Difference between revisions of "Conjurer Actions"
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Actions are abilities that you can actively use in combat. Conjurer's Actions consist of [[spell]]s that restore HP, inflict damage and enhance the defenses of both the conjurer and his or her allies. | Actions are abilities that you can actively use in combat. Conjurer's Actions consist of [[spell]]s that restore HP, inflict damage and enhance the defenses of both the conjurer and his or her allies. | ||
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
|- | |- | ||
! Action | ! Action |
Revision as of 20:11, 23 March 2014
Actions are abilities that you can actively use in combat. Conjurer's Actions consist of spells that restore HP, inflict damage and enhance the defenses of both the conjurer and his or her allies.
Action | Icon | Level | MP Cost* | Cast Time | Cooldown | Range | Radius | Description |
---|---|---|---|---|---|---|---|---|
Stone | 1 | 5 | 2.5s | 2.5s | 25y | 0 | Deals earth damage with a potency of 140. Additional Effect: Heavy +40% for 20s | |
Cure | 2 | 5 | 2s | 2.5s | 30y | 0 | Restores target's HP. Cure Potency: 400 | |
Aero | 4 | 6 | Instant | 2.5s | 25y | 0 | Deals wind damage with a potency of 50. Additional Effect: Wind damage over time with potency of 25 for 18s. | |
Cleric Stance | 6 | 0 | Instant | 5s | 0 | 0 | Swaps current INT and MD attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse. | |
Protect | 8 | 10 | 3s | 2.5s | 30y | 15y | Increases the physical defense of all party members within range of target for 30mins | |
Medica | 10 | 12 | 2.5s | 2.5s | 0 | 15y | Restores own HP and HP of all nearby party members. Cure potency: 300 | |
Raise | 12 | 31 | 8s | 2.5s | 30y | 0 | Resurrects target to a weakened state. Cannot be used when in combat. | |
Fluid Aura | 15 | ?? | Instant | 30s | 5y | 0 | Deals water damage with a potency of 150. Additional Effect: 15y knockback and Bind for 6s. | |
Esuna | 18 | 7 | 2.5s | 2.5s | 30y | 0 | Removes a single detrimental effect from target. Additional Effect: 20% chance next Esuna will cost no MP | |
Stone II | 22 | 7 | 2.5s | 2.5s | 25y | 0 | Deals earth damage with a potency of 170. | |
Repose | 26 | 8 | 2.5s | 2.5s | 30y | 0 | Inflicts target with sleep for 30s. Cancels auto-attack upon execution. | |
Cure II | 30 | ?? | 2s | 2.5s | 30y | 0 | Restores target's HP with Cure Potency of 650. Additional Effect: 15% chance next Cure III will restore critical HP for 15s. | |
Stoneskin | 34 | 15 | 3s | 2.5s | 30y | 0 | Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP for 30mins. | |
Shroud of Saints | 38 | 0 | Instant | 180s | 0 | 0 | Reduces enmity by half. Additional Effect: Refresh with potency of 80 for 15s | |
Cure III | 42 | 15 | 2.5s | 2.5s | 30y | 4y | Restores HP of all party members within range of target. Cure potency: 550 | |
Aero II | 46 | 11 | 2.5s | 2.5s | 25y | 0 | Deals wind damage with potency of 50. Additional Effect: Wind damage over time with a potency of 40 for 12s | |
Medica II | 50 | 26 | 3.5s | 3s | 0 | 25y | Restores own HP and the HP of all nearby party members. Cure potency: 200 Additional Effect: Regen for 15s, Cure potency: 100 |
- MP Cost is based on a level 1 character. As you level up, MP Cost of spells will increase.