Toggle Background Color
Spirits 3: Increases Max TP by 100.
Magic 3: Increases magic attack by 15%. Increase due to equipment not affected.
Resist 3: Increases magic defense by 15%. Increase due to equipment not affected.
OVL Taunt 2: Taunt during Over Limit to recover TP.
Vitality 3: Increases Max HP by 800.
Spirits 3: Increases Max TP by 100.
Rebirth: Gradually recover HP equal to half the amount of the last damage received.
Rebirth 2: Gradually recover HP equal to 1/4 of the amount of the last combo damage received.
Lucky Soul: Occasionally recover TP when knocked to the ground.
TP Condition 2: Increases physical defense when TP is less than 25% of the max amount.
TP Condition 4: Increases magic defense when TP is less than 25% of the max amount.
Dispersion: Changes an arte. Can be learned if used repeatedly.
HP Condition 3: Increases magic attacks slightly when HP is more than 75% of max amount
HP Condition 4: Increases magic attacks when HP is less than 25% of max amount.
Great Deluge: Changes an arte. Can be learned if used repeatedly.
TP Condition 3: Increases magic defense slightly when TP is more than 75% of the max amount
TP Condition 4: Increases magic defense when TP is less than 25% of the max amount.
Alembic: Changes an arte. Can be learned if used repeatedly.
Vitality 3: Increases Max HP by 800.
OVL Taunt: Taunt during Over Limit to recover HP.
Guardian: Reduces damage taken by allies when they are guarding.
Guardian: Reduces damage taken by allies when they are guarding.
Super Guard: Reduce physical damage to 1 when guarding. Damage doubles if not guarding.
Defend 4: Increases physical defense by 20%. Increase due to equipment not affected.
Guardian: Reduces damage taken by allies when they are guarding.
Super Resist: Reduce magic damage to 1 when guarding. Damage doubles if not guarding.
Resist 4: Increases magic defense by 20%. Increase due to equipment not affected.
O.L. Boost: Increases the duration of Over Limit.
O.L. Boost: Increases the duration of Over Limit.
Defend 4: Increases physical defense by 20%. Increase due to equipment not affected.
Defend Conversion: Adds 25% of M. DEF value to P. DEF.
O.L. Boost: Increases the duration of Over Limit.
Resist 4: Increases magic defense by 20%. Increase due to equipment not affected.
Resist Conversion: Adds 25% of P. DEF value to M. DEF.
Special: Trigger a mystic arte with Over Limit Lv. 3 or above. Hold the attack button after an arcane arte or above.
Strength 3: Increases physical attack by 15%. Increase due to equipment not affected.
Magic 3: Increases magic attack by 15%. Increase due to equipment not affected.
Eternal Support: Effects of support magic occasionally lasts for duration of battle.
Life Healer: Recover HP after a battle.
Spirit Healer: Increases TP recovered after battle.
Hell Fire: Changes an arte. Can be learned if used repeatedly.
Rise Attack: Increases damage by consuming TP.
FS Bonus 2: Recovers TP every time a Fatal Strike hits an enemy.
Magic Guard: Press [Guard] + [Left Stick Down] to decrease magic damage taken. Effective only while button is held down.
Magic 2: Increases magic attack by 10%. Increase due to equipment not affected.
Elemental: Occasionally increases effect of a physical attack with elemental attributes.
Magic Guard: Press [Guard] + [Left Stick Down] to decrease magic damage taken. Effective only while button is held down.
Resist 2: Increases magic defense by 10%. Increase due to equipment not affected.
Anti Element: Occasionally decreases damage from an elemental attack by half.
Medical Smash: Strength of heal arte proportional to remaining HP. Strength increases by 1.5 times with Max HP.
Taunt Gamble: Taunt to raise or drop enemy status for a short time. There is a 50% chance of their status raising or falling.
Combo Plus: Adds 1 more hit to a regular attack.
Evade 3: Increases agility by 15%. Increase due to equipment not affected.
Combo Force: Mitigates damage from a basic combo attack.
Attack Arte Charge: Able to store up attacks for offensive artes. Must have Mighty Charge set.
Down Hit: Inflicts 1.2 times more damage when attacking an enemy that has been knocked down.
Immunity: Reduces the chance of receiving status effects.
Dispersion: Changes an arte. Can be learned if used repeatedly.
Healing Arte Charge: Able to use charge attacks for healing artes only when Mighty Charge is set.
HP Condition: Increases physical attacks slightly when HP is more than 75% of max amount.
Great Deluge: Changes an arte. Can be learned if used repeatedly.
Support Arte Charge: Able to use charged attacks for support type artes. Only with Mighty Charge set.
HP Condition 2: Increases physical attacks when HP is less than 25% of max amount
Resurrect: Occasionally revive from KO automatically.
HP Recover: Increases the amount of HP recovered.
Life Healer: Recover HP after a battle.
Resurrect: Occasionally revive from KO automatically.
TP Recover: Increases the amount of TP recovered.
Spirit Healer: Increases TP recovered after battle.
Reducer: Decreases TP consumption when same spell is used consecutively.
Magic 4: Increases magic attack by 20%. Increase due to equipment not affected.
Resilience: Avoid staggering while casting a spell.
Speed Cast: Decreases spell casting time.
Absorption: Nullifies a magic attack when casting a spell of the same attribute.
FS Bonus 2: Recovers TP every time a Fatal Strike hits an enemy.
Defend 3: Increases physical defense by 15%. Increase due to equipment not affected.
Critical Guard: Press [Guard] + [Left Stick Right] to guard while advancing. Nullifies enemy attacks if performed at the correct time.
Defend: Increases physical defense by 5%. Increase due to equipment not affected.
HP Condition 3: Increases magic attacks slightly when HP is more than 75% of max amount
HP Condition 4: Increases magic attacks when HP is less than 25% of max amount.
Vitality: Increases Max HP by 200.
Overheat: No casting time, with 1/8 th TP consumption for novice spells only when HP is below 120 and TP is over 60.
Strength 2: Increases physical attack by 10%. Increase due to equipment not affected.
OVL Taunt: Taunt during Over Limit to recover HP.
O.L. Boost: Increases the duration of Over Limit.
Life Up: Occasionally increases Max HP after battle.
Guard Reflect: Reflects 1/5 of the damage taken during guard.
O.L. Boost: Increases the duration of Over Limit.
Mental Up: Occasionally increases Max TP after battle.
Reflect: Reflects a certain amount of damage from an attack.
Super Chain 4: Able to link base and altered artes.
Immunity: Reduces the chance of receiving status effects.
Rebirth: Gradually recover HP equal to half the amount of the last damage received.
OVL Bonus 2: Occasionally fully restores TP during Over Limit.
Void Attack: Occasionally prevents staggering when receiving a physical attack.
Vitality 3: Increases Max HP by 800.
OVL Bonus 2: Occasionally fully restores TP during Over Limit.
Void Magic: Occasionally prevents staggering when receiving a magic attack.
Resist 3: Increases magic defense by 15%. Increase due to equipment not affected.
Super Chain 4: Able to link base and altered artes.
Spirits 3: Increases Max TP by 100.
Vitality 3: Increases Max HP by 800.
HP Recover: Increases the amount of HP recovered.
Vitality 3: Increases Max HP by 800.
Void Attack: Occasionally prevents staggering when receiving a physical attack.
TP Recover: Increases the amount of TP recovered.
Spirits 3: Increases Max TP by 100.
Void Magic: Occasionally prevents staggering when receiving a magic attack.
High Tension: Increases rate at which Over Limit gauge fills.
Magic 3: Increases magic attack by 15%. Increase due to equipment not affected.
Anti Element: Occasionally decreases damage from an elemental attack by half.
High Tension: Increases rate at which Over Limit gauge fills.
Strength 3: Increases physical attack by 15%. Increase due to equipment not affected.
Stat Boost: Increases the effect of magical status boosts.
Super Chain 5: Able to link altered and arcane artes.
Life Up: Occasionally increases Max HP after battle.
Defend 3: Increases physical defense by 15%. Increase due to equipment not affected.
Super Chain 5: Able to link altered and arcane artes.
Mental Up: Occasionally increases Max TP after battle.
Resist 3: Increases magic defense by 15%. Increase due to equipment not affected.
Long Step: Increases the Backstep distance.
Magic T: Increase magic attack by 25% only when TP over 75% Increase due to equipment not affected.
Resist T: Increases magic defense by 25% only when HP is over 75%. Increase due to equipment not affected.
Quick Arrow: Shortens the amount of time needed to fire an arrow for normal attacks. But power decreases.
Stun Magic: Increases chance of stunning an enemy with a magic attack.
Elemental: Occasionally increases effect of a physical attack with elemental attributes.
EXP Share: Earn bonus EXP without taking part in battle.
Item Thrower: Able to use items on an ally.
Rise Attack: Increases damage by consuming TP.
Half Damage: Damage inflicted will be reduced by 1/2.
Quarter Damage: Damage inflicted will be reduced to 1/4.
Minimum Damage: Damage inflicted will be reduced to 1.
Long Range: Extends the attack range for bow & arrows.
Guard Artes: Cancels guard motion and performs an arte. Invincible to attacks for a short period of time.
TP Condition 3: Increases magic defense slightly when TP is more than 75% of the max amount
Combo Plus: Adds 1 more hit to a regular attack.
FS Bonus: Recovers HP every time a Fatal Strike hits an enemy.
Life Healer: Recover HP after a battle.
Combo Plus: Adds 1 more hit to a regular attack.
FS Bonus: Recovers HP every time a Fatal Strike hits an enemy.
Spirit Healer: Increases TP recovered after battle.
Step Cancel: Able to cancel actions with Backstep.
HP Condition 3: Increases magic attacks slightly when HP is more than 75% of max amount
HP Condition 4: Increases magic attacks when HP is less than 25% of max amount.
Step Cancel: Able to cancel actions with Backstep.
Reflect: Reflects a certain amount of damage from an attack.
Guard Reflect: Reflects 1/5 of the damage taken during guard.
Step Away: Avoid staggering when hit during Backstep.
Defend 2: Increases physical defense by 10%. Increase due to equipment not affected.
Endure: Decreases amount of time needed to recover from a stagger hit.
Step Away: Avoid staggering when hit during Backstep.
Spirits 2: Increases Max TP by 50.
Immunity: Reduces the chance of receiving status effects.
Resurrect: Occasionally revive from KO automatically.
Rebirth 2: Gradually recover HP equal to 1/4 of the amount of the last combo damage received.
Escape Step: Nullifies all attacks during Backstep.
Super Chain 5: Able to link altered and arcane artes.
Item Pro: Decreases the amount of time character is unable to move after using items.
Life Healer: Recover HP after a battle.
Super Chain 5: Able to link altered and arcane artes.
Item Pro: Decreases the amount of time character is unable to move after using items.
Spirit Healer: Increases TP recovered after battle.
Escape Jump: Able to jump when cancelling guard. Becomes invincible for a short time.
Reflect: Reflects a certain amount of damage from an attack.
OVL Bonus: Occasionally fully restores HP during Over Limit.
Escape Jump: Able to jump when cancelling guard. Becomes invincible for a short time.
Guard Reflect: Reflects 1/5 of the damage taken during guard.
OVL Bonus 2: Occasionally fully restores TP during Over Limit.
Aerial OVL: Able to use Over Limits in mid-air.
Rebirth: Gradually recover HP equal to half the amount of the last damage received.
Stat Boost: Increases the effect of magical status boosts.
Aerial OVL: Able to use Over Limits in mid-air.
Rebirth 2: Gradually recover HP equal to 1/4 of the amount of the last combo damage received.
Immunity: Reduces the chance of receiving status effects.
Landing : Reduces the amount of time character is unable to move after landing.
High Combo: Links a jump attack and a ground attack.
HP Condition 2: Increases physical attacks when HP is less than 25% of max amount
Aerial Artes 2: Able to perform arcane artes in mid-air.
Evade 2: Increases agility by 10%. Increase due to equipment not affected.
Aerial Artes 2: Able to perform arcane artes in mid-air.
Chain: Changes an arte. Can be learned if used repeatedly.
Hell Fire: Changes an arte. Can be learned if used repeatedly.
Aerial Artes 2: Able to perform arcane artes in mid-air.
Dispersion: Changes an arte. Can be learned if used repeatedly.
Great Deluge: Changes an arte. Can be learned if used repeatedly.
Aerial Step: While in mid-air, press [Guard] + [Left Stick Right] to back dash once.
Aerial Dash: While in mid-air, press [Guard] + [Left Stick Right] to dash once.
Aerial Dash: While in mid-air, press [Guard] + [Left Stick Right] to dash once.
Defend 3: Increases physical defense by 15%. Increase due to equipment not affected.
Life Up: Occasionally increases Max HP after battle.
Aerial Dash: While in mid-air, press [Guard] + [Left Stick Right] to dash once.
Resist 3: Increases magic defense by 15%. Increase due to equipment not affected.
Mental Up: Occasionally increases Max TP after battle.
Touch Down: Press [Left Stick Down] to land immediately while in mid-air.
Vitality 3: Increases Max HP by 800.
Void Attack: Occasionally prevents staggering when receiving a physical attack.
Touch Down: Press [Left Stick Down] to land immediately while in mid-air.
Spirits 3: Increases Max TP by 100.
Void Magic: Occasionally prevents staggering when receiving a magic attack.
Aerial Jump 2: Able to add 2 more jumps in mid-air.
Resurrect: Occasionally revive from KO automatically.
HP Condition: Increases physical attacks slightly when HP is more than 75% of max amount.
FS Bonus: Recovers HP every time a Fatal Strike hits an enemy.
Endure: Decreases amount of time needed to recover from a stagger hit.
TP Condition 2: Increases physical defense when TP is less than 25% of the max amount.
FS Bonus: Recovers HP every time a Fatal Strike hits an enemy.
Anti Element: Occasionally decreases damage from an elemental attack by half.
TP Condition: Increases physical defense slightly when TP is more than 75% of the max amount.
Quick Turn: Able to turn around instantly even when dashing.
Super Chain 4: Able to link base and altered artes.
Super Chain 4: Able to link base and altered artes.
Crucible: Changes an arte. Arte can be learned if used repeatedly.
HP Condition: Increases physical attacks slightly when HP is more than 75% of max amount.
Super Chain 4: Able to link base and altered artes.
Athenor: Changes an arte. Arte can be learned if used repeatedly.
HP Condition 2: Increases physical attacks when HP is less than 25% of max amount
Bark: Occasionally cancels all enemy and ally actions with Taunt.
Double Appeal: Taunt consecutively to fill Over Limit gauge more quickly.
BA Force: Increases the effectiveness of Burst Artes attacks.
Chain: Changes an arte. Can be learned if used repeatedly.
HP Recover: Increases the amount of HP recovered.
Bark: Occasionally cancels all enemy and ally actions with Taunt.
Hell Fire: Changes an arte. Can be learned if used repeatedly.
TP Recover: Increases the amount of TP recovered.
Encounter Bonus: Encounter an enemy symbol from the rear to occasionally recover the entire party's TP upon entering a battle.
Alembic: Changes an arte. Can be learned if used repeatedly.
Strength 2: Increases physical attack by 10%. Increase due to equipment not affected.
Encounter Bonus: Encounter an enemy symbol from the rear to occasionally recover the entire party's TP upon entering a battle.
Gale: Changes an arte. Can be learned if used repeatedly.
Defend 2: Increases physical defense by 10%. Increase due to equipment not affected.
Runners: Recovers HP gradually during free run.
Runners 2: Recovers TP gradually during free run.
Holy Breath: Extends the amount of time Holy Bottle is in effect.
Runners: Recovers HP gradually during free run.
Runners 2: Recovers TP gradually during free run.
Dark Breath: Extends the amount of time Dark Bottle is in effect.
Resurrect: Occasionally revive from KO automatically.
Resist 3: Increases magic defense by 15%. Increase due to equipment not affected.
Stat Boost: Increases the effect of magical status boosts.
Resurrect: Occasionally revive from KO automatically.
Defend 3: Increases physical defense by 15%. Increase due to equipment not affected.
Immunity: Reduces the chance of receiving status effects.
Mobile Armor: Avoid staggering when hit during Free Run.
Item Pro 3: Increases duration and effect of items used during battle even more.
Evade 4: Increases agility by 20%. Increase due to equipment not affected.
Step Away: Avoid staggering when hit during Backstep.
Dash: Increases moving speed during battle.
Heavy Hit: Increases chance of stunning an enemy with a physical attack.
Step Away: Avoid staggering when hit during Backstep.
Dash: Increases moving speed during battle.
Cross Counter: Damage increases when an attack hits an attacking enemy.
Dispersion: Changes an arte. Can be learned if used repeatedly.
Lucky Plus: Increases default luck by 15.
Resist 2: Increases magic defense by 10%. Increase due to equipment not affected.
Great Deluge: Changes an arte. Can be learned if used repeatedly.
Lucky Plus: Increases default luck by 15.
Vitality 2: Increases Max HP by 400.
Aerial Combo: Adds 1 more hit to an aerial attack.
Strength 3: Increases physical attack by 15%. Increase due to equipment not affected.
Magic 3: Increases magic attack by 15%. Increase due to equipment not affected.
Strength 4: Increases physical attack by 20%. Increase due to equipment not affected.
Defend 3: Increases physical defense by 15%. Increase due to equipment not affected.
Pow Hammer Revenge: Occasionally counter with Pow Hammer when attacked.
Lucky Soul: Occasionally recover TP when knocked to the ground.
No Skills
TP Condition: Increases physical defense slightly when TP is more than 75% of the max amount.
TP Condition 2: Increases physical defense when TP is less than 25% of the max amount.
Play Dead: Hold Left Stick Down while knocked down to recover your HP and TP.
Critical Recover: Recovers TP upon a critical hit.
Item Pro: Decreases the amount of time character is unable to move after using items.
Perfect Magic: Consumes TP gradually while all enemy spells are nullified.
Spirits 3: Increases Max TP by 100.
Appeal Target: Increases the chance of being targeted by enemies with Taunt.
OVL Taunt: Taunt during Over Limit to recover HP.
OVL Taunt 2: Taunt during Over Limit to recover TP.
Happiness: Occasionally increases EXP earned. (Only for characters with this skill set.)
Happiness 2: Occasionally increases LP earned. (Only for characters with this skill set.)
Happiness 3: Occasionally increases the amount of Gald after battle.
Aerial Finish: Increases the bonus for a blue Fatal Strike.
Aerial Tension: Recovers TP for every 3‐hit combos in midair.
Treasure Fangs: Occasionally receive items dropped by enemies even if escaped from battle.
Lucky Item: Occasionally, item used will not be consumed after it has been used.
Inspector: Able to view enemy details when switching targets without using Magic Lens.