Skills

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Skills are primarily physical combat techniques. Unless an ability says otherwise, using a Skill in battle costs its listed MP and 1 Action Point. Damage, accuracy, critical hits, elements, and attached states follow the shared Combat rules.

The table below contains player skills and is maintained from the Abilities and rituals master list. Enemy-exclusive skills are listed in the enemy skills section.

Skill list

Skill Type MP Description Learned from
Guard Skill 3 Blocks the next damaging attack.

Usable once per turn.

Known from the start
Iron Cestus +7 (while equipped)
Shieldstaff of Warding +5 (its basic attack)
Frenzy Slash Skill 8 Hits 3 times. Adds +1

Deals physical Insanity damage.

Skill Tome: Frenzy Slash
Nunchaku +7 (its basic attack)
Tentacle Blade +10 (its basic attack)
All or Nothing Skill 5 Deals double damage. Adds +1

Half as likely to hit.

Skill Tome: All or Nothing
Giant Club +5 (its basic attack)
Curved Greatsword +7 (its basic attack)
Heretical Blow Skill 8 Deals higher damage. Adds +1

Inflicts the user with a random curse which remains after battle.

Skill Tome: Heretical Blow
Heavy Blow Skill 5 25% chance to stun the target. Skill Tome: Heavy Blow
Energizing Strike Skill 5 15% chance to generate 1 AP. Skill Tome: Energizing Strike
Iron Cestus +7 (its basic attack)
Precision Strike Skill 5 50% more likely to hit. Adds +1 Known from the start
Obsidian Spear +7 (its basic attack)
Greatsword of the Dead God +5 (its basic attack)
Light Pierce Skill 10 Deals Light damage.

20% chance to stun the target and apply Weakness.

Skill Tome: Light Pierce
Harvest Slash Skill 8 Deals Curse damage.

If the attack is Critical, adds +5

Skill Tome: Harvest Slash
Blade of Blood Skill 10 A wide slash of blood energy.

Deals Curse damage. Damages all enemies.

Skill Tome: Blade of Blood


Using Skills

Damage and accuracy

Most damaging Skills are physical and therefore use Attack, Defense, Hit Rate, and the target's Evasion Rate. A multiplier such as “twice basic physical damage” changes the ability's damage scale; it does not guarantee twice the final number in every situation because Defense, elements, critical hits, variance, Guard, and difficulty still apply.

An attached state is checked after the attack reaches the target. The listed percentage is its base chance and may be changed by the target's state resistance and the user's Luck relative to the target. See Combat Calculations.

Multi-hit Skills

Each hit of a multi-hit Skill resolves separately. This can make the total vary more than a single hit and can interact differently with Guard or effects that respond to an attack sequence.

Battle Points and Action Points

Swift and Lethal points granted by Skills use the normal Battle Points rules. An Action Point granted by Energizing Strike can be spent immediately if the user is still able to act during that phase.

See also