Skill Terminology

Description Terminology

Activate:
Activate effects activate when the specified condition is met. For example, Sasori's Dawn Breaker activates when Sasori is attacked by a melee skill. What happens after the effect is activated is stated behind the Activated tag. In Dawn Breaker's case, Sasori's attacker is dealt 20 physical damage.

Dawn Breaker:
Self : Activate when attacked by a melee skill, and grant 15 defense to ranged, until activated.
Activated Attacker : Deal 20 physical damage.
When this skill ends, it's on cooldown for 2 turns.

Allow/disallow:
Allows, or disallows, the use of specific skills. The allowed skills are mentioned by name. Without the allow effect, these skills cannot be performed.

In the case of Two Heavens and Wakizashi Strike, it is Two Heavens that allows Wakizashi Strike on a specific target.

Two Heavens:
enemy : Deal 20 physical damage.
enemy : Allow Wakizashi Strike, the following turn.

Wakizashi Strike:
Allowed enemy : Deal 45 melee damage.
(this skill requires Two Heavens on the target)

In the case of Last Sunset and No Tomorrow and Shadow Assault, it is Last Sunset that allows No Tomorrow and Shadow Assault.

Last Sunset:
Self : Allow No Tomorrow & Shadow Assault, disable healing, and deal 10 affliction damage, indefinitely.

No Tomorrow:
Requires Last Sunset
Enemy : Stuns, and deals 10 affliction damage, indefinitely.

Shadow Assault:
Requires Last Sunset
All enemies : Deal 25 physical damage.

Alter:
Alters specific skills on the target, often to a great extent. The altered skills are mentioned by name. The exact changes to the altered skill are noted in the description of the altered skill.

Default Effects with this tag are only active when the skill is not altered.
Altered Effects with this tag are only active when the skill is altered.

Defensive Stance:
Self : Alter Wooden Fist & Meditation, indefinitely.

Wooden Fist:
Default Enemy : Deal 25 physical damage.
Altered Enemy : Deal 10 physical damage, and remove 1 energy.

Meditation:
Default Self : Gain , for 2 turns.
Altered Self : Restore 10 health, for 2 turns.

Charge:
Charges are effects that stack on the target, often improving a specific skill. Some skills consume charges. This means that the charges these skills use are removed after the skill is performed.

Enrage:
Random enemy : Deal 20 physical damage.
Self : Grant 1 Blind Spot charge.

Blindspot:
Enemy : Deal 25 piercing physical damage (+ 15 per Blind Spot charge consumed).

Choose on target:
Allows the skill to be cast either on the enemy or the character´s allies, each with a different effect. Only one option can be chosen.

Cyclone:
Choose one target
A : Enemy : Stun, for 1 turn.
B : Other ally : Become invulnerable, for 1 turn.
Disallow this skill on the same target the following 2 turns.

Cooldown:
The cooldown of a skill is the amount of turns the skill cannot be used after it has been performed. A cooldown of 2 means that you won't be able to use the skill the following 2 turns after it has been performed. Not all skills have a cooldown. Some skills have a cooldown of infinite, which basically means the skill can only be used once per game.

Counter:
A counter negates a skill by or on the target. The performer of the skill will lose the energy spent on the skill, but the counter prevents any of the skill's effects from entering the game. Counters can target specific skills based on their Execution Class, but have no effect on effects already in the game.

For example, Yukigaaru's Swipe Stance counters the first melee skill performed on him. What happens after a skill is countered is stated behind the Countered tag. In Swipe Stance's case, the countered enemy is dealt 10 physical damage.

Swipe Stance:
Self : Counter the first enemy melee skill, within 4 turns.
Countered Enemy : Deal 10 physical damage.
When this skill counters, it's on cooldown for 2 turns.

Cure (afflcition):
Removes the specified type of affliction from the target. While the cure effect is on the target, all new afflictions of the specified type will be instantly removed and have no effect.

Seraphim Touch:
Other ally : Restore 25 health.
Altered Other ally : Cure Bleeding afflictions and Burning afflictions.

Damage:
Subtracts a stated amount from the target's health points. Damage always has an amount and a Damage Type.

Precision Shot:
Enemy : Deal 25 physical damage.

Defense:
Reduces a stated amount of physical damage dealt to the target. The amount of damage reduced is done per turn, not per effect.

Giga Defender:
Other allies : Grant 5 defense, for 2 turns.

Defense can also target physical damage dealt by a specific skill class.

Focus:
Self : Grant 15 defense to melee, for 3 turns.

Disable:
Render an effect inactive on the target. A disabled effect is still on the target, but it doesn't do anything. The disable effect is mostly used for disabling Invulnerability, Defenses or Stuns.

Hunters Eye:
Enemy : Increase physical damage taken from Multi Shot by 15, and disable invulnerability, for 2 turns.

Gain/Grant energy:
Add a stated amount of energy of the specified type to the player's energy pool.

Combat Stimms:
other ally : Drug affliction: Grants 1 energy, cures Ki afflictions, deals 5 affliction damage, for 3 turns.

Increase/Decrease damage:
Increases or decreases the amount of a Damage Type dealt by the target.

Crystal Injection:
other ally : Drug affliction: Restores 10 health, cures Poison afflictions, increases melee physical damage by 5, for 3 turns.

Increase damage taken:
Increases the amount of a Damage Type taken by the target.

Insight:
All enemies : Increase physical damage taken by 15, this turn.

Increase/Decrease cooldown:
Modifies the cooldowns of skills of the target. This effect can also target specific skills based on their Execution Class. Cooldowns already in effect are not affected.

Frost Kiss:
Enemy : Frost affliction: increases cooldowns by 1, until the target performs a skill.
Altered The affliction also decreases physical damage by 5.

Increase/Decrease energy cost:
Modifies the energy cost of skills of the target by adding or subtracting the specified energy types from the skills' energy cost. When subtracting energy, the stated energy must be present in the skill's cost in order for it to be subtracted. This effect can also target specific skills based on their Execution Class.

Snake Tail Punch:
enemy : Ki affliction: deals 10 affliction damage, and increases energy costs by , for 1 turn.
Altered Duration is increased by 1 turn.

Invulnerability:
The target cannot be targeted by new skills. If not stated otherwise in the skill description, this means the target cannot be targeted by newly performed enemy skills, but has no effect on skills already in game. An exception to this rule is the ability to stop channeling skills. Invulnerability can also target specific skills based on their Execution Class.

Cosmic Shroud:
Self : Become invulnerable, for 1 turn.

Immortal:
The target cannot be killed by enemy skills. Although the target will take damage as usual, the target's health will not go below 5. Immortal does not prevent death from friendly skills.

Atonement:
Other ally : Become immortal, for 1 turn per Atonement charges consumed.
Passive other allies : Grant 1 Atonement charge when attacked, up to 3.
Allies aren't granted charges while affected by Atonement.

Kill or killing:
Instantly kills the target regardless of the amount of damage reduction. This type of effect does not work on the AI bosses in the game.

Execution:
enemy max. 30 health : Kill.

Limit defense:
Sets a limit to the amount of physical damage dealt to the target. The amount of damage limited is done per turn, not per effect. Multiple limit defenses do not stack, only the lowest limit defense is counted when reducing damage.

Warbanner of Defense:
Passive self : Grant 45 limit defense for 1 turn, on perform skill.

Limit defense can also target physical damage dealt by a specific skill class.

Crystal Shield:
Ally : Grant 20 limit defense to ranged, for 1 turn.
Self : Grant 1 Crystal Explosion charge.

Passive:
Passive effects are indicated by the Passive tag, and are already active when the battle starts. Skills with only passive effects cannot be performed.

Warbanner of Defense:
Passive self : Grant 45 limit defense for 1 turn, on perform skill.

Some skills can have both passive and normal effects. When these skills are performed, only the effects not tagged by Passive are used.

Judgement:
Enemy : Deal 15 physical damage (+ 10 per Judgement charge consumed).
Passive all enemies : Grant 1 Judgement charge on perform skill, up to 5.

Protector:
Places a protector on the target with a stated amount of hit points for an infinite duration. The protector effect absorbs physical damage (including piercing, and after defense is applied) for the target, which will be taken from the protectors hit points. Once the protector has no hit points left, it is removed from the target, and the remaining damage is dealt to the target.

Ethereal Protector:
Self : Grant a protector of 25 hit points.

Remove energy:
Remove a stated amount of energy of the specified type from the player's energy pool, if available.

Acupuncture: Paralyze:
enemy : Ki affliction: removes 1 energy, for 3 turns.

Restore health:
Adds a stated amount to the target's health points. A character cannot be healed over its maximum health points.

First Aid:
ally : Restore 25 health and cure Bleeding afflictions, for 2 turns.

Remove Item:
Disables the passive effects of items and makes non-passive items unable to be used. Effects which are added by passive effects during the course of a battle are not removed. For example:

Blood Oath of the First Seishin:
Passive self : Activate on death.
Activated Other allies : Grant a protector of 20 hit points.
This item can only be equipped by Kame, Tori and Ryu.

The activate of the Blood Oath of the First Seishin will be disabled, whereas the protector is not removed if its already on a target.

Pickpocket:
Enemy : Remove item, indefinitely.

Steal energy:
Remove a stated amount of energy of the specified type from your enemy's energy pool and add it to your own. Energy that is not present cannot be stolen.

Master Thief:
All enemies with Smokescreen : Steal 1 energy.

Stun:
Refrain the target from performing skills and stops channeling skills. Stuns can also target specific skills based on their Execution Class.

Calm:
Enemy : Stun, for 1 turn.