Difference between revisions of "Character Abilities"

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(Reactive Abilities)
(Reactive Abilities)
Line 68: Line 68:
 
| [[Give Ground]] || [[Hard Hat]] || [[Hesitation]] || [[HP Restore]]
 
| [[Give Ground]] || [[Hard Hat]] || [[Hesitation]] || [[HP Restore]]
 
|-
 
|-
| [[Mana Save]] || [[Mercy Shot]] || [[Parry Shot]] || [[Push Back]]
+
| [[Mana Save]] || [[Mercy Shot]] || [[Parry Shot]] || [[Push Back]]
 
|-
 
|-
 
| [[Reflex]] || [[Regenerator]] || [[Shake it Off]] || [[Snare Trap]]
 
| [[Reflex]] || [[Regenerator]] || [[Shake it Off]] || [[Snare Trap]]

Revision as of 18:30, 4 July 2013

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] [Lore] [Quick Fix]
[Red Magic] [Robbery] [Spellcraft] [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.


Aegis Apothecary Arcane Defense Arcane Focus
Arcane Strength Armor Fitting Backhand Grip Basic Crafter
Bulletmaking Capture Chase Concentration
Doublehand Empty Hand Equip Instruments Equip Measures
Equip Shield Evade Fire Evasion Fearless
Follow Up Formation Immunity Inner Light
Item Use Maintenance Mana Focus Martial Arts
Meditation Monkey Grip Poison Blow Raid
Raise-HP Raise-MP Recipes Scavenger
Search Secure Swap Ammo Swift
Teamwork Throw Item 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 Battle Rush
Catch Caution Counter Countercast
Counter-Tackle Critical: Faith Fair Warning Gil Snapper
Give Ground Hard Hat Hesitation HP Restore
Mana Save Mercy Shot Parry Shot Push Back
Reflex Regenerator Shake it Off Snare Trap
Speed Save Spell Guard Steel-Toe Strike Back

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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