Skill Terminology
Description Terminology
Allow/Require:
Allows the use of specific skills by the target. The allowed skills are mentioned by name. Without the allow effect on the performer, these skills cannot be performed.
Example: Blessing of the FireHawk (skill): Hinode is affected by Blessing of the Firehawk allowing Firestorm Destruction.
Firestorm Destruction (skill): Requires Blessing of the
Firehawk, ...
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.
Example: Cursed Diamond (skill): Affects Mitsuo with Cursed Diamond infinitely, altering Glass Cutter and
Desperation.
Glass Cutter (skill): ... While affected by Cursed Diamond, this skill deals 40 melee damage and the cooldown of this skill is set to 0.
Charge:
Charges are effects that stack on the target, often improving a specific skill.
Example: Enrage (skill): Grants Jun 1 Blind Spot charge.
Blind Spot (skill): Each Blind Spot charge increases damage dealt with this skill by 20.
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.
Example: Counters the first enemy melee skill performed on Yukigaaru for 4 turns.
Damage:
Subtracts a stated amount from the target's health points. Damage always has an amount and a Damage Type.
Example: Asami deals 25 ranged damage to one enemy.
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.
Example: Yuudai kills one enemy with 30 or less health points.
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, Damage Reduction or Stuns.
Example: Tadashi disables invulnerability and damage reduction on one enemy.
Remove energy:
Remove a stated amount of energy of the specified type from the player's energy pool, if available.
Example: Jinsei removes 1 random energy from one enemy.
Grant energy:
Add a stated amount of energy of the
specified type to the player's energy pool.
Example: Jinsei grants 1 random energy to one teammate.
Healing:
Adds a stated amount to the target's health points. A character cannot be healed over its maximum health points.
Example: Heals the holder for 30 health points.
Increase/Decrease damage:
Modifies the amount of a Damage Type dealt or taken by the target.
Example: Asami increases melee and ranged damage dealt to all enemies 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.
Example: Yuudai increases cooldowns of melee skills performed by one enemy with 1 for 3 turns.
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.
Example: Yuudai increases the cost of melee skills by one enemy with 1 random energy for 2 turns.
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.
Example: Makes Asami invulnerable for 1 turn.
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.
Example: Jinsei steals 1 random energy from one enemy.
Protector:
Places a protector on the target with a stated amount
of hit points for an infinite duration. The protector effect absorbs both melee and ranged damage (including piercing and after damage reduction 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.
Example: Grants Amaya a protector of 35 hit points.
Remove (effect):
Removes the specified type of effects from the target. While the remove effect is on the target, all new effects of the
specified type will be instantly removed and have no effect.
Example: Jinsei removes Bleeding afflictions on the target 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 cause of a battle are not removed as they are no longer part of the item. For example, the activiating of the Blood Oath of the First Seishin will be disabled, whereas the protector is not removed if already on a target.
Example: Sainan removes the item from one enemy.
Reduce Damage/Damage Reduction:
Reduces a stated amount of damage by a specified Damage Type dealt to the target. The amount of damage reduced is done per turn, not per
effect.
Example: Yukigaaru reduces melee and ranged damage dealt to both teammates by 10 for 2 turns.
Limit Damage/Damage Limitation:
Sets a limit to the amount of damage that can be dealt by a specified Damage Type to the target. The amount of damage limited is done per turn, not per
effect.
Example: Hai limits ranged damage dealt to one team member to 20 this turn.
Stun:
Refrain the target from performing skills and stops channeling skills. Stuns can also target specific skills based on their Execution Class.
Example: Asami stuns one enemy for 1 turn.
Special Skill Properties
Bypassing:
The skill bypasses and ignores an effect on the target. Commonly used for bypassing invulnerability or counter effects.
Example: Jyouzu deals 45 piercing melee damage to one enemy bypassing invulnerability and counters.
By default, a skill cannot be applied to the same target again while it is still active on that target.
This skill stacks:
The skill can be effectively applied to
the same target multiple times.
Example: Hinode deals 5 affliction damage to all enemies. This skill stacks.
This skill renews:
The skill can be applied to the same target again, but its effects will not stack. Instead, the skill's effects and their durations will be renewed.
Example: Grants Amaya a protector of 35 hit points. This skill renews.
This skill toggles:
The skill can be activated and
deactivated by using the skill again. This way the skill can be turned on and off.
Example: Affects Kuro with Last Sunset infinitely. During this time, melee and ranged damage dealt to Kuro is reduced by 10 and 10 affliction damage is dealt to Kuro each turn. This skill toggles.