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Nikkolus

Battlefield Spells/Skills Discussion

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Here are the spells/skills copied from the New Arena. If you have any suggestions/concerns please post them here.

 

Spell/Skill Name - MP cost - Single or All Enemies - Multiplier/effect

Learner and Lvl

 

------------------------

 

 

 

Attack Spells:

 

Blaze - 2 mp - Single Enemy - 0.8

Hero:2, Mage:1

---

Infernos - 4 mp - All Enemies - 0.8

Cleric:6

---

Icebolt - 3 mp - Single Enemy - 1.0

Mage:5

---

Bolt- 3 mp - Single Enemy - 1.0

Hero:7

---

Fireball - 5 mp - All Enemies - 1.0

Hero:10, Mage: 9

---

Bang - 6 mp - All Enemies - 1.1

Hero:13, Mage:11

---

Firebane - 7 mp - All Enemies - 1.2

Hero:16, Mage:14

---

Snowblast - 8 mp - All Enemies - 1.3

Mage:17

---

Infermore - 8 mp - All Enemies - 1.3

Cleric:22

---

BlazeMore - 10 mp - Single Enemy - 1.4

Hero:18, Mage:18

---

Boom - 13 mp - All Enemies - 1.5

Hero:24, Mage:20

---

Snowstorm - 16 mp - All Enemies - 1.6

Mage:26

---

Zap - 13 mp - Single Enemy - 1.6

Hero:28

---

Infermost - 17 mp - All Enemies - 1.6

Cleric:30

---

Firevolt - 20 mp - All Enemies - 1.7

Mage:28

---

Explodet - 24 mp - All Enemies - 1.8

Mage:34

---

Blazemost - 25 mp - Single Enemy - 1.9

Mage:37

---

Lightning - 50 mp - All Enemies - 2.1, only used once per every 3 rounds of a battle, not on first attack.

Hero:50

---

BigBang - 50 mp - All Enemies - 2.1, only be used once per every 3 rounds of a battle, not the first attack.

Mage:50

---

MegaMagic - Any Cost - All Enemies - 1.9 int. + The amount of mp put into the attack, but can't be used on the first or second attack of a battle, and only used once a battle, even if mp is regained, and it can't be avoided, but it can be bounced.

Mage:54, Cleric:54

---

Beat - 7 mp - One Enemy - Kills if the second is 5 or 6.

Cleric:22

---

Defeat - 12 mp - All Enemies - Kills if the second is 5 or 6.

Cleric:28

---

Defeatmore - 25 mp - All Enemies - Kills if the second is 5, 6, or 7.

Cleric: 40

---

Defeatmost - 40 mp - All Enemies - Kills if the second is 5, 6, 7, or 8.

Cleric: 50

---

Sacrifice - 1 mp - All Enemies - Attack-caster dies, all foes die if second is 5 or 6.

Cleric:42

---

 

 

 

Support Spells:

 

Upper - 4 mp - Singe Ally - Multyply your INT. by 0.3 and add it to your DEF. for the next 4 rounds of the battle.

Mage:4

---

Increase - 8 mp - All Allies - Multyply your INT. by 0.3 and add it to your party’s DEF. for the next 4 rounds of the battle.

Mage:9

---

Sap - 5 mp - Single Enemy - Multiply your INT. by 0.3 and decrease that worth of DEF. from your enemy for the next 4 rounds of the battle.

Cleric:8

---

Defense - 9 mp - All Enemies - Multiply your INT. by 0.3 and decrease that worth of DEF. from your all enemies for the next 4 rounds of the battle.

Cleric:18

---

Surround - 6 mp - All Enemies - Target misses physical attacks if second is 0, 1, or 2 for the next 3 rounds of the battle.

Cleric:7

---

Sleep - 5 mp - All Enemies - The target becomes Sleeping if the post is on a 1, 2, or 3.

Hero:9, Cleric:10

---

Sleepmore - 15 mp - One enemy - The target becomes Sleeping if the post is on a 1, 2, 3, 4, or 5.

Hero:22, Cleric:22

---

Stopspell - 6 mp - One Enemy - All spells are void for the next 3 rounds of the battle if the second is a 1, 2, 3, or 4.

Hero:18, Cleric:13

---

Bounce - 15 mp - One Ally - All spells cast by the Enemy in the next 3 rounds don’t hurt you but hurt the caster.

Mage:24

---

Barrier - 8 mp - All Allies - Fire and Ice attacks don’t hurt you for the next 3 rounds of the battle.

Cleric:32

---

Elementproof - 8 mp - All allies - Wind and Electric attacks don't hurt you for the next 3 rounds of the battle.

Mage: 32

---

RobMagic - 1 mp - Single Enemy - Multiply your INT. by 0.2 and steal that worth of MP. from one enemy.

Mage:15

---

SpeedUp - 12 mp - All Allies - Multiply your INT. by 0.3 and add that worth of AGL. to all party members for the next 3 rounds of the battle.

Cleric:5

---

Slow - 9 mp - One Enemy - Multiply your INT by 0.3 worth of AGL from one enemy for the next 3 rounds of the battle.

Mage: 9

---

SlowAll - 12 mp - All Enemies - Multiply your INT. by 0.3 worth of AGL from all enemies for the next 3 rounds of the battle.

Mage:12

---

Bikill - 14 mp - Single Ally - Multiply your INT. by 0.5 and add that to overall STR for the next 3 rounds of the battle.

Mage:21

---

Heal - 3 mp - Single Ally - Multiply your INT. by 0.5 and add that to your (or to 1 ally's) HP.

Hero:4, Cleric:1

---

HealMore - 8 mp - Single Ally - Multiply your INT. by 1.0 and add that to your (or to 1 ally's) HP.

Hero:29, Cleric:14

---

HealAll - 20 mp - Single Ally - Recover ALL of your (or 1 ally's) HP.

Hero:33, Cleric:29

---

HealUs - 25 mp - All Allies - Multiply your INT. by 1.0 and add it to you's and your partners' HP.

Cleric:34

---

HealUsAll - 62 mp - All Allies - Recover both your partners' and your HP to full.

Hero:38

---

Vivify - 10 mp - One Ally - Revive's 1 party member and recovers half their hp if the second is 5, 6, 7, 8, or 9.

Hero:34, Cleric:24

---

Revive - 30 mp - One Ally - Revive's 1 party member and recovers all their hp.

Cleric:38

---

Neutralize - 15 mp - One Ally - Negates the effects of status changes, eg. Bikill, Sap, Increase.

Mage: 29

---

Restore - 15 mp - One Ally - Cleanses an ally of all status changes, eg. Poison, Sleeping, Paralysis, Surround... NOT Knocked Over.

Cleric: 31

---

 

 

 

Quest:

 

X-Ray - 3 mp - 1 treasure chest - Examine the contents of a treasure chest based on the coloured aura it gives off. Yellow is Gold! Blue is an item! Red is a foe!

Mage:16

---

Day-Night - 4 mp - N/A - Change the time of day at will.

Mage:24

---

Invisible - 8 mp - One Ally - Avoid being seen; affects certain situations.

Mage:30

---

Repel/Sneak - 3 mp - Party - Repel weaker monsters temporarily; avoid battles this way.

Hero:14, Cleric:14 / Thief:14

---

Expel - 4 mp - One group - If monsters are deemed weaker than you, they may be blown away immediately. No EXP/Gold earned this way.

Cleric:5

---

Whistle - 1 mp - N/A - Possibly encounter monsters!!

Jester: 25

---

Return - 1 mp - Party - return to the Arena when on the "world map".

Hero:10, Mage:9

---

Outside - 8 mp - Party - exit a dungeon at will.

Hero:10, Mage: 10

---

Antidote - 5 mp - Party - Heals the group of poison.

Cleric:8

---

Awake - 8 mp - Party - Heals the group of Sleep. Only in battles.

Hero:10, Cleric:9

---

Rest - 0 mp - Self - Become Sleeping, but restore HP to full! ... Will enter next battle asleep though...

Thief:24, Dealer:22

---

Radiant - 7 mp - Party - illuminate dark places...

Hero:8

---

Smell - 0 mp - N/A - catch the scent of any treasures at the same elevation as user.

Thief:18

---

Mapmagic - 2 mp - N/A - directly locate an unopened treasure chest.

Thief: 25

 

 

Skills:

 

Hustle - 0 mp - All Allies - Heal 70 hp to all, can only be used thrice per battle.

Thief: 26, Dealer: 26, Jester: 23

---

Meditate - 0 mp - Self - Heal 200 hp, can only be used thrice per battle.

Fighter: 42

---

2EdgeHit - 0 mp - One Enemy - 1.5 ATK, 0.4 of total damage also hits the user

Warrior: 30

---

Berserk - 0 mp - One Enemy - Instant Critical Hit, user's DEF and VIT reduced to 1 for the next turn. If it missed, cancel effects.

Warrior: 41, Fighter: 41, Thief: 41, Dealer: 41, Jester: 35

---

BoxerDance - 0 mp - Two Enemies - Prevent any 2 enemies from doing anything on their next turn (at the user's choice) if second is 5, 6, 7, or 8, 9.

Thief: 20, Dealer: 20, Jester: 18

---

EvilSlash - 0 mp - One Enemy - Critical Hit if second is 5, 6, 7, 8 or 9 or instant miss if second is 0, 1, 2, 3, 4. Cannot be used on first attack.

Warrior: 34

---

YellHelp - 0 mp - Self/one Enemy - Call InnKeeper on 1, 2 or 3 and heals your HP and MP for 100 gold. Call Dealers on 4, 5 or 6 who do 15 damage multiplied by the second to one enemy then leave. 7, 8, 9, or 0 then you do nothing.

Dealer: 25

---

Steal - 0 mp - one enemy - On a 6, 7, 8, or 9 steal an item from an enemy that your Steal Level is higher than or equal to.

Thief: 20

---

RobLife - 0 mp - one enemy - A normal attack, but it restores your HP by whatever damage you deal. However, it only connects with the foe on a 5, 6, 7, 8, or 9.

Thief: 18

---

StrengthSnatch - 0 mp - one enemy - Functions just as a normal attack, but it lowers your target's STR by 0.3 of the damage you dealt and adds it to your own STR. It only connects with the foe on a 5, 6, 7, 8, or 9.

Thief: 25

---

DefenceSnatch - 0 mp - one enemy - Functions just as a normal attack, but it lowers your target's DEF by 0.3 of the damage you dealt and adds it to your own DEF. It only connects with the foe on a 5, 6, 7, 8, or 9.

Thief: 24

---

IntelligenceSnatch - 0 mp - one enemy - Functions just as a normal attack, but it lowers your target's INT by 0.3 of the damage you dealt and adds it to your own INT. It only connects with the foe on a 5, 6, 7, 8, or 9.

Thief: 22

---

VitalitySnatch - 0 mp - one enemy - Functions just as a normal attack, but it lowers your target's VIT by 0.3 of the damage you dealt and adds it to your own VIT. It only connects with the foe on a 5, 6, 7, 8, or 9.

Thief: 23

---

AgilitySnatch - 0 mp - one enemy - Functions just as a normal attack, but it lowers your target's AGL by 0.3 of the damage you dealt and adds it to your own AGL. It only connects with the foe on a 5, 6, 7, 8, or 9.

Thief: 26

---

Silliness - 0 mp - self - Prevent all damage for this turn. However, status effects can still hit you and they do affect you, even Poison.

Jester: 15

---

BuildUp - 0 mp - self - Double STR of next STR-based attack.

Warrior: 15

---

Protect - 0 mp - to others - Protect any allies you wish to protect from physical attacks until you input your next command.

Warrior: 17

---

 

 

Automatic Effects:

 

Mouthshutter - any opponent - After learning this move, if any of your opponents cast a spell on a 9, you shut their mouth and their move is wasted... but they still lose the MP. You don't ever have to 'use' this move. It's automatic.

Dealer: 45

---

Initiative - self - You will begin every turn of battle, regardless of your AGL. If you have a double AGL over the enemy, count this turn as one of the moves you take. If your opponent has double AGL over you, they get to go the amount of times they would normally go... but only after you.

Thief: 35

---

Correct - self - If one of your attacks misses, you may give up 20% of your maximum HP to automatically correct it. Just post saying that you're using this ability and then follow through with the effects of the attack.

Thief: 40

---

Critical Plus - self - Your critical hit range now includes the number 9.

Fighter: 52

---

Ultrasilly - self - At the beginning of each turn, you may choose to transfer up to 30 points from any stat TO any other stat. However, it costs you 10% of your max HP each time you use it.

Jester: 50

---

Recycle - self - When using an item in battle, you may choose to Recycle it if you wish. The item's potency will decrease to 2/3 of the overall power, however, you won't lose the item or the item won't become more broken.

Cleric: 45

---

Potency - self - When using an item in battle, add 1/3 of the overall power to it and give up 10% of your max HP to do so. This can't be used at the same time as Recycle.

Cleric: 50

---

Hyperpower - self - When you are attacked by a normal hit in battle, NOT a skill or magic, increase your overall STR by the amount of damage you took for your next turn only.

Warrior: 38

---

Confound - any opponent - If you are attacked by a normal hit or skill in battle on the number 5, the attacker is now Confused.

Mage: 42

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Do Warriors have enough skills?

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;) From what I see not really, I figure to add some skills like Dragon Slash or Zombie Cut that damages monsters like Dragons (Dragon Slash) and Zombies (Zombie Cut) of course these might only be used for Quests only.

 

Oh I also meant to ask about one major thing, did we ever decide who was going to be the Battle Master (To Vets, Arena Leader) along with the Battlefield Staff?

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That's a good point about Warriors, nope we haven't decided. Anyone interested for those positions?

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I noticed Big Bang is in there, but no Hell Blast(I can only remember it from DWM I+II). Since it always sounded like a sinister move I would add it, but only to a certain amount of say monsters.

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;) That wouldn't be a bad idea, maybe make it an Esturk Exclusive?

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Berserk - 0 mp - One Enemy - Instant Critical Hit, user's DEF and VIT reduced to 1 for the next turn. If it missed, cancel effects.

Warrior: 41, Fighter: 41, Thief: 41, Dealer: 41, Jester: 35

 

Berserk needs to be redone.

 

Spells should do base damage + % of Int, then we could get rid of most of the vit boosting gear...

 

Single Spells should do more then group and all spells too for the most part.

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I'm thinking of rasing the Int bonus from Staves and removing the strength bonuses, make all spells castable from thier staff free of MP cost for each type of staff.

 

Raising the price of shields and Helmets, Weapon prices are a little higher, but nothing is official yet...

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