Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts

Jan 4, 2008

Air Tech

Following Fire and Water tech is the Air tech. Check it out.


Shizam. Air tech gives you a bonus to your agility. Many air spells hit all targets, and junctioning other elements with air can give you the ability to cast spells on multiple baddies.

Gust of Wind: Deals weak air damage to all targets. This works great against groups of flying enemies.
Air Constrict: Tighten air around a target to paralyze it. This disable works on really tough monsters.
Hurricane: Deals a good amount of air damage to all targets. Great for crowd control. You should only use this spell on individual monsters if they are weak to it.
Aerokinesis: Deals massive air damage to all targets. This is the only kinesis that can hit all targets. Aerokinetic characters become more spontaneous and outspoken, but they get bored quickly.
Flamethrower (+F): Deals fire/air damage and weakens fire resistance.
Lightning Bolt (+F): Zaps the hell out of something, dealing massive fire/air damage.
Healing Shower (+W): Heals all allies. Maybe this will get your party to stop bickering over who's on potion duty.
Ice Prison (+W): Deals good water/air damage and traps the target in a block of ice.
Sandstorm (+E): Blinds all enemies. Blinded enemies have a lousy hit rate.
Sand Shield (+E): Increases the defense of your entire party. This stat increase can stack, so you can cast it a couple times to beef your party right up.
Heat Cyclone (+F +W): Huge multi-element damage to one target. A discount ultimate spell.
Ash Wind (+F +E): Blinds and stuns all enemies. Also deals some fire/air/earth damage. Repeated castings of this can effectivly stun-lock all of the enemies.
Revival Winds (+W +E): Heals your entire party. Recovers allies who have been knocked to 0 HP.

Some unique air spells:
Bombard: Deals good air damage to all enemies. Also causes mass stun. This spell uses up a lot of mana, so you can't really spam it.
Wing Flap: Deals weak air damage to all targets. Fun fact, you can't use this skill if you're disabled.
Suffocate: Silences all targets. A popular spell with demons.
Fawt: A move that TheDave can unlock. When he lets this go, all enemies choke and die. Some become poisoned by the fumes, some get knocked out, some keel over and die immediately, while all of them are dealt air damage. Nasty.

I'll probably post a giant spell compendium later. It'll be an easy update: just copy-pasta.

Dec 13, 2007

Water Tech

First I posted about Fire. Now, it's time for its polar opposite.



Stay frosty. Water skills are good for support and conservative damage output. You'll notice a few duplicate skills being repeated here, but I'll repost them anyway for the sake of completeness. And for great Awesome.

Healing Drops: Heals an ally and cures the blind bad status. This skill is very useful early game as you can save money on healing items and spend it on equipment. It's only really useful late game if you have a good Magic attribute.
Frost Bolt: Deals great water element damage. This spell is the most useful direct damage ability in some areas.
Siphon Mana: Drain MP from a target. This skill doesn't cost any MP to use, so it's both useful for recovering your mana pool and dampening your opponents.
Hydrokinesis: Deals massive water damage to one target. It doesn't deal quite as much damage as pyrokinesis, but it has a much better mana cost. Hydrokinetic characters are more coolheaded and sometimes pause to rethink the situation.
Steam Jet (+F): Deals fire/water damage and causes blind.
Twin Rova (+F): Deals massive fire/water damage. Yay for fire and ice.
Healing Shower (+A): Heals all allies. Argueably the best heal spell.
Ice Prison (+A): Deals good water/air damage and traps the target in a block of ice. Targets trapped in ice are paralyzed.
Quicksand (+E): Lowers the agility of all non-flying enemies. Using this gives you a much higher success rate to flee from a battle.
Rebirth (+E): Fully restore one ally. Heals all HP.
Heat Cyclone (+F +A): Huge multi-element damage to one target. Very mana efficient.
Magma Pit (+F +E): Chance to kill all enemies instantly.
Revival Winds (+A +E): Stabilizes critical allies and the entire party gets a slight HP recovery.
Prismatic Missile (all): Deals fire/water/air/earth damage in a very colorful display. Targets hit by this usually become confused.

Here are a few of the unique water element skills:
Diamond Dust: Deals some serious water damage to all enemies. This is the only pure water element skill that can damage multiple enemies.
Mana Field/Mana Aura: Increases the MP regeneration of the entire party. Lasts for the rest of the battle.
Mana Nexus: Give a huge amount of your mana to an ally. If you use this on yourself, you only recover a small amount of mana.

Okay, so I probably could've posted Prismatic Missile on the fire update (as well as every other update). Oh well.

Dec 1, 2007

Fire Tech

I'll cover the four basic elements and what they're capable of. Let's start with what seems to be ridiculously popular: FIRE!

Roasty toasty! Fire gives you a bonus to your attack attribute. It also lets you light torches longer. Here are some fire spells:

Melt Armor: Deals damage and lowers physical defense. Great opening move.
Fireball: A fan favorite. It really deals the damage.
Flame Void: Deals massive damage, costs massive MP.
Pyrokinesis: The highest single damage spell in the game. A character with this can control fire. Characters that become pyrokinetic have a more aggressive attitude (yes, it changes the in-game dialog).
Steam Jet (+W): Deals fire/water damage and causes blind.
Twin Rova (+W): Deals massive fire/water damage. Kills most things in one hit.
Flamethrower (+A): Deals damage and lowers fire resistance.
Lightning Bolt (+A): Zaps things good. Massive fire/air damage.
Meteor (+E): Deals fire/earth damage. Impact from this spell stuns the target.
Fissure (+E): Opens a gap that swallows an enemy, killing it instantly. Even if they manage to avoid getting pulled it, they are still dealt fire/earth damage.
Heat Cyclone (+W +A): Huge multi-element damage to one target. Very mana efficient.
Magma Pit (+W +E): Chance to kill all enemies instantly.
Ash Wind (+A +E): Deals multi-element damage to all enemies, causing mass blind and stunning them all.

Below are some special fire spells that are unique:
Sunscortch: Deals more damage when used in direct sunlight.
Rage Flare: Extremely damaging spell that uses up a lot of mana.
Alicorn Lance (+E): Shoots forth a shimmering lance. Enemies struck by it take fire/earth damage and are covered in glittery dust. The dust reduces the target's armor.

Nov 19, 2007

Tsujin: Summon Wings

If you haven't guessed already, Tsujin can conjure wings and fly around. The wings are large, white, shimmering, and full of magical goodness. These wings give Tsujin a bunch of bonuses, but drain MP over time. When she summons them, she is purged of most bad status and gains significant regeneration per turn. She also gets new skills depending on how high her level is. Most of her tech is holy/divine stuff like Celestial Bolt (direct damage) or Wing Embrace (self heal/dispel). While flying, she is able to do some fancy sword attacks (disabled if you have a bow equipped instead). You can choose to end the flying state any time, or it will cancel if the battle ends or you run out of MP.

Wings are useful in combat, but Tsujin seems to use them all the time outside of combat as well. She is able to fly around and skip platforming segments entirely. Unfortunately, she can't carry both Baru and Skully so the three of them usually travel by foot. Since she enjoys spamming her wings, she'll probably wind up consuming all of the ethers the party has.

Nov 16, 2007

Skully: Wolf Form

Lycanthropy makes Skully one of the most interesting characters to use. Since Skully levels slightly faster than other characters, it's possible to 'power level' one form to have an exclusive wolf or normal build. Both forms have their own tech skills.

Changing between the two forms uses up mana, but every time you make the switch, you recover some health. The wolf form has more HP, agility, and base attack damage than Skully, but has less MP and defense. The wolf form is also unable to cast spells, but it gets new abilities of its own. The wolf form gains a special resistance technique depending on what Skully's first element is. For example, if Skully leveled Earth, the wolf would have a skill called 'Jade Fur' that increases Earth resistance for the battle. The wolf can also use skills like Rend Flesh (big damage and causes disable) and Carnivorous (recover health from attack), among others. Late in the game, Skully becomes quite adept with dark magic.

At the start of most battles, Skully is in her normal form. Even if you end the battle in wolf form, she will usually revert to her normal self. At times when you are exploring the map, Skully may change forms to swim or jump past obstacles. She doesn't like using her wolf form in town for fear of random werewolf slayers hunting her for no reason. Slayers are bad news to Skully because they usually pack silver weapons which do triple damage to shapeshifters (ouch).

Nov 13, 2007

Baru: Charge

Charge is the command that allows Baru to gather psionic energies. Charging uses up mana, but it enables powerful tech skills that are available for the rest of the battle; if the battle ends and a new one begins, Baru must charge again to regain tech. As the game progresses, you will be able to charge several times in a row, each time unlocking more powerful skills. The first psionic skill available is called Ether Fist. It deals good damage based on your Attack and Magic combined attributes. The skill deals damage as well as stunning the target, so it remains a useful skill throughout the game.

Although powerful, psionic skills don't have much functionality outside of battle. It's not a good ice breaker for parties and usually doesn't help the party get around challenges. Since the tech tree is limited in usage, Baru will have to make heavy use of his elemental skills to compliment it. Most of the characters have their specific skill progression as well as the capability for elemental magic mentioned before. More details on everything to come some time later. Oh, and fun fact: the charge command has the same sound effect as the Warcraft 2 BloodLust spell. HgraaAAAH!

Nov 11, 2007

Elemental Skills

One pretty sweet feature of the RPG is the ability to choose your how characters learn their skills. As the plot progresses, the characters will encounter gemstones that will allow them to put a point in to one of the four elements: Fire, Water, Air, or Earth.



You can combine elements to form advanced tech. For example, getting one point in Water and another in Earth will enable Quicksand. The list above only shows some basic 1-3 point Water skills; getting 2 points in Fire and 2 points in Air will enable a massive lighting spell. What are the other combinations? Half the fun is figuring out what you'll get.



Also, when you select an element to level, you gain a bonus to an attribute. Fire gives a bonus to Attack, Water to Magic, Air to Agility, and Earth to Defense. Leveling elements also gives you a special passive bonus (e.g. Air allows you to jump up and down cliffs and over obstacles). This system adds a good deal of longevity to the game. For great justice.