Category:Weapon Skills: Difference between revisions
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Weapon Skills are main hand or ranged weapon-specific combat commands that require a character have 1000 [[TP]] or more to execute. All of a player's [[TP]] in consumed, with the amount consumed modifying the attributes of the Weapon Skill, be it damage, status effects on the player or the player's target, etc. | |||
==Learning Weapon Skills== | |||
Most Weapon Skills are learned when a player's [[:Category:Combat Skills|combat skill]] with a particular [[:Category:Weapons|weapon type]] reaches the necessary level for that Weapon Skill. | |||
Some Weapon Skills are tied to certain jobs whereas others are unlockable via quests. Consult the lists below for individual requirements. | |||
=== [[Relic Weapons]] === | |||
Relic Weapons have unique Weapon Skills associated with them that may only be used when wielding a Stage 4 (In Dynamis Only) or Stage 5 weapon. Weapons dropped in Abyssea areas also unlock relic weapon skills but only when the requirements of their latent effect have been met. | |||
<div class="mythic"> | |||
=== [[Mythic Weapons]]<span class="soa">/[[Ergon Weapons]]</span> === | |||
Mythic/Ergon Weapons, like Relic Weapons, grant job-specific Weapon Skills to their wielder. These Weapon Skills can also be unlocked via a job-specific [[Unlocking a Myth]] quest.</div> | |||
<div class="empyrean"> | |||
=== [[Empyrean Weapons]] === | |||
Empyrean Weapons grant weapon skills that can also be unlocked via corresponding [[Walk of Echoes Weapon Skill Trials]].</div> | |||
<!--Main Article: [[Prime Weapons]]<br/> | |||
Prime Weapon Skills require a stage 3 or higher Prime Weapon to use (In Sortie Only) or stage 4 or higher to use anywhere in the game world.--> | |||
=== [[Exclusive Weapon Skills]] === | |||
Exclusive Weapon Skills are only available to certain jobs when used as [[Main Job]] or [[Support Job]] once the required combat skill threshold has been reached. For example, you must have [[WAR]], [[MNK]], [[THF]], [[NIN]]<span class="toau">, [[PUP]], [[DNC]]</span> as your main or support job to use [[Combo]]. WHM/BLM may not use it even with merit points in the Hand-to-Hand Combat Skills category. | |||
=== [[Trial Weapon Skills]] === | |||
These skills are unlocked via quests involving unlocking the latent abilities [[Trial Weapons]] as part of a quest. <span class="ambuscade">Players may also use these by equipping Stage 4 or higher [[:Category:Ambuscade Weapons|Ambuscade Weapons]] regardless of quest completion.</span> | |||
<!-- ===[[Specialized Weapon Skills]] === | |||
Specialized Weapon Skills are only usable when a player has certain Main Jobs set. The August 2017 Version Update introduced crafted Hepatizon, Beryllium, or Exalted weaponry that expanded the availability of these Weapon Skills provided the job could equip the corresponding weapon. Note that there are no Specialized Staff Weapon Skills. | |||
=== [[Mastery Weapon Skills]] === | |||
Mastery Weapon Skills are initially available upon completing the quest [[Martial Mastery]] at which point they become unlockable after an investment of [[Merit Points]] into the Weapon Skills category. These are also the Weapon Skills available on [[Aeonic Weapons]]. --> | |||
<div class="toau"> | |||
=== [[Automaton]] === | |||
Automaton Weapon Skills are Frame-dependent and activate based on the [[Maneuver]]s set by its master.</div> | |||
<!--[[Joke Weapon Skills]]<br/> | |||
These skills parody other existing weapon skills and are restricted to otherwise cosmetic Level 1 All Jobs equipment and do not require a minimum combat skill threshold to use. They do minimal damage owing to the lack of stats on their associated weaponry.--> | |||
<div class="campaign"> | |||
=== [[Campaign]] Weapon Skills === | |||
Participation unlocks 3 unique weapon skills tied to a specific weapon that may only be used during Campaign: | |||
*[[Uriel Blade]]. Sword Weapon Skill. Requires [[Griffinclaw]]. | |||
*[[Glory Slash]]. Sword Weapon Skill. Requires [[Lex Talionis]]. | |||
*[[Tartarus Torpor]]. Staff Weapon Skill. Requires [[Samudra]].</div> | |||
== Skillchains == | == Skillchains == | ||
Skillchains are activated when 2 or more party members combine their weapon skills in quick succession. Below is a list of each skillchain and their respective properties and further below is a list of weapon categories and their associated skillchain properties. | |||
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Revision as of 22:21, 21 November 2023
Weapon Skills are main hand or ranged weapon-specific combat commands that require a character have 1000 TP or more to execute. All of a player's TP in consumed, with the amount consumed modifying the attributes of the Weapon Skill, be it damage, status effects on the player or the player's target, etc.
Learning Weapon Skills
Most Weapon Skills are learned when a player's combat skill with a particular weapon type reaches the necessary level for that Weapon Skill.
Some Weapon Skills are tied to certain jobs whereas others are unlockable via quests. Consult the lists below for individual requirements.
Relic Weapons
Relic Weapons have unique Weapon Skills associated with them that may only be used when wielding a Stage 4 (In Dynamis Only) or Stage 5 weapon. Weapons dropped in Abyssea areas also unlock relic weapon skills but only when the requirements of their latent effect have been met.
Mythic Weapons/Ergon Weapons
Mythic/Ergon Weapons, like Relic Weapons, grant job-specific Weapon Skills to their wielder. These Weapon Skills can also be unlocked via a job-specific Unlocking a Myth quest.Empyrean Weapons
Empyrean Weapons grant weapon skills that can also be unlocked via corresponding Walk of Echoes Weapon Skill Trials.
Exclusive Weapon Skills
Exclusive Weapon Skills are only available to certain jobs when used as Main Job or Support Job once the required combat skill threshold has been reached. For example, you must have WAR, MNK, THF, NIN, PUP, DNC as your main or support job to use Combo. WHM/BLM may not use it even with merit points in the Hand-to-Hand Combat Skills category.
Trial Weapon Skills
These skills are unlocked via quests involving unlocking the latent abilities Trial Weapons as part of a quest. Players may also use these by equipping Stage 4 or higher Ambuscade Weapons regardless of quest completion.
Automaton
Automaton Weapon Skills are Frame-dependent and activate based on the Maneuvers set by its master.Campaign Weapon Skills
Participation unlocks 3 unique weapon skills tied to a specific weapon that may only be used during Campaign:
- Uriel Blade. Sword Weapon Skill. Requires Griffinclaw.
- Glory Slash. Sword Weapon Skill. Requires Lex Talionis.
- Tartarus Torpor. Staff Weapon Skill. Requires Samudra.
Skillchains
Skillchains are activated when 2 or more party members combine their weapon skills in quick succession. Below is a list of each skillchain and their respective properties and further below is a list of weapon categories and their associated skillchain properties.
Level 2 Skillchains | ||||
---|---|---|---|---|
Liquefaction | → | Impaction | = | Fusion |
Distortion | → | Fusion | = | Fusion |
Induration | → | Reverberation | = | Fragmentation |
Gravitation | → | Fragmentation | = | Fragmentation |
Detonation | → | Compression | = | Gravitation |
Fusion | → | Gravitation | = | Gravitation |
Transfixion | → | Scission | = | Distortion |
Fragmentation | → | Distortion | = | Distortion |
Level 3 Skillchains | ||||
---|---|---|---|---|
Fusion | ← → | Fragmentation | = | Light |
Gravitation | ← → | Distortion | = | Darkness |
Light | ← → | Light | = | Light II |
Darkness | ← → | Darkness | = | Darkness II |
Skillchain Properties by Weapon
Pages in category "Weapon Skills"
The following 105 pages are in this category, out of 105 total.