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StatsClass/JobBaseNotes:
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Name:Ghalleon HelsethThaumaturge(Freelancer)
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Health Points:40-1050Health Pool, when this number reaches 0, character is considered 'Knocked out'.
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Aether Points:22715
Action Pool, 1 aether point recovers per 1 round, if AP is 0 at the end of turn or if AP usage leaves them under 0, and results in negative, target suffers exhaustion. If user has over 5AP above max, user suffers aetherburn.
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Strength:22Primary melee stat.
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Dexterity:22Primary range stat, secondary melee stat.
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Vitality:22Primary physical defense stat.
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Intelligence:642Primary magic stat.
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Spirit:312Primary magic defense stat.
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Luck:00Primary chance stat. Each stat over 0 gives +100 to random rolls.
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Traits:
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Trait 1:Order of Nald'thal
Allows access to all "holy" and "dark" spells, poison spells, as well as drain spells, and can select the those spells for 1 less spell value; bypass any requirements. Transcendence also gives 1 AP a turn. (FF:XIV: v1.0 Thaumaturge)
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Trait 2:Ancient Knowledge
Can pick 3 spells from the Ancient Magic list. (Selectable spells will have a trait lock under Enemy Skills Tab) (Can be taken more than once for another set another spells) (Command set is NOT needed for these spells)
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Freelancer Bonus:-
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Command List:
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Pick STR or DEXAttackBasic attack
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Default Command: Magic (Lv.2)
Allows user to pick spells from spell list, up to 50 points
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Command 1:Magic (Lv.3)
Allows user to pick spells from spell list, up to 80 points
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Command 2:Ravage
Allows use of ravage actions
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Jobless Bonus:Twincast
Cast with another; takes both players turn, players pick any spell, share the cost of the spell between the two (must be half and half); if players uses over their AP cost, both fall from exhaustion, even if only one would normally. This allows casters to pull a spell from the Ancient Magic list, but both players must have twincast. They do not need the command or trait for Ancient Magic to pull from it. Both players add all relevant stats and changes to damage.
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Freelancer Bonus:-
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Limit Break:Numinous Ruin
[Blasting Limit] Heavy magical damage
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-Defend
Take half damage until next turn
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-ItemsUse an item
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-Equip
Enable\Disable Stance
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-MoveMove around
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-Check
Examine a situation or target to gain a hint
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-Run
Try to escape battle; run successful with a random roll over 700
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Active Stances:
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Base\Supportive:Transcendence
Base Stance: "Holy" and "Dark" spells do 2 more damage, all other elements do -2, user take 2 more damage per hit received
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Supportive:Blood Rite
Support Stance: User loses 2 HP per round while stance is active, all spells do 4 more damage
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Calculator:Damage:Base:Notes:
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Attack:
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Attack (STR)20
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Attack (DEX)20
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STR Damage Calculator:
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20
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Buff/Debuff 1:0
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Buff/Debuff 2:0
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Buff/Debuff 3:0
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DEX Damage Calculator:
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20
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Buff/Debuff 1:0
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Buff/Debuff 2:0
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Buff/Debuff 3:0
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INT Damage Calculator
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60
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Buff/Debuff 1:0
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Buff/Debuff 2:0
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Buff/Debuff 3:0
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57
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VIT Protection Calculator:
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20
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Buff/Debuff 1:0
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Buff/Debuff 2:0
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Buff/Debuff 3:0
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64
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SPR Protection Calculator:
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30
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Buff/Debuff 1:0
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Buff/Debuff 2:0
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Buff/Debuff 3:0
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CommandActionAP CostDamageEffect
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Limit Break
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Numinous Ruin [Blasting Limit]-60Heavy magical damage
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[Twincast]
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Twincast--Cast with another; takes both players turn, players pick any spell, share the cost of the spell between the two (must be half and half); if players uses over their AP cost, both fall from exhaustion, even if only one would normally. This allows casters to pull a spell from the Ancient Magic list, but both players must have twincast. They do not need the command or trait for Ancient Magic to pull from it. Both players add all relevant stats and changes to damage.
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[Ravage]
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Transcendence--Base Stance: "Holy" and "Dark" spells do 2 more damage, all other elements do -2, user take 2 more damage per hit received
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Blood Rite--Support Stance: User loses 2 HP per round while stance is active, all spells do 4 more damage
Order of Nald'thal Only
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Exaltation--Gain 2 AP, if Exaltation was used last turn, gain 2 more AP
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Dark Seal--Next spell bypasses any defenses (including reflect) and hits, applies all damage; if this action is user under Blood Rite, take 6 damage and when the spell hits, it does double damage
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Recall2-Roll Random; if number is over 800, previous spell repeats without the AP cost, if below 300, user hits self with spell. If in between, spell goes off with AP cost and the 2 AP for Recall, but has all the previous effects applied to it again.
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Bluff--Next spell does 4 more damage; Removes all stacks of Enmity user applied
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[Ancient Magic]
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Holiest of Holy107Adds "Holy" Vulnerability stack total to damage; removes "Holy" Vulnerability stacks; natural Area of Effect
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Pestilence10-Applies Bleeding, Poison, Miasma, Bio, and Dia.
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Bubble18-Applies Protectga, Shellga, Stoneraskin, and Reflect
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Thaumaturgy [Magic (Lv.3)]
80/80
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"Holy" (Unaspected)[selected for 1 less spell value each]
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Dia1-Applies Dia; Applies "Holy" Weakness0
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Diara20Applies Dia; Applies "Holy" Weakness; Adds 1 "Holy" Vulnerability stack1
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Diaga31Applies Dia; Applies "Holy" Weakness; next "Holy" spell costs 1 less AP2
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Banish11Applies "Holy" Vulnerability0
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Banishra21Adds 2 stacks of "Holy" Vulnerability1
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Banishga35Adds "Holy" Vulnerability stack total to damage; removes "Holy" Vulnerability stacks2
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Banishja46Requires 5 stacks of "Holy" Vulnerability on target to castWHM Only\Trait Only3
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Holy84Adds "Holy" Vulnerability stack total to damage; removes "Holy" Vulnerability stacks; natural Area of Effect4
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Enlight3-Applies Enlight0
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Barlight1-Applies Barlight0