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Status Ailments

Poison

Deals non-elemental damage after every turn.

Burn

Deals Fire element damage after every turn.

Freeze

Deals Water element damage after every turn. A hero can do nothing when under this effect.

Bind

Deals Earth element damage after every turn.

Reckoning

Deals Light element damage after every turn. Heals have no effect.

Shade

Deals Dark element damage after every turn. Heroes under this effect are treated as if they aren't in the battle.

Time Bomb

Deals damage after a set number of turns, ignoring Barriers and Shields. *Up to 5 Time Bombs can be active at once.

Fire Wound

Causes a hero to take more damage from Fire element attacks.

Water Wound

Causes a hero to take more damage from Water element attacks.

Earth Wound

Causes a hero to take more damage from Earth element attacks.

Light Wound

Causes a hero to take more damage from Light element attacks.

Dark Wound

Causes a hero to take more damage from Dark element attacks.

Confuse

Attack oneself.

Charm

Attack friendly heroes.

Blind

Standard attacks and gear skill attacks miss more easily.

Silence

Action skills and gear skills cannot be used.

Fear

Skill gauge does not increase.

Curse

Heals and buffs have no effect (constant effect buffs are unaffected).

Slow

Action speed is halved and a hero's action skill gauge fills more slowly.

Barrier Seal

Barriers cannot be created on heroes under this effect (existing Barriers are unaffected).

Brand

Healing effects to a hero are nullified and the hero will instead take damage equal to half of the heal total.

Corrupt

Defenses halved.

Exhaust

Offenses halved.

Stat Buffs Nullified

Stat buffs are nullified (shocking!).

Sleep

A hero can do nothing when under this effect. Attacks will do a great amount of damage and wake the hero up.

Paralyze

A hero can do nothing when under this effect.

Petrify

A hero can do nothing when under this effect. Skill gauge does not increase.

Vortex

A hero can do nothing when under this effect. Skill gauge does not increase.

Flamechain

A hero can do nothing when under this effect. Defenses decreased.

Stonechain

A hero can do nothing when under this effect. Healing decreased.

Shadowbound

A hero can do nothing and cannot dodge when under this effect.

Holy Chain

A hero can do nothing when under this effect. Stat buffs have no effect.

Thunderchain

Auto skill activation rate is halved, and set chance that a hero can do nothing on a given turn.

Windchain

Skill gauge fills more slowly. Offenses halved.

Frostburn

Normal attacks, Action Skills, and Auto Skills that deal damage miss more easily. Defenses halved.

Brainwash

Unable to act and follows orders specified in Brainwash description.

Stop

A hero can do nothing when under this effect. Beneficial effects, status ailments, stat buffs, and stat debuffs have no effect, and heals have no effect.

Despair

Extends status ailments by a set number of turns.

Ill Omen

Shortens beneficial effects by a set number of turns.

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Beneficial Effects

Frenzy

Offenses greatly increased.

Stoneskin

Defenses greatly increased.

Berserk

Chance to attack again immediately after attacking.

Quick

Action speed is doubled and a hero's action gauge fills more quickly.

Master

Weapon/armor skills are guaranteed to activate.

Feint

50% chance to dodge any attack (including attacks that are normally not dodgeable).

Sureshot

All attacks guaranteed to hit the enemy (not including Limit Bursts).

Buff Swipe

Steal enemy buffs when attacking (not including Limit Bursts).

Shadow Clone

When a hero with this effect performs an action, the action is performed again. Attacks performed deal half the usual damage. *Does not apply to Action Skills *Does not apply to actions from effects such as Berserk, Brainwash, or Decree *Effects such as Frenzy and buffs affect the damage dealt

Blade Guru

While active, the hero receives effects equivalent to Quick, Frenzy, and Stoneskin. *Removed once the hero reaches 50% HP or less. *Stacks with Frenzy and Stoneskin *Does not stack with Quick

Water Ring

Increases damage dealt by Water element attacks by 50% and Leeches some HP.

Resuscitation

Healing is more effective.

Regain

Restore HP as turns pass.

Necromancy

Heroes with Necromancy change to Zombies when HP reaches 0

Zombie

Action skills and gear skills cannot be used. Attack power increases and damage cannot be received. Hero dies when Zombie effect ends.

Immortal

Chance to revive when defeated. Chance decreases with each revival.

Shields

Decreases damage taken. Some Shields include Counterattack effects (damage to enemies that attack).

Barriers

Damage nullified for a set number of turns or after taking a set amount of damage. Some Barriers include Absorb (heal HP equal to damage received) and/or Reflect (damage enemy equal to damage received) effects.

Stat Debuffs Nullified

Stat debuffs are nullified (surprised?).

Regenerate

Heal a set percentage of max HP over a set number of turns.

Revive

Revive when defeated. Can only activate once per battle. Revive effect does not stack.

Boon

Extends helpful status effects.

Decree

Follows orders specified in Decree description after attacking. Does not use a turn.

Fortify

Activates a special effect when defeated. *Occurs only once per battle (cannot stack)

Recovery Shield

Decreases damage taken. Heals HP when taking damage.

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Fields

Flame Field

Heavy Fire damage every turn.

Aqua Field

Heavy Water damage every turn.

Leaf Field

Heavy Earth damage every turn.

Holy Field

Heavy Light damage every turn.

Chaos Field

Heavy Dark damage every turn.

Gravity Field

Action speed is slowed and action skill gauge increases more slowly.

Eclipse Field

Healing is limited and buffs have no effect (constant effect buffs are unaffected).

Mist Field

Normal attacks and gear skills miss more easily (except with Sureshot effect).

Void Field

Attacks other than Limit Bursts are treated as non-elemental.

Flame Drive Field

Skill Gauge increases each turn. *Only when active as a support skill

Holy Drive Field

Skill Gauge increases each turn. *Only when active as a support skill

Magnetic Field

Greatly reduces the activation rate of gear auto skills.

*The number of turns and precise effects vary depending on the specific skill.

*Shield and Barrier effects do not stack.

*Damage from Counterattack and Reflect effects ignore Barriers.


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