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List of effects in game.

This list is still incomplete; please help correct this.

The Effect in some cases does not match in game.

StatsEdit

Effect Description
HP, Max HP Increased maximum HP.

Gives 5% for every +1 except +9 which gives 50%

AP, Max AP Increased maximum AP

Gives 5% for every +1 except +9 which gives 50%

Init AP Increased AP Init

Gives 5% for every +1 except +9 which gives 50%

STR Increased Strength. Has an influence on physical attack and physical defense.

3% - 5% - 8% - 10% - 15%

INT Increased Intellect. Has an influence on mystic technique attack and mystic technique defense.

3% - 5% - 8% - 10% - 15%

SPD Increased Agility. The speed at which actions are performed, and has an influence on evasion ratio.

3% - 5% - 8% - 10% - 15%

SkillsEdit

Effect Description +1
(%)
+2
(%)
+3
(%)
+4
(%)
+5
(%)
[One-Handed] Increases melee damage done in One-Handed wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Power Grip] Increases melee damage done in Power Grip wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Dual Wield] Increases melee damage done in Dual Wield wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Two-Handed] Increases melee damage done in Two-Handed wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Quad Wield] Increases melee damage done in Quad Wield wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Dual Power Grip] Increases melee damage done in Dual Power Grip wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Dual Two-Handed] Increases melee damage done in Dual Two-Handed wield style.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Sovani Wield Styles] Increases melee damage done in all 3 of the above Sovani wield styles. 5 8 10 12 15
[Sword] Increases melee damage done with Swords.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Katana] Increases melee damage done with Katana.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Axe] Increases melee damage done with Axes.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Hammer] Increases melee damage done with Maces.

This modifier is applied before Defense is factored in.
This is not a typo, the effect is called [Hammer] and not [Mace], likely a mistranslation. It does improve mace damage.

5 8 10 12 15
[Spear] Increases melee damage done with Spears.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Staff] Increases melee damage done with Staves.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Weapon] Increases regular attack damage with any weapon.

Due to a bug, this modifier is apparently not calculated by the game.
It's supposed to affect regular attacks only.

[Weapon Arts] Raises the effectiveness of all Weapon Arts. 5 8 10 12 15
[Combat Arts] Raises the effectiveness of all Combat Arts.

This modifier is applied before Defense is factored in.

5 8 10 12 15
[Invocations] Raises the effectiveness of Invocations.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Evocations] Raises the effectiveness of Evocations.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Hexes] Raises the effectiveness of Hexes.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Remedies] Raises the effectiveness of Remedies.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Psionics] Raises the effectiveness of Psionics. 10 15 20 25 30
[Wards] Raises the effectiveness of Wards. 10 15 20 25 30
[Arcana] Raises the effectiveness of Arcana. 10 15 20 25 30
[Mystic Arts] Raises the effectiveness of all Mystic Arts.

Weapons & Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Herbs] Raises the effectiveness of Herbs.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Potions] Raises the effectiveness of Potions.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Lotions] Raises the effectiveness of Lotions.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Explosives] Raises the effectiveness of Explosives.

Classes
Accessories


10
5

20
8

30
10

40
12

50
15
[Shards] Raises the effectiveness of Shards.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Traps] Raises the effectiveness of Traps.

Classes
Accessories


10
5

15
8

20
10

25
12

30
15
[Item Arts] Raises the effectiveness of all Item Arts. 5 8 10 12 15
[Unique Arts] Raises the effectiveness of Unique Arts. 5 8 10 12 15

Leadership SkillsEdit

Effect Description
Skill [Side On] Enables the use of the Strike from the sides! command chain without a previous flank attack.
Only appears if the target is deadlocked by another union.
Skill [Ambush] Enables the use of the Hit 'em from behind! command chain without a previous rear assault.
Only appears if the target is deadlocked by another union.
Skill [Hot-Blooded] Increases the chance of getting Combat Arts commands.
Skill [Esoteric] Increases the chance of getting Mystic Arts commands.
Skill [Economist] Possibly Cost Cut for consumables; does not appear in the game.
Skill [Survivalist] Increases the chance of getting Item Arts commands.
Skill [Medic] Increases the chance of getting Recovery commands.
Skill [Duelist] Enables the use of the "Stand your ground!" command.
Only appears if there are no unions in deadlock.
Skill [Commander] Enables the use of the "Wait for a chance!" command.
Only appears if there are no unions in deadlock.
Skill [Defender] Enables the use of the "Defend" command.
Skill [Fatal Blow] Cancels/Nullifies the target's Skill [No Instakill] ability, leaving the target open to death from any Instakill attack if the effect is successfully added.
Skill [No Instakill], Safety Immune to instant death (i.e. Instakill or via Curse). Does not prevent KO via Overkill.

Positive StatusesEdit

Effect Description
Decoy Attracting attention. All enemies will target this union.
Condition has an active duration of 3 turns.
Stealth In deep concentration. Cannot be caught in Deadlock.
Condition has an active duration of 3 turns.
Overdrive Gained a power not of this world. Gain 5 more actions.
Each member of the union gains 5 additional actions during the current turn for a 1 turn active duration.
Invincible Able to take any blow without taking any damage.
Condition has an active duration of 3 turns.
High Morale Union's morale high. Stats boosted.
+3% STR / INT / SPD
Note: These are calculated from Base values and added to Now values. This means in Mystic Seal and other formations stats will not be 0 while Morale Bonus are added.
Super-High Morale Union's morale very high. Stats boosted, 150% likelihood of Trigger Chance.
+5% STR / INT / SPD
+3% ATK / MYS / DEF / M.DEF / EVA / M.EVA
120% Base Action Trigger Chance / 110% Base Damage Dealt / 90% Base Damage Absorbed

Note: These are calculated from Base values and added to Now values. This means in Mystic Seal and other formations stats will not be 0 while Morale Bonus are added.
Ultra-High Morale Army's morale very high. Stats boosted, deal 2x damage.
+10% STR / INT / SPD
+8% ATK / MYS / DEF / M.DEF / EVA / M.EVA
140% Base Action Trigger Chance / 130% Base Damage Dealt / 70% Base Damage Absorbed
The opposing Army's stats will also be cut due to Very Low Army Morale.

Note: These are calculated from Base values and added to Now values. This means in Mystic Seal and other formations stats will not be 0 while Morale Bonus are added.
Charge Up Union members are blessed with energy. AP charges more quickly.
+30% Init AP, condition has an active duration of 3 turns.
STR Up Unit is blessed with vitality. Strength stat rises.
+15% Strength, condition has an active duration of 3 turns.
INT Up Unit is blessed with knowledge. Intellect stat rises.
+15% Intellect, condition has an active duration of 3 turns.
SPD Up Unit feels light on his feet. Speed stat rises.
+15% Speed, condition has an active duration of 3 turns.
ATK Up Weapons imbued with power. Unit's physical/mystic attack power up.
+15% ATK / MYS, condition has an active duration of 3 turns.
DEF Up Weapons fortified with strength. Unit's physical/mystic defense up.
+15% DEF / M.DEF, condition has an active duration of 3 turns.
Evasion Up Weapons blessed with lightness. Unit's physical/mystic evasion up.
+15% [Physical] / [Mystic] Evasion, condition has an active duration of 3 turns.
Stats Up Unit is granted god-like powers. All stats rise.
+15% ATK / MYS / DEF / M.DEF / EVA / M.EVA / STR / INT / SPD
Condition has an active duration of 3 turns.
Conjurations Enabled Conjurations enabled for a unit in the union.

Negative StatusesEdit

Effect Description
Burned Engulfed in flames. Flame Defense = 0. Always act last. Cannot defend.
The inflicted status is of mystic descent, and has an active duration of 9 turns.
Shocked Struck by lightning. Thunder Defense = 0. No trigger chances.
The inflicted status is of mystic descent, and has an active duration of 9 turns.
Frozen Covered in ice. Frost Defense = 0. Extra hit limited to 1. Cannot defend.
The inflicted status leaves one at a physical disadvantage, and has an active duration of 9 turns.
Acid Burn Burnt by acid. Lytic Defense = 0. Special Defense = 0. Cannot defend.
The inflicted status leaves one at a physical disadvantage, and has an active duration of 9 turns.
Poisoned Weakened by a fast-acting poison. HP and AP take damage each turn.
Union's HP and AP are reduced by a percentage each turn for a 3 turn duration.
Blacked Out Unconcious, no physical resistance. Cannot act or react until turn ends.
Near Death Union HP has fallen to 30% or lower.
Terminated Union HP is 0. Cannot take any actions.
Botched Union Leader KO'd. Formation bonuses negated. Unable to issue commands, though units may use random actions.
Groggy Unit HP has fallen to 30% or lower.
Incapacitated Union's HP is 0. Unit essentially KO'd and cannot act.
KO'd Unit HP is 0. Cannot take any actions.
Petrification Body turning to stone. Cannot defend. Any damage taken has an 80% chance of causing KO.
The inflicted status is of mystic descent, and has an active duration of 7 turns.
Enthralled Bewitched until the end of the battle to see the enemy as friend and you as foe.
Cursed Hit by bad juju. Every action has the chance of instant death.
Ailment has an active duration of 3 turns and can't be cleared without revive arts. Any unit with [No Instakill] is immune to death from this ailment.
Paralyzed Body's gone pins and needles and won't move or use any combat arts.
Ailment has an active duration of 5 turns and can be cleared.
Silenced Throat is stopped can't make a sound! Can't cast mystic arts.
Ailment has an active duration of 5 turns and can be cleared.
Slowdown Unit is moved to the end of the action queue.
Instakill Instant death to a single unit.
Overkill KO to a single unit when doing too much damage.
Triggers when unit suffers x2.3 their max HP value.
Low Morale Union's morale low. Stats cut.
-2% STR / INT / SPD
Super-Low Morale Union's morale very low. Stats cut, Trigger Chance at 50%.
-4% STR / INT / SPD / ATK / MYS / DEF / M.DEF / EVA / M.EVA
90% Base Action Trigger Chance / 70% Base Damage Dealt / 130% Base Damage Taken
Ultra-Low Morale Army's morale very low. Stats cut, take 2x damage.
-6% STR / INT / SPD
-8% ATK / MYS / DEF / M.DEF / EVA / M.EVA
80% Base Action Trigger Chance / 50% Base Damage Dealt / 150% Base Damage Taken
The opposing Army's stats will also be boosted due to Very High Army Morale.
Charge Down Union members hit by a curse. AP charges more slowly.
-30% Init AP, Ailment has an active duration of 3 turns.
STR Down Unit's vitality is sapped. Strength stat falls.
-15% Strength, Ailment has an active duration of 3 turns.
INT Down Unit is cursed with ignorance. Intellect stat falls.
-15% Intellect, Ailment has an active duration of 3 turns.
SPD Down Unit feels heavy as lead. Speed stat falls.
-15% Speed, Ailment has an active duration of 3 turns.
ATK Down Weapons weakened by a curse. Unit's physical/mystic attack power down.
-15% ATK / MYS, Ailment has an active duration of 3 turns.
DEF Down Weapons weakened by a curse. Unit's physical/mystic defense down.
-15% DEF / M.DEF, Ailment has an active duration of 3 turns.
Evasion Down Weapons weighed down with evil. Unit's physical/mystic evasion down.
-15% [Physical] / [Mystic] Evasion, Ailment has an active duration of 3 turns.

Status PreventionEdit

Effect Description
[Frost] Resist Increased resistance to Freeze.
[Flame] Resist Increased resistance to Burn.
[Thunder] Resist Increased resistance to Shock.
[Lytic] Resist Increased resistance to Acid Burn.
[Venom] Resist Increased resistance to Poison.
Poison Resist See Equipment [Added Effect] Occurrence.
Immunity: Charge Down Immune to Charge Down.
Immunity: STR Down Immune to STR Down
Immunity: INT Down Immune to INT Down.
Immunity: Freeze Immune to Freeze.
Immunity: Burn Immune to Burn.
Immunity: Shock Immune to Shock.
Immunity: Acid Burn Immune to Acid Burn.
Immunity: Poison Immune to Poison.
Immunity: Black Out Immune to Black Out.
Immunity: Paralyze Immune to Paralyze.
Immunity: Silence Immune to Silence.
Immunity: Petrification Immune to Petrification.
Immunity: Enthrall Immune to Enthrall.
Immunity: Curse Immune to Curse.
Immunity: Mighty Bludgeon See [Power Play] Immunity. This is the same effect with a different name.
[Power Play] Immunity Immune to the Attack Effect Power Play (regular critical hits).
[Slowdown] Immunity Immune to the Attack Effect Slowdown.
Status Control Grants Debuff Duration -5 and Buff Duration +5

HealingEdit

Effect Description
Recovery Restores HP.
Revive Revives a KO'd character or union. Also restores HP, but usually cannot be used for just that.
Clear Status Ailments Removes Freeze, Burn, Shock, Acid Burn and Petrify from the individual unit.
Removes Poison, Paralyze, and Silence from the union.
Clear Stat Debuffs Removes all Stat Down effects.

Damage TypesEdit

Effect Description
Frost Deals frost damage. Can cause Freeze.
[Frost], [Frost] Attack Increases frost damage done.

Added to the base Element Attack Power: +10 - +15 - +20 - +25 - +30

Flame Deals fire damage. Can cause Burn.
[Flame], [Flame] Attack Increases flame damage done.

Added to the base Element Attack Power: +10 - +15 - +20 - +25 - +30

Thunder Deals thunder damage. Can cause Shock.
[Thunder], [Thunder] Attack Increases thunder damage done.

Added to the base Element Attack Power: +10 - +15 - +20 - +25 - +30

Lytic Deals acid damage. Can cause Acid Burn.
[Lytic], [Lytic] Attack Increases acid damage done.

Added to the base Element Attack Power: +10 - +15 - +20 - +25 - +30

Venom Deals poison damage. Can cause Poison.
[Venom], [Venom] Attack Increases poison damage done.

Added to the base Element Attack Power: +10 - +15 - +20 - +25 - +30

Slash Deals Slash damage.
[Slash], [Slash] Attack Increases Slash damage done.

Added to the base damage type Attack Power: +10 - +15 - +20 - +25 - +30

Pierce Deals Pierce damage.
[Pierce], [Pierce] Attack Increases Pierce damage done.

Added to the base damage type Attack Power: +10 - +15 - +20 - +25 - +30

Bludgeon Deals Bludgeon damage.
[Bludgeon], [Bludgeon] Attack Increases Bludgeon damage done.

Added to the base damage type Attack Power: +10 - +15 - +20 - +25 - +30

Maul Deals Maul damage.
[Maul], [Maul] Attack Increases Maul damage done.

Added to the base damage type Attack Power: +10 - +15 - +20 - +25 - +30

[Physical] Extra Hit Increases the chance of getting extra hits on physical attacks.

Grants the specified number of Extra Attacks, up to a maximum of 4.

[Mystic] Extra Hit Increases the chance of getting extra hits on mystic attacks.

Grants the specified number of Extra Attacks, up to a maximum of 4.

Damage Type DefenseEdit

Effect Description
[Frost] Defense Reduces Frost damage taken.

Increases element Defense by 10% - 15% - 20% - 25% - 30%. Base value varies by character (5-20)

[Flame] Defense Reduces Flame damage taken.

Increases element Defense by 10% - 15% - 20% - 25% - 30%. Base value varies by character (5-20)

[Thunder] Defense Reduces Thunder damage taken.

Increases element Defense by 10% - 15% - 20% - 25% - 30%. Base value varies by character (5-20)

[Lytic] Defense Reduces Lytic damage taken.

Increases element Defense by 10% - 15% - 20% - 25% - 30%. Base value varies by character (5-20)

[Venom] Defense Reduces Venom damage taken.

Increases element Defense by 10% - 15% - 20% - 25% - 30%. Base value varies by character (5-20)

[Slash] Defense Reduces Slash damage taken.

Added to damage type Defense: 10 - 15 - 20 - 25 - 30. Base value varies (5-20)

[Pierce] Defense Reduces Pierce damage taken.

Added to damage type Defense: 10 - 15 - 20 - 25 - 30. Base value varies (5-20)

[Bludgeon] Defense Reduces Bludgeon damage taken.

Added to damage type Defense: 10 - 15 - 20 - 25 - 30. Base value varies (5-20)

[Maul] Defense Reduces Maul damage taken.

Added to damage type Defense: 10 - 15 - 20 - 25 - 30. Base value varies (5-20)

Herbs Resist Reduces Effectiveness of Herbs. +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Potions Resist Reduces Effectiveness of Potions. +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Lotions Resist Reduces Effectiveness of Lotions, +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Explosives Resist Reduces Effectiveness of Explosives. +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Shards Resist Reduces Effectiveness of Shards. +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Traps Resist Reduces Effectiveness of Traps. +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Invocations Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Evocations Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Hexes Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Remedies Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Psionics Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Wards Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Arcana Resist +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Physical Resist Reduces physical damage taken.

Increases calculated Defense (STR+DEF) by 5% - 8% - 10% - 12% - [Accessories = 15%] or [Weapons/Classes = 16%]

Physical Evasion Increases the chance to evade physical attacks.

Added to the base percentage: +5% - +8% - +10% - +12% - +15%

Physical Eater Able to absorb physical damage for a set number of turns.
Unit absorbs physical damage taken into HP during the current turn. Ailment has an active duration of 1 turn.
Protection Covered by a mystic wall that fully blocks a single physical attack.
Mystic Resist Reduces mystic damage taken.
Increases calculated Mystic Defense (INT+MDEF) by 5% - 8% - 10% - 12% - [Accessories = 15%] or [Weapons/Classes = 16%]
Mystic Evasion Increases the chance to dodge or block mystic attacks. +1 5%, +2 8%, +3 10%, +4 12%, +5 15%
Mystic Eater Able to absorb mystic damage for a set number of turns.
Unit absorbs all mystic damage taken into HP during the current turn. Ailment has an active duration of 1 turn.
Orphic Ward Covered by an enchanted wall that fully blocks a single mystic attack.
Defending Concentrating on defending. Damage received is half this turn.
-50% Damage Taken for 1 turn

Enemy TypesEdit

Effect Description
[Creature Race] Bonus 20% Additional damage against monsters of that Creature [Race]
Note: Some Accessories/Weapons use a different percentage, which will be reflected on their page.
[Unknown] Bonus 30% Additional damage against The Conqueror, The Lost, The Fallen and Demigod.
[Creature Class] Attack Additional damage against monsters of that Creature [Class].
Attack Bonus: +1 5%, +2 8%, +3 10%, +4 13%, +5 15%

SpecialEdit

Effect Description
Morale Up Increases the amount of Union Morale gained from Friendly attacks.
5% - 8% - 10% - 12% - 15%
Morale Down Decreases the amount of Union Morale lost from Enemy attacks.
5% - 8% - 10% - 12% - 15%
Buff Duration Increases the duration of buff effects for a Unit.
Debuff Duration Reduces the duration of status ailments, including stat debuffs for the Union.
[Added Effect] Occurrence Raises the odds for arts success of Effect Addition. Equipment have their own [Added Effect] Occurrence.

Added to the base percentage: +2% - +3% - +5% - +8% - +10%

Equipment [Added Effect] Occurrence Raises the odds for equipments success of Effect Addition. +1 - 10%, +2 - 20%, +3 - 30%, +4 - 40%, +5 - 50%

Note: This is only found on one item in the game, the Holy Relic accessory and the worst part is the Effect label is so wrong it's funny! Poison Resist is actually this.

AP Cost Cut Reduces the AP cost of unit's arts (Mystic, Combat, Arcana, Unique) by the specified amount.
Trigger Rate Increases the chance to get Critical Offense/Defense.

Added to the base chance: +5% - +10% - +15% - +20% - +25%

Critical Defense Success Increases chance of Critical Defense Success. +1 3%, +2 5%, +3 8%, +4 12%, +5 15%
Critical Offense Success Increases chance of Critical Offense Success. +1 3%, +2 5%, +3 8%, +4 12%, +5 15%
Encumbers Increases the items Burden (weight) stat which makes the item heavier/slower to use than a similar one of the same type.

Note: All items including accessories have a Burden stat so they all count towards the units final Action Speed value, which determines the order in the union they perform their action.

Unburdens Decreases the items Burden (weight) stat which makes the item lighter/faster to use than a similar one of the same type.

Note: All items including accessories have a Burden stat so they all count towards the units final Action Speed value, which determines the order in the union they perform their action.

Added Effect [Slowdown] Gives attacks the Slowdown effect at an increased rate. +1 5%, +2 8%, +3 12%, +4 15%, +5 20%
Morale Control Grants Morale Up +4 (+12%) and Morale Down +4 (+12%)
Growth Boost Increases experience gained for the specified arts, skill groups, or equipped weapons.
Skill boosts don't affect their individual art experience, and art boosts don't affect the corresponding skill either.
For equipment this results in gaining +'s faster and applies to both the main- and offhand slot.

+100% XP - +200% XP.
Growth Boost can be found on all Remnant accessories, and a few high priced trinkets/garments and shields.
For a list of items with this effect, see Growth Boost Equipment
The [Growth Boost] Equipment effect does not work properly, and thus does not help with strengthening equipment.

Added Effect [Power Play] Increases the chance of getting a Critical Hit. Also called Mighty Bludgeon on accessories.

Added to the base percentage: +5% - +8% - +12% - +15% - +20%

[AP Charge] on Damage Recovers AP on doing Damage. +1AP , +2AP, +3AP, +4AP, +5AP
[AP Charge] on Termination Recovers AP on Termination of an enemy unit. +1AP , +2AP, +3AP, +4AP, +5AP
Enraged (Conqueror) The Conqueror's true power has awakened.
Discharging In discharge mode.
This is only used by the Icy Idol and Divine Idol to discharge physical and mystic battlefield art attack components.
Whirlwind In whirlwind mode.
This is only used by the Ala Melvilana remnant in its Ala Melvilana Fusion and Ala Melvilana Synthesis forms.

Flavor TextEdit

Effect Description
Military Issue Appears on town specific equipment.
Extremely Rare Appears on Auld/Ancient/Antiquitis equipment.
These items usually have one or more additional effects, for more information see the individual item pages.

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