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Abilities.
Abilities are techniques that allow you to do more than just your standard attack. You can unlock magic or complicated physical attacks. Some abilities are universal while other require a certain role. These are ability you chosen create to make you stronger. They can be special use of a magic you have. It can also be a physical attack or combination of the two. There are three types of custom abilities. A standard ability that’s an action or two. There are also combo add-ons which will make your combo attack stronger. Finally there’s passive skills that may be always active or not. Be smart about your abilities and you may rise to be the protagonist of my story. |


Standard Abilities.
These are abilities that take one and up actions to perform. Using one will disable combos, but some may be more useful than a standard combo. There are 4 types of standard abilities. Attack abilities work to do damage to your enemy. Hinder abilities work to weaken your enemy in some way. Defensive abilities work to prevent damage. Support abilities work to make you and your allies stronger. Magic abilities range into all the other standard abilities.
Combo Add-ons.
These are abilities which augment your combos. Add-ons can affect any attack in the combo, but must be specified upon creation. Every add-on requires a specific attack that comes before it, but a normal combo attack can be linked with any add-on.
Combo Plus.
By gaining more roles, a chosen may increase the number of attacks in their combo. It is not required to get them in order except the first Combo Plus, meaning Combo Plus + and ++ can be gained in any order, but each give only one increase to the combo. It is only possible to learn each ability once
Passive Abilities.
These are abilities that affect a chosen without his/her say so, it simply works. The weaker passive abilities are always active, while the stronger ones activate under certain circumstances.
Magical Abilities.
These are abilities that allow spells to be used. Magical abilities allow for the standard spells as well as custom spell if the right skill is known.
Weapon and Armor Proficiency.
Classes and roles are not the only way to gain weapon and armor proficiency. At level 10, 20, and 35, a weapon or armor proficiency ability can be learned. These abilities work just like normal proficiencies except that these cost AP and words to learn. You may only learn one at each level.
Skills.
These are similar to abilities, except they allow a character to make custom abilities. They are learned mainly by roles, but custom ones are possible. They have no power themselves, but hold limitless possibilities.
Upgrade Abilities.
Some abilities upgrade the effect of other abilities. These new abilities are stronger than normal abilities, but both abilities must be known at all times. If one is unlearned, then both are.
Unlearning Abilities.
There may come a time when an ability you learned earlier is of no use to you. You may unlearn the ability and get back the AP used to learn the ability, but not the words. The ability can be relearned later, but will cost AP and words.
Custom Abilities.
Unlike pre-made abilities, custom abilities are ranked between one and five. Since not all abilities will be the same, the table below shows min and max values for a various stats that abilities have. Achieving a max will require an ability to be very simple as well as costly so aiming for the a middle ground is usually a better bet.
Custom Ability Guidelines. |
Rank. |
Atk/Def Min. |
Atk/Def Max. |
Hindering Min. |
Hindering Max. |
Combo Add-on Min. |
Combo Add-on Max. |
Passive Min. |
Passive Max. |
AP Min. |
AP Max. |
MP Min. |
MP Max. |
1 |
+15 |
+40 |
-5 |
-20 |
+5 |
+20 |
+/-5 |
+/-15 |
3 |
5 |
3 |
5 |
2 |
+50 |
+85 |
-15 |
-35 |
+25 |
+50 |
+/-15 |
+/-30 |
5 |
7 |
3 |
5 |
3 |
+75 |
-50 |
+30 |
+/-25 |
8 |
+10 |
-5 |
+5 |
+/-5 |
3 |
3 |
5 |
4 |
+150 |
-100 |
+75 |
+/-50 |
11 |
+10 |
-5 |
+5 |
+/-5 |
3 |
3 |
5 |
5 |
+230 |
-160 |
+125 |
+/-80 |
14 |
+10 |
-5 |
+5 |
+/-5 |
3 |
3 |
5 |
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