[Sign-Ups] Fighting the Final Boss (locked)

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Once upon a time, there was this giant evil being threatening to conquer an entire country, or planet, whatever. And obviously, since training up a new set of heroes to fight it in several weeks isn’t really an option, the monarch of the particular country the being was threatening decided to call up as many incumbent heroes as he could to prove their worth against the massive threat. They’d all proved themselves in the past, for sure; but now, they were facing a much worse foe, one who would destroy their families and ravage their homes if it beat them… or maybe it was the other way around, it doesn’t even matter. Point is, they have to stop this bad guy as soon as possible, meaning they can’t go dungeon crawling to get even more powerful than they are. No sir; they have to move straight to…

 
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Fighting the Final Boss


You begin your battle as a heroic hero, who has already reached level 60 by this time in your lifespan. You started your adventuring careers with a mere five stat points in all of your basic stats; however, having gained three further stat points per level, including level 1, you have now accumulated a total of 180 stat points, to be allocated as your preferred class dictates appropriate. Furthermore, you also have 60 skill points, allocated into a variety of skills and abilities that are again based on your class, but with their effects basically decided by you. (Although because you all desire the strongest abilities possible, you’ve allocated five points into each skill you’ve taken, which still gives you a good twelve skills each to sling around.) Now, then…

 
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Heroic Name
[Your character’s name and, if appropriate, their title.]
Class
[Your class, chosen from Warrior (general attack focus), Barbarian (STR focus), Knight (DEF focus), Monk (CON focus), Wizard (general magic focus), Sorcerer (INT focus), Mage (WIL focus), Priest (WIS focus), Rogue (general skill focus), Thief (SPE focus), Assassin (AGI focus), or Archer (DEX focus). Your class will decide your character’s equipment and the subsequent stat boosts gained from it, so choose wisely.]
Stats
[The various stats of your character, with 180 points to allocate, plus five points in all stats to start off.]
Strength (STR): 5 – +10 physical damage per point
Defense (DEF): 5 – +2.5 physical defense per point
Constitution (CON): 5 – +100 HP per point
Intellect (INT): 5 – +10 magical damage per point
Willpower (WIL): 5 – +2.5 magical defense per point
Wisdom (WIS): 5 – +100 MP per point
Speed (SPE): 5 – +0.1 turn counter generation per point
Agility (AGI): 5 – +0.1% dodge chance per point
Dexterity (DEX): 5 – +0.1% crit chance per point
Skills
[Design twelve for your character, detailing their effects based on the secondary stats (HP, physical damage, magical defense, etc.) affected; I’ll decide their MP cost and cooldown period after that, and nerf or buff if appropriate. Otherwise, go nuts. Oh, everyone also has a basic attack that deals their physical or magical attack as damage, please state which you’d prefer at the time of character creation.]

 
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Heroes Signed
Lordicus Jaskiosus – Barbarian (Jaskaran2000)
Aruxal the Drunken – Assassin (coolo2011)
Nihil, the Master of the Elements – Sorcerer (Pulsaris)
Sir Jericho Redmist III of the Knight Order of the Griffon – Knight (MasterCheif987)
Jackie the Lucky – Archer (igotnousername)
Gavia Immer – Warrior (FelineForumer)
Lady Derp – Priest (yiu113)
Kirbdebubous The Rouge – Rogue (ilovekirby12)
Kash the Puppetmaster – Priest (kashuushian1542)
Exelion, the Iron Wall – Knight (Behemoth542)
No limits on the amount signed; we’re going to need as many as we can get…

 
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Aaaaand go.

 
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Heroic Name: Lordicus Jaskiosus
Class: Barbarian
Stats

STR: 5 + 100
DEF: 5 + 60
CON: 5 + 20

Skills

Ultra Attack – 200% damage
Gather – Uses up one turn so that next turn is 80% chance of crit
Zomg Attack – 400% damage
Power of the heavens – Increases damage by 50%

I don’t want any other skills, if that’s okay.

 
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Heroic Name: Aruxal the Drunken
Class: Assassin
Stats:
STR: 40
DEF: 25
CON: 25
INT: 5
WIL: 10
WIS: 15
SPE: 35
AGI: 45
DEX: 25
Skills:
Drink Away The Pain: Restore 50% of Aruxal’s HP
Knife Toss: Throw a knife for 125% physical damage
Throat Slit: Slit enemies throat for 100% physical damage. 90% crit chance
Drunken Sing-A-Long: Increase allies physical damage and physical defense by 25%
Beer Toss: Throw beer at all enemies, hitting them for 50% physical damage. 75% chance for enemies to slip on the floor amusingly, stunning them.
Pounce: Leap on an enemy, hitting them for 100% physical damage and stunning them.
No Rest For The Wicked: Sacrifice five physical defense to add 5 to SPE, AGI and DEX for a short time.
Expert Killer: Raise crit chance by 50% for a short time.
Call That A Knife: Lower one enemy’s STR by five for a short time.
License To Kill: Attack one enemy for 200% physical damage.
Mind Over Matter: Raise WIS and WIL by 50% for a short time.
Drink: Regenerate 50% MP bar.

Basic attack does physical damage.

 
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That’s fine for skills, Jask. Just note that you’ll be at somewhat of a disadvantage if everyone else makes twelve skills each. Also, I’ll assume you would rather have physical damage as your basic attack stat than magical damage.

Ultra Attack – Deals 200% physical damage. MP: 10. CD: 2 turns.
Gather – Increases crit chance by 80% for one turn. MP: 50. CD: 4 turns.
Zomg Attack – Deals 400% physical damage. MP: 20. CD: 3 turns.
Power of the Heavens – Increases physical damage by 50% for 3 turns. MP: 40. CD: 6 turns.



Drink Away The Pain – Heals Aruxal for 50% of his HP. MP: 60. CD: 7 turns.
Knife Toss – Deals 125% physical damage. MP: 3. CD: 1 turn.
Throat Slit – Deals 100% physical damage, with 90% crit chance. MP: 30. CD: 6 turns.
Drunken Sing-A-Long – Increases physical damage and physical defense of entire party by 25% for 3 turns. MP: 50. CD: 8 turns.
Beer Toss – Deals 50% physical damage, with 75% chance to stun for 1 turn. MP: 50. CD: 4 turns.
Pounce – Deals 100% physical damage, stuns target for 1 turn. MP: 60. CD: 6 turns.
No Rest For The Wicked – Reduce DEF by 5, and increase SPE, AGI and DEX by 5, for 4 turns. MP: 25. CD: 6 turns.
Expert Killer – Increase crit chance by 50% for two turns. MP: 60. CD: 7 turns.
Call That A Knife – Decrease opponent’s STR by 5 for two turns. MP: 30. CD: 5 turns.
License To Kill – Deals 200% physical damage. MP: 10. CD: 2 turns.
Mind Over Matter – Increase WIS and WIL by 50% for two turns. MP: 40. CD: 6 turns.
Drink – Regenerate 50% of MP bar. MP: 0. CD: 15 turns.

 
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Speed (SPE): 5 – +0.1 turn counter generation per point

What is counter generation? And does MP regenerate itself?

 
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Originally posted by Pulsaris:

Speed (SPE): 5 – +0.1 turn counter generation per point

What is counter generation? And does MP regenerate itself?

1. Basically, it determines the rate at which a character is able to take actions. A character with higher Speed will take actions more frequently than one with lower speed, and can lead to a double action against an enemy, with a high enough difference between speeds.
2. Probably not, although it’s likely that everyone will be given at least one potion to gain additional HP and MP from.

 
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Heroic Name: Nihil, the Master of the Elements
Class: Sorceror
Stats:
STR: 5
DEF: 5 + 10
CON: 5 + 15
INT: 5 + 75
WIL: 5 + 10
WIS: 5 + 15
SPE: 5 + 55
AGI: 5
DEX: 5

Basic Attack: Magic damage

Skills:
Fury of Fire – Deals 300% magical damage.
Quickness of Air – Increases my SPE by 50%.
Mending of Water – Heals 15% of HP each turn, for 4 turns.
Firmness of Earth – Increases my DEF and WIL by 50%
Gloom of Shadow – Deducts 100 HP from myself, and deals 500% magic damage.
Speed of Thunder – Deals 150% magical damage, cannot be dodged.
Blessings of Light – Regenerates 35% of MP each turn, for 2 turns.
Expansion of Ice – Reduces my SPE by 5, and increases my CON and WIS by 5.
Certainty of Chaos – Deducts 10% of current HP of the target.
Relativity of Time – Deals 50% magical damage and stuns for 3 turns.
Fairness of Balance – Deals 200% magical damage and heals myself by the same amount.
Tolerance of Space – Makes me dodge the next attack targeted at me.

 
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Fury of Fire – Deals 300% magical damage. MP: 15. CD: 3 turns.
Quickness of Air – Increase SPE by 50% for 3 turns. MP: 40. CD: 6 turns.
Mending of Water – Heal 15% of HP per turn for four turns. MP: 70. CD: 9 turns.
Firmness of Earth – Increase DEF and WIL by 50% for 3 turns. MP: 60. CD: 8 turns.
Gloom of Shadow – Deals 500% magical damage. HP: 100. MP: 30. CD: 5 turns.
Speed of Thunder – Deals 150% magical damage, ignores AGI. MP: 40. CD: 4 turns.
Blessings of Light – Restore 35% of MP per turn for two turns. MP: 0. CD: 18 turns.
Expansion of Ice – Decrease SPE by 5, and increase CON and WIS by 5, for 3 turns. MP: 25. CD: 6 turns.
Certainty of Chaos – Deals magical damage equal to 5% of target’s HP. MP: 150. CD: 14 turns.
Relativity of Time – Deals 50% magical damage, stuns for 2 turns. MP: 80. CD: 6 turns.
Fairness of Balance – Deals 200% magical damage, heal for damage dealt. MP: 60. CD: 5 turns.
Tolerance of Space – Increase AGI by 700 for one turn. MP: 80. CD: 7 turns.



New question: how long should I keep sign-ups open for? Obviously, we can’t keep them open forever, so…

 
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Heroic Name: Sir Jericho Redmist III of the Knight Order of the Griffon
Class: Knight
Stats:
STR:20
DEF:50
CON:50
INT:5
WIL:50
WIS:25
SPE:15
AGI:5
Dex:5
Skills:
Bulwark Of The Ages – The next damage taken is reduced by 75%
The Challenge – The Final Boss can only attack Sir Jericho Redmist III for it’s next three turns
Griffon’s Vengence – Basic physical damage x (Last ammount of damage taken x .5)
Second Wind – Regenerate 80% of health, can only use when under 15% health
Human Shield – Takes damage targeted at an ally
The Sacrifice – Can give 5 HP to an ally for every 1 HP sacrificed by Sir Jericho.
Griffon’s Favor – Regain 33% of health
Griffon’s Gift – Gain magical armor with 2500 points of HP, lasts until destroyed.
Heavy Strike – 300% damage
Unexpected Speed – +25% chance to dodge and + 4 turn counter generation for 3 turns
Griffon’s Regeneration – Regain 10% hp every turn for 10 turns
Griffon’s Lance – Deals 2x base damage, ignores all enemy defenses

Also, physical as the basic attack.

 
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Heroic Name: Ruse
Class: Thief
Stats:
Strength (STR): 5 + 15
Defense (DEF): 5 + 20
Constitution (CON): 5 + 35
Intellect (INT): 5 + 15
Willpower (WIL): 5 + 20
Wisdom (WIS): 5 + 35
Speed (SPE): 5 + 40
Agility (AGI): 5
Dexterity (DEX): 5

Skills:
Mortred’s Coup de Grace Mentor: Target ally’s crits deal +125% more damage. (the total damage of a crit is multiplied by 2.25. If a crit normally deals double damage, it deals 4.5 times the damage with this.) Lasts until the spell’s cast on someone else.
Wisniewski’s Hot Pool: Briefly summons a battlefield-spanning relaxing hot tub. Heals all allies to full and removes debuffs.
S’ardra’s Refresh S’ardra’s: All of target ally’s skills go off cooldown.
Kaldr’s Ice Vortex: All enemies take 25% more damage and have their speed reduced by 30% for 10 turns.
Tombstone of the Dirge: Summons a pillar with 40% of Ruse’s Constitution and no other stats. Every turn, the pillar produces one Zombie per enemy with 30 Strength, Constitution, Defense, Willpower and Speed. Each Zombie attacks its own target unless that target falls – in such a case, it finds another. The pillar lasts for 20 turns. All zombies die when it falls.
Jick’s Most Cunning Fabrications: Summons a spiritual helper for each ally. Spiritual helpers are buffs, not separate entities. They do not have a time limit.

  • Mosquito – physically hurts an enemy every turn for 20% of its ally’s physical damage. Heals its assigned ally every turn if it dealt damage at a 1:1 ratio.
  • Levitating Potato – has a chance to stun an enemy every turn equal to DEF%. DEF for the calculation is taken from the assigned ally.
  • Teddy Bear – gets in the way of attacks directed at its assigned ally, softening the blows by up to CON%. CON for the calculation is taken from the assigned ally.
  • Star Starfish – magically hurts an enemy every turn for 20% of its ally’s magical damage. Restores MP to its assigned ally every turn if it dealt damage at a 1:1 ratio.
  • Killer Bee – physically hurts an enemy every turn for 20% of its ally’s physical damage. Has a 33% chance every turn to increase its assigned ally’s strength by 1 until the end of the battle.
  • Pirate Skeleton – physically hurts an enemy every turn for 15% of its ally’s physical damage with a normal chance to crit, and reduces the enemy’s stats by 10% of its ally’s AGI.
  • Cocoabo – randomly either physically hurts an enemy (20%), weakens an enemy (as PS), or restores HP and MP of an ally (20% of STR/INT, whichever is higher). If the ally is below 25% HP, the effect has a 25% chance to be doubled.

Vorn’s Juxtaposition Mentor: Target ally’s physical damage dealing skills and basic attacks produce an illusory copy of the ally attacking whatever it attacked. The illusions deal only a fourth of the damage, take quadruple damage, and only use the basic attack. Each illusion has a 10 turn lifespan. Lasts until the spell’s cast on someone else.
Angel of Obelis: Summons a guardian angel which fully prevents this turn’s physical damage that would be dealt to allies, heals them by 150% of usual magical damage, and grants 5% max HP regen for 7 turns.
Black King’s Favor: For 10 turns, target ally is immune to magic. Each use reduces cooldown, and reduces the duration by a turn, down to 5.
Father’s Spell Steal: Become capable of doing what the target unit just did. Only one normally unavailable technique may be known at a time using this. Uses Ruse’s stats to scale the effect.
Spike Carapace: Reflects the next instance of damage dealt to the target ally, stunning the damage dealer for a turn.
Zharvakko’s Animated Death Weapon: For several turns, Ruse uses her basic attack every turn passively.

 
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Bulwark Of The Ages – Reduces damage from next attack by 75%. MP: 100. CD: 7 turns.
The Challenge – Target can only attack Sir Jericho Redmist III for it’s next three turns. MP: 75. CD: 10 turns.
Griffon’s Vengeance – Deals 100% physical damage, multiplied by 50% of the damage taken from the last attack to damage Sir Jericho Redmist III. MP: 150. CD: 12 turns.
Second Wind – Heals for 60% of HP, can only be used when under 15% HP. MP: 100. CD: 15 turns.
Human Shield – Damage taken by an ally from the last attack to deal damage to them is transferred to Sir Jericho. MP: 50. CD: 6 turns.
The Sacrifice – Heal an ally for 5X HP. HP: X. MP: 40. CD: 5 turns.
Griffon’s Favor – Heals for 33% of health. MP: 65. CD: 7 turns.
Griffon’s Gift – Gain 2500 HP shield. MP: 100. CD: 10 turns.
Heavy Strike – Deal 300% physical damage. MP: 15. CD: 3 turns.
Unexpected Speed – Increase DEX by 250 and SPE by 40 for three turns. MP: 60. CD: 8 turns.
Griffon’s Regeneration – Regain 10 HP per turn for ten turns. MP: 120. CD: 18 turns.
Griffon’s Lance – Deals 200% physical damage, ignores DEF. MP: 40. CD: 6 turns.



Also, I should note at this point that passive skills are allowed, and feel free to change your heroes accordingly if you so wish. Just don’t expect the passive skills to be as strong as the activated skills. Also, Minn, your character is waaaay too strong, even by the standards everyone else is following. Tone her down, a lot.

 
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Heroic Name: Azul, the Rich
Class: Thief
Stats:
Strength (STR): 5 + 15
Defense (DEF): 5 + 20
Constitution (CON): 5 + 35
Intellect (INT): 5 + 15
Willpower (WIL): 5 + 20
Wisdom (WIS): 5 + 35
Speed (SPE): 5 + 40
Agility (AGI): 5
Dexterity (DEX): 5
Skills:
Dagon: Passively increases INT by 8. Deals 400% magical damage. Each use increases the damage multiplier by 25 percent points, up to 800% after… 16 uses? Each use also increases the INT buff by 1.
Ethereal Blade: Rips the target unit and the user out of proper existence. Both cannot deal physical damage, cannot take physical damage, and take 40% more magic damage. Also grants 20 AGI.
Scented Massage Oil: Heals target ally to full. The scent stuns enemies for a turn.
Soul Ring: Deals 150% magical damage. Restores MP to the target equal to the damage dealt. Also grants healing equal to 9% magical damage each turn.
Black King Bar: For 10 turns, grants magic immunity. Each use reduces the duration by a turn, but also reduces cooldown. Also grants 4 STR.
Abyssal Blade: Grants 12 Strength passively. Stuns the target enemy for 2 turns.
Linken’s Sphere: Every third turn, causes a spell aimed at the holder to not do anything.
Vecna Skull: Increases target ally’s INT by 15. Each turn, the boost goes down by 1.
Mekansm: Grants an additional 5 DEF to all allies for 3 turns and heals for 20% of the holder’s max HP.
Diffusal Blade: Removes all statuses from the target. Also grants 10 DEX and causes the basic attacks of the holder deal 10% of their damage in MP damage.
Radiance: Toggleable. Costs MP each turn. Deals 60% magical damage to all enemies each turn. Also grants 20 STR.
Trade: Moves chosen abilities of Azul’s to the target ally or back. The abilities are all items, so it’s just handing them around. Can target dead allies.

 
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Where the hell do you buy your massage oil?

 
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At Cobb’s Knob. Also, notice the class. Buy? The harem girls aren’t selling it.

 
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Heroic Name: Jackie the Lucky
Class: Archer
Stats:

Str: 5 + 20
Def: 5 + 5
Con: 5 + 5
Int : 5
Wil: 5 + 5
Wis: 5 + 5
Speed: 5 +20
Agi: 5 + 20
Dex: 5 + 100

Skill:

Born lucky (passive) : +5% crit chance
Armor piercing arrows (passive): +10% damage
Stuntman (passive) : +0.5% dodge rate
Shoot : 150% damage
Round house kick : 100% damage with 10% stun chance
Lucky shot : 250% Damage with 50% crit chance
Arrow Stab : 100% damage and causes enemy to bleed
Arrow in the knee : 50% damage with 50% stun
Holy pierce : 100% magic damage
Eat something : heal 20%
Luck and Loaded : Increases speed by 20%
Blindfolded : increases crit chance by 5%

 
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Dagon – Deals 400% magical damage, increasing by 25% per use to a maximum of 800% in a given battle. MP: 20, plus 5 for every use. CD: 3 turns, plus 1 for every second use.
Ethereal Blade – Both user and target become immune to physical damage, but take 40% higher magical damage, for three turns. MP: 50. CD: 8 turns.
Scented Massage Oil – Fully heals target, but stuns them for one turn. MP: 40. CD: 9 turns.
Soul Ring – Deals 150% magical damage, and restores MP equal to damage dealt. MP: 50. CD: 7 turns.
Black King Bar – Increases WIL by 70 for three turns, with buff decrease of 10 for every use. MP: 60. CD: 8 turns.
Abyssal Blade – Passive: Adds 3 to STR. Active: Stuns target for two turns. MP: 70. CD: 7 turns.
Linken’s Sphere – Passive: Adds 30 to WIL for one turn every third turn.
Vecna Skull – Increase target’s INT by 15 for 1 turn. MP: 45. CD: 5 turns.
Mekansm – Increase party DEF by 5 for 3 turns, and heal user for 20% HP. MP: 60. CD: 6 turns.
Diffusal Blade – Deals 10% physical damage to target’s MP, and removes one buff from the target. MP: 50. CD: 8 turns.
Trade – Grants target any one of the user’s abilities, but disables use by the user; may be undone on any of the user’s turns after the initial Trade. MP: 0. CD: 7 turns.



Born Lucky – Passive: Increase DEX by 5.
Armor Piercing Arrows – Passive: Increase STR by 4.
Stuntman – Passive: Increase AGI by 5.
Shoot – Deals 150% physical damage. MP: 10. CD: 1 turn.
Roundhouse Kick – Deals 100% physical damage, with a 10% chance to stun for one turn. MP: 30. CD: 6 turns.
Lucky Shot – Deals 250% physical damage, with 50% crit chance. MP: 35. CD: 6 turns.
Arrow Stab – Deals 100% physical damage, plus additional 50% physical damage per turn for 3 turns. MP: 40. CD: 5 turns.
Arrow To The Knee – Deals 50% physical damage, with a 50% chance to stun for one turn. MP: 45. CD: 8 turns.
Holy Pierce – Deals 100% magical damage. MP: 0. CD: 0 turns.
Eat Something – Heals for 20% of HP. MP: 50. CD: 5 turns.
Luck and Loaded – Increase SPE by 5 for 5 turns. MP: 40. CD: 8 turns.
Blindfolded – Increase DEX by 10 for 2 turns. MP: 40. CD: 7 turns.

 
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Heroic Name

Gavia Immer

Class

Warrior

Stats

Strength (STR): 5 + 35 = 40
Defense (DEF): 5 + 35 = 40
Constitution (CON): 5 + 35 = 40
Intellect (INT): 5
Willpower (WIL): 5 + 35 = 40
Wisdom (WIS): 5 + 20 = 25
Speed (SPE): 5 + 20 = 25
Agility (AGI): 5
Dexterity (DEX): 5

Skills

Defend – Raises my Defense for turn used. (Can you make this use no MP, please. It is okay if it does, though.)

Group Shield – Raises Defense for entire party for a single turn.

Disenchant – Raises my Willpower for turn used. (Can you make this use no MP also, please. Aslo okay if it does.)

Group Barrier – Raises Willpower for entire party for a single turn.

Slow Regen + – Slowly regenerate extra HP and MP. (If you can make it passive, I would be happy, no mater how weak.)

Heal – Regenerates 50% HP to myself.

Group Heal – Regenerates X% to all allies. (I cannot think of a suitable number that would not use a lot of mana… =/)

Soul Distribute – Gives 100 MP to any ally.

Taunt – Draws enemy attention to myself. Enemy deals 125% damage while having 95% Defense for one turn.

Power Swap – Switches STR and INT, along with switching Physical and Magical damage for default attack. CD: ALONG TIME.

Alchemize Potions – Generates a few minor MP and HP potions.

Toss – Give single item to ally. Can still attack for that turn.

Default Attack – Physical

[Yes. I am a warrior who focus on support. =3]

 
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Screw this. Level 60 my ass.

 
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Originally posted by Minnakht:

Screw this. Level 60 my ass.

Why, too weak? =?

This might be a game where the maximum level is 9999 and we are just trying to be brave by killing the boss when underleveled.

 
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Originally posted by BCLEGENDS:
Roundhouse Kick – Deals 100% physical damage, with a 10% chance to stun for one turn. MP: 30. CD: 6 turns.
Arrow To The Knee – Deals 50% physical damage, with a 5% chance to stun for one turn. MP: 45. CD: 8 turns.

is there a typo on this one? look at it.

 
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Originally posted by igotnousername:
Originally posted by BCLEGENDS:
Roundhouse Kick – Deals 100% physical damage, with a 10% chance to stun for one turn. MP: 30. CD: 6 turns.
Arrow To The Knee – Deals 50% physical damage, with a 5% chance to stun for one turn. MP: 45. CD: 8 turns.

is there a typo on this one? look at it.

Oh, whoops. Pardon me; I’ll fix that.



Defend – Increase DEF by 10 for 1 turn. MP: 10. CD: 3 turns.
Group Shield – Increase party DEF by 10 for 1 turn. MP: 30. CD: 4 turns.
Disenchant – Increase WIL by 10 for 1 turn. MP: 10. CD: 3 turns.
Group Barrier – Increase party WIL by 10 for 1 turn. MP: 30. CD: 4 turns.
Slow Regen + – Passive: Restore 2% of HP and MP per turn.
Heal – Heals 50% HP. MP: 60. CD: 7 turns.
Group Heal – Heals 30% of HP of all party members. MP: 100. CD: 10 turns.
Soul Distribute – Restores 100 MP to an ally. MP: 100. CD: 6 turns.
Taunt – Target deals 125% damage to user, but has 95% DEF, for one turn. MP: 0. CD: 5 turns.
Power Swap – Switches STR and INT, as well as physical and magical damage for default attack. MP: 50. CD: 15 turns.
Alchemize Potions – Creates three HP and three MP potions, each restoring 500 HP or MP to the user. MP: 75. CD: 8 turns.
Group Chant – Increase party STR and INT by 5 for 1 turn. MP: 35. CD: 5 turns.