Out of Universe thread (FF and Nintendo)
Comments
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I rem a boss fight in Final Fantasy 5 where the 3 boss fight was particularly irritating. You have to down all 3 bosses in the SAME move. If either one survives, the downed ones will be revived back to full health. Sounds like a skill befitting mr Sinister.
erm..
forget I ever mentioned that0 -
Roy (Super Smash Bros Melee)
3 Star Rarity (???)
At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x
Flare Blade 9 AP
Roy charges up his sword before unleashing a devastating attack. Randomly convert a basic tile into a Flare Blade tile. At the start of each of your turns, increase the counter on this tile by 1. When a Flare Blade tile is matched by any player, deal X damage and Y damage times the value of the counter on the Flare Blade tile.
Level Upgrades
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Level 2: Randomly convert a
Level 3: Randomly convert a basic tile into a Flare Blade tile. At the start of each of your turns, increase the counter on this tile by 1. When a Flare Blade tile is matched by any player, deal +X damage and +Y damage times the value of the counter on the Flare Blade tile.
Level 4: Randomly convert a basic tile into a Flare Blade tile. At the start of each of your turns, increase the counter on this tile by 1. When a Flare Blade tile is matched by any player, deal +X damage and +Y damage times the value of the counter on the Flare Blade tile.
Level 5: Convert a basic tile of your choosing into a Flare Blade tile. At the start of each of your turns, increase the counter on this tile by 1. When a Flare Blade tile is matched by any player, deal +X damage and +Y damage times the value of the counter on the Flare Blade tile.
Dragon Slayer - 11 AP
Roy sends his opponent flying with a well timed smash. Deals X damage to the opponent and grants the opponent [Airborne] status for 1 turn. When the opponent lands, deal X damage to that opponent again.
Level Upgrades
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Level 2: Deals +X damage to the opponent and grants the opponent [Airborne] status for 1 turn. When the opponent lands, deal +X damage to that opponent again.
Level 3: Deals X damage to the opponent and grants the opponent [Airborne] status for 2 turns. When the opponent lands, deal X damage to that opponent again.
Level 4: Deals +X damage to the opponent and grants the opponent [Airborne] status for 2 turns. When the opponent lands, deal +X damage to that opponent again.
Level 5: Deals ++X damage to the opponent and grants the opponent [Airborne] status for 2 turns. When the opponent lands, deal ++X damage to that opponent again.
Double-Edge Dance - 11 AP
Roy's well timed attacks allow him to strike at the enemy four times, glowing red, green, blue, and red again. Consumes 2 AP and 1 AP. Deal +X damage to the enemy 4 times.
Level Upgrades
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Level 2: Consumes 2
Level 3: Consumes 2 AP and 1 AP. Deal +X damage to the enemy 4 times.
Level 4: Consumes 2 AP and 1 AP. Deal +X damage to the enemy 4 times.
Level 5: Deal +X damage to the enemy 4 times.0 -
I had a great idea for the Final Fantasy series that I want to get into writing, so expect a lengthy write-up about the Final Fantasy game soon.0
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Oh God. I had pages of text typed in here and just lost it all when I opened a new tab causing my browser to hang.0
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Okay, starting over...
Summary
The idea behind the FFPQ game is that you have three distinct places to level up:
1) Characters;
2) Classes; and
3) Abilities.
1) Characters
Unlike in MPQ or what I did with SBPQ, every character in the game can reach the highest capped level. There is no longer a level difference between your early game characters and your late game characters. There is no heartbreak of acquiring Cloud early in the game and then having to sell him off because 'he's a 1*'.
So, every character in the game can be leveled up to the cap. In order to balance P2W and F2P, the level caps will be staggered. When you break each level cap, your character learns a new ability. More on that later.
Characters will gain levels similar to the way they gain levels in MPQ, by expending a resource (like ISO).
Characters will require roster slots. You start the game by being able to pick three characters from a list of 15 'light favorites'. You can add two more to your party for free before roster slots start to intrude. But you don't buy roster slots the way you did in MPQ... there's a special thing you need.
Unlocking new characters will be unique and not use a "cover pack" method.
a) Accomplishments;
b) Daily Rewards; and
c) Special Events.
If you missed a character release, you can "whale up" at the store to acquire them or wait for the event to run again. You can do this on the airship. "The airship?!?" "Yes, the airship."
2) Classes
Every character in the game will be able to change classes, though the number of classes that they can change to and their ability to use those classes abilities will be limited. Each class will have five levels. Obtaining a "cover" for a new class unlocks the ability to use that class and subsequent covers allows you to level up that class.
The difference between characters and classes is that in order to level up a class, the only way to do that is to keep using it. For now I was thinking that when you level a class through use, any character switching to that class would then be also of that level. However, you can't make your character 5/5/5, so there's going to be a limit there that I will explain later.
Classes (not characters) are going to be of different rarity. Fighters, black/white/red mages, thieves, etc. will be the equivalent of 1* classes. It will be easy to unlock the highest levels of those classes.
There are three ways to obtain new classes:
a) Progression Rewards (1*, 2*, 3*, and 4*);
b) Placement Rewards (2*, 3*, and 4*); and
c) Buying Class Tokens (The Time Mage event will offer a bonus chance to acquire Time Mage 'covers').
Classes will have roster slots (you can have 10 different classes for free, after that each new class requires a roster slot).
One of my favorite abilities of the Thief class is the ability to choose your reward if you ended the match with more than ten 'team-up tiles' (which won't be called that). Sure, you are coming into battle short-handed (it uses one of your three ability slots), but you are guaranteeing that you won't be getting the equivalent of the 20 ISO reward (unless that's all that is left).
3) Abilities
Abilities are either character specific or class specific. A learned character specific ability cannot be equipped to other characters, but a learned class specific ability can.
Ability covers can be obtained as follows:
1) Progression Rewards;
2) Ability Tokens/Packs;
3) Special Event Prizes;
4) Accomplishments;
5) Breaking Level Caps (for character ability covers, one time); and
6) Whaling up and paying to upgrade them.
Raising the cover level of the ability grants similar bonuses to covering in MPQ. You can obtain "covers" for abilities that you have not yet unlocked. Some ability covers are going to be harder to obtain than others.
You may have unlimited abilities unlocked without worrying about roster slots.
4) Equipping your party
On your roster page you will be able to quickly see your characters and what abilities they are currently using. You can click on an individual character to bring up the full stats screen, allowing you to assign the character with a new class or to switch out any of the currently equipped abilities.
At any time you can only have three abilities with the following limitations:
1) The first slot must contain an ability that is specific to that character. (character abilities)
2) The second slot must contain an ability that is specific to the class of the character. (class abilities)
3) The third slot must contain either a class specific ability from any class you have mastered or a character specific ability for this character that is not equipped in slot 1.
4) Even if you have unlocked the fifth cover for an ability, all abilities in the third slot are capped at 3.
5) You may not equip two abilities that share the same color between the first and third slots or the first and second slots, but you may equip abilities of the same color into your first and second slots.
5) Dungeon Exploring
In addition to having a Competitive story and PvP mode (and a non-competitive prologue), there will be permanent "dungeon exploring" events that can be Alliance or Solo. There will always be one running and when you've cleared one, there will always be a fresh one waiting. Easy dungeons and Hard dungeons await! Hard dungeons have the AI difficulty and the scaling cranked up, but so are the rewards! Unlock unique characters, abilities, and classes by accomplishing difficult tasks!
Alliance dungeon exploring gives you the ability to clear a larger dungeon together as a team of individuals. Each member of the alliance can clear up to five rooms every eight hours, with some of the longer and deeper dungeons being hundreds of rooms deep. As a special bonus, your solo party will contain three of your own characters and one character from the alliance "reinforcements", allowing you to bring the classic "four" characters into the dungeon.
6) The Airship
You thought we forgot? Every Final Fantasy needs an airship!
Visiting the airship allows you to interact with the characters that you have unlocked. Walk around the Airship as an alternative to a pure menu based experience. Visit the merchants to spend your hard earned gil, take the pilot's seat to take on your next mission, hang out with your alliance, and mass unequip all of your characters (amongst many other things you can do!)
Upgrade your Airship with goodies for accomplishments, FF history, better merchants, and other secrets. The number of characters you can have in your roster is based on your airship. Adding crew quarters to your existing airship is cheap, but eventually you are going to want to upgrade to a larger airship to really maximize your crew. Consider piloting the Blackjack, the Falcon, the Highwind, or Baron's airships from FFIV. Some non-competitive dungeons are only accessible by airships equipped to get there. Think water landings, drill tips, incredible heights, and insane speeds...
Eventually you might even own a whole fleet of airships, redwings style.0 -
List of airships:
FFI - Original Sky Warrior Levistone airship
FFII - Dreadnought, Cid's Airship
FFIII - Cid's Airship, Enterprise, Nautilus, Invincible
FFIV - The Red Wings, Enterprise (+Crane), Falcon (+Adamantite, +Drill), Lunar Whale
FFV - Catapult Airship (+Adamantite, +Submarine)
FFVI - Blackjack (+Casino), Falcon
FFVII - Tiny Bronco, The Highwind, The Shera (post FFVII worlds)
FFVIII - Balamb Garden (massive roster boost), Ragnarok
FFIX - Hilda Garde, Invincible, Prima Vista, Red Rose, Viltgance, Fenrir
FFX - Fahrenheit
FFX-2 - Celsius
FFXII - Strahl
FFXIII - Lindblum, Palamecia, Menrva
FFXIII-2 - Academy
FFXIII-3 - Cocoon0 -
So every PvP and Story event will be reachable by basic Airship.
All of the easy dungeons will be reachable by basic Airship.
Some of the hard dungeons will require specific Airships or attachments to reach them. You can be a super whale (and actually fly around in a super whale, the Lunar Whale from FF4) to reach them all OR you can be in an alliance with a member who is willing to transport your characters to the dungeon.
Here are some of the barriers to entering the dungeon:
Dungeon requires a big team (Minimum roster slots of X)
Underground (requires a drill)
Underwater (requires a submarine)
Lava (must be able to traverse lava)
Over Mountains (must be able to travel over mountains)
Must be able to land in:
---water (some airships can't convert to boats)
---forest (some airships can't land in forests)
---snow (requires frostproof hull)
---narrow stream (requires crane and canoe)
Hurricane Force Winds (must be able to fly faster than a hurricane)
Anti-aircraft weapons (must have stealth)
Location is in upper atmosphere (must be able to fly higher than normal)
Outer Space (must be equipped to leave the planet)
Visiting the shipyards will allow you to spend either in game or real resources to acquire the upgrades you need. The necessary upgrades will be scaled so that when you are at the stage of the game where you are hunting the MPQ equivalent of 5* abilities, you will have had the time to buy the necessary upgrades (with enough diligence... if you bought your way to 5* land, you are probably going to have to wait or keep whaling up). The Lunar Whale ship doesn't even become available until you've spent X dollars in the game... it truly is a symbol to identify the whales who keep the game F2P for the rest of the group.0 -
Some of the bonus dungeons require you to split your roster and send different groups down different paths. Those are the dungeons that require you to bring in at least X number of characters.
You can plan ahead by looking at which nodes will be in each path. This will allow you to ensure that your "A" characters aren't being wasted on the wrong fights. It also ensures that players at the high end of the game are developing their rosters rather than simply relying on their top three.
These hard dungeons aren't meant to be easy... which is why they offer such nice rewards for completion.
The 3, 4, and 5* summons will be amongst those found in these dungeons. It is the maxed out versions of these types of abilities that will do the highest damage per AP, provide the best batteries, and offer the additional covers for unique character skills that are unavailable in packs. You may also acquire airship parts and mother lodes of resources for accomplishing certain challenge goals (for example, beating Sephiroth's Northern Cave dungeon bringing only Cloud might be the way to unlock the character specific ability Omnislash, while beating it with a full party might be the way to unlock Sephiroth as a playable character).0 -
List of Classes and rarity (48 for now):
Fighter (1)
Black Belt (1)
Thief (1)
Red Mage (1)
Black Mage (1)
White Mage (1)
Squire (1)
Chemist (1)
Warrior (2)
Knight (2)
Archer (2)
Monk (2)
Summoner (2)
Time Mage (2)
Dark Knight (2)
Paladin (2)
Dragoon (2)
Rune Knight (2)
Ninja (3)
Berserker (3)
Mystic Knight (3)
Samurai (3)
Blue Mage (3)
Bard (3)
Dancer (3)
Gambler (3)
Saboteur (3)
Synergist (3)
Geomancer (3)
Beastmaster (3)
Necromancer (3)
Pictomancer (3)
Commando (3)
Ravager (3)
Ranger (master archer) (4)
Viking (4)
Machinist (4)
Gunner (4)
Freelancer (4) (No class abilities)
Alchemist (Chemist Wizard) (4)
Devout (White Wizard) (4)
Magus (Black Wizard) (4)
Sage (Red Wizard) (4)
Channeler (Summoner Wizard) (4)
Chronomancer (Time Wizard) (4)
Azure Adept (Blue Wizard) (4)
Scholar (4)
Green Wizard (Saboteur + Synargist) (4)
Assassin (4)
Mime (can use the last used ability at -1 to -5 AP cost, never less than 3 AP) (5)0 -
Coming soon, but for now I'm thinking:
Rydia, Kain, Cecil, Rosa, Palom, Porem, Tellah, Golbez, Edward (Bagward) (FFIV)
Terra, Locke, Celes, Edgar, Sabin, Gogo, Ultros, Kefka, Shadow, General Leo (FFVI)
Cloud, Sephiroth, Aerith, Barret, Red XIII, Vincent, Cid, Rufus (FFVII)
Squall, Rinoa, Laguna, Quistis, Seifer, Edea (FFVIII)
Zidane, Garnet, Vivi, Kuja (FFIX)
Tidus, Lulu, Yuna, Rikku, Wakka, Auron, Jecht (FFX)
Vaan, Ashe, Basche, Al-Cid, Gabranth (FFXII)
Lightning, Serah, Snow, Sazh, Hope, Fang, Vanille, Noel, Caius (FFXIII series)
Okay, so this is a very ambitious list. Every character is going to have a starting ability, and three more abilities (at least) when they break the level caps (level 40, level 94, level 166, level 270). So I'm thinking that the start of the game we would need to narrow down how many characters are in it and then expand from there. The sheer number of combinations that you can bring into battle is mind-boggling.
Okay, so when you start the game you get three characters for free that you can pick from a list of starting characters. They shouldn't be the #1 characters in the game, because you want people to try and acquire those characters, but they shouldn't be no names either.
I'm thinking you pick three from:
Cecil, Kain, Palom, Porem, Locke, Edgar, Sabin, Barrett, Tifa, Squall, Vivi, Yuna, Vaan, Snow, and Ramza Beoulve.
Then one of the first unlockable characters should be Cloud. Are you going to have an oversaturation of Cloud's? Yes. But that's fine. They struggle through the event and unlock a Cloud, they are going to keep coming back. In fact, you should be able to win Cloud by the end of the prologue story. And you should know that you are going to unlock Cloud by the end of the prologue story, which drives you to finish it quickly.
Of course, you have to save some of the big characters for the anniversary events, so you are going to want to hold back Sephiroth (maybe make him a non-playable character in the prologue though), Lightning, Aerith, and General Leo for really big and marketed events.0 -
First level classes and abilities:
Active abilities for the classes are marked with !ability.
Fighter
1 Star Rarity (???)!Slice 9 AP
Deals X damage.
Level Upgrades
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Level 2: Deals +X damage.
Level 3: Deals +X damage.
Level 4: Deals +X damage.
Level 5: Deals +X damage.
Two-Handed (Passive)
When this character deals match damage, the value of strike tiles is doubled.
Level Upgrades
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Level 2: When this character deals match damage, the value of strike tiles and match damage is doubled.
Level 3: When this character deals damage, the value of strike tiles and match damage is doubled.
Level 4: When any friendly character deals match damage, the value of strike tiles and match damage is doubled.
Level 5: When any friendly character deals damage, the value of strike tiles and match damage is doubled.
!Swing 9 AP
Deals X damage twice.
Level Upgrades
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Level 2: Deals +X damage twice.
Level 3: Deals +X damage twice.
Level 4: Deals +X damage twice.
Level 5: Deals +X damage twice.
!Smash 9 AP
Deals X damage and stuns the enemy for one turn.
Level Upgrades
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Level 2: Deals +X damage and stuns the enemy for one turn.
Level 3: Deals +X damage and stuns the enemy for one turn.
Level 4: Deals +X damage and stuns the enemy for one turn.
Level 5: Deals +X damage and stuns the enemy for one turn.
Black Belt
1 Star Rarity (???)Counter (Passive)
When this character receives match damage, destroy a random tile and deal match damage.
Level Upgrades
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Level 2: When this character receives match damage, destroy 2 random tiles and deal match damage.
Level 3: When this character receives match damage, destroy 3 random tiles and deal match damage.
Level 4: When this character receives match damage, destroy 4 random tiles and deal match damage.
Level 5: When this character receives match damage, destroy 6 random tiles and deal match damage.
Barehanded (Passive)
When this character deals match damage with no friendly strike tiles in play deal X additional damage.
Level Upgrades
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Level 2: When this character deals match damage with no friendly strike tiles in play deal +X additional damage.
Level 3: When this character deals match damage with no friendly strike tiles in play deal +X additional damage.
Level 4: When this character deals match damage with no friendly strike tiles in play deal +X additional damage.
Level 5: When this character deals match damage with no friendly strike tiles in play deal +X additional damage.
HP Plus (Passive)
Max HP is increased by 5%.
Level Upgrades
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Level 2: Max HP is increased by 10%.
Level 3: Max HP is increased by 15%.
Level 4: Max HP is increased by 20%.
Level 5: Max HP is increased by 25%.
!Focus Bombs 10 AP
Randomly place a 2 turn Focus Bomb CD on a basic tile. When the CD reaches 0, deal X damage to the enemy and restart the CD.
Level Upgrades
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Level 2: Randomly place a 2 turn
Level 3: Randomly place a 2 turn Focus Bomb CD on a basic tile. When the CD reaches 0, deal +X damage to the enemy and restart the CD.
Level 4: Place a 2 turn Focus Bomb CD on a basic tile. When the CD reaches 0, deal +X damage to the enemy and restart the CD.
Level 5: Place a 2 turn Focus Bomb CD on any basic tile. When the CD reaches 0, deal +X damage to the enemy and restart the CD.
Thief
1 Star Rarity (???)!Steal 5 AP
Steal 2 random AP.
Level Upgrades
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Level 2: Steal 3 random AP.
Level 3: Steal 4 random AP.
Level 4: Steal 5 random AP.
Level 5: Steal 7 random AP.
Vault Raider (Passive)
When you complete a prologue node with at least 20 remaining AP, choose your prize from those remaining.
Level Upgrades
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Level 2: When you complete a prologue or story node with at least 20 remaining AP, choose your prize from those remaining.
Level 3: When you complete a prologue or story node with at least 17 remaining AP, choose your prize from those remaining and receive double gil.
Level 4: When you complete a prologue or story node with at least 17 remaining AP, choose your prize from those remaining and receive double gil or Mog Coins.
Level 5: When you complete a prologue or story node with at least 15 remaining AP, choose your prize from those remaining and receive double gil or Mog Coins and, if available, choose a second prize.
!Find Passages 5 AP
Display the next 3 tiles to drop.
Level Upgrades
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Level 2: Display the next 4 tiles to drop.
Level 3: Display the next 5 tiles to drop.
Level 4: Display the next 6 tiles to drop.
Level 5: Display the next 8 tiles to drop.
!Mug 10 AP
Deal X damage and steal 3 random AP.
Level Upgrades
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Level 2: Deal +X damage and steal 3 random AP.
Level 3: Deal +X damage and steal 4 random AP.
Level 4: Deal +X damage and steal 5 random AP.
Level 5: Deal +X damage and steal 6 random AP.
Red Mage
1 Star Rarity (???)!Red1 5 AP
Cast a level 1 Black or White spell at +5 MP cost.
Level Upgrades
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Level 2: Cast a level 1 Black or White spell at +4 MP cost.
Level 3: Cast a level 1 Black or White spell at +3 MP cost.
Level 4: Cast a level 1 Black or White spell at +2 MP cost.
Level 5: Cast a level 1 Black or White spell at +1 MP cost.
!Red2 5 AP
Cast a level 1 or 2 Black or White spell at +5 MP cost.
Level Upgrades
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Level 2: Cast a level 1 or 2 Black or White spell at +4 MP cost.
Level 3: Cast a level 1 or 2 Black or White spell at +3 MP cost.
Level 4: Cast a level 1 or 2 Black or White spell at +2 MP cost.
Level 5: Cast a level 1 or 2 Black or White spell at +1 MP cost.
!Red3 5 AP
Cast a level 1-3 Black or White spell at +5 MP cost.
Level Upgrades
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Level 2: Cast a level 1-3 Black or White spell at +4 MP cost.
Level 3: Cast a level 1-3 Black or White spell at +3 MP cost.
Level 4: Cast a level 1-3 Black or White spell at +2 MP cost.
Level 5: Cast a level 1-3 Black or White spell at +1 MP cost.
Dualcast (passive)
When this character casts Black, White, or Red magic, you may cast the same spell again for 3 MP less (min 1).
Level Upgrades
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Level 2: When this character casts Black, White, or Red magic, you may cast the same spell again for 4 MP less (min 1).
Level 3: When this character casts Black, White, or Red magic, you may cast the same spell again for 5 MP less (min 1).
Level 4: When this character casts Black, White, or Red magic, you may cast the same spell again for 6 MP less (min 1).
Level 5: When this character casts Black, White, or Red magic, you may cast the same spell again for 7 MP less (min 1).
Black Mage
1 Star Rarity (???)!Black1 5 AP
Cast a level 1 Black spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 Black spell at +2 MP cost.
Level 3: Cast a level 1 Black spell at +1 MP cost.
Level 4: Cast a level 1 Black spell at its regular MP cost.
Level 5: Cast a level 1 Black spell at -1 MP cost.
!Black2 5 AP
Cast a level 1 or 2 Black spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 or 2 Black spell at +2 MP cost.
Level 3: Cast a level 1 or 2 Black spell at +1 MP cost.
Level 4: Cast a level 1 or 2 Black spell at its regular MP cost.
Level 5: Cast a level 1 or 2 Black spell at -1 MP cost.
!Black3 5 AP
Cast a level 1-3 Black spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1-3 Black spell at +2 MP cost.
Level 3: Cast a level 1-3 Black spell at +1 MP cost.
Level 4: Cast a level 1-3 Black spell at its regular MP cost.
Level 5: Cast a level 1-3 Black spell at -1 MP cost.
Absorb MP (passive)
Any time the enemy uses MP, gain 1 MP.
Level Upgrades
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Level 2: Any time the enemy uses MP, gain 1 MP and 1
Level 3: Any time the enemy uses MP, gain 2 MP and 1 AP.
Level 4: Any time the enemy uses MP, gain 2 MP and 2 AP.
Level 5: Any time the enemy uses MP, gain 3 MP and 2 AP.
White Mage
1 Star Rarity (???)!White1 5 AP
Cast a level 1 Black spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 White spell at +2 MP cost.
Level 3: Cast a level 1 White spell at +1 MP cost.
Level 4: Cast a level 1 White spell at its regular MP cost.
Level 5: Cast a level 1 White spell at -1 MP cost.
!White2 5 AP
Cast a level 1 or 2 White spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 or 2 White spell at +2 MP cost.
Level 3: Cast a level 1 or 2 White spell at +1 MP cost.
Level 4: Cast a level 1 or 2 White spell at its regular MP cost.
Level 5: Cast a level 1 or 2 White spell at -1 MP cost.
!White3 5 AP
Cast a level 1-3 White spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1-3 White spell at +2 MP cost.
Level 3: Cast a level 1-3 White spell at +1 MP cost.
Level 4: Cast a level 1-3 White spell at its regular MP cost.
Level 5: Cast a level 1-3 White spell at -1 MP cost.
!Prayer 6 AP
Restore X health to the party and gain 1 MP.
Level Upgrades
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Level 2: Restore +X health to the party and gain 1 MP.
Level 3: Restore +X health to the party and gain 2 MP.
Level 4: Restore +X health to the party and gain 2 MP.
Level 5: Restore +X health to the party and gain 3 MP.
Squire
1 Star Rarity (???)!Throw Stone 7 AP
Deal X damage to a random character and destroy a random enemy special tile.
Level Upgrades
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Level 2: Deal +X damage to a random character and destroy a random enemy special tile.
Level 3: Deal +X damage to a random character and destroy a random enemy special tile.
Level 4: Deal +X damage and destroy a random enemy special tile.
Level 5: Deal +X damage and destroy an enemy special tile.
!Dash 7 AP
Deal X damage, also deal 1/2 X damage to the next enemy.
Level Upgrades
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Level 2: Deal +X damage, also deal 1/2 X damage to the next enemy.
Level 3: Deal +X damage, also deal 1/2 X damage to the next enemy.
Level 4: Deal X damage, also deal X damage to the next enemy.
Level 5: Deal +X damage, also deal X damage to the next enemy.
JP Boost (Passive)
When you win a battle, this character's class gains +1 JP.
Level Upgrades
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Level 2: When you win a battle, this character's class gains +2 JP.
Level 3: When you win a battle, this character's class gains +3 JP.
Level 4: When you win a battle, this character's class gains +4 JP.
Level 5: When you win a battle, this character's class gains +5 JP.
!Accumulate 5 AP
Randomly place a strength X strike tile.
Level Upgrades
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Level 2: Randomly place a strength +X strike tile.
Level 3: Randomly place a strength +X strike tile.
Level 4: Randomly place a strength +X strike tile.
Level 5: Randomly place a strength +X strike tile.
Chemist
1 Star Rarity (???)!Potion 4 AP
Target character gains X health.
Level Upgrades
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Level 2: Target character gains +X health.
Level 3: Target character gains +X health.
Level 4: Target character gains +X health.
Level 5: Target character gains +X health.
!Remedy 3 AP
This character recovers from all negative status effects.
Level Upgrades
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Level 2: This character and random character recover from all negative status effects.
Level 3: Target character recovers from all negative status effects.
Level 4: This character and target character recover from all negative status effects.
Level 5: Party recovers from all negative status effects.
!Phoenix Down 9 AP
Revive a downed character with 5% health.
Level Upgrades
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Level 2: Revive a downed character with 10% health.
Level 3: Revive a downed character with 15% health.
Level 4: Revive a downed character with 20% health.
Level 5: Revive a downed character with 25% health.
!Hi-Potion 6 AP
Target regains 20% of max health.
Level Upgrades
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Level 2: Target regains 25% of max health.
Level 3: Target regains 30% of max health.
Level 4: Target regains 35% of max health.
Level 5: Target regains 40% of max health.
0 -
Magic:
I should also mention, each character has a maximum MP. Matching Mana Tiles (the replacement for team-up tiles) grants the entire team MP, while some abilities may just fill the MP pool for that one character. All characters enter battle with 0/X MP (unless they have a passive bonus that dictates otherwise).
Therefore, denying MP tiles is very important when the other team has a lot of magic users.
Activating a magic spell requires an active ability and the AP cost of casting the spell. For example: !Red2 requires 5 AP and the !Red2 ability must be equipped. Using !Red2 brings up a list of all level one and two White and Black spells that you have unlocked, with the casting cost indicated beside each spell. Clicking on the spell once will bring up more information about the spell and ask you to confirm that you want to cast it. You can bring up this menu even if you don't have the 5 AP to cast the spell, and you can bring up the additional information on a spell even if you don't have the MP to cast it. Backing out of the menu will not cost you the 5 AP.
Black, White, and Red Mages can only learn to cast level 1-3 spells (until such time as classes can go beyond level 4). Red Mages can cast all white and black spells, but they must pay more MP. Higher level spells require a mastery of the Devout, Magus, and Sage classes. Some characters have access to spells that are otherwise inaccessible (such as Tellah's 4th level character ability !M-M-M-Meteo, which casts an AoE that randomly damages the enemy team six times, then Tellah is downed if he didn't have enough MP to cast the spell).
When you start the game, all first level spells are already unlocked. New spells can be purchased with gil, awarded as accomplishments, or rewarded for completing dungeons.
For example, the level 7 Summon "Knights of the Round" can only be acquired by completing the secret alliance dungeon, which can only be accessible if every member of the alliance has a Golden Chocobo. The dungeon is 250 nodes long (but your progress is saved until a commander chooses to abandon the dungeon). The dungeon must be completed within a week of commencing it. It is almost impossible to acquire and almost impossible to cast in battle, but it is pretty much the Super Whales of FFPQ. Therefore, it is the trophy for the elite in the game.0 -
Some second level classes and abilities:
Warrior
2 Star Rarity (???)!Spin 9 AP
Deals X damage and Y damage to all enemies and allies.
Level Upgrades
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Level 2: Deals +X damage then does Y damage to all enemies and Z damage to all allies.
Level 3: Deals X damage then does +Y damage to all enemies and Z damage to all allies.
Level 4: Deals X damage then does Y damage to all enemies and -Z damage to all allies.
Level 5: Deals +X damage then does Y damage to all enemies and -Z damage to all allies.
Equip Sword (Passive)
At the start of each turn, if no friendly strike tiles exist, randomly replace a basic tile with a strength X strike tile.
Level Upgrades
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Level 2: strength +X strike tile.
Level 3: strength +X strike tile.
Level 4: strength +X strike tile.
Level 5: strength +X strike tile.
!Wild Swing 9 AP
Deals X damage and X damage to a random enemy.
Level Upgrades
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Level 2: Deals +X damage and X damage to a random enemy.
Level 3: Deals +X damage and X damage to a random enemy.
Level 4: Deals +X damage and X damage to a random enemy.
Level 5: Deals +X damage and X damage to a random enemy.
Equip Shields (passive)
At the start of each turn, if no friendly protect tiles exist, randomly replace a basic tile with a strength X protect tile.
Level Upgrades
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Level 2: At the start of each turn, if no friendly protect tiles exist, randomly replace a basic
Level 3: At the start of each turn, if no friendly protect tiles exist, randomly replace a basic tile with a strength +X protect tile.
Level 4: At the start of each turn, if no friendly protect tiles exist, randomly replace a basic tile with a strength +X protect tile.
Level 5: At the start of each turn, if no friendly protect tiles exist, randomly replace a basic tile with a strength +X protect tile.
Monk
2 Star Rarity (???)Wave Fist
Deals X damage and destroys a "Fist" Shaped pattern from the bottom of the board.
Level Upgrades
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Level 2: Deals +X damage and destroys a "Fist" Shaped pattern from the bottom of the board.
Level 3: Deals +X damage and destroys a "Fist" Shaped pattern from the bottom of the board.
Level 4: Deals +X damage, Y damage to the other enemies, and destroys a "Fist" Shaped pattern from the bottom of the board.
Level 5: Deals +X damage, +Y damage to the other enemies, and destroys a "Fist" Shaped pattern from the bottom of the board.
Earth Slash 12 AP
Deals X damage, choose a tile to destroy. That tile and 4 random tiles within a 3x3 square around that tile are destroyed and generate AP/MP.
Level Upgrades
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Level 2: Deals X damage, choose a tile to destroy. That tile and 5 random tiles within a 3x3 square around that tile are destroyed and generate AP/MP.
Level 3: Deals X damage, choose a tile to destroy. That tile and 6 random tiles within a 3x3 square around that tile are destroyed and generate AP/MP.
Level 4: Deals +X damage, choose a tile to destroy. That tile and 7 random tiles within a 3x3 square around that tile are destroyed and generate AP/MP.
Level 5: Deals +X damage, choose a tile to destroy. That tile and all 8 tiles within a 3x3 square around that tile are destroyed and generate AP/MP.
Regenerate (Passive)
Each turn regain 3% of your max health.
Level Upgrades
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Level 2: Each turn regain 4% of your max health.
Level 3: Each turn regain 5% of your max health.
Level 4: Each turn regain 6% of your max health.
Level 5: Each turn regain 7% of your max health.
!Chakra 9 AP
Heal X health and gain 3 MP.
Level Upgrades
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Level 2: Heal +X health and gain 3 MP.
Level 3: You and a random teammate heal X health and gain 3 MP.
Level 4: Your whole team heals X health and gains 3 MP.
Level 5: Your whole team heals +X health and gains 3 MP.
Archer
2 Star Rarity (???)Back Row (passive)
This character deals damage without moving to the front row.
Level Upgrades
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Level 2: This character deals damage without moving to the front row, and deals 1.25x match damage from the back row.
Level 3: This character deals damage without moving to the front row, and deals 1.5x match damage from the back row.
Level 4: This character deals damage without moving to the front row, and deals 1.75x match damage from the back row.
Level 5: This character deals damage without moving to the front row, and deals double match damage from the back row.
!First Charge 3 AP
Place a 1 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals X damage and destroys three random tiles, gathering AP.
Level Upgrades
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Level 2: Place a 1 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys three random tiles, gathering AP.
Level 3: Place a 1 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys three random tiles, gathering AP.
Level 4: Place a 1 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys three random tiles, gathering AP.
Level 5: Place a 1 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys three random tiles, gathering AP.
!Concentrate 6 AP
Choose a CD tile and reduce the CD by 1.
Level Upgrades
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Level 2: Choose up to 2 CD tiles and reduce the CD on each by 1.
Level 3: Choose up to 3 CD tiles and reduce the CD on each by 1.
Level 4: Choose a tile and reduce the CD to 0.
Level 5: Choose up to 2 CD tiles and reduce the CD on each to 0. Ends the turn.
!Full Charge 6 AP
Place a 3 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals X damage and destroys six random tiles, gathering AP.
Level Upgrades
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Level 2: Place a 3 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys six random tiles, gathering AP.
Level 3: Place a 3 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys six random tiles, gathering AP.
Level 4: Place a 3 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys six random tiles, gathering AP.
Level 5: Place a 3 turn Charge CD tile on any basic tile. Ends the turn. When the CD reaches 0, deals +X damage and destroys six random tiles, gathering AP.
Knight
2 Star Rarity (???)!Cover 5 AP
Place a Cover tile on any basic tile in play. While any friendly Cover tiles are in play, this character takes all direct damage.
Level Upgrades
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Level 2: Place a Cover tile on any basic tile in play. While any friendly Cover tiles are in play, this character takes all direct damage. All damage is reduced by 15%.
Level 3: Place a Cover tile on any basic tile in play. While any friendly Cover tiles are in play, this character takes all direct damage. All damage is reduced by 20%.
Level 4: Place a Cover tile on any basic tile in play. While any friendly Cover tiles are in play, this character takes all direct damage. All damage is reduced by 25%.
Level 5: Place a Cover tile on any basic tile in play. While any friendly Cover tiles are in play, this character takes all direct damage. All damage is reduced by 30%.
Equip Armor (Passive)
At the start of each turn, if there are any friendly protect tiles in play, increase the strength of one by X.
Level Upgrades
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Level 2: At the start of each turn, if there are any friendly protect tiles in play, increase the strength of one by +X.
Level 3: At the start of each turn, if there are any friendly protect tiles in play, increase the strength of one by +X.
Level 4: At the start of each turn, if there are any friendly protect tiles in play, increase the strength of one by +X.
Level 5: At the start of each turn, if there are any friendly protect tiles in play, increase the strength of one by +X.
!Thrust 5 AP
Deal X damage or Y damage if there is a friendly protect tile in play.
Level Upgrades
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Level 2: Deal X damage or +Y damage if there is a friendly protect tile in play.
Level 3: Deal +X damage or Y damage if there is a friendly protect tile in play.
Level 4: Deal +X damage or +Y damage if there is a friendly protect tile in play.
Level 5: Deal +X damage or +Y damage if there is a friendly protect tile in play.
!Guard 5 AP
Place a protect tile of strength X on any tile.
Level Upgrades
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Level 2: Place a protect tile of strength +X on any tile.
Level 3: Place a protect tile of strength +X on any tile.
Level 4: Place a protect tile of strength +X on any tile.
Level 5: Place a protect tile of strength +X on any tile.
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Summoner
2 Star Rarity (???)!Summon1 5 AP
Cast a level 1 summon at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 summon at +2 MP cost.
Level 3: Cast a level 1 summon at +1 MP cost.
Level 4: Cast a level 1 summon at regular MP cost.
Level 5: Cast a level 1 summon at -1 MP cost.
!Summon2 5 AP
Cast a level 2 summon at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 or 2 summon at +2 MP cost.
Level 3: Cast a level 1 or 2 summon at +1 MP cost.
Level 4: Cast a level 1 or 2 summon at regular MP cost.
Level 5: Cast a level 1 or 2 summon at -1 MP cost.
!Summon3 5 AP
Cast a level 1-3 summon at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1-3 summon at +2 MP cost.
Level 3: Cast a level 1-3 summon at +1 MP cost.
Level 4: Cast a level 1-3 summon at regular MP cost.
Level 5: Cast a level 1-3 summon at -1 MP cost.
MP Restore (passive)
If this character takes damage greater than 5% of max health, gain 4 MP.
Level Upgrades
-
Level 2: If this character takes damage greater than 4% of max health, gain 4 MP.
Level 3: If this character takes damage greater than 4% of max health, gain 5 MP.
Level 4: If this character takes damage greater than 4% of max health, gain 6 MP.
Level 5: If this character takes damage greater than 3% of max health, gain 6 MP.
Time Mage
2 Star Rarity (???)!Time1 5 AP
Cast a level 1 Time spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 Time spell at +2 MP cost.
Level 3: Cast a level 1 Time spell at +1 MP cost.
Level 4: Cast a level 1 Time spell at its regular MP cost.
Level 5: Cast a level 1 Time spell at -1 MP cost.
!Time2 5 AP
Cast a level 1 or 2 Time spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 or 2 Time spell at +2 MP cost.
Level 3: Cast a level 1 or 2 Time spell at +1 MP cost.
Level 4: Cast a level 1 or 2 Time spell at its regular MP cost.
Level 5: Cast a level 1 or 2 Time spell at -1 MP cost.
!Time3 5 AP
Cast a level 1-3 Time spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1-3 Time spell at +2 MP cost.
Level 3: Cast a level 1-3 Time spell at +1 MP cost.
Level 4: Cast a level 1-3 Time spell at its regular MP cost.
Level 5: Cast a level 1-3 Time spell at -1 MP cost.
Quick Cast (passive)
When casting a level 1 spell that uses a CD tile, that CD tile is reduced by 1.
Level Upgrades
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Level 2: When casting a spell of level 2 or less that uses a CD tile, that CD tile is reduced by 1.
Level 3: When casting a spell of level 3 or less that uses a CD tile, that CD tile is reduced by 1.
Level 4: When casting a spell of level 4 or less that uses a CD tile, that CD tile is reduced by 1.
Level 5: When casting a spell of level 5 or less that uses a CD tile, that CD tile is reduced by 1.
Dark Knight
2 Star Rarity (???)!Dark Wave 5 AP
Sacrifice X health to deal X damage to the enemy team.
Level Upgrades
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Level 2: Sacrifice +X health to deal X damage to the enemy team.
Level 3: Sacrifice +X health to deal X damage to the enemy team.
Level 4: Sacrifice +X health to deal X damage to the enemy team.
Level 5: Sacrifice +X health to deal X damage to the enemy team.
Dark Sword (passive)
Whenever this character deals match damage, drain 1 MP from the target.
Level Upgrades
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Level 2: Whenever this character deals match damage, drain 2 MP from the target.
Level 3: Whenever this character deals match damage, drain 3 MP from the target.
Level 4: Whenever this character deals match damage, drain 4 MP from the target.
Level 5: Whenever this character deals match damage, drain 5 MP from the target.
Drain Sword (passive)
Whenever this character deals match damage, this character also gains 30% of that damage in health.
Level Upgrades
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Level 2: Whenever this character deals match damage, this character also gains 40% of that damage in health.
Level 3: Whenever this character deals match damage, this character also gains 50% of that damage in health.
Level 4: Whenever this character deals match damage, this character also gains 75% of that damage in health.
Level 5: Whenever this character deals match damage, this character also gains 100% of that damage in health.
Night Blade 10 AP
Deal X damage and reduce the MP of the target to 0.
Level Upgrades
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Level 2: Deal +X damage and reduce the MP of the target to 0.
Level 3: Deal +X damage and reduce the MP of the target to 0.
Level 4: Deal +X damage and reduce the MP of the target to 0.
Level 5: Deal +X damage and reduce the MP of the target to 0.
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Paladin
2 Star Rarity (???)Revive (passive)
Whenever this character or a teammate is downed, a random basic tile is converted into a 5 turn Revive CD tile. When that CD reaches 0 it brings a random downed teammate back to life with 5% health.
Level Upgrades
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Level 2: Whenever this character or a teammate is downed, a random basic
Level 3: Whenever this character or a teammate is downed, a random basic tile is converted into a 4 turn Revive CD tile. When that CD reaches 0 it brings a random downed teammate back to life with 10% health.
Level 4: Whenever this character or a teammate is downed, a random basic tile is converted into a 3 turn Revive CD tile. When that CD reaches 0 it brings a random downed teammate back to life with 10% health.
Level 5: Whenever this character or a teammate is downed, a random basic tile is converted into a 3 turn Revive CD tile. When that CD reaches 0 it brings a random downed teammate back to life with 15% health.
!Holy Shield 5 AP
Place a 5 turn Holy Shield CD tile on any basic tile. While any Holy Shield CD tile is in play, reduce the damage from all black abilities by 25% (friendly and enemy).
Level Upgrades
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Level 2: Place a 5 turn Holy Shield CD tile on any basic tile. While any Holy Shield CD tile is in play, reduce the damage from all black abilities by 30% (friendly and enemy).
Level 3: Place a 6 turn Holy Shield CD tile on any basic tile. While any Holy Shield CD tile is in play, reduce the damage from all black abilities by 30% (friendly and enemy).
Level 4: Place a 6 turn Holy Shield CD tile on any basic tile. While any Holy Shield CD tile is in play, reduce the damage from all black abilities by 40% (friendly and enemy).
Level 5: Place a 6 turn Holy Shield CD tile on any basic tile. While any Holy Shield CD tile is in play, reduce the damage from all black abilities by 50% (friendly and enemy).
!Paladin 5 AP
Cast level 1-4 White magic at +7 MP cost.
Level Upgrades
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Level 2: Cast level 1-4 White magic at +6 MP cost.
Level 3: Cast level 1-4 White magic at +5 MP cost.
Level 4: Cast level 1-4 White magic at +4 MP cost.
Level 5: Cast level 1-4 White magic at +3 MP cost.
!Holy Sword 12 AP
Deal X damage to all enemies and an additional Y damage to all enemies whose primary color is black.
Level Upgrades
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Level 2: Deal X damage to all enemies and an additional +Y damage to all enemies whose primary color is black.
Level 3: Deal +X damage to all enemies and an additional Y damage to all enemies whose primary color is black.
Level 4: Deal +X damage to all enemies and an additional +Y damage to all enemies whose primary color is black.
Level 5: Deal +X damage to all enemies and an additional +Y damage to all enemies whose primary color is black.
Dragoon
2 Star Rarity (???)!Jump 6 AP
Gain [Airborne] status for 2 turns. When you land, deal +X damage.
Level Upgrades
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Level 2: Gain [Airborne] status for 2 turns. When you land, deal +X damage.
Level 3: Gain [Airborne] status for 2 turns. When you land, deal +X damage.
Level 4: Gain [Airborne] status for 1 turn. When you land, deal X damage.
Level 5: Gain [Airborne] status for 1 turn. When you land, deal +X damage.
!Lance 9 AP
Steal X health and 3 MP from the target.
Level Upgrades
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Level 2: Steal +X health and 3 MP from the target.
Level 3: Steal X health and 4 MP from the target.
Level 4: Steal +X health and 4 MP from the target.
Level 5: Steal +X health and 5 MP from the target.
!Dragon Spirit 16 AP
Gain Reraise status.
Level Upgrades
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Level 2: Costs 15
Level 3: Costs 14 AP. Gain Reraise status.
Level 4: Costs 13 AP. Gain Reraise status.
Level 5: Costs 12 AP. Gain Reraise status.
!Double Jump 7 AP
Gain [Airborne] status for 2 turns. When you land, deal X damage to a random enemy and gain [Airborne] status for 1 turn and deal X damage to a random enemy.
Level Upgrades
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Level 2: Gain [Airborne] status for 2 turns. When you land, deal +X damage to a random enemy and gain [Airborne] status for 1 turn and deal X damage to a random enemy.
Level 3: Gain [Airborne] status for 2 turns. When you land, deal +X damage to a random enemy and gain [Airborne] status for 1 turn and deal X damage to a random enemy.
Level 4: Gain [Airborne] status for 1 turn. When you land, deal X damage to a random enemy and gain [Airborne] status for 1 turn and deal X damage to a random enemy.
Level 5: Gain [Airborne] status for 1 turn. When you land, deal +X damage to a random enemy and gain [Airborne] status for 1 turn and deal X damage to a random enemy.
Rune Knight
2 Star Rarity (???)!Rune Blade 10 AP
Place a 1 turn Runic CD tile on any basic tile. While any Runic tiles are in play, all magic abilities are negated and this character absorbs 50% of the MP required to cast the spell.
Level Upgrades
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Level 2: Place a 1 turn Runic CD tile on any basic tile. While any Runic tiles are in play, all magic abilities are negated and this character absorbs 65% of the MP required to cast the spell.
Level 3: Place a 1 turn Runic CD tile on any basic tile. While any Runic tiles are in play, all magic abilities are negated and this character absorbs 80% of the MP required to cast the spell.
Level 4: Place a 2 turn Runic CD tile on any basic tile. While any Runic tiles are in play, all magic abilities are negated and this character absorbs 80% of the MP required to cast the spell.
Level 5: Place a 2 turn Runic CD tile on any basic tile. While any Runic tiles are in play, all magic abilities are negated and this character absorbs 100% of the MP required to cast the spell.
!Magic Trap :10: Black AP
Choose a level 1 Black or White spell that you have the MP to cast (MP cost +2). That spell will be randomly placed on the board as a trap tile. If the enemy matches that tile, it releases the spell.
Level Upgrades
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Level 2: Choose a level 1 or 2 Black or White spell that you have the MP to cast (MP cost +2). That spell will be randomly placed on the board as a trap tile. If the enemy matches that tile, it releases the spell.
Level 3: Choose a level 2 or 3 Black or White spell that you have the MP to cast (MP cost +2). That spell will be randomly placed on the board as a trap tile. If the enemy matches that tile, it releases the spell.
Level 4: Choose a level 1-3 Black or White spell that you have the MP to cast (MP cost +2). That spell will be randomly placed on the board as a trap tile. If the enemy matches that tile, it releases the spell. Ignores the effects of Rune Blade.
Level 5: Choose a level 1-3 Black or White spell that you have the MP to cast (MP cost +2). Place that spell on any basic tile as a trap tile. If the enemy matches that tile, it releases the spell. Ignores the effects of Rune Blade.
!Gravity Well 10 AP
All characters in play lose 1/4 of their current health.
Level Upgrades
-
Level 2: All characters in play lose 1/4 of their maximum health.
Level 3: All characters in play, except this one, lose 1/4 of their current health.
Level 4: All characters in play, except this one, lose 1/4 of their maximum health.
Level 5: All characters in play, except this one, lose 1/3 of their maximum health.
!Light Beam 10 AP
All characters in play gain 5 MP.
Level Upgrades
-
Level 2: All characters in play gain 6 MP.
Level 3: All characters in play gain 7 MP.
Level 4: All characters in play gain 8 MP.
Level 5: All characters in play gain 9 MP.
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PvP Explained
So, the PvP system in this game will work differently than in MPQ. You will be given the choice of which level cap event you wish to enter. You must have at least one character of that level cap or higher in order to enter the chosen event.
In order to participate in a PvP, your characters must be within a certain level range and cannot equip classes above a certain rarity.
If you have a level 270 Cecil and you wish to participate in the Fighter PvP, then you will be unable to equip any 2* rarity or higher classes or their abilities. You will also be reverted to level 40 for the purposes of this battle.
Also, if you want to join the "Fighter" PvP, at least one member of your party must be using the Fighter class. If you do not have the Fighter class, you must make do with one provided to you. You will not earn JP towards the Fighter class if you have not unlocked it, but those using the Fighter class in the Fighter PvP will receive bonus JP.
The Fighter PvP tournament is geared toward newer players, so the best rewards are going to be second level ability covers from the first two class groupings (such as Two-Handed for the Fighter or Wave Fist from the Monk). Mid-level progression rewards will unlock the Fighter class.
Lower tier classes require fewer JP to level up.0 -
Cecil HarveyEligible Class List:
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Level 1: Fighter, Black Belt, White Mage, Squire.
Level 2: Warrior, Knight, Monk, Dark Knight, Paladin.
Level 3: Mystic Knight, Samurai, Bard, Beastmaster, Commando.
Level 4: Viking, Freelancer, Assassin.
Level 5: Mime.
Dark Nightmare 12 AP
Randomly Place 3 Nightmare trap tiles and deal X damage. When an enemy matches a Nightmare trap tile, that enemy takes X damage and has a 30% chance of gaining the Sleep status.
Level Upgrades
-
Level 2: Randomly Place 3
Level 3: Randomly Place 4 Nightmare trap tiles and deal +X damage. When an enemy matches a Nightmare trap tile, that enemy takes +X damage and has a 35% chance of gaining the Sleep status.
Level 4: Randomly Place 4 Nightmare trap tiles and deal X damage. When an enemy matches a Nightmare trap tile, that enemy takes X damage and has a 40% chance of gaining the Sleep status.
Level 5: Randomly Place 5 Nightmare trap tiles and deal +X damage. When an enemy matches a Nightmare trap tile, that enemy takes +X damage and has a 40% chance of gaining the Sleep status.
Paladin's Shield 5 AP
Place a strength X protect tile on any basic tile.
Level Upgrades
-
Level 2: Place a strength +X protect tile on any basic tile.
Level 3: Place a strength +X protect tile on any basic tile.
Level 4: Place a strength +X protect tile on any basic tile.
Level 5: Place a strength +X protect tile on any basic tile.
Red Wings 12 AP
Call in an airstrike from the Red Wing fleet. Destroy 12 Random tiles and deal +X damage to all enemies.
Level Upgrades
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Level 2: Destroy 14 Random tiles and deal +X damage to all enemies.
Level 3: Destroy 16 Random tiles and deal +X damage to all enemies.
Level 4: Destroy 19 Random tiles and deal +X damage to all enemies.
Level 5: Destroy 22 Random tiles and deal +X damage to all enemies.
Excalibur 14 AP
Gain [Protect] status for 2 turns. Deal X damage to all enemies and an additional Y damage to all enemies whose primary color is black.
Level Upgrades
-
Level 2: Gain [Protect] status for 3 turns. Deal X damage to all enemies and an additional +Y damage to all enemies whose primary color is black.
Level 3: Gain [Protect] status for 3 turns. Deal +X damage to all enemies and an additional Y damage to all enemies whose primary color is black.
Level 4: Gain [Protect] status for 4 turns. Deal +X damage to all enemies and an additional +Y damage to all enemies whose primary color is black.
Level 5: Gain [Protect] status for 4 turns. Deal +X damage to all enemies and an additional +Y damage to all enemies whose primary color is black.
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Kain HighwindEligible Class List:
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Level 1: Fighter, Thief, Squire, Chemist.
Level 2: Warrior, Knight, Archer, Dark Knight, Dragoon, Rune Knight.
Level 3: Ninja, Berserker, Samurai, Gambler, Saboteur, Commando.
Level 4: Ranger, Machinist, Gunner, Freelancer, Assassin.
Level 5: Mime.
Elemental Affinity:-
Primary:
Strong:
Neutral:
Weak:
Hard Landing 7 AP
Kain leaps high into the air to drive his lance into the heart of his enemies. Gain [Airborne] status for 4 turns. When you land, deal X damage.
Level Upgrades
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Level 2: Gain [Airborne] status for 4 turns. When you land, deal +X damage.
Level 3: Gain [Airborne] status for 4 turns. When you land, deal +X damage.
Level 4: Gain [Airborne] status for 3 turns. When you land, deal +X damage.
Level 5: Gain [Airborne] status for 3 turns. When you land, deal +X damage.
Unrequited 7 AP
Kain's love of Rosa keeps the board filled with the power she needs. Converts 3 basic tiles into tiles and stuns the target for 1 turn.
Level Upgrades
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Level 2: Converts 4 basic
Level 3: Converts 5 basic tiles into tiles and stuns the target for 1 turn.
Level 4: Converts 6 basic tiles into tiles and stuns the target for 2 turns.
Level 5: Converts 8 basic tiles into tiles and stuns the target for 2 turns.
Broken Mind (passive)
Kain's mind has been controlled so many times, he's sometimes unsure of himself. Each turn randomly put a Broken Mind trap tile on a random basic tile. If Kain matches a Broken Mind tile, deal X damage to a random enemy and ally and gain [Berserk] status for two turns.
Level Upgrades
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Level 2: If Kain matches a Broken Mind tile, deal +X damage to a random enemy and ally and gain [Berserk] status for two turns.
Level 3: If Kain matches a Broken Mind tile, deal +X damage to a random enemy and ally and gain [Berserk] status for two turns.
Level 4: If Kain matches a Broken Mind tile, deal X damage to a random enemy, Y damage to a random ally, and gain [Berserk] status for two turns.
Level 5: If Kain matches a Broken Mind tile, deal +X damage to a random enemy, -Y damage to a random ally, and gain [Berserk] status for two turns.
Holy Dragoon 14 AP
Kain's victory at Mt. Ordeals transforms him into the Holy Dragoon. Gain [Airborne] status for 2 turns. When you land, deal X damage and an additional Y damage to all enemies whose primary color is black.
Level Upgrades
-
Level 2: Gain [Airborne] status for 2 turns. When you land, deal X damage and an additional Y damage to all enemies whose primary color is black.
Level 3: Gain [Airborne] status for 2 turns. When you land, deal X damage and an additional Y damage to all enemies whose primary color is black.
Level 4: Gain [Airborne] status for 2 turns. When you land, deal X damage and an additional Y damage to all enemies whose primary color is black.
Level 5: Gain [Airborne] status for 2 turns. When you land, deal X damage and an additional Y damage to all enemies whose primary color is black.
0
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