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Flametrap

Dragons only

Capacity: 20

The dragon lights one adjacent and unoccupied square on fire, which remains for 5 turns. Any unit that passes through the flame is damaged 10 points. Any unit that stops in the fire is damaged 20 points on the next turn. Flying units are immune. Kurth lights two squares in a line.

Nasir comes with this ability at the end of Part 4 Endgame-3.

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radiance

dragons only

capacity: 15

activation: always

All units (allies and enemies) within range get damaged at the beginning of Player phase. range 5; damage 10 (-2 per square further away)

magic seal

capacity: 20

activation: command

when activated you are stunned for 3 turns, but within those turns any unit within a range of mag/3, who have less mag than you have, can't use any abilities, staves or attacks using the mag stat.

(skill will keep working when rescued (still only 3 turns though), bosses are immune)

life/energize/spirit/knowledge/feather/wish/scale/faith

capacity: 15

activation: always

gives +2 HP/str/mag/skl/spd/lck/def/res and +5% growth in that stat.

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I'd like to see a skill which exaggerated weapon triangle advantages and disadvantages in a huge way. Maybe a skill which will enhance consecutive attacks as well--if a string of attacks continue uninterrupted, maybe a small boost to the crit/accuracy/damage for each consecutive blow.

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Reversal

Reverses the Weapon Triangle.

100% Activation

5 Capacity

All Beorc

Advantageous

Nullifies Weapon Triangle Disadvantage.

100% Activation

15 Capacity

All Beorc

...except there's no Weapon Triangle in Hard Mode.

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Mesmerize

Myrmidon/Swordsmaster/Trueblades only

15 Capacity

The foe is mesmerized by the swinging of the blade, unable to attack or defend.

Effect: Vantage + Adept, Hit is raised to 100% Foe's skill is reduced to 0 for the battle.

Activation = Skill %

Brute

Fighter/Warrior/Reaver

15

The foe cannot attack directly without taking damage from the wild swinging of the axe.

Effect: When attacked in Melee, does damage equal to the damage taken. Stuns target.

Activation = Str %

Swift Strike

Thief/Rogue/Whisper/Assassin

The user moves so fast, the foe cannot predict the attack.

Effect: Vantage + Defense is nullified

Activation: Speed

Baffle

Soldier/Halberdier/Sentinel

The user baffles the foe, always aware, ready to counter.

Effect: When attacked, the user is set to parry, brave effect. When attacking, Foe's hit rate is halved.

Dunno for archers.

EDIT:

Growth

All units

15 capacity

Effect: The users Biorythm affects growth rates. good = + 3, Bad = -3, Best = + 7, Worst = - 7, Good = 0 Affects all stats.

Always active.

Edited by Vicious Sal
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This would be an innate skill for an archer or sniper.

Distraction

15 Capacity

Effect: Adjacent units lose 15% Avoid and Crit Avoid

The point would be to either

A. place the archer beside enemy x while attacking enemy z, thereby allowing another unit to take advantage of the weakened enemy x.

or

B. make it easier to kill enemies who attacked your archer at close range on the enemy phase

Edited by Yuglyoshi
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Ah, I found another for the Archer/Sniper/Marksman

Fast Fingers

Effect: The user pulls out his arrows fast, enabling close range counter attacks. Loses 15 % (displayed) Hit

15 Capacity

Activation = Skill %

It gives them 1-range at times, which is beneficial until double bow. :)

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Ballistic Arrow

15 Capacity

Shoots an arrow in a straight line, travelling (Level/5) squares. The first target hit will be hit 70% of the time, and the hit rate will decrease by (50 - Skl) every square the arrow travels afterwards. Deals 150% damage on the first target, and decreases by 30% each target it travels through. Travels half range for crossbows. Uses up 5 durability from the weapon, 2 from Double Bow and Arbalest, 10 from Bronze, Iron and Bowgun.

Archers, Snipers, Marksmen, Reavers (Crossbow), Silver Knight.

Undying Stamina

25 Capacity

Allows the user to act again on the same player phase if it has attacked or has 4 movement range left from their move. Works a maximum of twice.

All units, 3 movement range left for Laguz.

Edited by Anderson88
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Super Saiyan

5 Capacity

Add 30 to each stat and gain blonde hair. Men only.

this will replace resolve and you will get like 20 of these.

Edited by Mercenary Raven
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I wish that people could learn masteries with occult scrolls like the laguz with satori signs.

Survivor

When HP is greater than one, the user survives the hit with one HP remaining.

100% Activation

25 Capacity

Basically like a focus sash in Pokemon except you don't have to be at full health.

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Rhythmless

Unit is always at neutral biorhythm.

5 capacity.

Tempest (back from FE9)

Doubles the effects of biorhythm for this unit.

5 capacity.

Triplecast

Chosen from the menu. A magic unit may halve their magic for an attack, but the attack strikes thrice consecutively. Additional hits are unaffected.

It's like a more drastic Brave effect. Three times attacks because it occupies a skill slot and to make the magic cost more worth it.

10 capacity.

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Flashback

Capacity : 15

Passive skill

If a unit is hit for more than half of their HP in one hit, they become invulnerable for 2 turns.

Activation : Max HP - Current HP + Luck

Who has : Laura, Leanne, Marcia.

Usable by : All except for Laguz Royals.

Spirit Boost

Capacity : 10

Command skill

Triples magic and halves Max HP (for 2 turns). Can be used through Nihil and Mantle.

Who has : Pelleas

Usable by : Pelleas.

Ether Burst

Capacity : 20

Command skill

Blasts a target, dealing Mag * 2.5 damage in a 3x3 area. Mag * 3 on the target unit. Cooldown of 5 turns.

Who has : Tormod, Oliver.

Usable by : All

High Jumper

Capacity : 5

Passive Skill

Allows a unit to pass over a ledge without taking off any movement.

Who has : Rolf

Usable by : Beorc

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Arrogance

10 capacity

Can be used by everyone

When at full health this unit's defense gets boosted by 25%.

When between 50 and 99% health, defense is lowered by 25%.

it seems pointless. But it would work well with Imbue or that other skill that restores health. Also good for healers who have staves to keep their health at max.

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this is more of an upgrade for an existing skill than a new one, but meh~

sacrifice

cap: 15

magic users only

this skill has a different effect depending on the class you equip it on:

main light/ staves: the well known sacrificing your own HP to aid others. range = 1

main anima: transfer 1 enemy's damage to another unit. range = mag/2

main dark: when used all allied units within a 2 range radius will lose all but 1 health. for every magical unit that lost health, you will gain +1 mag, spd and res. and for every physical +1 str, lck and def. you also gain the skill provoke. this is all temporary, and will only last for 1 fight, even if you do not attack. all sacrificed units will get the effect 'unhealthy' for the remainder of the battle, which makes all healing only 10% effective. (can be restored with restore staff)

(lol, imagine this on a 120 HP main dark endboss with reinforcements showing up near him every turn)

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this is more of an upgrade for an existing skill than a new one, but meh~

sacrifice

cap: 15

magic users only

this skill has a different effect depending on the class you equip it on:

main light/ staves: the well known sacrificing your own HP to aid others. range = 1

main anima: transfer 1 enemy's damage to another unit. range = mag/2

main dark: when used all allied units within a 2 range radius will lose all but 1 health. for every magical unit that lost health, you will gain +1 mag, spd and res. and for every physical +1 str, lck and def. you also gain the skill provoke. this is all temporary, and will only last for 1 fight, even if you do not attack. all sacrificed units will get the effect 'unhealthy' for the remainder of the battle, which makes all healing only 10% effective. (can be restored with restore staff)

(lol, imagine this on a 120 HP main dark endboss with reinforcements showing up near him every turn)

What would happen to sanaki?

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What would happen to sanaki?

you mean if you equip it on Sanaki?

Sanaki mains fire, which is anima. so...

"main anima: transfer 1 enemy's damage to another unit. range = mag/2"

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Ok, so it works on the SS weapon. Since she also uses Light magic. =/

yes.

like how sages also use staves, and dark users also use thunder.

that's why I said "main"

healing waters

cap:5

fish Laguz only (for when they would ever show themselves)

would replace the shove in foot units and the canto on mounted units. heals the character by half their current health when standing on water.

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Coil

Capacity : 30

Laguz mastery skill

Wraps around the enemy, immobilizing it and giving a 50% chance to K.O. it. If the K.O. fails, it will do 2x damage.

Snake Laguz only, learn with Satori Sign.

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Snake Laguz :o

They'd have awesome mov on swamp chapters and desert chapters, but on man madde building they'd get penalty... Awesome character idea actually.

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