Talk:Abilities (KHII): Difference between revisions

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|EXP Zero
|EXP Zero
|Completely nullifies Experience Points acquired.
|Completely nullifies Experience Points acquired.
|}
===Sora===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability/Level Learnt'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="70%" style="text-align:center"|'''Description'''
|-bgcolor="#e6e6fa"
|'''Scan'''
|2 AP
| The HP gauge of the targeted enemy is displayed on screen.
|-bgcolor="#e6e6fa"
|'''[[Aerial Recovery]]'''
|2 AP
|When Sora is knocked back by hit, you can make a recovery with {{Button|c}} . Casting magic is available after air recovering.
|-bgcolor="#e6e6fa"
|'''Combo Plus'''
|1 AP
|The maximum number of attacks with ground-based combos increases by 1. The ability can be acquired twice
|-bgcolor="#e6e6fa"
|'''Air Combo Plus'''
|1 AP
|The maximum number of attacks with aerial combos increases by 1. The ability can be acquired twice.
|-bgcolor="#e6e6fa"
|'''Combo Boost'''
|3 AP
| The damage inflicted by the finishing attack increases relative to the number of hits in the combo on the ground.
|-bgcolor="#e6e6fa"
|'''Air Combo Boost'''
|3 AP
|The damage inflicted ny the finishing attack increases relative to the number of hits in the combo in the air
|-bgcolor="#e6e6fa"
|'''Reaction Boost'''
|2 AP
| The damage inflicted by Reaction Commands increased by 50%.
|-bgcolor="#e6e6fa"
|'''Finishing Plus'''
|5 AP
|Combo finish technique with Attack or Magic can be carried out twice in a row.
|-bgcolor="#e6e6fa"
|'''Negative Combo'''
|2 AP
|The maximum number of combos on the ground and in the air is reduced by 1.
|-bgcolor="#e6e6fa"
|'''Berserk Charge'''
|5 AP
|During MP Charge, the strength value increases by 1 point and the maximum number of combos in unlimited. (There is no combo finish.)
|-bgcolor="#e6e6fa"
|'''Damage Drive'''
|3 AP
|The Drive gauge is replenished when HP is lost
|-bgcolor="#e6e6fa"
|'''Drive Boost'''
|3 AP
|The Drive gauge fills up 20% faster during MP Charge.
|-bgcolor="#e6e6fa"
|'''Form Boost'''
|5 AP
|The Form gauge depletion rate is 20% slower. The ability can be acquired twice.
|-bgcolor="#e6e6fa"
|'''Summon Boost'''
|5 AP
|The Summon gauge depletion rate is 20% slower.
|-bgcolor="#e6e6fa"
|'''Combination Boost'''
|4 AP
|The Limit gauge depletion rate is 20% lower.
|-bgcolor="#e6e6fa"
|'''Experience Boost'''
|3 AP
|When Sora's HP flashes red, EXPs gained are doubled; if two Experience Boosts are equipped (accessible via [[Gull Wing]]) EXP earned is tripled.
|-bgcolor="#e6e6fa"
|'''Leaf Bracer'''
|1 AP
|Allows Sora to cast Cure without being interrupted.
|-bgcolor="#e6e6fa"
|'''Magic Lock-On'''
|1 AP
|Automatically targets and fires Magic cast to the nearest enemy, even it is not locked on manually.
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Automatically attracts HP, MP, Munny, and Drive Orbs towards Sora.
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises the amount of HP orbs, MP orbs etc. dropped by slain foes.
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of enemy dropping rare items. See also: [[Seven Lucky Lucky combo]]
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of Fire capabilities.
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of Blizzard capabilities.
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of Thunder capabilities.
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Increase the effect of healing items.
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Sora's MP gauge recovers when he is hit by an enemy. This, however, does not work during MP charge.
|-bgcolor="#e6e6fa"
|'''MP Haste'''
|3 AP
|Hasten the recharge speed when the MP gauge hits zero.
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Defense increases when HP flashes red.
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after receiving a critical blow (provided Sora has 2 or more HP left *combine with Once More ability*).
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after receiving a combo.
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Final Mix exclusive'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="70%" style="text-align:center"|'''Description'''
|-bgcolor="#e6e6fa"
|'''Combo Master'''
|4 AP
|Enables Sora to execute a combo even if he doesn't hit an enemy.
|}
===Donald===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attracts Prize balls towards Donald.
|Save the medallion
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Chance of receiving prize balls is increased.
|Beat the [[Experiment]]
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Chance of receiving prize boxes is increased.
|Beat the Heartless at the [[Old Mansion]]
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of fire based capabilities.
|Beat [[Scar]]
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of blizzard based capabilities.
|Beat [[Demyx]] in [[Hollow Bastion]]
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Freeze the computers in [[Space Paranoids]]
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Restores MP for each hit taken from enemies.
|Beat [[Demyx]] in [[Olympus Coliseum]]
|-bgcolor="#e6e6fa"
|'''MP Hastera'''
|4 AP
|MP recovers at a very fast rate.
|Defend the Solar Sailor
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Allows Sora and Donald to use appropriate Limit move by pressing Triangle.
|Free the [[Cornerstone of Light|Cornerstone]]
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Donald recovers at a faster rate and more HP is restored.
|Beat [[Prison Keeper]]
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Donald is switched for a member, his HP is automatically recovered.
|Beat [[Xaldin]]
|}
===Goofy===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attracts prize orbs towards Goofy
|Beat [[Grim Reaper]] on the [[Black Pearl]]
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Beat Hostile Program
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Beat the Hyenas in King's Den
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|MP recovers faster when taking damage.
|Beat the Hyenas in the Graveyard
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Beat [[Beast]]
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow.
|Clear the explosives from the [[Black Pearl]]
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Keeps Goofy at 1 HP after a combo that would normally kill Goofy.
|Beat [[Oogie Boogie]]
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Sora and Goofy can use the appropriate Limit move by pressing {{Button|t}}.
|Beat [[Captain Barbossa]]
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Goofy automatically changes with another party member when at critical HP.
|Capture [[Lock, Shock and Barrel]]
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Goofy recovers at a faster rate and more HP is restored.
|Beat [[Pete]] in [[Olympus Coliseum]]
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Goofy is switched for a member, his HP is automatically recovered.
|Clear the Heartless in the Treasure Room
|}
===The Beast===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow (provided that Beast has 2 or more HP left).
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Beast recovers at a faster rate and more HP is restored.
|Available from start
|}
===Mulan===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Fire Boost '''
|3 AP
|Increase the potential of Fire-based capabilities.
|Mulan loses her disguise
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Mulan loses her disguise
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Mulan recovers at a faster rate and more HP is restored.
|Mulan loses her disguise
|}
===Auron===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Recovers MP for every hit taken from enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|}
===Jack Sparrow===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Jack is switched for a member, his HP is automatically recovered.
|Available from start
|}
===Aladdin===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Aladdin automatically changes with another party member when at critical HP.
|Available from start
|}
===Jack Skellington===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of fire based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of blizzard based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Hastera'''
|4 AP
|MP recovers at a very fast rate.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Jack is switched for a member, his HP is automatically recovered.
|Available from start
|}
===Simba===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Restores MP for each hit taken from enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Simba recovers at a faster rate and more HP is restored.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Simba is switched for a member, his HP is automatically recovered.
|Available from start
|}
===Tron===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Download the MCP-killer program
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Download the MCP-killer program
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Access the DTD
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Tron automatically changes with another party member when at critical HP.
|Available from start
|}
===Riku===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Hastega'''
|5 AP
|MP charges at 1.75 times faster than its original speed.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow (provided that Riku has 2 or more HP left).
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Riku recovers at a faster rate and more HP is restored.
|Available from start
|}
===Mickey===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Scan'''
|N/A
|Allows enemy's HP bar to be viewable while locking on it.
|Available from start
|-bgcolor="#e6e6fa"
|'''Air Combo Plus'''
|N/A
|Adds 1 hit to max air combo.
|Available from start
|}
|}


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