Last Updated: 2018-01-15 01:52:59 (k73sk)
This entire page is based off what the Prima Strategy Guide says. If anything is incorrect, or if there are missing effects, please report this page by clicking the report button. Thanks!
Effect Name | Description |
---|---|
2x Attack Rate | Repeats the input command once |
2x Item Effect | Effect of item doubles during battle |
Absolute Hit | Allows all attacks to hit targets |
Absolute Strike | Ensures First Attack, Excepting Special Cases |
Absorb Dark | Absorbs Dark attribute damage and restores HP |
Absorb Earth | Absorbs Earth attribute damage and restores HP |
Absorb Fire | Absorbs Fire attribute damage and restores HP |
Absorb Light | Absorbs Light attribute damage and restores HP |
Absorb Normal | Absorbs damage from normal attack and restores HP |
Absorb Special | Absorbs damage from special attack and restores HP |
Absorb Thunder | Absorbs Thunder attribute damage and restores HP |
Absorb Water | Absorbs Water attribute damage and restores HP |
Absorb Wind | Absorbs Wind attribute damage and restores HP |
Add Berserk | Fixed chance of adding Berserk to normal attack |
Add Bewitch | Fixed chance of adding Bewitch to Normal Attack |
Add Blind | Fixed chance of adding Blind to normal attack |
Add Confusion | Adds probability of causing Confusion to all attacks |
Add Critical | Chance of causing critical damage with physical attacks |
Add Dark | Adds Dark element to normal attack |
Add Death | Probability of causing Death with physical attacks |
Add Earth | Adds Earth element to normal attack |
Add Fear | Adds probability of causing Fear to all attacks |
Add Fire | Adds Fire element to normal attack |
Add Gold | Increases Gold received at end of battle by 50% |
Add Light | Adds Light element to normal attack |
Add Paralysis | Fixed chance of adding Paralysis to normal attack |
Add Petrify | Fixed chance of adding Petrify to normal attack |
Add Plague | Fixed chance of adding Plague to normal attack |
Add Poison | Fixed chance of adding Poison to normal attack |
Add Seal | Fixed chance of adding Seal to normal attack |
Add Sleep | Fixed chance of adding Sleep to normal attack |
Add Spellbind | Fixed chance of adding Spellbind to normal attack |
Add Stun | Fixed chance of adding Stun to normal attack |
Add Thunder | Adds Thunder element to normal attack |
Add Venom | Fixed chance of adding Venom to normal attack |
Add Water | Adds Water element to normal attack |
Add Wind | Adds Wind element to normal attack |
AGL Bonus | Adds bonus to AGL when level increases |
AGL Boost 1 | Agility increases by 5% |
AGL Boost 2 | Agility increases by 10% |
AGL Cut | Agility decreases by 5% |
All or Nothing | Either all attacks hit or all damage is blocked |
All Recovery Up | Entire party’s recovery rate increases during battle |
Anti-Berserk | Blocks Abnormal Status from Berserk attack |
Anti-Bewitch | Blocks Abnormal Status from Bewitch attack |
Anti-Blind | Blocks Abnormal Status from Blind attack |
Anticipate | Increases probability of guarding against enemy attacks |
Anti-Confusion | Blocks Abnormal Status from Confusion attack |
Anti-Critical | Blocks Abnormal Status from a Critical attack |
Anti-Death | Blocks Abnormal Status from a Death attack |
Antidote | Blocks Abnormal Status from Poison attack |
Anti-Fear | Blocks Abnormal Status from Fear attack |
Anti-Paralysis | Blocks Abnormal Status from Paralysis attack |
Anti-Petrify | Blocks Abnormal Status from Petrify attack |
Anti-Plague | Blocks Abnormal Status from Plague attack |
Anti-Seal | Blocks Abnormal Status from Sealing attack |
Anti-Sleep | Blocks Abnormal Status from Sleep attack |
Anti-Spellbind | Blocks Abnormal Status from Spellbind attack |
Anti-Stun | Blocks Abnormal Status from Stun attack |
Antivenom | Blocks Abnormal Status from Venom attack |
AP Attack | Normal attack up in proportion to remaining AP |
AP Boost 1 | Amount of AP added increases 10% |
AP Boost 2 | Amount of AP added increases 20% |
AP Charge | Allows 30 points of AP to be stored |
AP Cost Down 1 | Amount of AP used decreases by 10% |
AP Cost Down 2 | Amount of AP used decreases by 20% |
AP Cost Down 3 | Amount of AP used decreases by 30% |
AP Cost Up 1 | AP consumption increases by 10% |
AP Cost Up 2 | AP consumption increases by 20% |
AP Cut 1 | Amount of AP added reduced 10% |
AP Cut 2 | Amount of AP added reduced 20% |
AP Defense | Defense up in proportion to remaining AP |
AP Guard | Prevents damage by consuming AP |
AP Increase3 | Amount of AP added increases 30% |
AP Thief | Can steal AP when attacking |
Art Attack Up | Damage increases by 50% when Art moves are used |
Art EXP | Increases Art EXP received at end of battle |
Backup | Increases AP of other supporting characters |
Barrier | Blocks special attacks, reduces normal attack damage 1/2 |
Berserk Guard | Increased resistance to Berserk attacks |
Bewitch Guard | Increased resistance to Bewitch attacks |
Blind Guard | Increased resistance to Blinding attacks |
Block Dark | Blocks Dark attribute damage |
Block Earth | Blocks Earth attribute damage |
Block Fire | Blocks Fire attribute damage |
Block Light | Blocks Light attribute damage |
Block Normal | Prevents damage from a normal attack |
Block Special | Prevents damage from a special attack |
Block Thunder | Blocks Thunder attribute damage |
Block Water | Blocks Water attribute damage |
Block Wind | Blocks Wind attribute damage |
Bloodsucker | Absorbs HP when damage is given |
CHA Bonus | Adds bonus to Charisma when level increases |
CHA Boost 1 | Charisma increases by 5% |
CHA Boost 2 | Charisma increases by 10% |
CHA Cut | Charisma decreases by 5% |
Charge Heal | MP fully restored when inactive for one turn |
Chicken | Ensures escape from normal battles |
Confusion Guard | Increased resistance to confusion attacks |
Counterattack | Chance of blocking and counterattacking |
Critical Guard | Increased resistance to critical attacks |
Cure | Cures status by consuming AP |
Dark Guard | Decreases Dark element damage |
Death Guard | Increased resistance to death attacks |
Decoy | User becomes focus of enemy attacks |
DEF Bonus | Adds bonus to DEF when level increases |
Double EXP | Doubles EXP received at end of battle |
Double Gold | Doubles Gold received at end of battle |
Earth Guard | Decreases Earth element damage |
Encounter Down | Reduces chance of encounters |
Encounter Up | Increases chance of encounters |
Escape Insurance | Keeps damage from failed escapes at < 50% |
Escape Rate Up | Probability of successfully running increases |
EXP Increase | Increases EXP received at end of battle |
EXP Thief | Can steal EXP when attacking |
Favor Normal | Effect of normal attacks on both sides increases 1.5 |
Favor Special | Effect of special attacks on both sides increases 1.5 |
Fear Guard | Increased resistance to Fear attacks |
Final Blow | 10x attack during next turn, Art Block decreases to one |
Fire Guard | Decreases Fire element damage |
First Strike | Increases probability of making first attack |
Full Power | 3x attack during next turn, Art Block decreases by one |
Gauge Charge | Adds an Art Block during the next turn |
Gentle Precision | Hit rate increased, but damage given reduced by 20% |
Gold Grabber | Awards Gold after a fixed amount of movement on map |
Gold Siphon | Increases normal attack by using Gold |
Gold Thief | Can steal Gold when attacking |
Guard Break 1 | 25% damage can be given even if target is guarding |
Guard Break 2 | 50% damage can be given even if target is guarding |
Guard Cancel | 100% damage can be given even if target is guarding |
Guard Rate Down | Success rate decreases by 10% when defending |
Guard Up 1 | Success rate increases by 10% when defending |
Guard Up 2 | Success rate increases by 20% when defending |
Half Normal | Decreases damage from normal attack by 50% |
Half Special | Decreases damage from special attack by 50% |
High Power | 2x attack during the next turn |
Hit EXP | Receive EXP bonus based on Hit Number at end of battle |
Hit Gold | Receive Gold based on Hit Number at end of battle |
Hit HP Restore | Restores HP based on Hit Number at end of battle |
Hit MP Restore | Restores MP based on Hit Number at end of battle |
Hit Rate Down | Hit rate decreases by 10% when attacking |
Hit Rate Up 1 | Hit rate increases by 10% when attacking |
Hit Rate Up 2 | Hit rate increases by 20% when attacking |
HP Attack | Normal attack up in proportion to remaining HP |
HP Bonus | Adds bonus to Max HP when level increases |
HP Boost 1 | Max HP increases by 5% |
HP Boost 2 | Max HP increases by 10% |
HP Boost 3 | Max HP increases by 20% |
HP Cut 1 | Max HP decreases by 5% |
HP Cut 2 | Max HP decreases by 10% |
HP Defense | Defense down in proportion to remaining HP |
HP Drain | HP lost every turn |
HP Mover | Restores HP after a fixed amount of movement on map |
HP Recover | HP gradually recovers during every turn |
HP Siphon | Increases normal attack by using HP |
HP Thief | Can steal HP when attacking |
INT Bonus | Adds bonus to INT when level increases |
INT Boost 1 | Intelligence increases by 5% |
INT Boost 2 | Intelligence increases by 10% |
INT Cut | Intelligence decreases by 5% |
Item Grabber | Awards item after a fixed amount of movement on map |
Item Increase | Increases chance of receiving items at end of battle |
Item Thief | Can steal items when attacking |
Kamikaze | Defense sacrificed to increase attack |
LDF Boost 1 | Lower defense increases by 5% |
LDF Boost 2 | Lower defense increases by 10% |
LDF Cut | Lower defense decreases by 5% |
Light Guard | Decreases Light element damage |
Lucky Hit | 10% chance of damage doubling |
Max AP | AP is always at maximum |
Meditation | Restores MP by consuming AP |
MEN Bonus | Adds bonus to MEN when level increases |
MEN Boost 1 | Mental power increases by 5% |
MEN Boost 2 | Mental power increases by 10% |
MEN Cut | Mental power decreases by 5% |
MP Bonus | Adds bonus to Max MP when level increases |
MP Boost 1 | Max MP increases by 5% |
MP Boost 2 | Max MP increases by 10% |
MP Boost 3 | Max MP increases by 20% |
MP Cost Down 1 | Amount of MP used decreases by 10% |
MP Cost Down 2 | Amount of MP used decreases by 20% |
MP Cost Down 3 | Amount of MP used decreases by 30% |
MP Cost Up 1 | MP consumption increases by 10% |
MP Cost Up 2 | MP consumption increases by 20% |
MP Cut 1 | Max MP decreases by 5% |
MP Cut 2 | Max MP decreases by 10% |
MP Drain | MP lost every turn |
MP Heal | Remaining MP becomes HP when inactive for one turn |
MP Mover | Restores MP after a fixed amount of movement on map |
MP Recover | MP gradually recovers during every turn |
MP Siphon | Increases normal attack by using MP |
MP Thief | Can steal MP when attacking |
No Added Attack | Prevents the enemy from adding an attack |
No Double Attack | Prevents the enemy from making a double attack |
No Encounters | Eliminates encounters |
No Guard Break 1 | Prevents the enemy from using Guard Break |
No Guard Break 2 | Prevents the enemy from using Guard Break 1 or 2 |
No Surprises | Prevents surprise attacks from the enemy |
Normal MP Absorb | Converts 5% of damage received in normal attacks into MP |
Origin EXP | Increases Origin EXP received at end of battle |
Out of Control | MP and AP don’t decrease, but no control of character |
Paralysis Guard | Increased resistance to Paralysis attacks |
Payback | Adds damage received to the next turn’s attack |
Petrify Guard | Increased resistance to Petrify attacks |
Pickpocket | Chance of stealing Gold when attacking |
Plague Guard | Increased resistance to Plague attacks |
Poison Guard | Increased resistance to Poison attacks |
Pole Position | Always first in order of action |
Post-Battle HP | Restores fixed amount of HP after battle |
Post-Battle MP | Restores fixed amount of MP after battle |
Prevent Escape | Prevents the enemy’s escape |
Random Blow | Adds a single command at random |
Reckless Attack | Hit rate reduced, but damage given raised by 20% |
Recovery Up | Recovery rate increases during battle |
Rest | Restores HP by consuming AP |
Reverse-HP Defense | Defense up in inverse proportion to remaining HP |
Reverse-HP | Normal attack up in inverse proportion to remaining HP |
Seal Guard | Increased resistance to Sealing attacks |
Search Art | Increases auto search rate for Arts during battle |
Shield | Blocks normal attacks, reduces special attack damage 1/2 |
Skill EXP | Increases Skill EXP received at end of battle |
Sleep Guard | Increased resistance to Sleep attacks |
Spec. MP Absorb | Converts 5% of damage received in special attacks into MP |
Special Ability | Allows use of each character’s special ability |
Spellbind Guard | Increased resistance to Spellbind attacks |
Stop Guard Break | Stops all enemy Guard Break skills |
Thief | Blocks the enemy’s stealing skills |
STR Bonus | Adds bonus to STR when level increases |
STR Boost 1 | Attack increases by 5% |
STR Boost 2 | Attack increases by 10% |
STR Cut | Attack decreases by 5% |
Stun Guard | Increased resistance to Stun attacks |
Super Armor | Prevents any damage of 5% or less of max HP |
Suppress Strike | Probability of enemy first attack decreases |
Tail End | Always last in order of action |
Thunder Guard | Decreases Thunder element damage |
Turtle | Attack sacrificed to increase defense |
UDF Boost 1 | Upper defense increases by 5% |
UDF Boost 2 | Upper defense increases by 10% |
UDF Cut | Upper Defense decreases by 5% |
Venom Guard | Increased resistance to Venom attacks |
Vs. Beasts | Increases attack against beast monsters |
Vs. Chitin | Increases attack against chitin monsters |
Vs. Demons | Increases attack against demon monsters |
Vs. Flying | Increases attack against flying monsters |
Vs. Giants | Increases attack against giant monsters |
Vs. Humans | Increases attack against human monsters |
Vs. Plants | Increases attack against plant monsters |
Vs. Soft | Increases attack against soft body monsters |
Vs. Spirits | Increases attack against ghost monsters |
Water Guard | Decreases Water element damage |
Wind Guard | Decreases Wind element damage |