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Each Style can learn three active skills along with a fourth that they can inherit from another Style shared by the Character.  
Each Style can learn three active skills along with a fourth that they can inherit from another Style shared by the Character.  
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=== Grasping ===
== Grasping ==
[[File:Rsrs-grasp.jpg|thumb|220x220px]]
[[File:Rsrs-grasp.jpg|thumb|220x220px]]
A popular mechanic throughout the SaGa series, '''Grasping''' (or 'Sparking' in other entries) is the act of learning a brand new Skill for the Style to use. These happen randomly, with no rhyme or reason behind them. Some speculate that going up against harder enemies increases your chance of Grasping a Skill, but in true SaGa fashion, no one knows for sure. Upon Grasping a new Skill, a '''Lightbulb''' will go off above a character's head and they will use the newly Grasped Skill instead of their previously selected one. BP is not consumed when this happens.
A popular mechanic throughout the SaGa series, '''Grasping''' (or 'Sparking' in other entries) is the act of learning a brand new Skill for the Style to use. These happen randomly, with no rhyme or reason behind them. Some speculate that going up against harder enemies increases your chance of Grasping a Skill, but in true SaGa fashion, no one knows for sure. Upon Grasping a new Skill, a '''Lightbulb''' will go off above a character's head and they will use the newly Grasped Skill instead of their previously selected one. BP is not consumed when this happens.
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=== Skill Rank ===
=== Skill Rank ===


:After learning a Skill, repeated usage of that Skill will sometimes come along with a lightbulb, similar to when Grasping occurs, flashing above the character's head with a '''Rank Up!''' text accompanying it. A Skill Rank increase correlates directly to higher damage potential, with skills becoming almost 80% stronger at Rank 99!
:After learning a Skill, repeated usage of that Skill will sometimes come along with a lightbulb, similar to when Grasping occurs, flashing above the character's head with a '''Rank Up!''' text accompanying it. A Skill Rank increase correlates directly to higher damage potential, with skills becoming almost 80% stronger at Rank 99!
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=== BP Cost ===


== BP Cost ==
BP is the main pool your skill usage will draw from. For the most part, units will begin a battle with 10BP on the first round and recover 3BP per turn.
BP is the main pool your skill usage will draw from. For the most part, units will begin a battle with 10BP on the first round and recover 3BP per turn.
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====Awakening====
=== Awakening ===
:You can '''Awaken''' both Skills and Spells at the Dojo by using Aurum and other materials found from grinding stages and events. Upon awakening a Skill/Spell, the BP cost is lowered by 1.
 
=== Auto Battle ===
:You might be thinking, "Alright, I should just lower the BP Cost of all of my favorite units so I can use their skills more!". While this line of thinking is fine, this is not necessarily true. As you progress with the game you will realize how much use is placed on the '''Auto Battle''' feature, particularly '''Full Auto'''. This is more of a late-game situation, but the gist of it is you would manipulate the BP cost of all of your skills to have the most efficient Auto Battle experience for faster farming. For beginners, you're perfectly fine with lowering the BP of your favorite Skills to maximize their usage. A good example of this is as follows:


* Let's take SS Azami. She has an 11 BP AoE Nuke in '''Punishing Palm'''. If you awaken this once, it will cost only 10BP, allowing her to open up the battle with a powerful AoE attack, killing (or severely damaging) most enemies. She will then gain +3 BP on the next turn for a total of 3BP, which means she will auto attack until the turn after that for another +3BP for 6BP in total. Now she can use either '''Corkscrew''' or you can inherit the more powerful Skill '''Submission''' for her, which initially costs 8BP. Awakening this twice will net you a 6BP cost Skill, allowing Azami to get locked into a rotation of using Submission every 2 rounds after her initial AoE Nuke.
:You can '''Awaken''' both Skills and Spells at the Dojo by using Aurum and other materials found from grinding stages and events. Upon awakening a Skill/Spell, the BP cost is lowered by 1.  
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====Auto Battle and You====


==== Managing BP ====
:You might be thinking, "Alright, I should just lower the BP Cost of all of my favorite units so I can use their skills more!". While this line of thinking is fine, this is not necessarily true. As you progress with the game you will realize how much use is placed on the '''Auto Battle''' feature, particularly '''Full Auto'''. This is more of a late-game situation, but the gist of it is you would manipulate the BP cost of all of your skills to have the most efficient Auto Battle experience for faster farming. For beginners, you're perfectly fine with lowering the BP of your favorite Skills to maximize their usage.
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===Skill Inheritance===


It is possible to also raise the cost of Skills back to their original BP, if you would like to further manipulate the Full Auto function. This can be done by going to '''Menu''' -> '''Character List''' -> Tapping the Character -> '''Manage BP''' on the specific Skill you wish to edit.
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== Skill Inheritance ==
A Style can inherit any Skill from another Style from the same base Character assuming the following restrictions are met:
A Style can inherit any Skill from another Style from the same base Character assuming the following restrictions are met:
[[File:Rsrs-inherit.jpg|300x300px|right]]
[[File:Rsrs-inherit.jpg|450x450px]]
* The Style belongs to the same Character
* The Style belongs to the same Character
* The Styles have the same Weapon Type
* The Styles have the same Weapon Type
* The Skill/Spell has already been learned
* The Skill/Spell has already been learned
This is incredibly powerful and can greatly alter the usability of some Styles, turning otherwise lackluster Styles into off-healers or Attackers that can debuff as well.
== Passive Skills ==
Each Style comes equipped with various bonuses that are obtained from leveling up. The chart below showcases them:
{| class="wikitable"
!Level
!Bonus
|-
|2
|Primary Stat +1
|-
|4
|Master Level EXP+1
|-
|6
|Secondary Stat +2
|-
|8
|Primary Stat +3
|-
|10
|'''Unlock Ability 2'''
|-
|14
|Master Level EXP+1
|-
|18
|Secondary Stat +3
|-
|22
|All Attributes +2
|-
|26
|Master Level EXP+1
|-
|30
|'''Unlock Ability 3'''
|-
|34
|Master Level EXP+1
|-
|38
|Primary Stat +4
|-
|42
|Master Level EXP+1
|-
|46
|Secondary Stat +5
|-
|50
|All Attributes +2
|}
=== Abilities ===
These are unique to each Style and heavily alter their combat abilities. These are passive skills that are always active, and contribute to either Offensive, Defensive or Support based effects. For example, '''Breath of Life''' gives you a small chance to recover HP, while '''Fighting Instinct''' boosts your main stat when landing an attack. When you obtain a new Style, the first skill is active already, and through leveling the Style at the Dojo the remaining activate.[[File:Master-level.jpg|left|thumb|250x250px]]
=== Master Level ===
As you level Styles you will notice you obtain '''Master Level'''. This increases your Skill/Spell damage for the respective element typing as well as '''OD Damage''' when in Overdrive. The EXP required for these is exponential, requiring significantly more as levels increase.

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