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 Buffers Set

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Ish'in
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PostSubject: Buffers Set   Sat Apr 30, 2016 12:38 pm

>>>>>>>BUFFERS SET 1<<<<<<<
SHELL & PROTECTION (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
10
300
2
(+)Shell & Protection
100MDEF
Self/ 1Ally
Increases the target’s Defense and MDEF by 300 for 4 turns. Can be ysed multiple times innone Turn Phase, but has a cooldown of 5 turns after use. The effects do not stack.
DISPEL (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
20
200
1
-
200MDEF
Self/ 1Ally
Removes ONE negative Buff from target self or ally. Has a cooldown of 2 turns.
IMBUE (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
30
100
1
(+)Imbue
300 MAG
Self/ 1Ally
Imbues your ORB attacks with either: Fire, Ice, Water, Wind, Earth, Lightning, Nature. It lasts for 5 turns. Has a cooldown of 3 turns. (does not stack)
SHADOW GUARD (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
30
300
1
(+)Shadow Guard
100STR
200MAG
Self
 Adds 15% of your STR to your DEF and 15% of your MAG to your MDEF.
Lasts for 3 turns. Has a 7 turn cooldown.
RUNE BLADE (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
30
200
1
(+) Rune Blade
100STR
200MDEF
Self
Adds 10% of your max MDEF to your max STR. Lasts for 4 turns. Has a 6 turn cooldown, after use.
RUNE GUARD (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
40
200
1
(+) Rune Guard
150STR
250MDEF
Self/ 1Ally
Adds 10% of your max MDEF to your max DEF. Lasts for 4 turns. Has a 6 turn cooldown, after use.
BLADE DANCE (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
60
400
2
(+)Blade Dance
600 DEX
Self
Turns all your HIT to CRIT. Lasts for 2 turns. Has a 8 turn cooldown after use.
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PostSubject: Re: Buffers Set   Sat Apr 30, 2016 12:59 pm

>>>>>>>BUFFERS SET 2<<<<<<<
BARRIER (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
60
600
3
(+)Barrier
600MDEF
Self/ 1Ally
Creates a barrier around the target which protects him/her from MAGICAL Damage. Barrier HP = MDEF x2 (caster). Lasts 2 turns. If the damage goes over the Barrier's HP, the damage tramples. Has a 6 turn cooldown.
IRON WILL (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
70
300
1
(+)Iron Will
700 STR
Self
Gain bonus DEF amounting to 25% of your STR. But your damage output will decrease by 10%. Effect lasts for 4 turns. Has a 6 turn cool down.
ACCURACY BOOST (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
80
800
2
-
800 DEX
Self
Boosts DEX for a short duration. Adds 300 DEX for 2 turns. Has a cooldown of 6 turns.
(Does not stack with itself)
SHELL & PROTECTION II (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
80
300
2
(+)Shell & Protection II
800 MDEF
Self/ 1Ally
OVERWRITES SHELL & PROTECTION (requires SHELL & PROTECTION) Increases the target’s Defense and MDEF by 500 for 4 turns. Can be used multiple times in one TURN PHASE, but has a cooldown of 5 turns after use. (The effects do not stack.)
ESUNA (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
80
300
2
(+) Esuna
800MDEF
Self/Ally
Removes ALL negative Buffs from target self or ally.
OVERWRITES DISPEL. (requires DISPEL)
CHARGE TENSION (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
100
250
ALL
(+) Tension
700 STR
300 MAG
Self
Each Charge adds 10% to your next damage. You can charge up to 4 times. (Only effects one attack, the next attack)
The bonus damage lasts until use or until the buff is removed.
MAGIC BOOST (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
100
500
2
(+) Magic Boost
1000 MAG
Self
Increases your MAG +400. Lasts for 4 turns. Has a cooldown of 8 turns. (Effect does not stack with itself.)


Last edited by Ish'in on Tue Jul 11, 2017 3:04 pm; edited 4 times in total
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PostSubject: Re: Buffers Set   Sat Apr 30, 2016 1:13 pm

>>>>>>>BUFFERS SET 3<<<<<<<
DARKSIDE (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
100
100
per turn
1
(+) Darkside
500 STR
500 MAG
Self
Turns the user's element into DARK. Increases the damage output of all DARK attacks by 15%. Lasts for 4 turns. Has a cooldown of 8 turns.
Cannot be deactivated manually.
RECKLESS ABANDON (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
100
400
2
(+) Reckless Abandon
1000STR
Self
Transfer all your DEF and to STR. Lasts for 3 turns. Has a 10 turn Cooldown.
BARRIER II (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
2
110
800
3
(+)  Barrier II
1100MDEF
Self/ 1Ally
OVERWRITES BARRIER. (requires BARRIER) Creates a barrier around the target which protects him/her from MAGICAL Damage. Barrier HP = MDEF x3 (caster). Lasts 3 turns. If the damage goes over the Barrier's HP, the damage tramples. Has a 6 turn cooldown.
SHADOW GUARD II (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
2
110
400
1
(+)Shadow Guard II
400 STR
600 MAG
Self
(OVERWRITES Shadow Guard)
 Adds 20% of your STR to your DEF and 20% of your MAG to your MDEF.
Lasts for 3 turns. Has a 7 turn cooldown.
RUNE BLADE II (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
2
110
400
1
(+) Rune Blade II
400 STR
600 MDEF
Self
(OVERWRITES Rune Blade)
Adds 20% of your max MDEF to your max STR. Lasts for 4 turns. Has a 6 turn cooldown, after use.
RUNE GUARD II (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
2
120
400
1
(+) Rue Guard II
500 STR
600 MDEF
Self
(OVERWRITES Rune Guard)
Adds 20% of your max MDEF to your max DEF. Lasts for 4 turns. Has a 6 turn cooldown, after use.
SHELL AND PROTECTION III(B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
2
130
800
2
(+) Shell & Protection III
1300 MDEF
1
OVERWRITES SHELL & PROTECTION II (requires SHELL & PROTECTION II) Increases the target’s Defense and MDEF by 800 for 4 turns. Can be used multiple times in one TURN PHASE, but has a cooldown of 5 turns after use. (The effects do not stack.)
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