Suffer terrain movement penalties associated with being armored and take extra damage from anti-armor attacks Suffer terrain movement penalties associated with being on horseback and take extra damage from anti-cavalry attacksĬannot take advantage of terrain bonuses, but suffer no penalties (movement or damage) from terrain can move onto and across most obstacles on the map (walls, peaks, etc.) take extra damage from anti-flier attacks Restores 5 HP to adjacent allies at the start of each turnĬavalier, Paladin, Gold Knight, Bow Knight Increases attack by 10 when attacking Terrors Lets one grow differently than usual when leveling up. Grants a (Luck*2) chance of surviving a mortal attack. (User may damage self instead of enemy when attacking)Īttacks by this weapon are treated as magical attacks. A spell's accuracy can only be modified by support bonuses and the passive Sage skill Discipline. the Fire spell almost always has an 80% hit rate). For magic, the same applies to the spell's attack power, but unlike with weapons, the hit rate is independent of the caster's skill stat (i.e. a unit who has an 80% chance to hit an enemy for 5 damage with their standard attack would have a 90% chance to hit the same enemy for 10 damage if they used the combat art Wrath Strike), and the avoid rate is subtracted from the enemy's hit rate. For combat arts, the attack power, hit rate, and critical rate are added to those of the unit's standard attack (i.e. Some skills may also provide bonuses to the user's critical hit rate, dodge rate, or attack range. Most skills that target enemies (most combat arts, all black magic, some white magic) have an associated attack power (Mt) and hit rate (Hit). Also, some white magic spells have a range determined by the unit's attack stat (Atk). Healing spells have a value called Rcv (short for Recover), which indicates how much HP they will recover relative to other healing spells. Typically they are used to heal, but can also be used to warp units or inflict status effects on enemies. White magic spells cannot be used to damage enemies, but instead are useful as support spells. White magic is usable by clerics, all promoted magic-wielding classes (except harrier), and Celica as a priestess. When casting a black magic spell, the caster's speed will be reduced by the spell's weight. Unlike combat arts and white magic, all black magic spells have a weight. Black magic spells are almost purely offensive, and for the most part there are only numerical differences between them, though a few do carry some quirks. Lastly, if a combat art is used, the user cannot double attack, though there are some combat arts that hit multiple times in succession.īlack magic is usable by all magic-wielding classes. If a combat art is tied to multiple item, learning it on one item is enough to be able to use it on all weapons that have the art. Additionally, Combat arts can only be used with their corresponding item. Only the unit that has become proficient with the item will be able to use its combat arts if the item is given to another unit, that unit must become proficient with the item before they can use its combat arts. Items can have one to three combat arts tied to them, and require varying amounts of experience to master typically items with more combat arts will require more experience to unlock all them all. Before they can be used, the unit holding the item must become proficient in its use this is simply done by engaging in combat with the item equipped. Active skills, which typically cost HP to use, fall into three categories: combat arts, black magic, and white magic.Ĭombat arts are usually tied to equipment items (weapons, shields, and rings).
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