Abilities

Abilities are a series of powers and skills usable by monsters in battle. Physical abilities are things a monster can do naturally, attacks that utilize parts of its body or equipment that it has access to in order to damage enemies or restore health. Physical abilities can be used without limitation and do not draw from a finite source. Magical abilities are used by drawing on the mystical powers that permeate the world. Monsters can store only a limited amount of magical energy in their bodies, and expend it when casting spells. Humans cannot draw from the same powers as monsters, but can cast monster magic through use of scrolls. Humans may also use magic circles, a power unique to them.

Type Key

Ability type determines how an ability is targeted and how defensive or augmentative skills and buffs effect it. The first column denotes range, the second denotes nature, and the third denotes target. In the first column, M describes a melee attack while R describes a ranged attack. Melee attacks deal less damage when the attacker and defender are rows apart. Ranged attacks deal the same damage regardless of distance. In the second column, P describes a physical attack while M describes a magic spell. This determines which attributes are used to determine damage, and which defensive skills affect abilities. Some monsters are very strong against physical attacks but weak to magic, and vice-versa. The final column describes the way an ability is targeted. SO means self-only, meaning the ability targets the user and cannot be used on any allies or enemies. SA and SE mean single ally and single enemy, respectively. These abilities target only a single monster, either a single friendly/neutral monster or a single hostile/neutral monster. AR and ER mean ally row and enemy row respectively. These abilities hit an entire row of monsters, but the row can't be chosen. AR abilities affect whichever row the user is in, ER abilities affect the enemy's front row. If all enemies are in the back row, ER abilities will attack the back row; however be warned that if a single enemy is in the front row it still counts as the entire front row. AA and AE mean all allies and all enemies. Spells of this type are typically very expensive to cast, and tend to be significantly more expensive than single target attacks. RE means random enemy, abilities of this type hit multiple times and select a random target for each hit. AT means all targets; the ability will affect everyone regardless of affiliation. Abilities of this type are extremely powerful and should be used with caution.

Magic Spells

The old power rating system is being re-thought, and thus no abilities have power ratings yet. MP costs will most likely be re-balanced at some point, these are early values. This is, by no means, a final list of spells; expect abilities to be added, removed, or altered.

Spell Type Cost Power Element Note
Manaburst M/M/SE 0 MP - Normal -
Spirit Lance R/M/SE 6 MP - Normal -
Paralyzing Touch M/M/SE 6 MP - Normal Paralyze
Shield R/M/SA 10 MP - Normal Shield
Barrier R/M/SA 10 MP - Normal Barrier
Accelerate R/M/SA 10 MP - Normal Accelerated
Empower R/M/SA 10 MP - Normal Empowered
Supercharge R/M/SA 10 MP - Normal Charged
Weaken R/M/SE 10 MP - Normal Weak
Drain R/M/SE 10 MP - Normal Drained
Decelerate R/M/SE 10 MP - Normal Decelerated
Helpless R/M/SE 15 MP - Normal Vulnerable
Sleep R/M/SE 15 MP - Normal Sleep
Horrific Vision R/M/SE 18 MP - Normal Terror
Enrage R/M/SE 18 MP - Normal Berserk
Delirium Trigger R/M/SE 18 MP - Normal Delirium
Seal Magic R/M/SE 20 MP - Normal Sealed
Stasis R/M/SE 20 MP - Normal Paralyze
Octave R/M/SE 20 MP - Normal -
Death Touch M/M/SE 25 MP - Normal Irradiated
Kill M/M/SE 30 MP - Normal Dying
Flash Delirium R/M/AE 30 MP - Normal Delirium
Sandman R/M/AE 30 MP - Normal Sleep
Seal All R/M/AE 60 MP - Normal Sealed
Fallout R/M/AE 100 MP - Normal Irradiated
Fission Blast R/M/AE 150 MP - Normal Irradiated
Flame Dart R/M/SE 6 MP - Fire -
Flame Burst R/M/ER 20 MP - Fire Immolation
Conflagration R/M/AE 30 MP - Fire Immolation
Wildfire R/M/AE 50 MP - Fire/Wind Immolation
Steam Cloud R/M/AE 50 MP - Fire/Water Damp
Blackfire R/M/AE 50 MP - Fire/Dark Immolation
Inferno R/M/AE 100 MP - Fire Immolation
Divine Immolation R/M/AE 100 MP - Fire/Divine Immolation
Hellfire R/M/AE 100 MP - Fire/Evil Immolation
Charge Up M/M/SA 0 MP - Electric +1-100 MP
Shock M/M/SE 6 MP - Electric Paralyze
Lightning R/M/SE 12 MP - Electric Paralyze
Thunderstorm R/M/AE 30 MP - Electric Paralyze
Healing Splash R/M/SA 6 MP - Water Healing
Icy Rain R/M/AE 12 MP - Water/Ice Decelerated
Black Rain R/M/AE 12 MP - Water/Dark Decelerated
Healing Rain R/M/AA 15 MP - Water Healing
Lifewater R/M/AA 30 MP - Water/Divine Healing
Healing Deluge R/M/AA 40 MP - Water Healing
Ice Lance R/M/SE 6 MP - Ice -
Flurry R/M/AE 12 MP - Ice Decelerated
Blizzard R/M/AE 50 MP - Ice Decelerated
Black Blizzard R/M/AE 50 MP - Ice/Dark Decelerated+Corruption
Venom Touch M/M/SE 2 MP - Poison Poison
Poison Cloud R/M/AE 20 MP - Poison Poison
Corrupting Touch M/M/SE 6 MP - Dark Corruption
Nightmare R/M/SE 12 MP - Dark Dark Damage While Sleeping
Pinwheel R/M/SE 15 MP - Dark Corruption
Trinity Black R/M/AE 50 MP -, Hits 3 Times Dark Corruption
Heal R/M/SA 4 MP - Divine Healing
Seal Evil R/M/SE 5 MP - Divine Seal+Paralyze, Evil Only
Holy Healing R/M/AA 50 MP - Divine Healing
Wrath R/M/AE 100 - Divine -
Punishment and Absolution R/M/AT 300 MP - Divine Special1
Feedback M/M/SE 30 MP - Armor Piercing Special2
Bane R/M/SE 50 MP - Special3 -
Judgment R/M/AE 150 MP - Special4 -

1Punishment and Absolution damages enemies, but heals allies. In addition, it removes harmful status effects from allies and removes beneficial status effects from enemies.
2Feedback causes damage equal to an enemy's current MP and reduces their MP to 0.
3Bane's element depends upon the targets weaknesses. It will strike with the elemental affinity that will deal the most damage against the selected target. This factors in natural weaknesses, equipment, and status effects to deal as much damage as possible. If multiple elements would deal the same damage, one is selected randomly.
4Judgment is either Divine or Evil elemental, depending on the user. This spell is only usable by divine or evil monsters, and matches the affinity of its user.

Physical Abilities

The old power rating system is being re-thought, and thus no abilities have power ratings yet. This is, by no means, a final list of abilities; expect abilities to be added, removed, or altered.

Ability Type Power Element Note
Sleep Touch M/P/SE - Normal Sleep
Punch M/P/SE - Normal -
Chop M/P/SE - Normal -
Kick M/P/SE - Normal -
One-Two Punch M/P/SE -, Hits Twice Normal -
Slam Kick M/P/SE - Normal Breaks Doors
Haymaker M/P/SE - Normal -
Pincer M/P/SE - Normal -
Headbutt M/P/SE - Normal -
Bite M/P/SE - Normal -
Knife Hand M/P/SE - Normal -
Trample M/P/SE - Normal -
Polka1 M/P/SE - Normal Delirium
Resuscitate M/P/SA - Normal Remove 'Dying' Status
Throwing Knife R/P/SE - Normal -
Shuriken R/P/SE - Normal -
Fan of Blades R/P/AE - Normal -
Disease Claw M/P/SE - Normal Vulnerable
Disease Bite M/P/SE - Normal Vulnerable
Stone R/P/SE - Normal -
Brick R/P/SE - Normal -
Boulder R/P/SE - Normal -
Arrow R/P/SE - Normal -
Triple Arrow R/P/SE -, Hits 3 Times Normal -
Arrow Rain R/P/RE -, Hits 10 Times Normal -
Bolt R/P/SE - Normal -
Baton R/P/SE - Normal -
Tomahawk R/P/SE - Normal -
Hurlbat R/P/SE - Normal -
Lance R/P/SE - Normal -
Harpoon R/P/SE - Normal Double Damage vs. Fish
IED R/P/AE - Normal -
Frag Grenade R/P/AE - Normal -
Hadouken R/P/SE - Fire -
Fire Breath R/P/SE - Fire Immolation
Fuel Bomb R/P/SE - Fire Immolation
Fire Arrow R/P/SE - Fire -
Fire Bolt R/P/SE - Fire -
Incendiary Grenade R/P/AE - Fire Immolation
Thermite Grenade R/P/SE - Fire Immolation
Incendiary Spores R/P/ER - Fire/Flora Immolation
Shock Bolt R/P/SE - Electric -
Lightning Rod R/P/SE - Electric Paralyze
Storm Breath R/P/SE - Electric Paralyze
Icy Touch M/P/SE - Ice Decelerated
Cryogenic Bomb R/P/AE - Ice Decelerated
Ice Breath R/P/SE - Ice Decelerated
Poison Sting M/P/SE - Poison Poison
Poison Bite M/P/SE - Poison Poison
Poison Dart R/P/SE - Poison Poison
Poison Arrow R/P/SE - Poison Poison
Photosynthesis R/P/SO - Flora Healing, Daytime Only
Thorny Vine M/P/SE - Flora -
Spine Launcher R/P/SE - Flora -
Spine Cannon R/P/SE - Flora -
Spines R/P/ER - Flora -
Paralyzing Spines R/P/ER - Flora Paralyze
Poison Spines R/P/ER - Flora/Poison Poison
Poison Spores R/P/ER - Flora/Poison Poison
Hallucinogenic Spores R/P/ER - Flora/Poison Delirium
Recovery Spores R/P/AR - Flora Recover, Healing
Shielding Spores R/P/AR - Flora Shield
Antimagic Spores R/P/AR - Flora Barrier
Terrify M/P/SE - Phantom Terror
Ghost Touch M/P/SE - Phantom -
Reaper's Touch M/P/SE - Phantom Dying
Black Arrow R/P/SE - Dark Corruption
Black Bolt R/P/SE - Dark Corruption
Lay on Hands M/P/SA - Divine Healing
Faith Heal M/P/SA - Divine Remove Harmful Status
Sacred Arrow R/P/SE - Divine -
Blessed Bolt R/P/SE - Divine -
Devil Arrow R/P/SE - Evil -
Defiled Bolt R/P/SE - Evil -

1Polka is a non-damage status ability unless Leek is equipped, which shifts its element to flora and unlocks damage dealing capabilities.

Blade Specials

The old power rating system is being re-thought, specials that had a power listed on the items page will have their power listed here but others will have no rating. MP costs will most likely be re-balanced at some point, these are early values. This is, by no means, a final list of specials; expect abilities to be added, removed, or altered. All blade specials require a blade to be equipped. If the equipped weapon has an ability attached, that ability can be used for 0 MP.

Special Type MP Cost Durability Cost Power Element Note
Slash M/P/SE - 1 As Weapon Normal -
Bash M/P/SE - 1 As Weapon Normal -
Whap M/P/SE - 1 As Weapon Flora -
Clear M/P/SE - 1 As Weapon Normal Cuts Grass
Chop M/P/SE - 1 As Weapon Normal Breaks Doors
Spin Cut M/P/SE - 2 3/4 Weapon Power, Hits 2 Times Normal -
Rend Weapon M/P/SE - 2 As Weapon Normal Lowers Durability
Rend Armor M/P/SE - 2 As Weapon Normal Vulnerable
Cross Slash M/P/SE - 2 As Weapon, Hits 2 Times Normal -
Triple Slash M/P/SE - 3 As Weapon, Hits 3 Times Normal -
Killing Stroke M/P/SE - 1 As Weapon Normal Dying
Polka1 M/P/SE - 5 2x Weapon Power, Hits 5 Times Flora Delirium, Leek Only
Kusinagi M/M/SE 10 MP 1 3/2 Weapon Power Flora -
Bloodletter M/M/SE 6 MP 1 1/2 Weapon Power Evil Steals HP
Fire Cut M/M/SE 10 MP 2 4/5 Weapon Power Fire -
Fire Whirl M/M/SE 10 MP 6 1/2 Weapons Power, Hits 3 Times Fire/Wind -
Shadow Slicer M/M/SE 15 MP 1 4/3 Weapon Power Dark -
Spirit Blade R/M/SE 15 MP 0 2/3 Weapon Power Divine -
Silver Slicer M/M/SE 0 MP 1 4/3 Weapon Power Divine Silver Sword Only

1Polka is a non-damage status ability unless Leek is equipped, which shifts its element to flora and unlocks damage dealing capabilities.

Gun Specials

The old power rating system is being re-thought, specials that had a power listed on the items page will have their power listed here but others will have no rating. MP costs will most likely be re-balanced at some point, these are early values. This is, by no means, a final list of specials; expect abilities to be added, removed, or altered. All gun specials require a handgun or long gun to be equipped.

Special Type MP Cost Durability Cost Ammo Power Element Note
Shoot R/P/SE - 1 1 As Weapon Normal -
Armor Piercing R/P/SE - 1 1 As Weapon Armor Piercing Sniper Rifles Only
Double Shot R/P/SE - 2 2 As Weapon, Hits 2 Times Normal -
Burst R/P/SE - 2x Ammo 2-5 1 As Weapon, Hits 2-5 Times Normal -
Reload M/P/SO - 0 - - Normal Refills Ammo
Barrage R/P/RE - 2x Ammo All As Weapon, Hits X Times Normal Special 2
Incendiary Round R/P/SE - 2 1 As Weapon Fire -
Incendiary Burst R/P/SE - 6-15 2-5 1 As Weapon, Hits 2-5 Times Fire -
Cryogenic Round R/P/SE - 1 1 As Weapon Icwe -
Cryogenic Burst R/P/SE - 4-10 2-5 1 As Weapon, Hits 2-5 Times Ice -
Knee Shot R/P/SE - 1 1 As Weapon Normal Paralyze
Head Shot R/P/SE - 1 1 As Weapon Normal Seal
Elbow Shot R/P/SE - 1 1 As Weapon Normal Disable
Heart Shot R/P/SE - 1 1 As Weapon Normal Dying
Magic Bullet R/M/SE 1 MP 1 1 As Weapon Normal -
Magic Burst R/M/SE 2-5 MP 4-10 2-5 1 As Weapon, Hits 2-5 Times Normal -
Black Bullet R/M/SE 1 MP 1 1 As Weapon Dark Corruption
Shadow Burst R/M/SE 2-5 MP 4-10 2-5 1 As Weapon, Hits 2-5 Times Dark Corruption
Charge Shot R/M/SE 10 MP 5 1 2x Weapon Power Normal Vulnerable

1 Burst attacks vary based on weapon type. Automatic shotguns fire 2 round bursts; machine pistols, submachine guns, assault rifles, and battle rifles fire 3 round bursts; machine guns fire 5 round bursts. Burst, Cryogenic Burst, Magic Burst, and Shadow burst use 2 durability per round fired (4, 6, and 10 respectively). Incendiary Burst uses 3 durability per round fired (6, 9, and 15 respectively).
2 Barrage uses every round of ammo, the number of hits depends on how many bullets are in the gun.

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