Retired Abilities

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Revision as of 19:34, 20 October 2010 by Macbeth (talk | contribs) (Battledome abilities moved to Abilities over redirect)
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Jubjub red sad.gif This page is under construction
All faerie abilities to be tabulated; levels; sponsor abilities.

Abilities are skills Neopets may use in the Battledome in addition to whatever equipment they have. Certain abilities are available for all Neopets, and each species has three exclusive abilities that are acquired at certain levels. Most abilities are Faerie abilities, and bestowed on a Neopet when they are blessed for releasing a bottled faerie.

Standard abilities

These abilities are available to all species of Neopet. All but Berserk attack are available from level one. These act as multipliers applied to the damage given and received in a turn. They generate damage or defence icons as well, but these are not taken into account when calculating damage.

  • Defend - damage multiplier of 0.8;
  • Cautious attack - damage multiplier of 1;
  • Normal attack - damage multiplier of 1.2;
  • Jump and attack - damage multiplier of 1.3;
  • Fierce attack - damage multiplier of 1.4;
  • Berserk attack - damage multiplier of 1.5, obtained at level 50;

Damage multipliers for both parties are taken into account when calculating damage - for example, if both parties use fierce attack, each party is dealt 1.4 * 1.4 = 1.96 the damage they would have received if both parties had used cautious attack (1 * 1 = 1).

Faerie abilities

Faerie abilities are obtained from bottled faeries. A Neopet may be equipped with six different abilities at any one time, but may learn many more. They are activated (equipped) from a page accessible via the quick ref. Each different type of Faerie awards an ability from a different ability tree. To obtain a later ability from a faerie, all previous abilities must have already been obtained. Certain Neggs can also award some of these abilities.

Air

These abilities are obtained from Bottled Air Faeries.

Ability Level Description Effect
spark.gif

Spark

1 A gentle bolt of electricity will help fend off your enemies. None
airshield.gif

Air Shield

5 Gusts of wind encircle your creature when it is attacked and help fend off incoming blows. Defends 1 x Air
haste.gif

Haste

8 Your pet becomes faster in movement and combat. Attacks 1 x Air, 1 x Physical
thundertail.gif

Thunder Tail

10 The mighty Thunder Tail attack. None
flying.gif

Flight

12 This will allow your creature to take to the skies and fly. None
dive.gif

Dive

17 Dive into combat and surprise your enemy with this attacking advantage! Attacks 1 x Earth, 1 x Light, 1 x Physical
invisibility.gif

Invisibility

21 This will make you safe from attack. Well, as long as your enemies do not rely on their sense of smell. None
diamonddust.gif

Diamond Dust

28 Attacks 1 x Light (although this does no damage)

May Freeze

teleport.gif

Teleport

38 None

Darkness

  • Dark: Night Vision, Nightime, Temporal Leak, Shroud, Demon Breath, Shadow Health, Drain Life, Sink

Earth

  • Earth: Magic Pebbles, Tough Skin, Magic Berries, Burrow, Negg, Twisting Vines, Great Feast, Regeneration, Stone Legion

Fire

  • Fire: Smoke Screen, Fiery Roar, Fiery Gaze, Fireball, War Cry, Lava Spit, Song of the Volcano, Boil, Meteor Shower

Light

  • Light: Magic Torch, Flash, Bless, Sun Ray, Psychic Blast, Mote Dance, Restore, Ascension

Water

  • Water: Heal, Bubble Shield, Water Jet, Quench, Steam Shield, Water Breathing, Water of Life, Healing Vapour, Watery Guardian

  • Sponsor: (you cannot get these anymore) Improved Defend, Scorch, Frost, Dark Shield, Aura, Inertia, Psychic Attack

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