Limit Breaks
Note: All Limit Breaks stay the same as a character levels up and is upgraded.
Fighter Limit Break: 2x Cut
This allows fighter to hit twice with the potential for a critical hit on one.
Example: ::Fighter uses 2x cut::
//rolls 1d6 gets a 5// attack hits with double strength
::attacks normal strength::
Black Mage Limit Break: Free MP
BM can cast a free spell once in each of the next two turns.
Example: ::BM uses Free MP then casts Fire3::
//opponent goes//
::BM casts Quake3 for no MP as well::
White Mage Limit Break: Triple Cast
WM can cast 3 White Magic spells free of MP but they cannot cause any damage or negative status effects to the enemy.
Example: ::WM casts Life, Cure2, and Protect2 on Monk::
Red Mage Limit Break: Red Light
Gives everyone full MP.
Example: do you really need one?
Thief Limit Break: Thievery
Rolls 1d3: If 1 - deals normal damage to each enemy.
If 2 - deals double damage to each enemy.
If 3 - deals triple damage to one enemy.
Example: ::Thief uses Thievery::
//rolls 1d3 and gets a 2// deals 2x normal strength damage to each enemy.
Dragoon Limit Break: Lancer
Steals HP and MP equal to the damage of next attack.
Example: ::Dragoon uses Lancer::
deals 200 damage
Dragoons HP and MP go up by 200 each. (enemy loses a total of 200 HP and 200 MP)
Monk Limit Break: My Final Heaven
Deals 5x normal damage with the possibility of a critical hit (The Monk's Critical ability cannot be used here).
Example: ::Monk uses My Final Heaven::
//rolls 1d6 gets a 4// (no critical hit)
deals 5x normal damage. (WOW!)
Guardian Limit Break: Guardian Aura
Guardian stops all damage for the next 2 turns on himself and gets to attempt one critical hit when he reaches the Limit.
Example: ::Guardian uses Guardian Aura::
//rolls 1d6 and gets a 4// (no critical hit)
Guardian deals normal damage but is blocked for 2 turns.
Chemist Limit Break: Potent Items
Double the Potentcy of items for the rest of the battle
Example: ::Chemist uses Potent Items::
Potion restores 120 instead of 60.
Time Mage Limit Break: Death Portal
TM rolls 1d5: If 1-2: Mog comes and heals your party for 1/2 Max HP.
If 3-4: A Dragon comes and deals 1/4 of opponents Max HP damage (hits all opponents separately).
If 5: Behemoth comes and fights for your party (your party leaves and TM controls the Behemoth. When the Behemoth dies your party returns. The behemoth may only recieve physical damage and while in play your opponents may not use any magic.
Behemoth: HP: HP of one party member (TM's choice)
Str: Str of one party member (TM's choice)
Note: Behemoth acts as a normal character. He may only use physical attacks and may attempt a critical hit every other turn.
Example: Im not writin this (just look higher on the page)
Soldier Limit Break: 4x Cut
Soldier attacks 4 times this turn and may not attempt a critical hit on each attack.
Example: (look at Fighter and add 2 hits)(dont for get about Soldier's gunblade, he still must roll damage each time)
Engineer Limit Break: Machine Gun
Rolls 1d6. Does number of attacks equal to die roll. No critical hits may be attempted.
Example: ::Engineer uses Machine Gun::
//rolls 1d6 gets a 4//
::fires 4 shots at enemy:: (damage X 4)