Post by Terra on Jul 23, 2010 18:02:59 GMT -5
((Everyone starts off with Guard, Jump, Dash, Aerial Recovery and Ally Guard. What form they take is up to their strengths.))
...Ngh; I've been found, so surely there must be a reason... You have any information, ku-po? If so; let me know... If not, then I have Skills and can part with their knowledge; if there's the proper price paid... For every five items you purchase - it doesn't need to be at once, - I'll throw in a Moogle Ticket, ku-po.
Air Guard - If you are still getting pegged after an Aerial Recovery, try this on for size! Nulls one enemy roll to your position, if you are in air, and cannot be used in conjunction with Glide or Dodge Jump. Cost: 50 Munny
Hi-Jump LV1 - It's a jump extension, great for reaching higher legdes, or more air time while running. Base augment to the Jump Skill, 1.3 higher apex! 1.7 distance covered from a run. Cost: 50 Munny
Special Dash LV1 - It's a dash upgrade, but it can cross more unstable terrain without a chance of triggering an extra enemy's attack. Cannot be used from a jump. Lowers ailment chance on movement by 10%, and will not trigger any extra aggression from ~Generic Enemies~. Cost: 50 Munny
Dodge Jump LV1 - Double Jump much? It can avoid an aerial attack and most magic, or a tall Boss' ground strike. Only available in midair or after a Jump. It will lower a foe's accuracy roll from the ground, even Weak Air Combos. Vulnerable to Aero, Gravity. Cost: 100 Munny
Glide LV1 - Have you ever wanted to seem like a bird? This is a big help! Only available in midair or after a Jump. It is useful for closing distance between you and a distant foe. Vulnerable to Aero, Gravity Cost: 100 Munny
Weak Combo - You want two hits per post? You've now got two hits per post with this! Cannot be used during Jump. An attack roll, then another roll for another attack. Useful for those that are surrounded by mobs or those whom are interested in the PVP events. Can be interrupted, if one's foe has Aero, or the user gets Jolted Cost: 100 Munny
Weak Air Combo - Enemies take to the air? Smack them down with two hits! Auto-Jump to aerial foes, can be used during Jump. Your accuracy roll won't decrease for the upwards-directed blow, and then there's a 10% chance to stun one enemy to the ground. First hit must connect, can be stopped by Aero and Gravity. Cost 100 Munny
Slight Guard Counter - So...let me be the one to put the basics of basics down. You won't regret buying this, as your enemies will be in for a shock. It allows for an instant retribution, to all enemies within strike distance of the guarder. 1 HP damage to an enemy determined by weapon's reach. Some people will be able to deal 2 HP damage to foes within distance, or more depending on the circumstances. Can counter, but cannot use Combos or Limits. Cost: 150 Munny
I'll expand my shop every so and so; after all, information doesn't come cheap. In the meantime, I'll be sure to see you later - ku-po~!
...Ngh; I've been found, so surely there must be a reason... You have any information, ku-po? If so; let me know... If not, then I have Skills and can part with their knowledge; if there's the proper price paid... For every five items you purchase - it doesn't need to be at once, - I'll throw in a Moogle Ticket, ku-po.
PASSIVE
Air Guard - If you are still getting pegged after an Aerial Recovery, try this on for size! Nulls one enemy roll to your position, if you are in air, and cannot be used in conjunction with Glide or Dodge Jump. Cost: 50 Munny
Hi-Jump LV1 - It's a jump extension, great for reaching higher legdes, or more air time while running. Base augment to the Jump Skill, 1.3 higher apex! 1.7 distance covered from a run. Cost: 50 Munny
Special Dash LV1 - It's a dash upgrade, but it can cross more unstable terrain without a chance of triggering an extra enemy's attack. Cannot be used from a jump. Lowers ailment chance on movement by 10%, and will not trigger any extra aggression from ~Generic Enemies~. Cost: 50 Munny
Dodge Jump LV1 - Double Jump much? It can avoid an aerial attack and most magic, or a tall Boss' ground strike. Only available in midair or after a Jump. It will lower a foe's accuracy roll from the ground, even Weak Air Combos. Vulnerable to Aero, Gravity. Cost: 100 Munny
Glide LV1 - Have you ever wanted to seem like a bird? This is a big help! Only available in midair or after a Jump. It is useful for closing distance between you and a distant foe. Vulnerable to Aero, Gravity Cost: 100 Munny
ACTIVE
Weak Combo - You want two hits per post? You've now got two hits per post with this! Cannot be used during Jump. An attack roll, then another roll for another attack. Useful for those that are surrounded by mobs or those whom are interested in the PVP events. Can be interrupted, if one's foe has Aero, or the user gets Jolted Cost: 100 Munny
Weak Air Combo - Enemies take to the air? Smack them down with two hits! Auto-Jump to aerial foes, can be used during Jump. Your accuracy roll won't decrease for the upwards-directed blow, and then there's a 10% chance to stun one enemy to the ground. First hit must connect, can be stopped by Aero and Gravity. Cost 100 Munny
Slight Guard Counter - So...let me be the one to put the basics of basics down. You won't regret buying this, as your enemies will be in for a shock. It allows for an instant retribution, to all enemies within strike distance of the guarder. 1 HP damage to an enemy determined by weapon's reach. Some people will be able to deal 2 HP damage to foes within distance, or more depending on the circumstances. Can counter, but cannot use Combos or Limits. Cost: 150 Munny
I'll expand my shop every so and so; after all, information doesn't come cheap. In the meantime, I'll be sure to see you later - ku-po~!