Card Skills
Skills define what your adventurers do in battle and on quests. Every adventurer starts with innate skills and can learn many more from institutions across the central city. There is no limit to how many skills an adventurer can know.
Activation Types
Every skill has one of four activation types that determines how and when it fires in battle:
Conditional Trigger Types
| Trigger | Condition | Example Skills |
|---|---|---|
| Healing | When an ally’s HP is low | Restoration I–III, Healing I–III, Healing Circle |
| Self-Defense | When own HP drops below threshold | Resilience I–III, Undying Will, Narrow Escape |
| Barrier | When allies’ HP is critically low | Mirror of Prophecy, Rainbow Dew, City of Clouds |
| Counter | When this adventurer is hit | Parry Counter, Battle Counter |
| Retaliation | When a teammate is hit | Suppressive Fire |
| Assist | When an ally attacks | Opportunistic Strike |
| Revival | When an ally has fallen | Resurrection, Omnipotent Love |
| Dispel | When allies have debuffs | Purification, Mass Dispel |
| Enemy Weakness | When enemy HP is low | Expanded War Spoils, Victory Horn |
Skill Categories
Skills belong to one of 7 battle categories, each with a distinct role in combat:
Additionally, Gather and Craft are non-battle skill categories that improve quest efficiency and production yields.
Skill Rarity
Skills use a 1★ through 5★ rarity system. Higher-star skills have stronger effects and are prioritized in battle — your adventurers will always try to use their highest-star skill first.
When summoned, an adventurer’s innate skill star matches their rarity. Each additional star level is rolled independently:
| Adventurer | 5★ | 4★ | 3★ | 2★ | 1★ |
|---|---|---|---|---|---|
| UR | Innate | 30% | 50% | 70% | 90% |
| SSR | — | Innate | 50% | 70% | 90% |
| SR | — | — | Innate | 70% | 90% |
| R | — | — | — | Innate | 90% |
| N | — | — | — | — | Innate |
Class & Skill Pairing
Each battle class has access to specific skill types through their associated institutions:
| Class | Skill Types | Banners | |
|---|---|---|---|
| Warrior | Battle, Defense | ||
| Mage | Magic, Curse | ||
| Healer | Restorative, Enhance | ||
| Rogue | Battle | ||
| Archer | Battle |
All battle classes share access to some Defense and Normal skills.
How Skills Work in Battle
Battles use a timeline system. Each adventurer cycles through these states:
- Ready — the adventurer selects a skill to use.
- Casting — the skill is being executed (casting bar fills up).
- Recovery — a brief pause after the skill fires before the adventurer can act again.
- Cooldown — the used skill cannot be selected again until its cooldown expires.
At the start of battle, all Passive skills trigger immediately, applying their effects before anyone takes their first action.
Skill Selection Priority
When an adventurer is ready to act, they choose a skill in this order:
- Conditional skills — triggered when a specific condition is met. Among available conditional skills, the highest-rarity one is chosen.
- Active skills — main combat skills, chosen by highest rarity if no conditional skill applies.
- Normal attack — the basic fallback when no other skills are available.
Higher-rarity skills are always preferred within each priority tier.
Targeting
Skills target enemies or allies in different ways. For single-target skills, the attacker’s position influences which enemy is targeted first.
Single Target
| Type | Description |
|---|---|
| Single | Attacks one enemy, prioritized by position (front-row first). |
| Rear | Specifically targets back-row enemies. |
| Conditional | Triggers on a specific ally or enemy condition (e.g. low HP, fallen, debuffed). |
| Self | Affects only the caster. |
Multi-Target
| Type | Description |
|---|---|
| All | Hits every enemy at once. |
| Group | Hits a cluster of enemies on one side of the formation. |
| Beam / Line | Hits targets in a line through the formation. |
| Random | Picks targets at random. |
Buffs & Debuffs
Skills can apply persistent effects that last for a duration. Multiple buffs and debuffs can be active simultaneously.
Stat Modifiers
| Type | Description |
|---|---|
| ATK Up / Down | Increases or decreases damage output. |
| DEF Up / Down | Increases or decreases damage resistance. |
| Critical Up | Increases critical hit chance and damage. |
| Accuracy Up / Down | Increases or decreases chance to hit. |
| Evasion Up / Down | Increases or decreases chance to dodge. |
| Speed Up / Down | Increases or decreases action speed. |
| Resist Up / Down | Increases or decreases resistance to specific damage types. |
Special Effects
| Type | Description |
|---|---|
| Healing over Time | Gradually restores HP each moment. |
| Damage over Time | Deals damage continuously (poison, burn, frostbite, bleed). |
| Barrier | Absorbs a set amount of damage before breaking. |
| Invincibility | Complete damage immunity for a short time. |
| Last Stand | Survives a killing blow with 1 HP (consumed on use). |
| Illusion | Absorbs a set number of hits, causing them to miss. |
| Focus / Taunt | Forces enemies to target this adventurer. |
| Stun | Completely prevents the target from acting. |
| Silence | Blocks specific skill types from being used. |
| Paralysis | Reduces action ability. |
| Sleep | Prevents all actions, broken by taking damage. |
For the full list of every skill, see Skill Reference. For how battles work, see the Battle System section. For where to find each institution, see Institutions.