Difference between revisions of "Character Abilities"

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(Active Abilities)
(Active Abilities)
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| [[Chemistry|[Chemistry]]] || [[Craftsmanship|[Craftsmanship]]] || [[Dirty Tricks|[Dirty Tricks]]] || [[Green Magic|[Green Magic]]]
 
| [[Chemistry|[Chemistry]]] || [[Craftsmanship|[Craftsmanship]]] || [[Dirty Tricks|[Dirty Tricks]]] || [[Green Magic|[Green Magic]]]
 
|-
 
|-
| [[Gunnery|[Gunnery]]] || [[Jutsu]|[Jutsu]] || [[Lore|[Lore]]] || [[Quick Fix|[Quick Fix]]]
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| [[Gunnery|[Gunnery]]] || [[Jutsu]|[Jutsu]]] || [[Lore|[Lore]]] || [[Quick Fix|[Quick Fix]]]
 
|-
 
|-
 
| [[Robbery|[Robbery]]] || [[Stage Presence|[Stage Presence]]] || [[Tactics|[Tactics]]] || [[Thievery|[Thievery]]]
 
| [[Robbery|[Robbery]]] || [[Stage Presence|[Stage Presence]]] || [[Tactics|[Tactics]]] || [[Thievery|[Thievery]]]

Revision as of 07:02, 3 September 2010

Active Abilities

Active abilities are abilities which must be activated to use. It is required to equip the Categories they are found under in one of the Ability Slots to access the ability so we have listed the categories which they are under. Click the category to see what abilities it supports.


[Archery] [Basic Magic] [Basic Training] [Black Magic]
[Chemistry] [Craftsmanship] [Dirty Tricks] [Green Magic]
[Gunnery] [[Jutsu]|[Jutsu]]] [Lore] [Quick Fix]
[Robbery] [Stage Presence] [Tactics] [Thievery]
[Time Magic] [Weapon Tech] [White Magic]

Support Abilities

Once equipped in a Support slot, these abilities will be considered active and their bonus will be applied without requiring any special activation.


Apothecary Arcane Defense Arcane Focus Arcane Strength
Armor Fitting Backhand Grip Basic Crafter Bulletmaking
Catch Concentration Equip Instruments Equip Measures
Equip Pistols Equip Shield Evade Fire Evasion
Fearless Formation Immunity Inner Light
Item Use Maintenance Mana Focus Martial Arts
Meditation Monkey Grip Poison Blow Raise-HP
Raise-MP Recipes Scavenger Search
Secure Swift Teamwork Toughen

Reactive Abilities

These abilities have a chance of activating when damage is inflicted on a character, though what sort of damage (be it physical, magical or another similar effect) depends on the ability in question.
Absorb Mana Adrenaline Rush Arrow Guard Auto-Potion
Backstep Bluff Brace Caution
Counter Countercast Counter-Tackle Gil Snapper
Give Ground Hard Hat Hesitation Maintain Gear
Mana Save Parry Parry Shot Reflex
Regenerator Speed Save Spell Guard Steel-Toe

Passive Abilities

These abilities are bonuses which are granted to a character while they are in the job that offers them. When the job is left the bonus is replaced by the new job's passive ability.

Movement Abilities

These abilities typically offer bonuses involving movement when in combat. Until combat is fully functional these are waiting to be further fleshed out.



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