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DrFetus

7th Dragon 2020 Psychic Skill Data

Apr 9th, 2020 (edited)
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  1. Innate Ability
  2. ==============
  3. Only class that doesn't have one.
  4.  
  5. Tier 1 Skills
  6. =============
  7. LIFE Bonus
  8. Type: Passive
  9.  
  10. Increases max Life.
  11.  
  12. Lv1: 1.1x Life multiplier. Costs 150 SP.
  13. Lv2: 1.15x Life multiplier. Costs 550 SP.
  14. Lv3: 1.2x Life multiplier. Costs 1500 SP.
  15. Lv4: 1.25x Life multiplier. Costs 3000 SP.
  16. Lv5: 1.3x Life multiplier. Costs 5500 SP.
  17.  
  18. Flame
  19. Type: Active
  20.  
  21. Hits one enemy with ranged MAT-based fire damage. At levels 3 and above, this skill can be toggled to attack one enemy or all enemies. If attacking all enemies, the damage is reduced.
  22.  
  23. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 2 at all levels.
  24.  
  25. Lv1: Costs 4 Mana. 1.75x damage multiplier. Fills up 5% of the EX Gauge per hit. Initial skill.
  26. Lv2: Costs 4 Mana. 1.9x damage multiplier. Fills up 5% of the EX Gauge per hit. Costs 130 SP.
  27. Lv3: Costs 5 Mana. 2.05x damage multiplier. Group target multiplies damage by 0.25x. Fills up 1.5% of the EX Gauge per hit. Costs 300 SP.
  28. Lv4: Costs 5 Mana. 2.2x damage multiplier. Group target multiplies damage by 0.25x. Fills up 1.5% of the EX Gauge per hit. Costs 700 SP.
  29. Lv5: Costs 6 Mana. 2.35x damage multiplier. Group target multiplies damage by 0.5x. Fills up 1.5% of the EX Gauge per hit. Costs 1350 SP.
  30.  
  31. Freeze
  32. Type: Active
  33.  
  34. Hits one enemy with ranged MAT-based ice damage. At levels 3 and above, this skill can be toggled to attack one enemy or all enemies. If attacking all enemies, the damage is reduced.
  35.  
  36. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 2 at all levels.
  37.  
  38. Lv1: Costs 4 Mana. 1.75x damage multiplier. Fills up 5% of the EX Gauge per hit. Costs 120 SP.
  39. Lv2: Costs 4 Mana. 1.9x damage multiplier. Fills up 5% of the EX Gauge per hit. Costs 300 SP.
  40. Lv3: Costs 5 Mana. 2.05x damage multiplier. Group target multiplies damage by 0.25x. Fills up 1.5% of the EX Gauge per hit. Costs 550 SP.
  41. Lv4: Costs 5 Mana. 2.2x damage multiplier. Group target multiplies damage by 0.25x. Fills up 1.5% of the EX Gauge per hit. Costs 900 SP.
  42. Lv5: Costs 6 Mana. 2.35x damage multiplier. Group target multiplies damage by 0.5x. Fills up 1.5% of the EX Gauge per hit. Costs 1500 SP.
  43.  
  44. Decoy Mirror
  45. Type: Active
  46.  
  47. Places a shield on the Psychic that blocks all incoming damage until the shield is destroyed.
  48.  
  49. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels.
  50.  
  51. NOTE: The shield's defenses are set to 0 DEF and MDF. Vastly differs from Shieldcraft in DS in several ways. The attack is actually blocked, so additional effects on attacks such as infliction won't ever proc, though skills that only inflict statuses and such will still pierce the shield. The shield cannot be repaired. Only after the shield breaks can you recast it and get a full Life shield. Does not override the counter skills. Excess damage is also completely blocked instead of bleeding through to the Psychic, however this only works for single hit attacks. Attacks that hit multiple times can damage the Psychic if the earlier hits broke the shield. Damage against the shield can trigger reflect damage against Cursed enemies.
  52.  
  53. Lv1: Shield has 40 Life. Costs 80 SP.
  54. Lv2: Shield has 80 Life. Costs 700 SP.
  55. Lv3: Shield has 120 Life. Costs 1500 SP.
  56. Lv4: Shield has 160 Life. Costs 2500 SP.
  57. Lv5: Shield has 200 Life. Costs 3000 SP.
  58.  
  59. Cure
  60. Type: Active
  61.  
  62. Heals one ally. At levels 4 and above, it can be toggled to target the entire party. If healing the party, the heal is reduced. Can be used on the field.
  63.  
  64. Has a speed multiplier of 1.3 at all levels.
  65.  
  66. NOTE: Healing is equal to Base Heal + MAT * 0.1.
  67.  
  68. Lv1: Costs 3 Mana. 40 Base heal. Costs 100 SP.
  69. Lv2: Costs 3 Mana. 60 Base heal. Costs 250 SP.
  70. Lv3: Costs 3 Mana. 80 Base heal. Costs 500 SP.
  71. Lv4: Costs 4 Mana. 100 Base heal. 0.3x group heal multiplier. Costs 1000 SP.
  72. Lv5: Costs 4 Mana. 125 Base heal. 0.3x group heal multiplier. Costs 1500 SP.
  73. Lv6: Costs 4 Mana. 150 Base heal. 0.3x group heal multiplier. Costs 2000 SP.
  74. Lv7: Costs 5 Mana. 175 Base heal. 0.5x group heal multiplier. Costs 3000 SP.
  75. Lv8: Costs 5 Mana. 200 Base heal. 0.5x group heal multiplier. Costs 4000 SP.
  76. Lv9: Costs 5 Mana. 225 Base heal. 0.5x group heal multiplier. Costs 5000 SP.
  77. Lv10: Costs 6 Mana. 250 Base heal. 0.7x group heal multiplier. Costs 8000 SP.
  78.  
  79. Tier 2 Skills
  80. =============
  81. MANA Bonus
  82. Type: Passive
  83.  
  84. Increases max Mana.
  85.  
  86. Lv1: 1.1x Mana multiplier. Costs 300 SP.
  87. Lv2: 1.15x Mana multiplier. Costs 750 SP.
  88. Lv3: 1.2x Mana multiplier. Costs 2000 SP.
  89. Lv4: 1.25x Mana multiplier. Costs 4000 SP.
  90. Lv5: 1.3x Mana multiplier. Costs 6000 SP.
  91.  
  92. Too Hot to Touch
  93. Type: Active
  94.  
  95. Places a shield on the a given party member for a certain number of turns. While the shield is active, any party member that gets hit with contact damage will trigger a counterattack that deals melee MAT-based fire damage to the attacker, and has a chance to cause Burn (Decreases damage dealt and increases damage taken) for 5 turns.
  96.  
  97. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels. Has a priority level of 2 at all levels.
  98.  
  99. NOTE: Since both Too Hot to Touch and Zero at the Bone are classified as shield buffs, they cannot stack and will override each other. There is no cap on the amount of counterattacks that can activate per turn. Separate actions can trigger multiple counterattacks, though attacks that just hit multiple times will only trigger one. Counterattack damage is based on the MAT of the Psychic that cast it. If the target or the Psychic that cast the skill dies, the effects of the skill immediately end.
  100.  
  101. Lv1: 1.75x damage multiplier. 65% infliction rate. 17 Burn damage. Multiplies damage dealt by 0.95x. Multiplies damage taken by 1.05x. Lasts for 5 turns. Costs 250 SP.
  102. Lv2: 1.9x damage multiplier. 70% infliction rate. 31 Burn damage. Multiplies damage dealt by 0.93x. Multiplies damage taken by 1.06x. Lasts for 5 turns. Costs 550 SP.
  103. Lv3: 2.05x damage multiplier. 75% infliction rate. 46 Burn damage. Multiplies damage dealt by 0.91x. Multiplies damage taken by 1.07x. Lasts for 6 turns. Costs 1500 SP.
  104. Lv4: 2.2x damage multiplier. 80% infliction rate. 61 Burn damage. Multiplies damage dealt by 0.88x. Multiplies damage taken by 1.08x. Lasts for 6 turns. Costs 2500 SP.
  105. Lv5: 2.35x damage multiplier. 85% infliction rate. 91 Burn damage. Multiplies damage dealt by 0.85x. Multiplies damage taken by 1.1x. Lasts for 7 turns. Costs 4000 SP.
  106.  
  107. Shock
  108. Type: Active
  109.  
  110. Hits one or all enemies with ranged MAT-based lightning damage. If attacking all enemies, the damage is reduced.
  111.  
  112. Fills up 1.5% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 2 at all levels.
  113.  
  114. Lv1: Costs 6 Mana. 2.25x damage multiplier. Group target multiplies damage by 0.25x. Costs 350 SP.
  115. Lv2: Costs 6 Mana. 2.5x damage multiplier. Group target multiplies damage by 0.25x. Costs 550 SP.
  116. Lv3: Costs 6 Mana. 2.75x damage multiplier. Group target multiplies damage by 0.35x. Costs 900 SP.
  117. Lv4: Costs 6 Mana. 3x damage multiplier. Group target multiplies damage by 0.35x. Costs 1400 SP.
  118. Lv5: Costs 7 Mana. 3.25x damage multiplier. Group target multiplies damage by 0.5x. Costs 1900 SP.
  119.  
  120. Plasma Jolt
  121. Type: Active
  122.  
  123. Hits one enemy with ranged MAT-based aerial damage.
  124.  
  125. Costs 4 Mana at all levels. Fills up 5% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels.
  126.  
  127. Lv1: 2x damage multiplier. Costs 350 SP.
  128. Lv2: 2.25x damage multiplier. Costs 750 SP.
  129. Lv3: 2.5x damage multiplier. Costs 1500 SP.
  130. Lv4: 2.75x damage multiplier. Costs 2500 SP.
  131. Lv5: 3x damage multiplier. Costs 3000 SP.
  132.  
  133. Manafloat
  134. Type: Active
  135.  
  136. Reduces the Mana cost of skills to 0 and grants the entire party maximum speed for this turn.
  137.  
  138. Costs 5 Mana. Has a speed multiplier of 1. Has a priority level of 1. Costs 500 SP.
  139.  
  140. NOTE: This effect also carries over into the extra turn phase. Does not affect priority levels of skills. Party members that are revived during the turn this skill is active will not benefit from this skill.
  141.  
  142. Recover
  143. Type: Active
  144.  
  145. Dispels Poison, Burn, Paralysis, and Blind on one party member. At levels 2 and above, it dispels all ailments. At levels 3 and above, it gains priority. At level 5, it targets the entire party. Can be used on the field.
  146.  
  147. Has a speed multiplier of 1.3 at all levels.
  148.  
  149. Lv1: Costs 1 Mana. Dispels Poison, Burn, Paralysis, and Blind. Costs 200 SP.
  150. Lv2: Costs 1 Mana. Dispels all ailments. Costs 450 SP.
  151. Lv3: Costs 1 Mana. Dispels all ailments. Has a priority level of 2. Costs 800 SP.
  152. Lv4: Costs 0 Mana. Dispels all ailments. Has a priority level of 2. Costs 1200 SP.
  153. Lv5: Costs 0 Mana. Dispels all ailments. Has a priority level of 2. Targets the entire party. Costs 1800 SP.
  154.  
  155. Resurrection
  156. Type: Active
  157.  
  158. Brings one party member back to life. Can be used on the field.
  159.  
  160. Costs 3 Mana at all levels. Has a speed multiplier of 1 at all levels.
  161.  
  162. NOTE: The amount of Life revived at cannot be boosted by MAT.
  163.  
  164. Lv1: Revived at 40 Life. Costs 250 SP.
  165. Lv2: Revived at 80 Life. Costs 700 SP.
  166. Lv3: Revived at 120 Life. Costs 1300 SP.
  167. Lv4: Revived at 160 Life. Costs 2500 SP.
  168. Lv5: Revived at 200 Life. Costs 3000 SP.
  169.  
  170. Tier 3 Skills
  171. =============
  172. Ifritbane
  173. Type: Active
  174.  
  175. Hits one or all enemies with ranged MAT-based fire damage. If attacking all enemies, the damage is reduced.
  176.  
  177. Fills up 1.5% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 2 at all levels.
  178.  
  179. Lv1: Costs 9 Mana. 3x damage multiplier. Group target multiplies damage by 0.25x. Costs 2500 SP.
  180. Lv2: Costs 9 Mana. 3.25x damage multiplier. Group target multiplies damage by 0.25x. Costs 3000 SP.
  181. Lv3: Costs 11 Mana. 3.5x damage multiplier. Group target multiplies damage by 0.35x. Costs 3500 SP.
  182. Lv4: Costs 12 Mana. 3.75x damage multiplier. Group target multiplies damage by 0.35x. Costs 5500 SP.
  183. Lv5: Costs 13 Mana. 4x damage multiplier. Group target multiplies damage by 0.5x. Costs 7000 SP.
  184.  
  185. Icicle Eden
  186. Type: Active
  187.  
  188. Hits one or all enemies with ranged MAT-based ice damage. If attacking all enemies, the damage is reduced.
  189.  
  190. Fills up 1.5% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 2 at all levels.
  191.  
  192. Lv1: Costs 9 Mana. 3x damage multiplier. Group target multiplies damage by 0.25x. Costs 2500 SP.
  193. Lv2: Costs 9 Mana. 3.25x damage multiplier. Group target multiplies damage by 0.25x. Costs 3000 SP.
  194. Lv3: Costs 11 Mana. 3.5x damage multiplier. Group target multiplies damage by 0.35x. Costs 3500 SP.
  195. Lv4: Costs 12 Mana. 3.75x damage multiplier. Group target multiplies damage by 0.35x. Costs 5500 SP.
  196. Lv5: Costs 13 Mana. 4x damage multiplier. Group target multiplies damage by 0.5x. Costs 7000 SP.
  197.  
  198. Zero at the Bone
  199. Type: Active
  200.  
  201. Places a shield on the a given party member for a certain number of turns. While the shield is active, any party member that gets hit with contact damage will trigger a counterattack that deals melee MAT-based ice damage to the attacker, and has a chance to cause Freeze (Decreases the SPD stat) for 5 turns.
  202.  
  203. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels. Has a priority level of 2 at all levels.
  204.  
  205. NOTE: Since both Zero at the Bone and Too Hot to Touch are classified as shield buffs, they cannot stack and will override each other. There is no cap on the amount of counterattacks that can activate per turn. Separate actions can trigger multiple counterattacks, though attacks that just hit multiple times will only trigger one. Counterattack damage is based on the MAT of the Psychic that cast it. If the target or the Psychic that cast the skill dies, the effects of the skill immediately end.
  206.  
  207. Lv1: 1.75x damage multiplier. 65% infliction rate. 17 Freeze damage. Multiplies SPD by 0.9x. Lasts for 5 turns. Costs 550 SP.
  208. Lv2: 1.9x damage multiplier. 70% infliction rate. 31 Freeze damage. Multiplies SPD by 0.88x. Lasts for 5 turns. Costs 900 SP.
  209. Lv3: 2.05x damage multiplier. 75% infliction rate. 46 Freeze damage. Multiplies SPD by 0.85x. Lasts for 6 turns. Costs 1500 SP.
  210. Lv4: 2.2x damage multiplier. 80% infliction rate. 61 Freeze damage. Multiplies SPD by 0.83x. Lasts for 6 turns. Costs 2500 SP.
  211. Lv5: 2.35x damage multiplier. 85% infliction rate. 91 Freeze damage. Multiplies SPD by 0.8x. Lasts for 7 turns. Costs 4000 SP.
  212.  
  213. Fantasy Zone
  214. Type: Passive
  215.  
  216. Has a 12% chance of attacking one random enemy with ranged MAT-based non-elemental damage at the end of the turn.
  217.  
  218. Fills up 3% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Cannot miss at all levels.
  219.  
  220. NOTE: Cannot activate as the same time as Mana Spring. Not affected by Concentrate, nor will it use up Concentrate's charge.
  221.  
  222. Lv1: 2x damage multiplier. Costs 350 SP.
  223. Lv2: 2.25x damage multiplier. Costs 750 SP.
  224. Lv3: 2.5x damage multiplier. Costs 3000 SP.
  225. Lv4: 2.75x damage multiplier. Costs 5000 SP.
  226. Lv5: 3x damage multiplier. Costs 9500 SP.
  227.  
  228. Microburst
  229. Type: Active
  230.  
  231. Hits one enemy with ranged MAT-based non-elemental damage, and has a chance to inflict Bleed for 4 turns.
  232.  
  233. Fills up 5% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels.
  234.  
  235. Lv1: Costs 9 Mana. 3.5x damage multiplier. 70% infliction rate. 53/63/65/65 Bleed damage. Costs 2500 SP.
  236. Lv2: Costs 9 Mana. 3.75x damage multiplier. 75% infliction rate. 68/81/84/84 Bleed damage. Costs 3000 SP.
  237. Lv3: Costs 10 Mana. 4x damage multiplier. 80% infliction rate. 83/99/102/103 Bleed damage. Costs 3500 SP.
  238. Lv4: Costs 10 Mana. 4.25x damage multiplier. 85% infliction rate. 98/117/121/122 Bleed damage. Costs 5500 SP.
  239. Lv5: Costs 10 Mana. 4.5x damage multiplier. 90% infliction rate. 113/135/139/140 Bleed damage. Costs 7500 SP.
  240.  
  241. Rescue React
  242. Type: Active
  243.  
  244. Places a buff on the Psychic for a certain number of turns. While the buff is active, if an enemy kills a party member, the Psychic will have a 100% chance to gain an extra turn.
  245.  
  246. Costs 0 Mana at all levels. Has a speed multiplier of 1 at all levels.
  247.  
  248. NOTE: All react skills can only activate up to 3 times at most in a given turn. If the cause of death is not an enemy's attack, such as poison damage, the skill will not activate.
  249.  
  250. Lv1: Lasts for 5 turns. Costs 500 SP.
  251. Lv2: Lasts for 6 turns. Costs 1000 SP.
  252. Lv3: Lasts for 7 turns. Costs 1500 SP.
  253. Lv4: Lasts for 8 turns. Costs 2000 SP.
  254. Lv5: Lasts for 9 turns. Costs 2500 SP.
  255.  
  256. Mana Spring
  257. Type: Passive
  258.  
  259. At the end of a turn, if the Psychic does not have a full Mana pool, they have a 12% chance to recover a portion of their maximum Mana.
  260.  
  261. Has a speed multiplier of 1 at all levels.
  262.  
  263. NOTE: Cannot activate as the same time as Fantasy Zone.
  264.  
  265. Lv1: Restores 10% of maximum Mana. Costs 500 SP.
  266. Lv2: Restores 12% of maximum Mana. Costs 1000 SP.
  267. Lv3: Restores 15% of maximum Mana. Costs 1500 SP.
  268. Lv4: Restores 17% of maximum Mana. Costs 2000 SP.
  269. Lv5: Restores 20% of maximum Mana. Costs 3000 SP.
  270.  
  271. Tier 4 Skills
  272. =============
  273. Bolt Avenge
  274. Type: Active
  275.  
  276. Hits one or all enemies with ranged MAT-based lightning damage. If attacking all enemies, the damage is reduced.
  277.  
  278. Fills up 1% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels.
  279.  
  280. Lv1: Costs 15 Mana. 5x damage multiplier. Group target multiplies damage by 0.25x. Costs 7500 SP.
  281. Lv2: Costs 16 Mana. 5.25x damage multiplier. Group target multiplies damage by 0.25x. Costs 8000 SP.
  282. Lv3: Costs 18 Mana. 5.5x damage multiplier. Group target multiplies damage by 0.35x. Costs 8500 SP.
  283. Lv4: Costs 19 Mana. 5.75x damage multiplier. Group target multiplies damage by 0.35x. Costs 9000 SP.
  284. Lv5: Costs 20 Mana. 6x damage multiplier. Group target multiplies damage by 0.5x. Costs 9500 SP.
  285.  
  286. Concentrate
  287. Type: Active
  288.  
  289. Increases the power of the Psychic's next magical attack.
  290.  
  291. Has a speed multiplier of 1 at all levels.
  292.  
  293. NOTE: The effect will not be used up until the Psychic uses a magical attack. Support skills, Fantasy Zone, or regular attacks will not waste the charge. Can be used on their EX skill, Dark Invasion.
  294.  
  295. Lv1: Costs 12 Mana. 2.1x damage increase. Costs 6500 SP.
  296. Lv2: Costs 13 Mana. 2.2x damage increase. Costs 7500 SP.
  297. Lv3: Costs 14 Mana. 2.3x damage increase. Costs 8000 SP.
  298. Lv4: Costs 15 Mana. 2.4x damage increase. Costs 8500 SP.
  299. Lv5: Costs 16 Mana. 2.5x damage increase. Costs 9500 SP.
  300.  
  301. Auto-Recover
  302. Type: Passive
  303.  
  304. If a party member gets inflicted with an ailment, the Psychic has a 15% chance to instantly dispel it and all other ailments on said party member.
  305.  
  306. Has a speed multiplier of 1. Costs 9500 SP.
  307.  
  308. NOTE: Can activate multiple times within the same turn.
  309.  
  310. EX Skill: Dark Invasion
  311. =======================
  312. Hits one enemy with ranged MAT-based non-elemental damage, and multiplies their ATK and MAT damage dealt by 0.95x, and multiplies the amount of ATK and MAT damage they take by 1.05x for 3 turns. Has a damage multiplier of 8x. (Actually 12x due to the boost from EX.)
  313.  
  314. Costs 35 Mana. Has a speed multiplier of 1. Has an accuracy multiplier of 1.5. Costs 9500 SP.
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