Damage types, stats and keywords
Sword x Staff mechanics
Skills deal Physical, Water, Wind, Fire, Light or Dark damage. The stat explanations are the game's own, and the keywords are the terms skill text underlines.
Damage types
- Physical
- Water
- Wind
- Fire
- Light
- Dark
Stats
69- ATK
- Higher ATK increases DMG dealt to enemies.
- DEF
- Higher DEF reduces DMG taken.
- HP
- When HP reaches 0, the unit becomes incapacitated and unable to act.
- SPD
- Higher SPD decreases the interval between actions.
- Resilience
- Blocks status ailments while Resilience is above 0. Resilience depletion reduces ATK by 10% for 2 turns and takes DMG equal to 5% max HP once (capped at 100% of the caster's ATK (Sunder source)). Sunder effect from skills with ailments depend on infliction chance. Resilience resets after 2 turns.
- Crit Rate
- The chance of triggering a Critical Hit.
- Crit DMG
- Amplifies DMG dealt when a critical hit occurs.
- Crit RES
- Higher Crit RES lowers an enemy's chance to land Critical Hits when dealing DMG to you, and reduces their Crit DMG.
- Block Rate
- The chance to Block. Note: Critical Hits cannot be triggered when a Block is triggered.
- Block Efficiency
- Reduces DMG taken when block triggers.
- Accuracy
- Higher Accuracy lowers an enemy's chance to trigger Block when taking DMG from you, and reduces the DMG reduction granted by Block.
- DMG Boost
- Amplifies DMG dealt to enemies.
- DMG RES
- Reduces DMG taken by the caster.
- Healing Boost
- Enhances the caster's healing effects.
- Crit DMG
- Amplifies DMG dealt when a critical hit occurs.
- Block Efficiency
- Reduces DMG taken when block triggers.
- CD
- Amplifies DMG dealt when a critical hit occurs.
- Bonus DMG against Storm Griffin
- Increases DMG dealt to monsters.
- Bonus DMG against Flamoenix
- Increases DMG dealt to monsters.
- Bonus DMG against Yamata no Orochi
- Increases DMG dealt to monsters.
- Bonus DMG against Primordial Loong
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- Monster Exclusive Bonus Stats
- Increases DMG dealt to monsters.
- PvP Bonus DMG
- Increases DMG dealt to characters.
- PvP DMG RES
- Reduces DMG taken from characters.
- PvE Bonus DMG
- Increases DMG dealt to monsters.
- PvE DMG RES
- Reduces DMG taken from monsters.
- DMG Boost against Warriors
- Increases DMG dealt to Warriors and their advanced classes.
- DMG Boost against Mages
- Increases DMG dealt to Mages and their advanced classes.
- DMG Boost against Knights
- Increases DMG dealt to Knights and their advanced classes.
- DMG Boost against Duelists
- Increases DMG dealt to Duelists and their advanced classes.
- DMG Boost against Sorcerers
- Increases DMG dealt to Sorcerers and their advanced classes.
- DMG Boost against Sages
- Increases DMG dealt to Sages and their advanced classes.
- RES to Warrior DMG
- Reduces DMG taken from Warriors and their advanced classes.
- RES to Mage DMG
- Reduces DMG taken from Mages and their advanced classes.
- RES to Knight DMG
- Reduces DMG taken from Knights and their advanced classes.
- RES to Duelist DMG
- Reduces DMG taken from Duelists and their advanced classes.
- RES to Sorcerer DMG
- Reduces DMG taken from Sorcerers and their advanced classes.
- RES to Sage DMG
- Reduces DMG taken from Sages and their advanced classes.
- Effect Hit Rate
- Higher Effect Hit Rate increases the chance to inflict ailments and debuffs to enemies.
- Effect RES
- Higher Effect RES reduces the chance of receiving ailments and debuffs from enemies.
- Elemental Mastery
- Increases Elemental DMG dealt.
- Elemental RES
- Reduces Elemental DMG taken.
- Physical Mastery
- Increases Physical DMG dealt.
- Physical RES
- Reduces Physical DMG taken.
- Wind Affinity
- Increases Wind DMG dealt by the caster's skills.
- Water Affinity
- Increases Water DMG dealt by the caster's skills.
- Fire Affinity
- Increases Fire DMG dealt by the caster's skills.
- Light Affinity
- Increases Light DMG dealt by the caster's skills.
- Dark Affinity
- Increases Dark DMG dealt by the caster's skills.
- Wind Aegis
- Reduces Wind DMG taken by the caster.
- Water Aegis
- Reduces Water DMG taken by the caster.
- Fire Aegis
- Reduces Fire DMG taken by the caster.
- Light Aegis
- Reduces Light DMG taken by the caster.
- Dark Aegis
- Reduces Dark DMG taken by the caster.
Keywords
94- Action Advance
- Advances the bearer's action bar, accelerating their turn.
- Action Delay
- Delays the target's action. A target can be delayed by up to 80% per turn.
- Adventurer
- Main character only. Companions, summons, and materialized Fantomons are not included.
- Ailment
- Severe status effects include: Frozen, Stun, Immobilize, and Frenzy. After a target is inflicted with an Ailment, the chance of ailment infliction next turn is halved and keeps dropping with each consecutive infliction.
- Airborne
- Targets in the airborne cannot counterattack with attack animations. Blocking removes the airborne state. Large targets cannot be knocked airborne. Airborne is a brief state. If left unharmed, the airborne target will soon fall and return to normal.
- Approach
- After being knocked back, if Movement is above 0, approaches the target to unleash a Technique. Before the caster's turn ends, if a Technique is ready but out of range, spends remaining Movement to approach the nearest target.
- Armor Break 2
- Reduces DEF by 30%. When multiple levels of the same status exist, only the highest level takes effect.
- Base Chance
- Represents the base chance of inflicting ailments on the target. The final chance is affected by the attacker's Effect Hit and the target's Effect RES.
- Battle Zeal
- Increases Technique DMG taken from the inflicter and makes you their priority target. The mark is removed after taking Technique DMG 4 times.
- Before Battle Starts
- When multiple units on both sides are set to cast skills before battle starts, they cast them from highest to lowest initial SPD. SPD changes during this phase do not affect the order. If a character has multiple skills to cast before battle starts, Charms are cast before Techniques. Skills of the same type are cast in loadout order, from top to bottom. Battle starts after all such skills from both sides have been cast.
- Blade Soul
- Each stack increases the caster's DMG dealt. Casting a Technique that damages an enemy removes 1 stack.
- Blast Spirit
- Activates the Blast Spirit at the end of the caster's turn. If an enemy is within 2 grids of the caster, it explodes to deal Fire DMG once to all enemies within range. Explosion DMG counts as DMG dealt by the caster's Technique.
- Blast Spirit
- Activates the Blast Spirit at the end of the caster's turn. If an enemy is within 2 grids of the caster, it explodes to deal Fire DMG once to all enemies within range.
- Blessing
- A character can only receive one Blessing at a time.
- Blind
- The next damaging Technique has a 50% chance to miss.
- Blood Source
- When a target with Blood Source takes Technique DMG, 3% of the DMG dealt is converted to the attacker's HP (up to 50% of max HP). DMG taken by shields does not trigger this effect.
- Burn
- Inflicts Burn for 3 turns, dealing Fire DMG once to enemies with it. DMG Triggers: 1. When the grids is newly inflicted with Burn; 2. When an enemy moves to the Burned grids (doesn't apply to traversal); 3. At the start of a turn for an enemy standing on the Burned grids. Multiple instances of Burn DMG from the same skill by the same caster in one turn are reduced by 35% successively, up to 3 times. Notes: 1. On the same grid, the newly inflicted Burn will replace the old one. 2. Burn cannot be inflicted on water surfaces.
- Chain
- A lightning bolt only deals DMG to the enemy target on the grid where it lands. It cannot chain to the same enemy target again. Each lightning bolt independently selects its chain target.
- Character
- Main character and companions only. Summons and materialized Fantomons are not included.
- Charge
- Removes stacks when certain skills are used to boost their effects, stacking up to 20 times. Cannot be dispelled.
- Clone
- The clone's type (Character, Summon, Monster, Fantomon, etc.) matches the connected target. When the clone takes lethal DMG, that DMG (including any overflow) chains to the connected target. When the clone disappears, any debuffs on it chain to the connected target. The clone cannot receive any stat boosts.
- Cold
- Increases Water DMG taken by 5%. Stacks up to 10 times.
- Connection
- Prioritizes connecting to large-sized targets. Each target can only be connected to one clone.
- Consumption
- Consumes the character's HP to a minimum of 1. Charms still activates even if less or no HP is deducted.
- Cripple
- Each stack reduces Movement by 25% and SPD by 10%, stacking up to 3 times.
- Debuff
- Negative effects include: stat reduction (e.g., ATK Reduction), DMG over time (e.g., Erosion), increased DMG taken (e.g., Shattering Sigil), Blind, Taunt, etc.
- Dodge
- When attacked, the bearer has a 50% chance to be immune to the incoming DMG.
- Doom DMG
- Shield Break: Deals +100% DMG to the enemy target's shields. Deals +100% DMG to enemy summons.
- Electro
- When the target with Electro takes Light DMG from a Technique, removes the Electro to deal additional Light DMG once and chains it to 1 random enemy within 2 grids of the target grid where DMG is dealt.
- Enhanced Effect
- After Blast Spirit activates, it moves to the best detonation spot within 3 grids of the caster, then explodes.
- Erosion
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Cursed Armor)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Dark Bullet)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Darkveil Formation)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Hex Edict)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Linked Misfortune)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Mana Blast)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Shadow Erosion)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Erosion (Void Assault)
- At the start of each turn, triggers Erosion once, dealing Dark DMG once. Erosion lasts for 3 turns. If the same character inflicts Erosion again with the same skill, the duration stacks.
- Fear
- Will not prioritize the inflictor of this status as an attack target.
- Flame
- Deals Fire DMG once to all enemies in a 1-grid square area of the bearer. Triggers: when the status is gained, at the start of the bearer's turn, after the bearer moves, and when enemy targets enter the range. DMG is attributed to the caster. This effect does not stack.
- Frenzy [Ailment]
- Frenzied enemies treat all targets except themselves as enemies. When using Techniques, they randomly target enemies within their attack range. Summoning Techniques remain available, but self-targeting Techniques (grant buffs, healing, shields, etc.) are disabled while frenzied.. Base Sunder: 60
- Frozen [Ailment]
- Prevents movement and skill use, and disables activation of Charms or status effects that require casting. Cannot be frozen again while frozen. Base Sunder: 50
- Heal
- When casting healing Techniques, only heals targets with less than 100% HP. Healing power is based on the caster's max HP.
- Immobilize [Ailment]
- Cannot move. Base Sunder: 30
- Immobilize [Ailment]
- Cannot move. Base Sunder: 30
- Indomitable
- Reduces DMG taken by 90%.
- Knockback
- Knocks back the enemy target a certain distance. If collision occurs with other units or obstacles, the colliding enemy target takes Physical True DMG once equal to 10% of their max HP, at a max of 60% of the caster's ATK.
- Laceration (Cyclone Lament)
- Takes Wind DMG once each time the bearer moves (including skill movement, knockback, or pull effects). Laceration status lasts 1 turn and can stack.
- Laceration (Gale Plume)
- Takes Wind DMG once each time the bearer moves (including skill movement, knockback, or pull effects). Laceration status lasts 1 turn and can stack.
- Laceration (Wind Blade Spiral)
- Takes Wind DMG once each time the bearer moves (including skill movement, knockback, or pull effects). Laceration status lasts 1 turn and can stack.
- Lifesteal
- Heals the caster for a percentage of DMG dealt to the target. DMG to shields does not trigger this effect.
- Max HP Boost
- The bearer maintains the current HP percentage when effects that boost max HP are applied or removed.
- Movement
- Usually, characters can move up to 4 grids per turn. Movement from skills is separate and does not count towards this limit.
- Non-Character Units
- Non-character units include Monsters, Summons, and materialized Fantomons.
- Note
- In PvP battles, overkill DMG from defeating Summons and Fantomons drops to 20% and 33%, respectively.
- Note
- Reapplying a Hex Mark to a target that already has one removes the previous Hex Mark and triggers its effect.
- Note
- At the start of the caster's turn, the Techniques selected are locked for that round. Cooldown reductions during the turn won't affect the sequence.
- Potion
- A potion brewed with the Charm: Rejuvenating Elixir.
- Prioritized as Attack Target
- Techniques prioritizing large targets will also attack clones first, except for Divine Wrath.
- Punishment Sigil
- Increases DMG taken for the next Technique hit. Prioritizes the inflicted target for enemy attacks.
- Ravenous Mark
- Increases DMG taken from the inflicter and their affiliated units (Summons/Fantomons) by 15%.
- Razor
- Each stack increases the caster's DMG dealt by 1% until the end of turn, stacking up to 20 times.
- Revitalization
- Reduces DMG taken by 90%.
- Rhythm
- Upon taking lethal DMG, the caster survives with 1 HP, consumes 1 stack of Rhythm, and heals the caster once.
- Ricochet
- Prioritizes enemy targets not yet hit by this Technique.
- Riven Heart
- Reduces Block Rate by 10%. Stacks up to 3 times.
- Rune
- Water Rune: Increases the caster's Elemental Mastery. Fire Rune: Increases the caster's Crit DMG. Wind Rune: Increases the caster's Effect Hit Rate. Light Rune: Increases the caster's Accuracy.
- Rune
- Elemental Runes formed through the Charm: Omnirune Sigil.
- Shatter
- Each stack increases DMG taken. If inflicted by multiple casters, only the first stack takes effect.
- Shattering Sigil
- Increases DMG taken by 60% for the next Technique hit. Prioritizes the inflicted target for enemy attacks.
- Shield
- Absorbs DMG, depleted before HP when taking DMG. When multiple shields are present: 1. Shields with a turn limit are depleted first, followed by shields without a turn limit; 2. Shields of the same type are depleted in order they applied.
- Single-Hit Technique
- A Technique that deals a single instance of damage, such as Edge Strike or Fire Slash.
- Slow 1
- Reduces SPD by 15%. When multiple levels of the same status exist, only the highest level takes effect.
- Slow 2
- Reduces SPD by 30%. When multiple levels of the same status exist, only the highest level takes effect.
- Solidarity
- Increases DEF. For each allied character within 2 grids of the caster, this effect is increased by 40%, up to 120%. Cannot be dispelled.
- Spirit Mark
- When the bearer takes single DMG exceeding 4% of max HP, consumes the Marks to reduce DMG taken.
- Stealth
- If an allied character or Companion can be selected as the main attack target, this unit cannot be selected as the main target for attacks or healing. If no allied character can be selected as the main attack target, this unit can become the main attack target again. If multiple units are in Stealth, keep the effect on one based on the following order: 1. Character over summon; 2. Longer remaining duration over shorter; 3. Later trigger over earlier.
- Stealth
- If an ally can be selected as the main attack target, this unit cannot be selected as the main target for attacks or healing. When all allies on the field are in Stealth, one target loses the effect in the following order: 1. Summon over character; 2. Shorter remaining duration over longer; 3. Earlier trigger over later.
- Stun [Ailment]
- Prevents skill CD reduction, movement, and skill use during the affected unit's turn. Also blocks activation of Charms or statuses that require casting. Base Sunder: 50
- Summon
- Summon's level equals the skill level. Summons cannot receive any stat boosts.
- Target Priority
- When multiple Summons with unlimited duration are present, targets are prioritized in the following order: 1. Summons without a Shield; 2. Summons with the lowest Shield strength; 3. Summons with the lowest HP percentage.
- Taunt
- Taunted enemies target the caster only, and approach the caster when using damaging Techniques. Summoning Techniques remain available, but ally-targeting Techniques (grant buffs, healing, shields, etc.) are disabled while taunted.
- Trial by Fire
- Immolation cannot be dispelled. While active, the caster cannot move or cast skills. At the start of the caster's second turn after entering this state, Immolation ends and restores HP with 50% Healing effectiveness. In PvP battles, Healing is increased by an additional 100%.
- Trigger Order
- If an Adventurer forms Covenants with multiple Knights, each Covenant triggers in the order it was formed.
- True DMG
- Fixed DMG, unaffected by Effects and Affinities.
- Unique
- When a target is affected by this effect multiple times, only the best effect is retained.
- Vigil
- A character can only receive Vigil once at a time, and Vigil cannot protect the caster themselves.
- Vulnerability
- Increases DMG taken by 25%.
- Weakened 1
- Reduces ATK by 15%. When multiple levels of the same status exist, only the highest level takes effect.
- Weakened 2
- Reduces ATK by 30%. When multiple levels of the same status exist, only the highest level takes effect.
- Wet
- Increases the chance of being Frozen by 30%.
- Wind Orb
- At the end of the caster's turn, the caster selects a target within 4 grids of the caster. Each Wind Orb then attacks that target, dealing Wind DMG once per orb. Max Wind Orbs (All Sources): 10
- Zero Initial CD
- This skill can be cast on the caster's first turn and enters cooldown after casting.



