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Thread: Can anyone provide me a list of abilities for each character from Tales of Destiny II

  1. #1
    Retired Dragoon Crossblades's Avatar
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    Default Can anyone provide me a list of abilities for each character from Tales of Destiny II

    I need one. Help would be greatly appreciated

    Vaan - "Hey, you!"
    Penelo - "Yeah, you! The one reading this sig at this very moment!"
    Vaan - "Interested in playing FFXII International Zodiac Job system?"
    Ashe - "But you have no knowledge of the Japanese language?"
    Fran - "....We could help...."
    Balthier - "That's right, Fran! Just click on Crossblades' thread on the very bottom of this signature and it will show you all license grid translations, magicks and tecks locations, and other changes that were made!"
    Basch - "Don't forget though. Swap Magic is needed to play this game if you don't own a japanese PS2."
    Vaan - "Also remember that if you played the original, you'll have an easier time playing the international version. We hope you enjoy the International Zodiac Job System experience. See ya then!"

    http://forums.eyesonff.com/final-fan...ther-info.html

  2. #2

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    No I cant
    Just posting to say that They suck for this game didnt come out in Uk
    arrrrggghhhhh...

  3. #3
    Nothing special Pure Strife's Avatar
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    [leeza]Total sig height should not be over 250 pixels, including all text.[/leeza]

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    Being Who Transcended All Black Mage's Avatar
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    Reid:

    Sonic Blade, Lighting Blade, Swarm, Demon Hammer, Tempest Strike, Spiral Attack,
    Omega Seal: a certain level of slash/thrust must be attained.

    Super Lightning blade: Lightning Blade must be used 50 times.

    Neosonic Swarm: Sonic Blade(24 times) + Swarm(24 times)

    Demon Lightning Hammer: Lightning Blade(16 times) + Demon Hammer(16 times)

    Megasonic Thrust: Lightning Blade(70 times) + Swarm(70 times)

    Omega Tempest Strike: Tempest Strike(250 times)

    Double Spiral Attack: Spiral attack(250 times)

    Rising Phoenix: Super Lightning Blade(200 Times) + Megasonic Thrust(150 times)

    Twin Sonic Blade: Sonic Blade(48 Times)

    Sonic Chaos: Sonic Blade(60 times) + Twin Sonic Blade(50 times)

    Neo Swarm: Swarm(130 times)

    Neo Tempest Swarm: Neo Swarm(120 Times) + Tempest Strike(80 times)

    Twin Spiral Hammer: Spiral Attack(80 times) + Demon Hammer(120 times)

    Omega Demon Chaos: ????

    Farah:

    Palm Strike: Certain level of Punch/Kick

    Triple Blossom: Certain level of Punch/Kick

    Sonic Fist: Certain level of Punch/Kick

    Swallow Dance: Certain level of punch/kick

    Deadly Dance: Certain level of Punch/Kick

    Mirage: Certain level of punch/Kick

    Super Sonic Fist: Sonic Fist(150 times)

    Rising Dragon Strike: Palm Strike(10 times) + Sonic Fist(30)

    Eagle Dive: Swallow Dance(40 times)

    Super Swallow Dance: Swallow Dance(150 times)

    Twin Palm Strike: Palm Strike(60 times) + Rising Dragon Strike(30 times)

    Death Blossom: Triple blossom(80 times) + Eagle Dive(30 times)

    Chi: Super Sonic Fist(160 times) + Twin Palm Strike(100 times)

    Eagle Rage: Death Blossom(160 times) + Super Swallow Dance(100 times)

    Fatal Fury: Chi(120 times) + Eagle Rage(120 times)

    Deadly Force: can only be learned after Farah leads in battle for 300 fights.

    Meredy:

    Ice Needles: This ToD I skill is back(I can't forget Rutee's "ICE NEEDOLH!!!;
    impossible). It's weak, overly weak, but hits a decent amount of time. 6 TP.

    Grave: Another ToD I skill. Small stones rise up from above and hit the enemy.
    Weak, too. 7 TP.

    Lightning: The enemy is showered with lightning. This one is better than the
    other too, and should be good for a short while. 7 TP.

    Keele

    Aqua Edge: A nice skill. Does moderate damage. 7 TP.

    Wind Blade: A blast of wind engulfs the enemy. 7 TP.

    Fireball: Yawn. You know the drill. 7 TP.


    Chat:

    Ice Hammer: Go to Insea, at this coordinates: (120, 122), and examine the
    Aifread Monument.

    Toss Hammer: Go to Celestia, at this coordinates: (184, 139), and check out the
    Aifread monument there.

    Para ball: Craymel Hot Springs(208, 108). Pay 600 Gald at the front desk and
    move through the cutscenes. Eventually, you'll attain this skill.

    Eternal Hammer: Go to Chat's place and down the stairs. Check out the Aifread
    Monument there to get some coordinates: (204, 98). Go there(Aifread's Cave) and
    clear the Math Challenge at the dice room.

    Max:

    He also needs to do some things to learn his skills(meet a Miacis). Here are the
    places you should go to(Max must be in your party):

    Air Blade: After the Seyfert Shrine, visit the Peruti Port and look around for
    the Miacis.(level 1)

    Rage Laser: After visiting the Seyfert Observatory for the first time, head to
    Cape Fortress(the place you start in Celestia) to find this Miacis(level 1)

    Dark Laser: After the Regulus Tomb, go to Luishka ruins and go one screen up
    from the entrance. Check out the debris to the left until the Miacis pops
    up.(level 2)

    Aqua Spiral: At Tinnsia, head toward the item shop and take the escalator next
    to it, so you go up. You'll appear near the weapon's shop, by a gnome statue.
    Head toward such statue and meet the Miacis(level 2).

    Elemental Master: Firstly, visit all of the previous locations(WITHOUT having
    Max in your party) to meet a painter named Lesitia. Once you've met her in all
    of those locations, go to Jini and wait for nighttime. Then, go to the Jini
    Auction to find Lesitia again. She'll hand over the Canceler(let's you combo the
    skills). Afterward, come back here, but with Max in your party, and you'll find
    the Miacis, who'll hand over the skill.

    "SECRET SKILLS"


    Shooting Star(altered version): when you cast it, Arche(Tales of Phantasia, a
    game I've been longing to play) will appear and you'll be able to control her
    for a short while. Use O, X and O+X to use her attacks. You need to have Maxwell
    at level 30 and his vitality at Maximum. Obviously, you also need to perform
    shooting star.

    Maelstrom: After Spread is cast, it may extend into this. The requirements?
    Undine is at level 15 or higher, and has a high vitality(not necessarily max)

    Dragon Demon Chaos: Perform Omega Demon chaos, and when the eighth hit strikes,
    perform it again. Instead of performing ODC, you'll do DDC. Nice. However, you
    need to have used ODC over [(5-(*Total # of attacks)) x 30 + 1] times. The # of
    attacks is the skills Reid chains together. Also, the enemy must have less than
    [2000-(total # of times Omega Demon Chaos was used)]

    Burning Phoenix: Execute rising phoenix, and when you're landing from the combo,
    execute it again. You need to have performed Rising phoenix over [(5-(Total # of
    attacks) x 50 + 50]

    Quasi Seal: Perform Omega Seal and let the enemy levitate. Before slashing him,
    input the command for Omega Seal again. You need to have performed Omega seal at
    least 50 times, only one enemy is left in battle, and such enemy has less than
    20,000 HP. This attack will finish him off.

    Maximum Burst: Perform Chi, and when the second strike hits the enemy, perform
    Chi again. You need to have performed Final Fury at ñeast 30 times, and Chi a
    whole bunch of times(heh, sorry O_O)

    Flame Dance: Perform deadly force, and while the screen is black, perform this
    combo to activate Flame Dance: punch, punch, ground to air skill, air skill(you
    must hit the enemy with every skill).

    Flaming Sword: Set Fireball to the shortcut key. Perform it, and when the
    character who's about to do it flashes, perform Demon Lightning Hammer
    IMMEDIATELY. This should happen.

    Earth Divide: Do the same as above, except this time around is Spiral Attack +
    Cyclone.

    Serpent Knuckle: Rising Dragon Strike + Heal.

    Lightning Strike: Thunder Blade + Twin Palm Strike


    -CRAYMEL ARTES-

    ***********
    WATER ARTES
    ************
    Craymel: Undine
    Comments on craymel: Undine's attack is WEAK, WEAK, WEAK! USELESS! However, when
    it is cast, it fully heals the whole party. So, it should be cast if possible,
    but not for the damage, more for the healing properties of it.

    --

    Spread(9 TP, Attack spell, Narrow Range)(Whirling water shreds the enemy)
    Combination: Water + N/A
    Comments: A nice spell near the beginning of the game. It gets old fast, tho'.

    --

    Heal(16 TP, Restoration Spell, One ally)(Restores an ally's HP)
    Combination: Water + Wind
    Comments: Heals very little HP, and just one ally. Not very good(but you're
    stuck with it for quite a bit)

    --

    Acid Rain(10 TP, Support spell, All enemies)(Reduces an enemy's defense=
    Combination: Water + Earth
    Comments: Lowers an enemy's defense. I don't like it.

    --

    Nurse(42 TP, Restoration spell, All allies)(Heals all allies)
    Combination: Water + Ice
    Comments: This spell is priceless when you first get it, as it heals everybody.
    However, soon enough, you'll realize how bad it is. Why? Because it takes so
    long to cast, and even when it is done, it takes a few seconds for the animation
    to go by, and only after the animation you're healed. So, basically, while you
    wait for the nurses to heal you, you could be killed. Bah.

    --

    Restore(60 TP, Restoration spell, Middle range)(Heals allies that are within
    the spell's range)
    Combination: Water + Light
    Comments: A great spell; it heals a lot, is cast very fast. However, it does not
    affect everybody, which can be a downside. When you cast it, be sure you're near
    whomever the spell is going to be cast on, because the spell will create a
    healing circle around him/her, and only inside it you'll be healed.

    --

    Cure(32 TP, Restoration spell, One ally)(Restores an ally's HP)
    Combination: Water + Elemental.
    Comments: ---

    --

    Resurrection(96 TP, Restoration spell, One ally)(Revives and fully-heals an
    ally)
    Combination: Water + Time
    Comments: A very useful spell, especially in those battles where everybody seems
    to die. However, like Nurse, it's very slow, and when it is cast, you need to
    bear through a long animation before the character you aimed the spell at is
    revived.

    --

    **********
    WIND ARTES
    **********
    Craymel: Sylph
    Comments on Craymel: Another overly weak attack. Plus he doesn't heal. He justs
    reduces an enemy's accuracy. Bah.

    --

    Air Thrust(12 TP, Attack spell, Narrow range)(Hits enemies multiple times)
    Combination: Wind + N/A
    Comments: This spell can hit an enemy a lot of times, which is good. It has nice
    power, too. Overall, it's a good spell, but the game's strongest enemies won't
    even flinch against it.

    --

    Concentrate(6 TP, Support spell, One ally)(Increases the ally's accuracy)
    Combination: Wind + Fire
    Comments: ---

    --

    Medical Plus(0 TP, Power up spell, all allies)(Restores an additional 5+ of HP
    during battles --if healed with
    a spell)
    Combination: Wind + Light
    Comments: ---

    --

    Cyclone(44 TP, Attack spell, Middle Range)(Hits enemies within a set area)
    Combination: Wind + Shadow
    Comments: This is a very good spell. It is very powerful and can hit a lot of
    enemies multiple times. However, it has its downsides: its range is not very
    big, so some enemies(especially fast ones) are bound to escape the spell's
    grasp. But, it's a good spell, overall).

    --

    Item Plus(0 TP, Power up spell, all allies)(Awards a bonus after a Tech. Smash)
    Combination: Wind + Elemental
    Comments: ---

    --

    **********
    FIRE ARTES
    **********
    Craymel: Efreet
    Comments on craymel: More powerful than Undine and Sylph, but still, weak!!!

    --

    Sharpness(6 TP, Support spell, One ally)(Increases an ally's attack)
    Combination: Fire + Water
    Comments: ---

    --

    Eruption(18 TP, Attack spell, Middle range)(Hits quite a bunch of enemies)
    Combination: Fire + N/A
    Comments: This spell is very powerful and useful when first get it. However, it
    gets weak and useless too fast.

    --

    Flame Wall(12 TP, Attack spell, Narrow Range)(Hits some enemies with a flame
    wall; weak)
    Combination: Fire + Earth
    Comments: ---

    --

    Explode(36 TP, Attack spell, Middle Range)(A massive explosion hits
    your foes)
    Combination: Fire + Lighting.
    Comments: This can hit everybody, and even if it doesn't, it's still a good
    spell. Not only it hits its targets multiple times, but each hit does
    considerable damage. I don't use this spell a lot, but I can't say it ain't
    good.

    --

    ***********
    EARTH ARTES
    ***********
    Craymel: Gnome.
    Comments: ---

    --

    Mental Charge(0 TP, Power up spell, All allies)(Restores +1% of ally TP at the
    end of a battle)
    Combination: Earth + Wind
    Comments: ---

    --

    Stalagmite(18 TP, Attack spell, Middle range)(Massive boulders protrude from the
    ground and engulf their foes)
    Combination: Earth + N/A
    Comments: This is a tremendous spell. Its capability to hit an enemy a lot of
    times, plus the fact it is so damaging, make it a spell that will be useful for
    (nearly) the whole game. You may forget about it once you get things like Meteor
    Swarm and whatnot, but it's still a great spell.

    --

    Life Rescue(0 TP, Power up spell, All allies)(Restores HP as it decreases)
    Combination: Earth + Light
    Comments: ---

    --

    Ground Dasher(48 TP, Attack spell, Screen range)(The earth's wrath is cast upon
    your foes)
    Combination: Earth + Shadow
    Comments: This is one of my favorite spells. It hits everybody on-screen(you
    know, the ones you're _seeing_ on the screens; anybody else who's not in your
    range of view will be missed, I think) and does tremendous damage, plus it's got
    a great animation. After Gnome(the craymel) is trained well enough, this spell
    will transform into Earth Shaker, which has an even cooler animation and is
    astonishingly powerful.

    --

    Mental Supply(0 TP, Power up spell, All allies)(Restores TP according to the
    DMG received)
    Combination: Earth + Elemental
    Comments: ---

    --

    *********
    ICE ARTES
    *********
    Craymel: Celsius.
    Comments on craymel: This attack is infinitely more powerful than Sylph's and
    Undine's. It's still a bit too weak, but very good, nonetheless.

    --

    Blizzard(20 TP, Attack spell, All enemies)(A fierce snowstorm is cast)
    Combination: Ice + Wind
    Comments: ---

    --

    Freeze Guard(80 TP, Power up spell, all allies)(Protects against freeze)
    Combination: Ice + Fire
    Comments: ---

    --

    Resist(6 TP, Support spell, one ally)(Increases an ally's Defense)
    Combination: ice + Earth
    Comments: ---

    --

    Freeze Lance(21 TP, Attack spell, straight line range)(Ice lances are shot
    straightward)
    Combination: Ice + N/A
    Comments: This is a great attack, and it takes a while before it gets old. It
    can only hit enemies in a straight line, but it hits them for a lot of hits and
    does moderate damage. It's a fast, powerful spell that'll be useful for quite a
    bit.

    --

    Absolute(30 TP, Attack spell, Narrow range)(A cold blast hits the enemy)
    Combination: Ice + Lightning
    Comments: ---

    --

    ***************
    LIGHTNING ARTES
    ***************
    Craymel: Volt
    Comments on craymel: ---

    --

    Stun Guard(0 TP, Power up spell, All allies)(Protects against stun)
    Combination: Lightning + Water
    Comments: ---

    --

    Charge(100 TP, Support spell, One ally)(Share TP with an ally. After battle,
    TP is restored)
    Combination: Lightning + Wind
    Comments: ---

    --

    Recover(10 TP, Restoration spell, One ally)(Cures all status aliments)
    Combination: Lightning + Earth
    Comments: This is an excellent spell, especially if you're ever lacking panacea
    bottles. Its fast and ideal for battle.

    --

    Thunder blade(24 TP, Attack spell, whomever-is-front-of-you range)(A blade of
    voltic power swings down
    into your foes)
    Combination: Lightning + N/A
    Comments: This is a very powerful spell. The downside is that it can only hit
    whomever is in front of you, making it very limited. However, should a bunch of
    enemies be near you, you're sure to hit them all and do a ton of damage.

    --

    Indignation(52 TP, Attack spell, Middle range)(The heaven's indignation is cast
    forth upon yer foes)
    Combination: Lightning + Light
    Comments: This is an AWFULLY slow spell, but it's also overly powerful and even
    though it takes too long to be cast, it's still good, due to its power. Also, it
    is needed to kill Sekundes(in the coolest way possible)

    --

    ************
    SHADOW ARTES
    ************
    Craymel: Shadow
    Comments on Craymel: ---

    --

    Deep Mist(6 TP, Support spell, One enemy)(Reduces an enemy's accuracy)
    Combination: Shadow + Water
    Comments: ---

    --

    Barrier(6 TP, Support spell, One ally)(Increases an ally's defense)
    Combination: Shadow + Lightning
    Comments: ---

    --

    Dark Force(32 TP, Attack spell, Middle range)(Dark beams shroud an enemy)
    Combination: Shadow + N/A
    Comments: This spell is too weak to be of any use, even though it hits a bunch
    of times.

    --

    Bloody Howl(72 TP, Attack spell, Radius)(A screaming anathema shreds an enemy)
    Combination: Shadow + Time
    Description: Again, it's a bit too weak compared to what you have when you get
    this. It has a nice animation, but, it is not very reliable.

    --

    ***********
    LIGHT ARTES
    ***********
    Craymel: Rem
    Comments on Craymel: He heals you completely and revives your dead allies AND
    heals them. Need to hear more?

    --

    Holy Bliss(8 TP, Support spell, One ally)(Heals the last damage received)
    Combination: Light + Fire
    Comments: ---

    --

    Ray(30 TP, Attack spell, Radius)(A ball of light shoots energized lasers
    at your foes, while it flies through the field)
    Combination: Light + N/A
    Comments: This is a very good spell. I like the fact it can hit a bunch of
    enemies(it flies through the whole field) and does very nice damage. Like I
    said, it's very good, especially when you need to hit not one, but a bunch of
    enemies.

    --

    Health(0 TP, Power up spell, all allies)(Defeat an enemy to restore HP)
    Combination: Light + Shadow
    Comments: ---

    --

    Holy Lance(52 TP, Attack spell, One enemy)(Millions of light spears pierce
    through your enemy)
    Combination: Light + Elemental
    Comments: This spell is simply too good, too powerful; it's the best, I says.
    Too bad it's so darned hard to get(you'll probably get it near the end), but
    when you do, you'll be glad you did. It hits various times; the first hits do
    around 100 PTS of DMG, but the last hit does, inexorably, 6,000 PTS of DMG. Now,
    isn't that nice?! It's MUCH better than Distortion, too, because it's also MUCH
    faster, so you can bet your underpants on the fact you'll be casting this quite
    often(especially against that bloody Shizel).

    --

    ***************
    ELEMENTAL ARTES
    ***************
    Craymel: Maxwell
    Comments on Craymel: Like his attack spells, Maxwell's craymel spell is simply
    powerful.

    --

    Life Up(0 TP, Power up spell, All allies)(Adds +2 HP bonus at level up)
    Combination: Elemental + Ice
    Comments: ---

    --

    Poison Guard(0 TP, Powe up spell, All allies)(Protects against poison)
    Combination: Elemental + Shadow
    Comments: ---

    --

    Meteor Swarm(60 TP, Attack spell, All enemies)(A meteor swarm falls on your
    enemies)
    Combination: Elemental + N/A
    Comments: One of the best spells in the game. It doesn't do as much damage as
    Holy Lance does, but it hits everybody, and even then, it still does a lot of
    damage. Each hit is worth 1,000+ PTS of DMG, and the spell hits a moderate
    amount of times. It's tremendously useful. You should use it often.

    --

    Shooting Star(80 TP, Attack spell, All enemies)(Shooting stars jet down upon
    your enemies)
    Combination: Elemental + Time
    Comments: This spell is an ass to get(Sekundes must be level 26), but they say
    it's the best in the game. I wouldn't know, really.

    --

    **********
    TIME ARTES
    **********
    Craymel: Sekundes.
    Comments on Craymel: ---

    --

    Mental Up(0 TP, Power up spells, all allies)(Add ups +1 TP at level up)
    Combination: Time + Fire
    Comments: ---

    --

    Delay(60 TP, Support spell, Middle range)(Delay's the enemy's chant)
    Combination: Time + Earth
    Comments: ---

    --

    Stagnation(16 TP, Support skill, Middle range)(Delay's the enemy's recovery time
    Combination: Time + Ice
    Comments: ---

    --

    Drain Guard(0 TP, Power up skill, All allies)(Protects against Weak)
    Combination: Time + Light
    Comments: ---

    --

    Distortion(64 TP, Attack spell, One enemy)(Time is distorted around the enemy)
    Combination: Time + N/A
    Comments: This spell is OVERLY powerful: it does 5,000 PTS of DMG to everything,
    unalterably. However, it is also VERY slow. VERY slow, I tells ya. But, with
    something that reduces the casting time on your equipment, this spell is simply
    too good to pass.



    All taken from This Guide, though I did a little formatting and removing of useless text.

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