Allied Actions

Allied Actions (AA) are special attacks that your characters can use, separate from magic, but just as devestating.  They are split into 5 groups, based on what they do and how they work.

~AA Information regarding the damage bonus done by certain AA's & their hidden special properties was contributed by dyak.~
KEY
Name
Name of  Allied Aaction.
Icon
Game pic of AA.
Ranked Needed
Party Rank you need in order to use/get it.
Members Needed
How many members you need in order to use it.  Front is for front row members, Back is for back row, Both is for both rows.   Abbriev:  N-Ninja, K-Knight, P-Priest, B-Bishop, S-Sorceror
Damage
Bonus

How much additional damage a particular AA does.
Special
Properties

A hidden property that an AA has.
  • Multiple attacks (whether multiple attacks are utilized or not)
  • Status attacks (if weapon or class related status attacks can be used, plus some AAs have their own status attacks)
  • Ignores Evade (some AAs always hit)
  • Ignores Defense (some AAs totally ignore enemy armor)
Result
What a certain AA does.
Location
Where/How this AA is obtained.
OFFENSIVEDEFENSIVESPELLASSISTEDPOSSESS




Offensive
These AA's are specifically designed to cause physical damage to opponents.
Name
Icon
Rank Needed
Members Needed
Damage
Bonus
Special
Properties
Result
Location
Converge
Attack


6 Front: 3 150% at Tr.L.6, +20% for each Tr.L.
Multiple attacks
(may boost accuracy)

Status attacks
Large damage inflicted on 1 enemy. Automatically learned when you reach Rank 6.
Sweep
Attack

5 Front: 3 Average of the front row characters' damage (multiple attacks do not count), can slightly vary.
N/A
Small damage inflicted on front row of enemies. Automatically learned when you reach Rank 5.
Rush
3 Both: 3 or more Depends on the average party level (or Power?) and the number of characters in it. Ignores Evade

Ignores Defense
Your party will charge at all enemies. Bought from the Guild for 2000 G.
Ninja
Attack

8 Front: 3, N must be in front row 100%
Multiple attacks

Status attacks, plus very high chance of instant-kill
Increases damage to enemy from a mid-air attack. Bought from the Guild for 52000 G.
Double
Slash

3 Front: 2 180% at Tr.L.3, +10% for each Tr.L. Multiple
attacks

Status attacks
Inflicts large damage to one enemy by an attack by 2 characters. Learned from the Swordsman on B1.
Stun
Attack

4 Front: 1
Back: 1 who can use S or P spells.
160% at Tr.L.4, +10% for each Tr.L.
Status attack, plus high chance of stunning
Render an enemy unconscious. Automatically learned when you reach Rank 4.
Fake
Attack

6 Front Row: 2 25% for the fake attack, for the real attack: 130% at Tr.L. 6, 160% at Tr.L.7 , 200% at Tr.L.8.
Status attacks (even the fake attack can x-kill)

Ignores Evade
Fools an enemy to allow the other char. to attack from a different angle. Bought from the Guild for 36000 G.
Hold
Attack

4 Front: 1
Back: 1 who can use S or P spells.
160% at Tr.L.4, +10% for each Tr.L.
Status attacks

Ignores Evade
(almost always)
Enemy becomes immobile. Automatically learned when you reach Rank 4.
Jump
Attack

5 Front: 1
Back: 1 who can use S or P spells.
130% at Tr.L.5, +20% for each Tr.L.
Status attacks

Ignores Defense
A character can avoid an enemy attack. *Character can still be hit by magic and breath attacks.* Automatically learned when you reach Rank 5.
Warp
Attack

8 Front: 3
Back: 1 who can use S or P spells.
170%
Status attacks

Ignores Defense
An unblockable attack on 1 enemy by the front row.
*Characters can still be hit by magic and breath attacks.*
Automatically learned when Orphe becomes a Registered member.
Back
Attack

4 Front: 3 100%
Status attacks

Ignores Evade
1 char. acts as a decoy while 2 other characters attack from behind. Automatically learned when Rui becomes a Registered member.
Sacred
Cross

8 Front: 1 K
Back: 1 P or B.
Tries to dispel the Undeads outright.
N/A
Purifies or detroys immortals.
*Same rules apply as Dispel; it can fail.*
Bought from the Guild for 52000 G.
End
Lash

5 Front: 2
100%
Status attacks

Ignores Evade
An attack on both ends of the front and back rows of enemy party. Bought from the Guild for 28000G.
Crisscross
7
Front: 3
Sum of the front row characters' damage (multiple attacks do not count), can slightly vary .
Status attacks

Ignored Defense

Extra:
Depends on the first character; also can fail or kill outright
An attack is made on an enemy thrown in the air while it is vulnerable.
*When successful, heavy damage is done to an enemy.  If failed, only slight.
Bought from the Guild for 44000 G.
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Defensive
These AA's are made for defensive purposes, just as the name implies.  They are made to weaken or breakdown an enemies attacks.
Name
Icon
Rank Needed
Members Needed
Result
Location
Front
Guard

2 Front: 2-3 The party can be strongly defended by the front row, even from ill status. Learned from the Swordsman on B1.
Deploy
6 Both: 3 or more Immobile party members cannot participate.  Reduces "Breath" damage. Bought from the Guild for 36000 G.
Spell
Shell

6 Back: 3 A protective shield is cast by the back row to protect the party from enemy spells.*By 'protect', they mean 'reduce the damage of'.*

Automatically learned when Michele becomes a Registered member.
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Spell
This set of AA's rely on spell power used in battle.
Name
Icon
Rank Needed
Members Needed
Damage
Bonus
Special
Properties
Result
Location
Assisted
Spell

6 Back: 2.  1 person must be a castor N/A
N/A Increases the strength of the castor's spell. Automatically learned when you reach Rank 6.
Sweep
Spell

7 Back: 1 of the 3 must be a castor N/A
N/A Increases the range of the castor's spell. Bought from the Guild for 44000 G.
Silence
Breaker

7 Back: 3 N/A
N/A Cures a possessed character.
*This does not cure possession like the description says, but instead, it cures anyone who is afflicted with 'Seal' status.*
Automatically learned when Grace becomes a Registered member.
Spell
Sword

5 Front: 1
Back: A castor
Damage: 100%
Status attacks
Overpowers an enemy curse if this AA is successful.
*This AA is meant to break an enemy's barrier that it has against certain spells*
Bought from the Guild for 28000 G.
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Assisted
These AA's do not work directly, but indirectly, 'assisting' another members' attacks or providing a defensive maneuver to a character.
Name
Icon
Rank Needed
Members Needed
Damage
Bonus
Result Location
Assisted
Shot

4 Back: 1-3
Party: Min. 2
100%
Projectile is thrown to aid accuracy of comrade.  Can't combine with Assisted AA. Bought in the Guild for 4000 G.
Restrict
Shot

3 Back: 1-2
Party: Min. 2
130%?, 160% at Tr.L.8
[not verified].
Enemy attack is halted by a projectile thrown.  Can't combine with Assisted AA. Learned from the Swordsman on B1.
Spell
Cancel

4 Back: 1-2
Party: Min. 2
130%? [not verified].
Enemy spell is halted by a projectile thrown.  Can't combine with Assisted AA. Automatically learned when you reach Rank 4.
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Possess
This is potentially serious,  as if you screw up doing this, you could lose one of your characters permanently.  These can only be obtained when all party members become possessed by the Reaper (it doesn't have to be a full group).  Once this happens, the entire screen will glow red.  In battle, you lose the Normal AA's, as well as Flee Together, and are left with some new ones (Possess AA's can't be viewed until you're in battle).  These moves, however, are very dangerous to perfom as it usually results in taking damage, or outright killing a character.  Other than the fact that they suck, they're kinda cool looking.
Name
Icon
Rank Needed
Members Needed Result
Reaper's
Blade

3 Both: 2 or more A critical hit performed at the cost of losing half of a character's HP.
Soul
Smash

4 Both: 2 or more All enemies can be killed at the cost of losing a character.
Stealing
Voice

6 Both: 2 or more Stops an enemy from casting spells at the cost of losing half of all character's HP.
Spirit
Healing

6 1 or more injured characters Leader heals the same amount of HP inflicted on other characters.
Deceptive
Slip

2 Both: 2 or more At the expense of a member's HP, fleeing is certain except some monsters.
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