Final Fantasy MSL
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Final Fantasy MSL
The RP is on Season break. FFMSL will return for its 4th Season on 2019 ^^
Final Fantasy MSL
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 Holy Skills

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Ish'in
Admins
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Ish'in


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Posts : 3006
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Join date : 2011-08-20

Holy Skills Empty
PostSubject: Holy Skills   Holy Skills EmptySat Apr 30, 2016 4:18 pm

>>>>>>>>HOLY SET 1<<<<<<<<
HOLY ARROW (H)
SP
LEVEL
STM
MOVES
Damage
Requires
Target
1
20
100
1
MDEF*0.65
200MDEF
1
Deals Holy Damage.
REPULSE (H) + (N)
SP
LEVEL
STM
MOVES
Damage
Requires
Target
1
30
350
2
MDEF*0.5 (+) Stun
300 MDEF
1
A Holy Spell that emits a powerful light, that can cause Stun for 1 turn. Has a cooldown of 5 turns.
CARRION LIGHT (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
40
300
1
Passive
400 MDEF
1
A passive skill that replenishes the target's STM by 100 every turn. Lasts for 5 turns. Has a cooldown of 3 turns.
ASTRAL PENANCE (N)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
60
600
2
-10% DEF and MDEF
60 MDEF
1
A Holy spell that weakens the target's Magical and Physical Defense by 10% for 3 turns.
Has a cooldown of 5 turns.
DIVINE SIGN
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
70
100 per turn
1 to cast
0 to maintain
Activated Passive
700MDEF
Self
Creates a Holy Seal around the user. As long as the DIVINE SIGN is activated, all of the user's (H) skills that consume STM, will have an increase effect of 5% (Damage and/or Healing only)
HOLY ARROWS (H)
SP
LEVEL
STM
MOVES
Damage
Requires
Target
1
80
300
1
MDEF*0.85
2 Hits
800 MDEF
1
Improves Holy Arrow (requires Holy Arrow). Deals Holy Damage. (2 hits, 2 rolls)
DIA (H)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
90
400
3
 MDEF*1.15 
900 MDEF
1
Deals Holy Element Damage. Heals the user by the same. 
Has a 2 turn cooldown.
CARRION LIGHT II (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
100
600
1
Passive
1000MDEF
1
A passive skill that replenishes the target's STM by 500 every turn. Lasts for 5 turns. Has a cooldown of 3 turns.
HOLY JUDGEMENT (H)
SP
LEVEL
STM
MOVES
Damage
Requires
Target
2
140
1000
3
MDEF*2.3
1400MDEF
All Enemies
Deals a powerful holy spell that only harms the targets and nothing else.
Has a cooldown of 8 turns.
(Can be used in Power Battles)
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