Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Heal Mastery
- Requirements: None
- Required to learn healing skills. Passively increases amount of HP restored through healing skills.
- 1: 2% increase
- 2: 3% increase
- 3: 5% increase
- 4: 6% increase
- 5: 8% increase
- 6: 9% increase
- 7: 11% increase
- 8: 12% increase
- 9: 14% increase
- 10: 15% increase
- 11: 16% increase
- 12: 17% increase
- 13: 18% increase
- 14: 19% increase
- 15: 20% increase
- 16: 21% increase
- 17: 22% increase
- 18: 23% increase
- 19: 24% increase
- 20: 25% increase
- Cure
- Requirements: Heal Mastery level 1
- Body parts used: Head
- Restores one party member's HP.
- 1: 3 TP, 110% healing power, 100% speed
- 2: 3 TP, 114% healing power, 100% speed
- 3: 3 TP, 118% healing power, 100% speed
- 4: 3 TP, 122% healing power, 100% speed
- 5: 4 TP, 170% healing power, 125% speed
- 6: 4 TP, 176% healing power, 125% speed
- 7: 4 TP, 182% healing power, 125% speed
- 8: 4 TP, 188% healing power, 125% speed
- 9: 4 TP, 194% healing power, 125% speed
- 10: 6 TP, 280% healing power, 150% speed
- 11: 6 TP, 283% healing power, 150% speed
- 12: 6 TP, 286% healing power, 150% speed
- 13: 6 TP, 289% healing power, 150% speed
- 14: 6 TP, 292% healing power, 150% speed
- 15: 7 TP, 330% healing power, 175% speed
- 16: 7 TP, 334% healing power, 175% speed
- 17: 7 TP, 338% healing power, 175% speed
- 18: 7 TP, 342% healing power, 175% speed
- 19: 7 TP, 346% healing power, 175% speed
- 20: 8 TP, 390% healing power, 200% speed
- Salve
- Requirements: Cure level 5
- Body parts used: Head
- Restores the entire party's HP.
- 1: 12 TP, 80% healing power, 100% speed
- 2: 12 TP, 82% healing power, 100% speed
- 3: 12 TP, 85% healing power, 100% speed
- 4: 12 TP, 87% healing power, 100% speed
- 5: 16 TP, 110% healing power, 125% speed
- 6: 16 TP, 114% healing power, 125% speed
- 7: 16 TP, 118% healing power, 125% speed
- 8: 16 TP, 122% healing power, 125% speed
- 9: 16 TP, 125% healing power, 125% speed
- 10: 24 TP, 155% healing power, 150% speed
- 11: 24 TP, 157% healing power, 150% speed
- 12: 24 TP, 159% healing power, 150% speed
- 13: 24 TP, 161% healing power, 150% speed
- 14: 24 TP, 163% healing power, 150% speed
- 15: 28 TP, 173% healing power, 175% speed
- 16: 28 TP, 175% healing power, 175% speed
- 17: 28 TP, 177% healing power, 175% speed
- 18: 28 TP, 179% healing power, 175% speed
- 19: 28 TP, 181% healing power, 175% speed
- 20: 32 TP, 195% healing power, 200% speed
- Unbind
- Requirements: Heal Mastery level 3
- Body parts used: Head
- Removes binds from party members. Range and number of binds removed changes with level.
- Has an 80% speed modifier at all levels.
- 1: 10 TP, removes 1 bind from 1 party member
- 2: 5 TP, removes 1 bind from 1 party member
- 3: 10 TP, removes 2 binds from 1 party member
- 4: 5 TP, removes 2 binds from 1 party member
- 5: 20 TP, removes 2 binds from 1 row
- 6: 10 TP, removes 2 binds from 1 row
- 7: 20 TP, removes 3 binds from 1 row
- 8: 15 TP, removes 3 binds from 1 row
- 9: 10 TP, removes 3 binds from 1 row
- 10: 35 TP, removes 3 binds from the entire party
- 11: 33 TP, removes 3 binds from the entire party
- 12: 31 TP, removes 3 binds from the entire party
- 13: 29 TP, removes 3 binds from the entire party
- 14: 27 TP, removes 3 binds from the entire party
- 15: 25 TP, removes 3 binds from the entire party
- 16: 23 TP, removes 3 binds from the entire party
- 17: 21 TP, removes 3 binds from the entire party
- 18: 19 TP, removes 3 binds from the entire party
- 19: 17 TP, removes 3 binds from the entire party
- 20: 12 TP, removes 3 binds from the entire party
- Refresh
- Requirements: Heal Mastery level 3
- Body parts used: Head
- Removes status ailments from party members. Range changes with level.
- Has an 80% speed modifier at all levels.
- 1: 10 TP, removes ailments from 1 party member
- 2: 7 TP, removes ailments from 1 party member
- 3: 4 TP, removes ailments from 1 party member
- 4: 2 TP, removes ailments from 1 party member
- 5: 20 TP, removes ailments from 1 row
- 6: 17 TP, removes ailments from 1 row
- 7: 14 TP, removes ailments from 1 row
- 8: 12 TP, removes ailments from 1 row
- 9: 10 TP, removes ailments from 1 row
- 10: 35 TP, removes ailments from entire party
- 11: 33 TP, removes ailments from entire party
- 12: 31 TP, removes ailments from entire party
- 13: 29 TP, removes ailments from entire party
- 14: 27 TP, removes ailments from entire party
- 15: 25 TP, removes ailments from entire party
- 16: 23 TP, removes ailments from entire party
- 17: 21 TP, removes ailments from entire party
- 18: 19 TP, removes ailments from entire party
- 19: 17 TP, removes ailments from entire party
- 20: 12 TP, removes ailments from entire party
- Revive
- Requirements: Unbind level 3, Refresh level 3
- Body parts used: Head
- Revives a dead party member with a set amount of HP.
- Has an 80% speed modifier at all levels.
- 1: 12 TP, revives with 1 HP
- 2: 12 TP, revives with 5 HP
- 3: 12 TP, revives with 10 HP
- 4: 12 TP, revives with 20 HP
- 5: 18 TP, revives with 80 HP
- 6: 18 TP, revives with 90 HP
- 7: 18 TP, revives with 102 HP
- 8: 18 TP, revives with 115 HP
- 9: 18 TP, revives with 130 HP
- 10: 25 TP, revives with 270 HP
- 11: 25 TP, revives with 280 HP
- 12: 25 TP, revives with 290 HP
- 13: 25 TP, revives with 300 HP
- 14: 25 TP, revives with 310 HP
- 15: 27 TP, revives with 350 HP
- 16: 27 TP, revives with 360 HP
- 17: 27 TP, revives with 370 HP
- 18: 27 TP, revives with 380 HP
- 19: 27 TP, revives with 390 HP
- 20: 30 TP, revives with 800 HP
- High Regen
- Requirements: Revive level 2
- Body parts used: Head
- Places a buff on one party member that restores their HP at the end of every turn for a set duration. Reduces the chance of ailments and binds being inflicted, and reduces the time needed to recover from ailments and binds.
- (There is no hard evidence for how High Regen's interaction with ailments/binds works, but these listed interactions are likely based on manual testing and how the values are represented in the data.)
- Has an 80% speed modifier at all levels.
- 1: 6 TP, heals for 40%, reduces recovery time by 30%, reduces infliction chance by 15%, lasts 4 turns
- 2: 6 TP, heals for 45%, reduces recovery time by 32%, reduces infliction chance by 16%, lasts 4 turns
- 3: 6 TP, heals for 50%, reduces recovery time by 34%, reduces infliction chance by 17%, lasts 4 turns
- 4: 6 TP, heals for 55%, reduces recovery time by 36%, reduces infliction chance by 18%, lasts 4 turns
- 5: 9 TP, heals for 55%, reduces recovery time by 36%, reduces infliction chance by 18%, lasts 5 turns
- 6: 9 TP, heals for 60%, reduces recovery time by 39%, reduces infliction chance by 19%, lasts 5 turns
- 7: 9 TP, heals for 65%, reduces recovery time by 42%, reduces infliction chance by 21%, lasts 5 turns
- 8: 9 TP, heals for 70%, reduces recovery time by 46%, reduces infliction chance by 23%, lasts 5 turns
- 9: 9 TP, heals for 75%, reduces recovery time by 50%, reduces infliction chance by 25%, lasts 5 turns
- 10: 13 TP, heals for 75%, reduces recovery time by 50%, reduces infliction chance by 25%, lasts 6 turns
- 11: 13 TP, heals for 77%, reduces recovery time by 53%, reduces infliction chance by 27%, lasts 6 turns
- 12: 13 TP, heals for 78%, reduces recovery time by 56%, reduces infliction chance by 28%, lasts 6 turns
- 13: 13 TP, heals for 80%, reduces recovery time by 59%, reduces infliction chance by 30%, lasts 6 turns
- 14: 13 TP, heals for 81%, reduces recovery time by 62%, reduces infliction chance by 31%, lasts 6 turns
- 15: 13 TP, heals for 83%, reduces recovery time by 65%, reduces infliction chance by 33%, lasts 6 turns
- 16: 13 TP, heals for 84%, reduces recovery time by 68%, reduces infliction chance by 34%, lasts 6 turns
- 17: 13 TP, heals for 86%, reduces recovery time by 71%, reduces infliction chance by 36%, lasts 6 turns
- 18: 13 TP, heals for 87%, reduces recovery time by 74%, reduces infliction chance by 37%, lasts 6 turns
- 19: 13 TP, heals for 89%, reduces recovery time by 77%, reduces infliction chance by 39%, lasts 6 turns
- 20: 16 TP, heals for 90%, reduces recovery time by 80%, reduces infliction chance by 40%, lasts 7 turns
- Healing
- Requirements: Heal Mastery level 5
- Body parts used: Head
- Restores one party member's HP.
- Has a 90% speed modifier at all levels.
- 1: 8 TP, 200% healing power
- 2: 8 TP, 206% healing power
- 3: 8 TP, 212% healing power
- 4: 8 TP, 218% healing power
- 5: 10 TP, 300% healing power
- 6: 10 TP, 308% healing power
- 7: 10 TP, 316% healing power
- 8: 10 TP, 324% healing power
- 9: 10 TP, 332% healing power
- 10: 12 TP, 420% healing power
- 11: 12 TP, 424% healing power
- 12: 12 TP, 428% healing power
- 13: 12 TP, 432% healing power
- 14: 12 TP, 436% healing power
- 15: 13 TP, 465% healing power
- 16: 13 TP, 470% healing power
- 17: 13 TP, 475% healing power
- 18: 13 TP, 480% healing power
- 19: 13 TP, 485% healing power
- 20: 14 TP, 540% healing power
- Line Heal
- Requirements: Healing level 3
- Body parts used: Head
- Restores one row's HP.
- Has a 80% speed modifier at all levels.
- 1: 15 TP, 160% healing power
- 2: 15 TP, 165% healing power
- 3: 15 TP, 169% healing power
- 4: 15 TP, 174% healing power
- 5: 19 TP, 220% healing power
- 6: 19 TP, 225% healing power
- 7: 19 TP, 230% healing power
- 8: 19 TP, 235% healing power
- 9: 19 TP, 240% healing power
- 10: 23 TP, 295% healing power
- 11: 23 TP, 298% healing power
- 12: 23 TP, 301% healing power
- 13: 23 TP, 304% healing power
- 14: 23 TP, 307% healing power
- 15: 25 TP, 325% healing power
- 16: 25 TP, 329% healing power
- 17: 25 TP, 333% healing power
- 18: 25 TP, 337% healing power
- 19: 25 TP, 341% healing power
- 20: 27 TP, 370% healing power
- Salve 2
- Requirements: Line Heal level 5
- Body parts used: Head
- Restores the entire party's HP.
- Has a 70% speed modifier at all levels.
- 1: 30 TP, 140% healing power
- 2: 30 TP, 144% healing power
- 3: 30 TP, 148% healing power
- 4: 30 TP, 152% healing power
- 5: 38 TP, 180% healing power
- 6: 38 TP, 184% healing poewr
- 7: 38 TP, 188% healing power
- 8: 38 TP, 192% healing power
- 9: 38 TP, 196% healing power
- 10: 46 TP, 230% healing power
- 11: 46 TP, 232% healing power
- 12: 46 TP, 234% healing power
- 13: 46 TP, 236% healing power
- 14: 46 TP, 238% healing power
- 15: 50 TP, 250% healing power
- 16: 50 TP, 253% healing power
- 17: 50 TP, 256% healing power
- 18: 50 TP, 259% healing power
- 19: 50 TP, 262% healing power
- 20: 54 TP, 280% healing power
- Chase Heal
- Requirements: Heal Mastery level 7
- Body parts used: Head
- The user targets one party member, and prepares Chase Heal at the start of the turn. When the target takes damage, after the enemy that dealt the damage has finished its turn, the user will heal the targeted party member.
- If the target takes damage more than once in that turn, there is a chance that they will be healed multiple times. The chance of this happening is reduced with each heal.
- 1: 3 TP, 100% healing power, max 2 chases, 80% chance reduction per chase
- 2: 3 TP, 106% healing power, max 2 chases, 70% chance reduction per chase
- 3: 3 TP, 112% healing power, max 2 chases, 60% chance reduction per chase
- 4: 3 TP, 118% healing power, max 2 chases, 50% chance reduction per chase
- 5: 6 TP, 118% healing power, max 3 chases, 35% chance reduction per chase
- 6: 6 TP, 125% healing power, max 3 chases, 30% chance reduction per chase
- 7: 6 TP, 132% healing power, max 3 chases, 25% chance reduction per chase
- 8: 6 TP, 139% healing power, max 3 chases, 15% chance reduction per chase
- 9: 6 TP, 145% healing power, max 3 chases, 10% chance reduction per chase
- 10: 10 TP, 145% healing power, max 4 chases, 10% chance reduction per chase
- 11: 10 TP, 151% healing power, max 4 chases, 10% chance reduction per chase
- 12: 10 TP, 158% healing power, max 4 chases, 10% chance reduction per chase
- 13: 10 TP, 164% healing power, max 4 chases, 10% chance reduction per chase
- 14: 10 TP, 171% healing power, max 4 chases, 10% chance reduction per chase
- 15: 12 TP, 177% healing power, max 4 chases, 5% chance reduction per chase
- 16: 12 TP, 184% healing power, max 4 chases, 5% chance reduction per chase
- 17: 12 TP, 190% healing power, max 4 chases, 5% chance reduction per chase
- 18: 12 TP, 197% healing power, max 4 chases, 5% chance reduction per chase
- 19: 12 TP, 203% healing power, max 4 chases, 5% chance reduction per chase
- 20: 14 TP, 210% healing power, max 5 chases, will always chase until limit is reached
- Delayed Heal
- Requirements: Chase Heal level 5
- Body parts used: Head
- Stats used: TEC, VIT
- The user preps Delayed Heal on the turn that it's used. On the next turn, the entire party is healed at the start of the turn.
- Delayed Heal is cancelled if the user dies, is petrified, becomes inflicted with a debilitating ailment (panic, sleep), or has their head bound before activation.
- 1: 18 TP, 100% healing power
- 2: 18 TP, 104% healing power
- 3: 18 TP, 108% healing power
- 4: 18 TP, 112% healing power
- 5: 23 TP, 140% healing power
- 6: 23 TP, 144% healing power
- 7: 23 TP, 148% healing power
- 8: 23 TP, 152% healing power
- 9: 23 TP, 156% healing power
- 10: 32 TP, 190% healing power
- 11: 32 TP, 192% healing power
- 12: 32 TP, 193% healing power
- 13: 32 TP, 195% healing power
- 14: 32 TP, 196% healing power
- 15: 37 TP, 205% healing power
- 16: 37 TP, 207% healing power
- 17: 37 TP, 209% healing power
- 18: 37 TP, 211% healing power
- 19: 37 TP, 213% healing power
- 20: 42 TP, 230% healing power
- Overheal
- Requirements: Heal Mastery level 10
- Body parts used: Head
- Raises the amount of HP restored by the healing skill used next turn, and allows it to set healed party members' HP to a certain percentage of their normal max HP.
- Has an 80% speed modifier at all levels.
- 1: 1 TP, 145% healing boost, 125% max HP boost
- 2: 1 TP, 147% healing boost, 125% max HP boost
- 3: 1 TP, 149% healing boost, 125% max HP boost
- 4: 1 TP, 152% healing boost, 125% max HP boost
- 5: 2 TP, 155% healing boost, 150% max HP boost
- 6: 2 TP, 159% healing boost, 150% max HP boost
- 7: 2 TP, 163% healing boost, 150% max HP boost
- 8: 2 TP, 168% healing boost, 150% max HP boost
- 9: 2 TP, 173% healing boost, 150% max HP boost
- 10: 3 TP, 180% healing boost, 175% max HP boost
- 11: 3 TP, 181% healing boost, 175% max HP boost
- 12: 3 TP, 183% healing boost, 175% max HP boost
- 13: 3 TP, 184% healing boost, 175% max HP boost
- 14: 3 TP, 186% healing boost, 175% max HP boost
- 15: 3 TP, 187% healing boost, 175% max HP boost
- 16: 3 TP, 189% healing boost, 175% max HP boost
- 17: 3 TP, 190% healing boost, 175% max HP boost
- 18: 3 TP, 192% healing boost, 175% max HP boost
- 19: 3 TP, 193% healing boost, 175% max HP boost
- 20: 4 TP, 200% healing boost, 200% max HP boost
- Staff Mastery
- Requirements: None
- Required to learn staff skills. Increases damage dealt with staves, and increases the user's max TP.
- 1: 1% damage and TP increase
- 2: 2% damage and TP increase
- 3: 3% damage and TP increase
- 4: 4% damage and TP increase
- 5: 5% damage and TP increase
- 6: 6% damage and TP increase
- 7: 7% damage and TP increase
- 8: 8% damage and TP increase
- 9: 9% damage and TP increase
- 10: 10% damage and TP increase
- 11: 10% damage increase, 11% TP increase
- 12: 11% damage increase, 12% TP increase
- 13: 11% damage increase, 13% TP increase
- 14: 12% damage increase, 14% TP increase
- 15: 12% damage increase, 15% TP increase
- 16: 13% damage increaes, 16% TP increase
- 17: 13% damage increase, 17% TP increase
- 18: 14% damage increase, 18% TP increase
- 19: 14% damage increase, 19% TP increase
- 20: 15% damage increase, 20% TP increase
- Heavy Strike
- Requirements: Staff Mastery level 1
- Required equipment: Staff
- Body parts used: Arms
- Deals melee STR-based Bash damage to one enemy. Attempts to stun the target.
- Has no accuracy modifier at all levels.
- 1: 5 TP, 150% damage, 25% stun chance, 50% speed modifier
- 2: 5 TP, 155% damage, 25% stun chance, 50% speed modifier
- 3: 5 TP, 160% damage, 25% stun chance, 50% speed modifier
- 4: 5 TP, 165% damage, 25% stun chance, 50% speed modifier
- 5: 10 TP, 210% damage, 35% stun chance, 100% speed modifier
- 6: 10 TP, 217% damage, 35% stun chance, 100% speed modifier
- 7: 10 TP, 224% damage, 35% stun chance, 100% speed modifier
- 8: 10 TP, 231% damage, 35% stun chance, 100% speed modifier
- 9: 10 TP, 238% damage, 35% stun chance, 100% speed modifier
- 10: 20 TP, 315% damage, 50% stun chance, 150% speed modifier
- 11: 20 TP, 319% damage, 50% stun chance, 150% speed modifier
- 12: 20 TP, 323% damage, 50% stun chance, 150% speed modifier
- 13: 20 TP, 327% damage, 50% stun chance, 150% speed modifier
- 14: 20 TP, 331% damage, 50% stun chance, 150% speed modifier
- 15: 24 TP, 370% damage, 55% stun chance, 200% speed modifier
- 16: 24 TP, 374% damage, 55% stun chance, 200% speed modifier
- 17: 24 TP, 378% damage, 55% stun chance, 200% speed modifier
- 18: 24 TP, 382% damage, 55% stun chance, 200% speed modifier
- 19: 24 TP, 386% damage, 55% stun chance, 200% speed modifier
- 20: 30 TP, 480% damage, 60% stun chance, 250% speed modifier
- Medical Rod
- Requirements: Staff Mastery level 5
- Required equipment: Staff
- Body parts used: Arms
- Deals melee Bash damage to one enemy. Lowers the target's elemental defense for a set amount of turns.
- Uses the normal damage formula, but uses the user's TEC in place of STR.
- Has no speed modifier and no accuracy modifier at all levels.
- 1: 6 TP, 135% damage, target takes 20% extra elem damage, lasts for 4 turns
- 2: 6 TP, 139% damage, target takes 20% extra elem damage, lasts for 4 turns
- 3: 6 TP, 143% damage, target takes 20% extra elem damage, lasts for 4 turns
- 4: 6 TP, 147% damage, target takes 20% extra elem damage, lasts for 4 turns
- 5: 10 TP, 185% damage, target takes 25% extra elem damage, lasts for 4 turns
- 6: 10 TP, 190% damage, target takes 25% extra elem damage, lasts for 4 turns
- 7: 10 TP, 195% damage, target takes 25% extra elem damage, lasts for 4 turns
- 8: 10 TP, 200% damage, target takes 25% extra elem damage, lasts for 4 turns
- 9: 10 TP, 205% damage, target takes 25% extra elem damage, lasts for 4 turns
- 10: 18 TP, 275% damage, target takes 30% extra elem damage, lasts for 4 turns
- 11: 18 TP, 278% damage, target takes 30% extra elem damage, lasts for 4 turns
- 12: 18 TP, 281% damage, target takes 30% extra elem damage, lasts for 4 turns
- 13: 18 TP, 284% damage, target takes 30% extra elem damage, lasts for 4 turns
- 14: 18 TP, 287% damage, target takes 30% extra elem damage, lasts for 4 turns
- 15: 21 TP, 320% damage, target takes 35% extra elem damage, lasts for 4 turns
- 16: 21 TP, 323% damage, target takes 35% extra elem damage, lasts for 4 turns
- 17: 21 TP, 326% damage, target takes 35% extra elem damage, lasts for 4 turns
- 18: 21 TP, 329% damage, target takes 35% extra elem damage, lasts for 4 turns
- 19: 21 TP, 332% damage, target takes 35% extra elem damage, lasts for 4 turns
- 20: 24 TP, 370% damage, target takes 40% extra elem damage, lasts for 5 turns
- Vital Hit
- Requirements: Staff Mastery level 10
- Required equipment: Staff
- Body parts used: Arms
- Deals melee STR-based Bash damage to one enemy. Damage is multiplied by the party's current average HP compared to their normal max (Fafnir under the effects of Transform does not count for increasing the average). A party at full HP with a Beast who has Desperation turned on at full health, for example, would multiply Vital Hit's damage by 140%.
- Uses the normal damage formula, but uses the average of the user's TEC and VIT instead of STR.
- Has no speed or accuracy modifier at all levels.
- 1: 7 TP, 210% damage
- 2: 7 TP, 216% damage
- 3: 7 TP, 222% damage
- 4: 7 TP, 228% damage
- 5: 11 TP, 290% damage
- 6: 11 TP, 297% damage
- 7: 11 TP, 304% damage
- 8: 11 TP, 311% damage
- 9: 11 TP, 318% damage
- 10: 19 TP, 390% damage
- 11: 19 TP, 394% damage
- 12: 19 TP, 398% damage
- 13: 19 TP, 402% damage
- 14: 19 TP, 406% damage
- 15: 23 TP, 455% damage
- 16: 23 TP, 459% damage
- 17: 23 TP, 463% damage
- 18: 23 TP, 467% damage
- 19: 23 TP, 471% damage
- 20: 27 TP, 535% damage
- Final Gift
- Requirements: HP Up level 3
- When the user dies, there is a chance that they will restore the rest of the party's HP.
- 1: 50% chance to restore 20% healing power
- 2: 50% chance to restore 21% healing power
- 3: 50% chance to restore 22% healing power
- 4: 50% chance to restore 23% healing power
- 5: 65% chance to restore 23% healing power
- 6: 65% chance to restore 25% healing power
- 7: 65% chance to restore 27% healing power
- 8: 65% chance to restore 29% healing power
- 9: 65% chance to restore 32% healing power
- 10: 80% chance to restore 32% healing power
- 11: 80% chance to restore 33% healing power
- 12: 80% chance to restore 34% healing power
- 13: 80% chance to restore 35% healing power
- 14: 80% chance to restore 36% healing power
- 15: 90% chance to restore 36% healing power
- 16: 90% chance to restore 37% healing power
- 17: 90% chance to restore 38% healing power
- 18: 90% chance to restore 39% healing power
- 19: 90% chance to restore 40% healing power
- 20: 100% chance to restore 40% healing power
- Scavenge
- Requirements: TP Up level 3
- Passively increases the chance to find materials dropped from monsters after combat. While whether this bonus is additive or multiplicative is not definitely known, it is most likely additive.
- 1: 3% increase
- 2: 5% increase
- 3: 7% increase
- 4: 9% increase
- 5: 11% increase
- 6: 12% increase
- 7: 13% increase
- 8: 14% increase
- 9: 15% increase
- 10: 16% increase
- 11: 17% increase
- 12: 18% increase
- 13: 19% increase
- 14: 20% increase
- 15: 21% increase
- 16: 22% increase
- 17: 23% increase
- 18: 24% increase
- 19: 25% increase
- 20: 26% increase
- Safe Passage
- Requirements: Elem DEF Up level 3
- Reduces damage taken from damage tiles on the field for a set amount of steps.
- 1: 3 TP, reduces damage by 50%, lasts for 25 steps
- 2: 3 TP, reduces damage by 55%, lasts for 25 steps
- 3: 3 TP, reduces damage by 60%, lasts for 25 steps
- 4: 3 TP, reduces damage by 65%, lasts for 25 steps
- 5: 5 TP, reduces damage by 70%, lasts for 45 steps
- 6: 5 TP, reduces damage by 75%, lasts for 45 steps
- 7: 5 TP, reduces damage by 80%, lasts for 45 steps
- 8: 5 TP, reduces damage by 85%, lasts for 45 steps
- 9: 5 TP, reduces damage by 90%, lasts for 45 steps
- 10: 8 TP, reduces damage by 99%, lasts for 70 steps
- 11: 8 TP, reduces damage by 99%, lasts for 72 steps
- 12: 8 TP, reduces damage by 99%, lasts for 74 steps
- 13: 8 TP, reduces damage by 99%, lasts for 76 steps
- 14: 8 TP, reduces damage by 99%, lasts for 78 steps
- 15: 8 TP, reduces damage by 99%, lasts for 80 steps
- 16: 8 TP, reduces damage by 99%, lasts for 82 steps
- 17: 8 TP, reduces damage by 99%, lasts for 84 steps
- 18: 8 TP, reduces damage by 99%, lasts for 86 steps
- 19: 8 TP, reduces damage by 99%, lasts for 88 steps
- 20: 8 TP, reduces damage by 99%, lasts for 100 steps
- Steady Hands
- Force Boost
- Increases the amount of HP restored from healing skills by 170%. Reduces the TP cost of healing skills by 50%. Increases the speed of healing skills by 500%.
- Medical Miracle
- Force Break
- Body parts used: Head
- Restores the entire party's HP. Dispels all ailments, binds, and debuffs. Revives any dead party members, and heals them as well.
- Healing power scales linearly from 300% to 900% based on user level. Has a 500% speed modifier.
Add Comment
Please, Sign In to add comment