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- 001 Valor:
- Base defense increased by {num1}
- 002 MP +5:
- Base MP increased by {num1}
- 003 Strength +5:
- Base strength increased by {num1}
- 004 Stamina +5:
- Base stamina increased by {num1}
- 005 Spirit +5:
- Base spirit increased by {num1}
- 006 Luck +5:
- Base luck increased by {num1}
- 007 Break Armor:
- Normal attacks better at breaking armor by {num1}%
- 008 Provoke:
- Easier to be targeted by enemies
- 009 Retain:
- Effect length increased by {num1}% for status increase caused by move
- 010 Lucky Break:
- {num3}% chance of not getting knocked back
- 011 Forsake:
- {num3}% chance of canceling out damage from opponent
- 012 Bear It:
- Defense increased by {num1}% for {num2} sec. at start of battle
- 013 MP +5:
- Base MP increased by {num1} and magic attack increased by {num5}
- 014 Spirit +3:
- Base attack and magic attack increased by {num1}
- 015 DEF/MGC DEF Boost:
- Base defense and magic defense increased by {num1}
- 016 Survive:
- {num3}% chance of retaining 1 HP instead of fainting
- 017 Recovery II:
- Using a healing move on ally recovers {num1}% more HP in battle
- 018 Defense Boost All:
- All allies' defense increased by {num1}% in battle
- 019 Healing MP Saver:
- Decreases MP used for healing magic by {num1}% in battle
- 020 Proper Safety:
- Gear effectiveness increased by {num1}%
- 021 Light Reduction:
- Opponent's light elemental damage decreased by {num1}%
- 022 Defensive:
- Defense and magic defense increased by {num1}% while using charge attack
- 023 Indomitable:
- Attack increased by {num1}% for {num2} sec. at start of battle
- 024 Guard Saber:
- Opponent's saber magic and corresponding elemental damage decreased by {num1}%
- 025 Attack Saber:
- MP needed for saber magic increased by {num1}, increases damage dealt by {num5}%
- 026 Attack Boost All:
- All allies' attack increases by {num1}% in battle
- 027 Proper Weapon:
- Weapon efficiency increased by {num1}%
- 028 Dark Reduction:
- Opponent's dark elemental damage decreased by {num1}%
- 029 Charger:
- Charge attack damage increased by {num1}%
- 030 Protective Light:
- Decrease light/dark elemental damage by {num1}%
- 031 MP +10:
- Base MP increased by {num1} and magic attack increased by {num5}
- 032 Spirit +6:
- Base attack and magic attack increased by {num1}
- 033 Stamina +12:
- Base defense and magic defense increased by {num1}
- 034 Damage CS Boost:
- Add {num1}% of CS gauge when receiving damage
- 035 Special Effect III:
- All allies' status effect resistance increased by {num1}%
- 036 Guard:
- Take on {num1}% of ally's damage from opponent
- 037 Heal:
- Recover {num1}% of HP when receiving {num0}% or more of player's HP damage in one hit
- 038 Miracle:
- Retain 1 HP when hit with critical damage when HP at {num0}% or above
- 039 Cure:
- {num3}% chance of canceling status effect when using healing magic in battle
- 040 Sanctum:
- {num3}% chance of increasing healing magic's effectiveness by {num1}% in battle
- 041 Heal CS Boost II:
- Add {num1}% of CS gauge when healing an ally's HP in battle
- 042 Adversity:
- Attack, defense, and magic defense increased by {num1}% when HP drops to {num0}% or below
- 043 Heal Upgrade:
- Recovers {num1}% more HP in battle when healed
- 044 Mastery:
- Weapon efficiency increased by {num1}%
- 045 Weak Point:
- Damage to enemy's elemental weakness increased by {num1}%
- 046 Fraction:
- Damage to enemy with moderate elemental resistance increased by {num1}%
- 047 Weak Point All:
- Damage to enemy's elemental weakness increased by {num1}% for all allies
- 048 Pinpoint:
- Chance of critical hit increased by {num1}%
- 049 Adrenaline Rush:
- Attack increases after defeating an enemy
- 050 Wound:
- Damage increased by {num5}% by sacrificing {num1}% of HP when using a power attack
- 051 Victory Heal II:
- Recover {num1}% of HP when enemy defeated
- 052 Counter:
- Attack increases by {num1}% for {num2} sec. when receiving damage (effect cannot overlap)
- 053 Rage:
- Each time {num0}% of HP in damage is accumulated, attack increases by {num1}% (up to {num4}%)
- 054 Super Healing:
- Heal beyond max HP when receiving recovery effect exceeding it (up to {num1}%) in battle
- 055 MP +10:
- Base MP increased by {num1} and magic attack increased by {num5}
- 056 MP Boost III:
- Base MP increased by {num1}
- 057 Stamina +20:
- Base defense increased by {num1}
- 058 Spirit +20:
- Base magic defense increased by {num1}
- 059 Attack Boost All III:
- Take on {num1}% of ally's damage from opponent
- 060 Miracle II:
- Retain 1 HP when hit with critical damage when HP at {num0}% or above
- 061 Cure II:
- Cancel status effect when using healing magic in battle
- 062 Heal Upgrade II:
- Recovers {num1}% more HP in battle when healed
- 063 Frenzy:
- Attack and defense increased by {num1}% when normal attack hits (up to {num4}%)
- 064 Strength +20:
- Base attack increased by {num1}
- 065 Intellect +20:
- Base magic attack increased by {num1}
- 066 Weak Point II:
- Damage to enemy's elemental weakness increased by {num1}%
- 067 Judge II:
- Damage to enemy with moderate elemental resistance increased by {num1}%
- 068 Weak Point All II:
- Damage to enemy's elemental weakness increased by {num1}% for all allies
- 069 Wound II:
- Damage increased by {num5}% by sacrificing {num1}% of HP when using a power attack
- 070 Rage II:
- Each time {num0}% of HP in damage is accumulated, attack and defense increase by {num1}% (up to {num4}%)
- 071 Pinpoint II:
- Chance of critical hit increased by {num1}%
- 072 Gift:
- Base MP increased by {num1}
- 073 Intellect +5:
- Base intellect increased by {num1}
- 074 MP Boost:
- Base MP increased by {num1}
- 075 Limit Break:
- Magic damage dealt increases by {num1}%
- 076 Luck +20:
- Base luck increased by {num1}
- 077 Victory MP Boost:
- Recover {num1} of MP when enemy defeated
- 078 Silence-Proof:
- Resistance to silence increased by {num1}%
- 079 Magic Burst:
- Damage from magic increased by {num1}% when MP at {num0}%
- 080 Intellect +10:
- Base magic attack increased by {num1}
- 081 Spirit +10:
- Base magic defense increased by {num1}
- 082 MP Boost II:
- Base MP increased by {num1}
- 083 Spell Guard:
- Defense and magic defense increased by {num1}% when casting
- 084 Spell Shield:
- Magic defense increased by {num1}% when casting
- 085 Bless:
- {num3}% chance of changing MP needed for move to 0 in battle
- 086 Wrath:
- Magic attack and magic defense increase if ally faints
- 087 Wound Magic:
- Damage increased by {num5}% by sacrificing {num1}% of HP when using attack magic
- 088 HP +20:
- Base HP increased by {num1}, base MP increased by {num5}
- 089 Victory Heal:
- Recover {num1}% of HP when enemy defeated
- 090 Random Debuff:
- {num3}% chance of a random stat decreasing when using a power attack
- 091 Refresh:
- Recover {num1}% of MP after winning a battle
- 092 Intellect +15:
- Base magic attack increased by {num1}
- 093 Spirit +15:
- Base magic defense increased by {num1}
- 094 Victory CS Boost:
- Add {num1}% of CS gauge when enemy defeated
- 095 HP +50:
- Base HP increased by {num1}, base MP increased by {num5}
- 096 Strength +12:
- Base attack and defense increased by {num1}
- 097 Move MP Saver II:
- Decreases MP used for moves by {num1}% during battle
- 098 Elemental Combo:
- Damage increased by {num1}% when using magic of the same element in succession (up to {num4}%)
- 099 Tough:
- Damage to non-boss monsters increased by {num1}%
- 100 Enigma:
- Harder for enemies to target
- 101 Desperation:
- Recover {num1}% MP when HP drops to {num0}% or below
- 102 Intellect +12:
- Base magic attack and magic defense increased by {num1}
- 103 Spell Resistance:
- {num3}% chance of not getting knocked back while casting
- 104 Magic Rush:
- Magic attack increased by {num1}% x number of enemies hit with the attack magic (up to {num4}%)
- 105 Judge:
- Damage to boss monsters increased by {num1}%
- 106 Guardian Runes:
- Status effect resistance increased by {num1}%
- 107 Retain Effect:
- Status effect time increased by {num1}%
- 108 Effect Boost All:
- Chance of status effect for all allies increased by {num1}%
- 109 Cheat:
- Damage to monster of level lower than the character's increased by {num1}%
- 110 Soul Hunt:
- Magic attack increases by {num1}% for {num2} sec. after ally faints (effect cannot overlap)
- 111 Wound Magic All:
- Sacrifices {num1}% of allies' HP to increase magic damage {num5}% multiplied by the number of allies
- 112 Magic Armor:
- {num3}% chance that enemy magic will do zero damage
- 113 Quick Shot:
- Damage to enemy with {num0}% HP increased by {num1}%
- 114 Stat Down MP Saver II:
- {num1}% of MP needed for magic substituted by HP when using magic
- 115 Elemental Master:
- Deal damage regardless of resistant element
- 116 Auto-HP Heal II:
- Time casting magic shortened by {num1}%
- 117 Auto-HP Heal All II:
- Time casting higher magic spells shortened by {num1}%
- 118 Elemental Combo II:
- Damage increased by {num1}% when using magic of the same element in succession (up to {num4}%)
- 119 Sturdy III:
- Damage increased by {num1}% when casting time increased by {num2}%
- 120 Spell Resistance II:
- Cannot get knocked back while casting
- 121 Magic Rush II:
- Magic attack increased by {num1}% x number of enemies hit with the attack magic (max {num4}%)
- 122 Greed:
- Recover {num1}% of MP when receiving damage
- 123 MGC Boost All:
- All allies' magic attack increases by {num1}% in battle
- 124 Cheat II:
- Damage to monster of level lower than the character's increased by {num1}%
- 125 Wound Magic All II:
- Damage increased by {num5}% x allies by sacrificing {num1}% of HP of allies when using attack magic
- 126 Magic Armor II:
- {num3}% chance that enemy magic will do zero damage
- 127 Summon CS Boost II:
- Damage increased by {num5}% by sacrificing {num1}% of HP when using attack magic
- 128 Instinct:
- Cannot get knocked back for {num2} sec. at start of battle
- 129 Conflagration:
- Dealt damage increases by {num1}% when HP drops to {num0}% or below
- 130 Indignant:
- Attack increases if ally faints
- 131 Strength +10:
- Base attack increased by {num1}
- 132 Stamina +10:
- Base defense increased by {num1}
- 133 Self-Heal:
- Status effect and stat decrease effect time shortened by {num1}%
- 134 Damage Heal:
- {num3}% chance to recover {num1}% of HP when receiving damage
- 135 Defense Help:
- Defense increases by {num1}% when HP drops to {num0}% or below
- 136 Mutiny:
- Attack increases by {num1}% if HP drops to {num0}% or below
- 137 Attack Help:
- Attack increases by {num1}% when HP drops to {num0}% or below
- 138 Finishing Blow:
- Damage to enemy with {num0}% HP or below increased by {num1}%
- 139 Fighting Spirit:
- Add {num1}% of CS gauge for every {num0} sec. in battle
- 140 Strength +15:
- Base attack increased by {num1}
- 141 Payback:
- Reduce total amount of CS gauge used by {num1}% when using class strike
- 142 Spirit +12:
- Base attack and magic attack increase by {num1}
- 143 Fortitude:
- Attack increases by {num1}% when affected by status effect
- 144 1-Hit Class Strike:
- Class strike damage increased by {num1}% when HP at 100%
- 145 Revive:
- {num3}% chance of reducing total amount of CS gauge used by {num1}% when using class strike
- 146 Ambition:
- Status effect or stat decrease canceled when using class strike
- 147 1-Hit Class Strike II:
- Decreases MP used for healing magic by {num1}
- 148 MGC DEF Boost All:
- All allies' magic defense increases by {num1}% in battle
- 149 Attack Saber II:
- MP needed for saber magic increased by {num1}, increases damage dealt by {num5}%
- 150 Enigma II:
- Very hard for enemies to target
- 151 Close Call:
- Recovers {num1}% more HP when healing an ally with {num0}% HP or below in battle
- 152 Royal Anger:
- Attack and defense increase by {num1}% when HP drops to {num0}% or below
- 153 Victory CS Boost II:
- Add {num1}% of CS gauge when enemy defeated
- 154 Critical Damage:
- Damage increased by {num1}% when hit by critical hit
- 155 Inferno:
- Invincible for {num2} sec. at start of battle
- 156 Revenge:
- Attack and defense increase by {num1}% after all other allies faint
- 157 Gem:
- Cannot be knocked back while using a charge attack, opponent's damage decreased by {num1}%
- 158 Heal CS Boost III:
- Add {num1}% of CS gauge when healing an ally's HP in battle
- 159 Damage CS Boost II:
- Add {num1}% of CS gauge when receiving damage
- 160 MGC Boost All II:
- All allies' magic attack increases by {num1}% in battle
- 161 ATK Down All II:
- Decrease all enemies' attack by {num1}%
- 162 Close Call II:
- Recovers {num1}% more HP when healing an ally with {num0}% HP or below in battle
- 163 MGC DEF Boost All II:
- All allies' magic defense increased by {num1}% in battle
- 164 Evil Spirit:
- Attack increased by {num1}% when normal attack hits (up to {num4}%)
- 165 Counter II:
- Attack increases by {num1}% for {num2} sec. when receiving damage (effect cannot overlap)
- 166 Wound III:
- Damage increased by {num5}% by sacrificing {num1}% of HP when using a power attack
- 167 Revenge II:
- Attack and defense increase by {num1}% after all other allies faint
- 168 Forsake II:
- {num3}% chance of canceling out damage from opponent
- 169 Critical Damage II:
- Damage increased by {num1}% when hit by critical hit
- 170 Glimmer:
- Base MP increased by {num1}
- 171 Recovery:
- Using a healing move on ally recovers {num1}% more HP in battle
- 172 Persist:
- {num3}% chance of retaining 1 HP instead of fainting
- 173 Heal CS Boost:
- Add {num1}% of CS gauge when healing an ally's HP in battle
- 174 Resistance Boost:
- Status effect resistance increased by {num1}%
- 175 Mercy:
- Add {num1}% of CS gauge when casting healing magic
- 176 Auto-HP Heal All:
- Recover {num1}% of HP for all allies every {num0} sec. in battle
- 177 Safeguard:
- Cancel out stat decrease when using healing magic in battle
- 178 Distress:
- Attack and magic attack increases by {num1}% when affected by status effect
- 179 Down Time:
- Stat decrease from move lengthened by {num1}%
- 180 Two-Hit:
- Chance of status effect for enemy with decreased stat increased by {num1}%
- 181 Attacker:
- Base attack increased by {num1}, defense decreased by {num5}
- 182 Security:
- {num3}% chance of no damage when receiving damage
- 183 Quick Heal:
- Status effect time shortened by {num1}%
- 184 Recover Break:
- Heal {num1}% more than max HP when healing ally in battle
- 185 Magic Bell:
- Magic attack and magic defense increase when receiving magic damage
- 186 Saber CS Boost:
- Add {num1}% of CS gauge when using saber magic
- 187 Repetition:
- Damage increased by {num1}% when using summoning magic in succession (up to {num4}%)
- 188 Spell Guard II:
- Chance of status effect increased by {num1}%
- 189 Super Stat Down:
- Stat decrease from move increased by {num1}%
- 190 Super Summon:
- Summoning magic damage increased by {num1}%
- 191 Special Effect:
- Damage to enemy with status effect increased by {num1}%
- 192 Hard Ricochet:
- {num3}% chance of reflecting stat decrease back
- 193 Life Swipe:
- Recover {num1}% of HP when using class strike
- 194 Stat Down Converter II:
- Add {num1}% of CS gauge when stat is decreased with move
- 195 Bad Luck:
- {num3}% chance of stat decrease from move increasing by {num1}%
- 196 DEF Down All:
- Decrease all enemies' defense by {num1}%
- 197 Salvation:
- Recover 100% HP for all fainted allies when fainted
- 198 DEF/MGC DEF Boost III:
- Base defense and magic defense increased by {num1}
- 199 Healing MP Saver III:
- Decreases MP used for healing magic by {num1}
- 200 Small-fry:
- Decreases all enemies' magic attack and magic defense when battle starts
- 201 Spell Guard III:
- Chance of status effect increased by {num1}%
- 202 Super Ninja Trick:
- Ninja move damage increased by {num1}%
- 203 Super Stat Down II:
- Stat decrease from move increased by {num1}%
- 204 DEF Down All II:
- Decrease all enemies' defense by {num1}%
- 205 Covert:
- Slightly harder for enemies to target
- 206 Lucky Find:
- Item drop rate increased by {num1}%
- 207 Item Master:
- {num3}% chance of keeping the item when using an item in battle
- 208 Toxic II:
- {num3}% chance of poisoning enemy and decreasing defense when using power attack
- 209 Doze:
- {num3}% chance of causing sleep when using power attack
- 210 Move MP Saver:
- Decreases MP used for moves by {num1}% in battle
- 211 Focus:
- Magic attack increased by {num1}% when HP at {num0}% in battle
- 212 Voltage:
- Adds a random status increase to all allies at start of battle
- 213 Stamina +15:
- Base defense increased by {num1}
- 214 Effect + CS Boost:
- Add {num1}% of CS gauge when causing a status effect
- 215 Mute:
- {num3}% chance of causing silence when using power attack
- 216 Stat Boost:
- Stat increase from move increased by {num1}%
- 217 Ambush:
- Damage to enemy not targeting the player increased by {num1}%
- 218 Interception:
- Damage dealt by enemy targeting the player decreased by {num1}%
- 219 Plunder:
- {num1}% chance of acquiring twice the amount of an item when item is obtained
- 220 Trap CS Boost:
- Add {num1}% of CS gauge when a trap is successful
- 221 Trap Recoil:
- Easier to knock back enemy when trap is successful
- 222 Super Trap:
- Trap damage increased by {num1}%
- 223 Trap Combo:
- Damage increased by {num1}% when using the same trap in succession (up to {num4}%)
- 224 Forsake III:
- {num3}% chance of canceling out damage from opponent
- 225 Toxic Trap:
- {num3}% chance of poisoning enemy and decreasing attack when a trap is successful
- 226 Life and Death:
- Attack and magic attack increase by {num1}% for {num2} sec. with class strike (effect cannot overlap)
- 227 Ninja SP Boost:
- Add {num1}% of CS gauge when a ninja move is successful
- 228 Ninja MP Saver:
- Decreases MP used for ninja moves by {num1}
- 229 Charred:
- {num3}% chance of causing burns when using power attack
- 230 Magic Help:
- Magic attack increases by {num1}% when HP drops to {num0}% or below
- 231 Chain Ninja:
- Damage increased by {num1}% when using ninja moves of same element in succession (up to {num4}%)
- 232 Cutthroat:
- {num3}% chance of destroying enemy instantly when attacking enemy with status effect
- 233 1-Hit CS Boost:
- Add {num1}% of CS gauge when enemy defeated in one hit
- 234 Retribution:
- {num3}% chance of destroying enemy instantly when using power attack
- 235 Stonework:
- {num3}% chance of causing petrify when using power attack
- 236 Stand Ground:
- Cannot get knocked back while using charge attack
- 237 Anti-Resuscitate:
- {num3}% chance of destroying enemy instantly when using power attack at {num0}% HP or below
- 238 About-face:
- Stat decrease effect swapped for stat increase
- 239 Retain Stat Boost II:
- Stat increase from move increased by {num1}%
- 240 Attack Boost All II:
- All allies' attack increases by {num1}% in battle
- 241 Defense Boost All II:
- All allies' defense increased by {num1}% in battle
- 242 Trap Recoil II:
- Much easier to knock back enemy when trap is successful
- 243 Fortitude II:
- Trap damage increased by {num1}%
- 244 Special Effect II:
- Damage to enemy with status effect increased by {num1}%
- 245 Dark Zone:
- All enemies' attack decreased at start of battle
- 246 Chain Ninja II:
- Damage increased by {num1}% when using ninja moves of same element in succession (up to {num4}%)
- 247 Fortitude III:
- {num3}% chance of destroying enemy instantly when using power attack
- 248 Stand Ground II:
- {num3}% chance of not getting knocked back while using charge attack
- 249 Protector:
- Base defense and magic defense increased by {num1}
- 250 Bountiful:
- Healing item's effectiveness increased by {num1}% in battle
- 251 Army of One:
- Add {num1}% of CS gauge when normal attack hits
- 252 Fortitude IV:
- Effect length increased by {num1} sec. for status increase caused by move
- 253 Stat Boost MP Saver:
- Decrease MP needed for move that increases stat by {num1}%
- 254 + Resistance Boost:
- Status effect resistance increased by {num1}% when stat is increased with move
- 255 Ward Runes:
- Stat decrease effect time shortened by {num1}%
- 256 Stat Down MP Saver:
- Decrease MP needed for move that decreases stat by {num1}%
- 257 + Anti-Resist. Boost:
- Status effect resistance increased by {num1}% when stat is decreased with move
- 258 Mana Blessing:
- Recover {num1}% of HP for all allies after winning a battle
- 259 HP +5:
- Base HP increased by {num1}
- 260 Summon MP Saver:
- Decreases MP used for summoning by {num1}%
- 261 Reactionary:
- Magic attack and magic defense increases by {num1}% when HP drops to {num0}% or below
- 262 Extra Potent:
- Also gain the status increase effect yourself
- 263 Random Buff:
- Randomized status effect when stat is increased with move
- 264 Defender Help:
- Defense and magic defense increase by {num1}%, attack and magic attack decrease by {num5}% in battle
- 265 Meteor Light:
- Effect lasts until the battle ends for status increase caused by move
- 266 Stat Boost CS Boost:
- Add {num1}% of CS gauge when stat is increased with move
- 267 Good Luck:
- {num3}% chance of stat increase from move increasing by {num1}%
- 268 Down Side:
- {num3}% chance of reflecting ally's stat decrease back
- 269 Winged Protection:
- Attack increased by {num1}% when HP at 100%
- 270 Summon CS Boost:
- Add {num1}% of CS gauge when using summoning magic
- 271 Unlimited:
- MP needed for summoning magic increased by {num1}, increases damage dealt by {num5}%
- 272 Reactionary II:
- Magic attack and magic defense increases by {num1}% when HP drops to {num0}% or below
- 273 Opposite Effect:
- Triggers opposite effect when stat is decreased with move
- 274 Super Magic:
- Attack increases by {num1}% for {num2} sec. after using magic (effect cannot overlap)
- 275 Attacker Help:
- Attack and magic attack increase by {num1}% when HP drops to {num0}% or below
- 276 Defender:
- Base defense increased by {num1}, base attack decreased by {num5}
- 277 Persistent Effect:
- Stat decrease from move effective until battle ends
- 278 Stat Down CS Boost:
- Add {num1}% of CS gauge when stat is decreased with move
- 279 ATK Down All:
- Decrease all enemies' attack by {num1}%
- 280 Stat Down Resistance:
- {num3}% chance of canceling ally's stat decrease
- 281 Light of Relief:
- Recover {num1}% of HP for all allies when using a class strike
- 282 Spirit +9:
- Base attack and magic attack increased by {num1}
- 283 Tough II:
- Decreases MP used for summoning by {num1}
- 284 Pinpoint III:
- Time casting summoning magic shortened by {num1}%
- 285 Stat Boost CS Boost II:
- Add {num1}% of CS gauge when stat is increased with move
- 286 Surprise Aid:
- Adds {num1}% of CS gauge for random ally when player uses class strike
- 287 Stat Boost CS Boost III:
- Add {num1}% of CS gauge when using summoning magic
- 288 Good Luck II:
- {num3}% chance of stat increase from move increasing by {num1}%
- 289 Bad Luck II:
- {num3}% chance of stat decrease from move increasing by {num1}%
- 290 HP +10:
- Base HP increased by {num1}, base MP increased by {num5}
- 291 HP +15:
- Base HP increased by {num1}, base MP increased by {num5}
- 292 HP +10:
- Base HP increased by {num1}, base DEF increased by {num5}
- 293 HP +20:
- Base HP increased by {num1}, base DEF increased by {num5}
- 294 HP +30:
- Base HP increased by {num1}, base DEF increased by {num5}
- 295 Strength +3:
- Base attack and defense increased by {num1}
- 296 Strength +6:
- Base attack and defense increased by {num1}
- 297 Strength +9:
- Base attack and defense increased by {num1}
- 298 Intellect +3:
- Base magic attack and magic defense increased by {num1}
- 299 Intellect +6:
- Base magic attack and magic defense increased by {num1}
- 300 Intellect +9:
- Base magic attack and magic defense increased by {num1}
- 301 Stamina +3:
- Base defense and magic defense increased by {num1}
- 302 Stamina +6:
- Base defense and magic defense increased by {num1}
- 303 Stamina +9:
- Base defense and magic defense increased by {num1}
- 304 Luck +10:
- Base luck increased by {num1}
- 305 Luck +15:
- Base luck increased by {num1}
- 306 Auto-HP Heal:
- Recover {num1}% of HP for every {num0} sec. in battle
- 307 Oracle:
- All stats increase when using class strike
- 308 Sturdy:
- Attack increases by {num1}% when HP at {num0}% or above
- 309 Sturdy II:
- Attack increases by {num1}% when HP at {num0}% or above
- 310 Light of Guidance:
- All allies' attack increases by {num1}% when HP at {num0}% or above
- 311 Light of Refuge:
- All allies' defense increases by {num1}% when HP drops to {num0}% or below
- 312 Victory MP Boost II:
- Normal attacks better at breaking armor by {num1}%
- 313 Winning Heal:
- Recover {num1}% of HP for all allies after winning a battle
- 314 Guard Saber II:
- Opponent's saber magic and corresponding elemental damage decreased by {num1}%
- 315 Toxic:
- {num3}% chance of poisoning when using power attack
- 316 Charger II:
- Charge attack damage increased by {num1}%
- 317 Hard Ricochet II:
- {num3}% chance of reflecting stat decrease back
- 318 Critical Smash:
- {num3}% chance of attack decrease with critical hit
- 319 Critical Smash II:
- {num3}% chance of attack decrease with critical hit
- 320 Broken Lines:
- {num3}% chance of defense decrease with critical hit
- 321 Broken Lines II:
- {num3}% chance of defense decrease with critical hit
- 322 Victory CS Boost III:
- Attack increases by {num1} when HP drops to {num0}% or below
- 323 Random Debuff II:
- {num3}% chance of a random stat decreasing when using a power attack
- 324 Defensive Stance:
- Defense increased by {num1}%, attack decreased by {num5}% during battle
- 325 Concentrate:
- Chance of critical hit increased by {num1}%
- 326 Flourish:
- Damage increased by {num1}% when hit by critical hit
- 327 Offensive Stance:
- Attack increased by {num1}%, defense decreased by {num5}% during battle
- 328 Damage CS Boost III:
- No description in the file.
- 329 Damage CS Boost IV:
- No description in the file.
- 330 Damage MP Boost:
- Recover {num1}% of MP when receiving damage
- 331 Damage MP Boost II:
- No description in the file.
- 332 Heal Upgrade All:
- Recovers {num1}% more of all allies' HP in battle
- 333 Heal Upgrade All II:
- No description in the file.
- 334 Attacker II:
- No description in the file.
- 335 Defender II:
- No description in the file.
- 336 Ninja SP Boost II:
- No description in the file.
- 337 Mighty:
- Power attack damage increased by {num1}%
- 338 Mighty II:
- No description in the file.
- 339 Mighty III:
- No description in the file.
- 340 Cherish:
- Opponent's damage decreased by {num1}% for all allies
- 341 Quick Shot II:
- No description in the file.
- 342 Hard Ricochet III:
- No description in the file.
- 343 Critical Smash III:
- No description in the file.
- 344 Broken Lines III:
- No description in the file.
- 345 Magic Smash:
- {num3}% chance of magic attack and magic defense decrease with critical hit
- 346 Magic Smash II:
- No description in the file.
- 347 Magic Smash III:
- No description in the file.
- 348 Heal II:
- No description in the file.
- 349 Attack Help II:
- No description in the file.
- 350 Attack Help III:
- No description in the file.
- 351 Defense Help II:
- No description in the file.
- 352 Defense Help III:
- No description in the file.
- 353 Ambush II:
- No description in the file.
- 354 Finishing Blow II:
- No description in the file.
- 355 Bless II:
- No description in the file.
- 356 Payback II:
- No description in the file.
- 357 Payback III:
- No description in the file.
- 358 Defensive II:
- No description in the file.
- 359 Magic Armor III:
- No description in the file.
- 360 Random Debuff III:
- No description in the file.
- 361 Limit Break II:
- No description in the file.
- 362 Limit Break III:
- No description in the file.
- 363 Interception II:
- No description in the file.
- 364 Interception III:
- No description in the file.
- 365 Victory Heal III:
- No description in the file.
- 366 Concentrate II:
- No description in the file.
- 367 Flourish II:
- No description in the file.
- 368 Weak Point III:
- No description in the file.
- 369 MGC DEF Down All:
- Decrease all enemies' magic defense by {num1}%
- 370 MGC DEF Down All II:
- No description in the file.
- 371 Reclaim:
- Recover {num1} of MP when power attack is successful
- 372 Reclaim II:
- No description in the file.
- 373 Magic Recoil:
- Easier to knock back enemy when magic is successful
- 374 Cast Resist:
- Opponent's damage decreased by {num1}% when casting
- 375 Cast Resist II:
- No description in the file.
- 376 Cast Resist III:
- No description in the file.
- 377 Total Resistance:
- All status effects canceled out
- 378 Elemental Reduction:
- Opponent's elemental damage decreased by {num1}%
- 379 Elemental Reduction II:
- No description in the file.
- 380 Ward Off:
- {num3}% chance of decreasing damage from opponent by {num1}%
- 381 Ward Off II:
- No description in the file.
- 382 Ward Off III:
- No description in the file.
- 383 Attack Recoil:
- Easier to knock back enemy when power attack is successful
- 384 Stat Down Resistance:
- All stat decreases canceled out
- 385 Meditation:
- Add {num1}% of CS gauge for every {num0} sec. in battle
- 386 Climactic Hit:
- Chance of critical hit increased by {num1}% when attack on status affected enemy is successful
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