I'm currently working on creating tooltips for abilities. The goal is to implement dynamic display for skill trees.
Ranger Nature Tree
Ability DeToxCost 7 MP {{{Cost Unit}}}
Dispels Poison
Target One Ally
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Life Giver
+33% to the Plus Heal Cap of all Heal spells
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Ability HealWaveCost 20 MP {{{Cost Unit}}}
Directly heals a small amount of HP
+Heal Cap 15
Target All alliesPower 15%
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Cleanse
+5% chance for Healing spells to also dispel all status ailments
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Wisdom
+1 to Max MP for every 2 levels
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Staff Mastery
+1 to Plus Storm and Heal for every 4 levels when using Staves
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Regrowth
+3% to the Power of all Heal spells
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Sagacious
+1 to Intelligence for every 2 levels
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Mighty Bolts
+5% chance for Shock and Electro to deal a Potent Hit
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Ability VoltCrossCost 10 MP {{{Cost Unit}}}
A Storm spell trap that explodes when hit; lasts one round
Damage Magical+Storm Cap 40
Target SelfPower 115%
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Turmoil
+5% chance for Storm abilities to inflict Confuse
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Storm Power
+1 to the Plus Storm Cap of all Storm spells for every 3 levels
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Nature's Fury
+5% to the Power of all Storm abilities
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Ability SizzleCost 5 MP {{{Cost Unit}}}
Inflicts Storm damage over several rounds
Damage Magical+Storm Cap 30
Target One FoePower 75%
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Cloud Burst
−5% to the damage spread penalty of Lightning vs. 4+ foes
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Ranger Hunter Tree
Quickness
+1 to Agility for every 3 levels
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Lucky
+1 to Luck for every 3 levels
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Stamina
+1 to Max HP for every 2 levels
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Guts
+1 to Fire, Ice and Storm Resist for every 4 levels
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Ability HardenCost 10 MP {{{Cost Unit}}}
Bestows Harden
Target One ally
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Awareness
+25% to Repel's effect vs. stronger monsters
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Daring Offense
+1 to Attack for every 3 levels when using either Bows or Staves
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Dead Eye
+2% to Bonus Crit
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Cursed Arms
+5% chance to inflict Curse when attacking with Bows or Staves
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Ability SoftenCost 6 MP {{{Cost Unit}}}
Inflicts Soften
Target One FoeRate 100%
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Magic Burn
+5% of all physical damage dealt to foes returned as MP
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Might
+1 to Strength for every 2 levels
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Solid Defense
+1 Defense for every 3 levels when using either Blades or Staves
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Sharpened Arms
+5% chance to inflict Bleed when attacking with Blades or Staves
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Soldier Berserker Tree
Wounded Prey
+4% to Bonus Crit when attacking Bleeding foes
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Ability GoreCost ●● {{{Cost Unit}}}
Inflicts direct damage with a chance to Bleed
Damage PhysicalPower 50%
Target All FoesRate 50%
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Butcher
+10% to the Rates of Impale and Gore
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Deep Cuts
+30% to Bleed damage
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Blood Lust
+6% to physical damage dealt to Bleeding foes
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Sharp Blades
+5% chance to inflict Bleed with all physical attacks
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Thick Skull
+15% to the Rate of Headbutt
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Death Blow
+25% to the damage of Critical Hits
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Last Stand
+6% to physical damage dealt when HP is below 40%
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Resolve
+10% chance to gain an extra point of Will at the start of each round
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Double Vision
+20% chance to hit when Blinded or targeting Vanished foes
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Violence
+1 to Attack for every 3 levels
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Desperate
+4% to Bonus Crit when HP is below 40%
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Ability RecklessCost ●●●● {{{Cost Unit}}}
Deals direct damage to foes and partial damage back to attacker
Damage PhysicalPower 90%
Target All FoesSelf Dmg 60%
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Self Control
−15% to self inflicted damage from Reckless
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Soldier Guardian Tree
Defender
+1 to Defense for every 3 levels
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Dig Deep
−10% to damage received when available Will is maxed at 5 points
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Shield Wall
+10% to Defense while using Guard, Charge and Counter
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Deflect
+5% chance for Guard to reduce the damage from incoming attacks by 50%
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Well Read
+1 to Intelligence for every 3 levels
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Disintegrate
+5% chance to inflict Blind on attacking foes
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Ability StopSpellCost ●●● {{{Cost Unit}}}
Reduces all elemental damage by 30%; lasts two rounds
Target All Allies
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Unstoppable
−5% to all damage received
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Tenacity
−5% to all damage received when HP is below 40%
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Stamina
+1 to Max HP for every 2 levels
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Good Patient
+5% to all healing received in battle
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Debilitate
+5% chance to inflict Weaken on attacking foes
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Lucky
+1 to Luck for every 3 levels
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Ability InspireCost ●●● {{{Cost Unit}}}
Bestows Speed
Target All Allies
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Cleric Support Tree
Cleanse
+7% chance for Healing spells to also dispel all status ailments
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Benediction
+25% chance for all Heal and Redeem spells to also bestow Bless
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Excellent Timing
+25% chance to go first when Healing an ally with HP below 50%
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Stamina
+1 to Max HP for every 2 levels
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Big Heals
+3% to the Power of all Heal spells
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Master Healer
+33% to the Plus Heal Cap of all Heal spells
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Ability HealMostCost 25 MP {{{Cost Unit}}}
Directly heals a large amount of HP
+Heal Cap 30
Target One AllyPower 45%
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Farewell Gift
+33% chance to heal remaining allies after being KOed in battle
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Second Chance
+10% to Redeem's Rate and HP healed upon Revival
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Focused Healing
−10% to the MP cost of HealMost and HealWave
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Lucky
+1 to Luck for every 3 levels
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Good Health
+10% chance to resist Poison, Bleed, Stun and Sleep afflictions
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Comatose
+15 to the damage threshold of all Sleep statuses inflicted
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Ability NightmareCost 12 MP {{{Cost Unit}}}
Inflicts major direct damage on a sleeping target
Damage Magical
Target One FoePower 110%
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Wisdom
+1 to Max MP for every 2 levels
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Ability GoodnightCost 17 MP {{{Cost Unit}}}
Chance to Sleep
Threshold 15
Target All FoesRate 30%
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Sandman
+15% to the Rates of Sleep and Goodnight
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Cleric Wrath Tree
Ability JudgmentCost 20 MP {{{Cost Unit}}}
Chance to Instant Kill
Power 90%
Target All FoesRate 10%
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True Faith
+5% to the Rates of Smite and Judgment
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Zeal
+2% of Max MP restored when any Instant Kill skill KOs a foe
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Divine Power
+5% to the Power of Smite
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Sagacious
+1 to Intelligence for every 3 levels
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Desecrate
+5% chance to Kill attacking foes
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Venomous Strikes
+5% chance to inflict Poison with all physical attacks
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Slasher
+1 to Attack for every 3 levels when using Blades
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Contaminate
+5% chance to inflict Poison on attacking foes
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Quickness
+1 to Agility for every 3 levels
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Black Widow
+25% to Poison damage
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Easy Target
+10% to physical damage dealt to Poisoned foes
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Ability ToxifyCost 9 MP {{{Cost Unit}}}
Chance to Poison
Target All FoesRate 40%
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Corruption
+15% to the Rates of Poison and Toxify
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Wizard Elements Tree
Ability FireCrossCost 10 MP {{{Cost Unit}}}
A Fire spell trap that explodes when hit; lasts one round
Damage Magical+Fire Cap 40
Target SelfPower 115%
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Sea of Fire
−5% to the damage spread penalty of Firewall vs. 4+ foes
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Focused Flames
−10% to the MP cost of Flare and Firewall
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Fire Power
+5% to the Power of all Fire abilities
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Cursed Flames
+5% chance for Fire abilities to inflict Curse
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Fire Mastery
+1 to Plus Fire and Fire Resist for every 4 levels
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Ability FlareCost 9 MP {{{Cost Unit}}}
Inflicts direct Fire damage
Damage Magical+Fire Cap 40
Target One FoePower 75%
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Heat Up
+1 to the Plus Fire Cap of all Fire spells for every 3 levels
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Burning Wrath
+7% chance for Fireball and Flare to deal a Potent Hit
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Enlightened
+1 to Intelligence for every 3 levels
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Stiff Cold
+5% chance for Ice abilities to inflict Slow
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Ice Mastery
+1 to Plus Ice and Ice Resist for every 4 levels
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Ability IcePillarCost 9 MP {{{Cost Unit}}}
Inflicts direct Ice damage
Damage Magical+Ice Cap 40
Target One FoePower 75%
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Cool Down
+1 to the Plus Ice Cap of all Ice spells for every 3 levels
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Freezing Wrath
+7% chance for Snowball and IcePillar to deal a Potent Hit
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Ability IceCrossCost 10 MP {{{Cost Unit}}}
An Ice spell trap that explodes when hit; lasts one round
Damage Magical+Ice Cap 40
Target SelfPower 115%
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Cold Front
−5% to the damage spread penalty of Blizzard vs. 4+ foes
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Focused Freeze
−10% to the MP cost of IcePillar and Blizzard
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Ice Power
+5% to the Power of all Ice abilities
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Wizard Power Tree
Ability MadnessCost 10 MP {{{Cost Unit}}}
Chance to Confuse
Target All FoesRate 35%
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Ability ShadowsCost 19 MP {{{Cost Unit}}}
Chance to Blind
Target All FoesRate 30%
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Trickster
+15% to the Rates of Madness and Shadows
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Lucky
+1 to Luck for every 3 levels
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Stamina
+1 to Max HP for every 2 levels
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Protective Crosses
−10% to all damage received when using FireCross or IceCross
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Exasperate
+5% chance to inflict Sleep on attacking foes
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Vigor
+10% of all physical damage dealt to foes returned as MP
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Restorative Victory
+2% of Max MP restored at the end of battle
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Ability TenderizeCost 20 MP {{{Cost Unit}}}
Inflicts Soften
Target All FoesRate 100%
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Quickness
+1 to Agility for every 3 levels
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Wisdom
+1 to Max MP for every 2 levels
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Symbiosis
+15% of equipped weapon Enchant Power added to same Resistance stat
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Debilitate
+5% chance to inflict Weaken on attacking foes
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Redirection
+15% of the damage diversion effect of ManaWard
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Defensive Ward
+3% to Bonus Dodge when ManaWard is active
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Merchant Commerce Tree
Ability GoldRushCost 275 CR {{{Cost Unit}}}
Inflicts direct damage
Damage Physical
Target All FoesPower 70%
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Ability TaxCost 100 CR {{{Cost Unit}}}
Inflicts direct damage that is returned as HP to the caster
Damage Physical
Target One FoePower 30%
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Confounding Blows
+5% chance to inflict Confuse with all physical attacks
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Prospector
+10% to the Power of GoldRush
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Diverse Portfolio
+1 to Plus Fire, Ice and Storm for every 4 levels
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Enchanter
+30% to the Power of all Weapon Enchants
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Might
+1 to Strength for every 3 levels
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Collections
+15% to the Power of Tax
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Interest
+10 to Credit earned from inflicting damage
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Lucky
+1 to Luck for every 3 levels
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Pickpocket
+10% to the Rate of Pilfer
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Poise
+25% chance to ignore the effects of Confuse
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Finance Major
+8% to the Rate of Economy
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Gold Digger
+1 to Plus Gold and Plus Exp for every 3 levels
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Crazy Powerful
+25% to physical damage when Confused
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Merchant Security Tree
Ability DistractCost 300 CR {{{Cost Unit}}}
Causes attacking foes to focus on the caster; lasts one round
Target All Foes
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Ability BankruptCost 450 CR {{{Cost Unit}}}
Prevent caster from being KOed for one round; Stuns caster
Target Self
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Mitigate
−8% to damage taken from all multi‑target abilities and attacks
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Dexterous
+1 to Agility for every 3 levels
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Shrewd
+1 to Intelligence for every 3 levels
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The Happenings
+3% chance for bizarre helpful events to occur each round in battle
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Sidestep
+2% to Bonus Dodge
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Regulator
+1 to Fire, Ice and Storm Resist for every 4 levels
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Savings
+100 to Max Credit
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Stamina
+1 to Max HP for every 2 levels
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Solvency
+10% chance to avoid being Stunned after using Bankrupt
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Nap Time
+15% of Max HP healed each round in battle when Asleep or Stunned
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Hunker Down
−10% to all damage received when using Distract
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Protected Assets
+1 to Defense for every 3 levels
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Bigger Returns
+10 to Credit earned from taking damage
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Conjurer Mage Tree
Quickness
+1 to Agility for every 3 levels
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Bolster Fire
+20% of equipped weapon Enchant Power added to Plus Fire
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Extra Crispy
+33% chance for Simmer and Boil damage ticks to last an extra round
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Wither
+5% chance for Simmer and Boil to inflict Weaken
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Ability BoilCost 15 MP {{{Cost Unit}}}
Inflicts Fire damage over several rounds
Damage Magical+Fire Cap 45
Target All FoesPower 70%
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Molten Weapons
+40% to the Power of Fire Weapon Enchants
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Heat Up
+1 to the Plus Fire Cap of all Fire spells for every 3 levels
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Fire Power
+8% to the Power of all Fire abilities
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Ability GustCost 3 MP {{{Cost Unit}}}
Inflicts direct Storm damage
Damage Magical+Storm Cap 20
Target One FoePower 50%
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Bolster Storm
+20% of equipped weapon Enchant Power added to Plus Storm
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Electrified Weapons
+40% to the Power of Storm Weapon Enchants
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Freezing Weapons
+40% to the Power of Ice Weapon Enchants
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Cool Down
+1 to the Plus Ice Cap of all Ice spells for every 3 levels
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Ice Power
+8% to the Power of all Ice abilities
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Lucky
+1 to Luck for every 3 levels
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Bolster Ice
+20% of equipped weapon Enchant Power added to Plus Ice
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Hypothermic
+33% chance for Shiver and Chill damage ticks to last an extra round
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Frozen Solid
+5% chance for Shiver and Chill to inflict Stun
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Ability ChillCost 15 MP {{{Cost Unit}}}
Inflicts Ice damage over several rounds
Damage Magical+Ice Cap 45
Target All FoesPower 70%
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Conjurer Healer Tree
Ability VivifyCost 5 MP {{{Cost Unit}}}
Dispels Sleep and Confuse
Target All Allies
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Rejuvenate
+25% chance for Vivify to also generate an active Renew spell
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Benediction
+25% chance for all Renew and Redeem spells to also bestow Bless
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Shortened Span
+10% chance for Renew spells to end an active damage over time spell
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Stamina
+1 to Max HP for every 2 levels
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Renewable Power
+3% to the Power of all Heal spells
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Master Healer
+33% to the Plus Heal Cap of all Renew spells
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Ability RenewMostCost 25 MP {{{Cost Unit}}}
Heals for a large amount of HP over several rounds
+Heal Cap 30
Target One AllyPower 45%
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Exasperate
+5% chance to inflict Sleep on attacking foes
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Extended Recovery
+33% chance for all Renew healing ticks to last an extra round
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Second Chance
+15% to Redeem's Rate and HP healed upon Revival
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Holy Shield
+33% chance for Shield to also bestow Bless
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Wisdom
+1 to Max MP for every 2 levels
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Comatose
+25 to the damage threshold of all Sleep statuses inflicted
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Night Terrors
+20% to the Power of Nightmare
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Ability ConsumeCost 10 MP {{{Cost Unit}}}
Steals MP, Will, Rage, etc., returned as MP
RG-CR Steal 40%
Target One FoeMP Steal 20%
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Siphon Energy
+10% to the amount of MP, Rage, etc. stolen by Consume
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Ninja Assailant Tree
Ability MagicKickCost 10 MP {{{Cost Unit}}}
Inflicts direct damage; Element set by caster's top Plus Element stat
Damage Magical+???? Cap 30
Target One FoePower 75%
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Sagacious
+1 to Intelligence for every 3 levels
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Elementalist
+15% of equipped glove Enchant Power added to same Plus Element stat
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Wisdom
+1 to Max MP for every 2 levels
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Combat Training
+1 to Attack for every 3 levels
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Extra Powder
+1 to the damage Soft Cap of Kamikaze for every 2 levels
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Vanish Power
+10% to the Power of Vanish
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Ambush
+5% chance to surprise monsters in the first round of battle
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Lone Warrior
+15% to physical damage when outnumbered by foes in battle
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Fair Fight
−15% to damage received when outnumbered by foes in battle
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Double Strike
+15% chance for regular attacks to hit with a second half-damage blow
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Spirit Fingers
+3% chance for equipped glove effects to trigger when attacking
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Lucky
+1 to Luck for every 3 levels
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Bash and Buff
+33% chance to gain a random status buff upon dealing a Critical Hit
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Death Blow
+25% to the damage of Critical Hits
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Extra Poison
+15% to the Rate of Shuriken
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Finisher
+8% chance to Kill with attacks on Bleeding, Poisoned or Slowed foes
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Ninja Elusion Tree
Ability NinjaNetCost 9 MP {{{Cost Unit}}}
Inflicts the Slow status
Target All FoesRate 100%
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Barbed Nets
+25% chance for NinjaNet to also inflict Bleed
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Priority Healing
+50% chance to go first in battle when using Bottled Essence
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Stamina
+1 to Max HP for every 2 levels
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Disintegrate
+5% chance to inflict Blind on attacking foes
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Soul Eater
+15% to the amount of HP stored in Bottled Essence consumables
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Ability SmokeBombCost 12 MP {{{Cost Unit}}}
Allies are Vanished and attack first; lasts one round
Target All Allies
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Eschew
+8% to Bonus Dodge when Vanished
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Retaliate
+50% chance to counter with a half-damage blow after dodging an attack
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Enigma
+6% chance to dodge all targeted magic spells; only applies to spells
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Quickness
+1 to Agility for every 3 levels
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Moving Target
+5% to Bonus Dodge when using Evade and JumpKick
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Bonus Decoy
+33% chance to deploy an extra dummy when using Decoy
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Hidden Explosives
+20% chance for decoys to explode when KOed, damaging the attacker
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Sturdy Decoys
+1 to the HP of each dummy deployed by Decoy for every 2 levels
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Warlock Agony Tree
Leech Hex
+10% chance for Leech to also inflict Curse
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Effusion
−5% to the damage spread penalty of Leech vs. 4+ foes
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Drainage
+20% to damage dealt by Leech on Cursed foes
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Ruination
+1 round to the duration of all Curses inflicted
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Tap Malady
+5% chance for Tap spells to also inflict a random status ailment
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Augmentation
+10% to damage dealt by Tap spells on Cursed foes
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Sagacious
+1 to Intelligence for every 3 levels
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Painful Rebound
+1 to the damage Soft Cap of Reflect for every 2 levels
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Tappity Tap
+5% to the Power and +5 to the HP cost of Elemental Tap spells
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Quickness
+1 to Agility for every 3 levels
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Elementalist
+15% of equipped weapon Enchant Power added to same Plus Element stat
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Elemental Power
+1 to the Plus Element Cap of all Tap spells for every 3 levels
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Life Drain
+5% of all physical damage dealt to foes returned as HP
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Beat Down
+5% chance to inflict Soften with all physical attacks
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Cursed Prey
+5% to Bonus Crit when attacking Cursed foes
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Warlock Occultist Tree