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Techs (10/03/06)

Techs are techniques for battle that are learned wherever you reach a higher battle level. You can select two from any group you qualify and from any that relate to your specific occ. Each occ belongs to a category: Scholar, Warrior, Magic, or Psychic. Anyone can select from those in the general category. All techs can only be selected once. In battle techs can be combined.

Explaination of Table. Category is the category of the occ you must belong to, or the wp you must have, or the attribute you must excell at, or the race you must be, in order to select the skill. Specific Requirements is weither you need a specific occ or lvl or something in addition to the other requirements. Name is the name of the tech. TP is how much tp is costs. Possitive tp means it costs that much everytime it is used. Negative means that much tp is permanantly subtracted from the base. Radius is how far away the effect reaches (counting as 0 or self and then next you you is one and so on). Active / Passive is weither the effect is always present (passive) or if it must be envoked as an action in battle (active). Effect is what this tech does. Description is an explaination of how this tech works or the idea behind it.

CategorySpecific ReqirementsNameTPRadiusActive/Passive EffectDescription
GeneralNoneHeroic Block21 ActiveTakes Damage instead of nearby friend.
GeneralNoneHeroic Dodge3 SelfActive+4 to EV
GeneralNoneFighting Prowess-0 SelfPassive+4 to TP
GeneralNoneToughness-1 SelfPassive+4 to HP
GeneralNoneQuick Dodge-4 SelfPassive+1 to EV
GeneralNoneQuick Foot-2 SelfPassive+1 to MV
GeneralNoneCourage-0 SelfPassive+1 to ME
GeneralNoneLeadership-0 SelfPassive+1 to MA
GeneralNoneStrength-0 SelfPassive+1 to PS
GeneralNoneAgility-0 SelfPassive+1 to PP
GeneralNoneEndurance-0 SelfPassive+1 to PE
GeneralNoneSpeed-0 SelfPassive+1 to Spd
GeneralNoneAlertness-0 SelfPassive+1 to AW
Scholar / MagicBL 5Wisdom-1 SelfPassive+1 to IQ& AW
WarriorNoneWay of the Warrior-5 SelfPassive+1 to Attack& EV
MagicNoneTrue Cast3 SelfActive2xEffect of a Spell, Half the Chance of Resist, 2 TurnsThe good thing is this only takes the MP of one spell.
MagicNoneCareful Cast2 SelfActiveDon't roll for casting. (Assumed to be a 10)
MagicNoneClarity-0 SelfPassive+1 to IQ
ArcheryNoneSnipe2 SelfActive+5 to Attack& Damage, Takes 2 turns.
ArcheryNoneFocus Shot2 SelfActive+4 to Attack.
ArcheryNonePrecise Shot3 SelfActiveNo defender bonus for shotting into melee.
StaffNoneTrip2 1Active100%/#Legs Chance to Trip opponent. If hit, they take half damage. If sucessful they lose a turn.