Skills

## Learning Skills

Actors and monsters share skills from a big pool. When a skill is encountered, it is unlocked at a trainer and can be used after training. (How this work mechanically I haven't decided. Perhaps something like this: http://www.yanfly.moe/wiki/Skill\_Learn\_System\_(YEP))

All classes also learn some skills by leveling. Some (all?) of these are unique.

## Random

* Crit or Fail attack 1 target (Deathblow)
* Death or 1hp damage attack 1 target (Excalibur/poor)
* Money toss all enemies (gil toss)
* Heal party: full hp, or mp, 25% hp, or mp, or all status effects and debuffs, or 1 hp, or mp (P3 Oracle without the bringing everyone to 1 hp possibility)
* Chance to stun enemy for 1 turn (2.5%), reduce attack(30%), reduce defence(30%), reduce attack and defence(12.5%), or increase attack and defence (25%) (dq intimidate but downsides)
* Random powered attack with random element against all enemies (e.g. could be low fire all first use then high ice all next use)
* Random statuses against all enemies (blind & sleep, silence & poison, berserk & confusion, %hp damage, death. Less effective bad breath.)

## Status

(all deal low level physical damage)

* Blind 1 target
* Blind all targets
* Silence 1 target
* Silence all targets
* Sleep 1 target
* Sleep all targets
* Poison 1 target
* Poison all targets
* Berserk 1 target
* Berserk all targets
* Confuse 1 target
* Confuse all targets
* Death 1 target

## Buffs

(30% 4 turns? Buffs remove dubuffs, then must be used again to apply buff):

* Increase 1 attack
* Increase all attack
* Increase 1 defence
* Increase all defence
* Increase 1 magic
* Increase all magic
* Increase 1 magic defence
* Increase all magic defence
* Increase all attack and defence but decrease magic and magic defence
* Increase all magic and magic defence but decrease attack and defense

## Debuffs

(30% 4 turns? Debuffs remove buffs, then must be used again to apply debuff):

* Low physical damage and decrease 1 attack
* Decrease all attack
* Low physical damage and decrease 1 defence
* Decrease all defence
* Low physical damage and decrease 1 magic
* Decrease all magic
* Low physical damage and decrease 1 magic defence
* Decrease all magic defence
* Decrease all attack and magic but increase defence and magic defence
* Decrease all defense and magic defence but increase attack and magic

## Healing

* Low (20)% heal 1 target
* Mid (50)% heal 1 target
* High (70)% heal 1 target
* Full heal 1 target
* Low (15)% heal all target
* Mid (30)% heal all target
* High (55)% heal all target
* Cure Blind 1 target
* Cure Silence 1 target
* Cure Sleep 1 target
* Cure Poison 1 target
* Cure Berserk 1 target
* Cure Confusion 1 target

## Magical Damage

* Low fire damage 1 target
* Mid fire damage 1 target (bit more than other elements)
* High fire damage 1 target (bit more than other elements)
* Low wind damage 1 target
* Mid wind damage all targets
* High wind damage all targets
* Low lightning damage 1 target
* Mid lightning damage 1-3 random targets (bit less than other elements)
* High lighting damage 3-5 random targets (bit less than other elements)
* High ice damage 1 target and low chance to stun 1 turn
* High earth damage 1 target and low chance to cause death

## Physical Damage

* Attack 1 target damage = missing hp (ff9 minus strike)
* Sacrifice (10)% hp to do 2x damage to all targets (ff4 darkness)
* (50)% hp damage 1 target (ff gravity)
* 2-4 attacks on 1 target
* 1-5 attacks on random targets
* Fire attack 1 target
* Wind attack 1 target
* Lightning attack 1 target
* Ice attack 1 target
* Earth attack 1 target

## Misc

* Instant run (flee)
* Steal an item or amount of money
* Commune, an attack that changes by terrain the player is in like bof2 spar's nature or ff5 geomancer (heal party, aoe damage, cure status, buff party, debuff enemy)
* Rage, berserk self while curing all other status effects and debuffs. Berserk needs it's own attack buff included while the staus is inflicted (like ff4).

Maybe for stats rename magic and magic defence to Elemental Attack and Elemental Defence.

% healing always seems better than flat numbers so low level skills and Items still have a use.