contributes any one of Vander's tactical skills to the combo.
My mod color is #00B7EB.