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Dormant Abilities
Dormant Abilities are as the name suggests; dormant. Once learned, you never have to attack with them, spend FP or AP on them, or anything of that sort. Rather, they activate automatically when certain actions are performed.
Dormant Abilities do not require any stones to learn; but certain stats must be reached, and the stats must be reached WITHOUT counting the white bars on your stats. Basically, that means you have to reach the stats without bonuses from your equipped ATAC, weapon, stone or accessory. Each character in the game has their own set of Dormant Abilities that they can learn. The table below gives a list of all Dormant Abilities, who can learn them, what it takes to learn them, and what they do.
The 4 Dormant Abilities that cannot be learned by characters are Forest Motion, Desert Motion, Snow Motion and Bad Back. The first 3 are actually only found on certain ATAC, while Bad Back is found on Halak. It cannot be removed, and yet, it doesn't do anything, nor does it lower Halak's statistics. It's merely a joke ability.
Note: A "Control Zone" is a flashing space that appears in front of, behind, or on all sides of an ATAC, depending on which Menace ability that character has. Control Zones can be landed on, but they CANNOT be walked through by ATAC of the opposite team.
Name of Ability: |
What It Does: |
BAS: |
POW: |
DEX: |
AGL: |
DEF: |
WEP: |
Who Can Learn It: |
Reflect Attack |
Sometimes deflects frontal attacks |
6 |
12 |
0 |
0 |
0 |
0 |
Bastion, Devlin, Dionne, Franco, Galvas, Kamorge |
Parry |
Increases rate of avoiding frontal attacks |
6 |
0 |
12 |
0 |
0 |
0 |
Alden, Andrew, Bastion, Claire, Ione, Kamorge, Milea, Reyna, Sadira |
Chivalry |
Increases power of frontal attacks |
0 |
12 |
0 |
0 |
10 |
0 |
Alden, Barlow, Bastion, Claire, Dionne, Franco, Galvas, Kamorge, Sadira, Zeira |
Assassinate |
Increases power of rear attacks |
0 |
0 |
10 |
12 |
0 |
0 |
Andrew, Cecilia |
Mental Vision |
Increases success rate of Counter |
12 |
0 |
10 |
8 |
0 |
0 |
Alden, Bastion, Dionne, Nana, Reyna |
Hoverjets |
AP cost becomes 10 for all squares |
12 |
0 |
0 |
8 |
0 |
0 |
Sadira |
Bad Back |
Halak's weak point (does nothing) |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A |
Halak |
Second Attack (VERY IMPORTANT TO LEARN!) |
Allows you to attack twice a turn |
16 |
0 |
0 |
10 |
0 |
0 |
Alden, Andrew, Bastion, Devlin, Sadira, Zeira |
Forward Menace |
Places a Control Zone in front of ATAC |
10 |
0 |
0 |
0 |
8 |
0 |
Claire, Reyna |
Rear Menace |
Places a Control Zone behind ATAC |
10 |
0 |
0 |
0 |
10 |
0 |
Cecilia, Ione, Reyna |
Mass Menace |
Places Control Zones on all sides of ATAC |
12 |
0 |
0 |
0 |
12 |
0 |
Barlow, Bastion, Dionne, Halak, Kamorge, Nana |
Stealth Motion |
Allows you to move through enemy ATACs for 10 AP |
12 |
0 |
0 |
16 |
0 |
0 |
Andrew, Cecilia, Sadira |
Rapid Motion |
Adds +1 to Range |
18 |
0 |
0 |
12 |
0 |
0 |
Alden, Andrew, Cecilia, Reyna, Sadira, Zeira |
Reflect Attack |
Sometimes deflects frontal attacks |
6 |
12 |
0 |
0 |
0 |
0 |
Bastion, Devlin, Dionne, Franco, Galvas, Kamorge |
Snow Motion |
AP cost is always 10 for every Snow space moved across |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A (ATAC ability) |
Forest Motion |
AP cost is always 10 for every Forest space moved across |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A (ATAC ability) |
Desert Motion |
AP cost is always 10 for every Desert space moved across |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A |
N/A (ATAC ability) |
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