Skills encompass various abilities that characters possess depending on their class and player choice. Some open up spell types, while others provide unique actions or passive abilities. Some skills are exclusive to enemies.
These skills may be chosen when creating a character or changing their class. Most skills are available to everyone, but a few are restricted to certain classes. Passive skills are those that are activated by chance and/or under certain conditions, while Active skills are skills that have to be activated while in or out in battle. Some Active skills cost Skill Points to use, which can be refreshed by resting at the more expensive rooms at Hosbarn Inn or by using a Magic Herb.
|Brace||Survive once when taking fatal damage.|
Once per battle, survive lethal damage with 1 HP. Ineffective against instant kill attacks and Beheading.
|Stronghold||Prevents party rows from being swapped by the enemy skill Draw.|
|High Magic Source||Prevents enemy barrier. Chance increases with multiple characters with this skill.|
|Spirit Contract||Strengthens your spells. Strengthens fire, ice and lightning-elemental Mage spells.|
|Magic Essence||Ignores enemy Mage school resistance. Specific element and status resistances still apply.|
|Healing Moment||Using tents has the same effect as resting at inns.|
|Hand of Kindness||When casting a healing spell, a large amounts of HP will be restored.|
Ensures healing spells restore at least 20% of max HP.
|Pass-along Theft||Thief only. When stealing an item, if the thief cannot carry any more items, an ally will take it.|
|Curse||Chance to inflict fear status on one enemy. Does not consume SP.|
|Find Treasure||Treasure chests can appear in random encounters. It should be noted that most encounters in the game are not random encounters, thus limiting the value of this skill.|
|Tackle||Chance to prevent enemy auto-recovery at the end of the enemy turn.|
|Avenge||Attacks enemy when ally is defeated. |
|Restore Magic||Chance to restore MP when casted upon.|
When casted upon, chance to negate the spell and recover a level 1 spell cast.
|Divination||Servant, Bishop, Alchemist. Displays curse information on item screen, shows ore quality in inventory, and guaranteed that collected ores will not be Rocks.|
|Mysterious Bag||When attempting to collect an item when everyone's inventory is full, sends the new item to the Alchemy Warehouse.|
|Imitate||Copy enemy move.|
Limited to normal attacks, spells, breath attacks, and barriers. If an attack can't be imitated, character guards instead.
|War Rite||Raises all ally damage by about 25% for the turn in which it is used.|
|Chi Wave||Does non-attributed damage to one enemy. Long-ranged and never misses.|
|Drunken Fist||When inflicted by poison, user's damage increases significantly.|
|Shout||Chance to inflict "Fear" status on all enemies. Uses 1 SP.|
|Song of Healing||Song that heals all party members at the end of the turn. Increases in power with each consecutive use.|
|Song of Destruction||Song that damages the enemy at the end of the turn. Damage is based on the enemies' max HP and increases in power for each consecutive use.|
|Song of Protection||Song that reduces damage taken. Effect increases with each consecutive use.|
|Song of Hope||Song that cures status ailments at the end of the turn. Chance increases with consecutive use.|
|Oracle||Shaman only. Experience points and money received after battle swap values.|
|Spirit Pact||Summoner only. Forms Contract with summoned monster, transforming them into a permanent adventurer. Race, class and some abilities depend on the monster Contracted.|
|Master Therion||Summoner only. Summons all contracted monster. During summoning, allies cannot take actions.|
|Level Drain||Lowers your opponent's level, reducing all their abilities and spell resistances (except Summon resistance).|
|Absolute Barrier||Cleric, Lord. Nullifies all further actions that would take place in the current turn. Goes first unless Turn Order function is used.|
|Counterattack||Upon receiving a surprise attack from an enemy, damage inflicted on enemies increases from first turn onwards.|
|Swallow Killer||Can attack without Swallow Return.|
Performs a normal attack with no risk of triggering Swallow Return.
|Replica||Ninja only. Summons a copy of yourself.|
|Last Stand||As your party members drop, defense increases.|
|Cruelty||The higher your HP, the higher your attack power.|
|Glutton for Punishment||The lower your HP, the higher your attack power.|
|Mark of Ruin||Damage dealt increases dramatically, but your HP decreases at the end of your turn by 10% of its current value. Furthermore, Treatment skill will not work on this character.|
These are skills that come in with the class chosen.
|Mage Spells||Can learn magician spells.|
|Mage Spells'||Learns magician spells. Learning speed is somewhat slow.|
|Mage Spells''||Learns magician spells. Learning speed is slow.|
|Cleric Spells||Can learn cleric spells.|
|Cleric Spells'||Learns cleric spells. Learning speed is somewhat slow.|
|Cleric Spells''||Learns cleric spells. Learning speed is slow.|
|Dispel||Attempt to instantly defeat a single Ghost- or Undead-type enemy. No XP is received if successful.|
|Holy Physical Attack||Can attack ghost-type enemies with any weapon.|
|+1 Thief Skills||Can Hide during battle to avoid enemy attack. Receives a large bonus to trap detection and disarming.|
|Alchemy spells.||Can learn alchemy spells.|
|Forging||Can strengthen equipment and apply various effects with ores at the Alchemy Warehouse.|
|Transmutation||Can create special items at the Alchemy Warehouse by combining two ores.|
|Treatment||Can place recovery items in a medicine pouch to be used automatically in battle at the end of your turn to cure status ailments or restore lost HP.|
|Herbology||Can use a Magic Herb restores 1 MP of all spell types to all allies in camp. Will also restore depleted SP along with Tarot and Barrier success rates.|
|Identification||Can assess unknown items, revealing their identity and allowing them to be used.|
|Pursuit||If a bow is equipped, the character gains a free attack on a random enemy that has been inflicted with a negative status at the end of the turn.|
|Thief Skills||Same as Thief Skill +1, but with reduced success rates for Hiding and trap detection.|
|Lower AC||Reduces AC by 1 for every 3 character levels, so long as no equipment with Lower AC Ability OFF is worn.|
|Group Attack||Can attack up to four times in one action at about a 50% chance for each additional attack.
The fourth hit may reduce the target's spell school resistances by 20% for the next action only..
|Tarot||Can draw a tarot card for various effects. Success rate decreases with consecutive use until user rests or receives a Magic Herb.|
|Instrumental||Can use musical instruments to replicate various spells' effects.|
|Barrier||Create a barrier to deflect enemy spells. Success rate decreases with consecutive use until user rests or receives a Magic Herb.|
|Summon Spell||Can learn summon spells.|
|Special Resistance Up||As character level increases, increases resistance to status ailments, up to a maximum of 75%.|
|Dual wielding||Can equip Main-handed weapons in the Sub weapon slot.|
|Improved Beheading Rate||As character level increases, Beheading rate goes up, and will stack with the largest other source of Beheading (eg from gear or innate Beheading rate).|
|Vigilance||Character has a ~50% chance to prevent enemy ambushes and automatically hide at the start of battle.|
These skills are unlocked by classes upon reaching a predefined level.
|Physical Attack Power UP+1||Depending on level, physical attack damage drastically increases.|
|Physical Attack Power UP||Depending on level, physical damage increases.|
|Magic Spell Power UP+1||Depending on level, magician spell power drastically increases.|
|Magic Spell Power UP||Depending on level, magician spell power increases.|
|Alchemy Power UP+1||Depending on level, alchemy spell power drastically increases.|
|Alchemy Power UP||Depending on level, alchemy spell power increases.|
|Divine Blessing Power UP+1||Depending on level, cleric spell power drastically increases.|
|Divine Blessing Power UP||Depending on level, cleric spell power increases.|
|Soul Release||Receive experience for defeating enemies with Dispel.|
|Equipment Removal||Can force enemies to unequip their weapons and armor (some natural weapons cannot be removed).|
|Steal||Can steal non-equipped items from enemies.|
|Disassemble||Can separate Forged items from the ore used in that Forging, returning both items.|
|High Purity Synthesis||As character level increases, ores give more points when used in Forging by this character|
|Apothecary||Doubles amount recovered from using a Magic Herb.|
|Pursuit Sweep||Pursuit will activate on all enemies with negative status ailments at once.|
|Combative Instinct||Depending on level, rate of Clean Hit increases.|
|Alter Fate||Tarot's success rate decay from multiple uses is slowed significantly.|
|Ancient Rites||Charm-type weapons can be equipped in any slot.|
|Blood Oath||Depending on the summoners level, summoned monsters abilities increase.|
|Holy Lance Art||Double-handed Lances can be equipped in the Main slot.|
|Court Sanctuary||Spreads your status ailment resistances among your party members.|
|Swallow Return||May nullify an enemy's physical attack and counterattack a random enemy in range, if possible.
Chance rises with the character's level.
|Surprise Attack||Increases the chance of ambushing enemies.|
|Sacrifice||Sacrifice yourself to fully restore allies. Can be used only once per battle.
Even ashen characters can be revived. The premade Cleric Yseult begins with this skill.
|Unclean Earth||During combat, restorative spells cannot be cast.|
|Torrent of Darkness||Adventurers receive double damage.|
|Dragon's Roar||Adventurers receive triple damage.|
|Dark Region Wind||Adventurers receive five times damage.|
|King's Proof||Renders instant death penalties ineffective so long as health remains above 50% of maximum.|
|Restore||Chance to cure any negative ailment at the end of every turn, even ones that normally do not wear off|
|Summon Judgement||Kill summoned monster or Replica instantly.|
Passive skills are those that are activated by chance, automatically while in a dungeon or in a battle, while Active skills take up the character's action and may cost Skill Points to use. There are skills which are restricted to certain classes, as well.
Monsters that are recruited via Spirit Pact will get a random EX Skill compatible with their class.
Differing in-game descriptions are in bold, while normal text are the official manual's description. Some of these have been updated with more detailed or differing descriptions from the Japanese wiki or through first-hand player experiences are in italics. Game version changes and mistranslations are possible, so edit the page or make a comment if you can confirm or refute the correct description.
- Hilariously, the JP wiki says Avenge throws the party member's corpse at the enemy, so it does not work when the character is turned to ash. The skill is listed as JOB_EX_SHITAI_THROW in the game files, "shitai" meaning corpse in Japanese. Curse is shouting swear words at the enemy.
- Unclean Earth is called Monster Dirty Round.
- Gluttony for Punishment and Cruelty is called Masochism and Sadist respectively in the files.
- Brawlers have group attack, which is called rengeki or combo attack in Japanese.
- In the files, Tea Time and Banking are there, which is a left over of the Servant/Maid class in Elminage Original. Servant is listed as Herbalist and acts more as one in the files.