Multiple Turn Perks

Return to Perk List

Devil's Wisdom

Perk
Name Description
Devil's Wisdom Action start on even turns until turn 10:
Raises WIS for 3 turns

Units with this perk:

Artistic Revolution

Perk
Name Description
Artistic Revolution Action start on even turns until turn 10:
Raises WIS for 3 turns

Units with this perk:

Slow Starter

Perk
Name Description
Slow Starter Action start until turn 3:
Raises WIS for 2 turns

Units with this perk:

Slow Starter (Lv. 2)

Perk
Name Description
Slow Starter (Lv. 2) Action start until turn 3:
Raises WIS and Spell Res for 3 turns

Units with this perk:

Archfiend of the Dread Realm

Perk
Name Description
Archfiend of the Dread Realm Action start until turn 3:
Raises WIS for 3 turns

Units with this perk:

Archfiend of the Dread Realm (Lv.2)

Perk
Name Description
Archfiend of the Dread Realm (Lv.2) Action start until turn 5:
Heals 10% of max HP, restores 8% of max MP, and raises WIS and evasion rate for 3 turns

Units with this perk:

Epiphany

Perk
Name Description
Epiphany Action start on even turns until turn 6:
Raises WIS and spell potency/recovery for 3 turns

Units with this perk:

Nadirian Spirit

Perk
Name Description
Nadirian Spirit Action start on even turns until turn 6:
Restores 10% of max MP and raises spell potency/recovery for 3 turns

Units with this perk:

Endless Magic

Perk
Name Description
Endless Magic Action start on even turns until turn 10:
Restores 8% of max MP, raises WIS and spell potency/recovery for 3 turns

Units with this perk:

Mam's Compassion

Perk
Name Description
Mam's Compassion Action start on even turns until turn 6:
Heals 15% of max HP, raises DEF and WIS for 3 turns

Units with this perk:

Fearless Little Genius*

Perk
Name Description
Fearless Little Genius*
Action start on even turns until turn 10:
Restores 8% of max MP, raises DEF and WIS for 3 turns

Units with this perk:

Attack Motor

Perk
Name Description
Attack Motor Action start on odd turns until turn 5:
Raises ATK for 3 turns

Units with this perk:

Legendary Pirate*

Perk
Name Description
Legendary Pirate*
Action start on odd turns until turn 7:
Raises ATK for 3 turns

Units with this perk:

Bloodlusting Blades*

Perk
Name Description
Bloodlusting Blades*
Action start until turn 10:
Raises ATK for 3 turns

Units with this perk:

You so nearly had it in the bag

Perk
Name Description
You so nearly had it in the bag Action start on odd turns until turn 10:
Raises ATK for 3 turns

Action start on even turns until turn 10:
Attacks with Atoning Blade* if enemy is within large rhombus area
(Atoning Blade*: Deals minor physical damage (100% potency) to all enemies in area of effect, generates spaces in area of effect that raise damage dealt by 15% for 3 turns for allies on those spaces only)

Units with this perk:

Blood of Battle

Perk
Name Description
Blood of Battle Action start on odd turns until turn 5:
Raises ATK and DEF for 3 turns

Units with this perk:

The Crest Shining in my Hand*

Perk
Name Description
The Crest Shining in my Hand*
Action start on odd turns until turn 5:
Raises AGL for 3 turns

Action start from turn 5 until turn 10:
Raises ATK and DEF for 3 turns

Units with this perk:

Wolf in Sheep's Clothing*

Perk
Name Description
Wolf in Sheep's Clothing*
Action start on odd turns until turn 10:
Raises ATK and DEF for 3 turns

Units with this perk:

Ice Witch

Perk
Name Description
Ice Witch Action start on odd turns until turn 10:
Raises ATK and DEF and enables Crackforce for 3 turns

Units with this perk:

Great Warrior of Aliahan*

Perk
Name Description
Great Warrior of Aliahan*
Action start on odd turns until turn 10:
Raises ATK and DEF for 3 turns

Units with this perk:

Surging Pride*

Perk
Name Description
Surging Pride*
Action start on odd turns until turn 10:
Restores 8% of max MP, raises ATK and DEF for 3 turns

Units with this perk:

Arena Master*

Perk
Name Description
Arena Master*
Action start on even turns until turn 10:
Heals 15% of max HP, raises ATK and DEF for 3 turns

Units with this perk:

The Survivor from Hell

Perk
Name Description
The Survivor from Hell Battle start:
Raises ATK and DEF for 3 turns

Action start on even turns until turn 10:
Raises ATK and DEF for 3 turns

Units with this perk:

Deepening Hate

Perk
Name Description
Deepening Hate Action start until turn 3:
Raises ATK for 3 turns

Units with this perk:

Oath of Justice

Perk
Name Description
Oath of Justice Action start until turn 3:
Raises ATK and Spell Res for 3 turns

Units with this perk:

Blessed by the Dragon Blood*

Perk
Name Description
Blessed by the Dragon Blood*
Action start until turn 3:
Raises martial potency/recovery and Spell Res for 3 turns

Units with this perk:

Resentful Will

Perk
Name Description
Resentful Will Action start until turn 3:
Raises Move and Physical Res for 3 turns

Units with this perk:

Everlasting Summer Defence*

Perk
Name Description
Everlasting Summer Defence*
Action start on odd turns until turn 5:
Raises DEF for 3 turns

Units with this perk:

Reaper's Plot*

Perk
Name Description
Reaper's Plot*
Action start on odd turns until turn 10:
Raises ATK and greatly raises evasion rate for 3 turns

Units with this perk:

Bon Beat*

Perk
Name Description
Bon Beat*
Action start on even turns until turn 10:
Raises ATK, evasion rate, and physical potency/recovery for 3 turns

Units with this perk:

Evolving Beast

Perk
Name Description
Evolving Beast Action start until turn 3:
Raises AGL and WIS for 3 turns

Units with this perk:

Master of Monsterkind

Perk
Name Description
Master of Monsterkind Action start on odd turns until turn 10:
Raises ATK, DEF, and evasion rate for 3 turns

Units with this perk:

Master of Monsterkind (Lv. 2)

Perk
Name Description
Master of Monsterkind (Lv. 2) Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and evasion rate for 3 turns, removes some status ailments

Units with this perk:

Battle Bravado

Perk
Name Description
Battle Bravado Action start until turn 3:
Raises ATK and AGL for 2 turns

Units with this perk:

Clear Mind

Perk
Name Description
Clear Mind Action start on odd turns until turn 10:
Raises ATK and AGL for 3 turns

Units with this perk:

Dancer of the Roamers*

Perk
Name Description
Dancer of the Roamers*
Battle start:
Grants a barrier that reduces damage taken by 20% for 3 turns

Action start on odd turns until turn 10:
Raises ATK and AGL for 3 turns

Units with this perk:

Deadly Antihero*

Perk
Name Description
Deadly Antihero*
Action start until turn 5:
Raises ATK and Physical Critical Hit Rate for 3 turns

Units with this perk:

Hidden Power

Perk
Name Description
Hidden Power Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and WIS for 3 turns

Units with this perk:

Fearless Hero*

Perk
Name Description
Fearless Hero*
Action start on even turns until turn 6:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

Surging Might

Perk
Name Description
Surging Might Action start on even turns until turn 6:
Raises ATK, DEF, AGL, and WIS for 3 turns

Units with this perk:

Surging Strength

Perk
Name Description
Surging Strength

Former perk name:
Crackling Power
Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and WIS for 3 turns

Units with this perk:

Sleepy Luminary

Perk
Name Description
Sleepy Luminary Action start on odd turns until turn 10:
Raises ATK, AGL, and WIS for 3 turns

Units with this perk:

Sleepy Luminary (Lv. 2)

Perk
Name Description
Sleepy Luminary (Lv. 2) Action start on odd turns until turn 10:
Raises ATK, AGL, and WIS for 3 turns, wakes the user up

Units with this perk:

Monsterkind Summer

Perk
Name Description
Monsterkind Summer Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and evasion rate for 3 turns

Units with this perk:

Brutal Impulse

Perk
Name Description
Brutal Impulse Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and breath potency/recovery for 3 turns

Units with this perk:

God-Killing Spirit*

Perk
Name Description
God-Killing Spirit*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Surging Spirit*

Perk
Name Description
Surging Spirit*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Not Interested

Perk
Name Description
Not Interested Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Surging Vigour*

Perk
Name Description
Surging Vigour*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Tender Heart*

Perk
Name Description
Tender Heart*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Loanne Nobility*

Perk
Name Description
Loanne Nobility*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Time for Final Battle

Perk
Name Description
Time for Final Battle Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Giant Golden Dragon*

Perk
Name Description
Giant Golden Dragon*
Action start on odd turns until turn 10:
Restores 8% of max MP, raises ATK, DEF, AGL, and breath potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Divine Body*

Perk
Name Description
Divine Body*
Action start on odd turns until turn 10:
Restores 8% of max MP, raises DEF, AGL, and spell and martial potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Immortal Ruler of the Desert*

Perk
Name Description
Immortal Ruler of the Desert*
Action start on odd turns until turn 10:
Restores 8% of max MP, raises DEF, AGL, and martial and breath potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Advent of the True Dark King

Perk
Name Description
Advent of the True Dark King Action start on odd turns until turn 10:
Raises DEF, AGL, and physical, spell, and martial potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Withdrawn Dragon Clan

Perk
Name Description
Withdrawn Dragon Clan Action start on odd turns until turn 10:
Raises DEF, AGL, and spell and breath potency/recovery for 3 turns

Action start:
Heals 10% of max HP and restores 4% of max MP

Units with this perk:

Saviour of Two Worlds*

Perk
Name Description
Saviour of Two Worlds*
Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and reduces damage taken by 20% for 3 turns

Units with this perk:

Brimming with Courage*

Perk
Name Description
Brimming with Courage*
Battle start:
Raises ATK for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

Ultimate Being*

Perk
Name Description
Ultimate Being*
Battle start:
Raises ATK for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

Brimming with Power*

Perk
Name Description
Brimming with Power*
Battle start:
Raises AGL for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

Guardian of Angel Falls

Perk
Name Description
Guardian of Angel Falls Battle start:
Raises AGL for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

Brimming Instincts*

Perk
Name Description
Brimming Instincts*
Battle start:
Raises AGL for 3 turns

Action start on odd turns until turn 10:
Raises DEF, AGL, and damage dealt for 3 turns

Units with this perk:

Reawakened Master of Monsterkind*

Perk
Name Description
Reawakened Master of Monsterkind*
Battle start:
Raises AGL for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, AGL, and WIS for 3 turns, removes some status ailments

Units with this perk:

Quest for the Legendary Weapon*

Perk
Name Description
Quest for the Legendary Weapon*
Battle start:
Raises Move for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Brimming with Energy*

Perk
Name Description
Brimming with Energy*
Battle start:
Nullifies some status ailments for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

I will never be a memory

Perk
Name Description
I will never be a memory Battle start:
Nullifies some status ailments for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Units with this perk:

The Sealed Demon*

Perk
Name Description
The Sealed Demon*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Action start on even turns until turn 10:
Heals 10% of max HP and restores 4% of max MP

Units with this perk:

Hateful Might*

Perk
Name Description
Hateful Might*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Action start on even turns until turn 10:
Heals 15% of max HP and restores 8% of max MP

Units with this perk:

Lord of Malevolence

Perk
Name Description
Lord of Malevolence Action start on odd turns until turn 10:
Raises DEF, AGL, physical potency/recovery, and enables Zamforce for 3 turns, removes some status ailments

Units with this perk:

Wicked Spirit

Perk
Name Description
Wicked Spirit Action start on odd turns until turn 10:
Raises ATK, WIS, and Move for 3 turns

Units with this perk:

Wicked Spirit (Lv. 2)

Perk
Name Description
Wicked Spirit (Lv. 2) Action start on odd turns until turn 10:
Raises ATK, DEF, WIS, and Move for 3 turns, cures Confusion for the user

Units with this perk:

Plaisir de Fight

Perk
Name Description
Plaisir de Fight Action start on odd turns until turn 10:
Raises damage dealt, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Almighty Power*

Perk
Name Description
Almighty Power*
Battle start:
Grants a barrier that reduces damage taken by 20% for 3 turns

Action start on odd turns until turn 10:
Raises DEF, AGL, and damage dealt for 3 turns

Units with this perk:

Dragonlord, King of Kings*

Perk
Name Description
Dragonlord, King of Kings*
Action start on odd turns until turn 10 or when revived:
Raises DEF, AGL, and damage dealt for 3 turns, removes some status ailments

Action start on even turns until turn 10:
Restores 4% of max MP

Units with this perk:

High Priest of a Wicked Cult*

Perk
Name Description
High Priest of a Wicked Cult*
Action start on odd turns until turn 10:
Raises DEF, AGL, and damage dealt for 3 turns, removes some status ailments

Action start on even turns until turn 10:
Restores 8% of max MP

Units with this perk:

Dark God's Wrath*

Perk
Name Description
Dark God's Wrath*
Battle start:
Nullifies some status ailments for 3 turns

Action start on odd turns until turn 10:
Raises DEF, AGL, and damage dealt for 3 turns

Units with this perk:

The Lord of Darkness

Perk
Name Description
The Lord of Darkness Action start on odd turns until turn 10:
Raises DEF, AGL, and damage dealt for 3 turns

Action start on even turns until turn 10:
Restores 15% of max MP

Units with this perk:

Dignified Archfiend*

Perk
Name Description
Dignified Archfiend*
Action start on odd turns until turn 10:
Raises DEF, AGL, and spell potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Harbinger of Destruction

Perk
Name Description
Harbinger of Destruction Action start on odd turns until turn 10:
Heals 15% of max HP, restores 4% of max MP, and raises DEF, AGL, and spell and martial potency/recovery for 3 turns

Units with this perk:

Ruler of Darkness*

Perk
Name Description
Ruler of Darkness*
Action start on odd turns until turn 10:
Raises DEF, AGL, and Move for 3 turns, removes some status ailments

Units with this perk:

Unending Hate

Perk
Name Description
Unending Hate Action start on even turns until turn 10:
Raises spell potency/recovery for 3 turns

Units with this perk:

Trodainian Art of War*

Perk
Name Description
Trodainian Art of War*
Action start until turn 5:
Raises damage dealt for 3 turns

Units with this perk:

The God of the Underworld

Perk
Name Description
The God of the Underworld Action start until turn 10:
Greatly raises damage dealt for 3 turns

Units with this perk:

Swelling Power*

Perk
Name Description
Swelling Power*
Action start on even turns until turn 10:
Raises Ulla Power for 3 turns

Units with this perk:

Dauntless Dragon*

Perk
Name Description
Dauntless Dragon*
Action start on even turns until turn 6:
Raises ATK, DEF, and breath potency/recovery for 3 turns

Units with this perk:

I know! I do my best!*

Perk
Name Description
I know! I do my best!*
Action start until turn 10:
Greatly raises physical and breath potency/recovery for 3 turns, raises damage taken for 3 turns

Units with this perk:

Snowy Cub*

Perk
Name Description
Snowy Cub*
Action start on odd turns until turn 5:
Raises Martial Res and enables Crackforce for 3 turns

Units with this perk:

Don't mess with us Turks!*

Perk
Name Description
Don't mess with us Turks!*
Action start on odd turns until turn 10:
Raises martial potency/recovery and enables Zapforce for 3 turns

Units with this perk:

Surging Crack & Bangforce*

Perk
Name Description
Surging Crack & Bangforce*
Action start on odd turns until turn 10:
Enables Crackforce and Bangforce for 3 turns

Units with this perk:

Heart So Pure*

Perk
Name Description
Heart So Pure*
Action start on odd turns until turn 10:
Enables Zamforce and Bangforce for 3 turns

Units with this perk:

Purrsula's Blessing*

Perk
Name Description
Purrsula's Blessing*
Action start on odd turns until turn 10:
Raises AGL, evasion rate, and martial potency/recovery for 3 turns

Units with this perk:

Spirit of Pays de l'Oseille*

Perk
Name Description
Spirit of Pays de l'Oseille*
Battle start:
Raises evasion rate for 3 turns

Action start on odd turns until turn 10:
Raises martial potency/recovery for 3 turns

Action start on even turns until turn 10:
Raises evasion rate for 3 turns

Units with this perk:

Destructive Instincts*

Perk
Name Description
Destructive Instincts*
Action start on odd turns until turn 10:
Raises AGL and spell potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Surging Desires*

Perk
Name Description
Surging Desires*
Action start on odd turns until turn 10:
Heals 10% of max HP, raises AGL and WIS for 3 turns, removes some status ailments

Units with this perk:

King of All Demons*

Perk
Name Description
King of All Demons*
Action start on odd turns until turn 10:
Heals 10% of max HP, raises ATK, DEF, and AGL for 3 turns, removes some status ailments

Units with this perk:

Resurrected Master of Destruction*

Perk
Name Description
Resurrected Master of Destruction*
Action start on odd turns until turn 10:
Heals 10% of max HP and raises DEF, AGL, and Dark Forces for 3 turns

Units with this perk:

Dragonoid

Perk
Name Description
Dragonoid Action start on odd turns until turn 10:
Raises AGL, physical and spell potency/recovery for 3 turns

Units with this perk:

Princess of the Kingdom of Papnica*

Perk
Name Description
Princess of the Kingdom of Papnica*
Action start on odd turns until turn 10:
Raises spell potency/recovery and Spell Res for 3 turns

Units with this perk:

Advanced Angel Might

Perk
Name Description
Advanced Angel Might Action start on odd turns until turn 10:
Raises DEF, Move, and Spell Res for 3 turns

Units with this perk:

Keeper of the Heavens

Perk
Name Description
Keeper of the Heavens Action start on odd turns until turn 10:
Raises breath potency/recovery, DEF, and Spell Res for 3 turns

Units with this perk:

Dark Dragon's Wings

Perk
Name Description
Dark Dragon's Wings Action start on odd turns until turn 10:
Raises ATK and Move for 3 turns

Units with this perk:

Present Deliverer!

Perk
Name Description
Present Deliverer! Action start on odd turns until turn 10:
Raises ATK and Move for 3 turns

Units with this perk:

War God's Pride*

Perk
Name Description
War God's Pride*
Battle start:
Grants a barrier that reflects physical attacks for 3 turns

Action start on odd turns until turn 10:
Raises ATK and Move for 3 turns

Units with this perk:

Unbridled

Perk
Name Description
Unbridled Action start on odd turns until turn 5:
Raises ATK, AGL, and Move for 3 turns

Units with this perk:

Unbridled (Lv. 2)

Perk
Name Description
Unbridled (Lv. 2) Action start on odd turns until turn 10:
Restores 8% of max MP, raises ATK, AGL, and Move for 3 turns, removes some status ailments

Units with this perk:

Slime Tank Rush!

Perk
Name Description
Slime Tank Rush! Action start on odd turns until turn 10:
Raises AGL and Move for 3 turns

Units with this perk:

Soar

Perk
Name Description
Soar Action start on even turns until turn 10:
Raises AGL and Move for 3 turns

Units with this perk:

Sub-Engine

Perk
Name Description
Sub-Engine Action start on even turns until turn 10:
Raises AGL and Move for 3 turns

Units with this perk:

Rippling Waves*

Perk
Name Description
Rippling Waves*
Action start on even turns until turn 6:
Raises WIS and Move for 3 turns

Units with this perk:

Wave Rider

Perk
Name Description
Wave Rider Action start on even turns until turn 10:
Raises WIS and Move for 3 turns

Units with this perk:

Grand Sorcerer's Apprentice

Perk
Name Description
Grand Sorcerer's Apprentice Action start on odd turns until turn 10:
Raises WIS, Move, and evasion rate for 3 turns

Units with this perk:

Resurrection Portent

Perk
Name Description
Resurrection Portent Action start on even turns until turn 10:
Raises WIS and AGL for 3 turns

Units with this perk:

Crouching in Darkness

Perk
Name Description
Crouching in Darkness Action start on odd turns until turn 10:
Raises WIS and evasion rate for 3 turns

Units with this perk:

Dark Energy*

Perk
Name Description
Dark Energy*
Action start on odd turns until turn 5:
Raises WIS and enables Zamforce for 3 turns

Units with this perk:

Finger Fiddle

Perk
Name Description
Finger Fiddle Action start on odd turns until turn 10:
Raises martial potency/recovery for 3 turns

Units with this perk:

Enigmatic Poem*

Perk
Name Description
Enigmatic Poem*
Action start on odd turns until turn 10:
Raises martial potency/recovery and greatly raises Move for 3 turns

Units with this perk:

Icy Divination*

Perk
Name Description
Icy Divination*
Action start on odd turns until turn 10:
Raises Move, evasion rate, and enables Crackforce for 3 turns

Units with this perk:

Among the Four Abyss Lords*

Perk
Name Description
Among the Four Abyss Lords*
Action start on odd turns until turn 10:
Raises spell and martial potency/recovery and enables Crackforce for 3 turns

Units with this perk:

Legendary Sage's Successor*

Perk
Name Description
Legendary Sage's Successor*
Action start on odd turns until turn 10:
Restores 8% of max MP, raises Move, spell potency/recovery, and enables Wooshforce for 3 turns

Units with this perk:

Shadow Vizier

Perk
Name Description
Shadow Vizier Action start on even turns until turn 10:
Greatly raises DEF and Move for 3 turns

Units with this perk:

Shadow Vizier (Lv. 2)

Perk
Name Description
Shadow Vizier (Lv. 2) Action start on even turns until turn 10:
Raises physical potency/recovery and greatly raises DEF and Move for 3 turns

Units with this perk:

High Minded

Perk
Name Description
High Minded Action start on odd turns until turn 10:
Raises AGL and martial potency/recovery for 3 turns

Units with this perk:

Pirate Empress*

Perk
Name Description
Pirate Empress*
Action start on odd turns until turn 10:
Raises AGL, Move, and martial potency/recovery for 3 turns

Units with this perk:

Youthful Surge*

Perk
Name Description
Youthful Surge*
Action start on odd turns from turn 3 until turn 9:
Raises ATK, DEF, AGL, and reduces damage taken by 30% for 3 turns

Units with this perk:

This planet is my birthright

Perk
Name Description
This planet is my birthright Action start on odd turns from turn 3 until turn 9:
Enables One-Winged Angel for 3 turns

Units with this perk:

My Heart Won't Stop Racing!*

Perk
Name Description
My Heart Won't Stop Racing!*
Action start on odd turns until turn 5:
Enables Sizzforce for 3 turns

Units with this perk:

Heatproof Box*

Perk
Name Description
Heatproof Box*
Action start on odd turns until turn 10:
Enables Sizzforce for 3 turns

Units with this perk:

Fiery Wings of Legend

Perk
Name Description
Fiery Wings of Legend Action start on odd turns until turn 10:
Grants all allies Frizzforce in a 5x5 area (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Stormy Oration

Perk
Name Description
Stormy Oration Action start on odd turns until turn 10:
Grants all allies Wooshforce in a 5x5 area (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Hero of the Heavens

Perk
Name Description
Hero of the Heavens Action start on odd turns until turn 10:
Grants all allies Zapforce in a 5x5 area (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Dark Dragon

Perk
Name Description
Dark Dragon Action start on odd turns until turn 10:
Grants all allies Zamforce in a 5x5 area (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Sizzling Armamentalist*

Perk
Name Description
Sizzling Armamentalist*
Action start on even turns until turn 10:
Raises Tension for 1 turn

Action start every 3 turns until turn 9:
Grants all allies Sizzforce in the surrounding large rhombus (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Immense Magical Might*

Perk
Name Description
Immense Magical Might*
Raises AGL by 150

Action start on odd turns until turn 10:
Heals 15% of max HP and raises spell and breath potency/recovery for 3 turns
Grants all allies Bangforce in the surrounding large rhombus (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Cammo Jet

Perk
Name Description
Cammo Jet Action start on even turns:
Greatly raises Move for 1 turn

Units with this perk:

Dragonlord's Pulse

Perk
Name Description
Dragonlord's Pulse Action start every 3 turns:
Raises Move for 3 turns and raises breath potency/recovery for 4 turns

Units with this perk:

Enlightenment of the Natural Law*

Perk
Name Description
Enlightenment of the Natural Law*
Action start every 3 turns until turn 9:
Enables Professor of the Natural Law for 3 turns

Units with this perk:

Artistic Passion

Perk
Name Description
Artistic Passion Action start on even turns until turn 10:
Heals 5% of max HP and restores 4% of max MP, raises AGL for 2 turns

Units with this perk:

The Source of Creation*

Perk
Name Description
The Source of Creation*
Action start on odd turns until turn 10:
Heals 15% of max HP, raises Breath Res and breath potency/recovery for 3 turns

Units with this perk:

Princess of Tantegel

Perk
Name Description
Princess of Tantegel Battle start:
Raises breath potency/recovery, Physical Res, Spell Res, and Breath Res for 1 turn

Action start on odd turns until turn 5:
Raises breath potency/recovery, Physical Res, Spell Res, and Breath Res for 3 turns

Units with this perk:

Wrangler of All Monsterkind*

Perk
Name Description
Wrangler of All Monsterkind*
Battle start:
Greatly raises AGL and Move for 3 turns

Action start on odd turns until turn 5:
Raises Physical and Breath Res for all allies in the surrounding large rhombus (incl. self) for 3 turns (self: 4 turns)

Units with this perk:

Porth Llaffan Guardian

Perk
Name Description
Porth Llaffan Guardian Action start on even turns until turn 10:
Greatly raises Move and martial potency/recovery for 1 turn

Units with this perk:

Serpent's Wrath*

Perk
Name Description
Serpent's Wrath*
Action start every 3 turns until turn 9:
Grants x2 breath potency/recovery for 1 turn

Units with this perk:

Hyper Muscles*

Perk
Name Description
Hyper Muscles*
Action start on even turns until turn 6:
Grants x2 physical potency/recovery for 1 turn

Units with this perk:

Silent Ultimate Machine*

Perk
Name Description
Silent Ultimate Machine*
Action start on odd turns until turn 5:
Grants the user x1.3 physical and spell potency/recovery for 1 turn, raises spell and breath evasion rate for 3 turns

Action start on turns 7 and 9:
Grants the user x1.5 physical and spell potency/recovery for 1 turn

Units with this perk:

Silent Ultimate Machine (Lv. 2)*

Perk
Name Description
Silent Ultimate Machine (Lv. 2)*
Action start on odd turns until turn 5:
Grants the user x1.5 physical and spell potency/recovery for 1 turn, raises spell and breath evasion rate for 3 turns

Action start on turns 7 and 9:
Grants the user x2 physical and spell potency/recovery for 1 turn

Units with this perk:

Cluboon Impact*

Perk
Name Description
Cluboon Impact*
Action start on even turns until turn 6:
Greatly raises Martial Res and martial potency/recovery for 3 turns

Action start on even turns until turn 6:
Attacks with Cluboon Impact* if enemy is within 2-radius area
(Cluboon Impact*: Deals major martial damage (346 base potency) to all enemies in area of effect)

Units with this perk:

Sharpened Magical Might*

Perk
Name Description
Sharpened Magical Might*
Turns 1/2 action start:
Raises Spell Boost for 2 turns
Turn 3 action start:
Greatly raises Spell Boost for 1 turn

Units with this perk:

Countdown

Perk
Name Description
Countdown Turns 1/2 action start:
Raises Spell Boost for 2 turns
Turn 3 action start:
Greatly raises Spell Boost for 1 turn

Units with this perk:

Countdown (Lv. 2)

Perk
Name Description
Countdown (Lv. 2) Turns 1/2/4/5/7/8 action start:
Raises Spell Boost for 2 turns

Turns 3/6/9 action start:
Greatly raises Spell Boost for 1 turn, raises Move and reduces damage taken by 20% for 4 turns, removes some status ailments

Units with this perk:

Sweet Summer Breeze*

Perk
Name Description
Sweet Summer Breeze*
Turns 2 action start:
Raises WIS for 3 turns and greatly raises Spell Boost for 2 turns
Turn 4 action start:
Raises WIS for 3 turns and massively raises Spell Boost for 2 turns
Action start on even turns from turn 6 until turn 10:
Raises WIS for 3 turns and raises Spell Boost by 4 stages for 2 turns

Units with this perk:

Oppressive Queen*

Perk
Name Description
Oppressive Queen*
Turns 2 action start:
Raises martial potency/recovery for 3 turns and greatly raises Martial Boost for 2 turns
Turn 4 action start:
Massively raises Martial Boost for 2 turns
Action start on turns 6 and 8:
If there are 4 or more Slime allies (incl. self) in the party:
Raises Martial Boost by 4 stages for 2 turns

Units with this perk:

Elder Slime*

Perk
Name Description
Elder Slime*
Battle start:
Raises Spell and Martial Boost for 2 turns
Turn 3 action start:
Greatly raises Spell and Martial Boost for 2 turns
Turn 6 action start:
Massively raises Spell and Martial Boost for 2 turns
Turn 9 action start:
Raises Spell and Martial Boost by 4 stages for 2 turns

Units with this perk:

Change the Rules

Perk
Name Description
Change the Rules Action start on odd turns until turn 10:
Raises damage dealt for all directly adjacent allies and enemies (incl. self) for 1 turn (self: 2 turns)
Action start on even turns until turn 10:
Raises AGL for all directly adjacent allies and enemies (incl. self) for 1 turn (self: 2 turns)

Units with this perk:

Change the Rules (Lv. 2)

Perk
Name Description
Change the Rules (Lv. 2) Action start on odd turns until turn 10:
Raises damage dealt for all directly adjacent allies (incl. self) for 1 turn (self: 2 turns)
Action start on even turns until turn 10:
Raises AGL for all directly adjacent allies (incl. self) for 1 turn (self: 2 turns)

Units with this perk:

Lonesome Signs*

Perk
Name Description
Lonesome Signs*
Action start on odd turns until turn 10:
Raises ATK, Physical Res, and Spell Res for 3 turns

Units with this perk:

Gospel of the Stars*

Perk
Name Description
Gospel of the Stars*
Action start on odd turns until turn 10:
Raises WIS, Martial Res, and Breath Res for 3 turns

Units with this perk:

Thieving Lady's Beauty*

Perk
Name Description
Thieving Lady's Beauty*
Action start on odd turns until turn 10:
Raises ATK, DEF, Martial Res, and Spell Res for 3 turns

Units with this perk:

Corrupted Demonoid*

Perk
Name Description
Corrupted Demonoid*
Action start until turn 10:
Restores 15 MP for all allies in the surrounding large rhombus (incl. self)

Action start until turn 10:
Raises spell and martial potency/recovery for 3 turns

Units with this perk:

Ruins Treasure Hunter*

Perk
Name Description
Ruins Treasure Hunter*
Action start until turn 10:
Restores 15 MP for all allies in the surrounding large rhombus (incl. self)

Action start on odd turns until turn 10:
Heals 10% of max HP, raises ATK, Spell Res, and Martial Res for 3 turns

Units with this perk:

Dancer's Blessings*

Perk
Name Description
Dancer's Blessings*
Action start until turn 10:
Restores 15 MP for all allies in the surrounding large rhombus (incl. self)

Action start on odd turns until turn 10:
Raises spell and martial potency/recovery, and enables Sizzforce for 3 turns

Units with this perk:

Scruffy's Whims*

Perk
Name Description
Scruffy's Whims*
Action start on odd turns until turn 10:
Attacks with Scruffy's Whims if enemy is within large rhombus area
(Scruffy's Whims*: Deals moderate Zam-type martial damage (80 base potency) to all enemies in area of effect, very rarely puts to sleep, stuns, paralyses, charms, or confuses)

Action start on even turns until turn 10:
Restores 10 MP for all allies in the surrounding large rhombus (incl. self)

Units with this perk:

She Who Stands in Time Eternal*

Perk
Name Description
She Who Stands in Time Eternal*
Action start on odd turns until turn 10:
Raises ATK, Spell Res, Martial Res, and enables Frizzforce for 3 turns

Units with this perk:

He Who Holds Time Eternal*

Perk
Name Description
He Who Holds Time Eternal*
Action start on odd turns until turn 10:
Raises Breath Res, Physical Res, spell and martial potency/recovery, and enables Sizzforce for 3 turns

Units with this perk:

Freezing Magic*

Perk
Name Description
Freezing Magic*
Action start on odd turns until turn 10:
Raises Physical Res, Breath Res, spell and martial potency/recovery, and enables Crackforce for 3 turns

Units with this perk:

Divine Winds*

Perk
Name Description
Divine Winds*
Action start on odd turns until turn 10:
Raises Spell Res, Martial Res, spell and martial potency/recovery, and enables Wooshforce for 3 turns

Units with this perk:

Perfect Systems*

Perk
Name Description
Perfect Systems*
Action start on odd turns until turn 10:
Raises Spell Res, Martial Res, spell and martial potency/recovery, and enables Bangforce for 3 turns

Units with this perk:

Roar of Thunder*

Perk
Name Description
Roar of Thunder*
Action start on odd turns until turn 10:
Raises ATK, Spell Res, Martial Res, and enables Zapforce for 3 turns

Units with this perk:

Solitary Man of Honour*

Perk
Name Description
Solitary Man of Honour*
Action start on odd turns until turn 10:
Raises ATK, Physical Res, Breath Res, and enables Zamforce for 3 turns

Units with this perk:

Ulla Soul*

Perk
Name Description
Ulla Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and spell and martial potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Famuto Soul*

Perk
Name Description
Famuto Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and physical and breath potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Lavilea Soul*

Perk
Name Description
Lavilea Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and martial and breath potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Miragess Soul*

Perk
Name Description
Miragess Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and physical and spell potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Sopporume Soul*

Perk
Name Description
Sopporume Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and physical and spell potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Renafi Soul*

Perk
Name Description
Renafi Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and spell and breath potency/recovery for 3 turns, removes some status ailments

Units with this perk:

Sanesse Soul*

Perk
Name Description
Sanesse Soul*
Action start on odd turns until turn 10:
Raises DEF, AGL, and physical and martial potency/recovery for 3 turns, removes some status ailments

Units with this perk: