Expertise
Layman
No damage-accuracy modifier.
Small Monster Hunter
Extra DMG +10%, Accuracy +5% vs Small.
Extra DMG -5%, Accuracy -2% vs everything else.
Medium Monster Hunter
Extra DMG +10%, Accuracy +5% vs Medium.
Extra DMG -5%, Accuracy -2% everything else.
Large Monster Hunter
Extra DMG +10%, Accuracy +5% vs Large.
Extra DMG -5%, Accuracy -2% everything else.
Humanoid Monster Hunter
Extra DMG +10%, Accuracy +5% vs Humanoid.
Extra DMG -5%, Accuracy -2% everything else.
Beast Monster Hunter
Extra DMG +10%, Accuracy +5% vs Beast.
Extra DMG -5%, Accuracy -2% everything else.
Undead Hunter
Extra DMG +10%, Accuracy +5% vs Undead.
Extra DMG -5%, Accuracy -2% everything else.
Elemental Hunter
Extra DMG +10%, Accuracy +5% vs Elemental.
Extra DMG -5%, Accuracy -2% everything else.
Dragon Hunter
Extra DMG +10%, Accuracy +5% vs Dragon.
Extra DMG -5%, Accuracy -2% everything else.
Demon Hunter
Extra DMG +10%, Accuracy +5% vs Demon.
Extra DMG -5%, Accuracy -2% everything else.
Cryptid Hunter
Extra DMG +10%, Accuracy +5% vs Cryptid.
Extra DMG -5%, Accuracy -2% everything else.
Body Type
Survivor (exclusively locked to rescued characters)
Healing Received +20%, Harmful Effect Resistance +10%, Max HP +20%.
Bruiser
Max HP +20%.
Healing Received -10%.
Muscular
Physical ATK +3.
Accuracy -5%.
Skinny
Evasion + 5%.
Damage Multiplier -10%, Healing Received -10%.
Slim Legs
Speed +5, Evasion +3%.
Physical Resistance -10%.
Hypermetrophia
Accuracy +30% vs Back Line enemies.
Accuracy -10%.
Myopia
Accuracy +20% vs Front Line enemies.
Accuracy -10%.
Thick Neck
Stun Resistance +30%.
Mesmerize Resistance -20%.
Chunky
Healing Received +20%.
Crit Rate -5%.
Vertically Challenged
Evasion +5%.
Crit Rate -5%.
Big Head
Max MP +20%.
Evasion -10%.
Personality
Key Person (exclusively locked to story characters)
No retreat or death after coma.
Generous
Heal POW +3.
Healing Received -20%.
Idealist
Crit Rate +10%, Crit Power +20%.
Max HP -10%, Max MP -10%.
Impatient
Speed +8.
Chance to lose control +10%.
Hot-Tempered
Crit Rate +3, Damage Multiplier +10%.
Chance to lose control +30% when receiving damage.
Lurker
Physical Resistance +10%, Magic Resistance +10%.
Speed -10.
Tenacious
After coma +Tenacity restoring HP per turn.
Evasion -15%.
Rash
Physical Resistance +10%, Magic Resistance +10%.
Harmful Effect Resistance -20%.
Egoist
Healing Received +20%.
Gold Found -10%, Items Found -5%.
Sadist
Extra DMG +20% when enemy is Bleeding, HP Drain +10%.
Heal POW -2.
Naive
Healing Received +20%.
Mental Control -20%, Mesmerize Resistance -20%.
Old Fogey (warning: bugged)
Targets Allies Damage Multiplier +10%.
Mental Control -50%.
Delicate
Crit Rate +5%, Crit Power +20%, Damage Multiplier +5%.
Mental Control -50%.
Habit
Adroit
Crit Rate +5%.
Damage Multiplier -10%.
Onychophagia
HP +1 per turn.
Evasion -10%.
Collector
Gold Found +20%, Items Found +10%.
Accuracy -3%, Evasion -3%.
Exhibitionist
Mental Control +30%.
Max Armor -2.
Eye for an Eye
HP dropping below 50% +50% chance to gain buff Damage Multiplier +20%.
Max HP -10%.
Jiggling Legs
Mesmerize Resistance +15%, Debuff Resistance +15%.
Accuracy -3%.
Nose Picker
Crit Power +30%, Dark ATK +2.
Bleed Resistance -30%, Sullied Resistance -30%.
Bluff
If HP below 60% regardless of heals gain Damage Multplier +20%.
Healing Received -50%.
Diurnal
Day: Speed +5, Damage Multiplier +10%, Effect Chance +10%.
Night: Speed -3, Damage Multiplier -5%, Effect Chance -5%.
Nocturnal
Night: Speed +5, Damage Multiplier +10%, Effect Chance +10%.
Day: Speed -3, Damage Multiplier -5%, Effect Chance -5%.
Jinx
All or Nothing
Crit Power +50%.
Accuracy -10%.
Lazarus
10% chance to recover from coma. Once per battle and effect does not stack.
Light Resistance -20%, Blind Resistance -20%, Mesmerize Resistance -20%.
Law of Luck
If ally goes into a Coma, recover HP +10, +Bad Luck a stacking buff that grants Gold Find +30%.
Gold Found -10%, Items Found -5%.
Slow Learner
More EXP after 3 rounds, less within 3 rounds.
Fast Learner
More EXP within 3 rounds, less after 3 rounds.
Murphy’s Law
Damage Multiplier +10%.
Crit Power -100%.
Gambler’s Fallacy
On missed attack cast Gambler’s Fallacy granting Crit Rate +50%, Accuracy -20%.
Superstitious
When taking a critical hit gain Action Points +1 if your HP is below 50%.
Mesmerize Resistance -50%.
Wrong Place at the Wrong Time
10% chance of taking an attack instead of your ally.
Punch Drunk
Physical Resistance +10%, Stun Resistance +10%, Bleed Resistance +10%.
Mesmerize Resistance -20%, Max MP -20%.
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