Fighter Abilities
Fighters
| Ability Name | Description | Other Notes |
| Power Break | Physical attack that deals half normal damage but cuts the target's Strength in half. | |
| Mind Break | Physical attack that deals half normal damage but cuts the target's Wisdom in half. | |
| Speed Break | Physical attack that deals half normal damage but cuts the target's Speed in half. | |
| Magnum Break | Physical attack that deals half normal damage but cuts the target's Vitality in half. | |
| Magic Break | Physical attack that deals half normal damage but also deals the same amount of said damage to MP. | Must first know "Mind Break" |
| Monkey-Grip | Allows weapons that normally require 2 hands to wield to be held with only one-hand (except for bows and rifles). | |
| More Criticals | Critical hits now occur on both 20s and 19s. | |
| Better Criticals | Critical hits now deal X3 normal damage. | |
| Challenge | Battle command that allows the Fighter to issue personal challenges to foes. If the foe is not successful in resisting, it must battle the Fighter in a 1-on-1 match. Match ends when one combatant dies or after 5 rounds pass. May be used once per battle. | Formula for success: (Fighter's Strength + Vitality) - (Enemy's Wisdom + Willpower). Resulting number is what enemy must roll or higher on 1d20 to resist. |
| Guard | When used in battle, the Fighter is completely invincible to physical damage. Lasts until the Fighter's next turn. | Can be
used as the player's action for the round before initiative is even
rolled. Will not protect against physical damage suffered while using the Paladin's "Defend" ability. |
Berserkers
| Ability Name | Description | Other Notes |
| Combat Upgrade | Ups Fighter's HP/level die from 1d10 to 1d12. Fighter gains one extra weapon proficiency. | New proficiency is at the same skill level as the characters least proficient weapon. |
| Barbarism | Fighter may hold one large weapon (Scythes, Axes, Hammers, Pole-arms) in each hand. | Mail can not be worn while using this ability. |
| Lunatic High | Casts "Berserk" and "Haste" on the Fighter. | |
| Cleave | Fighter ignores all Shields and Safe spells when attacking foes. | |
| Toughness | Fighter gains +2 HP/level. |
Samurai
| Ability Name | Description | Other Notes |
| Double-Hand | Allows certain one handed weapons to be used with two-hands to increase destructive power. | Can be used with: swords, staves, cudgels, and katanas. Can be combined with monkey-grip to give normally two-handed weapons the same benefits. |
| Samurai's Spirit | If the Fighter is knocked out, roll 1d4-1. The Fighter stays on his feet with 0 HP for that many rounds. Once time passes, his is KOed. | Only works once per fight. If the fight ends before time runs out, the Fighter is still KOed after the fight. |
| Samurai's Valor | Magic Defense +20% | +20% bonus applies to total of both natural and armor magic defenses. |
| Melee Mastery | +2 to every melee proficiency the Fighter possesses. In addition, melee weapon damage is upped. | +2 bonus applies to brawling as well. Damage upping works like this: d4 become d6, d6 becomes d8, d8 becomes d10, d10 becomes d12, and d12 becomes d15. |
| Shockwave | Fighter can produce a wave of energy that deals half the normal damage of his currently equipped weapon. Has range equal to a pistol or X-bow | Must first know Melee Mastery and Double-hand. Must be using a weapon double-handed to use this skill. |
Dragoon
| Ability Name | Description | Other Notes |
| Jump | Fighter leaps high into the air and comes down with a devastating attack that does double normal damage. | When jumping, the Dragoon can not be attacked. The jump comes down on the next round of combat, at the same initiative as you had the previous round. Jump one round, come down to attack the next. |
| Dragon Spirit | When killed in combat, the Fighter immediately comes back to life as if he were under the influence of a Life 3 spell. | This ability can only be activated once per day. |
| Dragon Slayer | The Fighter gains incredible combat sense when it comes to battling dragons and other draconians. Damage dealt to draconians is now X4 normal. | Draconians include dragons, drakes, certain lizard men, and most anything with "Dragon" somewhere in the name. Mechanical dragons do not count. |
| Defender's Valor | Physical Defense +20% | +20% bonus applies to total of both natural and armor magic defenses. |
| Dragon Breath | The Fighter is able to quasi-magically produce what appears to be a small dragon-breath-like attack. Damage is 2d10 + Wisdom X MDC in a 10 foot long, 5 foot wide arc. | Breath is elemental specific. When using this attack, choose to make it Water, Fire, Lightning, Ice, Wind, or Poison (will not cause status condition of same name). |
Paladin
Note: Once Paladin is obtained, the Fighter gains *d6 MP where * is the
Fighter's current level. Every level after that, the Fighter gains 1d6 plus any
Willpower bonuses MP.
| Ability Name | Description | Other Notes |
| White Magic lvl. 1-4 | The Fighter gains access to levels 1-4 White Magic. | Upon learning this ability, the Fighter gains as many spell points to buy spells as a White Mage of the same level would. |
| Defend | The Fighter gains the ability to protect one or all members of a party from both physical and magical damage by junctioning a part of their soul to those they want to protect. Any damage the person thus protected will instead be taken by the Paladin. | Defense can be assigned/reassigned in-between rounds. The Paladins defense ratings are used instead of the one's being protected. |
| Saint Cross | The Fighter is able to produce a massive explosion of holy energies amongst a group of foes. Damage is 3d10 + Willpower X MDC. This attack hits all foes in a 10 foot long, 5 foot wide arc. | Holy Elemental |
| Divine Arsenal | The Fighter is able to use this power in two ways. The first allows him to produce an arrow-like bolt of holy energy that he can then direct to hit an enemy very far away. This bolt does 1d10 + Wisdom X MDC Holy damage, has the range of a bow, and costs 1 MP to use. The other ability allows the Fighter to make his weapon a Holy-Elemental weapon for the duration of the battle. This also costs 1 MP to perform. | The Holy Enchantment can be performed in-between rounds. |
| Angel | The Fighter has become so in touch with his light side that he has more or less ascended past being something more than human. He has become an earth-bound angel. When activated in battle, a white light continually shines around the Fighter. A halo and wings appear as well. Angelic form grants the following benefits: Immunity to the fear, charm, and confusion status effects, immunity to Dark and Holy elemental attacks, and bestowing the float and regen status effects. In certain instances, this special "floating" can be used to actually fly. This "transformation" takes one turn to complete and always loses initiative when activating. | All other Paladin abilities must be learned first. |
Dark Knight
Note: Once Dark Knight is obtained, the Fighter gains *d6 MP where * is the
Fighter's current level. Every level after that, the Fighter gains 1d6 plus any
Willpower bonuses MP.
| Ability Name | Description | Other Notes |
| Black Magic lvl. 1-4 | The Fighter gains access to levels 1-4 Black Magic | Upon learning this ability, the Fighter gains as many spell points to buy spells as a Black Mage of the same level would. |
| Darkside | The Fighter can deliver a powerful attack that deals X2 normal damage, X4 on a critical hit. The Fighter takes 25% of the damage dealt himself (no chance to dodge or absorb with armor). | Dark Elemental |
| Black Wave | The Fighter is able to produce a massive explosion of dark energies amongst a group of foes. Damage is 3d10 + Wisdom X MDC. This attack hits all foes in a 10 foot long, 5 foot wide arc. | Dark Elemental |
| Dark Arsenal | The Fighter is able to use this power in two ways. The first allows him to produce an arrow-like bolt of dark energy that he can then direct to hit an enemy very far away. This bolt does 1d10 + Wisdom X MDC Dark damage, has the range of a bow, and costs 1 MP to use. The other ability allows the Fighter to make his weapon a Dark-Elemental weapon for the duration of the battle. This also costs 1 MP to perform. | The Dark Enchantment can be performed in-between rounds. |
| Demon | The Fighter has become so in touch with his dark side that he has b ascended (descended?) to something more(?) than human. He has become an earth-bound demon. When activated, the Dark knight is surrounded by a shadowy flame and his eyes grow a crimson red. It also appears as if several lost souls float about him as well. In combat, this "Demon" becomes extremely savage and blood-thirsty (but it doesn't mean he's evil. He can maintain enough sanity to not hurt his friends or any other innocents). Demonic form grants the following benefits: Immunity to the fear, blind, and mute status effects, immunity to Dark and Fire elemental attacks, Darkside only causing 10% of backlash damage, and Black Wave doing 5d10 damage instead of 3d10. This "transformation" takes one turn to complete and always loses initiative when activating. | All other Dark Knight abilities must be learned first. |
Ranger
| Ability Name | Description | Other Notes |
| Ranged Mastery | The Fighter gains a +2 to hit with all ranged weapons. In addition, ranged weapon damage is upped. | Damage upping works like this: d6 becomes d8, d8 becomes d10, d10 becomes d12, and d12 becomes d15. |
| Aim | The Fighter, instead of attacking, can prepare for his next attack to add accuracy and damage. Aim gives the next attack a +2 to hit and adds 1 to the DC. Aims are cumulative, so if one were to Aim 5 times in a row, they would have a +10 to hit bonus and a +5X DC bonus. | |
| Arrow Guard | The Fighter is not only a master of using ranged weapons but is also swift when dodging the same weapons, including bullets! All ranged weapons (including thrown Ninja, Engineer, or Chemist weapons) -5 to hit the Fighter. | |
| Equip Firearms | The Fighter gains the "Pistols: 13" and "Rifles: 12" proficiencies. | Ranged Mastery must be learned first. |
| Quick Draw | In exchange for suffering a -5 to hit penalty for the upcoming round, the Fighter may attack before anyone else. | Must be used before initiative is rolled for the round. |