|
|
|
|
|
|
Posted: Thu Jan 12, 2006 7:03 pm
If it's classified as a skill, we'll have it. If it's not a skill, we'll have it anyway.
Skill List includes all skills we've managed to locate as of now. List subject to change as deemed necessary.
Seishin list accumulates most conventional seishin found in from SRW 3 to Alpha 2. List subject to change as deemed necessary.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jan 12, 2006 7:04 pm
Skill List
Skills available to Mech Pilots. (L) Indicates a skill that grows in level, and improves with each level.
Potential(L)- As HP falls below a certain percent, Mech defense, critical rate, accuracy and evade will rise. Percentage for bonus becomes higher with level.
Gunfight(L)- Raises damage of shooter type weapons by 50 per level of Gunfight. Range to shooter type weapons will increase by 1 at level 4, and 2 at level 7.
Infight(L)- Raises damage of Melee type weapons by 50 per level of Infight. Movement range to mech increases by 1 at level 4, and 2 at level 7.
Foresight - Hit and Dodge rates increase at 130 morale.
Leadership(L)- Offers evasion and hit rate bonuses to surrounding allies. Range increases as the leadership level rises.
Support Attack(L)- Permits the ability to assist an attacker. Use is limited to the level of support attack during a single turn.
Support Defense(L)- Permits the ability to take a hit for an ally as if you were defending. Use is limited to the level of support defense during a single turn.
Veteran - All EN attacks reduced to 70 percent of their original energy cost.
Guard - Increased Defense when Morale exceeds 130.
Sword Cut(L) - Chance to cut down enemy projectile attacks, or parry blade type attacks.
Shield Guard(L) - Ability to defend with shield while guarding.
Counter(L) - When attacked, chance to counterattack before the enemy initiates his attack.
Attacker - At 130 morale, all attacks do 1.2 X normal damage.
Revenge - Counterattacks do 1.2 X normal damage
Spirit Evade - +1 Morale when successfully dodging.
Spirit Hit - +1 Morale when successfully connecting with an attack
Spirit Damage - +2 Morale when you take damage
Strong Initiative - +5 Morale at the start of battle.
Rising Spirit - +2 Morale at the start of every turn, excluding the first turn.
Unify - When support attacking, both units strike together before the enemy makes an attack.
SP Recovery - Recover 10 SP per turn.
SP Up - Increased SP with level gains.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 12, 2006 7:05 pm
Hot Blood - For one attack, damage will be x2.
Exhaust - Lower one enemies morale by 10.
Mercy - If skill is higher than opponents, and blow is strong enough to kill, attack leaves target with 10 HP.
Snipe Attack - For one turn, all attacks (Excludes Range 1 and MAP) gain +2 range.
Flash - For next attack, dodge rate is 100 percent.
Great Effort - For one combat sequence, EXP gained is doubled. Includes any action, be it dodge, defend, attack, or counter.
Aid - Cast Great Effort on one allied unit. Same rules apply.
Luck - For one combat sequence, gain double credits. Same rules of Great Effort.
Bless - Cast Luck on one allied unit. Same rules as Luck.
Concentrate - For one turn, Hit and Dodge rates rise by 30 percent.
Sure Hit - For one turn, hit rate is 100 percent.
Inspire - Cast Sure Hit on one ally. Same rules as Sure Hit.
Abandon - Gain the effects of Sure Hit and Flash. Same rules apply for both effects.
Iron Wall - For one turn, all attacks do 1/4th normal damage.
Accelerate - +3 Movement for one movement sequence.
Awaken - Take another turn after ending your turn.
Perserverance - Regain 30 Percent HP.
Great Percerverance - Regain 100 Percent HP.
Yell - Gain 10 Morale.
Vigor - Gain 30 Morale.
Trust - Restore 2000 HP to any allied unit.
Friendship - Restore all HP of any allied unit.
Resupply - Restore all EN and Ammo to any allied unit.
Move Again - Cast on any allied unit who has ended his or her turn to allow him or her to take another turn.
Rally - All units adjacent to caster will gain 10 Morale.
Hope - Restore 50 SP to any allied unit.
Rush Attack - All attacks (Excluding MAP weapons that can't be used post movement) are capable of being used after movement for one turn.
Direct Attack - For one attack, your attack will pass through any enemy defenses. Includes barriers of any sort, Bunshin, and support defense.
Spirit - For one attack, damage is x2.5.
Invincibility - The next attack that successfully strikes your unit will be reduced to 10 damage.
Love - Gain effects of Flash, Sure Hit, Luck, Effort, Hot Blood, Yell, and Accelerate. Each spell takes it's individual rules into effect.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|