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 |
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Name |
Name of Allied Aaction. |
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Icon |
Game pic of AA. |
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Ranked Needed |
Party Rank you need in order to
use/get it. |
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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 |
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Damage Bonus |
How much additional damage a
particular AA does. |
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Special Properties |
A hidden property that an AA has.
|
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Result |
What a certain AA does. |
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Location |
Where/How this AA is obtained. |
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OFFENSIVE | DEFENSIVE | SPELL | ASSISTED | POSSESS |
Offensive | |||||||
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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 | |||||
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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 | |||||||
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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 | ||||||
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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 | ||||
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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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