Actions, also called Special Actions, are listed under the MAGIC tab, but are different than Spells. While Spells rely on Magic and Will stats and are tied to magic-based skills; Actions are controlled by other Stats, non-magic skills or a god's Favor. They may have a cooldown period or require specific conditions (ie. Super Shot is based on Rage). Actions include utility functions, like teleporting or pick-pocket, as well as offensive and defensive actions.
Actions use Stamina Points (SP), Attempting to use an Action while affected by the 'Tired' status (Less than 50 SP) may result in failure to utilize the action (Stamina cost is still applied if failure occurs); Attempting to use Actions while affected by the 'Very Tired' status will always result in failure.
To recover SP, just walk around and wait, use a rare Blue Capsule Pill or drink Lemonade. Raise your CON and Will stats to increase max SP.
You start with a few basic actions. Additional actions are learned from:
- On learning Skills
- Bought with Feat points
- Granted by gods
- Innate to a specific race
- Earned by leveling skills
Once these actions are 'cast', the stance will remain activated until you 'cast' the action a second time. You can only have one Stance, Ranged Stance, and Awakening action active at the same time.
When Stances and Ranged Stances are active, 25% of your MP is locked. Be careful reading books while a stance is active, you may not have enough free MP. If you fail to read the book and your MP is too low it may backfire, resulting in negative effects such as summoning monsters or even death.
Stances apply to both melee and ranged weapons, ranged stances only apply to ranged weapons.
Actions associated with a specific weapon type can only be used if you have at least one of those weapons equipped.
Stances keep the scaling effects of when they were activated, so you can use a equipment set with extremely high +STR, along with +STR buffs (For Savage's Rage), activate the stance, and then swap your equipment back to your "main" set, while keeping the "snapshot" effect, even if your main equipment set has less STR.
|Mix||Combine potions, such as Acidproof Potion, blessed water with items.||Default|
|Pray||Worship your God to remove negative effects and recover fully. Uses 15% of Favor.||Default|
|Pickpocket||Attempt to steal an item. Uses SP 20||Learn the Pickpocket Skill|
|Riding||"Cast' Riding to open the Mount selection menu and chose an ally to ride. Uses SP 20.||Learn the RidingSkill|
|Super Shot||Build up rage to max then release in a "powerful" attack based on level of basic Stats. (in reality, this "powerful" attack is as damaging as the "wait a turn" button)||Default|
|Space Destabilizer||You destabilize the space (random teleport)||Feat points|
|Steel Wires||Confines the enemies with steel wires and damages them||Feat points|
|Mercy||Weaken enemy without killing it to aid in capture with Monster Balls. Uses 23 SP.||Feat points|
|You can spit fire||Feat points|
|Steals HP from target. SP 17.||Feat points|
|Temporarily enhances your allies||Feat points|
|You have learned about poisons||Feat points|
Only your current god's action is available.
|Prayer of Jure||Recovers HP depending on Favor. Uses 30 SP.||Worship Jure of Healing|
|Absorb Magic||Drains MP from the air. Higher Favor brings better spell effect. SP 25.||Worship Itzpalt|
|Lulwy's Trick||Increases Speed for a short time. SP 20.||Worship Lulwy|
|Whirlwind||Attack multiple targets. Uses 12 SP.||Level 10 Tactics|
|Slash||Attack in a line, triggers Bleed. SP 12.||Level 20 Long Sword|
|Shield Wall||Summons Shield Wall to resist 50% of damage.
And adds 50% chance to avoid fatal damage, SP 18.
|Level 20 Shield|
|Greenwings||Summon a spirit. Ranged attack speed increases,
Increases chance to shoot more arrows. Uses 10 SP.
|Level 20 Marksman|
|Lotus of Darkness||Fighting Stance. Increases physical DMG, Parry when dual Wielding.
Critical attacks Blind target. Freezes 25% MP. Uses 20 SP.
Scales of Dual Wield Skill level.
|Level 20 Dual Wield|
|Bull's Patience||Physical damage is reduced by 25% and Healing is improved||Level Shield|
|Bash||Axe deals massve damage. SP 15.||Level 20 Axe|
|Ferocious Shot||Firearm shot triggers 'Dim'. SP 12.||Level 20 Firearm|
|Martial Arts Awaken||Triggers passive effect while using Martial Arts. SP 10.||Level 20 Martial Arts|
|Savage's Rage||Melee Stance. Increases physical DMG & gives additional hits.
Attacks may absorb SP. Freezes 25% MP. SP 20.
Scales based on STR.
|Level 20 Two Hand|
|Scythe Awake||Scythe attacks apply additional effects. SP 10.||Level 20 Scythe|
|Destructive Shot||Crossbow shot decreses enemy's Hit. SP 12.||Level 20 Crossbow|
|Confusing Strike||Req. Short Sword. Deals a heavy strike with chance to Dim. Uses 15 SP.||Level 20 Short Sword|
|Split Arrow||Range Stance. Arrows hit multiple enemies. Freezes 25% MP. Uses 20 SP,||Level 20 Bow|
|Courage Raid||Long sword deals additional DMG to enemies with more than 50% HP. SP 12.||Level 50 Long Sword|
|Blind Spike||If an enemy is 'Dim', a second shot may Blind. SP 15.||Level 50 short sword|
|Smoke Screen||Melee attacks will penetrate armor. Each hit adds 1 Dim.
Increases Evasion and Crit for a short time, Last 6-8 turns. SP 20.
|Level 50 Dual Wield|
|Warrior Totem||Summons a totem to enhance the team's Physical damage & Hit. SP 15.||Level 50 Tactics|
|Bull's Patience||Physical reduction increases by 25% and Healing Skill improves. SP 10.||Level 50 Shield|
|Hunting Time||Ranged DMG. Aditional shots. Ranged penetration increase. SP 36.||Level 50 Marksman|
|Flashing Bomb||Blinds all enemies within a range of 2. SP 48.||Level 80 Dual Wield|
|Marksman Ready||Arrows. Deals added DMG to enemies with more than 50% HP. SP 15.||Level 80 Bow|
|Armor Penetration||Firearm hit decreases enemy's DEF. SP 15.||Level 50 Firearm|
|Sharp Pin||Crossbow hit triggers Bleed.||Level 50 Crossbow|
|Trial of Deterrence||Massive DMG to enemies with 'Dim' or 'Blind'. Recovers a little SP. SP 15.||Level 80 short sword|
|Thorn Arrow||Triggers Bleed. Freezes 25% MP. SP 20.||Level 50 Bow|
|Soldier's Spike||Range Stance. Deals additional DMG while stance is active. SP 15.||Level 80 Long Sword|
|Despair Roar||If self or team member is under abnormal status, HP recovery speeds up. SP 18.||Level 80 Tactics|
|Vampire's Kiss||Steals life and recovers HP according to rate. Rate tied to Vampire Descent.||Vampire race|
|Ghost Shield||When active, you lose MP instead of taking DMG.||Vampire race|
|Cancel Summon||Removes a selected summon.||Learn Summoner spells|