Ether

Combat Abilities

Swelter

AP: 25
Type: Guard Attack (Fire)
Effect: Deals 120% Magic fire damage to a single target, and grants the use Heat. While under Heat, their your next attack against a Guard Broken target gains a +30% damage modifier, and Heat is removed.

Flame Wreath

AP: 30
Type: Guard Attack (Fire)
Effect: Deals 140% Magic fire damage to a single target, and apply 1 Combo to all enemy targets.

Ignite

AP: 35
Type: Guard Attack (Fire)
Effect: Deals 100% Magic fire damage to a single target, and cause the any two enemy targets to suffer the effects of its Combo being maxed out without changing the current Combo value.

Combust

AP: 40
Type: Guard Attack (Fire)
Effect: Deals 50% Magic fire damage to all targets. When used, you can move any Combo counters on any targets to any other targets. Then, choose a single target and double their current Combo. Overflow Combo is added starting from 0, and can cause multiple Combo effects to trigger at once.

Ice Lance

AP: 25
Type: Guard Attack (Water)
Effect: Deals 120% Magic Water damage to a single target, and grants the user a 30% Magic shield.

Flash Freeze

AP: 30
Type: Guard Attack (Water)
Effect: Convert all Pressure on a single target into immediate Guard damage. Then, deal 50% Magic water damage.

Waterfall

AP: 35
Type: Guard Attack (Water)
Effect: Deals 40% Magic water damage and 30% Pressure to a single target, while granting you Water Source. While Water Source persists, at the start of each round choose a single target and inflict 20% Magic water damage and 20% Pressure to them without taking a turn.

Flood

AP: 40
Type: Guard Attack (Water)
Effect: Deals 50% Magic Water damage and 20% Magic Pressure to all targets.

Static Shock

AP: 25
Type: Health Attack (Air)
Effect: Deals 120% Magic air damage to a single target. Can Critical. Roll to Critical Twice, rather than once. Each roll can Critical independently, and in addition, Criticals may be spent on restoring SPR x 2 AP to yourself or an ally rather than on bonus damage.
Critical: 30% Magic damage.

Thunder Clap

AP: 30
Type: Health Attack (Air)
Effect: Deals 80% Magic air damage to a single target. Can Critical. You gain Sonic Boom. On your next turn, or any turn after, you can choose to remove Sonic Boom from yourself and deal 70% Magic air damage to a single target.
Critical: 30% Magic damage.

Weather Vein

AP: 35
Type: Health Attack (Air)
Effect: Deals 100% Magic air damage to a single target, and mark the target as a Weather Vein. Can Critical. The next time a group target attack is used against the Weather Vein target's group, the attack will *only* strike the Weather Vein target, but will strike them three times. If there are no other enemies in the Weather Vein targets group when the status is removed, rather than being struck three times they instead take 50% Magic air damage.
Critical: 30% Magic air damage.

Lightning Storm

AP: 40
Type: Health Attack (Air)
Effect: Deals 50% Magic air damage to all enemy targets. Can Critical; roll for each target but apply after rolling instead of before.
Critical: 50% Magic damage.

Aura Flare

AP: 20
Type: Status (Fire)
Effect: Select a single target and grant Aura Flare. Their Melee attacks deal 40% Magic additional damage while the status persists.

Ice Spikes

AP: 20
Type: Status (Water)
Effect: Select a single target and grant Ice Spikes. When hit for damage, the attacker takes 30% Magic Guard damage while the status persists.

Charged Barrel

AP: 20
Type: Status (Air)
Effect: Select a single target and grant Charged Barrel. Their Gun attacks deal 40% Magic additional damage while the status persists.

Mirage

AP: 20
Type: Status
Effect: Select a single target and grant Mirage. While the effect persists, anytime they take damage from an attack they can reduce its damage by 20% Magic, and transfer it to an ally instead. Doing so will remove the Mirage status.

Raw Channeling

AP: 0
Type: Guard and Health Attack.
Effect: Deals 70% Magic damage to a single target Guard Gauge, then 70% Magic damage to their Health directly. Increases the Distortion in the area by 1 level.

Mana Weaving

AP: 20
Type: Recovery
Effect: Lower the Distortion in the area by 1 level, then you recover 100% Magic AP. You can choose the Boosted Category next round. This ability can only be used once per battle.

Spirit Transfer

AP: SPRx3
Type: Recovery
Effect: Restores 100% Magic AP to a single target, as well as 30% Magic Shield. If the targets Shield is reduced to 0 by an attack, it explodes and deals 30% Magic Guard damage to the attacker.

Lingering Spark

Type: Passive
Effect: Whenever an enemy is defeated, recover 1(3/5)+SPRx2 AP immediately.

Ether Infusion

Type: Passive
Effect: Whenever you perform a Magic ability, you gain Infusion. The next time you use a non-Magic ability, remove Infusion and increase the damage, pressure or shield/health gain by the ability by 1(3/5)+SPR as a bonus and remove Infusion.

Overload

Type: Passive
Effect: Anytime you perform a Magic ability, you can Overload the spell. Doing this raises the Distortion in the area by 1 level, and grants your ability a +20% modifier.

Fire Starter

Type: Passive
Effect: Anytime you use a Fire ability, place 1 additional Combo stack on a single target. If the target had no Combo stack before the ability was used, apply 2 instead.

Rising Tide

Type: Passive
Effect: Anytime you use a Water ability, gain Rising Tide. This status can stack. The next time you attack an enemy with an empty Guard Gauge, gain a +10% damage modifier per stack of Rising Tide and remove the effect.

Conduit

Type: Passive
Effect: Anytime you use an Air ability, reduce the AP cost by 20%.

Exploration Skills

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