Template:Ability

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Legend

List here is for visual references only.

  • Action Damage = {{ActionDamage*{{{strength}}}}}
  • Action Count Up: Condition = Each time after another ally took action, increases Condition by 30%.
    ※Effect lasts this turn only.
  • Action Element: Link Skill = On the same turn when self Skill is linked, apply 1 {{{strength}}} Element stack to enemies with less than 25% {{{strength}}} Element Resistance before taking action.
    ※Element Burst does not occur when stacks are applied.
  • Action Element: Position 1 = Postion 1 Layer gains buff 'apply 1 {{{strength}}} Element stack to enemies with less than 25% {{{strength}}} Element Resistance before taking action'.
    ※Element Burst does not occur when stacks are applied.
  • Action Magic = After taking action, increases MATK by 8%.
    ※Effect lasts this turn only.
  • Action Power = After taking action, increases ATK by 8%.
    ※Effect lasts this turn only.
  • Action Support = {{ActionSupport*{{{strength}}}}}
    ※Excludes Special Skills.
    ※Repeated action has 10% lower speed compared to original cast. Counted as a true attack and can charge Trance bar.
  • All Target Master = Increases all-target damage ({{{strength}}}).
  • Analysis Complete = At the start of every 3rd turn during a Wave, increases ATK during Element Bursts by 30%.
    ※Effect lasts only 3 turns.
  • Aqua Product: 2 & 3 = At the start of a battle, increases Position Layer's ATK 2 and 3 by 10%.
  • Assist Drain = When attacking, chance to heal self (Moderate). Also, chance to heal a single ally with the lowest current HP percentage (Minor). {{AssistDrain*{{{strength}}}}}
  • Attack Grant = When attacking, rare chance to inflict {{{strength}}} (Moderate).
  • Attack Master = {{AttackMaster*{{{strength}}}}}
  • Axe Master = Increases Axe damage dealt ({{{strength}}}).
  • Blade Assist = {{BladeAssist*{{{strength}}}}}
  • Blind Master = Always increase damage against blinded enemies ({{{strength}}}).
  • Blind Reduce = When attacking, rarely decreases the enemy's blind resistance ({{{strength}}}).
  • Blow Assist = Increases Blow Element damage dealt to enemies ({{{strength}}}).
  • Boost CP = Recover {{RomanNumeral*{{{strength}}}}} Special Skill CP at the start of battle.
  • Boost CP - Cattleya = Recover {{RomanNumeral*{{{strength}}}}} Special Skill CP at the start of battle. Replaces Boost CP [I].
  • Boost SP: Gun & Position 4 = Recover {{RomanNumeral*{{{strength}}}}} SP of Position 1 at the start of battle if Position 4 is a Gun Layer.
  • Boost SP: Pierce & Position 3 = Recover {{RomanNumeral*{{{strength}}}}} SP of Position 3 at the start of battle if Position 3 is a Spear/Bow/Gun Layer.
  • Boost SP: Spear & Position 1 = Recover {{RomanNumeral*{{{strength}}}}} SP of Position 1 at the start of battle if Position 1 is a Spear Layer.
  • Boost SP: Sword & Position 1 = Recover {{RomanNumeral*{{{strength}}}}} SP of Position 1 at the start of battle if Position 1 is a Sword Layer.
  • Boost SP = At the start of the battle, recover {{RomanNumeral*{{{strength}}}}} SP.
  • Boost SP [II] & Heal Turn = At the start of the battle, recover 2 SP. Also at the start of the turn, rare chance to heal self ({{{strength}}}). Replaces Heal Turn [Moderate].
  • Bow Master = Increases bow damage dealt ({{{strength}}}).
  • Buff Time Extension = Extend stat buffs on everyone but self for 1 turn.
  • Burst Break: Mind = When Element Burst is activated, decreases all enemies' MDEF (Moderate). Replaces Stealth Wave Kai [Moderate].
    ※Effect lasts this turn only.
  • Burst Count Up: Magic = Each time an Element Burst is activated, MATK is increased by 10%.
    ※Effect lasts this turn only.
  • Burst Count Up: Power = Each time an Element Burst is activated, ATK is increased by 10%.
    ※Effect lasts this turn only.
  • Burst Damage Assist = Increases all allies' Element Burst damage ({{{strength}}}).
  • Burst Damage Assist: Fire = Increases all allies' [Fire + Water] and [Fire + Light] Element Burst damage ({{{strength}}}).
  • Burst Damage Assist: Light = Increases all allies' [Fire + Light] and [Light + Dark] Element Burst damage ({{{strength}}}).
  • Burst Damage Assist: Water = Increases all allies' [Fire + Water] and [Water + Wind] Element Burst damage ({{{strength}}}).
  • Burst Damage Assist: Wind = Increases all allies' [Water + Wind] and [Wind + Dark] Element Burst damage ({{{strength}}}).
  • Burst Damage Assist: Dark = Increases all allies' [Wind + Dark] and [Light + Dark] Element Burst damage ({{{strength}}}).
  • Burst Damage Assist: Dark - Risona Okura = Increases all allies' [Wind + Dark] and [Light + Dark] Element Burst damage ({{{strength}}}). Replaces Burst Damage Up [Major].
  • Burst Damage Assist: Light = Increases all allies' [Fire + Light] and [Light + Dark] Element Burst damage ({{{strength}}}).
  • Burst Damage Up = Increases Burst Damage dealt to enemies ({{{strength}}}).
  • Burst Damage Up: Fire & Dark = When attacking an enemy(s) with Fire or Dark Element stacks, increases Element Burst damage by 30%.
  • Burst Damage Up: Wind Element Null = Increases Burst Damage dealt to enemies without Wind Element stacks by 30%.
  • Burst Guard Decay = At the start of a Wave, decreases all enemies' DEF during Element Bursts ({{{strength}}}).
    ※Effect lasts for 2 turns.
  • Burst Master = Increases Element Burst damage by 50% when attacking enemies weak to {{{strength}}}.
  • Burst Master: 3W Onwards = From 3rd wave onwards, increases damage dealt to enemies by Element Bursts by 50%.
  • Burst Mind Decay = At the start of a Wave, decreases all enemies' MDEF during Element Bursts ({{{strength}}}).
    ※Effect lasts for 2 turns.
  • Burst Support: One Enemy = When there is exactly one enemy present, increases all allies Element Burst damage by 20%.
  • Burst Support: Two+ Enemies = When there are two or more enemies present, increases all allies' Element Burst damage by 20%.
  • Burst Wide Power = Increases all allies' ATK during Element Bursts ({{{strength}}}).
    ※Effect lasts this turn only.
  • Burst Wide Power: Wind = When the first Element Burst activated in a turn is [Water + Wind] or [Wind + Dark], increase ATK of all allies ({{{strength}}}).
    ※Effect lasts this turn only.
  • Chain Bomb = When taking out an enemy with a {{ActivationChance*{{{strength}}}}} attack skill, excess damage is triggered as a Chain Bomb to damage other enemies.
  • Chain Bomb Kai = When taking out an enemy with a {{ActivationChance*{{{strength}}}}} skill, excess damage is triggered as a Chain Bomb to damage other enemies. Also, at the start of a turn, increases ATK (Major) for 1 turn. Replaces Chain Bomb [Lovelia].
  • Charisma Strategy = If there is only 1 enemy before taking action, ignore 50% MDEF; If there are 2 ore more enemies, Pursuit using Power B Skill/Black Shock*Black Shock after taking action, ignoring action order.
    ※Maximum 1 instance.
    ※Decrease speed by 10% for that turn when triggered. Charges Trance bar.
  • Charm Reduce = When attacking, rarely decreases the enemy's charm resistance ({{{strength}}}).
  • Condition Assist: Link Skill = All allies gain 'Increase damage dealt by 20% if successful with a Link Skill condition'.
  • Condition Howl = When HP is 50% or higher, increase hostility ({{{strength}}}).
    ※Effect lasts this turn only.
  • Condition Up: Action = All allies gain buff "For 1 turn increase damage dealt by 50% on first hit of an attack."
    ※Excludes Pursuit, Chain and Connect attacks. Attacks that hit twice or more only count the first hit.
  • Condition Up: First Action = Ally with the fastest SPD gains buff "For 1 turn increase damage dealt by 15%".
  • Connect Damage Up = Increases Connect damage dealt to enemies ({{{strength}}}).
  • Condition Up: Link Skill = Increase damage dealt by 50% if successful with a Link Skill condition.
  • Condition Up & SP Charge: Link Skill = When linking a skill, increases Condition by 15% and recover 3 SP. Replaces SP Charge [Link Skill].
  • Condition Heal: Over Heal = Gain effect 'Gain Over Heal for 1 turn - increases damage dealt of all all allies when healed while at 100% HP (Major)'. Replaces Weak Master Attack [Very Major].
  • Covert Operations = At the start of a turn, chance to decrease self hostility (Moderate) for 3 turns. On subsequent turns, rarely increases RCV (Moderate).
  • Count Damage Up: Artifact = Increase damage dealt by 10% for every layer using Artifact weapons in the party excluding self.
  • Counter Damage Up = Increase damage dealt by {{RomanNumeral*{{{strength}}}}}0% when counterattacking.
  • CP Boost: 4T = At the start of Turn 4 on every Wave, charge Special Skill by 1 point.
  • Cure Attack = When attacking, {{ActivationChance*{{{strength}}}}} chance to remove debuffs on self.
  • Cure Turn = At the start of turn, {{ActivationChance*{{{strength}}}}} chance to remove debuffs on a teammate.
  • Curse Flower = After any other Layer excluding self uses Link Skill/Soukaju*Soukaju, recover 1 SP.
  • Cut Assist = Increases cut damage dealt to enemies ({{{strength}}}).
  • Damage & Burst Damage Assist = Increases damage dealt to enemies ({{{strength}}}) and increases Burst Damage dealt to enemies ({{{strength}}}).
  • Damage & Burst Damage Assist: Artifact = Increases all Artifact Layers' damage dealt to enemies ({{{strength}}}) and increases all Artifact Layers' Burst Damage dealt to enemies ({{{strength}}}). Replaces Magic Assist [Major].
  • Damage & Burst Damage Assist: Gun = Increases all Gun Layers' damage dealt to enemies ({{{strength}}}) and increases all Gun Layers' Burst Damage dealt to enemies ({{{strength}}}).
  • Damage & Burst Damage Assist: Water Element = Increases all allies' damage dealt to enemies and increases Burst Damage dealt to enemies with Water Element stacks by 15%. Replaces Damage Assist: Water Element.
  • Damage & Burst Damage Up = {{DamageAndBurstDamageUp*{{{strength}}}}}
  • Damage & Burst Damage Up: Non-Dark = Increases damage dealt to enemies and increases Burst Damage dealt to enemies without Dark Element stacks by 30%.
  • Damage & Burst Damage Up: Wind Element Null = Increases damage dealt to enemies and increases Burst Damage dealt to enemies without Wind Element stacks by 30%. {{WindElementNull*{{{strength}}}}}
  • Damage & Light Master = Increases damage dealt to enemies (Very Major). Also always increases light damage dealt to enemies (Major). Replaces Damage Up [Very Major].
  • Damage & Wind Master = Increases damage dealt to enemies (Very Major). Increases wind damage dealt ({{{strength}}}). Replaces Stealth Turn Kai [Moderate].
  • Damage Assist = {{DamageAssist*{{{strength}}}}}
  • Damage Assist: Water Element = Increases all allies' damage dealt to enemies with Water Element stacks by 15%.
  • Damage Assist & Boost - Hachiroku = Increases damage dealt to enemies for all allies (Minor). At the start of a wave, for 2 turns increases damage dealt to enemies for all allies (Major). Replaces Magic Boost [Moderate].
  • Damage Assist & Position Power: 1 = Increases damage dealt to enemies for all allies (Moderate). At the start of a turn, increases Position Layer's ATK 1 (Major).
    ※Effect lasts this turn only.
    Replaces Position Power: 1 [Major].
  • Damage Assist [Minor] & Damage Cut = Increases damage dealt to enemies for all allies (Minor). Always decreases damage taken ({{{strength}}}).
  • Damage Assist: Dark Element Grant = Increases damage dealt to enemies for all allies against enemies granted a Dark element.
  • Damage Boost = Increases damage dealt to enemies for Layers with {{ActivationChance*{{{strength}}}}} weapon types (Minor).
  • Damage Cut = Always decreases damage taken ({{{strength}}}).
  • Damage Cut: Dark & Fire Element = Decreases damage received from enemies granted a Dark or Fire Element by 15%.
  • Damage Cut: Fire & Wind Element = Decreases damage received from enemies with Fire or Wind Element stacks by 15%.
  • Damage Cut: Water & Dark Element = Decreases damage received from enemies with Water or Dark Element stacks by 15%.
  • Damage Cut: Light & Water Element = Decreases damage received from enemies granted a Light or Water Element by 15%.
  • Damage Cut & Assist: Fire Element = Decreases all allies' damage received from enemies with Fire Element stacks. Also, increases all allies' damage dealt against enemies with Fire Element stacks (Moderate).
  • Damage Master = {{DamageMaster*{{{strength}}}}}
  • Damage Up = {{DamageUp*{{{strength}}}}}
  • Damage Up & Cut: HP Switch = If HP is above 50%, increase Condition 30%; if HP is below 50%, increase Protect by 20%.
  • Damage Up & Cut = Until action is taken this turn, increase damage dealt of all allies by 20% and decreases damage taken of all allies by 15%.
  • Damage Up [Very Major] & Heal Turn = Increases damage dealt to enemies (Very Major). At the start of the turn, rare chance to heal self ({{{strength}}}). Replaces Heal Turn [Moderate].
  • Damage Up [Extremely Major] & Heal Wave = Increases damage dealt to enemies (Very Major). At the start of a wave, rare chance to heal self ({{{strength}}}). Replaces Heal Wave [Moderate].
  • Damage Up & SP Charge - Alexandra = Increases damage dealt to enemies when using Skill/Cleave*Cleave by 50%. When using Skill/Cleave*Cleave, refund 5 SP. Replaces Connect Damage Up [Minor].
  • Damage Up: Action = When number of actions (※excluding Special Skills) in battle is 4 or more, increase damage dealt to enemies is increased by {{RomanNumeral*{{{strength}}}}}0%.
  • Damage Up: Dark & Fire Element = Increases damage dealt to enemies with Fire or Dark Element stacks by {{RomanNumeral*{{{strength}}}}}0%.
  • Damage Up: Fire & Dark Element = Increases damage dealt to enemies with Fire or Dark Element stacks by 30%.
  • Damage Up: Fire Element = Increases damage dealt to enemies with Fire Element stacks by 30%.
  • Damage Up: Fire & Wind Element = Increases damage dealt to enemies with Fire or Wind Element stacks by 30%.
  • Damage Up: Water Element = Increases damage dealt to enemies with Water Element stacks by 30%.
  • Damage Up: Water & Dark Element = Increases damage dealt to enemies with Water or Dark Element stacks by 30%.
  • Damage Up: Water & Light Element = Increases damage dealt to enemies with Water or Light Element stacks by 30%.
  • Damage Up: Water Element Null = Increases damage dealt to enemies without Water Element stacks by 30%.
  • Damage Up: Wind Element Null = Increases damage dealt to enemies without Wind Element stacks by 30%.
  • Dark Assist = For the entire party increases damage dealt by dark attacks ({{{strength}}}).
  • Darkness Smith: Action = When the number of times acted in battle is {{{strength}}} or more, the chance to inflict Blind is increased by 30%.
  • Debuff Time Extension = Extends status ailments inflicted on enemies for 1 extra turn.
  • Defend Cheer = Constantly increases self hostility (Major). Rarely heals self (Minor) after being attacked.
  • Defend Condition: Position 1 = Increases self hostility (Major). Also, if on Position 1, increases damage dealt to enemies by 100%.
  • Defend Counter = {{DefendCounter*{{{strength}}}}}
  • Defend Heal = Always decreases damage taken (Major). Rarely nullifies damage from all attacks to self.
  • Defense Policy = Always decreases damage taken (Major). Increases self hostility (Major). {{DefensePolicy*{{{strength}}}}}
  • Deficient Power = At the start of the turn increases ATK of layers with less than 100% Max HP ({{{strength}}}).
    ※Effect lasts this turn only.
  • Disease Barrier = At the start of a battle, increases all Status Ailment Resistance by 20%.
  • Dodge Assist = Increases the evasion rate of all allies when attacked by enemies affected by {{{strength}}} (Major).
  • Dodge Up & Assist = Increases evasion rate. Also increases the evasion of all allies when attacked by enemies ({{{strength}}}).
  • Dr. Special = If HP is full and currently on Position 5, ignore Link Skill conditions and trigger activated effects as stated.
  • Dr. Special Kai = If HP is full and currently on Position 5, ignore Link Skill conditions and trigger activated effects as stated, and also increases damage by 100% if there is only one enemy.
  • Drain Attack = When attacking, rarely heal self ({{{strength}}}).
  • Drain Attack [Major] & Heal Receive = When attacking, rarely heal self (Major). Also, when receiving damage, rarely heal self ({{{strength}}}). Replaces Drain Attack (Major).
  • Drain Attack Kai = When attacking, chance to heal self ({{{strength}}}).
  • Drain Attack & Receive = When attacking, rarely heal self ({{{strength}}}). When taking damage, rarely heal self ({{{strength}}}).
  • Drain Attack & Turn = {{DrainAttackAndTurn*{{{strength}}}}}
  • Drain Crush = {{ActivationChance*{{{strength}}}}} chance to heal HP when defeating an enemy ({{{strength}}}).
  • Drain Crush Kai = Chance to heal HP when defeating an enemy ({{{strength}}}).
  • Divine Child's Light = Layers in Position 3, 4, and 5 gain buff "When using skills that has an original SP Cost of 8 or more, ignore Link Skill conditions and trigger activated effects as stated".
  • Element Count Up: Dark = Add two extra stacks when marking Dark Element stacks on enemy(ies).
  • Element Count Up: Fire = Add two extra stacks when marking Fire Element stacks on enemy(ies).
  • Element Count Up: Light = Add two extra stacks when marking Light Element stacks on enemy(ies).
  • Element Count Up: Water = Add two extra stacks when marking Water Element stacks on enemy(ies).
  • Element Count Up: Wind = Add two extra stacks when marking Wind Element stacks on enemy(ies).
  • Element Grant = At the start of a turn, enemies with {{ElementGrant*{{{strength}}}}}.
    ※Element burst does not occur at the time this element is granted to.
  • Elegantly! = When attacking, rarely increases ATK (Major). At the start of the turn rarely increases ATK. (Moderate)
  • Encore! = Layer on Position 1 gains buff "Increases DEF (Major), and if taking more damage than remaining HP, survive with 25% HP only once.
  • Fire Assist = For the entire party increases damage dealt by fire attacks ({{{strength}}}).
  • First Assist: Attack = Increases ATK of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Guard = Increases DEF of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Hit = Increases HIT of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Luck = Increases LUK of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Magic = Increases MATK of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Mind = Increases MDEF of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Recovery = Increases RCV of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Assist: Speed = Increases SPD of one ally that moved first every turn (Major).
    ※Effect lasts this turn only.
  • First Attack: Guard = Increases DEF if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Hit = Increases HIT if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Luck = Increases LUK if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Magic = Increases MATK if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Mind = Increases MDEF if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Power = Increases ATK if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Power Kai = Increases ATK if moving first in party (Very Major). {{FirstAttackPowerKai*{{{strength}}}}}
    ※Effect lasts this turn only.
  • First Attack: Recovery = Increases RCV if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Attack: Speed = Increases SPD if moving first in party (Major).
    ※Effect lasts this turn only.
  • First Break: Burst Guard = Decreases DEF of all enemies when damaged by a Element Burst(s) if moving first in party (Very Major).
    ※Effect lasts this turn only.
  • First Break: Guard = Decreases DEF of all enemies if moving first in party (Moderate).
    ※Effect lasts this turn only.
  • First Break: Hit = Decreases HIT of all enemies if moving first in party (Moderate).
    ※Effect lasts this turn only.
  • First Break: Luck = Decreases LUK of all enemies if moving first in party (Moderate).
    ※Effect lasts this turn only.
  • First Break: Magic = Decreases MATK of all enemies if moving first in party (Moderate).
    ※Effect lasts this turn only.
  • First Break: Mind = Decreases MDEF of all enemies if moving first in party (Moderate).
    ※Effect lasts this turn only.
  • First Break: Mind & HP = Decreases MDEF of all enemies if moving first in party (Moderate) and also deal damage to enemies equal to 5% of their Max HP after taking any action if the target's current HP is greater than 51% of their Max HP.
    ※Effect lasts this turn only.
    HP damage does not work in Raid Bosses and Turn-limited battles.
    Replaces First Break: Mind.
  • First Break: Power = If moving first in party, decreases ATK of all enemies (Moderate).
    ※Effect lasts this turn only.
  • First Break: Recovery = If moving first in party, decreases RCV of all enemies (Moderate).
    ※Effect lasts this turn only.
  • First Break: Speed = If moving first in party, decreases SPD of all enemies (Moderate).
    ※Effect lasts this turn only.
  • First Cheer = {{FirstCheer*{{{strength}}}}}
  • First Cheer: Burst Power = If moving first in party, increases MATK and MATK when dealing Burst Damage dealt for all allies (Major).
    ※Effect lasts this turn only.
  • First Cheer: Magic & Burst Magic = If moving first in party, increases damage and Burst Damage dealt to all enemies for all allies (Moderate).
    ※Effect lasts this turn only.
  • Full Condition Defense = When HP is full, increases Protect ({{{strength}}}).
  • Full Condition Killer = When HP is full, increases Condition by 30%.
  • Full Condition Master = When HP is full, increase Condition and Burst Damage dealt by 30%.
  • Full Condition Master - Ohana = When HP is full, increase Condition and Burst Damage dealt by 30%. Replaces Howl Attack Kai (Major).
  • Full Condition Offense = When HP is full, increases Condition ({{{strength}}}).
  • Full Condition Offense [Major] & Stealth Wave = When HP is full, increases Condition (Major), and at the start of a wave, chance to decrease self hostility ({{{strength}}}). Replaces Stealth Wave (Moderate).
    ※Effect lasts only 3 turns.
  • Gold Rush = Increases gold gained from quests ({{{strength}}}).
  • Guard & Burst Guard Contagion = At the start of a turn, decreases all enemies' DEF and at the start of a turn, decreases DEF during Element Bursts (Major). Replaces Damage Up (Major).
  • Guard & Burst Guard Break = When attacking, rarely decreases DEF of all enemies ({{{strength}}}) and when attacking during Element Bursts, decreases DEF ({{{strength}}}). Replaces Guard Break (Major).
  • Guard & Burst Guard Decay = At the start of a wave, decreases DEF of all enemies and at the start of a wave, decreases DEF during Element Bursts ({{{strength}}}).
  • Guard & Burst Guard Haze = At the beginning of the turn, rarely decreases all enemies' DEF and decreases DEF during Element Bursts ({{{strength}}}).
    ※Effect lasts only 2 turns.
    Replaces Guard Contagion (Moderate).
  • Guard & Hit Haze = At the start of a turn, rarely decreases all enemies' DEF and HIT ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Guard & Mind Receive - Munich = After being attacked, rarely increase DEF ({{{strength}}}). After being attacked, rarely increase MDEF ({{{strength}}}). Replaces Guard Receive (Major).
    ※Effect lasts only 2 turns.
  • Guard Attack = When attacking, rarely increases DEF ({{{strength}}}).
  • Guard Boost = At the start of the wave, increase DEF of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Guard Break = When attacking, rarely decrease DEF ({{{strength}}}).
  • Guard Cheer = At the start of the turn, chance to increase DEF of entire party ({{{strength}}}).
  • Guard Contagion = At the start of a turn, rarely decreases all enemies' DEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Guard Crush = {{ActivationChance*{{{strength}}}}} chance to increase DEF when defeating an enemy ({{{strength}}}).
  • Guard Decay = At the start of a wave, decreases DEF of all enemies ({{{strength}}}).
  • Guard Disregard = Ignore 50% of the enemy's DEF if damaged enemies are weak to {{{strength}}} element.
  • Guard Receive = After being attacked, rarely increase DEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Guard Sense = When attacking, rarely increases DEF. At the start of a turn, rarely increase DEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Guard Turn = At the start of a turn, rarely increase DEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Gun Master = {{GunMaster*{{{strength}}}}}
  • Heal Support = {{HealSupport*{{{strength}}}}}
  • Heal Turn = At the start of the turn, rare chance to heal self ({{{strength}}}).
  • Heal Receive = After being attacked, rare chance to heal self ({{{strength}}}).
  • Heal Up = At the start of battle, increases the HP recovery amount by {{RomanNumeral*{{{strength}}}}}0%.
  • Heal Wave = At the start of the wave, very rare chance to heal self ({{{strength}}}).
  • Healing Up = Increases amount of HP recovered by healing self ({{{strength}}}).
  • Hit & Speed Haze = At the start of a turn, rarely decreases all enemies' HIT and SPD ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Hit Assist = At the start of the battle, increase HIT of entire party by 10%.
  • Hit Attack = When attacking, rarely increase HIT ({{{strength}}}).
  • Hit Boost = At the start of the wave, increase HIT of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Hit Break = When attacking, rarely decrease HIT ({{{strength}}}).
  • True Hit Break = When attacking, decreases HIT by 5%.
    ※This effect is permanent for the rest of the battle.
  • Hit Cheer = At the start of the turn, chance to increase HIT of entire party ({{{strength}}}).
  • Hit Contagion = At the start of a turn, rarely decreases all enemies' HIT ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Hit Crush = {{ActivationChance*{{{strength}}}}} chance to increase HIT when defeating an enemy ({{{strength}}}).
  • Hit Decay = At the start of a wave, decreases HIT of all enemies ({{{strength}}}).
  • Hit Receive = After being attacked, rarely increase HIT ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Hit Sense = When attacking, rarely increases HIT. At the start of a turn, rarely increase HIT ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Hit Turn = At the start of a turn, rarely increase HIT ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Hit Up = At the start of a turn, increases HIT by {{RomanNumeral*{{{strength}}}}}0%.
    ※Effect lasts only 2 turns.
  • Howl Attack = When attacking, very rarely increase self hostility ({{{strength}}}).
  • Howl Break = When attacking, very rarely decrease self hostility ({{{strength}}}).
  • Howl Force & Guard Support = At the start of a turn, rarely increase hostility (Moderate) and DEF (Major) of one ally with the highest DEF.
    ※Effect lasts this turn only.
  • Howl Force & Mind Support = At the start of a turn, rarely increase hostility (Moderate) and MDEF (Major) of one ally with the highest MDEF.
    ※Effect lasts this turn only.
  • Howl Turn = At the start of a turn, rarely increase self hostility ({{{strength}}}).
  • Howl Wave = At the start of a wave, rarely increase self hostility ({{{strength}}}).
  • HP Up = At the start of a battle, increases Max HP by {{RomanNumeral*{{{strength}}}}}0%.
  • Hunter Knowledge = Increases damage dealt to enemies. When attacking, rarely heal self (Moderate). {{HunterKnowledge*{{{strength}}}}}
  • Impact & Guard Contagion = At the start of a turn, rarely decreases all enemies' DEF (Major). Also at the start of the wave decreases blow resistance to all enemies (Moderate). Replaces Guard Break (Major).
    ※Effect lasts only 2 turns.
  • Impact Assist = For the entire party increases damage dealt by blow attacks ({{{strength}}}).
  • In High Spirits = Increases damage dealt to enemies (Major). Recover 1 SP at the start of a battle.
  • In High Spirits Kai = Increases damage dealt to enemies (Very Major). Recover 2 SP at the start of a battle. {{InHighSpirits*{{{strength}}}}}
  • Interrupt Action = {{InterruptAction*{{{strength}}}}}
  • It's Sage Mode! = Always increases Weak damage dealt to enemies (Major). Also, increases Wind and Dark damage by 15%.Replaces Weak Master Attack (Major).
  • First Attack: Power Kai = Increases ATK if moving first in party (Very Major).
    ※Effect lasts this turn only.
  • Heal Turn Kai = At the start of the turn, chance to heal self ({{{strength}}}).
  • Howl Attack Kai = When attacking, rarely increase self hostility ({{{strength}}}).
  • Howl Turn Kai = At the start of a turn, chance to increase self hostility ({{{strength}}}).
  • Howl Wave Kai = At the start of a wave, chance to increase self hostility ({{{strength}}}).
  • Hunter Knowledge Kai = Increases damage dealt to enemies (Very Major). When attacking, rarely heal self (Major). {{HunterKnowledge*{{{strength}}}}}
  • Power Action: 3 & 4 Move = Increases ATK by 30% for Layers moving 3rd and 4th in the Party.
    ※Effect lasts this turn only.
  • Risky Condition Offense Kai = When HP is 50% or lower, increase damage dealt ({{{strength}}}).
  • Risona Special Kai = At the start of a wave, ignore Position 1's Link Skill conditions and trigger activated effects as stated. Also, increases 50% ATK for 1 unit and 25% ATK for 2 units.Replaces Risona Special.
  • Wide Heal Turn Kai = At the start of a turn, rarely heal all allies ({{{strength}}}).
  • Wide Heal Turn Kai - Hiyoko = At the start of a turn, rarely heal all allies ({{{strength}}}). Replaces Drain Attack [Moderate].
  • Killer Master = Increases the strength of Critical attacks ({{{strength}}}).
  • Knuckle Assist = {{KnuckleAssist*{{{strength}}}}}
  • Knuckle Master = Increases Gauntlet Layer damage dealt ({{{strength}}}).
  • Lance Master = Increases spear damage dealt ({{{strength}}}).
  • Last Action: ATK = At the start of every 3rd turn in a Wave, the enemy with the highest ATK gains debuff 'Always attack last'.
    ※Effect lasts this turn only.
  • Last Action: MATK = At the start of every 3rd turn in a Wave, the enemy with the highest ATK gains debuff 'Always attack last'.
    ※Effect lasts this turn only.
  • Last Cure = When KO'd, remove all allies' Status Ailmentes.
  • Last Heal = When KO'd, heal all allies ({{{strength}}}).
  • Last Heal [Major] & SP Charge = When KO'd, heal all allies (Major). Also when attacking, rarely recover 1 SP. Replaces Last Heal [Major].
  • Layer EXP Plus = Increases EXP gained from quests for entire party ({{{strength}}}).
  • Light Assist = {{LightAssist*{{{strength}}}}}
  • Luck Attack = When attacking, rarely increases LUK ({{{strength}}}).
  • Luck Boost = At the start of the wave, increase LUK of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Luck Break = When attacking, rarely decrease LUK ({{{strength}}}).
  • True Luck Break = When attacking, decreases LUK by 5%.
    ※This effect is permanent for the rest of the battle.
  • Luck Cheer = At the start of the turn, chance to increase LUK of entire party ({{{strength}}}).
  • Luck Contagion = At the start of a turn, rarely decreases all enemies' LUK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Luck Crush = {{ActivationChance*{{{strength}}}}} chance to increase LUK when defeating an enemy ({{{strength}}}).
  • Luck Decay = At the start of a wave, decreases LUK of all enemies ({{{strength}}}).
  • Luck Receive = After being attacked, rarely increase LUK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Luck Turn = At the start of a turn, rarely increase LUK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Luck Sense = When attacking, rarely increases LUK. At the start of a turn, rarely increase LUK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Luck & Paralyze Haze = At the start of a turn, rarely decreases all enemies' LUK and Paralysis Resistance ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic & Burst Magic Boost = At the start of a wave, increase all allies' MATK, and increase MATK when dealing Element Burst damage ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic & Burst Magic Boost - Luna Sakurakouji = At the start of a wave, increase all allies' MATK, and increase MATK when dealing Element Burst damage (Very Major). Replaces Magic & Burst Magic Boost [Major].
    ※Effect lasts only 2 turns.
  • Magic & Burst Magic Turn = At the start of a turn, rarely increases MATK (Major), also at the start of a turn, rarely increases MATK when dealing Element Burst damage. Replaces Magic Attack [Moderate].
    ※Effect lasts only 2 turns.
  • Magic & Hit Cheer = At the start of the turn, chance to increase MATK and HIT of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic & Hit Turn = At the start of a turn, rarely increase MATK ({{{strength}}}), also at the start of a turn, rarely increase HIT ({{{strength}}}).
  • Magic & Water Turn = At the start of a turn, rarely increase MATK ({{{strength}}}), also at the start of a turn, rarely increase Water Element damage. Replaces Magic Turn [Major].
    ※Effect lasts only 2 turns.
  • Magic & Speed Cheer = At the start of the turn, chance to increase MATK and SPD of entire party ({{{strength}}}).
  • Magic & Stun Contagion = At the start of a turn, rarely decreases all enemies' MATK ({{{strength}}}), and at the start of a turn, rarely decreases all enemies' Stun Resistance ({{{strength}}}) Replaces Magic Break [Major].
    ※Effect lasts only 2 turns.
  • Magic Action: 3 & 4 Move = Increases 3rd and 4th acting Layers's MATK by 30%.
  • Magic Assist = Increases damage of allies using Artifacts ({{{strength}}}).
  • Magic Attack = When attacking, rarely increases MATK ({{{strength}}}).
  • Magic Boost = At the start of the wave, increase MATK of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic Break = When attacking, rarely decreases MATK ({{{strength}}}).
  • Magic Cheer = At the start of the turn, chance to increase MATK of entire party ({{{strength}}}).
  • Magic Cheer & Support = At the start of the turn, chance to increase MATK of entire party (Moderate). At the start of the turn, rarely increase MATK of the layer with the highest MATK. (Moderate) Replaces Magic Cheer [Major].
    ※Effect lasts only 2 turns.
  • Magic Contagion = At the start of a turn, rarely decreases all enemies' MATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic Crush = {{ActivationChance*{{{strength}}}}} chance to increase MATK when defeating an enemy ({{{strength}}}).
  • Magic Decay = At the start of a wave, decreases MATK of all enemies ({{{strength}}}).
  • Magic Master = Increases artifact damage dealt ({{{strength}}}).
  • Magic Master - Olivi = When attacking, rarely increases MATK (Major). Increases MATK when using Link Skill/Shine Impact*Shine Impact (Major). Replaces Magic Attack [Major].
    ※Effect lasts only 2 turns.
  • Magic Sense = When attacking, rarely increases MATK. At the start of a turn, rarely increase MATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic Thrash: MATK = At the start of a turn, the enemy with the highest MATK gains debuff 'Before taking action, decreases MATK by 15% for 1 turn'.
    ※Effect lasts this turn only.
  • Magic Turn = At the start of a turn, rarely increase MATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Magic Turn: 3W Onwards = After 3rd wave and onwards, increase MATK by 15% start of a turn.
    ※This effect is permanent for the rest of the battle.
  • Magic Turn: Action = When number of actions (excluding Special Skills) in a battle is 4 or more, increase MATK by 20% at the start of the turn.
    ※Effect lasts only 2 turns.
  • Maid's Tastes = When there is exactly one enemy present before taking action, ignore 50% of its MDEF when attacking, and when there are two or more enemies present, add an additional free cast of Link Skill/Apollo Glaze*Apollo Glaze to the move order.
    ※Decrease speed by 10% for that turn when triggered. Activates only once per turn and can charge Trance bar.
  • Material Defense = Increases hostility (Major) to self. Increases Cut, Blow, and Pierce Element resistance by 10%.
  • Mind & Burst Mind Haze = At the start of a turn, rarely decreases all enemies' MDEF, and decreases MDEF when activating Element Burst ({{{Strength}}}).
    ※Effect lasts only 2 turns.
  • Mind Action Decay =Before taking action, decreases MDEF of all enemies ({{{strength}}}).
    ※Effect lasts this turn only.
  • Mind Attack = When attacking, rarely increase MDEF ({{{strength}}}).
  • Mind Boost = At the start of the wave, increase MDEF of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Mind Break = When attacking, rarely decrease MDEF ({{{strength}}}).
  • Mind Cheer = At the start of the turn, chance to increase MDEF of entire party ({{{strength}}}).
  • Mind Contagion = At the start of a turn, rarely decreases all enemies' MDEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Mind Crush = {{ActivationChance*{{{strength}}}}} chance to increase MDEF when defeating an enemy ({{{strength}}}).
  • Mind Decay = At the start of a wave, decreases MDEF of all enemies ({{{strength}}}).
    ※Effect lasts this turn only.
  • Mind Receive = After being attacked, rarely increase MDEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Mind Sense = When attacking, rarely increases MDEF. At the start of a turn, rarely increase MDEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Mind Turn = At the start of a turn, rarely increase MDEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Moribitono Prayer = Gain buff "Over Heal, increases Protection of all allies by 20% for one turn and, at the end of the turn, decreases 10% of self maximum HP when healed at 100% HP".
  • Multiple Burst Damage: Link Skill = When successful with a Link Skill, increases damage dealt to enemies during Element Burst (Moderate).
    ※Effect is permanent for the rest of the battle.
  • Multiple Burst Magic: Wave = At the start of a wave, increases MATK to enemies during Element Burst (Moderate).
    ※Effect is permanent for the rest of the battle.
  • Multiple Guard & Mind = Whenever a ({{{strength}}}) Element Burst is activated, increase the DEF and MDEF of all allies by 10%.
    ※Effect lasts this turn only.
  • Multiple Magic & Hit = At the start of a Wave, increase the all allies' MATK (Minor).
    ※Effect is permanent for the rest of the battle.
  • Multiple Magic: Over Heal = Gain buff "Over Heal, Increase all allies' MATK when healed at 100% HP".
    ※Effect is permanent for the rest of the battle.
  • Multiple Magic Kai: Link Skill = When successful with a Link Skill, increases MATK (Major).
    ※Effect is permanent for the rest of the battle.
  • Multiple Power: Link Skill = When successful with a Link Skill, increases ATK (Moderate).
    ※Effect is permanent for the rest of the battle.
  • Nord Special = If another ally is charging their Special Skill, ignore Link Skill conditions and trigger activated effects as stated.
  • Panic & Darkness Decay = At the beginning of the wave, decreases confusion resistance and Darkness resistance of all enemies ({{{strength}}}).
    ※Effect lasts this turn only.
  • Panic & Burst Guard Decay - Tendou = At the beginning of the wave, decreases confusion resistance of all enemies as well as decreases DEF when landing a Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
    Replaces Panic Decay [Major].
  • Panic Decay = At the beginning of the wave, decreases confusion resistance of all enemies ({{{strength}}}).
    ※Effect lasts this turn only.
  • Panic Master = Always increase damage against confused enemies ({{{strength}}}).
  • Panic Reduce = When attacking, rarely decreases the enemy's confusion resistance ({{{strength}}}).
  • Paralysmith: Action = When the number of actions taken in a battle is {{RomanNumeral*{{{strength}}}}} or more, chance to inflict Paralysis is increased by 30%.
  • Paralyze Boost = Increases damage dealt to enemies (Major). Also, increases damage dealt by all allies to paralyzed enemies by 50%. Replaces Damage Up [Major].
  • Paralyze Miss: Action = When number of actions taken is {{RomanNumeral*{{{strength}}}}} or more, chance of Paralyze is increased by 30%.
  • Paralyze Reduce = When attacking, rarely decreases the enemy's paralysis resistance ({{{strength}}}).
  • Pikirapukip = High chance to increase ATK when defeating an enemy (Major). At the beginning of the turn, rarely increases ATK when defeating an enemy (Moderate).
  • Pierce Assist = Increases Pierce Element damage dealt to enemies ({{{strength}}}).
  • Pierce Assist - Karakawa = Increases Pierce Element damage dealt to enemies ({{{strength}}}). Replaces Pierce Assist [Minor].
  • Phases of the Moon = At the start of every 2nd Wave, gain buff "Always attack first for 1 turn".
    ※Effect lasts on activation turn only.
  • Player EXP Plus = Increases EXP gained from quests ({{{strength}}}).
  • Plupbubbuplup~ = Increases damage dealt to enemies. (Moderate) Increases damage of attacks target is weak to (Major).
  • Plus Action = {{PlusAction*{{{strength}}}}}
    ※Decrease speed by 10% for that turn when triggered. Charges Trance bar.
  • Plus Heal = Whenever {{ActivationChance*{{{strength}}}}}.
    ※Decrease speed by 10% for that turn when triggered. Charges Trance bar.
  • Poison Miss: Action = When number of actions taken is {{RomanNumeral*{{{strength}}}}} or more, chance of Poison is increased by 30%.
  • Poison Reduce = When attacking, rarely decreases the enemy's poison resistance ({{{strength}}}).
  • Position Burst: 1 = Increases Position 1 Layer's damage during Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Burst: 2 = Increases Position 2 Layer's damage during Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Burst: 3 = Increases Position 3 Layer's damage during Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Burst: 4 = Increases Position 4 Layer's damage during Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Burst: 5 = Increases Position 5 Layer's damage during Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Burst Magic: 5 = Increases Position 5 Layer's MATK during an Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Burst Power: 1 = Increases Position 1 Layer's ATK during an Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Magic: 1 = At the start of a turn, increases Position 1 Layer's MATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Magic: 2 = At the start of a turn, increases Position 2 Layer's MATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Magic: 3 = At the start of a turn, increases Position 3 Layer's MATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Magic: 4 = At the start of a turn, increases Position 4 Layer's MATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Magic: 5 = At the start of a turn, increases Position 5 Layer's MATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Magic = {{PositionMagic*{{{strength}}}}}
  • Position Power: 1 = At the start of a turn, increases Position 1 Layer's ATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Power: 2 = At the start of a turn, increases Position 2 Layer's ATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Power: 3 = At the start of a turn, increases Position 3 Layer's ATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Power: 4 = At the start of a turn, increases Position 4 Layer's ATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Power: 5 = At the start of a turn, increases Position 5 Layer's ATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Power & Burst Power: 1 = At the start of a turn, increases Position 1 Layer's ATK and ATK during Element Burst ({{{strength}}}).
    ※Both effects last only 1 turn.
    Position Burst Power: 1 [Major].
  • Position Speed: 1 = At the start of a turn, increases Position 1 Layer's SPD ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Speed: 2 = At the start of a turn, increases Position 2 Layer's SPD ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Speed: 3 = At the start of a turn, increases Position 3 Layer's SPD ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Speed: 4 = At the start of a turn, increases Position 4 Layer's SPD ({{{strength}}}).
    ※Effect lasts this turn only.
  • Position Speed: 5 = At the start of a turn, increases Position 5 Layer's SPD ({{{strength}}}).
    ※Effect lasts this turn only.
  • Power & Burst Power Action = When {{ActivationChance*{{{strength}}}}}, increases ATK and increases ATK when using a Element Burst before taking any action (Major).
    ※Effect lasts this turn only.
  • Power & Burst Power Boost = {{PowerAndBurstPowerBoost*{{{strength}}}}}
  • Power & Burst Power Turn = {{PowerAndBurstPowerTurn*{{{strength}}}}}
  • Power & Hit Turn ={{PowerAndHitTurn*{{{strength}}}}}
  • Power Action: 3 & 4 Move = Increases 3rd and 4th acting Layers's ATK in the party by 30%.
  • Power Attack = When attacking, rarely increase ATK ({{{strength}}}).
  • Power & Magic Contagion = At the start of a turn, rarely decreases ATK and MATK of all enemies ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Power & Magic Contagion - King's Cross = At the start of a turn, rarely decreases ATK and MATK of all enemies ({{{strength}}}).
    ※Effect lasts only 2 turns.
    Replaces Magic Contagion [Moderate].
  • Power Attack & Link Skill = When attacking, rarely increase ATK (Major). When Link Skill is connected, for 1 turn increase ATK (Major).
    ※Effect lasts only 2 turns.
  • Power Attack & Risky = When attacking, rarely increase ATK (Major). When HP is lower than 100%, increase damage dealt (Major).
    ※Effect lasts only 2 turns.
    Replaces Power Attack [Major].
  • Power Boost = At the start of the wave, increase ATK of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Power Break = When attacking, rarely decrease ATK ({{{strength}}}).
  • Power Cheer = At the start of the turn, chance to increase ATK of entire party ({{{strength}}}).
  • Power Cheer & Support = At the start of the turn, chance to increase ATK of entire party (Moderate). At the start of a turn, chance to increase one ally with the highest ATK stat's ATK (Moderate).
    ※Effect lasts only 2 turns.
  • Power Cheer & Support - Pennsylvania = At the start of the turn, chance to increase ATK of entire party (Moderate). At the start of a turn, chance to increase one ally with the highest ATK stat's ATK (Moderate).
    ※Effect lasts only 2 turns.
    Replaces Power Cheer [Minor].
  • Power Contagion = At the start of a turn, rarely decreases all enemies' ATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Power Crush = Chance to increase ATK when defeating an enemy ({{{strength}}}).
  • Power Decay = At the start of a wave, decreases ATK of all enemies ({{{strength}}}).
  • Power Receive = After being attacked, rarely increase ATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Power Sense = When attacking, rarely increases ATK. At the start of a turn, rarely increase ATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Power Thrash: ATK = At the start of a turn, the enemy with the highest ATK gains debuff 'Before taking action, decreases ATK by 15% for 1 turn'.
    ※Effect lasts this turn only.
  • Power Turn = At the start of a turn, rarely increase ATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Power Turn: 3W Onwards = After 3rd wave and onwards, increase ATK by 15% start of a turn.
    ※This effect is permanent for the rest of the battle.
  • Power Turn: Action = When the number of actions taken in a battle is 4 or more, at the start of a turn, increases ATK by 20%.
    ※Effect lasts only 2 turns.
  • Power Turn & Damage Up - Celia = At the start of a turn, rarely increase ATK ({{{strength}}}) and also always increases damage dealt to enemies (Very Major).
    ※Effect lasts only 2 turns.
    Replaces Power Turn [Very Major].
  • Protect Up = After activating {{{strength}}}, increases Protect by 20%.
    ※Effect lasts this turn only.
  • Recovery Attack = When attacking, rarely increase RCV ({{{strength}}}).
  • Recovery Boost = At the start of the wave, increase RCV of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Recovery Break = When attacking, rarely decrease RCV ({{{strength}}}).
  • Recovery Cheer = At the start of the turn, chance to increase RCV of entire party (Very Major).
    ※Effect lasts only 2 turns.
  • Recovery Contagion = At the start of a turn, rarely decreases all enemies' RCV ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Recovery Crush = {{ActivationChance*{{{strength}}}}} chance to increase RCV when defeating an enemy ({{{strength}}}).
  • Recovery Decay = At the start of a wave, decreases RCV of all enemies ({{{strength}}}).
  • Recovery Receive = After being attacked, rarely increase RCV ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Recovery Turn = At the start of a turn, rarely increase RCV ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Reduce All = At the start of the wave, decreases {{{strength}}} resistance to all enemies (Minor).
    ※Effect lasts this turn only.
  • Reflect All = When {{{strength}}} Element Burst is activated, all allies gain Reflect Damage that counters 100% of damage taken.
    ※Effect lasts this turn only.
  • Rejected = Rarely Nullifies all damage taken.
  • Repeat Plus = {{RepeatPlus*{{{strength}}}}}
    ※Effect lasts this turn only.
  • Rod Master = Increases staff damage dealt ({{{strength}}}).
  • Risky Condition Defense = When HP is 50% or lower, decreases damage taken ({{{strength}}}).
  • Risky Condition Dodge = When HP is 50% or lower, increases evasion chance ({{{strength}}}).
  • Risky Condition Heal = When HP is 50% or lower, heal HP ({{{strength}}}) at the end of the turn.
  • Risky Condition Heal [Minor] & CP Charge = When HP is 50% or lower, heal HP (Minor) and restore {{RomanNumeral*{{{strength}}}}} Special Skill CP at the end of the turn.
  • Risky Condition Offense = When HP is 20% or lower, increase damage dealt ({{{strength}}}).
  • Risona Special = At the start of a wave, ignore Position 1's Link Skill conditions and trigger activated effects as stated.
  • Rose Special = If SPD is the highest in the party, ignore Link Skill conditions and trigger activated effects as stated.
  • RP Up = At the start of battle, increases RP by {{RomanNumeral*{{{strength}}}}}.
  • Sacrifice Guard = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases DEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Hit = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases HIT ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Luck = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases LUK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Magic = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases MATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Mind = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases MDEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Power = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases ATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Power & Burst Power = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases ATK ({{{strength}}}), furthermore increases ATK and also ATK during Element Bursts ({{{strength}}}). Replaces Sacrifice Power [Major].
    ※Both effects last only 2 turns.
  • Sacrifice Recovery = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases RCV ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Sacrifice Speed = At the start of the wave, deal self damage equal to 10% of Max HP if Max HP is greater than 50% and increases SPD ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Self Cure = At the start of the turn remove debuffs on self.
  • Shinobi no Kunue = At the start of a Wave, increases Condtion (Very Major). Also, increases MATK (Major) if moving first in the party.
    ※Both effects last only 1 turn.
  • Silence Decay = At the start of a wave, rarely decreases the enemy's silence resistance ({{{strength}}}).
  • Silence Master = Always increase damage against silenced enemies ({{{strength}}}).
  • Silence Decrease = When attacking, rarely decreases the enemy's silence resistance ({{{strength}}}).
  • Single Target Master = Increases single-target damage ({{{strength}}}).
  • Sleep Craft = Increases chance to sleep enemies (Moderate). Also, increases damage dealt by all allies to slept enemies by 50%. Replaces Luck Turn [Moderate].
  • Sleep Master = Always increase damage against asleep enemies ({{{strength}}}).
  • Sleep Reduce = When attacking, rarely decreases the enemy's sleep resistance ({{{strength}}}).
  • Sleepsmith: Action = When the number of actions taken in a battle is {{RomanNumeral*{{{strength}}}}} or more, chance to inflict Sleep is increased by 30%.
  • SP Boost: 3W = At the start of wave 3, at the end of turn 1, recover 3 SP.
    ※Effect lasts this turn only.
  • SP Boost & Charge - Termini = At the start of a turn, recover 2 SP. When attacking, also recover 1 SP. Replaces SP Charge [Attack].
  • SP Charge = {{SPCharge*{{{strength}}}}}
  • SP Charge [Final Attack] &= When moving last or defeating an enemy, recover 3 SP. Replaces SP Charge [Final Attack].
  • SP Charge Kai = When attacking, rarely recover 1 SP.
  • SP Charge: Link Skill = Recover 3 SP after self Link Skill is activated this turn.
    ※Effect lasts this turn only.
  • SP Recovery = Recover ({{{strength}}}) SP at the end of every turn.
  • SP Sacrifice: MATK = At the start of the Battle, decreases {{RomanNumeral*{{{strength}}}}} original SP. Also, increases the all allies' MATK (Major). Replaces Magic Cheer [Minor].
  • Special Damage Assist = Increases all allies' Special Attack damage by 35%.
  • Speed & Guard Contagion - Tendou = At the start of a turn, rarely decreases all enemies' SPD, also rarely decreases all enemies' DEF ({{{strength}}}).
    ※Effect lasts only 2 turns.
    Replaces Damage Up [Very Major].
  • Speed & Luck Decay = At the start of a wave, decreases SPD and LUK of all enemies ({{{strength}}}).
  • Speed Assist = At the start of the battle, increase SPD of entire party by 10%.
  • Speed Attack = When attacking, rarely increase SPD ({{{strength}}}).
  • Speed Boost = At the start of the wave, increase SPD of entire party ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Speed Break = When attacking, rarely decrease SPD ({{{strength}}}).
  • Speed Cheer = At the start of the turn, chance to increase SPD of entire party ({{{strength}}}).
  • Speed Contagion = At the start of a turn, rarely decreases all enemies' SPD ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Speed Crush = {{ActivationChance*{{{strength}}}}} chance to increase SPD when defeating an enemy ({{{strength}}}).
  • Speed Decay = At the start of a wave, decreases SPD of all enemies ({{{strength}}}).
  • Speed Receive = After being attacked, rarely increase SPD ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Speed Sense = When attacking, rarely increases SPD. At the start of a turn, rarely increase SPD ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Speed Turn = At the start of a turn, rarely increase SPD ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Spirit and Guts = If taking more damage than remaining HP, survive with 1 HP only once.
  • Spirit and Guts & Damage = Increases damage dealt to enemies ({{{strength}}}). If taking more damage than remaining HP, survive with 1 HP only once. Replaces Damage Up [Very Major].
  • Spirit of Faith = When taking damage more than remaining HP, reset to 100% HP only once.
  • Start Burst Damage = At the start of a wave, increases damage dealt when dealing Element Burst damage by 35%.
    ※Effect lasts this turn only.
  • Start Damage = At the start of a wave, increases damage dealt ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Damage - Lovelia = At the start of a wave, increases Condition by 35%, plus another 20% if there are 2 or more enemies. Replaces Start Damage [Major].
    ※Effect lasts this turn only.
  • Start Guard = At the start of a wave, increases DEF ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Hit = At the start of a wave, increases HIT ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Limit = At the start of a wave, increases Over Limit by ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Luck = At the start of a wave, increases LUK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Magic = At the start of a wave, increases MATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Magic & Burst Magic = At the start of a wave, increases MATK and MATK while triggering Element Burst ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Mind = At the start of a wave, increases MDEF ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Power = At the start of a wave, increases ATK ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Power & Burst Power = At the start of a wave, increases ATK and ATK during Element Burst ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Start Recovery = At the start of a wave, increases RCV ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Speed = At the start of a wave, increases SPD ({{{strength}}}).
    ※Effect lasts this turn only.
  • Start Speed & Magic = At the start of a wave, increases SPD and MATK ({{{strength}}}). Replaces Start Speed [Major].
    ※Effect lasts this turn only.
  • Start Wide Heal = At the start of a wave, heal all allies' HP ({{{strength}}}).
    ※Effect lasts this turn only.
  • Status Ailment Master = Increases damage dealt to enemies (Major). All allies deal 50% increased damage to enemies affected by a status ailment(s).
  • Status Ailment Time Extension = Extends status ailments inflicted on enemies for {{RomanNumeral*{{{strength}}}}} extra turn(s).
  • Stealth Attack = When attacking, very rarely decrease self hostility ({{{strength}}}).
  • Stealth Turn = At the start of a turn, very rarely decrease self hostility ({{{strength}}}).
    ※Effect lasts this turn only.
  • Stealth Turn Kai = At the start of a turn, chance to decrease self hostility ({{{strength}}}).
    ※Effect lasts this turn only.
  • Stealth Wave = At the start of a wave, chance to decrease self hostility ({{{strength}}}).
    ※Effect lasts only 3 turns.
  • Stealth Wave Kai = At the start of a wave, chance to decrease self hostility ({{{strength}}}).
    ※Effect lasts only 3 turns.
  • Stun Craft = Increases chance to stun enemies (Moderate). Also, increases damage dealt by all allies to stunned enemies by 50%. Replaces Stun Decrease [Major].
  • Stun Reduce = When attacking, rarely decreases the enemy's stun resistance ({{{strength}}}).
  • Sumire Special = If HP is full and currently on Position 2, ignore Link Skill conditions and trigger activated effects as stated.
  • Support Specialist = At the start of a turn, chance to increase the entire party's ATK and MATK ({{{strength}}}).
    ※Effect lasts only 2 turns.
  • Support & Light Support = Increases all Supporters' damage dealt by 30%. Increases all allies' Light Element damage dealt (Minor).
  • Support & Light Support Kai = Increases all Supporters' damage dealt by 45%. Increases all allies' Light Element damage dealt (Moderate). Replaces Support & Light Support.
  • Sword Master = Increases sword damage dealt ({{{strength}}}).
  • The Strongest Taimanin = When in Position 1 and when self SPD is the highest in the party, ignore self Link Skill activation conditions and trigger effects as stated.
  • The Strongest Taimanin Kai = When in Position 1 and when self SPD is the highest in the party, ignore self Link Skill activation conditions and trigger effects as stated. Furthermore, increases damage dealt to enemies by 75% when there are two or fewer enemies. Replaces The Strongest Taimanin.
  • Trance Damage Up = Increases strength of Trance attacks ({{{strength}}}).
  • Trickster & Impact Support = Increases damage dealt of Tricksters by 30%. For the entire party increases damage dealt by blow attacks. (Minor) Replaces Damage Up [Moderate].
  • Trigger Special: Action = When number of actions (※excluding Special Skills) in battle is 5 or more, ignore Link Skill conditions and trigger activated effects as stated.
  • True Guard Break = When attacking, decreases DEF by 5%.
    ※This effect is permanent for the rest of the battle.
  • True Magic Break = When attacking, decreases MATK by 5%.
    ※This effect is permanent for the rest of the battle.
  • True Speed Break = When attacking, decreases SPD by 5%.
    ※This effect is permanent for the rest of the battle.
  • Turn Burst Power: 3T = At the start of every 3rd turn in a wave, increase ATK by 35% when activating Element Burst.
    ※Effect lasts this turn only.
  • Turn Burst Magic: 3T = At the start of every 3rd turn in a wave, increase MATK by 35% when activating Element Burst.
    ※Effect lasts this turn only.
  • Turn Decay: 3T = At the start of every 3rd turn in a wave, decreases all enemies' {{{strength}}}.
    ※Effect lasts this turn only.
  • Turn End Damage Up = At the end of a turn, increases Condition by 10%.
    ※Effect lasts only 2 turns.
  • Turn Heal: 3T = At the start of every 3rd turn in a wave, heal HP (Major).
    ※Effect lasts this turn only.
  • Turn Magic: 3T = At the start of every 3rd turn in a wave, increase MATK by 75%.
    ※Effect lasts this turn only.
  • Turn Magic Support: 2T = At the start of every 2nd turn in a wave, increase MATK of the layer with the highest MATK stat by 50%.
  • Turn Grant = At the start of a turn, very rarely inflict {{ActivationChance*{{{strength}}}}} (Major).
  • Turn Power: 3T = At the start of every 3rd turn in a wave, increase ATK by 75%.
    ※Effect lasts this turn only.
  • Turn Power Support: 2T = At the start of every 2nd turn in a wave, increase ATK of the layer with the highest ATK stat by 50%.
  • Turn Reduce: 4T= At the start of every 4th turn during a wave, the {{{strength}}} resistance of enemies with less than 100% {{{strength}}} resistance is decreased by 30%.
  • Turn Reject: 3T= At the start of every 3rd turn during a wave, nullify all enemy damage dealt.
    ※Effect lasts this turn only.
  • Turn Wide Burst Magic: 3T = At the start of every 3rd turn in a wave, increase all allies' MATK by 20% when activating Element Burst.
  • Turn Wide Burst Power: 3T = At the start of every 3rd turn in a wave, increase ATK of all allies by 20% when activating Element Burst.
  • Turn Wide Cure: 4T = At the start of every 4th turn in a wave, remove all allies Status Ailmentes.
  • Turn Wide Heal: 3T = At the start of every 3rd turn in a wave, heal all allies HP (Moderate).
  • Turn Wide Magic: 3T = At the start of every 3rd turn in a wave, increase all allies' MATK (Moderate).
  • Turn Wide Power: 3T = At the start of every 3rd turn in a wave, increase ATK of all allies (Moderate).
  • Water Assist = For the entire party increases damage dealt by water attacks ({{{strength}}}).
  • Wave Element Grant: 3W = At the start of wave 3 onwards, enemies with {{ElementGrant*{{{strength}}}}}.
    ※Element burst does not occur at the time this element is granted to.
  • Wave Grant = At the start of a wave, very rarely inflict {{ActivationChance*{{{strength}}}}}. (Very Major)
  • Weak Boost = Always increases Weak damage dealt (Major). Also, increases all allies' weak damage dealt (Minor). {{WeakBoost*{{{strength}}}}}
  • Weak Knowledge = Increases damage of attacks target is weak to (Major). Refund 3SP when dealing weak damage. Replaces Weak Master Attack [Major].
  • Weak Master Attack = Increases damage of attacks target is weak to ({{{strength}}}).
  • Weak Master Defense = Always decreases damage taken from attacks target is weak to ({{{strength}}}).
  • Whip Master = Increases whip damage dealt ({{{strength}}}).
  • Wide Condition Up: Burst = Each time an Element Burst is activated in party, increases Condition of all allies by 10%.
    ※Effect lasts this turn only.
  • Wide Condition Up: Over Heal = Gain buff "Over Heal, Increases Condition of all allies by 15% for 2 turns when healed at 100% HP".
  • Wide CP Charge = At the end of the turn, if any enemy is inflicted with a Status Ailment, restore all allies' CP by 1.
  • Wide Full Condition Kai = All allies gain buff "Increases Condition by 30%".
  • Wide Guard & Mind Receive = After being attacked, chance to increase all allies' DEF (Moderate). Also, after being attacked, chance to increase all allie' MDEF (Moderate).
    ※Effect lasts only 2 turns.
  • Wide Heal & Drain = At the start of the wave, heal all allies HP (Extremely Minor). Also when attacking, heal HP (Extremely Minor).
  • Wide Heal & Start Cut = At the start of the wave, heal all allies HP (Minor). Also, for 2 turns decreases damage taken for all allies (Major).
  • Wide Heal: Link Skill = When Link Skill is triggered, heal all allies HP ({{{strength}}}). Replaces Stealth Wave [Major].
  • Wide Heal Receive = Whenever a {{{strength}}} Element Burst is activated, all allies gain buff "Heal when taking damage" for 10% of the damage received.
    ※Effect lasts this turn only.
  • Wide HP Up = At the start of a battle, increases Max HP of all allies by {{{strength}}}0%.
  • Wide Safety Condition Offense = All allies gain buff 'When HP is 50% or higher, increases Condition by 50%'.
  • Wind Assist = {{WindAssist*{{{strength}}}}}
  • You Pipsqueaks! = At the start of a wave, rarely heal self. (Moderate) When attacking, rarely heal self. (Moderate)
  • You Better Not Hurt Me = At the beginning of a wave, rarely heal self. (Moderate) Rarely nullifies all damage taken on self. (Moderate)
  • Empty Slot = Empty Slot for orbs.
  • Elemental Boost = Increases ({{{strength}}}) damage.
  • ATK Up = Increases {{ActivationChance*{{{strength}}}}} ATK.
  • DEF Up = Increases {{ActivationChance*{{{strength}}}}} DEF.
  • HIT Up = Increases {{ActivationChance*{{{strength}}}}} HIT.
  • RCV Up = Increases {{ActivationChance*{{{strength}}}}} RCV.
  • MATK Up = Increases {{ActivationChance*{{{strength}}}}} MATK.
  • MDEF Up = Increases {{ActivationChance*{{{strength}}}}} MDEF.
  • SPD Up = Increases {{ActivationChance*{{{strength}}}}} SPD.
  • LUK Up = Increases {{ActivationChance*{{{strength}}}}} LUK.
  • Critical Splashing Spear = Increases Link Skill/Splashing Spear*Splashing Spear damage ({{{strength}}}).
  • Critical Crimson Break = Increases Link Skill/Crimson Break*Crimson Break damage ({{{strength}}}).
  • Critical T-Axe = Increases Link Skill/T-Axe*T-Axe damage ({{{strength}}}).
  • Critical Bubble Shot = Increases Link Skill/Bubble Shot*Bubble Shot damage ({{{strength}}}).
  • Critical Feather Wind Arrow = Increases Link Skill/Feather Wind Arrow*Feather Wind Arrow damage ({{{strength}}}).
  • Critical Chaos Strike = Increases Link Skill/Chaos Strike*Chaos Strike damage ({{{strength}}}).
  • True Florescent Thrust = Increases Special Skill/Florescent Thrust*Florescent Thrust damage. (Moderate)
  • True Giant Firework Blooming in the Night Sky = Increases Special Skill/Giant Firework Blooming in the Night Sky*Giant Firework Blooming in the Night Sky damage. (Moderate)
  • True Mice Beat = Increases Special Skill/Mice Beat*Mice Beat damage. (Moderate)
  • True Extinct Bow = Increases Special Skill/Extinct Bow*Extinct Bow damage. (Moderate)
  • True Evil Insect Shooting = Increases Special Skill/Evil Insect Shooting*Evil Insect Shooting damage. (Moderate)
  • True Wisdom Wisp = Increases Special Skill/Wisdom Wisp*Wisdom Wisp damage. (Moderate)
  • Damage Resist: Pest = Decreases damage from Pest-type enemies ({{{strength}}}).
  • Damage Resist: Human = Decreases damage from Human-type enemies ({{{strength}}}).
  • Damage Resist: Beast = Decreases damage from Beast-type enemies ({{{strength}}}).
  • Damage Resist: Undead = Decreases damage from Undead-type enemies ({{{strength}}}).
  • Sword Damage Up = Increases sword damage ({{{strength}}}).
  • Axe Damage Up = Increases axe damage ({{{strength}}}).
  • Artifact Damage Up = Increases artifact damage ({{{strength}}}).
  • Whip Damage Up = Increases whip damage ({{{strength}}}).
  • Gauntlet Damage Up = Increases gauntlet damage ({{{strength}}}).
  • Staff Damage Up = Increases staff damage ({{{strength}}}).
  • Spear Damage Up = Increases spear damage ({{{strength}}}).
  • Bow Damage Up = Increases bow damage ({{{strength}}}).
  • Gun Damage Up = Increases gun damage ({{{strength}}}).
  • SSS Training Arsenal = Gain the following effects depending on the number of equipment with the "SSS Training Arsenal" ability:
  • 1: Increases Maximum HP by 500.
  • 2: Increases RCV by 50 and RP by 1.
  • 3: Gain Heal Wave (Minor).
  • All Stats Up = Increases all stats by 5/7/10/14/20%.
  • Wave One Strengthening = Increases damage dealt by 15/20/30/40/55% on the first Wave in a battle.
  • Pacifist Strengthening = Increases damage dealt by 15/20/30/40/55% while there are one or less enemies knocked out in a battle.
  • Knockout Strengthening = Increases damage dealt by 15/20/30/40/55% while there are five or more enemies knocked out in a battle.
  • Small Medium Hunter = Increases damage dealt to small and medium-sized enemies by 10/15/25/35/50%.
  • Large Hunter = Increases damage dealt to large-sized enemies by 10/15/25/35/50%.
  • Perfect Pep Killer = Increases damage dealt to full HP enemies by 15/20/30/40/55%.
  • Secret of the Sword = When attacked, chance to counterattack with a normal attack, damage dealt is further increased by 5/10/20/30/45%.
  • Secret of the Axe = Increases the number of attacks of random-target skills that hit 2 or more by 1. Furthermore, increases damage dealt of random-target skills by 0/2/4/7/10%.
  • Opening Empower - Magic = At the start of a Wave, increases MATK by 5/6/8/11/15%.
    ※Effect is permanent for the rest of the battle.
  • Secret of the Artifact= At the start of a battle, decreases the original SP of one ally in the party with the lowest MATK by 10. Furthermore, increases damage dealt of all allies by 3/6/10/15/20%.
  • Secret of the Gauntlet = At the start of a battle, all allies decreases 3 RP and gain buff "When taking damage exceeding current HP, heal 1/5/10/15/25% of Max HP".
  • Opening Empower - Attack = At the start of a Wave, increases ATK by 5/6/8/11/15%.
    ※Effect is permanent for the rest of the battle.
  • Secret of the Whip = Increases Weak damage dealt to enemies by 10/15/25/35/50% and decreases Resisted damage received by 5/6/8/11/15%.
  • Secret of the Staff = On first action in a battle, always acts first. Furthermore, increases damage dealt of all allies by 3/5/8/11/15%.
    ※If not in a Connect or Trance Connect chain, attack or skill activates immediately after the Connect chain ends.
  • Secret of the Spear = All allies gain buff "Increases damage dealt by 3/5/8/11/15% if Trance Gauge is full and decreases damage taken by 2/4/6/8/10% if Trance Gauge is not full".
  • Secret of the Bow = Extends stat ailments inflicted on enemies for one extra turn. Furthermore, increases damage dealt of all allies to enemies with stat ailments by 5/10/15/25/35%.
  • Secret of the Gun = Increases all-target damage dealt by 10/20/35/50/75% while there are one or less enemies.