Actions, also called Speical Actions, are listed under the MAGIC tab, but are different then Spells. While Spells rely on Magic and Will stats and are tied to magic-based skills; Actions are controled by other Stats, non-magic skills, or a god's Favor. They may have a cool-down period or require specific conditions (ie Super Shot is based on Rage). Actions include utility functions, like teleporting or pickpocketing, as well as offensive and defensive actions.
Actions use Stamina Points (SP), as opposed to Spells which use MP. Attempting to use a Action while affected by the 'Tired' status (Less then 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. The "Short Distance Runner" Feat increases SP.
You start with a few basic actions. Additional actions are learned from:
- Bought from Skill Trainors
- Bought with Feat points
- Granted by gods
- Innate to a specic race
- Earned by leveling skills
Activated actions/ Stances
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.
Basic Actions
Name | Effect | Learn |
---|---|---|
Mix | Combine items and potions, such as Acid Proof Potion. | 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 | Trainors in Derphy |
Riding | "Cast' Riding to open the Mount selection menu and chose an ally to ride. Uses SP 20. | Trainers in Palmia and Yowyn. |
Super Shot | Build up rage to max then release in a powerful attack based on level of basic Stats. | Default |
Feat Actions
Name | Effect | Learn |
---|---|---|
Space Destabilizer | You destabilize the space | Feat points
Equipment |
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 |
Fire Breath
(Spitfire) |
You can spit fire | Feat points |
Recovery Master
(Vampire Fang) |
Steals HP from target. SP 17. | Feat points |
Insiration
(Natural leader) |
Temporarily enhances your allies | Feat points |
About Poison
(Toxic Touch) |
You have learned about poisons | Feat points |
Faith-based Actions
Only your current god's action is available.
Name | Effect | Learn |
---|---|---|
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 |
Bull's Patience | Physical damage is reduced by 25% and Healing is improved | Faith reward (gem) |
Lulwy's Trick | Increases Speed for a short time. SP 20. | Worship Lulwy |
Skill-based Actions
Name | Effect | Learn |
---|---|---|
Whirlwind | Attack multiple targets. Uses 12 SP. | Level 10 Tactics |
Slash | Long Sword 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. Increses physical DMG. Increases Parry and Duel Wield mode.
Critical attacks Blind target. Freezez 25% MP. Uses 20 SP. |
Level 20 Dual Wield |
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 Artts. SP 10. | Level 20 Martial Arts |
Savage's Rage | Melee Stance. Increases physical DMG. Additional Hits.
Attacks may absorb SP. Freezes 25% MP. SP 20. |
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. 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 |
Race Actions
Name | Effect | Learn |
---|---|---|
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 |
Other Actions
Name | Effect | Learn |
---|---|---|
Cancel Summon | Removes a selected summon. |