As you work your way through Chained Echoes you’ll quickly learn that mastering skills is essential for success. If you rely solely on basic attacks, you’ll find that the game becomes increasingly difficult, and you may even hit a wall that seems insurmountable.
Although the game puts the active skills right in your face it doesn’t always do a good job of explaining how to use them. You get a brief skill tutorial but that only goes so far.
Chained Echoes offers a diverse array of active skills across six categories:
Health | |
Attack | |
Buff | |
Debuff | |
Magic | |
Utility |
Pay careful attention to the overdrive bar. In order to lower your overdrive bar you need to use a skill that belongs to the correct category shown. And keeping your overdrive bar in the green is the best way to minimize TP usage.
What is TP in Chained Echoes?
TP points are tech points. These are the set amount of points that each skill costs to use. You can regain TP by defending, using a skill to restore, or eating sweets.
What does GS stand for in Chained Echoes?
At the beginning of the game, each character starts with a few basic skills that match their class. However, as you progress through the game and earn Grimoire Shards (GS), you can unlock additional skills by spending a GS.
You will earn Grimoire Shards (GS) by defeating bosses and completing rewards on the reward board and turning in rewards chains. Even if you gain a Grimoire Shard with just one or two party members all party members going forward have access to that Grimoire Shard and can be spent when they are back with your party.
There are three types of skills: Active, Passive, and Stat Boosters. Each GS can unlock one of these three types, and spending GS also increases your chance of receiving permanent stat boosters.
As you continue to spend Grimoire Shards, you’ll eventually unlock the next level of skills. Initially, you’ll only have access to four Active skills, but the possibilities become more extensive as you progress through the game.
How to level up skills
You can level up skills naturally as you use them in battle. Occasionally you will see an indicator after a battle that the skill has leveled up. But for each battle you also gain SP. If you have played most role-playing games you have heard of experience points (EXP or EP). But this game awards SP or star points for each battle won.
If you go to the main menu and click on Set Skills you can level up your skills by spending star points (SP). Make sure and spend these points for each character because once you reach 999 your character cannot earn any more star points.
Equipping Class Emblems
As you find Class Emblems they can give each of your playable characters their own unique set of Active Skills. But these skills are not locked to a player’s class and these skills can be used on any character as long as the Class Emblem is equipped, adding a whole new level of depth to your gameplay.
Below is a full list of Active Skills in Chained Echoes. This list includes Sky Armor skills and Class Emblem Skills.
Chained Echoes Skill List
SkillName | Description | TP Cost | Level | Character |
---|---|---|---|---|
Cross Slash | A physical multi-hit attack (0.7x per hit) (one). | 30 | 1 | Glenn |
Cross Slash | A physical multi-hit attack (0.7x per hit) (one). | 20 | 2 | Glenn |
Cross Slash | A physical multi-hit attack (0.8x per hit) (one). | 20 | 3 | Glenn |
Fire Strike | A physical fire attack dealing 1.8x damage (one). | 35 | 1 | Glenn |
Fire Strike | A physical fire attack dealing 1.9x damage (one). | 35 | 2 | Glenn |
Fire Strike | A physical fire attack dealing 2x damage (one). | 35 | 3 | Glenn |
Lend Energy | Restores 50 amount of TP (one). | 50 | 1 | Glenn |
Lend Energy | Restores 60 amount of TP (one). | 50 | 2 | Glenn |
Lend Energy | Restores 70 amount of TP (one). | 50 | 3 | Glenn |
Decoy | Raises chance to be attacked by an enemy (one). | 30 | 1 | Glenn |
Decoy | Raises chance to be attacked by an enemy (one). | 30 | 2 | Glenn |
Decoy | Raises chance to be attacked by an enemy (one). | 30 | 3 | Glenn |
Cheer | Raises Overdrive by 20. | 20 | 1 | Glenn |
Cheer | Raises Overdrive by 25. | 20 | 2 | Glenn |
Cheer | Raises Overdrive by 30. | 20 | 3 | Glenn |
Oil Slash | Inflicts Oil for 2 turns (one). | 20 | 1 | Glenn |
Oil Slash | Inflicts Oil for 3 turns (one). | 20 | 2 | Glenn |
Oil Slash | Inflicts Oil for 3 turns (one). | 10 | 3 | Glenn |
Arms Break | Lowers target's attack and magic by 15% for 3 turn(s) (one). | 25 | 1 | Glenn |
Arms Break | Lowers target's attack and magic by 17% for 3 turn(s) (one). | 25 | 2 | Glenn |
Arms Break | Lowers target's attack and magic by 20% for 5 turn(s) (one). | 25 | 3 | Glenn |
Water Strike | A physical water attack dealing 1.8x damage (one). | 35 | 1 | Glenn |
Water Strike | A physical water attack dealing 1.9x damage (one). | 35 | 2 | Glenn |
Water Strike | A physical water attack dealing 2x damage (one). | 35 | 3 | Glenn |
Armor Break | Lowers target's defense and mind by 15% for 3 turn(s) (one). | 25 | 1 | Glenn |
Armor Break | Lowers target's defense and mind by 17% for 3 turn(s) (one). | 25 | 2 | Glenn |
Armor Break | Lowers target's defense and mind by 20% for 5 turn(s) (one). | 25 | 3 | Glenn |
All Break | Lowers target's attack, magic, defense and mind by 10% for 3 turn(s) (one). | 25 | 1 | Glenn |
All Break | Lowers target's attack, magic, defense and mind by 15% for 3 turn(s) (one). | 25 | 2 | Glenn |
All Break | Lowers target's attack, magic, defense and mind by 15% for 5 turn(s) (one). | 25 | 3 | Glenn |
Restrain | Lowers Overdrive by 15. | 20 | 1 | Glenn |
Restrain | Lowers Overdrive by 17. | 20 | 2 | Glenn |
Restrain | Lowers Overdrive by 20. | 20 | 3 | Glenn |
Defense Stance | Raises defense and mind by 15%, lowers attack and magic by 15% (self). | 15 | 1 | Glenn |
Defense Stance | Raises defense and mind by 20%, lowers attack and magic by 20% (self). | 15 | 2 | Glenn |
Defense Stance | Raises defense and mind by 25%, lowers attack and magic by 20% (self). | 15 | 3 | Glenn |
Attack Stance | Raises attack and magic by 15%, lowers defense and mind by 15% (self). | 15 | 1 | Glenn |
Attack Stance | Raises attack and magic by 20%, lowers defense and mind by 20% (self). | 15 | 2 | Glenn |
Attack Stance | Raises attack and magic by 25%, lowers defense and mind by 20% (self). | 15 | 3 | Glenn |
Whirlwind Slash | A physical attack dealing 1.1x damage per hit (all). | 35 | 1 | Glenn |
Whirlwind Slash | A physical attack dealing 1.2x damage per hit (all). | 30 | 2 | Glenn |
Whirlwind Slash | A physical attack dealing 1.3x damage per hit (all). | 30 | 3 | Glenn |
Earth Strike | A physical earth attack dealing 1.8x damage (one). | 35 | 1 | Glenn |
Earth Strike | A physical earth attack dealing 1.9x damage (one). | 35 | 2 | Glenn |
Earth Strike | A physical earth attack dealing 2x damage (one). | 35 | 3 | Glenn |
Wind Strike | A physical wind attack dealing 1.8x damage (one). | 35 | 1 | Glenn |
Wind Strike | A physical wind attack dealing 1.9x damage (one). | 35 | 2 | Glenn |
Wind Strike | A physical wind attack dealing 2x damage (one). | 35 | 3 | Glenn |
Water Thrust | A magical water attack dealing 1.8x damage (one). | 30 | 1 | Glenn |
Water Thrust | A magical water attack dealing 1.9x damage (one). | 30 | 2 | Lenne |
Water Thrust | A magical water attack dealing 2x damage (one). | 30 | 3 | Lenne |
Water Jump | A magical water attack dealing 1x damage per hit (all). | 35 | 1 | Lenne |
Water Jump | A magical water attack dealing 1.1x damage per hit (all). | 35 | 2 | Lenne |
Water Jump | A magical water attack dealing 1.3x damage per hit (all). | 35 | 3 | Lenne |
Fire Thrust | A magical fire attack dealing 1.8x damage (one). | 30 | 1 | Lenne |
Fire Thrust | A magical fire attack dealing 1.9x damage (one). | 30 | 2 | Lenne |
Fire Thrust | A magical fire attack dealing 2x damage (one). | 30 | 3 | Lenne |
Fire Jump | A magical fire attack dealing 1x damage per hit (all). | 35 | 1 | Lenne |
Fire Jump | A magical fire attack dealing 1.1x damage per hit (all). | 35 | 2 | Lenne |
Fire Jump | A magical fire attack dealing 1.3x damage per hit (all). | 35 | 3 | Lenne |
Wind Thrust | A magical wind attack dealing 1.8x damage (one). | 30 | 1 | Lenne |
Wind Thrust | A magical wind attack dealing 1.9x damage (one). | 30 | 2 | Lenne |
Wind Thrust | A magical wind attack dealing 2x damage (one). | 30 | 3 | Lenne |
Wind Jump | A magical wind attack dealing 1x damage per hit (all). | 35 | 1 | Lenne |
Wind Jump | A magical wind attack dealing 1.1x damage per hit (all). | 35 | 2 | Lenne |
Wind Jump | A magical wind attack dealing 1.3x damage per hit (all). | 35 | 3 | Lenne |
Third Eye | Raises damage of next move by 125% but lowers user's defense and mind by 25% until then (self). | 20 | 1 | Lenne |
Third Eye | Raises damage of next move by 135% but lowers user's defense and mind by 25% until then (self). | 20 | 2 | Lenne |
Third Eye | Raises damage of next move by 150% but lowers user's defense and mind by 25% until then (self). | 20 | 3 | Lenne |
Elemental Pact | Consumes all TP. Next 3 magical attacks do 100% more damage (self). | 0 | 1 | Lenne |
Elemental Pact | Consumes all TP. Next 3 magical attacks do 125% more damage (self). | 0 | 2 | Lenne |
Elemental Pact | Consumes all TP. Next 3 magical attacks do 150% more damage (self). | 0 | 3 | Lenne |
Spear Rush | 3 – 6 physical attacks dealing 0.6x damage (one). | 25 | 1 | Lenne |
Spear Rush | 3 – 7 physical attacks dealing 0.6x damage (one). | 25 | 2 | Lenne |
Spear Rush | 4 – 7 physical attacks dealing 0.6x damage (one). | 25 | 3 | Lenne |
All is One | Restores user's TP by 80 (self). | 5 | 1 | Lenne |
All is One | Restores user's TP by 90 (self). | 5 | 2 | Lenne |
All is One | Restores user's TP by 100 (self). | 5 | 3 | Lenne |
Weakness Pierce | A physical attack dealing 1x damage. Deals 2x damage if enemy is inflicted with Poison/Toxic (one). | 20 | 1 | Lenne |
Weakness Pierce | A physical attack dealing 1x damage. Deals 2.3x damage if enemy is inflicted with Poison/Toxic (one). | 20 | 2 | Lenne |
Weakness Pierce | A physical attack dealing 1x damage. Deals 2.6x damage if enemy is inflicted with Poison/Toxic (one). | 20 | 3 | Lenne |
Water Coat | Adds water element to physical attack for 5 turns (all). | 25 | 1 | Lenne |
Water Coat | Adds water element to physical attack for 6 turns (all). | 25 | 2 | Lenne |
Water Coat | Adds water element to physical attack for 6 turns (all). | 20 | 3 | Lenne |
Fire Coat | Adds fire element to physical attack for 5 turns (all). | 25 | 1 | Lenne |
Fire Coat | Adds fire element to physical attack for 6 turns (all). | 25 | 2 | Lenne |
Fire Coat | Adds fire element to physical attack for 6 turns (all). | 20 | 3 | Lenne |
Cleanse | Removes target's buffs (one). | 25 | 1 | Lenne |
Cleanse | Removes target's buffs (one). | 20 | 2 | Lenne |
Cleanse | Removes target's buffs (one). | 15 | 3 | Lenne |
Wind Coat | Adds wind element to physical attack for 5 turns (all). | 25 | 1 | Lenne |
Wind Coat | Adds wind element to physical attack for 6 turns (all). | 25 | 2 | Lenne |
Wind Coat | Adds wind element to physical attack for 6 turns (all). | 20 | 3 | Lenne |
Heaven's Tear | Magical attack with the element the target is weakest against. Deals 1.7x damage (one). | 30 | 1 | Lenne |
Heaven's Tear | Magical attack with the element the target is weakest against. Deals 1.9x damage (one). | 30 | 2 | Lenne |
Heaven's Tear | Magical attack with the element the target is weakest against. Deals 2x damage (one). | 30 | 3 | Lenne |
Poison Shot | Inflicts Poison with a potency of 0.8 for 5 turn(s). Can't be resisted (one). | 20 | 1 | Robb |
Poison Shot | Inflicts Poison with a potency of 1.1 for 5 turn(s). Can't be resisted (one). | 20 | 2 | Robb |
Poison Shot | Inflicts Poison with a potency of 1.5 for 6 turn(s). Can't be resisted (one). | 20 | 3 | Robb |
Toxic Shot | Inflicts Toxic with a potency of 1 for 3 turn(s). Can't be resisted (one). | 25 | 1 | Robb |
Toxic Shot | Inflicts Toxic with a potency of 1.4 for 5 turn(s). Can't be resisted (one). | 25 | 2 | Robb |
Toxic Shot | Inflicts Toxic with a potency of 1.8 for 6 turn(s). Can't be resisted (one). | 25 | 3 | Robb |
Pandemic | Spreads target's Poison/Toxic to all enemies for 2 turn(s) (one). | 30 | 1 | Robb |
Pandemic | Spreads target's Poison/Toxic to all enemies for 2 turn(s) (one). | 25 | 2 | Robb |
Pandemic | Spreads target's Poison/Toxic to all enemies for 2 turn(s) (one). | 20 | 3 | Robb |
Naturopathy | Heals Poison and Paralyze (all). | 30 | 1 | Robb |
Naturopathy | Heals Poison and Paralyze (all). | 25 | 2 | Robb |
Naturopathy | Heals Poison and Paralyze (all). | 20 | 3 | Robb |
Herbal Medicine | Cures all status ailments (one). | 25 | 1 | Robb |
Herbal Medicine | Cures all status ailments (one). | 20 | 2 | Robb |
Herbal Medicine | Cures all status ailments (one). | 15 | 3 | Robb |
Nature's Mirror | Grants a random stat buff of 5% to all for every target's debuffs and ailments for 2 turn(s) (one). Once per battle. | 40 | 1 | Robb |
Nature's Mirror | Grants a random stat buff of 7% to all for every target's debuffs and ailments for 2 turn(s) (one). Once per battle. | 35 | 2 | Robb |
Nature's Mirror | Grants a random stat buff of 10% to all for every target's debuffs and ailments for 2 turn(s) (one). Once per battle. | 30 | 3 | Robb |
Barrage | A physical attack dealing 1x damage (all). | 35 | 1 | Robb |
Barrage | A physical attack dealing 1.1x damage (all). | 35 | 2 | Robb |
Barrage | A physical attack dealing 1.3x damage (all). | 35 | 3 | Robb |
Sleep Powder | Inflicts Sleep for 2 turn(s) (one). | 20 | 1 | Robb |
Sleep Powder | Inflicts Sleep for 3 turn(s) (one). | 20 | 2 | Robb |
Sleep Powder | Inflicts Sleep for 4 turn(s) (one). | 20 | 3 | Robb |
Explosion Trap | Inflicts 2.5x physical damage to an enemy who attacks the target (one). | 30 | 1 | Robb |
Explosion Trap | Inflicts 2.5x physical damage to an enemy who attacks the target (one). | 25 | 2 | Robb |
Explosion Trap | Inflicts 3x physical damage to an enemy who attacks the target (one). | 25 | 3 | Robb |
Power Shot | A physical attack dealing 1.8x damage (one). | 30 | 1 | Robb |
Power Shot | A physical attack dealing 2x damage (one). | 30 | 2 | Robb |
Power Shot | A physical attack dealing 2.2x damage (one). | 30 | 3 | Robb |
Throat Cut | Inflicts Silence for 1 turn(s) (one). | 50 | 1 | Robb |
Throat Cut | Inflicts Silence for 1 turn(s) (one). | 40 | 2 | Robb |
Throat Cut | Inflicts Silence for 1 turn(s) (one). | 30 | 3 | Robb |
Charging | Charges attack to deal 125% more damage on next turn (self). | 10 | 1 | Robb |
Charging | Charges attack to deal 150% more damage on next turn (self). | 10 | 2 | Robb |
Charging | Charges attack to deal 175% more damage on next turn (self). | 10 | 3 | Robb |
Ailment Trap | Inflicts 1 random irresistible ailment(s) to an enemy who attacks the target for 3 turn(s) (one). | 30 | 1 | Robb |
Ailment Trap | Inflicts 2 random irresistible ailment(s) to an enemy who attacks the target for 3 turn(s) (one). | 30 | 2 | Robb |
Ailment Trap | Inflicts 3 random irresistible ailment(s) to an enemy who attacks the target for 3 turn(s) (one). | 30 | 3 | Robb |
Leg Shot | Lowers target's agility by 20% for 5 turn(s) (one). | 40 | 1 | Robb |
Leg Shot | Lowers target's agility by 22% for 5 turn(s) (one). | 35 | 2 | Robb |
Leg Shot | Lowers target's agility by 25% for 5 turn(s) (one). | 30 | 3 | Robb |
Paralyze Shot | Inflicts Paralyze for 2 turn(s) (one). | 40 | 1 | Robb |
Paralyze Shot | Inflicts Paralyze for 2 turn(s) (one). | 35 | 2 | Robb |
Paralyze Shot | Inflicts Paralyze for 3 turn(s) (one). | 30 | 3 | Robb |
Soul Parasite | Reduces target's weakness against all elements by 10% for 3 turn(s) (one). | 30 | 1 | Robb |
Soul Parasite | Reduces target's weakness against all elements by 15% for 3 turn(s) (one). | 30 | 2 | Robb |
Soul Parasite | Reduces target's weakness against all elements by 20% for 3 turn(s) (one). | 30 | 3 | Robb |
Basso Profondo | Inflicts Dry for 2 turn(s) (all). | 20 | 1 | Victor |
Basso Profondo | Inflicts Dry for 3 turn(s) (all). | 20 | 2 | Victor |
Basso Profondo | Inflicts Dry for 3 turn(s) (all). | 15 | 3 | Victor |
Valor Minuet | Grants TP regen with a potency of 5 for 5 turn(s) (all). | 20 | 1 | Victor |
Valor Minuet | Grants TP regen with a potency of 5 for 6 turn(s) (all). | 20 | 2 | Victor |
Valor Minuet | Grants TP regen with a potency of 8 for 6 turn(s) (all). | 20 | 3 | Victor |
Ballad of the Wind | A magical wind attack dealing 0.8x damage (all). | 30 | 1 | Victor |
Ballad of the Wind | A magical wind attack dealing 1x damage (all). | 30 | 2 | Victor |
Ballad of the Wind | A magical wind attack dealing 1.2x damage (all). | 30 | 3 | Victor |
Ballad of the Earth | A magical earth attack dealing 0.8x damage (all). | 10 | 1 | Victor |
Ballad of the Earth | A magical earth attack dealing 1x damage (all). | 10 | 2 | Victor |
Ballad of the Earth | A magical earth attack dealing 1.2x damage (all). | 10 | 3 | Victor |
Efreet's Song | Lowers target's fire and water resistance by 25% for 4 turn(s) (all). | 25 | 1 | Victor |
Efreet's Song | Lowers target's fire and water resistance by 25% for 5 turn(s) (all). | 25 | 2 | Victor |
Efreet's Song | Lowers target's fire and water resistance by 35% for 5 turn(s) (all). | 25 | 3 | Victor |
A Sylph's Tale | Lowers target's wind and earth resistance by 25% for 4 turn(s) (all). | 25 | 1 | Victor |
A Sylph's Tale | Lowers target's wind and earth resistance by 25% for 5 turn(s) (all). | 25 | 2 | Victor |
A Sylph's Tale | Lowers target's wind and earth resistance by 35% for 5 turn(s) (all). | 25 | 3 | Victor |
Bee Sting | A physical 3-hit attack dealing 0.6x damage per hit. Inflicts Paralyze for 2 turn(s) (one). | 25 | 1 | Victor |
Bee Sting | A physical 3-hit attack dealing 0.7x damage per hit. Inflicts Paralyze for 3 turn(s) (one). | 25 | 2 | Victor |
Bee Sting | A physical 3-hit attack dealing 0.8x damage per hit. Inflicts Paralyze for 3 turn(s) (one). | 20 | 3 | Victor |
Poetic March | Grants Offensive Buff. Increases attack and magic by 10% for 5 turn(s) (all). | 25 | 1 | Victor |
Poetic March | Grants Offensive Buff. Increases attack and magic by 12% for 8 turn(s) (all). | 25 | 2 | Victor |
Poetic March | Grants Offensive Buff. Increases attack and magic by 14% for 8 turn(s) (all). | 25 | 3 | Victor |
Requiem | Grants Defensive Buff. Increases defense and mind by 10% for 5 turn(s) (all). | 25 | 1 | Victor |
Requiem | Grants Defensive Buff. Increases defense and mind by 12% for 8 turn(s) (all). | 25 | 2 | Victor |
Requiem | Grants Defensive Buff. Increases defense and mind by 14% for 8 turn(s) (all). | 25 | 3 | Victor |
Encore | 25% chance to extend target's debuffs by 1 turn(s) (all). | 25 | 1 | Victor |
Encore | 30% chance to extend target's debuffs by 1 turn(s) (all). | 25 | 2 | Victor |
Encore | 35% chance to extend target's debuffs by 1 turn(s) (all). | 25 | 3 | Victor |
Healing Hymn | Grants HP regen with a potency of 0.2% for 5 turn(s) (all). | 35 | 1 | Victor |
Healing Hymn | Grants HP regen with a potency of 0.3% for 5 turn(s) (all). | 35 | 2 | Victor |
Healing Hymn | Grants HP regen with a potency of 0.4% for 8 turn(s) (all). | 35 | 3 | Victor |
Shielding Mazurka | Grants HP absorb shield. Absorbs damage with a potency of 0.2 for 2 turn(s) (all). | 40 | 1 | Victor |
Shielding Mazurka | Grants HP absorb shield. Absorbs damage with a potency of 0.2 for 3 turn(s) (all). | 40 | 2 | Victor |
Shielding Mazurka | Grants HP absorb shield. Absorbs damage with a potency of 0.3 for 3 turn(s) (all). | 40 | 3 | Victor |
Earth Drums | A magical earth attack dealing 1.8x damage (one). | 25 | 1 | Victor |
Earth Drums | A magical earth attack dealing 2x damage (one). | 25 | 2 | Victor |
Earth Drums | A magical earth attack dealing 2.2x damage (one). | 25 | 3 | Victor |
Pressure Point | A magical wind attack dealing 1.8x damage (one). | 25 | 1 | Victor |
Pressure Point | A magical wind attack dealing 2x damage (one). | 25 | 2 | Victor |
Pressure Point | A magical wind attack dealing 2.2x damage (one). | 25 | 3 | Victor |
Meditation Song | Cures all status ailments (one). | 30 | 1 | Victor |
Meditation Song | Cures all status ailments (one). | 25 | 2 | Victor |
Meditation Song | Cures all status ailments (one). | 20 | 3 | Victor |
Heroic Ode | Raises attack, magic, defense, mind, agility and crit chance by 10% for 5 turn(s) (all). | 40 | 1 | Victor |
Heroic Ode | Raises attack, magic, defense, mind, agility and crit chance by 12% for 5 turn(s) (all). | 40 | 2 | Victor |
Heroic Ode | Raises attack, magic, defense, mind, agility and crit chance by 15% for 5 turn(s) (all). | 40 | 3 | Victor |
Heal | Heals target with a potency of 1 (one). | 30 | 1 | Amalia |
Heal | Heals target with a potency of 1.2 (one). | 30 | 2 | Amalia |
Heal | Heals target with a potency of 1.5 (one). | 30 | 3 | Amalia |
Heal All | Heals targets with a potency of 0.4 (all). | 40 | 1 | Amalia |
Heal All | Heals targets with a potency of 0.5 (all). | 40 | 2 | Amalia |
Heal All | Heals targets with a potency of 0.6 (all). | 40 | 3 | Amalia |
Raise | Revives target with 50% of max HP (one). | 25 | 1 | Amalia |
Raise | Revives target with 75% of max HP (one). | 25 | 2 | Amalia |
Raise | Revives target with 100% of max HP (one). | 25 | 3 | Amalia |
Revival | Grants Reraise for 3 turn(s), which revives target with 10% of max HP (one). | 40 | 1 | Amalia |
Revival | Grants Reraise for 5 turn(s), which revives target with 25% of max HP (one). | 40 | 2 | Amalia |
Revival | Grants Reraise for 7 turn(s), which revives target with 50% of max HP (one). | 40 | 3 | Amalia |
Channel Energy | Skills costs no TP for 2 turn(s) (self). | 30 | 1 | Amalia |
Channel Energy | Skills costs no TP for 3 turn(s) (self). | 30 | 2 | Amalia |
Channel Energy | Skills costs no TP for 3 turn(s) (self). | 20 | 3 | Amalia |
Shield | Reduces physical damage taken by 15% for 5 turn(s) (all). | 40 | 1 | Amalia |
Shield | Reduces physical damage taken by 15% for 7 turn(s) (all). | 40 | 2 | Amalia |
Shield | Reduces physical damage taken by 15% for 7 turn(s) (all). | 35 | 3 | Amalia |
Aura | Reduces magical damage taken by 15% for 5 turn(s) (all). | 40 | 1 | Amalia |
Aura | Reduces magical damage taken by 15% for 7 turn(s) (all). | 40 | 2 | Amalia |
Aura | Reduces magical damage taken by 15% for 7 turn(s) (all). | 35 | 3 | Amalia |
Concentration | Regenerates 80 TP (self). | 20 | 1 | Amalia |
Concentration | Regenerates 90 TP (self). | 10 | 2 | Amalia |
Concentration | Regenerates 100 TP (self). | 10 | 3 | Amalia |
All Cure | Cures all status ailments (one). | 40 | 1 | Amalia |
All Cure | Cures all status ailments (one). | 30 | 2 | Amalia |
All Cure | Cures all status ailments (one). | 25 | 3 | Amalia |
Raise All | Revives targets with 10% of max HP (all). | 60 | 1 | Amalia |
Raise All | Revives targets with 25% of max HP (all). | 55 | 2 | Amalia |
Raise All | Revives targets with 50% of max HP (all). | 50 | 3 | Amalia |
Medical Water | Inflicts Wet for 2 turn(s) (all). | 20 | 1 | Amalia |
Medical Water | Inflicts Wet for 3 turn(s) (all). | 20 | 2 | Amalia |
Medical Water | Inflicts Wet for 4 turn(s) (all). | 20 | 3 | Amalia |
Cres Transform | Transforms Cres and raises his powers (self). | 40 | 1 | Amalia |
Cres Transform | Transforms Cres and raises his powers (self). | 35 | 2 | Amalia |
Cres Transform | Transforms Cres and raises his powers (self). | 30 | 3 | Amalia |
Cres Command | Commands Cres to switch between healing or attack mode. | 30 | 1 | Amalia |
Cres Command | Commands Cres to switch between healing or attack mode. | 20 | 2 | Amalia |
Cres Command | Commands Cres to switch between healing or attack mode. | 10 | 3 | Amalia |
Risky Heal | Heals targets with a potency of 0.8 (all) but is unable to act next turn. | 60 | 1 | Amalia |
Risky Heal | Heals targets with a potency of 0.9 (all) but is unable to act next turn. | 55 | 2 | Amalia |
Risky Heal | Heals targets with a potency of 1 (all) but is unable to act next turn. | 50 | 3 | Amalia |
Multi-Shot | A physical attack dealing 0.9x damage per hit (all). | 30 | 1 | Amalia |
Multi-Shot | A physical attack dealing 1x damage per hit (all). | 30 | 2 | Amalia |
Multi-Shot | A physical attack dealing 1.1x damage per hit (all). | 20 | 3 | Amalia |
Piercing Shot | A physical attack dealing 1.5x damage (one). | 30 | 1 | Amalia |
Piercing Shot | A physical attack dealing 1.7x damage (one). | 30 | 2 | Amalia |
Piercing Shot | A physical attack dealing 2x damage (one). | 30 | 3 | Amalia |
Berserker | Grants Berserk for 4 turn(s). User deals 1.5x and receives 1.5x damage. TP costs are reduced (self). | 20 | 1 | Ba'thraz |
Berserker | Grants Berserk for 5 turn(s). User deals 1.5x and receives 1.5x damage. TP costs are reduced (self). | 20 | 2 | Ba'thraz |
Berserker | Grants Berserk for 6 turn(s). User deals 1.5x and receives 1.5x damage. TP costs are reduced (self). | 20 | 3 | Ba'thraz |
Fallen Restoration | Inflicts debuff for 2 turn(s) (one). When enemy dies with this debuff** user's TP is fully restored. | 10 | 1 | Ba'thraz |
Fallen Restoration | Inflicts debuff for 3 turn(s) (one). When enemy dies with this debuff** user's TP is fully restored. | 10 | 2 | Ba'thraz |
Fallen Restoration | Inflicts debuff for 4 turn(s) (one). When enemy dies with this debuff** user's TP is fully restored. | 10 | 3 | Ba'thraz |
Metal Axe | A physical attack dealing 1.1x damage (all). Grants 1x Summon. | 35 | 1 | Ba'thraz |
Metal Axe | A physical attack dealing 1.3x damage (all). Grants 1x Summon. | 35 | 2 | Ba'thraz |
Metal Axe | A physical attack dealing 1.5x damage (all). Grants 1x Summon. | 35 | 3 | Ba'thraz |
Light Sword | A magical light attack dealing 1.7x damage (one). Grants 1x Summon. | 35 | 1 | Ba'thraz |
Light Sword | A magical light attack dealing 1.8x damage (one). Grants 1x Summon. | 35 | 2 | Ba'thraz |
Light Sword | A magical light attack dealing 1.9x damage (one). Grants 1x Summon. | 35 | 3 | Ba'thraz |
Metal Dagger | A physical attack dealing 2.2x damage (one). Grants 1x Summon. | 30 | 1 | Ba'thraz |
Metal Dagger | A physical attack dealing 2.3x damage (one). Grants 1x Summon. | 30 | 2 | Ba'thraz |
Metal Dagger | A physical attack dealing 2.5x damage (one). Grants 1x Summon. | 30 | 3 | Ba'thraz |
Light Claymore | A magical light attack dealing 1x damage (all). Grants 1x Summon. | 40 | 1 | Ba'thraz |
Light Claymore | A magical light attack dealing 1.1x damage (all). Grants 1x Summon. | 40 | 2 | Ba'thraz |
Light Claymore | A magical light attack dealing 1.3x damage (all). Grants 1x Summon. | 40 | 3 | Ba'thraz |
Dark Spear | A magical dark attack dealing 1.7x damage (one). Grants 1x Summon. | 35 | 1 | Ba'thraz |
Dark Spear | A magical dark attack dealing 1.8x damage (one). Grants 1x Summon. | 35 | 2 | Ba'thraz |
Dark Spear | A magical dark attack dealing 1.9x damage (one). Grants 1x Summon. | 35 | 3 | Ba'thraz |
Dark Scythe | A magical dark attack dealing 1x damage (all). Grants 1x Summon. | 40 | 1 | Ba'thraz |
Dark Scythe | A magical dark attack dealing 1.1x damage (all). Grants 1x Summon. | 40 | 2 | Ba'thraz |
Dark Scythe | A magical dark attack dealing 1.3x damage (all). Grants 1x Summon. | 40 | 3 | Ba'thraz |
Revenge | A physical attack dealing damage based on user's current HP and a potency of 1 (one). | 25 | 1 | Ba'thraz |
Revenge | A physical attack dealing damage based on user's current HP and a potency of 1.5 (one). | 25 | 2 | Ba'thraz |
Revenge | A physical attack dealing damage based on user's current HP and a potency of 2 (one). | 25 | 3 | Ba'thraz |
Summoned Attack | A magical neutral attack dealing damage based on number of summons (all). | 40 | 1 | Ba'thraz |
Summoned Attack | A magical neutral attack dealing damage based on number of summons (all). | 35 | 2 | Ba'thraz |
Summoned Attack | A magical neutral attack dealing damage based on number of summons (all). | 30 | 3 | Ba'thraz |
Summoned Ether | Restores TP by an amount based on number of summons times 15 (all). | 20 | 1 | Ba'thraz |
Summoned Ether | Restores TP by an amount based on number of summons times 20 (all). | 20 | 2 | Ba'thraz |
Summoned Ether | Restores TP by an amount based on number of summons times 25 (all). | 20 | 3 | Ba'thraz |
Heaven or Hell | Raises damage dealt by 2.5x. User dies after 3 turns (self). | 30 | 1 | Ba'thraz |
Heaven or Hell | Raises damage dealt by 2.7x. User dies after 3 turns (self). | 30 | 2 | Ba'thraz |
Heaven or Hell | Raises damage dealt by 3x. User dies after 3 turns (self). | 30 | 3 | Ba'thraz |
Draw Iron | Inflicts Heavy for 1 turn(s) (all). | 20 | 1 | Ba'thraz |
Draw Iron | Inflicts Heavy for 2 turn(s) (all). | 20 | 2 | Ba'thraz |
Draw Iron | Inflicts Heavy for 3 turn(s) (all). | 20 | 3 | Ba'thraz |
Summoned Heal | Restores HP by an amount based on number of summons times 50 (all). | 40 | 1 | Ba'thraz |
Summoned Heal | Restores HP by an amount based on number of summons times 60 (all). | 40 | 2 | Ba'thraz |
Summoned Heal | Restores HP by an amount based on number of summons times 70 (all). | 40 | 3 | Ba'thraz |
Elemental Orbs | Increases elemental resistance by 25 for 5 turn(s) (all). | 30 | 1 | Ba'thraz |
Elemental Orbs | Increases elemental resistance by 30 for 5 turn(s) (all). | 30 | 2 | Ba'thraz |
Elemental Orbs | Increases elemental resistance by 30 for 8 turn(s) (all). | 30 | 3 | Ba'thraz |
Dispel | Removes target's buffs (one). | 25 | 1 | Egyl |
Dispel | Removes target's buffs (one). | 20 | 2 | Egyl |
Dispel | Removes target's buffs (one). | 15 | 3 | Egyl |
Attention! | Raises Hate on all enemies (all). | 30 | 1 | Egyl |
Attention! | Raises Hate on all enemies (all). | 20 | 2 | Egyl |
Attention! | Raises Hate on all enemies (all). | 15 | 3 | Egyl |
Phoenix Rise | Unloads all ammo, dealing magical fire damage and healing user (all). | 40 | 1 | Egyl |
Phoenix Rise | Unloads all ammo, dealing magical fire damage and healing user (all). | 35 | 2 | Egyl |
Phoenix Rise | Unloads all ammo, dealing magical fire damage and healing user (all). | 30 | 3 | Egyl |
Shield All | 75% chance to take allies' physical damage until next turn and mitigate it by 15% (self). | 40 | 1 | Egyl |
Shield All | 75% chance to take allies' physical damage until next turn and mitigate it by 20% (self). | 35 | 2 | Egyl |
Shield All | 75% chance to take allies' physical damage until next turn and mitigate it by 25% (self). | 35 | 3 | Egyl |
Luring Bang | Grants Lure (100% being targeted) for one turn (self). | 40 | 1 | Egyl |
Luring Bang | Grants Lure (100% being targeted) for one turn (self). | 35 | 2 | Egyl |
Luring Bang | Grants Lure (100% being targeted) for one turn (self). | 30 | 3 | Egyl |
Cover | Takes damage for the target for 2 turn(s) and mitigate it by 15% (one). | 30 | 1 | Egyl |
Cover | Takes damage for the target for 3 turn(s) and mitigate it by 15% (one). | 30 | 2 | Egyl |
Cover | Takes damage for the target for 3 turn(s) and mitigate it by 15% (one). | 25 | 3 | Egyl |
Shield Stance | Raises defense by 15% for 5 turn(s) (self) . | 35 | 1 | Egyl |
Shield Stance | Raises defense by 25% for 5 turn(s) (self) . | 25 | 2 | Egyl |
Shield Stance | Raises defense by 35% for 5 turn(s) (self) . | 20 | 3 | Egyl |
First Aid | Fully restores HP (self). | 40 | 1 | Egyl |
First Aid | Fully restores HP (self). | 30 | 2 | Egyl |
First Aid | Fully restores HP (self). | 25 | 3 | Egyl |
Load Gunspear | Physical attacks deal 25% more damage for 6 hits and produce more hate (self). | 40 | 1 | Egyl |
Load Gunspear | Physical attacks deal 25% more damage for 6 hits and produce more hate (self). | 35 | 2 | Egyl |
Load Gunspear | Physical attacks deal 25% more damage for 6 hits and produce more hate (self). | 30 | 3 | Egyl |
Stab | A physical attack dealing 1.8x damage (one). | 10 | 1 | Egyl |
Stab | A physical attack dealing 1.9x damage (one). | 10 | 2 | Egyl |
Stab | A physical attack dealing 2x damage (one). | 10 | 3 | Egyl |
Unload All | Unloads all ammo, dealing physical damage (one). | 40 | 1 | Egyl |
Unload All | Unloads all ammo, dealing physical damage (one). | 35 | 2 | Egyl |
Unload All | Unloads all ammo, dealing physical damage (one). | 30 | 3 | Egyl |
Disarm | Lowers target's attack by 20% for 3 turn(s) (one). | 25 | 1 | Egyl |
Disarm | Lowers target's attack by 25% for 3 turn(s) (one). | 25 | 2 | Egyl |
Disarm | Lowers target's attack by 25% for 5 turn(s) (one). | 25 | 3 | Egyl |
Self-Made Medicine | Cures all status ailments and raises resistance (self). | 35 | 1 | Egyl |
Self-Made Medicine | Cures all status ailments and raises resistance (self). | 30 | 2 | Egyl |
Self-Made Medicine | Cures all status ailments and raises resistance (self). | 25 | 3 | Egyl |
Comrades' Help | Using healing skills on user will heal 25% more HP for 9 turn(s) (self). | 35 | 1 | Egyl |
Comrades' Help | Using healing skills on user will heal 35% more HP for 9 turn(s) (self). | 30 | 2 | Egyl |
Comrades' Help | Using healing skills on user will heal 50% more HP for 9 turn(s) (self). | 20 | 3 | Egyl |
Iron Will | Until next turn, user will survive any damage with 1 HP (self). | 50 | 1 | Egyl |
Iron Will | Until next turn, user will survive any damage with 1 HP (self). | 40 | 2 | Egyl |
Iron Will | Until next turn, user will survive any damage with 1 HP (self). | 30 | 3 | Egyl |
Wind Gust | Inflicts Dry for 2 turn(s) (all). | 25 | 1 | Egyl |
Wind Gust | Inflicts Dry for 3 turn(s) (all). | 25 | 2 | Egyl |
Wind Gust | Inflicts Dry for 3 turn(s) (all). | 20 | 3 | Egyl |
Whirling Spear | A physical attack dealing 1.1x damage per hit (all). | 40 | 1 | Egyl |
Whirling Spear | A physical attack dealing 1.2x damage per hit (all). | 35 | 2 | Egyl |
Whirling Spear | A physical attack dealing 1.3x damage per hit (all). | 30 | 3 | Egyl |
Provoke | Draws target's Hate (one). | 25 | 1 | Sienna |
Provoke | Draws target's Hate (one). | 20 | 2 | Sienna |
Provoke | Draws target's Hate (one). | 15 | 3 | Sienna |
Shadowstep | Grants 2 dodges (self). Allows to evade physical attacks. | 40 | 1 | Sienna |
Shadowstep | Grants 2 dodges (self). Allows to evade physical attacks. | 35 | 2 | Sienna |
Shadowstep | Grants 2 dodges (self). Allows to evade physical attacks. | 30 | 3 | Sienna |
Blade Reflection | Inflicts Blind for 1 turn(s) (all). Once a battle. | 35 | 1 | Sienna |
Blade Reflection | Inflicts Blind for 1 turn(s) (all). Once a battle. | 30 | 2 | Sienna |
Blade Reflection | Inflicts Blind for 1 turn(s) (all). Once a battle. | 25 | 3 | Sienna |
Yoko Giri | A physical attack dealing 1.1x damage (all). Can trigger Petal Storm. | 40 | 1 | Sienna |
Yoko Giri | A physical attack dealing 1.2x damage (all). Can trigger Petal Storm. | 40 | 2 | Sienna |
Yoko Giri | A physical attack dealing 1.3x damage (all). Can trigger Petal Storm. | 40 | 3 | Sienna |
Kesa Giri | A physical attack dealing 1.8x damage (one). Can trigger Petal Storm. | 40 | 1 | Sienna |
Kesa Giri | A physical attack dealing 2x damage (one). Can trigger Petal Storm. | 40 | 2 | Sienna |
Kesa Giri | A physical attack dealing 2.2x damage (one). Can trigger Petal Storm. | 40 | 3 | Sienna |
Calm Water | Raises chance to evade an attack by 10% for 4 turn(s) (self). Chance scales off of user's agility. | 30 | 1 | Sienna |
Calm Water | Raises chance to evade an attack by 15% for 5 turn(s) (self). Chance scales off of user's agility. | 30 | 2 | Sienna |
Calm Water | Raises chance to evade an attack by 20% for 6 turn(s) (self). Chance scales off of user's agility. | 30 | 3 | Sienna |
Nukitsuke | Raises critical chance by 15% for 5 turn(s) (all). | 35 | 1 | Sienna |
Nukitsuke | Raises critical chance by 15% for 6 turn(s) (all). | 35 | 2 | Sienna |
Nukitsuke | Raises critical chance by 15% for 7 turn(s) (all). | 35 | 3 | Sienna |
Petal Storm | A physical attack dealing 3x damage (one). Needs to be activated by other skills. | 10 | 1 | Sienna |
Petal Storm | A physical attack dealing 3.2x damage (one). Needs to be activated by other skills. | 10 | 2 | Sienna |
Petal Storm | A physical attack dealing 3.4x damage (one). Needs to be activated by other skills. | 10 | 3 | Sienna |
X-Slash | Inflicts Bleeding for 5 turn(s) (one). Can trigger Petal Storm. | 20 | 1 | Sienna |
X-Slash | Inflicts Bleeding for 6 turn(s) (one). Can trigger Petal Storm. | 20 | 2 | Sienna |
X-Slash | Inflicts Bleeding for 7 turn(s) (one). Can trigger Petal Storm. | 20 | 3 | Sienna |
Windslash | Spreads target's Oil, Wet, Dry and Heavy to all enemies for 3 turn(s) (one). | 25 | 1 | Sienna |
Windslash | Spreads target's Oil, Wet, Dry and Heavy to all enemies for 4 turn(s) (one). | 20 | 2 | Sienna |
Windslash | Spreads target's Oil, Wet, Dry and Heavy to all enemies for 5 turn(s) (one). | 15 | 3 | Sienna |
Quickstep | Raises agility by 35% until being hit by an attack (self). | 20 | 1 | Sienna |
Quickstep | Raises agility by 50% until being hit by an attack (self). | 20 | 2 | Sienna |
Quickstep | Raises agility by 75% until being hit by an attack (self). | 20 | 3 | Sienna |
Dragonfang | 1-5 physical attacks dealing 0.8x damage (one). Amount scales with user's agility. | 30 | 1 | Sienna |
Dragonfang | 1-5 physical attacks dealing 1x damage (one). Amount scales with user's agility. | 30 | 2 | Sienna |
Dragonfang | 1-5 physical attacks dealing 1.2x damage (one). Amount scales with user's agility. | 30 | 3 | Sienna |
Lightning Rod | Blocks any magical damage until next turn (self). | 30 | 1 | Sienna |
Lightning Rod | Blocks any magical damage until next turn (self). | 25 | 2 | Sienna |
Lightning Rod | Blocks any magical damage until next turn (self). | 20 | 3 | Sienna |
Pilfer | Steals an item from target with 80% chance (one). | 20 | 1 | Sienna |
Pilfer | Steals an item from target with 90% chance (one). | 20 | 2 | Sienna |
Pilfer | Steals an item from target with 100% chance (one). | 20 | 3 | Sienna |
Counter Stance | Counters physical single target attacks for 5 turn(s) (self). | 35 | 1 | Sienna |
Counter Stance | Counters physical single target attacks for 6 turn(s) (self). | 35 | 2 | Sienna |
Counter Stance | Counters physical single target attacks for 7 turn(s) (self). | 35 | 3 | Sienna |
Iaijutsu | Physical attack dealing extra 3x damage on paralyzed targets (one). Can trigger Petal Storm. | 25 | 1 | Sienna |
Iaijutsu | Physical attack dealing extra 3.2x damage on paralyzed targets (one). Can trigger Petal Storm. | 25 | 2 | Sienna |
Iaijutsu | Physical attack dealing extra 3.4x damage on paralyzed targets (one). Can trigger Petal Storm. | 25 | 3 | Sienna |
Absolution | Summoned spirit uses its special. It vanishes afterwards (self). | 40 | 1 | Raphael |
Absolution | Summoned spirit uses its special. It vanishes afterwards (self). | 35 | 2 | Raphael |
Absolution | Summoned spirit uses its special. It vanishes afterwards (self). | 30 | 3 | Raphael |
Heavy Swing | A physical attack dealing 1.1x damage (all). | 40 | 1 | Raphael |
Heavy Swing | A physical attack dealing 1.2x damage (all). | 35 | 2 | Raphael |
Heavy Swing | A physical attack dealing 1.3x damage (all). | 30 | 3 | Raphael |
Holy Spirit | Summons a spirit into battle. Restores randomly 20 TP (self). | 50 | 1 | Raphael |
Holy Spirit | Summons a spirit into battle. Restores randomly 25 TP (self). | 40 | 2 | Raphael |
Holy Spirit | Summons a spirit into battle. Restores randomly 30 TP (self). | 30 | 3 | Raphael |
Celestial Light | A physical light attack dealing 1x damage (all). | 40 | 1 | Raphael |
Celestial Light | A physical light attack dealing 1.1x damage (all). | 35 | 2 | Raphael |
Celestial Light | A physical light attack dealing 1.2x damage (all). | 30 | 3 | Raphael |
Light Burst | A physical light attack dealing 1.8x damage (one). | 40 | 1 | Raphael |
Light Burst | A physical light attack dealing 1.9x damage (one). | 35 | 2 | Raphael |
Light Burst | A physical light attack dealing 2x damage (one). | 30 | 3 | Raphael |
Strong Believe | Raises mind by 25% for 5 turn(s) (self). | 30 | 1 | Raphael |
Strong Believe | Raises mind by 30% for 7 turn(s) (self). | 25 | 2 | Raphael |
Strong Believe | Raises mind by 35% for 10 turn(s) (self). | 20 | 3 | Raphael |
High Cross | Grants Lure (100% being targeted) for one turn (self). | 45 | 1 | Raphael |
High Cross | Grants Lure (100% being targeted) for one turn (self). | 40 | 2 | Raphael |
High Cross | Grants Lure (100% being targeted) for one turn (self). | 35 | 3 | Raphael |
Offensive Crush | Lowers target's attack and magic by 10% for 5 turn(s) (all). | 40 | 1 | Raphael |
Offensive Crush | Lowers target's attack and magic by 15% for 5 turn(s) (all). | 35 | 2 | Raphael |
Offensive Crush | Lowers target's attack and magic by 20% for 7 turn(s) (all). | 30 | 3 | Raphael |
Defensive Crush | Lowers target's defense and mind by 10% for 5 turn(s) (all). | 40 | 1 | Raphael |
Defensive Crush | Lowers target's defense and mind by 15% for 5 turn(s) (all). | 35 | 2 | Raphael |
Defensive Crush | Lowers target's defense and mind by 20% for 7 turn(s) (all). | 30 | 3 | Raphael |
Flash | Raises Hate on all enemies (all). | 35 | 1 | Raphael |
Flash | Raises Hate on all enemies (all). | 30 | 2 | Raphael |
Flash | Raises Hate on all enemies (all). | 25 | 3 | Raphael |
Stinger | 1-5 physical attacks dealing 0.8x damage (one). | 10 | 1 | Raphael |
Stinger | 1-5 physical attacks dealing 1x damage (one). | 10 | 2 | Raphael |
Stinger | 1-5 physical attacks dealing 1.2x damage (one). | 10 | 3 | Raphael |
Exorcise | Nullifies next magical damage (all).Once per battle. | 50 | 1 | Raphael |
Exorcise | Nullifies next magical damage (all).Once per battle. | 40 | 2 | Raphael |
Exorcise | Nullifies next magical damage (all).Once per battle. | 20 | 3 | Raphael |
Devilish Spirit | Summons a spirit into battle. Deals randomly 1 physical damage (self). | 50 | 1 | Raphael |
Devilish Spirit | Summons a spirit into battle. Deals randomly 1.1 physical damage (self). | 40 | 2 | Raphael |
Devilish Spirit | Summons a spirit into battle. Deals randomly 1.2 physical damage (self). | 30 | 3 | Raphael |
All-Out | A physical attack dealing 2.3x damage. All stats lowered next turn (one). | 30 | 1 | Raphael |
All-Out | A physical attack dealing 2.4x damage. All stats lowered next turn (one). | 25 | 2 | Raphael |
All-Out | A physical attack dealing 2.5x damage. All stats lowered next turn (one). | 20 | 3 | Raphael |
Soul Eater | Getting hit by magic regenerates 10 TP for 3 turn(s) (all). | 25 | 1 | Raphael |
Soul Eater | Getting hit by magic regenerates 10 TP for 4 turn(s) (all). | 20 | 2 | Raphael |
Soul Eater | Getting hit by magic regenerates 15 TP for 5 turn(s) (all). | 15 | 3 | Raphael |
Angelic Wings | 75% chance to take allies' magical damage until next turn and mitigate it by 15% (self). | 40 | 1 | Raphael |
Angelic Wings | 75% chance to take allies' magical damage until next turn and mitigate it by 20% (self). | 40 | 2 | Raphael |
Angelic Wings | 75% chance to take allies' magical damage until next turn and mitigate it by 25% (self). | 40 | 3 | Raphael |
Opener | When attacking a target that hasn't had a turn yet, attack deals 3x damage (one). | 10 | 1 | Micah |
Opener | When attacking a target that hasn't had a turn yet, attack deals 3.5x damage (one). | 10 | 2 | Micah |
Opener | When attacking a target that hasn't had a turn yet, attack deals 4x damage (one). | 10 | 3 | Micah |
Charging Revenge | Charges attack to deal 120% more damage on next turn (self). | 25 | 1 | Micah |
Charging Revenge | Charges attack to deal 130% more damage on next turn (self). | 25 | 2 | Micah |
Charging Revenge | Charges attack to deal 140% more damage on next turn (self). | 25 | 3 | Micah |
Final Blossom | A physical attack dealing 2.7x damage when used in Full Bloom (all). Otherwise 0.2x. | 40 | 1 | Micah |
Final Blossom | A physical attack dealing 2.9x damage when used in Full Bloom (all). Otherwise 0.2x. | 35 | 2 | Micah |
Final Blossom | A physical attack dealing 3.1x damage when used in Full Bloom (all). Otherwise 0.2x. | 35 | 3 | Micah |
Strength Dance | Grants Offensive Buff. Increases attack and magic by 10% for 5 turn(s) (all). | 25 | 1 | Micah |
Strength Dance | Grants Offensive Buff. Increases attack and magic by 12% for 8 turn(s) (all). | 25 | 2 | Micah |
Strength Dance | Grants Offensive Buff. Increases attack and magic by 14% for 8 turn(s) (all). | 25 | 3 | Micah |
Vigor Dance | Grants Defensive Buff. Increases defense and mind by 10% for 5 turn(s) (all). | 25 | 1 | Micah |
Vigor Dance | Grants Defensive Buff. Increases defense and mind by 12% for 8 turn(s) (all). | 25 | 2 | Micah |
Vigor Dance | Grants Defensive Buff. Increases defense and mind by 14% for 8 turn(s) (all). | 25 | 3 | Micah |
Double Steps | Increases agility by 30% for 5 turn(s) (all). | 30 | 1 | Micah |
Double Steps | Increases agility by 35% for 8 turn(s) (all). | 30 | 2 | Micah |
Double Steps | Increases agility by 40% for 8 turn(s) (all). | 30 | 3 | Micah |
Spinning Kick | A physical attack dealing 0.5x damage. Becomes stronger with consecutive use (up to 5 times) (one). | 20 | 1 | Micah |
Spinning Kick | A physical attack dealing 0.7x damage. Becomes stronger with consecutive use (up to 5 times) (one). | 20 | 2 | Micah |
Spinning Kick | A physical attack dealing 0.9x damage. Becomes stronger with consecutive use (up to 5 times) (one). | 20 | 3 | Micah |
Tiger Punch | A physical attack dealing 1.5x damage (one). | 30 | 1 | Micah |
Tiger Punch | A physical attack dealing 1.7x damage (one). | 30 | 2 | Micah |
Tiger Punch | A physical attack dealing 1.8x damage (one). | 30 | 3 | Micah |
Falling Dragon | A physical attack dealing 0.8x damage (all). | 40 | 1 | Micah |
Falling Dragon | A physical attack dealing 0.9x damage (all). | 40 | 2 | Micah |
Falling Dragon | A physical attack dealing 1x damage (all). | 40 | 3 | Micah |
Starfall | A physical attack consisting of 4 hits dealing 0.2x damage (one). | 50 | 1 | Micah |
Starfall | A physical attack consisting of 5 hits dealing 0.3x damage (one). | 40 | 2 | Micah |
Starfall | A physical attack consisting of 5 hits dealing 0.4x damage (one). | 30 | 3 | Micah |
Overtime | Offensive Buff, Defensive Buff and Double Step last 3 turn(s) longer (all). | 10 | 1 | Micah |
Overtime | Offensive Buff, Defensive Buff and Double Step last 4 turn(s) longer (all). | 10 | 2 | Micah |
Overtime | Offensive Buff, Defensive Buff and Double Step last 5 turn(s) longer (all). | 10 | 3 | Micah |
Head Attack | Inflicts Bleeding for 5 turn(s) (one). | 20 | 1 | Micah |
Head Attack | Inflicts Bleeding for 6 turn(s) (one). | 20 | 2 | Micah |
Head Attack | Inflicts Bleeding for 7 turn(s) (one). | 20 | 3 | Micah |
Tiger Rush | A physical attack dealing 2.6x damage and granting Full Bloom when used after Tiger Punch (one). Otherwise 1x. | 35 | 1 | Micah |
Tiger Rush | A physical attack dealing 2.8x damage and granting Full Bloom when used after Tiger Punch (one). Otherwise 1x. | 30 | 2 | Micah |
Tiger Rush | A physical attack dealing 3x damage and granting Full Bloom when used after Tiger Punch (one). Otherwise 1x. | 30 | 3 | Micah |
Rising Dragon | A physical attack dealing 1.5x damage and granting Full Bloom when used after Falling Dragon (all). Otherwise 0.2x. | 40 | 1 | Micah |
Rising Dragon | A physical attack dealing 1.7x damage and granting Full Bloom when used after Falling Dragon (all). Otherwise 0.2x. | 40 | 2 | Micah |
Rising Dragon | A physical attack dealing 2x damage and granting Full Bloom when used after Falling Dragon (all). Otherwise 0.2x. | 35 | 3 | Micah |
Heavenly Kick | A physical attack dealing 2x damage (one). | 30 | 1 | Micah |
Heavenly Kick | A physical attack dealing 2.2x damage (one). | 30 | 2 | Micah |
Heavenly Kick | A physical attack dealing 2.4x damage (one). | 30 | 3 | Micah |
Larynx Attack | Inflicts Silence for 2 turn(s) (one). | 20 | 1 | Micah |
Larynx Attack | Inflicts Silence for 3 turn(s) (one). | 20 | 2 | Micah |
Larynx Attack | Inflicts Silence for 4 turn(s) (one). | 20 | 3 | Micah |
Eclipse Ace | A magical attack dealing 1x damage with the element the target is weakest against (one). | 30 | 1 | Magnolia |
Eclipse Ace | A magical attack dealing 1.1x damage with the element the target is weakest against (one). | 25 | 2 | Magnolia |
Eclipse Ace | A magical attack dealing 1.2x damage with the element the target is weakest against (one). | 25 | 3 | Magnolia |
Inferno Nine | Deals 1.3x magical fire damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Inferno Nine | Deals 1.4x magical fire damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Inferno Nine | Deals 1.5x magical fire damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Tsunami Eight | Deals 1.3x magical water damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Tsunami Eight | Deals 1.4x magical water damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Tsunami Eight | Deals 1.5x magical water damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Earthquake Jack | Deals 1.3x magical earth damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Earthquake Jack | Deals 1.4x magical earth damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Earthquake Jack | Deals 1.5x magical earth damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Tornado Ten | Deals 1.3x magical wind damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Tornado Ten | Deals 1.4x magical wind damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Tornado Ten | Deals 1.5x magical wind damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Chaos King | Deals 1.3x magical dark damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Chaos King | Deals 1.4x magical dark damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Chaos King | Deals 1.5x magical dark damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Cosmos Queen | Deals 1.3x magical light damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Cosmos Queen | Deals 1.4x magical light damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Cosmos Queen | Deals 1.5x magical light damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Lucky Seven | Deals neutral magical 7, 77 or 777 damage (one). | 30 | 1 | Magnolia |
Lucky Seven | Deals neutral magical 7, 77 or 777 damage (one). | 25 | 2 | Magnolia |
Lucky Seven | Deals neutral magical 7, 77 or 777 damage (one). | 20 | 3 | Magnolia |
Throwing Cards | 3 physical attacks dealing random damage between 0.5x and 1.5x (one). | 30 | 1 | Magnolia |
Throwing Cards | 3 physical attacks dealing random damage between 0.5x and 1.6x (one). | 25 | 2 | Magnolia |
Throwing Cards | 3 physical attacks dealing random damage between 0.5x and 1.7x (one). | 20 | 3 | Magnolia |
Blind Draw | Raises a random stat by 30% for 5 turn(s) (all). | 30 | 1 | Magnolia |
Blind Draw | Raises a random stat by 35% for 5 turn(s) (all). | 30 | 2 | Magnolia |
Blind Draw | Raises a random stat by 40% for 6 turn(s) (all). | 30 | 3 | Magnolia |
Equilibrium | Skills costs no TP for 2 turn(s) (self). | 35 | 1 | Magnolia |
Equilibrium | Skills costs no TP for 2 turn(s) (self). | 30 | 2 | Magnolia |
Equilibrium | Skills costs no TP for 2 turn(s) (self). | 25 | 3 | Magnolia |
Fireworks | Deals magical neutral damage depending on the Ultra Move Bar. Depletes the Ultra Move Bar completely (all). | 40 | 1 | Magnolia |
Fireworks | Deals magical neutral damage depending on the Ultra Move Bar. Depletes the Ultra Move Bar completely (all). | 35 | 2 | Magnolia |
Fireworks | Deals magical neutral damage depending on the Ultra Move Bar. Depletes the Ultra Move Bar completely (all). | 30 | 3 | Magnolia |
Lunatic Joker | Deals 1.3x magical neutral damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 1 | Magnolia |
Lunatic Joker | Deals 1.4x magical neutral damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 40 | 2 | Magnolia |
Lunatic Joker | Deals 1.5x magical neutral damage. Card effect: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage | 35 | 3 | Magnolia |
Shuffle | Draws a random magic attack card dealing 1.5x damage instead. | 20 | 1 | Magnolia |
Shuffle | Draws a random magic attack card dealing 1.6x damage instead. | 20 | 2 | Magnolia |
Shuffle | Draws a random magic attack card dealing 1.7x damage instead. | 20 | 3 | Magnolia |
Wild Card | Card played next turn will deal double damage and cannot fail. | 30 | 1 | Magnolia |
Wild Card | Card played next turn will deal double damage and cannot fail. | 25 | 2 | Magnolia |
Wild Card | Card played next turn will deal double damage and cannot fail. | 20 | 3 | Magnolia |
Falfalaran | Transforms into fairy form for 3 turns. All cards roll only 8 or higher. Once per battle. | 5 | 1 | Magnolia |
Falfalaran | Transforms into fairy form for 4 turns. All cards roll only 8 or higher. Once per battle. | 5 | 2 | Magnolia |
Falfalaran | Transforms into fairy form for 5 turns. All cards roll only 8 or higher. Once per battle. | 5 | 3 | Magnolia |
Uncanny Encounter | Cans an enemy with HP below 25%. User might remember a new skill (one). | 10 | 1 | Tomke |
Uncanny Encounter | Cans an enemy with HP below 30%. User might remember a new skill (one). | 10 | 2 | Tomke |
Uncanny Encounter | Cans an enemy with HP below 40%. User might remember a new skill (one). | 10 | 3 | Tomke |
Sharing is Caring | Sets target's TP to a random amount (one). | 10 | 1 | Tomke |
Sharing is Caring | Sets target's TP to a random amount (one). | 10 | 2 | Tomke |
Sharing is Caring | Sets target's TP to a random amount (one). | 10 | 3 | Tomke |
Know Your Limits | Skills cost no TP for 3 turns. Afterwards, the user loses all TP (self). | 50 | 1 | Tomke |
Know Your Limits | Skills cost no TP for 3 turns. Afterwards, the user loses all TP (self). | 30 | 2 | Tomke |
Know Your Limits | Skills cost no TP for 3 turns. Afterwards, the user loses all TP (self). | 10 | 3 | Tomke |
Clap on the Back | Grants HP & TP regen for 4 turn(s) (one). | 10 | 1 | Tomke |
Clap on the Back | Grants HP & TP regen for 5 turn(s) (one). | 10 | 2 | Tomke |
Clap on the Back | Grants HP & TP regen for 6 turn(s) (one). | 10 | 3 | Tomke |
Hard Swing | A physical attack dealing 1.8x damage (one). | 35 | 1 | Tomke |
Hard Swing | A physical attack dealing 2x damage (one). | 35 | 2 | Tomke |
Hard Swing | A physical attack dealing 2.2x damage (one). | 35 | 3 | Tomke |
Rushing Anchor | A physical attack dealing 1.1x damage (all). | 40 | 1 | Tomke |
Rushing Anchor | A physical attack dealing 1.3x damage (all). | 40 | 2 | Tomke |
Rushing Anchor | A physical attack dealing 1.5x damage (all). | 40 | 3 | Tomke |
Cigarette's Light | A magical fire attack dealing 1x damage (all). | 40 | 1 | Tomke |
Cigarette's Light | A magical fire attack dealing 1.1x damage (all). | 40 | 2 | Tomke |
Cigarette's Light | A magical fire attack dealing 1.2x damage (all). | 40 | 3 | Tomke |
Run Aground | A magical earth attack dealing 1.2x damage (all). | 40 | 1 | Tomke |
Run Aground | A magical earth attack dealing 1.3x damage (all). | 40 | 2 | Tomke |
Run Aground | A magical earth attack dealing 1.4x damage (all). | 40 | 3 | Tomke |
Sacrifice | Sacrifices user's life to revive all other party member to 1% HP (self). | 10 | 1 | Tomke |
Sacrifice | Sacrifices user's life to revive all other party member to 25% HP (self). | 10 | 2 | Tomke |
Sacrifice | Sacrifices user's life to revive all other party member to 50% HP (self). | 10 | 3 | Tomke |
Spinning Swirl | 1-5 physical attacks dealing 0.8x damage (one). Staggers user after use. | 35 | 1 | Tomke |
Spinning Swirl | 1-5 physical attacks dealing 0.1x damage (one). Staggers user after use. | 35 | 2 | Tomke |
Spinning Swirl | 1-5 physical attacks dealing 1.2x damage (one). Staggers user after use. | 35 | 3 | Tomke |
Broken Accordion | A physical attack dealing 4x damage influenced by user's HP (one). Less HP means a stronger attack. | 30 | 1 | Tomke |
Broken Accordion | A physical attack dealing 4.2x damage influenced by user's HP (one). Less HP means a stronger attack. | 30 | 2 | Tomke |
Broken Accordion | A physical attack dealing 4.4x damage influenced by user's HP (one). Less HP means a stronger attack. | 30 | 3 | Tomke |
Freak Wave | A magical water attack dealing 1.2x damage (all). | 40 | 1 | Tomke |
Freak Wave | A magical water attack dealing 1.3x damage (all). | 40 | 2 | Tomke |
Freak Wave | A magical water attack dealing 1.4x damage (all). | 40 | 3 | Tomke |
Sailor's Song | Raises Ultra Move Bar by 30% (self). Once per battle. | 30 | 1 | Tomke |
Sailor's Song | Raises Ultra Move Bar by 40% (self). Once per battle. | 20 | 2 | Tomke |
Sailor's Song | Raises Ultra Move Bar by 50% (self). Once per battle. | 10 | 3 | Tomke |
Convert | Switches target's HP and TP in percent (one). | 30 | 1 | Tomke |
Convert | Switches target's HP and TP in percent (one). | 20 | 2 | Tomke |
Convert | Switches target's HP and TP in percent (one). | 10 | 3 | Tomke |
Treasure Mark | Resets Overdrive Bar. Once per battle. | 30 | 1 | Tomke |
Treasure Mark | Resets Overdrive Bar. Once per battle. | 20 | 2 | Tomke |
Treasure Mark | Resets Overdrive Bar. Once per battle. | 10 | 3 | Tomke |
Spinach Power | Grants Shield and Aura for 5 turn(s) (all). | 60 | 1 | Tomke |
Spinach Power | Grants Shield and Aura for 7 turn(s) (all). | 50 | 2 | Tomke |
Spinach Power | Grants Shield and Aura for 7 turn(s) (all). | 40 | 3 | Tomke |
Wide Swing | A physical attack dealing 1.1x damage (all). | 40 | 1 | Kylian |
Wide Swing | A physical attack dealing 1.3x damage (all). | 40 | 2 | Kylian |
Wide Swing | A physical attack dealing 1.5x damage (all). | 40 | 3 | Kylian |
Helping Hand | Restores HP with a potency of 1.3 (one). | 20 | 1 | Kylian |
Helping Hand | Restores HP with a potency of 1.5 (one). | 20 | 2 | Kylian |
Helping Hand | Restores HP with a potency of 1.5 (one). | 10 | 3 | Kylian |
Leg Aim | Lowers target's agility by 20% for 3 turn(s) (one). | 30 | 1 | Kylian |
Leg Aim | Lowers target's agility by 22% for 3 turn(s) (one). | 30 | 2 | Kylian |
Leg Aim | Lowers target's agility by 25% for 3 turn(s) (one). | 30 | 3 | Kylian |
Offer | Restores 50 TP (one). | 50 | 1 | Kylian |
Offer | Restores 60 TP (one). | 50 | 2 | Kylian |
Offer | Restores 70 TP (one). | 50 | 3 | Kylian |
Heavy Thrust | A physical attack dealing 1.8x damage (one). | 40 | 1 | Kylian |
Heavy Thrust | A physical attack dealing 2x damage (one). | 40 | 2 | Kylian |
Heavy Thrust | A physical attack dealing 2.2x damage (one). | 40 | 3 | Kylian |
Recall Training | Grants buff that generates TP with every hit for 5 turn(s) (self). | 10 | 1 | Kylian |
Recall Training | Grants buff that generates TP with every hit for 7 turn(s) (self). | 10 | 2 | Kylian |
Recall Training | Grants buff that generates TP with every hit for 10 turn(s) (self). | 10 | 3 | Kylian |
Sword Wave | A physical attack dealing 0.5x damage. Becomes stronger with consecutive use (up to 5 times) (one). | 20 | 1 | Kylian |
Sword Wave | A physical attack dealing 0.7x damage. Becomes stronger with consecutive use (up to 5 times) (one). | 20 | 2 | Kylian |
Sword Wave | A physical attack dealing 0.9x damage. Becomes stronger with consecutive use (up to 5 times) (one). | 20 | 3 | Kylian |
Alfreed's Will | Lowers target's defense and mind by 10% for 3 turn(s) (all). | 40 | 1 | Kylian |
Alfreed's Will | Lowers target's defense and mind by 15% for 4 turn(s) (all). | 40 | 2 | Kylian |
Alfreed's Will | Lowers target's defense and mind by 20% for 5 turn(s) (all). | 40 | 3 | Kylian |
Blindman's Buff | 0-5 attacks against random targets dealing 0 – 0.8x damage (all). | 30 | 1 | Gambler Emblem |
Blindman's Buff | 0-5 attacks against random targets dealing 0 – 0.9x damage (all). | 30 | 2 | Gambler Emblem |
Blindman's Buff | 0-5 attacks against random targets dealing 0 – 1x damage (all). | 30 | 3 | Gambler Emblem |
Suspicious Darts | 50% chance to inflict Poison, Paralyze, Blind or Silence for 1 turn(s) (all). | 30 | 1 | Gambler Emblem |
Suspicious Darts | 75% chance to inflict Poison, Paralyze, Blind or Silence for 1 turn(s) (all). | 30 | 2 | Gambler Emblem |
Suspicious Darts | 100% chance to inflict Poison, Paralyze, Blind or Silence for 1 turn(s) (all). | 30 | 3 | Gambler Emblem |
Firestorm Spirit | Summons Spirit which deals fire or wind magical damage dealing 1x damage (one). | 50 | 1 | Summoner Emblem |
Firestorm Spirit | Summons Spirit which deals fire or wind magical damage dealing 1x damage (one). | 40 | 2 | Summoner Emblem |
Firestorm Spirit | Summons Spirit which deals fire or wind magical damage dealing 1x damage (one). | 30 | 3 | Summoner Emblem |
Earthstream Spirit | Summons Spirit which deals earth or water magical damage dealing 1x damage (one). | 50 | 1 | Summoner Emblem |
Earthstream Spirit | Summons Spirit which deals earth or water magical damage dealing 1x damage (one). | 40 | 2 | Summoner Emblem |
Earthstream Spirit | Summons Spirit which deals earth or water magical damage dealing 1x damage (one). | 30 | 3 | Summoner Emblem |
Awaken Spirit | Revives a character with 10% of their max HP (one). | 35 | 1 | Cleric Emblem |
Awaken Spirit | Revives a character with 15% of their max HP (one). | 35 | 2 | Cleric Emblem |
Awaken Spirit | Revives a character with 20% of their max HP (one). | 25 | 3 | Cleric Emblem |
Heal All | Restores HP with a potency of 0.3 (all). | 45 | 1 | Cleric Emblem |
Heal All | Restores HP with a potency of 0.3 (all). | 35 | 2 | Cleric Emblem |
Heal All | Restores HP with a potency of 0.4 (all). | 35 | 3 | Cleric Emblem |
Herbal Brews | Cures all status ailments (one). | 35 | 1 | Monk Emblem |
Herbal Brews | Cures all status ailments (one). | 30 | 2 | Monk Emblem |
Herbal Brews | Cures all status ailments (one). | 25 | 3 | Monk Emblem |
Drunken Master | Raises agility by 25% for 2 turn(s) (all). | 50 | 1 | Monk Emblem |
Drunken Master | Raises agility by 25% for 3 turn(s) (all). | 50 | 2 | Monk Emblem |
Drunken Master | Raises agility by 30% for 3 turn(s) (all). | 50 | 3 | Monk Emblem |
Easy Robbery | Steals an item with 40% chance. | 25 | 1 | Bandit Emblem |
Easy Robbery | Steals an item with 50% chance. | 25 | 2 | Bandit Emblem |
Easy Robbery | Steals an item with 60% chance. | 25 | 3 | Bandit Emblem |
Flash Light | Raises chance to be attacked by an enemy (one). | 35 | 1 | Bandit Emblem |
Flash Light | Raises chance to be attacked by an enemy (one). | 30 | 2 | Bandit Emblem |
Flash Light | Raises chance to be attacked by an enemy (one). | 25 | 3 | Bandit Emblem |
Magic Smash | A physical attack using the magic stat, dealing 1.5x damage (one). | 10 | 1 | Mage Warrior Emblem |
Magic Smash | A physical attack using the magic stat, dealing 1.7x damage (one). | 10 | 2 | Mage Warrior Emblem |
Magic Smash | A physical attack using the magic stat, dealing 2x damage (one). | 10 | 3 | Mage Warrior Emblem |
Physical Wonder | A magical attack using the attack stat, dealing 1.5x damage (one). | 10 | 1 | Mage Warrior Emblem |
Physical Wonder | A magical attack using the attack stat, dealing 1.7x damage (one). | 10 | 2 | Mage Warrior Emblem |
Physical Wonder | A magical attack using the attack stat, dealing 2x damage (one). | 10 | 3 | Mage Warrior Emblem |
Ether Sucker | Restores 60 TP (self). | 10 | 1 | Vampire Emblem |
Ether Sucker | Restores 70 TP (self). | 10 | 2 | Vampire Emblem |
Ether Sucker | Restores 80 TP (self). | 10 | 3 | Vampire Emblem |
Life Sucker | Restores HP with a potency of 1.3 (self). | 30 | 1 | Vampire Emblem |
Life Sucker | Restores HP with a potency of 1.5 (self). | 30 | 2 | Vampire Emblem |
Life Sucker | Restores HP with a potency of 1.5 (self). | 20 | 3 | Vampire Emblem |
Power Pierce | A physical attack dealing 1.8x damage (one). | 35 | 1 | Warrior Emblem |
Power Pierce | A physical attack dealing 2.2x damage (one). | 35 | 2 | Warrior Emblem |
Power Pierce | A physical attack dealing 2.2x damage (one). | 25 | 3 | Warrior Emblem |
Power Swing | A physical attack dealing 0.8x damage (all). | 45 | 1 | Warrior Emblem |
Power Swing | A physical attack dealing 1x damage (all). | 45 | 2 | Warrior Emblem |
Power Swing | A physical attack dealing 1x damage (all). | 35 | 3 | Warrior Emblem |
Light Coat | Adds light element to physical attack for 4 turns (all). | 10 | 1 | Rune Knight Emblem |
Light Coat | Adds light element to physical attack for 5 turns (all). | 10 | 2 | Rune Knight Emblem |
Light Coat | Adds light element to physical attack for 6 turns (all). | 10 | 3 | Rune Knight Emblem |
Dark Coat | Adds dark element to physical attack for 4 turns (all). | 10 | 1 | Rune Knight Emblem |
Dark Coat | Adds dark element to physical attack for 5 turns (all). | 10 | 2 | Rune Knight Emblem |
Dark Coat | Adds dark element to physical attack for 6 turns (all). | 10 | 3 | Rune Knight Emblem |
Aqua | A magical water attack dealing 1.5x damage (one). | 40 | 1 | Shaman Emblem |
Aqua | A magical water attack dealing 1.7x damage (one). | 35 | 2 | Shaman Emblem |
Aqua | A magical water attack dealing 1.9x damage (one). | 35 | 3 | Shaman Emblem |
Terra | A magical earth attack dealing 1.5x damage (one). | 40 | 1 | Shaman Emblem |
Terra | A magical earth attack dealing 1.7x damage (one). | 35 | 2 | Shaman Emblem |
Terra | A magical earth attack dealing 1.9x damage (one). | 35 | 3 | Shaman Emblem |
Ignis | A magical fire attack dealing 1.5x damage (one). | 10 | 1 | Pyromancer Emblem |
Ignis | A magical fire attack dealing 1.7x damage (one). | 10 | 2 | Pyromancer Emblem |
Ignis | A magical fire attack dealing 1.9x damage (one). | 10 | 3 | Pyromancer Emblem |
Ventus | A magical wind attack dealing 1.5x damage (one). | 10 | 1 | Pyromancer Emblem |
Ventus | A magical wind attack dealing 1.7x damage (one). | 10 | 2 | Pyromancer Emblem |
Ventus | A magical wind attack dealing 1.9x damage (one). | 10 | 3 | Pyromancer Emblem |
Search | Obtains a random item. Chance of 25% to get an additional item (self). | 10 | 1 | Chemist Emblem |
Search | Obtains a random item. Chance of 40% to get an additional item (self). | 10 | 2 | Chemist Emblem |
Search | Obtains a random item. Chance of 60% to get an additional item (self). | 10 | 3 | Chemist Emblem |
Tinkering | Grants Chemistry buff for 5 turn(s). Makes items more effective (self). | 10 | 1 | Chemist Emblem |
Tinkering | Grants Chemistry buff for 7 turn(s). Makes items more effective (self). | 10 | 2 | Chemist Emblem |
Tinkering | Grants Chemistry buff for 10 turn(s). Makes items more effective (self). | 10 | 3 | Chemist Emblem |
Fire Burst | A magical fire attack dealing 2x damage (one). | 30 | 1 | Marlock |
Fire Burst | A magical fire attack dealing 0x damage (one). | 30 | 2 | Marlock |
Fire Burst | A magical fire attack dealing 0x damage (one). | 30 | 3 | Marlock |
Motivating Words | Increases defense and mind by 15% for 4 turn(s) (all). | 30 | 1 | Marlock |
Motivating Words | Increases defense and mind by 0% for 0 turn(s) (all). | 30 | 2 | Marlock |
Motivating Words | Increases defense and mind by 0% for 0 turn(s) (all). | 30 | 3 | Marlock |
Poison Smash | Inflicts Poison with a potency of 2.5 for 5 turn(s). Can't be resisted (one). | 30 | 1 | Hyne |
Poison Smash | Inflicts Poison with a potency of 0 for 0 turn(s). Can't be resisted (one). | 30 | 2 | Hyne |
Poison Smash | Inflicts Poison with a potency of 0 for 0 turn(s). Can't be resisted (one). | 30 | 3 | Hyne |
Water Prison | A magical water attack dealing 0.7x damage (all). | 30 | 1 | Hyne |
Water Prison | A magical water attack dealing 0x damage (all). | 30 | 2 | Hyne |
Water Prison | A magical water attack dealing 0x damage (all). | 30 | 3 | Hyne |
Wild Slash | A single physical blow dealing 2x damage (one). | 20 | 1 | Sky Armor |
Wild Slash | A single physical blow dealing 0x damage (one). | 10 | 2 | Sky Armor |
Wild Slash | A single physical blow dealing 0x damage (one). | 10 | 3 | Sky Armor |
Quick Repair | Heals target with a potency of 2 (one). | 20 | 1 | Sky Armor |
Quick Repair | Heals target with a potency of 0 (one). | 10 | 2 | Sky Armor |
Quick Repair | Heals target with a potency of 0 (one). | 10 | 3 | Sky Armor |
Attack Mode | Raises attack and magic by 15%, lowers defense and mind by 15% (self). | 20 | 1 | Sky Armor |
Attack Mode | Raises attack and magic by 0%, lowers defense and mind by 0% (self). | 10 | 2 | Sky Armor |
Attack Mode | Raises attack and magic by 0%, lowers defense and mind by 0% (self). | 10 | 3 | Sky Armor |
Defense Mode | Raises defense and mind by 15%, lowers attack and magic by 15% (self). | 20 | 1 | Sky Armor |
Defense Mode | Raises defense and mind by 0%, lowers attack and magic by 0% (self). | 10 | 2 | Sky Armor |
Defense Mode | Raises defense and mind by 0%, lowers attack and magic by 0% (self). | 10 | 3 | Sky Armor |
Defensive Break | Lowers target's defense and mind by 25% for 3 turn(s) (one). | 10 | 1 | Sky Armor |
Defensive Break | Lowers target's defense and mind by 0% for 0 turn(s) (one). | 10 | 2 | Sky Armor |
Defensive Break | Lowers target's defense and mind by 0% for 0 turn(s) (one). | 10 | 3 | Sky Armor |
Smash | A single physical blow dealing somewhere between 1.5x and 2.5x damage (one). | 20 | 1 | Sky Armor |
Smash | A single physical blow dealing somewhere between 0x and 0x damage (one). | 10 | 2 | Sky Armor |
Smash | A single physical blow dealing somewhere between 0x and 0x damage (one). | 10 | 3 | Sky Armor |
Mechanical Lure | Draws target's hate (all). | 20 | 1 | Sky Armor |
Mechanical Lure | Draws target's hate (all). | 10 | 2 | Sky Armor |
Mechanical Lure | Draws target's hate (all). | 10 | 3 | Sky Armor |
Offensive Break | Lowers target's attack and magic by 25% for 3 turn(s) (one). | 20 | 1 | Sky Armor |
Offensive Break | Lowers target's attack and magic by 0% for 0 turn(s) (one). | 10 | 2 | Sky Armor |
Offensive Break | Lowers target's attack and magic by 0% for 0 turn(s) (one). | 10 | 3 | Sky Armor |
Piercer | A single physical blow dealing 2.2x damage (one). | 20 | 1 | Sky Armor |
Piercer | A single physical blow dealing 0x damage (one). | 10 | 2 | Sky Armor |
Piercer | A single physical blow dealing 0x damage (one). | 10 | 3 | Sky Armor |
Counter Mode | Counters physical single target attacks for 5 turn(s) (self). | 20 | 1 | Sky Armor |
Counter Mode | Counters physical single target attacks for 0 turn(s) (self). | 10 | 2 | Sky Armor |
Counter Mode | Counters physical single target attacks for 0 turn(s) (self). | 10 | 3 | Sky Armor |
Berserk Mode | Grants Berserk for 3 turn(s). User deals 1.5x and receives 1.5x damage (self). | 20 | 1 | Sky Armor |
Berserk Mode | Grants Berserk for 0 turn(s). User deals 1.5x and receives 1.5x damage (self). | 10 | 2 | Sky Armor |
Berserk Mode | Grants Berserk for 0 turn(s). User deals 1.5x and receives 1.5x damage (self). | 10 | 3 | Sky Armor |
Energy Flow | Grants Multitarget for 3 rounds. All elemental shots and salvos hit all enemies (self). | 20 | 1 | Sky Armor |
Energy Flow | Grants Multitarget for 4 rounds. All elemental shots and salvos hit all enemies (self). | 20 | 2 | Sky Armor |
Energy Flow | Grants Multitarget for 5 rounds. All elemental shots and salvos hit all enemies (self). | 20 | 3 | Sky Armor |
Leg Sweep | A physical attack dealing 0.7 damage (all). | 20 | 1 | Sky Armor |
Leg Sweep | A physical attack dealing 0 damage (all). | 10 | 2 | Sky Armor |
Leg Sweep | A physical attack dealing 0 damage (all). | 10 | 3 | Sky Armor |
Hornet Dance | 1-5 physical attacks dealing 0.6x damage (one). | 20 | 1 | Sky Armor |
Hornet Dance | 1-5 physical attacks dealing 0x damage (one). | 10 | 2 | Sky Armor |
Hornet Dance | 1-5 physical attacks dealing 0x damage (one). | 10 | 3 | Sky Armor |
Fast Switch | Switches two gears at once (self). | 20 | 1 | Sky Armor |
Fast Switch | Switches two gears at once (self). | 10 | 2 | Sky Armor |
Fast Switch | Switches two gears at once (self). | 10 | 3 | Sky Armor |
Overload | Spreads some of target's ailments to all enemies for 1 turn(s) (one). | 20 | 1 | Sky Armor |
Overload | Spreads some of target's ailments to all enemies for 0 turn(s) (one). | 10 | 2 | Sky Armor |
Overload | Spreads some of target's ailments to all enemies for 0 turn(s) (one). | 10 | 3 | Sky Armor |
Poison Salve | Inflicts Poison for 5 turn(s). | 20 | 1 | Sky Armor |
Poison Salve | Inflicts Poison for 0 turn(s). | 10 | 2 | Sky Armor |
Poison Salve | Inflicts Poison for 0 turn(s). | 10 | 3 | Sky Armor |
Blind Salvo | Inflicts Blind for 1 turn(s). | 10 | 1 | Sky Armor |
Blind Salvo | Inflicts Blind for 0 turn(s). | 10 | 2 | Sky Armor |
Blind Salvo | Inflicts Blind for 0 turn(s). | 10 | 3 | Sky Armor |
Silence Salvo | Inflicts Silence for 1 turn(s). | 20 | 1 | Sky Armor |
Silence Salvo | Inflicts Silence for 0 turn(s). | 10 | 2 | Sky Armor |
Silence Salvo | Inflicts Silence for 0 turn(s). | 10 | 3 | Sky Armor |
Inact Salvo | Inflicts Inact for 1 turn(s). | 20 | 1 | Sky Armor |
Inact Salvo | Inflicts Inact for 0 turn(s). | 10 | 2 | Sky Armor |
Inact Salvo | Inflicts Inact for 0 turn(s). | 10 | 3 | Sky Armor |
Charge | Charges to deal 150% more damage next turn (self). | 10 | 1 | Sky Armor |
Charge | Charges to deal 0% more damage next turn (self). | 10 | 2 | Sky Armor |
Charge | Charges to deal 0% more damage next turn (self). | 10 | 3 | Sky Armor |
Light Shot | A magical light attack dealing 2x damage (one). | 20 | 1 | Sky Armor |
Light Shot | A magical light attack dealing 0x damage (one). | 10 | 2 | Sky Armor |
Light Shot | A magical light attack dealing 0x damage (one). | 10 | 3 | Sky Armor |
Dark Shot | A magical dark attack dealing 2x damage (one). | 20 | 1 | Sky Armor |
Dark Shot | A magical dark attack dealing 0x damage (one). | 10 | 2 | Sky Armor |
Dark Shot | A magical dark attack dealing 0x damage (one). | 10 | 3 | Sky Armor |
Circulation | Raises resistance to all status ailments for 5 turn(s) (one). | 20 | 1 | Sky Armor |
Circulation | Raises resistance to all status ailments for 0 turn(s) (one). | 10 | 2 | Sky Armor |
Circulation | Raises resistance to all status ailments for 0 turn(s) (one). | 10 | 3 | Sky Armor |
Repair All | Heals targets with a potency of 1.5 (all). | 20 | 1 | Sky Armor |
Repair All | Heals targets with a potency of 0 (all). | 10 | 2 | Sky Armor |
Repair All | Heals targets with a potency of 0 (all). | 10 | 3 | Sky Armor |
Complete Overhaul | Revives the target with 25% HP (one). | 20 | 1 | Sky Armor |
Complete Overhaul | Revives the target with 0% HP (one). | 10 | 2 | Sky Armor |
Complete Overhaul | Revives the target with 0% HP (one). | 10 | 3 | Sky Armor |
Drone Attack | A magical neutral attack dealing 1.5 damage (one). | 20 | 1 | Sky Armor |
Drone Attack | A magical neutral attack dealing 0 damage (one). | 10 | 2 | Sky Armor |
Drone Attack | A magical neutral attack dealing 0 damage (one). | 10 | 3 | Sky Armor |
Status Repair | Cures all status ailments (one). | 20 | 1 | Sky Armor |
Status Repair | Cures all status ailments (one). | 10 | 2 | Sky Armor |
Status Repair | Cures all status ailments (one). | 10 | 3 | Sky Armor |
Fire Shot | A magical fire attack dealing 2x damage (one). | 20 | 1 | Sky Armor |
Fire Shot | A magical fire attack dealing 0x damage (one). | 10 | 2 | Sky Armor |
Fire Shot | A magical fire attack dealing 0x damage (one). | 10 | 3 | Sky Armor |
Wind Shot | A magical wind attack dealing 2x damage (one). | 20 | 1 | Sky Armor |
Wind Shot | A magical wind attack dealing 0x damage (one). | 10 | 2 | Sky Armor |
Wind Shot | A magical wind attack dealing 0x damage (one). | 10 | 3 | Sky Armor |
Earth Shot | A magical earth attack dealing 2x damage (one). | 20 | 1 | Sky Armor |
Earth Shot | A magical earth attack dealing 0x damage (one). | 10 | 2 | Sky Armor |
Earth Shot | A magical earth attack dealing 0x damage (one). | 10 | 3 | Sky Armor |
Water Shot | A magical water attack dealing 2x damage (one). | 20 | 1 | Sky Armor |
Water Shot | A magical water attack dealing 0x damage (one). | 10 | 2 | Sky Armor |
Water Shot | A magical water attack dealing 0x damage (one). | 10 | 3 | Sky Armor |
Command Attack | Raises attack and magic by 15% for 4 turn(s) (all). | 20 | 1 | Sky Armor |
Command Attack | Raises attack and magic by 0% for 0 turn(s) (all). | 10 | 2 | Sky Armor |
Command Attack | Raises attack and magic by 0% for 0 turn(s) (all). | 10 | 3 | Sky Armor |
Drone Swarm | A magical attack dealing 0.8 damage (all). | 20 | 1 | Sky Armor |
Drone Swarm | A magical attack dealing 0 damage (all). | 10 | 2 | Sky Armor |
Drone Swarm | A magical attack dealing 0 damage (all). | 10 | 3 | Sky Armor |
Commande Defense | Raises defense and mind by 15% for 4 turn(s) (all). | 20 | 1 | Sky Armor |
Commande Defense | Raises defense and mind by 0% for 0 turn(s) (all). | 10 | 2 | Sky Armor |
Commande Defense | Raises defense and mind by 0% for 0 turn(s) (all). | 10 | 3 | Sky Armor |
Shields Up | Grants a shield that absorbs damage with a potency of 1 for 4 turn(s) (all). | 20 | 1 | Sky Armor |
Shields Up | Grants a shield that absorbs damage with a potency of 0 for 0 turn(s) (all). | 10 | 2 | Sky Armor |
Shields Up | Grants a shield that absorbs damage with a potency of 0 for 0 turn(s) (all). | 10 | 3 | Sky Armor |
So, if you’re new to Chained Echoes, remember that mastering skills is crucial for success. By using your skills wisely and experimenting with different combinations, you’ll be able to take on any challenge that comes your way. Good luck, adventurer!
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