Dealing damage with Attack refreshes active augments appropriately.

Chance

Counter I

Increases the chance for a Counter to activate.

Chance

Counter II

Increases the chance for a Counter to activate.

Chance

Evade I

Increases the chance to evade an Attack.

Chance

Evade II

Increases the chance to evade an Attack.

Chance

Luck I

Increases the chance to perform a critical hit.

Chance

Luck II

Increases the chance to perform a critical hit.

Chance

Item Collector

Increases the chance to obtain dropped rare items after battle.

Chance

Item Scavenger

Increases the chance to obtain dropped items after battle.

Gear

Duration

MP cost for any Equip is halved.

Fatcat

Jackpot

Denari

Increases the denari earned after battle.

Pilfer

Jackpot

Denari Strike

Dealing damage with Attack increases the denari earned after battle.

Motivate

Rapid

Attacking a foe with Rapid deals 1.2 the damage, and a minor amount of said stat is applied to attacker.

Tireless

Movement

Energetic

Movement TP cost is reduced to 10.

Swap

Movement

Swap I

Character may move to a currently occupied tile; the two characters placements are then switched.

Switch

Movement

Swap II

Character may move to a currently occupied or broken tile; the two characters, or tile conditions, are then switched.

Gaia Leaf

Durable

Regen

Irremovable Regen status.

SOS

Endurance

Applies Endurance each time HP falls under critical.

SOS

Rapid

Applies Rapid each time HP falls under critical.

SOS

Valiance

Applies Valiance each time HP falls under critical.

Special Chance

Block I

Chance to nullify the damage taken from a attack.

Special Chance

Block II

Chance to nullify the damage taken from a attack.

Special Chance

Deter I

Chance to nullify the damage taken from a attack.

Special Chance

Deter II

Chance to nullify the damage taken from a attack.

Special Chance

Element Eater

Occasionally absorbs elemental damage as HP.

Restless

Standby

Energetic

Waiting TP cost is reduced to 10.

Shaman

Standby

MP

Waiting increases more MP.

Medic

Standby

HP

Waiting regenerates HP rather than MP.

Medicare

Standby

HP/MP

Waiting regenerates HP as well as MP.

On Guard

Standby

Defensive

Waiting ET cost is doubled, but and are temporarily increased to 150%.

Stat

HP I

Increases Maximum HP by 10%.

Enemy

Bee (1/16)

Stat

HP II

Increases Maximum HP by 20%.

Stat

HP III

Increases Maximum HP by 30%.

Stat

Power I

Increases by 10%.

Stat

Power II

Increases by 20%.

Stat

Power III

Increases by 30%.

Stat

Magic I

Increases by 10%.

Stat

Magic II

Increases by 20%.

Stat

Magic I

Increases by 30%.

Stat

Defense I

Increases by 10%.

Stat

Defense II

Increases by 20%.

Stat

Defense III

Increases by 30%.

Stat

Resistance I

Increases by 10%.

Stat

Resistance II

Increases by 20%.

Stat

Resistance III

Increases by 30%.

Stat

Speed

Increases by 10%.

Summon

Omega

Will only remain active if a summon has yet been summoned this battle. Upon being knocked out, the user is considered a summonstone. A summon summoned with this stone inherits the user's aggro (additive if multiple omega summonstones).

Brute

Panic

Offense

Boost and by 1.5 during critical.

Death Ward

Panic

If HP > (MaxHP-CritHP), survive deathblow with 1 HP.

Guts

Panic

Occasionally survive deathblow with 1 HP. Chance is greater the closer HP is to maximum HP.

Reaper

Panic

Critical HP is attained at 3/4 of Max HP.

Stamina

Panic

Boost and by 1.5 during critical.

Vengeance

Panic

Boost and by 1.5 or 2.5 when 1 or 2 party members are KO'd, respectively.

Ultimage

Ultimate

Mage

varies by enemy condition.

User = User * x

Where x is the break condition

0.2 + (1.8 / #Breaks * #Active breaks)

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