fateunknown: (Default)
As a classicaly-trained Keyblade wielder, there are a lot of things that Terra knows how to do.

I really wish I were kidding.

Terra knows a lot of ways to lay the hurt on someone. He's a very powerful young man - on his own, he is capable of taking on boss-level Unversed without much of a problem.

  • Blade: Being trained under the watchful eye of a wise and powerful Keyblade Master, Terra is fully versed in the ways of swordsmanship. Given his tall, powerful build, it comes as no surprise that he favors a style that while lacking in speed, compensates with power. He tends to favor a one-handed fighting stance, but tends to shift easily between one and two-handed grips on the hilt of his blade. He doesn't string combos as easily as Ventus, nor is he as nimble as Aqua, but each hit with his weapon deals a great deal of damage.
  • Command: The command deck is, essentially, a list of all the abilities that Terra, Aqua, and Ventus can access at any given time. The types of commands can sometimes vary between the three, but the majority of the commands are accessible by all three characters. In order to access many of the higher-level spells, lower-level abilities must be 'melded' together. This is, predictably, called 'Command Melding', and is a skill necessary in discovering new, more powerful techniques.
    • Attack/Physical: Like Aqua and Ventus, Terra is capable of using what essentially amounts to specialized attacks to great effect. These attacks blend Terra's sword skills with his magic, creating a varied amount of sword attacks that cause differing amounts of damage. These attacks can be filed into three categories, depending on the ease of execution and the amount of power placed into it: Basic, Advanced, and Ultimate.
      • Basic: Binding Strike | Blitz | Quick Blitz | Strike Raid | Sliding Dash | Stun Edge | Confusion Strike | Fire Strike | Fire Surge
      • Advanced: Aerial Slam | Brutal Blast | Collision Magnet | Fire Dash | Dark Haze | Freeze Raid | Thunder Surge | Break Time (Terra, stop doing handstand push-ups in the middle of a fight, I don't care of they heal you)
      • Ultimate: Ars Solum | Geo Impact | Limit Storm | Magnet Spiral | Meteor Crash | Sonic Blade | Windcutter | Zantetsuken
    • Spell/Mind: Because of the Keyblade's nature, it acts as a perfect focus and amplifier for any latent magical ability. While Aqua is the most skilled magic manipulator of the three, Terra is by no means incapable of wielding it. Terra is capable of casting all of the elemental spells of his world, as well as the healing spells, status effects, and various other magics meant for crowd control.
      • Basic: Fire | Blizzard | Thunder | Aero | Cure | Magnet | Zero Gravity | Fira | Blizzara | Thundara | Aerora | Cura | Magnera | Zero Gravira | Bind | Sleep | Slow | Stop | Stopra | Poison
      • Advanced: Firaga | Blizzaga | Thundaga | Aeroga | Curaga | Magnega | Zero Graviga | Stopga | Fission Firaga | Crawling Fire | Mine Shield | Mine Square | Esuna | Ignite
      • Ultimate: Meteor | Quake | Mega Flare | Trancendence | Mini | Warp - | Dark Firaga
    • Move/Defense/Reprise: There are a small, but not insignificant number of passive abilities that are incredibly useful in a combat situation, or even just as a means of getting around a little bit easier.
      • Movement - Jump | High Jump | Slide | Air Slide | Ice Slide | Sonic Impact
      • Defense - Block | Focus Block | Poison Block | Renewal Block | Stun Block
      • Reprisals - Counter Hammer | Payback Fang
    • Group: There are a small, but effective list of abilities that Terra is capable of us when fighting alongside others. These abilities range from powerful healing magics to an extremely powerful combo attack. Their only limit is that for the majority of them, in order to be cast, must be used when Terra is fighting beside another person or in a group. Those that can be cast on their own fall more into the range of support spells, or are simply more effective when cast as a group.
      • Basic - Group Cure - Media | Union Rush (Now's our chance for an all-out attack!) | Victory Stance
      • Advanced - Group Cura | Group Curaga | Group Esuna | Confetti | Fireworks | Taunt | Vanish | Voltage Stack | Trinity Limit
  • Finish - All attack strings must end, and usually end with some kind of finishing strike. These are the various finishers that Terra has gained access to over the course of his journey.
    • Level One - Finish
    • Level Two - Heat Slash | Rising Rock 1 | Gold Rush
    • Level Three - Rising Rock 2 | Ramuh's Judgement | Twisted Hours | Surprise!
    • Level Four - Heal Strike | Dark Star 1 | Random End | Surprise! 2
    • Level Five - Dark Star 2 | Explosion
    • Level 6 - Demolition
  • Passive - While these abilities aren't actively used in battle, each Keybearer has a list of passive abilities that aid them in battle in some way, shape, or form.
    • Treasure - Treasure Magnet | HP Prize Plus | Link Prize Plus | Lucky Strike
    • Status - HP Boost | Fire Boost | Blizzard Boost | Thunder Boost | Cure Boost | Item Boost | Attack Haste | Magic Haste | Combo F Boost | Finish Boost | Fire Screen | Blizzard Screen | Thunder Screen | Dark Screen | Reload Boost | Defender
    • Support - Combo Plus | Air Combo Plus | EXP Chance | EXP Walker | Damage Syphon | Second Chance | Once More | Scan | Leaf Bracer
  • D-Link: Terra has in his possession a special good-luck charm made for him by Aqua, one of his best friends and fellow apprentice of Master Eraqus. This charm was given to him on the night before the Mark of Mastery exam, and Terra has carried it with him every since. This charm, known as a Wayfinder, has powerful magic weaved into it's construction, connecting the Hearts of the three Keybearers together in an unbreakable bond. This charm could also be used to draw strength from those bonds, as well as the bonds that each of the three Keybearers made over their journey eleven years ago. Those bonds, known as Dimension Links, or D-Links for short, can be used to call on the strength of a person's heart from far off and add it to that of the one activating the link in the first place. In-game, this grants the user access to the bond-mate's specific Command Deck. While the Wayfinder is not necessary to form the bonds that create a D-Link, it is necessary for Terra to be able to activate the D-Links with anyone but those that hold the strongest bonds with his heart.
  • Aura: The heart of Terra's strength was not his skill with the Keyblade, or even his use of more battle-oriented magic spells, but rather in his skill of taking the power of his Heart and blending it with the magic-channeling properties of the Keyblade to amplify the damage of his attacks and create special combo finishing techniques. While this is something that all three apprentices are versed in, Terra seems to have more of these 'command styles' at his disposal. There are certain conditions that need to be met in order to activate a particular command style, with these conditions unique to the command style that it is activating.
    • Critical Impact: This is Terra's primary command style, and one of three that are exclusive to him. Terra emits a gold aura, and proceeds to use slow but powerful three-hit combos that deal 125% of the normal damage rating. The combo finisher is a downward slash that deals 250% normal damage. The 'finish command', Critical Impact, which uses up the remainder of the command style's power, has Terra jumping up and smashing his Keyblade into the ground, creating a small explosion that deals 400% normal damage to any enemies within range of the blast. Physical attacks such as Aerial Slam, Blitz, or Sonic Blade are needed to activate this style.
    • Firestorm: Four-hit combos of Fire-type attacks that deal 125% the normal damage rating. The third hit of the combo creates a fire projectile that deals 75% normal damage, while the finishing spin seals 200% normal damage. The finish command, Firestorm, is a two-hit combo that has Terra jump and fire off four balls of flame that, upon hitting the ground, create pillars of fire that encompass the target. Both of these strikes deal 250% damage apiece. As the name suggest, Fire-based attacks or spells must be used to activate this style, such as Fire Dash, Fire/Fira, or Fire Surge.
    • Diamond Dust: Four-hit combos of Blizzard-type attacks that deal 125% damage. Many hits also generate pillars of ice that deal 100% damage. The combo finisher generages pillars of ice that spin around Terra at a fast rate, dealing 300% damage. The finish command, Diamond Dust, is a Keyblade swing that creates a field of ice spears and pillars at Terra's feet that explodes into deadly ice shards. The swing, the generating of the ice pillars/spears, and the shards of ice each deal 300% damage. As the type of damage suggests, Ice-type attacks such as Freeze Raid, Blizzard/Blizzara, or Deep Freeze.
    • Thunderbolt: A four-hit combo of Thunder-type attacks that deal 130% damage. Some hits generate lightning bolts that deal 60% extra damage. The combo-finishing lunge deals 200% damage. The finish command, Thunderbolt, is a series of three wide-range electrical bursts that deal 280% damage to all enemies in range. Thunder-based attacks such as Thunder/Thundara, Thunder Surge, or Stun Edge are needed to activate this command style.
      • Rockbreaker: A secondary command style, and the second of three command styles that are exclusive to Terra. As with all secondary command styles, Terra must be in a primary command style first in order to tap into this more powerful variant under normal conditions. In this particular command style, every swing of Terra's weapon is accompanied by rock debris and shrapnel, which culminates in an area attack where Terra calls up boulders and other large chunks of earthen debris around the area to pummel and obliterate a large group of enemies, or heavily damage one rather strong enemy. Mine attacks such as Mine Shield or Mine Square, edge-type attacks such as Stun Edge, or Brutal Blast are necessary in order to activate this style.
      • Blade Charge: A secondary command style, Terra must be in a primary command style before he can tap into this more powerful form. A beam of light extends from Terra's weapon, extending his reach by double as well as increase the damage dealt. This eventually culminates in Terra swinging his weapon in a circular motion over his head, whipping up winds with the rapid movement and drawing in enemies. Because of the extended length of the blade, any enemies drawn in during this final maneuver are slashed to bits. Magic commands such as the Fire or Blizzard series, or Strike attacks like Fire Strike are necessary for activating this style.
      • Dark Impulse: A secondary command style, Terra must be in a primary command style before he can tap into this more powerful form or in a highly emotionally-driven state of mind. Activation of this command style requires the use of Darkness-based commands, Magnet-based commands, or Zero Gravity-based ones. An aura of darkness surrounds Terra while he deals Dark-based damage that is nearly twice as powerful as his normal melee attacks.
  • Focus: Another shared ability between all three apprentices of Eraqus is the ability to use a certain type of magic known as a 'shotlock'. These shotlocks are incredibly powerful attacks that, while they take a moment of concentration that puts the user at risk, when timed right can eliminate large masses of enemies, or deal massive amounts of damage to a single foe. While he has more shotlocks than the one listed below, these are the ones that only he can use:
    • Sonic Shadow: Terra becomes one with the shadows and rushes his enemies repeatedly, blinding a target with every successful hit. When the maximum amount of targets has been reached, Terra can also cause explosions centered around each enemy he hits. (This is exclusive to his moveset.)
    • Dark Volley: Much in the same manner as Ragnarok, Terra fires multiple projectiles of dark-tinged flames--up to 18-- at any enemies within range. Depending on the level of concentration put into the attack, up to 5 more volleys of projectiles can be fired, should any targets remain after the initial hit. (This is exclusive to his moveset.)
    • Ultima Cannon: Terra's ultimate Shotlock, which can only be gained in-canon by completing a very difficult fight in the Mirage Arena. Terra transforms his Keyblade into a rather large weapon that causes massive explosions with every blast. With good timing, Terra can make these energy bullets fired by the weapon to not only cause the extreme amounts of damage, but to cause them to detonate on impact with a target. (This is exclusive to his moveset).
  • The shotlocks that any of the Wayfinder Trio can use are Flame Salvo, Meteor Shower, Ragnarok, Chaos Snake, Thunderstorm, Chaos Storm, Bio Barrage, Absolute Zero and Lightning Ray.
  • Sense: Terra, like Master Eraqus and his peer, Aqua, is capable of sensing the Light and Darkness in the Hearts of others. While his senses aren't as well-tuned as Aqua's, he can still determine how much Light and Dark is in any one person's Heart, or at the very least determine which side the lean towards the most. This sense also extends into a sort of... unpredictable sense of precognition, as shown by both the odd flashes of imagery from the events-to-come in the Keyblade Graveyard while speaking with Master Xehanort and the vision of the sixteen-year old Riku not long after meeting the boy. However, that precognition is almost never clear-cut enough for him to understand what he just saw until he's actually living through the event he saw flashes of. The chances of it coming into play are very slim, and anything that may or may not be seen will have to be discussed with other players.

    Terra's Light and Dark senses do have their limits, as unless it's a very strong light or a very strong darkness, he has to be actively feeling for it in order to glean any more information than what he manages to sense on instinct.
  • Light: While minor, Terra is capable of utilizing Light to open portals between locations and worlds. The pathways between worlds, known as the Lanes Between, are only capable of being opened by a Keybearer, and appear to work as the Light equivalent of a Corridor of Darkness. As such, it is possible that they can be used as short-cuts between two points within even one world, though such (mis)use of the skill is likely highly frowned-upon.
  • Keyblade - The Keyblade is a spectacular weapon in it's own right, and is quite possibly the most unique weapon in the Kingdom hearts universe as far as special traits and capabilities go. It serves as the Green Lantern Ring of the Kingdom Hearts series, as the Keyblade only goes to one that has been chosen to receive it via a Rite of Inheritance ceremony, and has some manner of sentience. A Master can choose who they would like as their apprentice, but it is ultimately up to the Keyblade itself whether it will accept the Master's choice in a candidate.

    However, once the Keyblade has chosen a bearer and the bearer has manifested their Keyblade, it's abilities are completely open for it's wielder to use. The Keyblade is capable of locking or unlocking any lock, whether physical or metaphysical. Some Keyblades are even capable of unlocking a person's Heart, though this seems to be a trait only those blades from the Realm of Darkness have. With some concentration, the Keyblade is also capable of being transformed into a personalized Glider that allows it's bearer swift passage through the Lanes Between--the pathways between the worlds utilized by those with the training and a Keyblade to unlock them. This 'shapeshifting' ability doesn't seem to be limited to simply forming a glider, as Terra's Lingering Will has been seen transforming its Keyblade into a small arsenal of weapons ranging from a chain whip, a claymore/broadsword, a bow, a glaive, and a few others. If you can think it up, you can (with some concentration) transform your blade into something else. Theoretically, this should be possible for any Keyblade Wielder to do with the right amount of training and concentration.

    The Keyblade also serves as a natural amplifier of one's natural fighting capabilities as well as a perfect focus for casting magic, though spell casting can remain largly unaffected should the caster not channel their power through the Keyblade. Keybearers are capable of dealing out far larger amounts of damage with the same amount of power than if another weapon was used. Unversed, Heartless, Nobodies--all of them that, with a Keyblade would only be felled in one or two strikes, would instead take far longer to defeat. Keybearers are also capable of withstanding far greater amounts of damage than they would be able to without it, and they are capable of performing feats that would appear to be super-human, such as carving through buildings without a hint of effort, defeating opponents far larger than themselves, and withstanding falls and impacts that would normally kill a person.

    The Keyblade has the ability to change its shape and properties depending on the Keychains that are attached to the blade. Keychains have no in-canon explanation for how they're formed, though one can assume that they're like a physical manifestation/representation of a powerful bond that has been formed between the Keybearer and another person.

    Terra's default Keyblade is called Ends of the Earth. The stats of this weapon are as follows:

    Ends of the Earth - Strength +5, Magic +3, 50% crit rate, with Critical hits doing 1.35% damage

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Terra

June 2016

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