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An Axe To Grind is no longer a trope


* AnAxeToGrind



* AnAxeToGrind

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dewicking Knife Nut per trs disambig


* BladeEnthusiast:
** They learn the ''Knife Mastery'' support skill which allows other classes to equip knives while this skill is set.
** They also have ''Knife Throw'', ''Knife Rain'' and ''Crosshatch'' commands which deal damage on certain enemy groups using throwing knives.
** Veteran rank increases knife damage by 25%. Master rank increases it again by 25%.



* KnifeNut:
** They learn the ''Knife Mastery'' support skill which allows other classes to equip knives while this skill is set.
** They also have ''Knife Throw'', ''Knife Rain'' and ''Crosshatch'' commands which deal damage on certain enemy groups using throwing knives.
** Veteran rank increases knife damage by 25%. Master rank increases it again by 25%.

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* StandardStatusEffects: Called "Ailments". The good thing about this is that most of them can be afflicted even on bosses (some even required for PuzzleBoss fights) and are generally useful.

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* StandardStatusEffects: StatusEffects: Called "Ailments". The good thing about this is that most of them can be afflicted even on bosses (some even required for PuzzleBoss fights) and are generally useful.



* StandardStatusEffects: Their skills generally involve reducing a single enemy's stat. ''Power Cut'' reduces physical damage. ''Magic Cut'' reduces magical damage. ''Armor Cut'' reduces physical defense. ''Spirit Cut'' reduces magical defense. ''Sundering Cut'' inflicts all four at a single strike.

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* StandardStatusEffects: StatusEffects: Their skills generally involve reducing a single enemy's stat. ''Power Cut'' reduces physical damage. ''Magic Cut'' reduces magical damage. ''Armor Cut'' reduces physical defense. ''Spirit Cut'' reduces magical defense. ''Sundering Cut'' inflicts all four at a single strike.



* StandardStatusEffects: A bulk of the Hunting Arts skills is inflicting abnormal status to the enemy while performing an attack.




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* StatusEffects: A bulk of the Hunting Arts skills is inflicting abnormal status to the enemy while performing an attack.



* StandardStatusEffects: This class involves inflicting a lot of them on groups of foes.

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* StandardStatusEffects: StatusEffects: This class involves inflicting a lot of them on groups of foes.

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-->'''Command Skills:''' '''Flare''', Magna Flare, Eruption, Magna Eruption, '''Frost''', Magna Frost, Subzero, Magna Subzero, Gust, Magna Gust, Tornado, Magna Tornado, Spark, Magna Spark, Voltage, Magna Voltage

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-->'''Command Skills:''' '''Flare''', Magna Flare, Eruption, Magna Eruption, '''Frost''', Magna Frost, Subzero, Sublimate, Magna Subzero, Gust, Sublimate, Gale, Magna Gust, Gale, Tornado, Magna Tornado, Spark, Magna Spark, Voltage, Magna Voltage



** AnIcePerson: ''Frost'', ''Magna Frost'', ''Subzero'' and ''Magna Subzero''.
** BlowYouAway: ''Gust'', ''Magna Gust'', ''Tornado'' and ''Magna Tornado''.

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** AnIcePerson: ''Frost'', ''Magna Frost'', ''Subzero'' ''Sublimate'' and ''Magna Subzero''.
Sublimate''.
** BlowYouAway: ''Gust'', ''Gale'', ''Magna Gust'', Gale'', ''Tornado'' and ''Magna Tornado''.



-->'''Command Skills:''' '''Detonate Rune''', Exorcise Rune, '''Rune of Harming''', Rune of Soothing, Rune of Purity, Rune of Conflagration, Rune of Hypothermia, Rune of Asphyxiation, Rune of Electrocution, Rune of Halation, Rune of Abyss, Rune of Heroism, Rune of Impacts, Rune of Proboscis

'''Rune Magic'''

!!Bard
'''Play'''

!!Sage
->'''Command:''' Twincast and Recast

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-->'''Command Skills:''' '''Detonate Rune''', Exorcise Rune, '''Animate''', Magna Animate, Exorcise, '''Rune of Harming''', Rune of Soothing, Rune of Fonts, Rune of Purity, Rune of Conflagration, Rune of Hypothermia, Rune of Asphyxiation, Rune of Electrocution, Rune of Halation, Rune of Abyss, Rune of Heroism, Rune of Barriers, Rune of Impacts, Rune of Proboscis

'''Rune Magic'''

!!Bard
'''Play'''

!!Sage
->'''Command:''' Twincast and Recast
Proboscis, Rune of Rancor
-->'''Support Skills:'''
->'''Innate Attributes:'''



-->'''Command Skills:''' Twincast Divine Magic, Twincast Elemental Magic, Twincast Timespace Magic, Twincast Hex Magic, Twincast Forge Magic, Twincast Rune Magic, Recast Divine Magic, Recast Elemental Magic, Recast Timespace Magic, Recast Hex Magic, Recast Forge Magic, Recast Rune Magic
-->'''Support Skills:''' Magna Boost, Repel Reset, Zero Cost, Emergency MP
->'''Innate Attributes:'''
%%
-->'''Adept:''' Twincast in the same school deals bonus damage. Recast has 25% magic penetration.
-->'''Veteran:''' Has Repel Reset and Magna Boost.
-->'''Master:''' Twincast only consumes the highest MP cost. Recast only consumes MP once.
->'''Equipment:''' Rods, Light Armor

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-->'''Command Skills:''' Twincast Divine Magic, Twincast Elemental Magic, Twincast Timespace Magic, Twincast Hex Magic, Twincast Forge Magic, Twincast Rune Magic, Recast Divine Magic, Recast Elemental Magic, Recast Timespace Magic, Recast Hex Magic, Recast Forge Magic, Recast Rune Magic
-->'''Support Skills:''' Magna Boost, Repel Reset, Zero Cost, Emergency MP
->'''Innate Attributes:'''
%%
-->'''Adept:''' Twincast in the same school deals bonus damage. Recast has 25% magic penetration.
Can equip Maces.
-->'''Veteran:''' Has Repel Reset and Magna Boost.
-->'''Master:''' Twincast only consumes the highest MP cost. Recast only consumes MP once.
Can equip Heavy Armor.
-->'''Master:'''
->'''Equipment:''' Rods, Axes, Maces (Adept), Light ArmorArmor, Heavy Armor (Veteran)





!!Mnemonic
->'''Command:''' Recall

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\n\n!!Mnemonic\nRunemeisters are a technical class. They use '''Rune Magic''' to imprint runes on enemies and allies. Rune imprinting is a unique mechanic where runes are placed onto a character. They have a minor effect when imprinted, with a persisting effect that doesn't actually fade away. They cannot be removed by Reset, as only another Runemeister can remove it via Exorcise (which dispels all the runes) or Animate/Magna Animate (which triggers all the effects of the runes, with Magna turning it into an area of effect). Up to five runes can be imprinted to a character. They are a bit complicated to use but once mastered they can change the tides of the fight.
----
* DifficultButAwesome: Using runes on enemies and allies can be daunting, but when mastered they can provide powerful boons to allies (like having an unstrippable boosts) while crippling enemies with damaging attacks.

!!Bard
'''Play'''

!!Sage
->'''Command:''' RecallTwincast and Recast



-->'''Command Skills:''' Add Memory Slot (x9), '''Forget Memory''', Forget All, Concentrate
-->'''Support Skills:''' Mirror Start, Mitosis Start, Revival Start, Immunity Start, Accelerate Start

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-->'''Command Skills:''' Add Memory Slot (x9), '''Forget Memory''', Forget All, Concentrate
Twincast Divine Magic, Twincast Elemental Magic, Twincast Timespace Magic, Twincast Hex Magic, Twincast Forge Magic, Twincast Rune Magic, Recast Divine Magic, Recast Elemental Magic, Recast Timespace Magic, Recast Hex Magic, Recast Forge Magic, Recast Rune Magic
-->'''Support Skills:''' Mirror Start, Mitosis Start, Revival Start, Immunity Start, Accelerate StartMagna Boost, Repel Reset, Zero Cost, Emergency MP



-->'''Adept:''' Boosts are not lost when revived from KO.
-->'''Veteran:''' Restore MP when using Recall with half of the MP cost.
-->'''Master:''' Self-cast magics are stored into memory.

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-->'''Adept:''' Boosts are not lost when revived from KO.
Twincast in the same school deals bonus damage. Recast has 25% magic penetration.
-->'''Veteran:''' Restore MP when using Recall with half of the MP cost.
Has Repel Reset and Magna Boost.
-->'''Master:''' Self-cast magics are stored into memory.Twincast only consumes the highest MP cost. Recast only consumes MP once.


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!!Mnemonic
->'''Command:''' Recall
%%
-->'''Command Skills:''' Add Memory Slot (x9), '''Forget Memory''', Forget All, Concentrate
-->'''Support Skills:''' Mirror Start, Mitosis Start, Revival Start, Immunity Start, Accelerate Start
->'''Innate Attributes:'''
%%
-->'''Adept:''' Boosts are not lost when revived from KO.
-->'''Veteran:''' Restore MP when using Recall with half of the MP cost.
-->'''Master:''' Self-cast magics are stored into memory.
->'''Equipment:''' Rods, Light Armor
\\
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* JobSystem: You have different jobs or ''classes'' which you can assign to each character. They can also equip a secondary command based on another class (as well as the Item command) which they have currently learned. The types of command of each class are split into ''Arts'' and ''Magics'' - the former generally relying on Strength and Constitution attributes while the latter relying on Intelligence and Spirit attributes.

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* JobSystem: You have different jobs or ''classes'' which you can assign to each character. They can also equip a secondary command based on another class (as well as the Item command) which they have currently learned. The types of command of each class are split into ''Arts'' and ''Magics'' - the former generally relying on Strength and Constitution attributes while the latter relying on Intelligence and Spirit attributes.attributes, as well as the ''Unclassified'' ones. Your characters can also equip support skills learned from different jobs as passive traits.



** '''Commands'''. Your characters can have two commands - one from the current class and the other from any other unlocked classes or Item. So you trade being able to use items with a command from other classes. The Chemist class has no disadvantage as it has a passive skill called ''Item Master'' that makes the Item command available regardless of the second command.
** '''Support Skills'''. Your characters can equip up to two support skills from any class. The only thing they need to do is they must learn the support skill first before being able to equip them. The secret Warmaster class can equip three or more.

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** '''Commands'''. '''Command Skills'''. Your characters can have use command skills based on the two commands they have - one from the current class and the other from any other unlocked classes or Item. classes. There's also a separate Item command skill which always occupies the second command skill. So you trade being able to use items with a command using skills from other classes. The Chemist class has no disadvantage as it has a passive skill called ''Item Master'' that makes the Item command available regardless of the and equip a second command.
command. And then there are unique elite classes that have their own set of commands (with the exception of Warmaster, which has ''no'' commands and instead you can equip any two learned Commands with that elite class).
** '''Support Skills'''. Your characters can equip up to two support skills from any class. The only thing they need to do is they must learn the support skill them first before being able to equip wear them. The secret Warmaster class can equip three or more.



** '''Class Rank''' goes up after learning certain amount of Command and Support Skills, starting as Novice, then Adept, then Veteran, and finally Master. Going up in ranks adds various '''Attributes''' which are active whenever the character is in that class.
* SpellLevels: Some magics have the prefix "Magna", meaning it has a radial area of effect compared to the prefix-less original.

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** '''Class Rank''' goes up after learning certain amount of Command and Support Skills, starting as Novice, then Adept, then Veteran, and finally Master. Going up in ranks adds various two '''Attributes''' which are active whenever the character is in that class.
* SpellLevels: Some magics have the prefix "Magna", meaning it has a radial area of effect compared to the prefix-less original.original with a slight bump in power.



** Poison: gradually damages the HP when the turn of the afflicted comes up, while also weakening the healing to only a quarter than usual. Cured by Antidote.
** Stun: makes the character helpless and their turn is skipped when it comes, though the effect is removed afterwards unless cured beforehand. Cured by Awakening.
** Sleep: similar to stun but doesn't get removed after their turn is skipped. Cured by being damaged, after 3 turns have passed, or by Awakening.
** Silence: prevents the use of Command skills. Cured by Ginger Powder.
** Confuse: perform random acts during their turn. Cured by being hit or by using Ginger Powder.
** Freeze: frozen in time, cannot act at all for a very long time. No item cures it except for the ones mentioned below as it can only be removed by Timespace Magic ''Reset''.
** Additionally, there are stat reductions called Attribute Cuts. Speed reduction is called Delay, while accuracy and critical hit chance reduction fall under Blind. Like Freeze they can be only removed through ''Reset'' or by waiting it out.

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** Poison: UniversalPoison: Poison gradually damages the HP when the turn of the afflicted comes up, while also weakening the healing to only a quarter than usual. Cured by Antidote.
** Stun: TheParalyzer: Stun makes the character helpless and their turn is skipped when it comes, though the effect is removed afterwards unless cured beforehand. Cured by Awakening.
** Sleep: ForcedSleep: Sleep is similar to stun Stun but doesn't get removed after their turn is skipped. Cured by being damaged, after 3 turns have passed, or by Awakening.
** Silence: PowerNullifier: Silence prevents the use of Command skills. Cured by Ginger Powder.
** Confuse: perform AIRoulette Confuse performs random acts during their turn. Cured by being hit or by using Ginger Powder.
** Freeze: TimeStandsStill Freeze have characters be frozen in time, cannot act at all for a very long time. No item cures it except for the ones mentioned below as it can only be removed by Timespace Magic ''Reset''.
** Additionally, there DamageIncreasingDebuff: There are stat reductions called Attribute Cuts. Speed reduction is called Delay, while accuracy and critical hit chance reduction fall under Blind. Like Freeze they can be only removed through ''Reset'' or by waiting it out.

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** And of course, all of the above except for the last two are cured by certain command skills and the item Panacea. Full Panacea outright removes even the last two kinds of negative status effects.

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** And of course, all of the above except for the last two are cured by certain command skills and the item Panacea. While the last two can be removed by the item White Dust. Full Panacea outright removes even the last two kinds of negative status effects.




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** ''Darkness'' inflicts Blind.
** ''Toxify'' inflicts Poison.
** ''Suppress'' inflicts Silence.
** ''Slumber'' inflicts Sleep.
** ''Numb'' inflicts Stun.
** ''Misfortune'' inflicts all of those at a single target.

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-->'''Command Skills:''' '''Dark Shroud''', '''Poison Bog''', Sealing Smog, Slumber Dust, Stun Cloud, Misfortune, Dark Pact, Magna Pact, Life Drain, Mind Drain, Breakdown, Reversal, Consume Boosts, Consume Ailments, Deteriorate, Magna Deteriorate, Soul Crush, Heat Haze

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-->'''Command Skills:''' '''Dark Shroud''', '''Poison Bog''', Sealing Smog, Slumber Dust, Stun Cloud, '''Darkness''', '''Toxify''', Suppress, Slumber, Numb, Misfortune, Dark Pact, Magna Pact, Life Drain, Mind Drain, Breakdown, Reversal, Enfeeble, Consume Boosts, Consume Ailments, Reversal, Magna Reversal, Deteriorate, Magna Deteriorate, Soul Crush, Void, Heat Haze


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* {{Plaguemaster}}: Witches delight in spreading ailments while at the same time gaining a major advantage over them.

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* StandardStatusEffects: Called "Ailments". Comes in eight.
** Poison: gradually damages the HP while also weakening the healing, only recovering a quarter. Cured by Antidote.
** Migraine: similar to Poison but MP, with the same side-effect of reducing MP recovery except you recover half rather than a quarter. Cured by Balm.

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* StandardStatusEffects: Called "Ailments". Comes in eight.
The good thing about this is that most of them can be afflicted even on bosses (some even required for PuzzleBoss fights) and are generally useful.
** Poison: gradually damages the HP when the turn of the afflicted comes up, while also weakening the healing, healing to only recovering a quarter. quarter than usual. Cured by Antidote.
** Migraine: similar to Poison but MP, with the same side-effect of reducing MP recovery except you recover half rather than a quarter. Cured by Balm.
Antidote.



** Sleep: similar to stun but doesn't get removed after their turn is skipped. Cured by being damaged or by Awakening.
** Blind: severely reduces accuracy. Cured by Eye Drops.

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** Sleep: similar to stun but doesn't get removed after their turn is skipped. Cured by being damaged damaged, after 3 turns have passed, or by Awakening.
** Blind: severely reduces accuracy. Cured by Eye Drops.
Awakening.



** Confuse: perform random acts during their turn. Cured by being hit.

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** Confuse: perform random acts during their turn. Cured by being hit.hit or by using Ginger Powder.



** Additionally, there are stat reductions called Attribute Cuts though for Speed it is called Delay. Like Freeze it can be only removed through ''Reset'' or by waiting it out.
** And of course, all of the above except for the last two are cured by the Holy Magic ''Purify''. The ''Panacea'' item and certain Brew Arts combinations can cure all of them including Freeze and various stat reductions.

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** Additionally, there are stat reductions called Attribute Cuts though for Cuts. Speed it reduction is called Delay. Delay, while accuracy and critical hit chance reduction fall under Blind. Like Freeze it they can be only removed through ''Reset'' or by waiting it out.
** And of course, all of the above except for the last two are cured by the Holy Magic ''Purify''. The ''Panacea'' item and certain Brew Arts combinations can cure all of them including Freeze command skills and various stat reductions.the item Panacea. Full Panacea outright removes even the last two kinds of negative status effects.



** AutoRevive: Revival automatically restores a [=KO'd=] character.

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** AutoRevive: Revival automatically restores a [=KO'd=] character. This one is special because it doesn't wear off unless stripped by Reset or the person is knocked out, wherein the effect happens.



** RegeneratingHealth: Mitosis regenerates HP per turn pass.
** Likewise, there are stat buffs called Attribute Boosts with Speed being called Accelerate.

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** RegeneratingHealth: Mitosis regenerates HP per as the character's turn pass.
comes up. Doesn't mitigate Poison as that ailment reduces the recovered HP.
** Likewise, there are stat buffs called Attribute Boosts with Enhancements. Speed being enhancement is called Accelerate.Accelerate, while accuracy and critical hit chance enhancement are called Sight.
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->'''Command:''' Aetherize

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->'''Command:''' AetherizeSummon



-->'''Master:''' Has MP Save. Increase Aether Magic penetration to 50%.

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-->'''Master:''' Has MP Save. Increase Aether Magic Summon penetration to 50%.



By contacting supernatural beings from beyond the mortal plane, the summoner can cast '''Aetherize'''. They manifest this great magic into the physical realm by projecting an image of these beings before unleashing them into the fight. Aetherize is great for delivering raw magic damage, in fact one of the highest damage-dealing classes in the game, but they can be a bit on the slow side. They have poor defenses not helped by their choice of armor, however they have a high amount of health and mana.

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By contacting supernatural beings from beyond the mortal plane, the summoner can cast '''Aetherize'''.uses '''Summon'''. They manifest this great magic into the physical realm by projecting an image of these beings before unleashing them into the fight. Aetherize Summon is great for delivering raw magic damage, in fact one of the highest damage-dealing classes in the game, but they can be a bit on the slow side. They have poor defenses not helped by their choice of armor, however they have a high amount of health and mana.



* FantasticNuke: Aetherize is practically this. To wit, they hit all enemies (or allies), ignores Mirror, has a bonus damage to weaknesses (250% rather than 200%, and ''Exploit Weakness'' brings it up to 300%), and has "magic penetration" (rather than counting for full magic defense, only 75% total of the magic defense is calculated).

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* FantasticNuke: Aetherize Summon is practically this. To wit, they hit all enemies (or allies), ignores Mirror, has a bonus damage to weaknesses (250% rather than 200%, and ''Exploit Weakness'' brings it up to 300%), and has "magic penetration" (rather than counting for full magic defense, only 75% total of the magic defense is calculated).
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* BossBonanza: As part of the puzzle of the final dungeon, Lost Interval has bosses (with an equivalent boss theme "Eden's Gate") that upon defeat unlock classes that are sealed upon entering the dungeon. Of course, you don't have to fight them as they are optional aside from the first one whose purpose is to explain the puzzle element of the dungeon and to make the starting class of the four heroes be shareable with each other.


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* PointOfNoReturn: Played with. The seemingly last dungeon in the game is called Gravity Well and you are warned to be prepared as there is no turning back once you enter. However, upon reaching its end, you get to your ''actual'' destination plus a means to come and go without trekking through the gravitational rift again.


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* TheVeryDefinitelyFinalDungeon: The Lost Interval, although you are allowed to leave the place and return so you wish. Ironically, the penultimate dungeon that leads to that area, Gravity Well, doesn't let you leave until you finish the area.

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* SpellBlade: ''Conduit Fire'', ''Conduit Ice'', ''Conduit Lightning'', ''Conduit Earth'', ''Conduit Wind'', ''Conduit Light'', and ''Conduit Dark'' grant a single ally's weapon their respective element, overwriting any current element the weapon has (e.g. a sword with an attached Fire element that gets affected by ''Conduit Ice'' deals Ice damage). ''Magna Conduit'' resets the timer of an ally's conduit element while simultaneously grants nearby allies the same conduit element and shielding.

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* SpellBlade: ''Conduit Fire'', ''Conduit Ice'', ''Conduit Lightning'', ''Conduit Earth'', ''Conduit Wind'', ''Conduit Light'', and ''Conduit Dark'' grant a single ally's weapon their respective element, overwriting any current element the weapon has (e.g. a sword with an attached Fire element that gets affected by ''Conduit Ice'' deals Ice damage). ''Magna Conduit'' resets the timer of an ally's conduit element while simultaneously grants nearby allies the same conduit element and shielding.


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->'''Command:''' Rune Magic
%%
-->'''Command Skills:''' '''Detonate Rune''', Exorcise Rune, '''Rune of Harming''', Rune of Soothing, Rune of Purity, Rune of Conflagration, Rune of Hypothermia, Rune of Asphyxiation, Rune of Electrocution, Rune of Halation, Rune of Abyss, Rune of Heroism, Rune of Impacts, Rune of Proboscis
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* CombatCooldownSystem: ''Pushback Strike'' forces a target to be moved back a few turns. This also causes the Ranger to be on a long cooldown.

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* CombatCooldownSystem: CombatantCooldownSystem: ''Pushback Strike'' forces a target to be moved back a few turns. This also causes the Ranger to be on a long cooldown.
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* CombatCooldownSystem: ''Pushback Strike'' forces a target to be moved back a few turns. This also causes the Ranger to be on a long cooldown.
* CombinationAttack: Can learn the support skill ''Follow Through''. Anyone equipped with it has a chance of following up an ally's attack. Normal attacks have a higher chance of being followed.


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* ForestRanger
* TheGunslinger: To wit, they can also learn ''Rifle Mastery''.
* ImprobableAimingSkills: An interpretation of some of their Hunting Arts is that they can hit specific vital points to inflict afflictions. It is also why they have a high critical rate and why they deal more critical damage.
* HunterTrapper: Some of their skills reflect that, in particular obtaining rare items.
* RandomDropBooster: ''Spoils Search'' raises the chance of rare items to drop from slain enemies.

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* DispelMagic: ''Erasing Strike'' deals damage while stripping magical effects on the target.
* EnemyScan: Learns ''Analyze'' and ''Magna Analyze'', which scans an enemy or a group of enemies to reveal their stats and resistances. This is actually a requirement for the bestiary to be completed, and the good thing is that a monster only needs to be analyzed once.
* StandardStatusEffects: A bulk of the Hunting Arts skills is inflicting abnormal status to the enemy while performing an attack.
* StatusBuff: Is the only class that can cast ''Sight'' and ''Magna Sight'', a boost that increases hit rate and critical chance. On Veteran rank, the Ranger has a chance of getting a one-turn Sight boost.

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-->'''Support Skills:''' Critical Boost, Thrill of the Hunt, Rifle Mastery, Follow Through, Spoils Search

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-->'''Support Skills:''' Critical Boost, Critical Defense, Thrill of the Hunt, Rifle Mastery, Follow Through, Spoils Search



-->'''Adept:''' Flash Strike can also cause Stun.
-->'''Veteran:''' Has Spoils Search.
-->'''Master:''' Has Thrill of the Hunt. Innate critical damage is increased by 100%.

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-->'''Adept:''' Has Critical Defense. Flash Strike can also cause Stun.
Stun.
-->'''Veteran:''' Has Spoils Search. \n Normal attack has a chance of granting Sight for one turn.
-->'''Master:''' Has Thrill of the Hunt. Innate critical damage is increased by becomes 100%.



Rangers have an innate critical damage increase, doing 50% more damage (becoming 100% at Master rank). It also stacks with boost from Sight and Critical Boost. This means they relies on landing critical hits as much as possible. Part of their skillset also inflicts crippling ailments towards enemies while dealing hefty damage, and can even disrupt the flow of the fight.

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Rangers have an innate critical damage increase, doing 50% 25% more damage (becoming 100% at Master rank). It also stacks with boost from Sight and Critical Boost. This means they relies on landing critical hits as much as possible. Part of their skillset also inflicts crippling ailments towards is '''Hunting Arts''', which contain moves that cripple enemies while dealing hefty damage, and can even disrupt the flow of the fight.
fight by stripping boosts and pushing back enemy turn. Rangers can wear Rifles and Medium Armor.
----
* CriticalHitClass: Relies on landing critical hits to deal massive damage. Thankfully the class has many ways to increase the opportunity to land crits.
** They can learn ''Critical Boost'', which increases critical damage by 50%. This stacks with the innate critical damage boost the Ranger has.
** They can also learn ''Critical Defense'', which reduces critical damage by 50%. Becomes innate for Adept rank.
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>'''Command:''' Hunting Arts

to:

>'''Command:''' '''Command:''' Hunting Arts



-->'''Command Skills:''' '''Flash Strike''', Venom Strike, Cranial Strike, Sealing Strike, Drowsing Strike, Fatal Strike, Erasing Strike, Flurry, Analyze, Magna Analyze, Sight, Magna Sight

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-->'''Command Skills:''' '''Flash Strike''', Venom Strike, Cranial Strike, Sealing Strike, Drowsing Strike, Fatal Strike, Erasing Strike, Pushback Strike, Flurry, Analyze, Magna Analyze, Sight, Magna Sight



-->'''Veteran:''' Has Spoils Search. Sight that lasts for two turns is granted before doing a regular attack.

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-->'''Veteran:''' Has Spoils Search. Sight that lasts for two turns is granted before doing a regular attack.



Rangers have an innate critical damage increase, doing 50% more damage (becoming 100% at Master rank). It also stacks with boost from Sight and Critical Boost.

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Rangers have an innate critical damage increase, doing 50% more damage (becoming 100% at Master rank). It also stacks with boost from Sight and Critical Boost.
Boost. This means they relies on landing critical hits as much as possible. Part of their skillset also inflicts crippling ailments towards enemies while dealing hefty damage, and can even disrupt the flow of the fight.

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-->'''Command Skills:''' '''Heal''', Magna Heal, Refuge, Magna Refuge, Purify, Resonance, True Resonance, Fury, Magna Fury, Clarity, Magna Clarity, Guardian, Magna Guardian, Warding, Magna Warding, Blessing, Holy Light, Magna Light, Mirror, Immunity, Revival, Mitosis

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-->'''Command Skills:''' '''Heal''', Magna Heal, Refuge, Magna Refuge, Purify, Resonance, True Resonance, Fury, Magna Fury, Clarity, Magna Clarity, Guardian, Magna Guardian, Warding, Ward, Magna Warding, Ward, Blessing, Holy Light, Magna Light, Mirror, Immunity, Revival, Mitosis



** ''Fury'' and ''Magna Fury'' (physical power), ''Clarity'' and ''Magna Clarity'' (magical power), ''Guardian'' and ''Magna Guardian'' (physical defense), and ''Warding'' and ''Magna Warding'' (magical defense). Magna versions affect an area whereas the prefix-less ones affect a single character. There's also ''Blessing'' which grants all four status boosts to a single character.

to:

** ''Fury'' and ''Magna Fury'' (physical power), ''Clarity'' and ''Magna Clarity'' (magical power), ''Guardian'' and ''Magna Guardian'' (physical defense), and ''Warding'' ''Ward'' and ''Magna Warding'' Ward'' (magical defense). Magna versions affect an area whereas the prefix-less ones affect a single character. There's also ''Blessing'' which grants all four status boosts to a single character.



-->'''Adept:''' Flash Strike can also cause Stun. Sight that lasts for two turns is granted before doing a regular attack.
-->'''Veteran:''' Has Spoils Search.
-->'''Master:''' Has Thrill of the Hunt.

to:

-->'''Adept:''' Flash Strike can also cause Stun.
-->'''Veteran:''' Has Spoils Search.
Sight that lasts for two turns is granted before doing a regular attack.
-->'''Veteran:''' Has Spoils Search.
-->'''Master:''' Has Thrill of the Hunt. Innate critical damage is increased by 100%.


Added DiffLines:

Rangers have an innate critical damage increase, doing 50% more damage (becoming 100% at Master rank). It also stacks with boost from Sight and Critical Boost.

Added: 527

Changed: 364

Removed: 117

Is there an issue? Send a MessageReason:
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** Darkness: severely reduces accuracy. Cured by Eye Drops.
** Silence: prevents the use of Magic. Cured by Ginger Powder.
** Fear: prevents the use of Arts. Cured by Rousing Powder.

to:

** Darkness: Blind: severely reduces accuracy. Cured by Eye Drops.
** Silence: prevents the use of Magic. Command skills. Cured by Ginger Powder.
** Fear: prevents the use of Arts. Cured by Rousing
Powder.



'''Snipe Arts'''

!!Templar
'''Judgment Arts'''

!!Chemist
->'''Command:''' Brew

to:

'''Snipe Arts'''

!!Templar
'''Judgment Arts'''

!!Chemist
->'''Command:''' Brew
>'''Command:''' Hunting Arts



-->'''Brew Ingredients:''' '''Powder''', Membrane, Fiber, Solvent, Capsule, '''Herbs''', Extracts, Berries, Reactants, Fruits
-->'''Support Skills:''' Quick Medicine, Pitching Arm, Tool Mastery, Recycle

to:

-->'''Brew Ingredients:''' '''Powder''', Membrane, Fiber, Solvent, Capsule, '''Herbs''', Extracts, Berries, Reactants, Fruits
-->'''Command Skills:''' '''Flash Strike''', Venom Strike, Cranial Strike, Sealing Strike, Drowsing Strike, Fatal Strike, Erasing Strike, Flurry, Analyze, Magna Analyze, Sight, Magna Sight
-->'''Support Skills:''' Quick Medicine, Pitching Arm, Tool Critical Boost, Thrill of the Hunt, Rifle Mastery, RecycleFollow Through, Spoils Search


Added DiffLines:

-->'''Adept:''' Flash Strike can also cause Stun. Sight that lasts for two turns is granted before doing a regular attack.
-->'''Veteran:''' Has Spoils Search.
-->'''Master:''' Has Thrill of the Hunt.
->'''Equipment:''' Rifles, Medium Armor

!!Templar
'''Judgment Arts'''

!!Chemist
->'''Command:''' Brew
%%
-->'''Brew Ingredients:''' '''Powder''', Membrane, Fiber, Solvent, Capsule, '''Herbs''', Extracts, Berries, Reactants, Fruits
-->'''Support Skills:''' Quick Medicine, Pitching Arm, Tool Mastery, Recycle
->'''Innate Attributes:'''
%%

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