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Does anyone have any ideas about any custom skills that they want in the game? They probably shouldn't be overpowered, though. List the skill, the effect, usable units (Laguz, Beorc, ETC), and the skill capacity. Also, list the best character that the skill could have started with (Optional).

Here's mine...

Retribution - 1/3 the total amount of damage dealt to this unit on the enemy phase is dealt to all enemies on the player phase. 1/2 if the unit's below 30% HP, 1/1 if the unit is at 5 HP or below.

Usable by Saints, Herons, Micaiah.

25 Skill capacity.

Reyson starts with this skill. See http://serenesforest.net/wiki/index.php/Chapter_17:_Day_Breaks_%28Script%29 "With permission or without, I do what I must! It is retribution for genocide! Retribution for this forest!"

Though I think it would be incredibly helpful for the Dawn Brigade chapters...

Edited by Anderson88
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So, uh, about not making broken skills... you kinda just did. Attach to someone with high HP, have them run out and tank on turn 1, being reduced to <5HP. Watch enemies all die on turn 2. And that's not even tough to do or anything.

Also if you think it'll make the DB chapters easier, well, make it available to the DB ¬_¬...

If it were just a flat 1/3rd it'd be less broken, or perhaps (more reasonably) all units within 5 squares.

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Laguz skill,

Name to be determined - Allows Laguz to attack at 2 range. 30 capacity.

Edited by Jhen Mohran
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Pretty sure I've actually made up some before.

Omnipotence:

Combine STR and MAG together for an attack.

(STR+MAG)/2 Activation %

30 Capacity

All Units

Essentially another version of a Mastery skill. Probably useful for units with good growths in both stats.

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Fierce: 20 capacity: When attacking (on player phase) or being attacked (on enemy phase) this unit has a chance (STR/2) of increasing his or her base strength by 1.5 for the remainder of the turn. If triggered on player phase it lasts until the next player phase. If triggered on the enemy phase it lasts until next enemy phase.

Obviously this could be done with any other stat other than perhaps health.

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Meditation: Maintains the user permanently at either Best or Good biorhythm (depending on what the maximum that their biorhythm would normally allow is). 10 capacity, magic users only.

Traverse: Reduces the movement cost of all passable terrain by 1, to a minimum of 1. 20 capacity.

Siege Mastery: All tomes may be used at 3-10 range. Using tomes in this way doubles their weight. Forged tomes cannot be used in this way. 20 capacity.

Edited by Anouleth
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Ooh, some nice ones I see here. :lol: Anyways, I have another one.

Leap

Allows a Laguz to leap three spaces. May leap over enemies, or on to passable terrain.

Laguz Only, Command from menu. Beast tribe only.

Capacity - 25

Edited by Anderson88
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I was thinking of some stat booster skills. For example, there is a locked in +5 crit. for myrmidon's. How about the same for other stats? +5 str, +5 def, +5 skill, +5 def, +5res, etc.Each skill would be available only once in the game, and would take up about 10-15 capacity. 15 would prevent most 1st tier units from using them.

Edited by Nyx
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I was thinking of some stat booster skills. For example, there is a locked in +5 crit. for myrmidon's. How about the same for other stats? +5 str, +5 def, +5 skill, +5 def, +5res, etc.Each skill would be available only once in the game, and would take up about 10-15 capacity. 15 would prevent most 1st tier units from using them.

Shouldn't it be more like +2 Str?

You could have different levels of the skill. If say, I equipped it to Edward, and then promoted him, the bonus would go from +2 to +3 or something. It could happen again to go from +3 to +5 or something. If you were to un-equip it, it would go back down to two. That way, pre promotes wouldn't get the full benefits.

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Feint:

Doubles Avoid and Dodge when unit has less than 15 HP remaining.

15 Capacity

All units

A more broken Resolve?

Memento Mori:

Triples Critical when unit has less than 15 HP remaining.

15 Capacity

All units

Wrath on steroids.

Protective:

Weapon Durability is doubled.

5 Capacity

All Beorc units

I think this one could be useful.

Insanity:

Doubles damage, but halves defense.

15 Capacity

All units

Craziness ensues.

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Feral: (You get the skill automatically through taking the Feral Drug item)

Effect: Removes ability to use Items and Speech (Base convo's and supports cannot be seen/made), Gives +3 to all Stats except HP, Hp - 8, Cap Limits are raised/lowered accordingly.

All Units

25 Capacity

Rebirth:

Effect: Restores a unit that used the Feral Drug Item

20 Capacity

Heron Only

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Feral: (You get the skill automatically through taking the Feral Drug item)

Effect: Removes ability to use Items and Speech (Base convo's and supports cannot be seen/made), Gives +3 to all Stats except HP, Hp - 8, Cap Limits are raised/lowered accordingly.

All Units

25 Capacity

Rebirth:

Effect: Restores a unit that used the Feral Drug Item

20 Capacity

Heron Only

Doesn't that sound so cruel to the Laguz? :sob:

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Darkness sword:

Cap: 10

Available to: Any sword user (i.e. anyone who can weild a sword)

Activation: DEF% after getting hit (And ONLY after getting hit, not after dodging). Can only activate while weilding a sword.

In game effect description: Can parry attacks and damage the attacker

Real effect: Immediately before getting hit, the screen flashes black for about a second, then fades back in showing you attacking the opponent. You take half damage from the attack, and the opponent will take half damage from your attack back (it still uses a weapon use, and counts as being the opponents attack - so if you double you'll attack 2.5 times).

Pierce:

Cap: 10

Available to: Any lance user

Activation: Command. Can only attack with a lance at 1 range after activating

In game effect description: Once per chapter, may pierce multiple enemies in a line.

Real effect: On command (at most once per chapter), you can activate this. You ignore the enemy in front of you's defence and deal a normal hit to the opponent behind him. You only use 1 weapon use, it only activates on the first attack, and other abilities can activate while this happens (but not to the oppoent behind him).

Collateral:

Cap: 10

Available to: Any axe user

Activation: 100%, during a critical hit. Only activates while using an axe

In game effect description: The user swings their axe wide during a critical hit, hitting multiple enemies.

Real effect: After making a critical hit, all enemies adjacent (including diagonally) to you take damage as though they'd been hit with a single attack. You don't use weapon uses for this.

Sureshot:

Cap: 10

Available to: Any bow user

Activation: Command. You can only attack with a bow after using this

In game effect description: Guarantees an attack will hit. If you already have 100% hit, increases critical

Real effect: For the first attack after activating this, your hit rate is 100%. If your hit rate was already 100%, then for each 3% above 100% your hit rate is, your critical rate raises by 1%. Note that this can be used every turn, but only on player turns.

Silencer (or Lethality, whichever the Assassin Mastery isn't):

Cap: 10

Available to: Any knife user

Activation: 100%, on a critical. This only activates while using a knife (class weapon)

In game effect description: The users critical hits become more potent

Real effect: Increases damage dealt by critical hits by the characters mt. So for example if Sothe had 22 STR using a 10mt weapon against an enemy with 15 DEF, the attack would deal (7*3)+32=53 damage instead of 21. (Yes, this will very often but not ALWAYS be a OHKO. That was intended.)

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Fighting spirit

Cap: 15

Available to: Laguz

Activation: When you attack

In game effect description: increases gauge while attacking

Real effect: When you attack (on player phase) an enemy, the laguz will gain back the gauge it will lose each turn (if a laguz loses 5 each turn and 3 each battle, you will gain 5 when you attack, but when you get attacked, you still lose 3)

Ready to rumble

Cap: 20

Available to: Laguz

Activation: start of the chapter

In game effect description: maxes gauge at the start of the battle

Real effect: as the ingame description said,, it maxes the gauge at the start of the battle, so the laguz can jump in and be awesome from the start

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Laguz skill,

Name to be determined - Allows Laguz to attack at 2 range. 30 capacity.

OMG you are gonna let the laguz win the next war with the beorc, aren't you, you human hating bastard.

KILL THE LAGUZ, SAVE THE BEORC.

Owaittttt

waitttt

let's just go back to that race where no one could tell a clear difference between the two.

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Apprentice:

Effect: When supporting, the lower leveled unit learns from his tutor, and copies his class & innate skills. (Crit + 5 etc) (1 tile radius for C Support, 2 for B, 3 for A)

20 Capacity

All Units.

So Volke Supports Zihark, Volke is levl 18, Zihark 20/20/20. Volke can use adept, and the + 20 Crit. Resulting in 45 innate crit. 8D

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Apprentice:

Effect: When supporting, the lower leveled unit learns from his tutor, and copies his class & innate skills. (Crit + 5 etc) (1 tile radius for C Support, 2 for B, 3 for A)

20 Capacity

All Units.

So Volke Supports Zihark, Volke is levl 18, Zihark 20/20/20. Volke can use adept, and the + 20 Crit. Resulting in 45 innate crit. 8D

That seems very interesting. :3:

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