Skills in Persona 4: Difference between revisions

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{{P4 Skills/Magic|Stagnant Air}}
{{P4 Skills/Magic|Stagnant Air}}
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==Ailment Skills==
==Ailment Skills==
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{{P4 Skills/Enemy|SP Amp}}
{{P4 Skills/Enemy|SP Amp}}
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==Notes==
{{Notelist}}


==References==
==References==
;General
;General
* {{Cite Book|quote=|chapter=Chapter 7: Data|book=ペルソナ4 公式パーフェクトガイド|author=Compiled by Famitsu|publisher=Enterbrain (2008)|lang=Japanese|volume=|edition=|page=p. 346-356|transl=|isbn=978-4757744561}}
* {{Cite Book|quote=|chapter=Chapter 7: Data|book=[[Persona 4 Official Perfect Guide]]|author=Compiled by Famitsu|publisher=Enterbrain (2008)|lang=Japanese|volume=|edition=|page=p. 346-356|transl=|isbn=978-4757744561}}


[[Category:Skill Listings]]
[[Category:Skill Listings]]
[[Category:Persona 4]]
[[Category:Persona 4]]
[[Category:Skills in Persona 4| ]]

Latest revision as of 17:25, 18 June 2024

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This is a list of skills in Persona 4. For skills in the re-release of Persona 4, see Skills in Persona 4 Golden.

Physical Skills

Name Cost Power Hits Accuracy Critical Description Effect Skill Change
Bash
6% HP
60
1
90%
20%
Deals light Phys damage to 1 foe. 40% chance to Dizzy a Downed enemy.
Group 1
Cleave
5% HP
65
1
90%
20%
Deals light Phys damage to 1 foe. 30% chance to Dizzy a Downed enemy.
Group 1
Assault Dive
8% HP
100
1
90%
20%
Deals light Phys damage to 1 foe. 40% chance to Dizzy a Downed enemy.
Group 3
Sonic Punch
8% HP
75
1
90%
25%
Deals light Phys damage to 1 foe. 20% chance to Dizzy a Downed enemy.
Group 2
Double Fangs
8% HP
40
2
90%
15%
Deals light Phys damage to 1 foe 2x. 10% chance to Dizzy a Downed enemy.
Group 2
Kill Rush
10% HP
50
1-3
90%
10%
Deals light Phys damage to 1 foe 1x to 3x. 20% chance to Dizzy a Downed enemy.
Group 3
Swift Strike
12% HP
65
1-2
80%
5%
Deals light Phys damage to all foes 1x to 2x. 20% chance to Dizzy a Downed enemy.
Group 3
Twin Shot
10% HP
55
2
90%
10%
Deals light Phys damage to 1 foe 2x. 20% chance to Dizzy a Downed enemy.
Group 3
Fatal End
14% HP
125
1
90%
20%
Deals medium Phys damage to 1 foe. 40% chance to Dizzy a Downed enemy.
Group 4
Mighty Swing
14% HP
135
1
90%
30%
Deals medium Phys damage to 1 foe. 20% chance to Dizzy a Downed enemy.
Group 5
Torrent Shot
12% HP
45
2-3
90%
8%
Deals medium Phys damage to 1 foe 2x to 3x. 20% chance to Dizzy a Downed enemy.
Group 5
Heat Wave
16% HP
125
1
75%
5%
Deals medium Phys damage to all enemies. 15% chance to Dizzy a Downed enemy.
Group 5
Gigantic Fist
16% HP
330
1
90%
25%
Deals heavy Phys damage to 1 foe. 40% chance to Dizzy a Downed enemy.
Group 6
Blade of Fury
18% HP
50
2-4
90%
5%
Medium Phys damage to all foes 2x to 4x. 10% chance to Dizzy a Downed enemy.
Group 5
Deathbound
20% HP
145
1
80%
5%
Deals heavy Phys damage to all foes. 20% chance to Dizzy a Downed enemy.
Group 6
Arrow Rain
18% HP
80
2
75%
5%
Deals heavy Phys damage to all foes 2x. 20% chance to Dizzy a Downed enemy.
Group 6
Akasha Arts
18% HP
130
1-2
80%
5%
Deals heavy Phys damage to all foes 1x to 2x. 30% chance to Dizzy a Downed enemy.
Group 7
Tempest Slash
15% HP
90
1-2
85%
10%
Deals heavy Phys damage to 1 foe 1x to 2x. 10% chance to Dizzy a Downed enemy.
Group 6
Heaven's Blade
19% HP
230
1
90%
30
Deals heavy Phys damage to 1 foe. 20% chance to Dizzy a Downed enemy. Unique to Michael and Metatron; cannot be inherited in Fusion.
Myriad Arrows
18% HP
75
1-3
85%
5%
Deals heavy Phys damage to all foes 1x to 3x. 10% chance to Dizzy a Downed enemy.
Group 7
God's Hand
22% HP
800
1
90%
15%
Deals severe Phys damage to 1 foe. 30% chance to Dizzy a Downed enemy.
Group 8
Pralaya
25% HP
220
1
80%
5%
Deals severe Phys damage to all foes with a high chance of instant kills. 50% chance of instakill. Unique to Shiva; cannot be inherited in Fusion.
Primal Force
20% HP
1100
1
90%
25%
Deals severe Phys damage to 1 foe. 15% chance to Dizzy a Downed enemy.
Group 8
Vorpal Blade
22% HP
200
1
80%
5%
Deals heavy Phys damage to all foes. 10% chance to Dizzy a Downed enemy.
Group 8
Power Slash
8% HP
120
1
80%
25%
Deals medium Phys damage to 1 foe. 30% chance to Dizzy a Downed enemy.
Group 4
Gale Slash
12% HP
80
1
85%
5%
Deals light Phys damage to all foes. 20% chance to Dizzy a Downed enemy.
Group 3
Brave Blade
20% HP
700
1
90%
20%
Deals severe Phys damage to 1 foe. 20% chance to Dizzy a Downed enemy.
Group 7
Herculean Strike
16% HP
90
1
80%
5%
Deals medium Phys damage to all foes. 30% chance to Dizzy a Downed enemy.
Group 4
Vicious Strike
18% HP
140
1
80%
5%
Deals heavy Phys damage to all foes. 40% chance to Dizzy a Downed enemy.
Group 6
Single Shot
3% HP
85
1
98%
20%
Deals light Phys damage to 1 foe. 20% chance to Dizzy a Downed enemy.
Group 2
Skewer
5% HP
70
1
85%
20%
Deals light Phys damage to 1 foe. 20% chance to Dizzy a Downed enemy.
Group 1
Poison Skewer
6% HP
60
1
90%
5%
Deals light Phys damage to 1 foe with a chance of Poison. 20% chance to inflict Poison.
Group 2
Poison Arrow
14% HP
130
1
85
5%
Deals medium Phys damage to 1 foe with a chance of Poison. 25% chance to inflict Poison.
Group 5
Blight
16% HP
130
1
80%
5%
Deals heavy Phys damage to all foes with a chance of Poison. 15% chance to inflict Poison.
Group 7
Virus Wave
16% HP
90
1
80
5%
Deals heavy Phys damage to all foes with a chance of Poison. 15% chance to inflict Poison.
Group 6
Skull Cracker
6% HP
60
1
90%
5%
Deals light Phys damage to 1 foe with a chance of Confusion. 20% chance to inflict Confuse.
Group 2
Mind Slice
14% HP
90
1
80%
5%
Deals medium Phys damage to all foes with a chance of Confusion. 15% chance to inflict Confuse.
Group 4
Hysterical Slap
8% HP
50
2
90%
5%
Deals light Phys damage to 1 foe with a chance of Rage. 15% chance to inflict Rage.
Group 2
Crazy Chain
14% HP
90
1
80%
5%
Deals medium Phys damage to all foes with a chance of Rage. 15% chance to inflict Rage.
Group 4
Muzzle Shot
6% HP
60
1
90%
5%
Deals light Phys damage to 1 foe with a chance of Silence. 20% chance to inflict Silence.
Group 2
Seal Bomb
14% HP
90
1
80%
5%
Deals medium Phys damage to all foes with a chance of Silence. 15% chance to inflict Silence.
Group 4
Arm Chopper
8% HP
45
2
90%
5%
Deals light Phys damage to 1 foe with a chance of Fear. 20% chance to inflict Fear.
Group 2
Atom Smasher
16% HP
50
1-2
80
5%
Deals medium Phys damage to all foes 1x to 2x with a chance of Fear. 15% chance to inflict Fear.
Group 4
Cell Breaker
10% HP
80
1
90%
5%
Deals light Phys damage to 1 foe with a chance of Enervation. 20% chance to inflict Enervate.
Group 3
Mustard Bomb
16% HP
110
1
80%
5%
Deals medium Phys damage to all foes with a chance of Enervation. 15% chance to inflict Enervate.
Group 5
Brain Shake
12% HP
80
1-3
90%
5%
Deals light Phys damage to 1 foe 1x to 3x with a chance of Exhaustion. 20% chance to inflict Exhaustion.
Group 3
Navas Nebula
16% HP
110
1
80%
5%
Deals medium Phys damage to all foes with a chance of Exhaustion. 15% chance to inflict Exhaustion.
Group 5
Black Spot
16% HP
130
1
85%
35%
Deals medium Phys damage to 1 foe. 50% chance to Dizzy a Downed enemy.
Group 4
Rainy Death
20% HP
175
1
85
35%
Deals heavy Phys damage to 1 foe. 50% chance to Dizzy a Downed enemy.
Group 7
Hassou Tobi
25% HP
60
8
75%
5%
Deals light Phys damage to all foes 8x. 10% chance to Dizzy a Downed enemy. Unique to Yoshitsune; cannot be inherited in Fusion.
Rampage
12% HP
40
1-3
75%
5%
Deals light Phys damage to all foes 1x to 3x. 40% chance to Dizzy a Downed enemy.
Group 3
Aeon Rain
18% HP
70
1-3
75%
5%
Deals medium Phys damage to all foes 1x to 3x. 15% chance to Dizzy a Downed enemy.
Group 6
Agneyastra
24% HP
120
1-3
75%
5%
Deals heavy Phys damage to all foes 1x to 3x. 20% chance to Dizzy a Downed enemy.
Group 7
Cruel Attack
12% HP
120
1
90%
5%
Med Phys dmg, 1 foe. Bonus damage to foes that are knocked down. 20% chance to Dizzy a Downed enemy.
Group 4
Vile Assault
12% HP
350
1
95
5%
Hvy Phys dmg, 1 foe. Bonus damage to foes that are knocked down. 10% chance to Dizzy a Downed enemy.
Group 6

Fire Skills

Name Cost Power Accuracy Description Effect Skill Change
Agi
4 SP
40
98%
Deals light Fire damage to 1 foe.
Group 1
Agilao
8 SP
100
98%
Deals medium Fire damage to 1 foe.
Group 3
Agidyne
12 SP
160
98%
Deals heavy Fire damage to 1 foe.
Group 5
Maragi
10 SP
40
95%
Deals light Fire damage to all foes.
Group 2
Maragion
16 SP
100
95%
Deals medium Fire damage to all foes.
Group 4
Maragidyne
22 SP
160
95%
Deals heavy Fire damage to all foes.
Group 6
Ragnarok
48 SP
200
98%
Deals severe Fire damage to 1 foe. Unique to Surt; cannot be inherited in Fusion.

Ice Skills

Name Cost Power Accuracy Description Effect Skill Change
Bufu
4 SP
40
98%
Deals light Ice damage to 1 foe.
Group 1
Bufula
8 SP
100
98%
Deals medium Ice damage to 1 foe.
Group 3
Bufudyne
12 SP
160
98%
Deals heavy Ice damage to 1 foe.
Group 5
Mabufu
10 SP
40
95%
Deals light Ice damage to all foes.
Group 2
Mabufula
16 SP
100
95%
Deals medium Ice dmg to all foes.
Group 4
Mabufudyne
22 SP
160
95%
Deals heavy Ice damage to all foes.
Group 6
Niflheim
48 SP
200
98%
Deals severe Ice dmg to 1 foe. Unique to Loki; cannot be inherited in Fusion.

Elec Skills

Name Cost Power Accuracy Description Effect Skill Change
Zio
4 SP
40
98%
Deals light Elec damage to 1 foe.
Group 1
Zionga
8 SP
100
98%
Deals medium Elec damage to 1 foe.
Group 3
Ziodyne
12 SP
160
98%
Deals heavy Elec damage to 1 foe.
Group 5
Mazio
10 SP
40
95%
Deals light Elec dmg to all foes.
Group 2
Mazionga
16 SP
100
95%
Deals medium Elec dmg to all foes.
Group 4
Maziodyne
22 SP
160
95%
Deals heavy Elec dmg to all foes.
Group 6
Thunder Reign
48 SP
200
98%
Deals severe Elec damage to 1 foe. Unique to Thor; cannot be inherited in Fusion.

Wind Skills

Name Cost Power Accuracy Description Effect Skill Change
Garu
4 SP
40
98%
Deals light Wind damage to 1 foe.
Group 1
Garula
8 SP
100
98%
Deals medium Wind damage to 1 foe.
Group 3
Garudyne
12 SP
160
98%
Deals heavy Wind damage to 1 foe.
Group 5
Magaru
10 SP
40
95%
Deals light Wind damage to all foes.
Group 2
Magarula
16 SP
100
95%
Deals medium Wind damage to all foes.
Group 4
Magarudyne
22 SP
160
95%
Deals heavy Wind damage to all foes.
Group 6
Panta Rhei
48 SP
200
98%
Deals severe Wind damage to 1 foe. Unique to Odin; cannot be inherited in Fusion.

Light Skills

Name Cost Power Accuracy Description Effect Skill Change
Hama
8 SP
100%
Light: low chance of instant kill, 1 foe. 40% chance of instakill.
Group 2
Hamaon
15 SP
100%
Light: medium chance of instant kill, 1 foe. 60% chance of instakill.
Group 5
Mahama
18 SP
100%
Light: low chance of instant kill, all foes. 30% chance of instakill.
Group 3
Mahamaon
34 SP
100%
Light: medium chance of instant kill, all foes. 40% chance of instakill.
Group 6
Samsara
44 SP
100%
Light: instant kill to all foes with no Light resistance. 50% chance of instakill. Unique to Daisoujou; cannot be inherited in Fusion.

Darkness Skills

Name Cost Power Accuracy Description Effect Skill Change
Mudo
8 SP
100%
Darkness: low chance of instant kill, 1 foe. 40% chance of instakill.
Group 2
Mudoon
15 SP
100%
Darkness: medium chance of instant kill, 1 foe. 60% chance of instakill.
Group 5
Mamudo
18 SP
100%
Darkness: low chance of instant kill, all foes. 30% chance of instakill.
Group 3
Mamudoon
34 SP
100%
Darkness: med chance of instant kill, all foes. 40% chance of instakill.
Group 6
Die for Me!
44 SP
100%
Darkness: instant kill to all foes with no Darkness resistance. 50% chance of instakill. Unique to Alice; cannot be inherited in Fusion.

Almighty Skills

Name Cost Power Accuracy Description Effect Skill Change
Megido
18 SP
120
95%
Deals medium Almighty damage to all foes.
Group 3
Megidola
24 SP
180
95%
Deals heavy Almighty damage to all foes.
Group 6
Megidolaon
38 SP
210
95%
Deals severe Almighty damage to all foes.
Group 8
Morning Star
55 SP
220
95%
Deals massive Almighty damage to all foes. Unique to Helel; cannot be inherited in Fusion.
Black Viper
48 SP
220
98%
Deals massive Almighty damage to 1 foe. Unique to Satan; cannot be inherited in Fusion.
Life Drain
3 SP
30 HP
100%
Drains 1 foe's HP.
Group 2
Spirit Drain
3 SP
20 SP
100%
Drains 1 foe's SP.
Group 2
Foul Breath
8 SP
100%
Increases chances of all status ailments for 1 foe (temporary)
Group 2
Stagnant Air
5 SP
100%
Increases chances of all status ailments for all foes and allies (temporary)[a]
Group 4

Ailment Skills

Name Cost Accuracy Description Effect Skill Change
Enervation
5 SP
100%
Enervates 1 foe. 40% chance of Enervate.
Group 1
Soul Break
5 SP
100%
Exhausts 1 foe. 40% chance of Exhaust.
Group 1
Evil Touch
5 SP
100%
Instills Fear in 1 foe. 40% chance of Fear.
Group 1
Balzac
5 SP
100%
Enrages 1 foe. 40% chance of Rage.
Group 1
Pulinpa
5 SP
100%
Confuses]1 foe. 40% chance of Confuse.
Group 1
Poisma
5 SP
100%
Poisons 1 foe. 40% chance of Poison.
Group 1
Makajam
5 SP
100%
Silences 1 foe. 40% chance of Silence.
Group 1
Anima Freeze
12 SP
100%
Exhausts all foes. 30% chance of Exhaust.
Group 3
Old One
12 SP
100%
Enervates all foes. 30% chance of Enervate.
Group 3
Foolish Whisper
12 SP
100%
Silences all foes. 30% chance of Silence.
Group 3
Evil Smile
12 SP
100%
Instills Fear in all foes. 30% chance of Fear.
Group 3
Tentarafoo
12 SP
100%
Confuses all foes. 30% chance of Confuse.
Group 3
Valiant Dance
12 SP
100%
Enrages all foes. 30% chance of Rage.
Group 3
Poison Mist
12 SP
100%
Poisons all foes. 30% chance of Poison.
Group 3
Ghastly Wail
28 SP
100%
Instantly kills foes who are fearful.
Group 6

Healing Skills

Name Cost Description Effect Skill Change
Dia
3 SP
Slightly restores 1 ally's HP.
Group 1
Diarama
6 SP
Moderately restores 1 ally's HP.
Group 3
Diarahan
18 SP
Fully restores 1 ally's HP.
Group 5
Media
5 SP
Slightly restores party's HP.
Group 3
Mediarama
10 SP
Moderately restores party's HP.
Group 5
Mediarahan
30 SP
Fully restores party's HP.
Group 7
Salvation
40 SP
Fully restores party's HP. Cures ailments.
Group 8
Patra
3 SP
Dispels Rage, Fear, and Confusion (1 ally).
Group 1
Me Patra
6 SP
Dispels Rage, Fear, and Confusion (party).
Group 3
Re Patra
3 SP
Recovers 1 ally from Knockdown or Dizzy status.
Group 2
Posumudi
3 SP
Neutralizes Poison (1 ally).
Group 2
Mutudi
3 SP
Cures Silence (1 ally).
Group 1
Nervundi
3 SP
Cures Enervation/Exhaustion (1 ally).
Group 2
Energy Shower
18 SP
Cures Enervation/Exhaustion (party).
Group 2
Amrita
12 SP
Cures all ailments except Down and Death (party).
Group 4
Recarm
8 SP
Revives an ally with 50% HP.
Group 2
Samarecarm
18 SP
Revives an ally with full HP.
Group 5

Support Skills

Name Cost Description Effect Skill Change
Tarunda
12 SP
Decreases 1 foe's Attack for 3 turns.
Group 1
Matarunda
24 SP
Decreases all foes' Attack for 3 turns.
Group 4
Sukunda
12 SP
Decreases 1 foe's Hit/Evasion rates for 3 turns.
Group 1
Masukunda
24 SP
Decreases all foes' Hit/Evasion rates for 3 turns.
Group 4
Rakunda
12 SP
Decreases 1 foe's Defense for 3 turns.
Group 1
Marakunda
24 SP
Decreases all foes' Defense for 3 turns.
Group 4
Dekunda
10 SP
Nullifies stat penalties on party.
Group 3
Tarukaja
12 SP
Increases 1 ally's Attack for 3 turns.
Group 1
Matarukaja
24 SP
Increases party's Attack for 3 turns.
Group 4
Sukukaja
12 SP
Increases 1 ally's Hit/Evasion rate for 3 turns.
Group 1
Masukukaja
24 SP
Increases party's Hit/Evasion rate for 3 turns.
Group 4
Rakukaja
12 SP
Increases 1 ally's Defense for 3 turns.
Group 1
Marakukaja
24 SP
Increases party's Defense for 3 turns.
Group 4
Dekaja
10 SP
Nullifies stat bonuses on all foes.
Group 3
Heat Riser
30 SP
Increases Attack, Defense, and Hit/Evasion rate (1 ally).
Debilitate
30 SP
Decreases Attack, Defense, and Hit/Evasion rate (1 foe).
Power Charge
29 SP
Doubles Physical damage dealt next turn.
Group 6
Mind Charge
29 SP
Doubles magic damage dealt next turn.
Group 6
Tetrakarn
36 SP
Barrier that reflects Phys dmg once.
Group 7
Makarakarn
36 SP
Barrier that reflects magic dmg once.
Group 7
Tetra Break
18 SP
Negate all foes' Tetrakarn.
Group 7
Makara Break
18 SP
Negate all foes' Makarakarn.
Group 7
Tetraja
24 SP
Nullifies instant kill attack once (1 ally).
Group 5
Rebellion
5 SP
Increases Critical Rate (1 ally).
Group 2
Revolution
5 SP
Increases Critical Rate (all).
Group 4
Fire Break
15 SP
Nullifies 1 foe's Fire resistance.
Group 3
Ice Break
15 SP
Nullifies 1 foe's Ice resistance.
Group 3
Wind Break
15 SP
Nullifies 1 foe's Wind resistance.
Group 3
Elec Break
15 SP
Nullifies 1 foe's Elec resistance.
Group 3
Red Wall
18 SP
Add Fire resistance to 1 ally.
Group 4
White Wall
18 SP
Add Ice resistance to 1 ally.
Group 4
Blue Wall
18 SP
Add Elec resistance to 1 ally.
Group 4
Green Wall
18 SP
Add Wind resistance to 1 ally.
Group 4
Trafuri
24 SP
Enables escape from most battles.
Group 3
Traesto
36 SP
Instantly escape from a dungeon.
Group 1

Passive Skills

Name Description Effect Skill Change
Resist Physical
Reduces damage from Phys attacks.
Group 4
Null Physical
Nullifies damage from Phys attacks.
Group 6
Repel Physical
Reflects damage from Phys attacks.
Group 7
Absorb Physical
Absorbs damage from Phys attacks.
Group 8
Resist Fire
Reduces damage from Fire attacks.
Group 4
Null Fire
Nullifies damage from Fire attacks.
Group 6
Repel Fire
Reflects damage from Fire attacks.
Group 7
Absorb Fire
Absorbs damage from Fire attacks.
Group 8
Resist Ice
Reduces damage from Ice attacks.
Group 4
Null Ice
Nullifies damage from Ice attacks.
Group 6
Repel Ice
Reflects damage from Ice attacks.
Group 7
Absorb Ice
Absorbs damage from Ice attacks.
Group 8
Resist Elec
Reduces damage from Elec attacks.
Group 4
Null Elec
Nullifies damage from Elec attacks.
Group 6
Repel Elec
Reflects damage from Elec attacks.
Group 7
Absorb Elec
Absorbs damage from Elec attacks.
Group 8
Resist Wind
Reduces damage from Wind attacks.
Group 4
Null Wind
Nullifies damage from Wind attacks.
Group 6
Repel Wind
Reflects damage from Wind attacks.
Group 7
Absorb Wind
Absorbs damage from Wind attacks.
Group 8
Resist Light
Reduces chance of death from Light attacks.
Group 5
Null Light
Nullifies Light attacks.
Group 6
Repel Light
Reflects Light attacks.
Group 7
Resist Dark
Reduces chance of death from Darkness attacks.
Group 5
Null Dark
Nullifies Darkness attacks.
Group 6
Repel Dark
Reflects Darkness attacks.
Group 7
Null Confuse
Protects user from Confusion.
Group 4
Null Exhaust
Protects user from Exhaustion.
Group 4
Null Mute
Protects user from Silence.
Group 4
Null Fear
Protects user from Fear.
Group 4
Null Rage
Protects user from Rage.
Group 4
Null Poison
Protects user from Poison.
Group 2
Null Dizzy
Protects user from Dizzy.
Group 4
Null Enervate
Protects user from Enervation.
Group 4
Unshaken Will
Protects user from Rage/Fear/Silence/Enervation/Confusion. Unique to Asura.
Dodge Physical
Doubles evasion rate against Phys attacks.
Group 2
Evade Physical
Triples evasion rate against Phys attacks.
Group 4
Dodge Fire
Doubles evasion rate against Fire attacks.
Group 2
Evade Fire
Triples evasion rate against Fire attacks.
Group 4
Dodge Ice
Doubles evasion rate against Ice attacks.
Group 2
Evade Ice
Triples evasion rate against Ice attacks.
Group 4
Dodge Wind
Doubles evasion rate against Wind attacks.
Group 2
Evade Wind
Triples evasion rate against Wind attacks.
Group 4
Dodge Elec
Doubles evasion rate against Elec attacks.
Group 2
Evade Elec
Triples evasion rate against Elec attacks.
Group 4
Angelic Grace
Doubles evasion rate against all attacks but Light/Darkness/Almighty.
Group 7
Fire Boost
Strengthens Fire attacks by 25%.
Group 1
Fire Amp
Strengthens Fire attacks by 50%.
Group 5
Ice Boost
Strengthens Ice attacks by 25%.
Group 1
Ice Amp
Strengthens Ice attacks by 50%.
Group 5
Elec Boost
Strengthens Elec attacks by 25%.
Group 1
Elec Amp
Strengthens Elec attacks by 50%.
Group 5
Wind Boost
Strengthens Wind attacks by 25%.
Group 1
Wind Amp
Strengthens Wind attacks by 50%.
Group 5
Counter
10% chance of reflecting Phys attacks.
Group 3
Counterstrike
15% chance of reflecting Phys attacks.
Group 4
High Counter
20% chance of reflecting Phys attacks.
Group 5
Regenerate 1
Restores 2% of max HP each turn in battle.
Group 3
Regenerate 2
Restores 4% of max HP each turn in battle.
Group 5
Regenerate 3
Restores 6% of max HP each turn in battle.
Group 6
Invigorate 1
Restores 3 SP each turn in battle.
Group 3
Invigorate 2
Restores 5 SP each turn in battle.
Group 5
Invigorate 3
Restores 7 SP each turn in battle.
Group 6
Growth 1
Persona gains 1/4 EXP while inactive.
Group 2
Growth 2
Persona gains 1/2 EXP while inactive.
Group 4
Growth 3
Persona gains EXP while inactive.
Group 6
Auto-Tarukaja
Automatic Tarukaja at the start of battle.
Group 3
Auto-Sukukaja
Automatic Sukukaja at the start of battle.
Group 3
Auto-Rakukaja
Automatic Rakukaja at the start of battle.
Group 3
Alertness
Lowers odds of being taken by surprise.
Group 2
Sharp Student
Lowers odds of sustaining crit dmg.
Group 1
Apt Pupil
Increases user's Critical Rate.
Group 3
Ali Dance
The Hit rate of an attacking unit is reduced by half.
Group 5
Firm Stance
Always take half damage, but you can never dodge.
Group 5
Spell Master
Halves SP cost for magic skills.
Group 7
Arms Master
Halves HP cost for physical skills.
Group 7
Divine Grace
Effects of healing magic are increased by 50%.
Group 6
Endure
Restores 1 HP upon death 1x per battle.
Group 5
Enduring Soul
Restores all HP upon death 1x per battle.
Group 7
Survive Light
50% chance of being revived with 1 HP if killed by Light.
Group 4
Survive Dark
50% chance of being revived with 1 HP if killed by Darkness.
Group 4
Auto-Mataru
Automatic Matarukaja at start of battle.
Group 6
Auto-Maraku
Automatic Marakukaja at start of battle.
Group 6
Auto-Masuku
Automatic Masukukaja at start of battle.
Group 6
Confuse Boost
Increases odds of inflicting Confusion.
Group 4
Exhaust Boost
Increases odds of inflicting Exhaustion.
Group 4
Silence Boost
Increases odds of inflicting Silence.
Group 4
Fear Boost
Increases odds of inflicting Fear.
Group 4
Rage Boost
Increases odds of inflicting Rage.
Group 4
Poison Boost
Increases odds of inflicting Poison.
Group 4
Dizzy Boost
Increases odds of inflicting Dizzyness during a Knockdown.
Group 4
Enervate Boost
Increases odds of inflicting Enervation.
Group 4
Ailment Boost
Increases odds of inflicting any ailment.
Group 6
Hama Boost
Increases success rate of Light magic.
Group 5
Mudo Boost
Increases success rate of Darkness magic.
Group 5
Endure Light
Automatic revival with 1 HP when killed by Light magic.
Group 5
Endure Dark
Automatic revival with 1 HP when killed by Darkness magic.
Group 5
Cool Breeze
Restores 8% of HP and SP after battle.
Group 5
Victory Cry
Fully restores HP and SP after battle.
Group 7
Resist Confuse
Reduces chance of being Confused.
Group 2
Resist Exhaust
Reduces chance of being Exhausted.
Group 2
Resist Mute
Reduces chance of being Silenced.
Group 2
Resist Fear
Reduces chance of being Afraid.
Group 2
Resist Rage
Reduces chance of being Enraged.
Group 2
Resist Poison
Reduces chance of being Poisoned.
Group 2
Resist Dizzy
Reduces chance of being Dizzy.
Group 2
Resist Enervate
Reduces chance of being Enervated.
Group 2
Fast Heal
Time needed to recover from ailments is halved.
Group 3
Insta-Heal
Time needed to recover from ailments is reduced to 1 turn.
Group 7
Analysis
Allows you to analyze foes to find weaknesses.
Full Analysis
Reveals enemy skills when using Analysis.
Third Eye
Shows whether an attack will be effective when choosing a target.
Treasure Radar
Displays all treasures on the dungeon map.
Enemy Radar
Displays foes in a wide area of the map, even in unexplored areas.
Healing Wave
Recovers 5% HP at the end of battle.
Weakness Scan
Displays one foe's weakness at the start of battle.
Certain Escape
Allows you to escape from almost all battles.
Relaxing Wave
Recovers 5% SP at the end of battle.

Other Skills

Name Cost Power Accuracy Critical Description Effect
Meltdown
180
95
Deals heavy Fire damage to all foes.
Immortal Flame
Deals severe Fire damage to all foes.
Divine Wind
180
95
Deals heavy Wind damage to all foes.
Cocytus Pain
180
95
Deals heavy Ice damage to all foes.
Bloody Rain
Deals severe Ice dmg to all foes.
Narukami
180
95
Deals heavy Elec dmg to all foes.
Last Resort
120
70
Deals medium Almighty damage to everyone,
Eternal White
Light: chance of reducing foes to 1/4 HP.
Eternal Black
Darkness: chance of reducing foes to 1/4 HP.
God's Judgement
Light: chance of reducing foes to 1/2 HP. 50% chance to halve HP.
Hell's Judgement
Darkness: chance of reducing foes to 1/2 HP. 50% chance to halve HP.
Galgalim Eyes
Reduces 1 foe's HP to 1 and has a chance of Enervation.
Golden Right
Deals medium Phys damage to 1 foe with a chance of Fear.
Recarmdra
Recovers all allies' HP, but caster's HP falls to 1.
Myriad Truths
The word of power that banishes all the world's curses and falsehoods.
Wind Of Oblivion
20
100
Wind damage to 1 foe.
Bottomless Envy
40
100
0
Phys damage to 1 foe. 100% chance to inflict Dizzy.
Burn To Ashes
60
90
Fire damage to all foes.
Shivering Rondo
100
80
Severely damages foes who are in Fear.
Summon
Summon one unit.
Forbidden Murmur
Inflicts Poison on male enemies.
Roar Of Wrath
Inflicts Rage on female enemies.
Fanatical Spark
95
98
Elec damage to all foes.
Supreme Insight
Analyzes all foes.
Nihil Hand
250
80
Damages and knocks down standing foes. Kills foes that are Dizzy.
Ultra Charge
Charges power before unleashing Evil Hand Nihil.
Nullity Guidance
Damage/Dizzy to 1 foe.
Whisper
Barrier assembly stage 1.
Chant
Barrier assembly stage 2.
Prayer
Barrier assembly stage 3.
Character Setup
Barrier assembly skill for appearance effect.
Command (Attack)
Phys damage to 1 foe.
Command (Bomb)
Phys damage to 1 foe.
Command (Gigadyne)
Phys damage to 1 foe.
Element Zero
Sets all resistant or higher affinities to normal.
Mute Ray
Guaranteed Phys damage/Silences 1 foe.
Quad Converge
Changes elemental resistances in battle.
Control
Controls one player unit.
Unerring Justice
Heavy Almighty damage to all foes.
Nebula Oculus
Heavy Almighty damage to all foes.
Quake
Deals Almighty damage to all foes with a chance of Dizzying.
Bewildering Fog
Ame No Sagiri becomes invincible. Inflicts random effects.
Thousand Curses
Instantly kills units with ailments, including Down/Dizzy.
World's End
Deals heavy Almighty damage to all foes, inflicts Enervation.
Terror Voice
Guaranteed Fear to 1 foe.
Control
Controls one player unit.
Fury Of Yasogami
Izanami normal attack.
Masakados
Nullifies all attacks but Almighty.
HP Up 1
Increases max HP by 10%.
HP Up 2
Increases max HP by 20%.
HP Up 3
Increases max HP by 30%.
SP Up 1
Increases max SP by 10%.
SP Up 2
Increases max SP by 20%.
SP Up 3
Increases max SP by 30%.
HP Amp
Increases max HP by 50%.
SP Amp
Increases max SP by 50%.

Notes

  1. The in-game description incorrectly says it only affects enemies

References

General