Normal Attacks |
Attack 1: Beam Sword: (Range 2, d20+17, Knockback 1, 10 damage, Charge Type 1 2x.)
Attack 2: Stab: (Horizontal movement 3, d20+20, 11 damage, Charge 1, 19-20 crit.)
Attack 3: Jump: (Jump Movement 2, Horizontal Movement 1, d20+20, 12 damage, Charge Type 1 3x, Falling Damage (Counts as 10 damage, but deals 2(Vertical falling distance) to the enemy.).)
Attack 4: 2 Hit Cutter: (2 d20+15 6 damage each 1 knockback per hit)
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Special Attacks |
Attack 1: Protect All: (Range 2, Area effect 2, d20+2 (effects others), Barrier Type 1, blocks 2 damage per person. (Will get much better)
Attack 2: Bolt: (d20+20 22 damage range 2)
Attack 3: Fire: (d20+20, 32 damage, range 1, Knockback 1.)
Attack 4: Cure: (d20+1 (heals others), Healing, heals 36 HP.)
Attack 5: Quake: (Range 3, Increased Reach 4 (Area effect 2), d20+15, 1 knockback, 7 damage.)
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Weapons |
Iron Sword: (+1 to damage, +1 to reach, works with sword attacks)
Double-Edged Sword: (+3 to damage, deals 3 damage to wielder whenever swung. Range +1, however it decreases the range of non-sword attacks by 1. It can only be used by sword attacks.)
Cloak Man's Hat: (The pointy hat... causes you to partially become invisible.... But it eats 25 HP every turn)
Freaky Gun: (+2 damage, Adds stun on critical, +1 range)
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Vehicles |
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Abilities |
Climb: Get up those tough surfaces. 6 points
Diplomacy: Talk to people, hopefully getting them to help you. 6 points
Disguise: You know more about the uniforms and customs of others. Thus, you can imitate them better. 6 points
Listen: Hear stuff from far away. Just stay away from Navi. 7 points
Team Attack: Once per battle, team up with an ally to do a more powerful attack; the details depending on the combo and levels; both people must have this ability to get the boosted damage; otherwise you can do a lesser version on your own. 3 points
Quick Revive: Reappear right after you've died with half TP instead of missing a turn. 3 points
Tumble: Avoid damage from big falls. 2 points
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Super bonuses |
Environment Sync: Sync with the area you're fighting in, gaining possible bonuses or defects.
Extra Attack: Gain either an extra special or normal attack.
Ability Power: +10 to whatever non-Unique ability this is applied to. Cannot be stacked on the same ability.
Old-Fashioned Lucky: Want a free reroll per mission? Each use of this nets you a free reroll per mission. Note that, occasionally, an enemy or trap can 'jam' your luck. You cannot use more than one at a time, either.
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Unique abilities |
Electro-Field: Takes 2 TP to activate, makes you healed by electrical attacks but take 2x damage from dirt or rubber attacks. During which you may use another 2 TP to give a target +5 to damage for 3 rounds and make them the same elemental alignment for the same time. No more than 3 people can have this active at once, though.
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Items |
Duct Tape: 3 of 10
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