Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 43 | 22 | 7 | 5 | 6 | 8 | 9 |
10 | 86 | 45 | 13 | 11 | 11 | 15 | 13 |
20 | 134 | 70 | 19 | 17 | 17 | 23 | 17 |
30 | 182 | 95 | 25 | 24 | 23 | 30 | 22 |
40 | 230 | 120 | 31 | 30 | 28 | 38 | 26 |
50 | 278 | 145 | 37 | 36 | 34 | 46 | 31 |
60 | 326 | 170 | 44 | 43 | 40 | 53 | 35 |
70 | 374 | 195 | 50 | 49 | 45 | 61 | 39 |
80 | 410 | 213 | 54 | 54 | 50 | 67 | 43 |
90 | 446 | 232 | 59 | 59 | 54 | 73 | 46 |
99 | 479 | 249 | 63 | 63 | 58 | 78 | 49 |
Trickster
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Restored | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Class skill. Restores the user's TP when they use an attack skill.
Rapier Mastery
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Attack Increase | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11% |
Increases damage dealt by normal attacks with rapiers.
Lights Out
- Requirements: Rapier Mastery Lv1
- Body Part Used: Arms
- Required Equipment: Rapier
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |||
Speed Modifier | -6 | |||||||||
Accuracy Modifier | +1% | +2% | +3% | +4% | +5% | |||||
Damage | 110% | 114% | 118% | 122% | 126% | 130% | 135% | 145% | 155% | 165% |
Base Chance | 42% | 44% | 46% | 48% | 50% | 54% | 58% | 62% | 66% | 70% |
Deals melee STR-based stab damage to one enemy. If the attack does not miss, attempts to inflict blind on the target.
Physical Chasers
- Skills:
- Chase Saber
- Chase Thrust
- Chase Blow
- Requirements: Rapier Mastery Lv3
- Body Part Used: Legs
- Required Equipment: Rapier
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||
Speed Modifier | +60 | |||||||||
Accuracy Modifier | -5% | -4% | -3% | -2% | -1% | |||||
Damage | 100% | 107% | 114% | 122% | 130% | 138% | 146% | 154% | 162% | 170% |
Base Chance | 100% | |||||||||
Chance Loss Per Chase | -40% | -37% | -34% | -31% | -28% | -25% | -22% | -19% | -16% | -13% |
Max Chases | 3 | 4 | 5 | 6 | 7 |
For the rest of the turn, if damage of a specific element is dealt to an enemy, the user will attack the same target with their equipped weapon. Each time a chase is performed, the chance of the skill activating again on that turn is reduced.
Notes:
Hanging
Notes:
- The element the user chases is dependent on the skill used.
- Chase Saber chases cut damage.
- Chase Thrust chases stab damage.
- Chase Blow chases bash damage.
- The damage type of the user's chases is inherited from the user's equipped weapon.
- Because the physical chasers require a rapier to be used, the damage will always be melee.
- Chasers can only activate once per action on a given enemy—i.e. if a skill hits an enemy multiple times, the user will only attack that enemy once.
- However, if a party member performs multiple actions that can activate a chaser in the same turn—for example, a character activates Swashbuckling—the user can chase the additional actions.
- If the user's weapon has any elemental forges on it, they are applied to the damage of each chaser hit.
- For example, if a level 10 physical chaser hits an enemy, and the user has five fire forges on their weapon (totalling a 50% elemental forge effect), the chaser will first deal its base 170% damage using the inherited damage type, and then deal an additional instance of 85% (170% * 0.5) damage. This damage type of this extra instance is purely that of the applicable forge type. This is repeated for each element the user has on their weapon.
- The total damage of all of these multiple instances is added together to get the final amount of damage dealt by the chaser attack.
- Requirements: Rapier Mastery Lv10
- Body Part Used: Arms
- Required Equipment: Rapier
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
Speed Modifier | -6 | |||||||||
Accuracy Modifier | +1% | +2% | +3% | +4% | +5% | |||||
Damage | 160% | 166% | 172% | 178% | 184% | 197% | 210% | 223% | 236% | 250% |
Base Chance | 42% | 44% | 46% | 48% | 50% | 52% | 54% | 56% | 58% | 60% |
Deals melee STR-based stab damage to one enemy. If the attack does not miss, attempts to bind the target's head.
Gun Mastery
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Attack Increase | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11% |
Increases damage dealt by normal attacks with guns.
Quick Draw
- Requirements: Gun Mastery Lv1
- Body Part Used: Arms
- Required Equipment: Gun
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 |
Speed Modifier | -3 | |||||||||
Accuracy Modifier | ±0% | |||||||||
Damage Per Hit | 70% | 71% | 71% | 72% | 74% | 76% | 78% | 80% | ||
Min Hits | 2 | |||||||||
Max Hits | 2 | 3 | 4 | 5 | ||||||
Average Damage | 140% | 142% | 177% | 180% | 185% | 222% | 228% | 234% | 240% | 280% |
Deals multiple instances of ranged STR-based stab damage to random enemies at the start of the turn.
Elemental Chasers
- Skills:
- Chase Flame
- Chase Ice
- Chase Volt
- Requirements: Gun Mastery Lv3
- Body Part Used: Legs
- Required Equipment: Gun
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |||
Speed Modifier | +60 | ||||||||||
Accuracy Modifier | -5% | -4% | -3% | -2% | -1% | ||||||
Damage | 100% | 107% | 114% | 122% | 130% | 138% | 146% | 154% | 162% | 170% | |
Base Chance | 100% | ||||||||||
Chance Loss Per Chase | -40% | -37% | -34% | -30% | -26% | -22% | -18% | -14% | -10% | -6% | |
Max Chases | 3 | 4 | 5 | 6 | 8 |
For the rest of the turn, if damage of a specific element is dealt to an enemy, the user will attack the same target with their equipped weapon. Each time a chase is performed, the chance of the skill activating again on that turn is reduced.
Notes:
Rapid Fire
Notes:
- The element the user chases is dependent on the skill used.
- Chase Flame chases fire damage.
- Chase Ice chases ice damage.
- Chase Volt chases volt damage.
- The damage type of the user's chases is inherited from the user's equipped weapon.
- Because the elemental chasers require a gun to be used, the damage will always be ranged.
- Chasers can only activate once per action on a given enemy—i.e. if a skill hits an enemy multiple times, the user will only attack that enemy once.
- However, if a party member performs multiple actions that can activate a chaser in the same turn—for example, a character activates Swashbuckling—the user can chase the additional actions.
- If the user's weapon has any elemental forges on it, they are applied to the damage of each chaser hit.
- For example, if a level 10 physical chaser hits an enemy, and the user has five fire forges on their weapon (totalling a 50% elemental forge effect), the chaser will first deal its base 170% damage using the inherited damage type, and then deal an additional instance of 85% (170% * 0.5) damage. This damage type of this extra instance is purely that of the applicable forge type. This is repeated for each element the user has on their weapon.
- The total damage of all of these multiple instances is added together to get the final amount of damage dealt by the chaser attack.
- Requirements: Gun Mastery Lv5
- Body Part Used: Arms
- Required Equipment: Gun
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 10 | 11 | 12 | 13 | 14 | 15 | 16 | |||
Speed Modifier | -3 | |||||||||
Accuracy Modifier | -5% | -4% | -3% | -2% | -1% | |||||
Damage Per Hit | 60% | 63% | 66% | 69% | 72% | 75% | 82% | 90% | 98% | 105% |
Number of Hits | 3 |
Deals multiple instances of ranged STR-based stab damage to one enemy.
Swashbuckling
- Requirements:
- Rapier Mastery Lv8
- Gun Mastery Lv8
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Chance | 10% | 13% | 16% | 19% | 21% | 24% | 27% | 30% | 33% | 36% |
Max Activations | 1 | 2 | 3 | |||||||
Max Activations (Second Sword) | 2 | 4 | 6 |
When the user performs a normal attack, they have a chance to perform another normal attack, up to a limit. If the user has Second Sword, the maximum amount of activations is doubled.
Notes:
Pincushion
Notes:
- The chance is rolled for with each additional attack.
- Requirements:
- Rapier Mastery Lv10
- Gun Mastery Lv10
- Body Part Used: Arms
- Required Equipment:
- Rapier
- Gun
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 19 | 20 | 21 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
Speed Modifier | -3 | |||||||||
Accuracy Modifier | -10% | -9% | -8% | -7% | -6% | -5% | -4% | -3% | -2% | -1% |
Base Damage Per Hit | 110% | 113% | 117% | 121% | 125% | 129% | 133% | 137% | 141% | 145% |
Extra Damage Per AGI | +3% | |||||||||
Min Hits | 1 | |||||||||
Max Hits | 2 | 3 |
Deals multiple instances of STR-based stab damage to random enemies. The damage is increased based on the user's AGI.
Notes:
Eagle Eye
Notes:
- Pincushion deals melee damage if used with a rapier, and ranged damage if used with a gun.
- For each point of AGI the user has, the damage modifier is increased. For example, if the user has 30 AGI, a level 10 Pincushion's damage modifier would be (145 + (3 * 30)) = 235%.
- As a result, Pincushion can reach a maximum damage per hit of 442%, if the user has 99 AGI.
- Requirements: None
- Body Part Used: Head
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
TP Cost | 5 | 6 | 7 | 8 | 9 |
Speed Modifier | -6 | ||||
Defense Decrease | 10% | 15% | 20% | 25% | 35% |
Duration | 4 |
Reduces one enemy's physical defense for a set amount of turns.
Lady Luck
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Crit Chance Increase | 5% | 6% | 7% | 8% | 10% | 12% | 14% | 16% | 18% | 20% |
Increases the user's chance of dealing critical hits.
Notes:
Limit Boost
Notes:
- The crit chance increase is added to the result of the standard crit chance formula.
- Requirements:
- Eagle Eye Lv3
- Lady Luck Lv3
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Limit Gain Increase | 2 | 4 | 6 | 8 | 10 |
Increases the amount of limit the user gains.
Notes:
Troublemaker
Notes:
- A character can only gain a maximum of 15 limit from performing an action.
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
TP Cost | 3 | ||||
Danger Increase | 100% | 120% | 140% | 170% | 200% |
Duration | 30 | 35 | 40 | 45 | 50 |
Increases the encounter rate for a set number of steps.
Notes:
Notes:
- Every tile in the Labyrinth has a "danger" value assigned to it, which is added to the party's total danger when they step on it. When the party's total danger exceeds a randomly-determined threshold, the game starts a random encounter.
- Troublemaker increases the amount of danger accumulated from stepping on tiles, thus reducing the amount of time it takes to get into a random encounter.
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