Skill List:
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Arcanist:
Scholar:
Summoner:
Bard:
Lancer:
Warrior:
Monk:
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Arcanist:
- Aetherflow: Provides 1 Aetherflow with a maximum of 3. CD of 3 Turns, 0MP.
- Bane: Spreads Bio to to enemies adjacent to the target. Counts as an AoE attack. Consumes 1 Aetherflow in place of MP.
- Bio/Bio II: Magic Attack. Deal 1/2HP per turn for 4 turns. Round down if dispelled early. 1MP.
- Energy Drain: Consume 1 Aetherflow and drain 1MP from the target. Roll as magic attack. No CD.
- Eye for an Eye: +1 to Target's physical defense for 1 turn. CD of 3 turns. Costs 1MP.
- Miasma: Debuff. Reduces all healing done to the target by 50% for 2 turns. Roll as magic attack. Costs 1MP.
- Physick: Heal 1HP + 1/2MND. Cost 2MP.
- Ruin/Ruin II: Ranged Magic attack for 1HP.
- Resurrection:Â Channeled skill. Roll 1d20 vs 15 on your second turn. If successful, target is raised with 1HP. Only works if target is KO'd. Not applicable if target is legitimately dead. 2MP. Cost is only applied if successful.
- Rouse: +1 to all pet rolls for 1 turn. CD of 3 Turns. 1MP.
- Summon I/II: Summon a Carbuncle for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Carbuncle can take actions one turn after its summoning and will take its turn before its master.
- Backdraft: Knocks the target back deals no damage unless terrain conditions apply (Knocked out of a window/building, etc) 1MP.
- Curl: +1 to Physical Defense for 1 turn. CD of 3 turns. 1MP
- Gust: Ranged magic attack. Deals wind magic damage.
- Gouge: Melee physical attack for 1HP.
- Downburst: AoE version of Gust. See AoE rules.
- Shining Emerald/Topaz: Ranged Magic Attack. Deals 1HP to all targets afflicted with a DoT from its master. See AoE rules.
- Storm: Melee physical attack. Stun target for 1 turn if successful. CD of 3 turns. 1MP.
- Sustain: Heal Pet for 1HP. CD of 3 Turns, 0MP.
Scholar:
- Adloquium: +1 to target's defense roll for 2 turns. 1MP.
- Leeches: Removes one status effect. 1MP
- Sacred Soil:Â Reduces all AoE damage in the target area by half, rounded up. Consumes 1 Aetherflow.
- Lustrate: Heal target for 1HP + 1/2MND. Consumes 1 Aetherflow. Counts as a free action. CD of 3 turns.
- Succor: AoE version of Adloquium. See AoE rules.
Summoner:
- Fester (Passive): Deal 1HP extra when your DoTs wear off after going through their full duration.
- Spur:Â Increases all pet damage by 1HP for 2 turns. 1MP
- Tri-Disaster: Magic Attack. Deals 1HP to target and all adjacent enemies. Inflicts Bind for 1 turn. See AoE rules.
- Summon Garuda:Â Summon a Garuda-Egi for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Garuda can take actions one turn after its summoning and will take its turn before its master.
- Wind Blade: Ranged magic attack. Deals 1HP wind damage.Â
- Shockwave:Â Knocks the target back deals no damage unless terrain conditions apply (Knocked out of a window/building, etc) 1MP.
- Aerial Slash: AoE version of Wind Blade. See AoE rules.
- Contagion: Extends the duration of your next DoT or Debuff by 2 turns. 1MP.
- Aerial Blast: Melee Magic Attack. Deals 1HP to all adjacent enemies and knock them back. Depending on terrain, extra damage may be inflicted by knock back. See AoE rules.
- Summon Ifrit:Â Summon an Ifrit-Egi for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Ifrit can take actions one turn after its summoning and will take its turn before its master.
- Burning Strike: Melee Physical Attack. Deals 1HP.Â
- Crimson Cyclone: Melee Physical Attack. Deals 1HP. Stuns target for 1 turn. CD of 3 turns. 1MP.
- Flaming Crush (Passive): First, third, and fifth melee attacks have a +1 modifier to attack rolls and are of the fire-element.
- Radiant Shield (Passive): All fire-damage spells are blunted. -1 to oncoming fire element attacks.
- Inferno: Frontal cone AoE Fire Magic Attack. Deals 1HP to all enemies in the target range.  Enemies may body-block for another if within range and take their damage in their stead. See AoE rules.
- Summon Titan:Â Summon an Titan-Egi for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Titan can take actions one turn after its summoning and will take its turn before its master.
- Rock Buster:Â Melee physical attack. Deals 1HP.
- Mountain Buster: AoE Magic Attack. Deals 1HP to all adjacent enemies. Depending on terrain, extra damage may be inflicted by knock back. See AoE rules.
- Earthen Ward: Decreases damage received by Titan and its master 1HP for 2 turns. 1MP.
- Landslide: Melee physical attack. Deals 1HP and stuns for 1 turn. CD of 3 turns. 1MP.
- Earthen Fury: Melee Magic Attack. Deals 1HP to all adjacent enemies and stuns them for 1 turn. See AoE rules.
- Heavy Shot/Bloodletter/Misery's End: Ranged Physical Attack. Deals 1HP.
- Barrage: Allows one additional physical attack. CD of 5 turns. 1MP.
- Blunt Arrow: Ranged physical attack. Deals 1HP and Silences the target for 1 turn. 1MP.
- Flaming Arrows: Ranged elemental attack. Caster selects one element to attune his arrows to. All attacks now deals 1HP of selected elemental damage for 3 turns. 1MP.
- Hawkeye: +1 to DEX for 2 turns. CD of 5 turns. 1MP.
- Quelling Strikes:Â Reduces damage taken by 1HP. Can be used after an opponent's successful attack. CD of 5 turns. 1MP
- Quick Nock: Frontal cone AoE physical attack. Deals 1HP to all enemies. Enemies may body-block for another if within range and take their damage in their stead. Friendly fire possible. See AoE rules.
- Raging Strikes: +1 to Physical attack rolls for 1 turn. CD of 3 turns. 1MP.
- Shadowbind: Ranged physical attack. Pins the target down for 1 turn. 1MP.
- Swiftsong (Passive): +1 to initiative roll to all allies.
- Wide Volley: Deal 1HP physical damage to the target and all adjacent enemies. Friendly fire possible. CD of 5 turns. See AoE rules.
- Windbite: Ranged Physical Attack. Deal 1HP wind-elemental damage. If attack roll was 3 or more above opposing defense, attack again. 1MP.
- Venomous Bite: Ranged Physical Attack. Deal 1HP and apply poison that deals 1/2HP for 3 turns. 1MP.
Bard:
- Army's Peon:Â +1 to allied attack roll at the cost of 1MP per ally and 1MP per turn to maintain.
- Mage's Ballad:Â Restore 1MP to the whole party at the cost of 1/2MP per allied MP restored and 1MP per turn to maintain.
- Foe's Requiem:Â Increase all magic damage dealt by 1HP. 1 and 1/2MP per enemy affected and 1MP per turn to maintain.
- Rain of Death:  Deal 1HP physical damage to the target and all adjacent enemies. If used right after Wide-Volley,  all affected enemies have -1 to their defense roll. Friendly fire possible. See AoE rules.
- Battle Voice: The next song cast is free of initial and upkeep costs for 2 turns. 0MP. Can only be used once per battle. Caster is then muted/silenced for the rest of the battle due to vocal fatigue.
- Aero: Magic Attack. Deal 1/2HP per turn for 4 turns. Round down if dispelled early. 1MP.
- Aero II: AoE version of Aero. Deal 1/2HP per turn for 4 turns to the target and all enemies adjacent. See AoE rules.
- Cure/Cure II:Â Heal 1HP + 1/2MND. 1MP. For this system, there are no differences between Cure and Cure II.
- Cure III/Medica/Medica II: Channeled skill. AoE version of Cure/Cure II. Heals target and all allies adjacent to targets.  For this system, there are no differences between Cure III/Medica/Medica II. See AoE rules.
- Esuna:Â Removes one status effect. 1MP
- Fluid Aura:Â Knocks the target back deals no damage unless terrain conditions apply (Knocked out of a window/building, etc) 1MP.
- Protect: AoE buff. +2 to physical and magical defense for 3 turns. If cross-classed, this skill only applies a +1 to physical defense. See AoE rules.
- Repose: Debuff. Roll as magic attack. Sleep one target for 3 turns. Any sort of damage removes this effect including attacks from allies. CD of 6 turns. 1MP.
- Stoneskin: Reduces damage received by the next attack by 1HP. 1MP.
- Stoneskin II:Â Channeled skill. AoE version of Stoneskin. See AoE rules.
- Shroud of Saints:Â Regain 1MP. CD of 3 turns.
- Stone: Ranged magic attack. 1MP.
- Stone II: AoE version of Stone. See AoE rules.
- Benediction:Â Heals for 4HP. Cannot be used more than once per battle. Consumes all MP. Costs a minimum of 3MP.
- Divine Seal:Â Increases the healing potency of the next two spells by 1HP. Lasts three turns or until two healing spells are cast. 1MP
- Holy: Channeled skill. Melee Magic Attack. Deals 1HP to all adjacent enemies and stuns them for 1 turn. See AoE rules.
- Presence of Mind:Â Reduces cast time of the next spell by 1 turn. 1MP
- Regen:Â Heal 1/2HP per turn for 2 turns + MND. Effect is removed upon receiving damage. Round regained HP down if ended prematurely. 2MP.
- Awareness: +1 to physical defense for 1 turn. 1MP.
- Bulwark: +1 to physical defense for 1 turn. 1MP.
- Convalescence: Heals self for 1HP + 1/2MND. 1MP.
- Circle of Scorn: AoE melee physical attack. Deals 1HP to all adjacent enemies. Friendly fire possible. See AoE rules.
- Fast Blade/Savage Blade: Melee physical attack. Deals 1HP.
- Flash: Blinds a target or targets adjacent to the caster for 1 turn. -1 to physical attack rolls if the victim relies heavily on sight (Does not affect naturally blind characters). Can be single target or AoE. See AoE rules. 1MP if single target.
- Fight or Flight: +1 to physical attack rolls for 1 turn. 1 MP.
- Riot Blade: Melee physical attack. Removes 1MP from target if successful. CD of 5 turns. 1MP.
- Rage of Halone: Melee physical attack. -1 STR to target for 1 turn if successful. 1MP.
- Rampart:Â Free action. Can be taken after an opponent's successful attack. Reduces oncoming damage by 1HP for 1 turn. 1MP.
- Sentinel:Â +1 to magical defense for 1 turn. 1MP.
- Shield Lob: Ranged melee attack. Deals 1HP. 1MP.
- Shield Bash: Stuns target for 1 turn if successful. Deals 1HP. CD of 4 turns. 1MP.
- Hallowed Ground:Â Invincibility for 2 turns. Cannot be used more than once per battle. Consumes all MP. Costs a minimum of 3MP.
- Cover: Free action. Can be taken after an opponent successfully attacks target ally. Receive all damage taken by target ally. Lasts for 3 turns and is removed upon successful hit. CD of 5 turns. 2MP.
- Sword Oath: +1 to physical/magic attack rolls and -1 physical/magical defense. 0MP. Free action, lasts until switched or removed.
- Shield Oath: -1 physical/magical attack rolls and +1 physical/magical defense. 0MP. Free action, lasts until switched or removed.
- Spirits Within:Â Melee physical attack. Deals 1HP and Silences the target for 1 turn. CD of 4 turns. 1MP.
Lancer:
- True Thrust/Vorpal Thrust/Full Thrust/Heavy Thrust/Chaos Thrust/Impulse Drive:Â Melee physical attack. Deals 1HP.
- Piercing Talon: Ranged physical attack. Deals 1HP. Possible loss of primary weapon.
- Blood for Blood: Increases damage dealt by 1HP for one turn. Increases damage received by 1HP and reduces defense by 1 for one turn. CD of 4 turns. 1MP.
- Disembowel: Melee physical attack. -1 to target's physical defense for 1 turn if successful. 1MP.
- Doom Spike: Frontal cone AoE. Melee physical attack. See AoE rules. Friendly fire possible.
- Invigorate: Restore 1MP. CD of 5 turns.
- Life Surge: Melee physical attack. Take 1HP from the target if successful. 1MP.
- Leg Sweep: Melee physical attack. Deals 1HP and stuns target for 1 turn if successful. CD of 4 turns. 1MP.
- Ring of Thorns: Melee physical Attack. Deals 1HP to all adjacent enemies and knock them back. Depending on terrain, extra damage may be inflicted by knock back. See AoE rules.
- Jump: Physical Melee Attack. Take one turn to leap high into the air, becoming invincible for 1 turn. On your next turn, land on your target. Roll for attack on second turn, if successful, deals 2HP. Roll for landing save. Difficulty check of 10 vs 1d20+DEX. If unsuccessful, take 1HP falling damage. 1MP.
- Dragonfire Dive: Elemental Melee Attack. See Jump. Select element of your choice and convert damage dealt to that element. 1MP.
- Spineshatter Dive: Physical Melee attack. See Jump. On successful hit, stun target for 1 turn. Costs 2MP.Â
- Power Surge: Deal an additional 1HP to your next Jumping skill. 1MP.
- Heavy Swing/Skull Sunder/Butchers Block/Fracture/Maim:Â Melee physical attack. Deals 1HP.
Tomahawk: Ranged melee attack. Deals 1HP.
- Bloodbath: Heals 1/2HPÂ each successful attack for two turns. Effect increases by 1/2HP per point in MND. 1MP.
- Brutal Swing:Â Stuns target for 1 turn if successful. Deals 1HP. CD of 4 turns. 1MP.
- Berserk: +1 to physical attack rolls for 2 turns. Cannot use skills or spells for this duration. CD of 5 turns after duration. 1MP.
- Foresight: +1 to physical defense rolls for 1 turn. 1MP.
- Holmgang:Â Drag one target to you using a medium of your choice (Aether chain, whip, etc) and bind them for 2 turns. Your HP cannot fall below 1 for two turns. Cannot be used more than once per battle. Consumes all MP. Costs a minimum of 3MP. Cost and effect is only applied if attack is successful.
- Mercy Stroke: Melee physical attack. If dealt as final blow, heal for 1HP. 1MP. Â CD of 5 turns.
- Overpower: Frontal cone melee physical attack. Deals 1HP. Friendly fire possible. See AoE rules.
- Storm's Path: Physical Melee attack. If successful, steal 1HP. CD of 5 turns. 1MP.
- Storm's Eye: Physical Melee attack. If successful, -1 to target's physical defense for 1 turn. CD of 4 turns. 1MP
- Thrill of Battle: Heal for 1HP. Free action. CD of 6 turns. 1MP.
- Vengeance: If physical damage is received in the next three turns, retaliate during your opponent's turn. Treat as regular combat rolls. CD of 4 turns after effect wears off. 1MP.
Warrior:
- Defiance:Â -1 physical/magical attack rolls and +1 physical and magical defense. 0MP. Free action, lasts until switched or removed.
- Unchained:Â +1 to physical/magic attack rolls and -1 physical/magical defense. 0MP. Free action, lasts until switched or removed.
- Inner Beast/Infuriate:  Increases damage dealt by 1HP for one turn. Increases damage received by 1HP and reduces defense by 1 for one turn. CD of 5 turns. 1MP.
- Steel Cyclone:Â AoE melee physical attack. Deals 1HP to all adjacent enemies. Friendly fire possible. See AoE rules.
- Arm of the Destroyer: Melee physical attack. Deals 1HP and Silences the target for 1 turn. CD of 4 turns. 1MP.
- Bootshine/True Strike/Twin Snakes/Snap Punch/Demolish:Â Melee physical attack. Deals 1HP.
- Featherfoot: +1 to physical defense for 1 turn. CD of 4 turns. 1MP.
- Fists of Earth: +1 to physical defense. Free action, lasts until switched or removed. 0MP.
- Fists of Wind: +1 to magical defense. Free action, lasts until switched or removed. 0MP.
- Haymaker: Melee physical attack. Free action. Retaliate if enemy attack roll fails. Must be taken immediately after an opponent's failed attack. Treat as regular combat roll. CD of 5 turns. 1MP.
- Howling Fist: Melee physical attack. Frontal cone melee physical attack. Deals 1HP. Friendly fire possible. See AoE rules.
- Internal Release: +1 to attack rolls. CD of 4 turns. 1MP.
- Mantra: +1HP if healing is received for 1 turn. Can be single target or AoE. See AoE rules. 1MP if single target. CD of 5 turns.
- Perfect Balance: Automatically dodge your opponent's oncoming attack. Can only be used once per battle. 3MP.
- Second Wind: Self-heal for 1HP+1/2MND. CD of 4 turns. 1MP
- Steel Peak: Melee physical attack. Stuns target for 1 turn if successful. Deals 1HP. CD of 4 turns. 1MP.
Monk:
- Dragonkick: Melee physical attack. -1 to target's INT for 1 turn if successful. Deals 1HP 1MP.
- Fists of Fire: +1 to physical attack. Free action, lasts until switched or removed. 0MP.
- One Ilm Punch:Â Melee physical attack. Select and remove one beneficial effect on target if successful. 1MP
- Aeolian Edge/Gust Slash/Spinning Edge/Mutilate/Mug:Â Melee physical attack. Deals 1HP.
- Assassinate:Â Melee physical attack. If successful and target is 2HP or lower after initial damage is applied, roll a 1d20. If roll is 18 or above, instantly kill the target. 5MP.
- Dancing Edge:Â Melee physical attack. If successful, reduces healing done to the target -1HP for 1 turn. 1MP.
- Death Blossom:Â AoE melee physical attack. Deals 1HP to all adjacent enemies. Friendly fire possible. See AoE rules.
- Goad: Restore 1MP to the target. 0MP. CD of 5 turns.
- Hide: Can be activated before combat if Roleplay conditions apply. +2 to initiative roll and +1 to first attack if a sneak attack or ambush of some kind. Stacks with Presence Concealment.
- Jugulate:Â Melee physical attack. Deals 1HP and Silences the target for 1 turn. CD of 4 turns. 1MP.
- Kiss of the Viper:Â Melee physical attack. Steal 1HP from target if successful. CD of 5 turns. 1MP.
- Kiss of the Wasp: Melee physical attack. Steal 1MP from target if successful. CD of 5 turns. 1MP.
- Perfect Dodge: +1 to physical defense. CD of 4 turns. 1MP.
- Sneak Attack/Trick Attack: Melee physical attack. If used as an ambush or surprise attack, +1 to attack roll. Stacks with Presence Concealment and Hide if used as first attack. Can only be used once per battle. 2MP.Â
- Throwing Dagger: Ranged physical attack. Deals 1HP.Â
- Fuma Shuriken: Ranged physical attack and poisons target for 2 turns. Deals 1HP and 1/2HP per turn. CD of 5 turns. 1MP.
- Katon: Ranged magic attack. Deals 1HP fire damage and burns target for 2 turns. 1MP. Deals 1HP and 1/2HP per turn. CD of 5 turns. 1MP.
- Raiton: Ranged magic attack. Deals 1HP lightning damage and stuns target for 1 turn. CD of 5 turns. 1MP.
- Hyoton: Ranged magic attack. Deals 1HP ice damage and binds target for 1 turn. CD of 5 turns. 1MP.
- Huton:Â Target receives +1 to physical attack rolls for 1 turn. 1MP.
- Doton: Target receives  +1 to physical defense rolls for 1 turn. 1MP.
- Suiton: Target receives  +1 to magic defense rolls for 1 turn. 1MP.
Thaumaturge:
- Aetherial Manipulation:Â The caster to teleports himself or a target ally beside another and takes their damage received. Counts as a free action and can be used during an opponent's turn. 1MP.
- Fire:Â Deal 1HP fire-type magic damage to a single target.Â
- Fire II:Â Deal 1HP Fire-type magic damage to all enemies adjacent to target. Friendly fire possible. See AoE rules.
- Fire III: Deal 1HP Fire-type magic damage a single target. Burns for 1/2HP for 2 turns. CD of 5 turns. Costs 3MP.
- Blizzard:Â Deal 1HP Ice-type magic damage to a single target.
- Blizzard II: Deal 1HP Ice-type magic damage to all adjacent enemies and bind them for one second. Friendly fire possible. See AoE rules.
- Blizzard III:Â Deal 1HP Ice-type magic damage a single target. Stun the target for 1 turn. CD of 5 turns. Costs 1MP.
- Lethargy:Â Target receives -1 Modifier to all rolls for 1 turn. CD of 5 turns. 1MP.
- Manaward: Free action. +1 to magic defense for one turn. CD of 5 turns. 1MP.
- Scathe: Free action. Attempt another magic attack if your main attack is successful. CD of 5 turns. Costs 1MP.
- Sleep:Â Â Debuff. Roll as magic attack. Sleep one target for 3 turns. Any sort of damage removes this effect including attacks from allies. CD of 6 turns. 1MP.
- Surecast: Next spell is cast without interruption. CD of 4 turns. 1MP.
- Swiftcast:Â Allows a single instant cast. CD of 5 turns.
- Thunder/Thunder II/Thunder III: Magic Attack. Deal 1/2HP per turn for 4 turns. Round down if dispelled early. 1MP.
- Tranpose: Restore 1MP. CD of 5 turns.
Black Mage:
- Convert: Exchanges 1HP for 1MP. No CD. Only available once per turn.
- Freeze: Channeled skill. Deals 1HP to all targets within an area and stuns them for 1 turn. Friendly fire possible, see AoE rules.
- Apocatastasis: +1 to target's magic defense for 1 turn. CD of 5 turns. 1MP.
- Manawall:Â Â +1 to physical defense for 1 turn. CD of 5 turns. 1MP.
- Flare: Channeled skill. Deals 2HP damage to target and all enemies adjacent to the target. Friendly fire possible. CD of 5 turns. Costs 4MP and consumes all remaining MP.