Difference between revisions of "Character Abilities"

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(Support Abilities)
(Support Abilities)
Line 63: Line 63:
 
| [[Fearless]] || [[Formation]] || [[Immunity]] || [[Inner Light]]
 
| [[Fearless]] || [[Formation]] || [[Immunity]] || [[Inner Light]]
 
|-
 
|-
| [[Item Use]] || [[Mana Focus]] || [[Monkey Grip]] || Martial Arts]]
+
| [[Item Use]] || [[Mana Focus]] || [[Monkey Grip]] || [[Martial Arts]]
 
|-
 
|-
 
| [[Meditation]] || [[Poison Blow]] || [[Raise-HP]] || [[Raise-MP]]
 
| [[Meditation]] || [[Poison Blow]] || [[Raise-HP]] || [[Raise-MP]]

Revision as of 02:31, 14 May 2010

Active Abilities

Active abilities are abilities which must be activated to use. It is also required to equip the job in one of the Job Ability Slots to access the ability.
Acid Flask Accumulate Aim Annoy
Arm Shot Backstab Battle Cry Beastiary
Blind Blindstrike Blizzard Charge
Cover Cura Cure Dash
Defend Deride Dirty Move Drain
Dual Shot Filter Fire First Aid
Focus Grease Grenade Harass
Heat Heavy Blow High Note Inspire
Jeer Lecture Leg Shot Libra
Long Shot Mark Manual Mug
Muzzle Flash Negative Chi Nerve Strike Ointment
Poison Poison Shot Positive Chi Prayer
Protect Provoke Pure Raise
Reinforce Rend Attack Rend Magic Ricochet
Ruin Bullet Scan Shell Shield Bash
Siphon Slow Spell Burst Spinning Blow
Steal-Gil Steal-Item Steal Accessory Steal Armor
Steal Shield Steal Weapon Throw Item Throw Stone
Thunder Toolbox Wide Swing Work Order

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 Mana Focus Monkey Grip Martial Arts
Meditation Poison Blow Raise-HP Raise-MP
Range Boost Recipes Scavenger Search
Secure Swift Teamwork Toughen
Trick Attack

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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