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1 | Trait Name | Trait Effect | ||||||||||||||||||||||||
2 | Squire Skills | The unit is able to use the First Aid command. First Aid restores HP equal to 1/6th total HP, as well as restore the status ailments Petrify, Sap, Immobilize, Disable, Slow, Sleep, and Oil. First Aid can also be used on a KO'd ally to remove their Death Counter, if they have one. Additionally, the unit is able to use the Throw Stone command, an attack with a range of 4 that deals x1.5 damage against flying targets. | ||||||||||||||||||||||||
3 | Chemist | When using the Item command, you may use restorative items and damaging items as if they had a range of 5, rather than 1. | ||||||||||||||||||||||||
4 | Defender | Whenever the unit Waits, they instead Defend, reducing the damage they take to x0.6, and granting +15 Evasion on all sides. This does not increase the amount the Charge Gauge is subtracted by. | ||||||||||||||||||||||||
5 | Turbo | Grants the unit the Turbo command. Turbo grants the Turbo status to the user for four turns. Turbo multiplies both the spell/technique power and the MP cost by x1.5. Performances done by a unit under Turbo increase their range by 2 instead of boosting technique power. Techniques that don't cost MP are not affected by Turbo. | ||||||||||||||||||||||||
6 | Glyphbound | Permits the gaining of Spirit Charges, which are gained every time an enemy is defeated and the character obtaining the Charges is on the battlefield and is not Incapacitated. A character with ten Spirit Charges can then Summon an Esper that has attuned itself to them. This Trait costs two Trait slots. See the Summoning section for further information. (Until the beta phase is over, the limit on characters with Glyphbound within the roster shall be limited to three. If there are three Glyphbound in the roster, no more Glyphbound characters may be submitted.) | ||||||||||||||||||||||||
7 | Suppress Weakness | Gain 50% Resistance in the element your race is weak to. | ||||||||||||||||||||||||
8 | Suppress Flaw | Gain +2 to a stat your race normally has a penalty in. This trait is able to be selected twice if your race has two or more penalties, each time selecting a different penalty. | ||||||||||||||||||||||||
9 | Shield Use | Able to wield a shield in the Off-hand slot, regardless of class. Characters of classes who can already wield shields cannot take this trait. | ||||||||||||||||||||||||
10 | Power Attack | Able to wield a 1H weapon with both hands, increasing the weapon power by x1.5. Characters of the Archer class cannot take this trait. | ||||||||||||||||||||||||
11 | Bling | Gain an extra accessory slot. | ||||||||||||||||||||||||
12 | Dual Wield | Equip a 1H weapon in your offhand slot. When performing a standard attack, perform a second strike with the offhand weapon, which deals only x0.75 damage. Weapon Modifiable techniques use both the main hand and offhand attributes. This trait costs 2 Trait slots, and cannot be taken by Archer characters. | ||||||||||||||||||||||||
13 | Mobility | Gain the ability to replace your action with a second move if you wish to during your turn. | ||||||||||||||||||||||||
14 | Shadowmage | Only selectable by Black Mages and Red Mages. Substitute one of your elemental Black Magic spell lines (Fire/Fira/Firaga, Blizzard/Blizzara/Blizzaga, or Thunder/Thundara/Thundaga) for the Dark, Darkra, and Darkga spells. Gain 50% Dark Resistance. Add Drain, Osmose, Berserk, and Bio to your list of class abilities you are able to learn. | ||||||||||||||||||||||||
15 | Status Touch | Choose Poison, Blind, Silence, Disease, Oil, or Slow. Your regular attacks and weapon modifiable techniques have a 25% chance to inflict the status ailment you choose. (If you chose Oil or Disease, it is 35%, instead.) This trait can be taken multiple times, each time choosing a different status ailment. | ||||||||||||||||||||||||
16 | Fortune | Critical hits cannot be scored against this character. This character's critical hit rate increases by 15%. | ||||||||||||||||||||||||
17 | Greed | Choose EXP, JP, Gil, or Items. This characters multiplier for the resource chosen is doubled, meaning their party gains more of that resource. If a Moogle gains this for Gil or Items, their modifier is instead tripled, rather than doubled. This trait can be taken more than once, each time selecting a new resource. | ||||||||||||||||||||||||
18 | Elemental Specialty | Choose Fire, Ice, Lightning, Water, Wind, Earth, Dark, or Holy. All means of damage you inflict with that element are multiplied by x1.35. This trait can be taken multiple times, each time selecting a different element. | ||||||||||||||||||||||||
19 | Accelerate Spell | Once per three turns, cast a Black Magick, White Magic, or Time Magick spell at no Charge Time, and +50 to accuracy. | ||||||||||||||||||||||||
20 | Widen Spell | Once every three turns, cast a Black Magic, White Magic, or Time Magick as if it's radius range was two larger. Allies in range of a spell cast in this way ignore the effects if they are nonbeneficial, and enemies in range of a spell cast in this way ignore the effects if they are beneficial. | ||||||||||||||||||||||||
21 | Tamer | Grants the Capture command, used to capture weakened monster enemies and bring them back to HQ. Captured monsters can be tamed and brought along on excursions in place of a character. Such monster units are GM controlled, but can be given general commands. Only one monster per Tamer can be brought into battle. | ||||||||||||||||||||||||
22 | Master Tamer | Monster units brought into battle by a Master Tamer do not cost a deployment slot. Requires Tamer. | ||||||||||||||||||||||||
23 | Stonepiercer Arrows | When firing arrows, they fire in a straight line, rather than a parabolic arc, and do not have a minimum range. The users arrows also ignore any sort of terrain, elevation, or other blocking effects between them and their target, and they ignore any bonuses to their target or penalty to themselves for attacking an enemy at a higher elevation point from them or one inside a Vantage. | ||||||||||||||||||||||||
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