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- 1 - [Special] Move on next attack.
- 2 - Weapons hit count, [Last hit finish with a smash.]
- 3 - Load Counter attack/Lance Counter [Assult Slash] or Charge/Lance Charge [Full Weapon Combo]
- 4 - Windmill, [Assult Slash if knocked down]
- 5 - Defend, [Smash after] or Weapon Hit Combo [Weapon Hit Combo]
- 6 - Smash, [Assult Slash and Windmill after.]
- Archer - Bow, Crossbow
- 1 - Pass Turn
- 2 - 1 Shot
- 3 - Double up the shots of your next attack, roll again.
- 4 - 2 Shots
- 5 - 3 Shots
- 6 - Magnum Shot
- Humans may use AR for rolls 2,4,5.
- Mage - Magey Things
- 1 - Ice Bolt, May Skip next 1,2 turns to add 2,4 charges
- 2 - Lightning Bolt, May Skip next 1,2 turns to add 2,4 charges
- 3 - Fire Bolt, May Skip next 1,2 turns to add 2,4 charges
- 4 - Thunder, May Skip next 1,2 turns to add 2,4 charges
- 5 - Ice Spear, May Skip next 1,2 turns to add 2,4 charges
- 6 - Fireball, Skip your next turn.
- Alchemist - Alchemy Things
- 1 - Use 2 HP 30s
- 2 - Toggle Chain Cylinder on/off
- 3 - Water Cannon
- 4 - Flame Burst
- 5 - Frozen Blast, Don't actually frozen blast, they just skip their next turn, wind blast for damage.
- 6 - Heat Buster if available, If enemy skipped last turn, Golden Time/Elemental Wave it.
- Martial Artist
- 1 - Skip turn
- 2 - 1 punch
- 3 - First combo skill
- 4 - Up to second combo
- 5 - up to third combo
- 6 - Tumble, enemy skips next turn catching up.
- Puppet - REQUIRES REPAIR KITS.
- 1 - Enemy targets puppet next turn
- 2 - Act 1
- 3 - Act 4
- 4 - Act 7
- 5 - Puppet's Snare, Enemy skips next turn
- 6 - Wire Pull
- IF PUPPET IS DEAD, SPEND NEXT TURN REPAIRING IT
- Guns
- 1 - Skip Turn
- 2 - 1 Auto Attack
- 3 - Flash Launcher
- 4 - Bullet Slide
- 5 - 2 Auto Attacks
- 6 - Reload
- If out of bullets, auto reload next turn.
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