Classes/Skills [Part 4]

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[Blood Knight]

Blood knights, unlike their normal knights or paladins, have learned that the strongest weapon in their arsenal are not weapons, but the very material that makes life, blood

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Blood knights, unlike their normal knights or paladins, have learned that the strongest weapon in their arsenal are not weapons, but the very material that makes life, blood. While they have great HP and status protections, they have a lower magical defense. They can wield from a variety of short swords to great swords. Blood = deal slight damage with every turn for 2 turns.

[Level 1] Inner Power: Restore a small amount of your own HP
[Level 2] Grip of Blood: Sacrifice a little bit of HP, deal low blood damage to an enemy
[Level 5] Forged Blood: Sacrifice a little bit of HP, increase your strength and speed for 2 turns
[Level 10] Blood Strike: Sacrifice some HP, attack up to 2 enemies with small blood damage
[Level 12] Life Drain: Slightly damage an enemy, and heal your HP by double the amount of damage dealt
[Level 15] [Sharable] Duplicate: Restore some of your own HP
[Level 18] Blood Fall: Sacrifice some HP, attack an enemy with medium blood damage with a 65% chance to slow
[Level 25] Blood Armor: Sacrifice a small amount of HP, increase your physical and magical defense for 3 turns
[Level 35] Blood Drain: Deal medium damage to an enemy and heal your HP for the same amount of damage
[Level 40] Whirlwind Slash: Attack all enemies twice
[Level 45] Blood Infusion: Sacrifice a small amount of HP, Your attacks do blood damage for 3 turns
[Level 50] *Custom Skill*
[Level 60] Bloody Rage: Sacrifice a chunk of HP, deal heavy blood damage to up to 3 enemies
[Level 70] Sacrifice: Deal medium damage and heal your HP for the same amount of damage dealt. Also, increase your magical defense for 2 turns and decrease the enemy's physical defense for 2 turns
[Level 80] Blood Offering: Sacrifice half of your HP, deal heavy blood damage to all enemies 7 times. Skip your next attack phase
[Level 90] Bleeding Doll: Deal heavy blood damage to an enemy, and take control of that enemy for 2 turns. That enemy can only use basic attacks for the turns it's controlled for.
[Level 100] My Blood will guide my way!: {Use only on a certain occasion}

[Guardian]

Guardians are a form of spellcasters that have a unique aura that allows them to not only use light and dark attacks, but also summon voidsent to fight with them

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Guardians are a form of spellcasters that have a unique aura that allows them to not only use light and dark attacks, but also summon voidsent to fight with them. Due to their obedience to guardians, the voidsent summoned by them are known as familiars. They have great magic and magical defense, but don't do well with physical defense. They can wield daggers, swords, spears, and books.
[Level 1] Darkbolt: Deal low dark Damage to an enemy
                 Lightbolt: Deal low light Damage to an enemy
[Level 2] Will-O-Wisp Genesis: Create a Will-O-Wisp Familiar that will fight for you
[Level 5] Spiritual Connection: Increase the health and strength of your next familiar for 2 turns
[Level 10] Ruina: Deal low non-elemental Damage 2 times on an enemy
[Level 12] Imp Genesis: Create an Imp Familiar that will fight for you
[Level 15] [Sharable] Mystical Barrier: Increase your magical and physical defense for 3 turns
[Level 18] Spiritual Contact: Increase all stats of your next familiar for 2 turns
[Level 25] Spiritual Blessing: Increase all stats of one of your teammates for 2 turns
[Level 35] Darkstrike: Deal medium dark Damage to an enemy
                    Lightstrike: Deal medium light Damage to an enemy
[Level 40] Possessed Armor Genesis: Create a Possessed Armor Familiar That will fight for you
[Level 45] Enigma Curse: Decrease the physical and magical defense of all enemies for 3 turns
[Level 50] *Custom Skill*
[Level 60] Gargoyle Genesis: Create a Gargoyle Familiar that will fight for you
[Level 70] DarkVoid: Deal heavy dark Damage to an enemy
                    LightGrace: Deal heavy light Damage to an enemy
[Level 80] Mystical Faith: Increase all stats of your part for 5 turns
[Level 90] Malice Genesis: Create a Malice Familiar that will fight for you
[Level 100] This is for all spirits beyond!: {Use only on a certain occasion}

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