Warrior of Light (Final Fantasy XIV)

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|-|A Realm Reborn=
|-|Heavensward=
|-|Stormblood=
|-|Shadowbringers=
</tabber>
==Summary==
The Warrior of Light, sometimes known as the Warrior of Darkness, Hydaelyn's Chosen, or the Hero of Eorzea, is a silent adventurer and the protagonist of the MMORPG Final Fantasy XIV. Though his gender, race, and appearance vary from player to player, he is represented in trailers and promotional materials as a male Midlander Hyur. As the chosen warrior of Hydaelyn, the Warrior uses his power to protect the realm of Eorzea from whatever threat would seek to destroy it. 
==Powers and Stats==
Tier: | | | | | | 
Key: A Realm Reborn | Post-ARR | Heavensward | Post-Heavensward | Stormblood | Post-Stormblood | Shadowbringers
Name: Warrior of Light and Darkness, Meteor Survivor
Origin: Final Fantasy
Gender: Depends on the player's preference, represented as Male in official materials
Age: Likely at least in his 20s
Classification: Hero, Hyur, Adventurer, Warrior of Light and Darkness, Bringer of Light, Eikon Slayer, God Killer, Sinner, Scion of the Seventh Dawn, Zodiac Brave
Powers and Abilities:
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|-|Base Abilities=
Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Vehicular Mastery, Flight (via Mounts), Accelerated Development, Acrobatics, Enhanced Senses, Preparation, Stealth Mastery, Non-Physical Interaction (Can harm ghosts and beings made of Aether. Can damage entities with Nonexistent Physiology such as Neo Exdeath), Immortality (Type 4, can be resurrected after death through Aetheryte Crystals), Regeneration (Mid-Low. Recovers from deadly wounds by resting), Can use the Echo, which grants Automatic Translation (Can communicate with others regardless of language, species, and dialect), Psychometry (The Echo can see countless of years into the past and read the memories of others. The Warrior of Light's power has grown to the point he can see the past of those he hears about as well as from otherworldly scrolls from a different language shown during the Palace of the Dead), Precognition (From training in the Hall of the Novice, the Warrior of Light learned how to predict other people's movements through body language. Can predict a targets next attack by detecting aether. Has the power to experience the future and everything that can and will happen to the point where every failure or defeat is reduced to a mere premonition. This power is potent enough to affect Alexander who is an Acausal (Type 3) being that can predict every possible timeline past, present, and future), Extrasensory Perception (Can, for example, see Moogles who are completely undetectable by regular people. Can see Ascians who are "indistinct" and cannot be perceived by anyone without the Echo. Can sense evil), Information Analysis (Through seeing the flow of Aether, the Warrior of Light can see the attack of targets, Lifeforce, and casting times. The resonant, such as Zenos and Fordola, can use this to predict and avoid attacks), Statistics Amplification (via Brilliant Conviction. Speed increase via Sprint), Reactive Power Level (As shown during Omegascape, the Warrior of Light's power increases in response to stress. The stronger his opponent is, the stronger he becomes), Aether Manipulation (Capable of controlling Aether, the source of all Life and Reality), BFR (Purged Lahabrea from Thancred's body by sending him to the realm of light), Transformation (Can change his Job class at will to gain different powers and abilities), Aura, Damage Boost (All of their attacks multiplies their damage based on the ability), Light Manipulation (All jobs use Aether to enhance their attacks with various auras or other effects. Can unleash the power of light to fight against the darkness), Blessed (via Hydaelyn's Blessing), Forcefield Creation (Can use the Echo to create a barrier to protect others from Primal tempering. Hydaelyn will create a barrier to protect the Warrior of Light if he is about to die), Power Nullification (During the fight against Ultima Weapon, Hydaelyn took away the Primals power from Ultima Weapon. The Ascians, who are the forces of darkness, are unable to fully use their powers in his presence), Social Influencing, Summoning (Can summon Midgarsomr and various other mounts to ride on. Can summon minions to accompany him. With the crystal of Azem, can summon Warriors of Light from across dimensions to aid him), Teleportation (via Teleport and Return), Dimensional Travel (Can teleport across universes), Dimensional Storage, Healing (Can restore health and MP via potions), Purification (Can cure blindness, silence, poison and various other illnesses using medicine), Poison Manipulation and Status Effect Inducement (via Poisons), Resurrection (via Phoenix Down), Dream Manipulation (Imagination is strong enough to mentally create stronger versions of enemies he faced and then fight them. Can use the echo to alter dream worlds, allowing him to summon allies while in another's dreams), Illusion Creation (Can use glamours to change the appearance of their armor and weapons), Absorption (The Warrior of Light partially absorbs the essence of every primal he defeats), Empowerment (Empowered by Stress, Light, Aether, and his Inner Darkness), Self-Sustenance (Type 1. Can survive in the vacuum of space and breathe underwater), Reactive Evolution (Becomes resistant to Status Effect Inducement after being inflicted once), Homing Attack (Many of their attacks have homing properties)
|-|With Preparation=
Immortality Negation (via White Auracite), limited Gravity Manipulation (Anti-gravity Gimbal allows levitation but cannot go back down on its own), Electricity Manipulation (Omega Jammer unleashes a large powerful lightning that is effective against machines. Can be used to charge up devices)
|-|Tank=
Role Actions:
Damage Reduction (Rampart is a shared tank ability that reduces the damage the user takes by 20%. Tank Mastery is a passive that reduces damage taken by 20%), Paralysis Inducement (Can stun foes using Low Blow), limited Empathic Manipulation (Can use Shirk to divert enmity onto allies, and can use Provoke to draw enmity. Can use Ultimatum to provoke nearby enemies), Power Nullification (Interrupts the use of a target's action via Interject), Statistics Reduction (Reprisal can lower the damage of nearby enemies by 10%), Forcefield Creation (Arm's Length creates a barrier that nullifies knockback effects and slows attackers by 20% when struck), Healing (via Medical Kit), Statistics Amplification (Increases movement speed via Bolt. Increases own HP recovery via healing magic by 20% for 20 seconds via Convalescence. Tank Mastery increases Maximum HP and a bonus to damage dealt based on strength attribute), Knockback (via Full Swing), limited Telekinesis (Can draw enemies in via Weapon Throw), Attack Reflection (Counters all incoming attacks via Retaliation), Precognition (Increases parry rate by 30% for 20 seconds via Anticipation), Resistance to Critical Hits (via Awareness) and Knockback (via Arm's Length)
Warrior:
Statistics Amplification, limited Empathic Manipulation (Can draw the enmity of foes so they attack him), Rage Power (Gains power from Wrath, which he gains by taking hits and dealing damage), Electricity Manipulation (Via Storm's Eye), Air Manipulation (Via Steel Cyclone), Damage Boost and Damage Reduction, Healing (Via Equilibrium), Absorption (Via Nascent Flash), Explosion Manipulation (Via Inner Chaos), Invulnerability (Holmgang prevents the warrior from falling below 1 HP), Chain Manipulation, Earth Manipulation and Forcefield Creation (Via Earth Waker), Resistance Negation, Statistics Reduction (via Chaotic Cyclone), Probability Manipulation, Resistance to Sleep Manipulation, Paralysis Inducement, Status Effect Inducement (via Inner Release)
Paladin:
Invulnerability (via Hallowed Ground), Healing, Damage Reduction, Damage Transferal, limited Empathic Manipulation (Can draw the enmity of foes so they attack him), Light Manipulation, Holy Manipulation, Perception Manipulation (Can blind enemies), Statistics Amplification, Status Effect Inducement, Damage Nullification, Reactive Power Level
Dark Knight:
Darkness Manipulation, Self-Resurrection and Invulnerability (Living Dead resurrects the user upon death and prevents them from going below 1 HP), Absorption, Damage Reduction, Status Effect Inducement, Statistics Amplification, Statistics Reduction, Energy Projection, Soul Manipulation, Forcefield Creation, Blood Manipulation (via Blood Weapon), limited Empathic Manipulation (Can draw the enmity of foes so they attack him), Multiple Selves (Type 1 and 2, the Dark Knight soul crystal produces a second personality known as Esteem, who is the culmination of the Warrior of Light's frustration and negative thoughts. Esteem is also capable of forming their own physical body), Fear Manipulation, Incorporeality (Loses his corporeal form during Living Dead), Resistance to Pain (Gains an immunity to pain during Living Dead)
Gunbreaker:
Invulnerability (Superbolide reduces HP to 1 and renders the user impervious to most attacks), Healing, Regeneration, limited Empathic Manipulation (Can draw the enmity of foes so they attack him), Forcefield Creation, Damage Nullification, Statistics Amplification, Damage Reduction, Electricity Manipulation
|-|Healer=
Role Actions:
Sleep Manipulation (Can put a target to sleep via Repose), Purification (Can remove a single detrimental effect via Esuna. Purify restores own or target's HP while also removing a status affliction. Cure potency is doubled when when a status affliction is removed), Can make their next spell cast immediately via Swiftcast, MP Regeneration (Lucid Dreaming allows the user to regenerate magic points), Resistance to Knockback (Surecast prevents spells from being interrupted and nullifies most draw-in and knockback effects), Telekinesis (Rescue can pull an ally to the user's side, saving them from danger), Healing (via Medical Kit), Statistics Amplification (Increases movement speed via Bolt. Increases healing potency by 25% via Largesse. Increase attack magic potency by 5% via Cleric Stance), Damage Reduction (Reduces damage taken by party members and self by 20% via Protect), near-Invulnerability (Attunement restores own HP and nullifies 99% of damage taken but prevents movement or use of other actions for 3 seconds), Forcefield Creation (Erects a magicked barrier around a single party member or pet for 20 seconds; 20% chance that when barrier is struck, the striker will deal 10% less damage for 10 seconds via Eye for an Eye), Status Effect Inducement (Deal unasepected damage and inflicts Heavy +20% for 20 seconds via Break)
White Mage:
Healing, Air Manipulation, Earth Manipulation, Poison Manipulation, Power Nullification, Aura, Resurrection, Regeneration, Holy Manipulation, Status Effect Inducement, Time Manipulation (via Presence of Mind), Damage Reduction (via Temperance), Life Manipulation, Forcefield Creation, Light Manipulation
Scholar:
Healing, Resurrection, Summoning, Biological Manipulation, Mathematics Manipulation, Forcefield Creation, Time Manipulation, Status Effect Inducement, Power Nullification, Purification, Damage Nullification, Multiple Selves (Type 2; Similar to other aetheric summons, faries are capable of free will and independant though.)
Astrologian:
Healing, Resurrection, Regeneration, Probability Manipulation, Time Manipulation, Statistics Amplification, Damage Nullification, Gravity Manipulation, Fate Manipulation, Forcefield Creation, Resistance Negation, Healing Negation, Resistance to Resistance Negation (Sect effects cannot be removed)
|-|Melee DPS=
Role Actions:
Healing (via Medical Kit and Second Wind which heals the user instantly), Stun (via Leg Sweep), Life Absorption (Bloodbath can transform damage dealt into HP), Statistics Reduction (Lowers target's strength and dexterity by 10% and increases damage they take by 20% via Feint), Forcefield Creation and Damage Reduction (Arm's Length creates a barrier that nullifies knockback effects and slows attackers by 20% when struck as well as reduce damage taken by 10%), Nullifies all action direction requirements via True North, Damage Boost (Smite delivers an attack that deals more damage as target's health decreases), Statistics Amplification (Increases movement speed via Bolt), Resistance to Status Effect Inducement (Fetter Ward grants immunity to status effects and knockback and draw-in effects), Acrobatics (Jump 10 yards back from current position via Backstep), limited Empathic Manipulation (Reduces enmity generation for 30 seconds via Diversion), Regeneration (Refreshes TP of a single party member via Goad. Instantly restores 400 TP via Invigorate), Purification (Removes Bind and Heavy from target party member other than self via Crutch)
Monk:
Statistics Amplification, Damage Boost, Transformation, Aura, Light Manipulation (via Final Heaven), Chi Manipulation, Time Manipulation (Accelerates own time via Greased Lightning), Blood Manipulation
Dragoon:
Psuedo-Flight (By consecutively using Jumps in midair), Absorption, Energy Projection, Fire Manipulation (via Dragonfire Dive), Statistics Amplification, Status Effect Inducement, Statistics Reduction
Ninja:
Afterimage Creation, Invisibility, Stealth Mastery, Teleportation, Damage Boost, Damage Nullification (Nullify damage up to 20% of maximum HP), Statistics Reduction (via Trick Attack), Summoning and Animal Manipulation (via Rabbit Medium and Hellfrog Medium), Elemental Manipulation (Fire, Lightning, Earth, Ice, Water), Time Manipulation (via Huton), Shadow Manipulation (via Bunshin), Weapon Creation, limited Statistics Amplification (Higher movement speed), limited Damage Reduction (Takes less damage from falling), Damage Boost, Duplication, Status Effect Inducement
Samurai:
Healing (via Merciful Eyes), Air Manipulation (Ranged attack via Enpi), Damage Reduction, Attack Reflection, Chi Manipulation, Statistics Amplification, Damage Boost, Blood Manipulation
|-|Physical Ranged DPS=
Role Actions:
Gravity Manipulation (Can inflict Heavy that slows a targets movement by 50% via Leg Graze), Healing (Second Wind is an ability shared by all physical classes that heals the user instantly), Sealing (Binds a target, preventing them from performing actions via Foot Graze), Statistics Amplification (Peloton increases movement speed of self and nearby party members. Increases movement speed via Bolt), Power Nullification (Interrupts the use of a target's action via Head Graze), Forcefield Creation (Arm's Length creates a barrier that nullifies knockback effects and slows attackers by 20% when struck), Silence (via Head Graze), Healing (via Medical Kit), Damage Boost (Increases potency of next weaponskill by 20% via Concentrate), Purification (Recuperate restores HP and removes heavy, bind, and Holmgang effects), Regeneration and Empathic Manipulation (Gradually restores own TP and the TP of all nearby party members for 30 seconds and halves enmity via Tactician. Gradually restores own MP and the MP of all nearby party members for 30 seconds and havles enmity via Refresh), Damage Reduction (Reduces physical damage taken by a party member by 20% for 10 seconds via Palisade)
Bard:
Statistics Amplification, Status Effect Inducement, Poison Manipulation (Via Venomous Bite), Air Manipulation (Via Windbite and Stormbite), Sound Manipulation, Probability Manipulation (Can increase the rate of Critical Hits for allies with Mage's Ballad), Purification and Forcefield Creation (Via the Warden's Paean), Darkness Manipulation (Via Shadowbite), Damage Boost (The "Bite" abilities can increase the potency of various attacks like Sidewinder), Acid Manipulation, Light Manipulation (Via Saggitarius Arrow), Reactive Power Level, Damage Reduction, Healing Negation
Machinist:
Technology Manipulation, Fire Manipulation, Poison Manipulation, Homing Attack, Summoning, Damage Reduction (via Tactician), Damage Boost, Explosion Manipulation, Danmaku, Chain Manipulation, Healing Negation, Biological Manipulation
Dancer:
Statistics Amplification, Acrobatics, Damage Reduction, Healing, Healing Negation, Time Manipulation, Probability Manipulation (Can increases Critical Hit Rate and Direct Hit Rate), Reactive Power Level
|-|Magic Ranged DPS=
Role Actions:
Mind Manipulation (Addle lowers the target's intelligence and mental prowess), Can make their next spell cast immediately via Swiftcast, MP Regeneration (Lucid Dreaming allows the user to regenerate magic points), Resistance to Knockback (Surecast prevents spells from being interrupted and nullifies most draw-in and knockback effects), Statistics Reduction (Phantom Dart deals unaspected damage and increases target's damage taken by 20%. Reduces the potency of target's attacks by 20% via Addle. Aetheric Burst deals unaspected damage to all nearby enemies, and lengthens weaponskill cast time and recast time as well as spell cast time and recast time by 20%), Statistics Amplification (Increases movement speed via Bolt), Healing (via Medical Kit), Absorption (Drains deals unaspected damage that increases as user's health decreases. Absorbs 200% of damage dealt as HP), Forcefield Creation (Creates a barrier around self that absorbs damage. Restores MP when barrier is completely absorbed), limited Empathic Manipulation (Reduces enmity generation for 30 seconds via Diversion), Purification and Healing (Removes a single damage over time effect from target party member other than self and restores their HP via Erase), Damage Reduction (Reduces a party member's magic vulnerability by 20% for 10 seconds via Apocatastasis), Can transfer up to 20% of own maximum MP to target party member via Mana Shift
Black Mage:
Elemental Manipulation (Lightning, Fire, Ice), Sleep Manipulation, Forcefield Creation, Matter Manipulation and Explosion Manipulation, Statistics Amplification via Ley Lines, Teleportation, Spatial Manipulation (Aetheric Manipulation allows the Black Mage to teleport), Time Manipulation (via Ley Lines), Physics Manipulation
Summoner:
Summoning, Energy Manipulation, Healing, Poison Manipulation, Resurrection, Biological Manipulation, Disease Manipulation, Energy Absorption, Pain Manipulation, Air Manipulation, Earth Manipulation, Fire Manipulation, Explosion Manipulation, Matter Manipulation (Via Tera Flare and Bahamut), Corruption, Mathematics Manipulation, Resistance Negation and Invulnerability Negation (via Wither), Regen Negation, Statistics Amplification (Can channel the power of Primals into his being when using Trances), Multiple Selves (Type 2; Carbuncles and other aetheric entities are capable of displaying independent thought and free will)
Red Mage:
Elemental Manipulation (Lightning, Wind, Fire, Earth), Weapon Creation, Energy Manipulation, Healing, Matter Manipulation, Explosion Manipulation, Resurrection, Holy Manipulation, Status Effect Inducement, Forcefield Creation
Blue Mage
Power Mimicry (Can copy the powers of foes after seeing it and defeating them), Elemental Manipulation, Water Manipulation, Fire Manipulation, Flight (Via Flying Frenzy), Metal Manipulation, Electricity Manipulation, Self-Destruction, Sound Manipulation, Earth Manipulation, Statistics Amplification, Petrification, Ice Manipulation, Blood Manipulation, Plant Manipulation, Sleep Manipulation, Explosion Manipulation, Statistics Reduction, Paralysis Inducement, Air Manipulation, Animal Manipulation, Poison Manipulation, Status Effect Inducement, Sense Manipulation, Forcefield Creation, Empathic Manipulation, Life Manipulation, Death Manipulation, Magma Manipulation, Weapon Creation, Attack Reflection, Durability Negation, Light Manipulation, Teleportation, Damage Boost, Damage Reduction, Purification, Healing, Resurrection, Absorption, Damage Transferal, Mind Manipulation, Curse Manipulation, Rage Power, Perception Manipulation, Pain Manipulation, Fear Manipulation, Biological Manipulation, Illusion Creation, Information Analysis
|-|Resistances=
Resistance to Physical and Magic attacks (Armor offers protection from physical and magical attacks), Life Manipulation, Biological Manipulation, Madness Manipulation, Transmutation (Can stay in aether-heavy areas for extended periods of time without ill effect. Reverts back to his normal state after being transformed), Morality Manipulation and Mind Manipulation (The Echo grants immunity to the tempering of Primals), Darkness Manipulation (The Blessings of Light protects him from the darkness), Perception Manipulation (Can withstand being in the Void with no ill effects), Corruption (Can survive contact with the Void without being corrupted. Can contain the light of a Lightwarden without having his existence utterly corrupted), Void Manipulation, Possession (Resisted having his body taken over by his darkside and by his dragon soul), Curse Manipulation, Soul Manipulation (Unaffected by Ifrit's hellfire which is capable of incinerating souls), Precognition (Immune to Alexander's precognition which can see every timeline), Petrification (Can break out of being petrified), Reactive Evolution (Omega couldn't adapt or evolve against the Warrior of Light), Absolute Zero (Resists Shiva's Absolute Zero), Empathic Manipulation (Attacks that affect his emotions don't hamper his fighting abilities at all), Knockback (via Arm's Length and Surecast), Heat Manipulation (Capable of fighting in places with extreme heat), Existence Erasure (Unaffected by the erasure of the Interdimensional Rift), Reality Warping, Chaos Manipulation, Law Manipulation (Unaffected by Neo Exdeath throwing the laws of reality into chaos), Space-Time Manipulation (Unaffected by Final Omega destroying the laws of space and time), Death Manipulation (Can cure Doom. Can survive after gradually being turned into a zombie. Took a Void Death from the Deathgaze Hollow. Curses such as Level 5 Death don't always work against him. Can prevent Death Magic by overflowing themselves with Life Magic), Disease Manipulation, Fate Manipulation (Managed to overcome Perfect Alexander's Fate Calibration), Sealing (Can break out of binding seals such as when he fought Emet-Selch and Elidibus), BFR (Escaped from the inescapable rift by wishing upon the crystal of Azem)
</tabber>Attack Potency: Low Multiverse level (Battled a transformed Gilgamesh after the latter had already participated in the Dissidia conflicts) | Low Multiverse level (Defeated the Cloud of Darkness within the Void who was about to destroy the Source) | Low Multiverse level (Significantly stronger than before. Killed the Knights of the Round Table as well as Nidhogg) | Low Multiverse level (Defeated Ardbert, who is his counterpart, along with the Warriors of Darkness. Killed Hollow Diabolos who's power is stated to rival that of the Cloud of Darkness. Defeated the Warring Triad whom are stated to possess infinite power) | Multiverse level+ (Defeated Zenos after the latter fused with Shinryu. Base Zenos was able to stomp Heavensward and Early-to-Mid Stormblood Warrior of Light) | Multiverse level+ (Killed a replica of Neo Exdeath who is stronger than the original. Won against Midgarsormr Prime whom Omega couldn't beat in his base form. Managed to defeat Final Omega who is significantly stronger than its M/F transformation that is much stronger than its base form) | Multiverse level+ (Significantly stronger than before. Defeated Emet-Selch after fusing with Ardbert, whom he stood no chance of beating beforehand. Defeated Elidibus who is superior to Emet-Selch)
Speed: Massively FTL+ (Kept pace with a Transformed Gilgamesh) | Massively FTL+ (Fought Cloud of Darkness) | Massively FTL+ | Massively FTL+ | Massively FTL+ (Battled a Merged Shinryu who is somewhat comparable to Omega) | Massively FTL+ (Fought and defeated a copy of Neo Exdeath) | Massively FTL+
Lifting Strength: Unknown (Managed to push back Susano's Ame-no-Murakumo)
Striking Strength: Low Multiverse level | Low Multiverse level | Low Multiverse level | Low Multiverse level | Multiverse level+ | Multiverse level+ | Multiverse level+
Durability: Low Multiverse level | Low Multiverse level | Low Multiverse level | Low Multiverse level | Multiverse level+ | Multiverse level+ | Multiverse level+
Stamina: Superhuman (Tirelessly fights, travels, and work for weeks without rest)
Range: Hundreds of Meters; Low Multiversal via teleport
Standard Equipment: Various swords, axes, shields, staves, bows, cesti, instruments, daggers, guns, greatswords, katanas, gunblades, chakrams, wands, grimoires, rapiers, canes, star globes, and various farming/crafting tools for use outside of combat including scythes, knives, mortars, fishing rods, pickaxes, hammers, saws, linkpearls for long distance communication and more. The Crystal of Azem.
Intelligence: A prodigy capable of mastering professions and jobs in days when it would take others over a lifetime. Has fought in countless battles and mastered no less than eighteen jobs for combat, as well as eleven more for outside of it, which allow him to craft weapons and armor, create potions, and farm the land for its natural resources. Defeated beings with millenia of experience like the Ascians, as well as skilled military commanders and tacticians.
Weaknesses: Subconsciously holds back his full power when not fighting a challenging opponent. Can only use one Job at a time. Unable to reliably kill immortals without White Auracite.
==Notable Attacks and Techniques==
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|-|Warrior=
* Beast Gauge: The Beast Gauge displays a warrior's current amount of wrath, which is used to execute several actions such as Inner Beast and Steel Cyclone.
Abilities:
* Heavy Swing: Performs a heavy swing at the target.
** Maim: Delivers a double slash combo dealing greater damage. Increases Beast Gauge by 10.
*** Storm's Path: Delivers an attack for even greater damage. Absorbs 100% of damage dealt as HP. Increases Beast Gauge by 20.
*** Storm's Eye: Delivers an attack for even greater damage. Increases damage dealt by 10% for 30 seconds. Increases Beast Gauge by 10.
* Berserk: Guarantees that all attacks are critical and direct hits for 10 seconds.
** Inner Release: Allows the use of Beast Gauge actions without cost and nullifies Stun, Sleep, Bind, Heavy, and most knockback and draw-in effects. Guarantees that all attacks are critical and direct hits for 10 seconds.
* Defiance: Significantly increases enmity generation, causing enemies to target self. Effect ends upon reuse
* Overpower:Delivers an attack to all enemies in a cone before you.
** Mythril Tempest: Delivers a stronger attack to all nearby enemies. Extends Storm's Eye duration by 10 seconds to a maximum of 30 seconds. Increases Beast Gauge by 10.
* Tomahawk: Delivers a ranged attack. Increases enmity and Beast Gauge by 10.
* Thrill of Battle: Increases maximum HP by 20% and restores the amount increased. Increases HP recovery via healing actions on self by 20% for 10 seconds.
* Vengeance: Reduces damage taken by 30% and delivers an attack every time the user suffers physical damage.
* Holmgang: Draws target towards caster, and binds both of them in chains. Ignores target's bind and knockback resistance. Prevents attacks from reducing the warrior's HP to less than 1 for 8 seconds.
* Steel Cyclone: The signature attack of the warrior, this spinning swing visits destruction upon every enemy within axe-reach. Delivers a powerful attack to all nearby enemies. Beast Gauge Cost: 50.
** Decimate: Delivers a slightly more powerful attack to all nearby enemies. Beast Gauge Cost: 50.
*** Chaotic Cyclone: Delivers a significantly stronger attack with critical direct hit to all nearby enemies. Reduces the recast time of Infuriate by 5 and increases target's damage taken by 5%. Can only be executed under the effect of Nascent Chaos. Best Gauge Cost: 50.
* Infuriate: A war cry that infuses the warrior with frenzied energy and intimidates his enemies with its raw power. This technique primes the warrior to summon forth his inner beast. Increases Beast Gauge by 50. Grants Nascent Chaos for 30 seconds. Maximum Charges: 2.
* Inner Beast: Delivers a powerful attack. Beast Gauge Cost: 50.
** Fell Cleave: The upgraded version of Inner Beast. Delivers a devastating attack that deals much more damage than before. Reduces the recast time of Infuriate by 10 seconds. Beast Gauge Cost: 50.
*** Inner Chaos: Delivers a critical direct hit that is even stronger than Fell Cleave. Reduces the recast time of Infuriate by 5 seconds. Increases target's damage taken by 10% for 10 seconds. Beast Gauge Cost: 50. Can only be executed while under the effect of Nascent Chaos. Effect fades upon execution.
* Raw Intuition: Reduces damage taken by 20% and heals 400 HP for every weapon skill successfully delivered for 6 seconds.
* Equilibrium: Restores own HP.
* Onslaught: Rushes target and delivers an attack. Beast Gauge Cost: 20.
* Upheaval: Delivers a powerful attack with high potency. Beast Gauge Cost: 20.
* Shake it Off: Creates a barrier around self and all nearby party members that absorbs damage totaling 15% of maximum HP or heal of 2,000 potency. Dispels Thrill of Battle, Vengeance, and Raw Intuition, increasing damage absorbed by 2% for each effect removed. When under the effect of Rampart, the effect is removed, doubling barrier potency. Lasts 15 seconds.
* Nascent Flash: Grants Nascent Flash to self and Nascent Glint to target party member. Nascent Flash Effect: Absorbs damage dealt as HP. Nascent Glint Effect: Restores HP equaling that recovered by Nascent Flash while also reducing damage taken by 10%. Lasts 6 seconds.
Limit Break:
* Aegis Boon: Adrenaline Rush. Reduces damage taken by self and nearby party members by 25% for 10 seconds.
* Shield Wall: Limit Break Level 1. Reduces damage taken by all party members by 20%.
* Stronghold: Limit Break Level 2. Reduces damage taken by all party members by 40%
* Land Waker: Limit Break Level 3. By slamming his axe down with tremendous force, the warrior causes a shockwave which crystallizes the gathering aether of his companions into a solid bulwark. Upon executing this technique, it appears as if the ground itself rises to form a protective wall. Reduces damage taken by all party members by 80%.
|-|Paladin=
* Oath Gauge: Oath grows stronger each time an auto-attack lands, and can be used to execute several actions such as Sheltron, Cover, and Intervention.
* Sword Oath: The oath of the Sword. It's an offensive stance that causes the Paladin to do successively-increasing damage with each attack.
Abilities:
* Fast Blade: A fast sword attack that increases Oath Gauge by 5.
** Riot Blade: Delivers a stronger attack that restores MP and increases Oath Gauge by 5.
*** Rage of Halone: Delivers an even stronger attack.
*** Royal Authority: A technique gleaned from the accumulated wisdom of a soul crystal. An upgraded version of Rage of Halone. Delivers a very powerful attack that grants 3 stacks of Sword Oath. Increases Oath Gauge by 5.
*** Goring Blade: Delivers a powerful attack that inflicts a damage over time effect for 21 seconds.
* Fight or Flight: Increases physical damage dealt by 25% for 25 seconds.
* Flash: This technique focuses aether at the tip of a blade, then releases it in a dazzling flare of light. As well as causing temporary blindness, Flash unfailingly draws the foe's attention away from allies and onto oneself. Increases enmity in all nearby enemies and Blinds them for 12 seconds.
* Total Eclipse: Delivers an attack to all nearby enemies. Increases Oath Gauge by 5
** Prominence: Delivers a stronger attack to all nearby enemies that restores MP for each enemy hit. Increases Oath Gauge by 5.
* Iron Will: Significantly increases enmity generation, causing enemies to target self. Effect ends upon reuse.
* Shield Bash: Delivers an attack that stuns for 6 seconds.
* Shield Lob: Throws his shield as a ranged attack. Increases enmity and increases Oath Gauge by 5.
* Spirits Within: Delivers a powerful attack that deals less damage as user's HP decreases. Restores MP.
* Testudo: Creates a barrier around self and all party members near you that absorbs damage equivalent to a heal of 2,500 potency. Lasts for 10 seconds.
* Glory Slash: Delivers an attack to all enemies in a cone before you. Restores 250 MP for each enemy hit. Increases Oath Gauge by 5. Can only be executed while under the effect of Sword Oath.
* Sheltron: Blocks incoming attacks for 4 seconds. Oath Gauge Cost: 50.
* Sentinel: Reduces damage taken by 30% for 15 seconds.
* Cover: Take all damage intended for another party member for 12 seconds. Oath Gauge Cost: 50. Can only be executed when member is closer than 10 yards.
* Circle of Scorn: Delivers an attack to all nearby enemies. Inflicts a damage over time effect that lasts for 15 seconds.
* Hallowed Ground: Using a soul crystal as a medium to condense aether, a paladin encases himself in a sheath of nigh-impenetrable energy. Renders the paladin impervious to most attacks for 10 seconds.
* Divine Veil: Upon HP recovery via healing magic cast by self or a party member, a protective barrier is cast on all party members within a radius of 15 yards for 30 seconds. Prevents damage up to 10% of maximum HP for 30 seconds. Effect ends upon additional HP recovery via healing magic.
* Clemency: Restores target's HP. Restores to self 50% of HP restored to target if target is a party member.
* Intervention: Reduces target party member's damage taken by 20% for 6 seconds. Increases damage reduction by another 50% when executed under the effect of Rampart or Sentinel. Oath Gauge Cost: 50.
* Holy Spirit: Deals very high unaspected damage. Absorbs 100% of damage dealt as HP and increases Oath Gauge by 10.
* Requiescat: Deals massive amounts of unaspected damage. Potency decreases as own MP decreases. Increases attack magic and healing magic potency by 50% if current MP is at 80% or higher. Reduces MP cost of all spells to 0 and allows spells to be cast immediately for 12 seconds.
* Passage of Arms: Increases block rate by 100% and creates a designated area in a cone behind him in which party members will only suffer 85% of all damage inflicted. Lasts for up to 18 seconds. Effect ends upon executing another action or moving.
* Holy Circle: Deals high unaspected damage to all nearby enemies. Absorbs 100% of damage dealt as HP. Increases Oath Gauge by 10.
* Intervene: Rushes target and delivers an attack. Grants 3 stacks of Sword Oath. Maximum Charges: 2.
* Atonement: Delivers an attack that deals massive amounts of damage. Restores MP and increases Oath Gauge by 5. Can only be executed while under the effect of Sword Oath.
* Confiteor: Deals incredibly massive amounts of unaspected damage to target and all enemies nearby it. Lowers target's damage dealt by 10% for 10 seconds. Can only be executed while under the effect of Requiescat. Effect fades upon execution.
Limit Break:
* Aegis Boon: Adrenaline Rush. Reduces damage taken by self and nearby party members by 25% for 10 seconds.
* Shield Wall: Limit Break Level 1. Reduces damage taken by all party members by 20%.
* Stronghold: Limit Break Level 2. Reduces damage taken by all party members by 40%.
* Last Bastion: Limit Break Level 3. A potent and draining defensive magick, Last Bastion draws upon a paladin's protective fervor, shielding threatened allies with an aura of steely resolution. Reduces damage taken by all party members by 80%.
|-|Dark Knight=
* Blood Gauge:The Blood Gauge displays the amount of Blackblood a dark knight has accumulated, which can be used to execute several actions such as Bloodspiller, Quietus, and Living Shadow.
* Darkside:Darkside is a gauge that increases damage dealt, and its duration can be extended by using actions such as Flood of Darkness and Edge of Darkness.
Abilities:
* Hard Slash: Delivers a sweeping slash, followed by a punishing upward slice.
** Syphon Strike: Restores MP upon hit.
*** Souleater: Drains aether and the soul from the opponent, restoring his own HP. Increases Blood Gauge.
* Unleash: Releasing his pain and rage upon nearby foes, the dark knight maifests an inky black circle of spikes on the ground him. All those caught in its thorns are struck by unreasoning teror, and an irresistible need to claw away its source. Deals unaspected damage to all neaby enemies and restoring MP for each enemy hit.
** Stalwart Soul: Erupts pillars of darkness from ground, dealing more unaspected damage. Restores MP, HP, and increases Blood Gauge.
* Scourge: Delivers an attack that inflicts a damage over time effect that lasts for 18 seconds.
* Grit: Significantly increases enmity generation, causing enemies to target self. Effect ends upon reuse.
* Unmend: Fires a blast of darkness that deals unaspected. Can draw them in.
* Flood of Darkness: Releases a flood of darkness from the greatsword with a slash, dealing unaspected damage in a straight line. Grants Darkside, increasing damage dealt by 10%
** Flood of Shadow: An upgraded version of Flood of Darkness that deals more damage. Reduces target's HP recovered by healing actions by 10%.
* Blood Weapon: Increases Blood Gauge by 10 and restores MP upon landing weaponskills or spells. Effect lasts for 10 seconds.
* Blood Price: Restores partial MP when damage is taken. Increases Blood Gauge by 1 every time he suffers damage and another 4 over time while in battle.
* Shadow Wall: For 10 seconds, reduces damage taken by 30%.
* Edge of Darkness: Rends the target with a slash of darkness, dealing unaspected damage. Grants Darkside, increasing damage dealt by 10%.
** Edge of Shadow: An upgraded version of Edge of Darkness that deals more damage. Reduces target's HP recovered by healing actions by 20%.
* Dark Passenger: Deals unaspected damage to all enemies in a straight line before him. Increases enmity and blinds enemies. Can only be used when succumbing to Darkside.
* Dark Mind: Reduces magic vulnerability by 30% for 10 seconds.
* Living Dead: This dark art allows the practitioner to continue fighting through the most heinous of injuries, and exhibit an immunity to pain usually attributed to the shambling undead. Grants the effect of Living Dead for 10 seconds. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, his status will change to Walking Dead. While under the effect of Walking Dead, most attacks will not lower his HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, he will be KO'd. Duration last for 10 seconds.
* Salted Earth: Creates a patch of salted earth, dealing unaspected damage with to any enemies who enter.
* Plunge: Delivers a jumping attack at the enemy. Maximum Charges: 2.
* Abyssal Drain: Fires a projectile that expands into spikes, dealing unaspected damage to target and all enemies nearby it, restoring HP for each hit.
* Sole Survivor: Marks target with the status Another Victim, increasing target's damage taken by 10%. If that target should be KO'd in battle before the effect expires, 30% of his maximum HP and MP will be restored and increases Blood Gauge by 50. If the effect expires first, 20% of his maximum HP and MP will be restored instead. Duration is 15 seconds.
* Carve and Spit: Delivers a threefold attack, dealing high potency damage and restoring MP.
* Bloodspiller: Delivers an extremely powerful attack that also restores MP. Costs 20 Blood Gauge.
* Quietus: Delivers a powerful spin attack that damages nearby enemies that restores MP for each enemy hit. Costs 20 Blood Gauge.
* Delirium: Allows the execution of Quietus and Bloodspiller without cost, restoring MP when landing either weaponskill.
* The Blackest Night: Creates a barrier around target that absorbs damage totaling 25% of target's maximum HP. Grants Dark Arts when barrier is completely absorbed, allowing the next Edge of Darkness or Flood of Darkness to be cast for free.
* Dark Missionary: Reduces damage taken by self and nearby party members by 10%, while increasing HP recovered via healing actions by 10%.
* Living Shadow: Conjures a simulacrum of his darkside to fight alongside him. Costs 50 Blood Gauge.
Limit Break:
* Aegis Boon: Adrenaline Rush. Reduces damage taken by self and nearby party members by 25% for 10 seconds.
* Shield Wall: Limit Break Level 1. Reduces damage taken by all party members by 20%.
* Stronghold: Limit Break Level 2. Reduces damage taken by all party members by 40%.
* Dark Force: Limit Break Level 3. By infusing a vast well of aether with their own inner darkness, the dark knight forms arcane barriers of impregnable midnight. The sight of liquid shadow pouring from a sky torn open by this otherwise benevolent technique is commonly described as "unsettling". Reduces damage taken by all party members by 80%.
|-|Gunbreaker=
* Powder Gauge: The Powder Gauge displays the number of cartridges in your gunblade, which are acquired by using combo actions such as Solid Barrel and Demon Slaughter. Cartridges can then be used to execute several actions such as Burst Strike and Gnashing Fang. Maximum Cartridges: 2.
Abilities:
* Keen Edge: Delivers a double slash.
** Brutal Shell: Delivers a stronger attack that restores own HP. Creates a barrier which nullifies damage equaling HP restored for 10 seconds.
*** Solid Barrel: Delivers an even stronger attack. Adds a Cartridge to the Powder Gauge.
* No Mercy: Increases damage dealt by 20% for 20 seconds.
* Camouflage: Increases parry rate by 50% while reducing damage taken by 10% for 20 seconds.
* Royal Guard: Significantly increases enmity generation, causing enemies to target self. Effect ends upon reuse.
* Demon Slice: Delivers an attack to all nearby enemies.
** Demon Slaughter: Delivers a stronger attack to all nearby enemies. Creates a barrier around self that absorbs damage equivalent to a heal of 800 potency for 10 seconds. Adds a Cartridge to the Powder Gauge.
* Lightning Shot: Delivers a ranged attack that increases enmity and extends Fast Draw duration to maximum.
* Danger Zone: Delivers a powerful attack.
** Blasting Zone: An upgraded version of Danger Zone. Deals incredibly massive amounts of damage.
* Burst Strike: Delivers an extremely powerful attack. Absorbs 50% of damage dealt as HP. Grants Fast Draw, reducing weaponskill recast time by 5% for 15 seconds. Can be stacked up to 3 times. Cartridge Cost: 1.
* Nebula: Reduces damage taken by 30% for 15 seconds.
* Aurora: Grants healing over time effect to target for 18 seconds. Creates a barrier around target that absorbs damage equivalent to a heal of 2,000 potency for 10 seconds.
* Superbolide: Reduces HP to 1 and renders him impervious to most attacks for 8 seconds.
* Sonic Break: Delivers a powerful attack that inflicts a damage over time effect that lasts 30 seconds.
* Rough Divide: Delivers a jumping attack. Adds a Cartridge to your Powder Gauge. Maximum Charges: 2.
* Gnashing Fang: Delivers an extremely powerful attack. Grants Ready to Rip. Absorbs 50% of damage dealt as HP. Grants Fast Draw, reducing weaponskill recast time by 5% for 15 seconds. Can be stacked up to 3 times. Cartridge Cost: 1.
** Savage Claw: Delivers an even more powerful attack. Grants Ready to Tear. Absorbs 50% of damage dealt as HP. Grants Fast Draw, reducing weaponskill recast time by 5% for 15 seconds. Can be stacked up to 3 times.
*** Wicked Talon: Delivers an even more powerful attack than before. Grants Ready to Gouge. Absorbs 50% of damage dealt as HP. Grants Fast Draw, reducing weaponskill recast time by 5% for 15 seconds. Can be stacked up to 3 times.
* Bow Shock: Delivers an attack to all nearby enemies. Inflicts a damage over time effect for 15 seconds and inflicts a Heavy +50% debuff.
* Heart of Light: Reduces damage taken by self and nearby party members by 10% and creates a barrier around self and nearby party members that absorbs damage equivalent to a heal of 1,000 potency for 15 seconds.
* Heart of Stone: Reduces damage taken by a party member or self by 15% for 7 seconds. When targeting a party member while under the effect of Brutal Shell, that effect is also granted to the target.
* Jugular Rip: Delivers a quick attack. Can only be executed when Ready to Rip.
* Eye Gouge: Delivers a quick attack. Can only be executed when Ready to Gouge.
* Abdomen Tear: Delivers a quick attack. Can only be executed when Ready to Tear.
* Continuation: Allows the firing of successive rounds with the gunblade. Gnashing Fang may be followed by Jugular Rip. Savage Claw may be followed by Abdomen Tear. Wicked Talon may be followed by Eye Gouge.
* Fated Circle: Delivers a powerful attack to all nearby enemies. Absorbs 50% of damage dealt as HP. Grants Fast Draw, reducing weaponskill recast time by 5% for 15 seconds. Can be stacked up to 3 times. Cartridge Cost: 1.
* Bloodfest: Draws aetheric energy from target, adding 2 Cartridges to the Powder Gauge.
Limit Break:
* Aegis Boon: Adrenaline Rush. Reduces damage taken by self and nearby party members by 25% for 10 seconds.
* Shield Wall: Limit Break Level 1. Reduces damage taken by all party members by 20%.
* Stronghold: Limit Break Level 2. Reduces damage taken by all party members by 40%.
* Gun Metal Soul: Limit Break Level 3. Fires shots into the air that descends back to the ground, forming a reflective magical barrier. Reduces damage taken by all party members by 80%.
|-|White Mage=
* Free Cure: Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
* Healing Gauge: Adds a Lily to your Healing Gauge for every 30 seconds you are engaged in combat, up to a maximum of 3. They may then be consumed to execute certain actions such as Afflatus Solace and Afflatus Rapture.
* Blood Lily: Consumption of Lilies will also nourish the Blood Lily. The Blood Lily will bloom after consuming three Lilies, allowing the execution of Afflatus Misery.
Abilities:
* Stone: Deals earth damage.
** Stone II: Deals more earth damage.
*** Stone III: Deals more earth damage.
**** Stone IV: Deals more earth damage.
***** Glare: Deals a lot of unaspected damage.
* Cure: Restores target's HP.
* Aero: Deals wind damage with additional wind damage over time for 18 seconds.
** Aero II: Deals higher wind damage with greater wind damage over time for 18 seconds.
*** Dia: Deals unaspected damage. Target suffers unaspected damage over time for 30 seconds. Increases target's damage taken by 10% for 15 seconds.
* Medica: Restores own HP and the HP of all nearby party members.
* Raise: Resurrects target to a weakened state.
* Fluid Aura: Binds target for 6 seconds.
* Cure II: Restores target's HP. Heals more than Cure.
* Presence of Mind: Reduces spell cast time and recast time, and auto-attack delay by 20% for 15 seconds.
* Stoneskin: Creates a barrier around target that absorbs damage totaling 10% of target's maximum HP. Lasts for 30 minutes.
* Regen: Grants healing over time effect to target. Lasts 18 seconds.
* Cure III: Restores HP of target and all party members nearby target. Heals more than Medica.
* Holy: This incandescent blast of purifying energies was devised by the white mages of Amdapor to combat the voidsent servants of Mhachi sorcerers. The battlefields of the War of the Magi were often illuminated by the spell's distinctive explosions. Deals unaspected damage all nearby enemies and stuns them for 4 seconds.
* Medica II: Restores own HP and the HP of all nearby party members. Applies a Regen effect that lasts for 15 seconds.
* Benediction: The beneficiary of this spell is instantaneously cured of all wounds. Rather than exhaust the caster's own mana, Benediction gathers ambient aether and releases it in a single, concentrated burst of healing. Restores all of a target's HP.
* Stoneskin II: Creates a barrier around self and all party members near you that absorbs damage totaling 10% of maximum HP. Cannot be cast while in combat. Has no effect on targets in combat. Lasts for 30 minutes.
* Afflatus Solace: Greatly restores target's HP. Grants a potent Regen effect to target for 15 seconds. Nourishes the Blood Lily and costs 1 Lily.
* Asylum: Drawing upon ambient aether, this spell weaves a shimmering dome of restorative power within which even the most grievous of injuries will knit and heal. Envelops a designated area in a veil of succor, granting healing over time to self and any party members who enter for 24 seconds. Increases HP recovery via healing actions on party members in the designated area by 10%.
* Assize: Deals powerful unaspected damage to all nearby enemies. Restores own HP and the HP of nearby party members. Restores 5% of own MP.
* Thin Air: Reduces MP cost of all spells to 0 for 12 seconds.
* Tetragrammation: Instantly restores target's HP for a great amount.
* Divine Benison: Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency for 15 seconds.
* Plenary Indulgence: Grants Confession to self and nearby party members. Upon receiving HP recovery via Medica, Medica II, Cure III, or Afflatus Rapture cast by self, Confession triggers an additional healing effect. Lasts for 10 seconds.
* Afflatus Misery: Deals incredibly massive unaspected damage to target and all enemies nearby it first enemy, and 25% less for all remaining enemies. Can only be executed when the Blood Lily is in full bloom.
* Afflatus Rapture: Restores own HP and the HP of all nearby party members. Grants a Regen effect to target for 15 seconds. Nourishes the Blood Lily and costs 1 Lily.
* Temperance: Increases damage dealt and healing potency by 20%, while reducing damage taken by self and all party members within a radius of 30 yards by 10% for 20 seconds.
Limit Break:
* Empyrean Rain: Adrenaline Rush. Restores 50% of own HP and the HP of all nearby party members. Removes Stun, Sleep, Bind, Heavy, and Silence.
* Healing Wind: Limit Break Level 1. Restores 25% of HP and MP of all nearby party members.
* Breath of the Earth: Limit Break Level 2. Restores 60% of HP and MP of all nearby party members.
* Pulse of Life: Limit Break Level 3. Drawing upon the aetherial reserves of every ally present, this potent incantation blossoms outwards from the white mage in a scintillating cloud of healing energies. The spell channels pure life force from the caster, reviving and restoring even those who have succumbed to fatal injury. Restores 100% HP/MP of all nearby party members, including ones KO'd.
|-|Scholar=
* Aetherflow: Aetherflow can be used to execute certain actions such as Lustrateand Excogitation.
* Faerie Gauge: The Faeries indicates accumulated fae aether. Fae aether is accumulated by using actions such as Lustrate and Excogitation, which can then be used to execute Aetherpact or Fey Blessing.
Abilities:
* Ruin (Scholar): Deals unaspected damage.
** Broil: Deals higher unaspected damage.
*** Broil II: Deals higher unaspected damage.
**** Broil III: Deals high unaspected damage and increases Faerie Gauge by 10.
* Bio (Scholar): Spreads a contagion that deals unaspected damage over time.
** Bio II: More fatal version of Bio.
*** Biolysis: Rapidly decomposes the flesh. Reduces target's HP recovered by healing actions by 20% for 15 seconds. Increases Faerie Gauge by 10.
* Physick (Scholar): Restores target's HP. Increases Faerie Gauge by 10 when used to restore HP of self or a party member while in combat.
* Summon Selene: Summons the faerie Selene to fight by their side. While summoned, automatically casts Embrace on party members who suffer damage.
** Embrace: Restores target's HP.
** Silent Dusk: Silences target for 1 second.
** Fey Caress: Removes a single detrimental effect from all nearby party members.
** Fey Wind: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of self and nearby party members by 3% for 30 seconds.
** Whispering Dawn: Gradually restores own HP and the HP of all nearby party members for a small amount for 21 seconds.
** Fey Illumination: Increases healing magic potency of all nearby party members by 10%, while reducing magic damage taken by all nearby party members by 5% for 20 seconds.
** Fey Union: Gradually restores HP of party member with which faerie has a Fey Union. Faerie Gauge is depleted while HP is restored. Fey Union effect fades upon execution of other faerie actions. Party member must be within 15 yards.
** Fey Blessing: Restores the HP of all nearby party members.
* Summon Eos: Summons the faerie Eos to fight by their side. While summoned, automatically casts Embrace on party members who suffer damage.
** Embrace: Restores target's HP.
** Fey Covenant: Increases magic defense of self and nearby party members by 20% for 20 seconds.
** Fey Illumination: Increases healing magic potency of self and nearby party members by 20% for 20 seconds.
** Whispering Dawn: Gradually restores own HP and the HP of all nearby party members for a small amount for 21 seconds.
** Fey Union: Gradually restores HP of party member with which faerie has a Fey Union. Faerie Gauge is depleted while HP is restored. Fey Union effect fades upon execution of other faerie actions. Party member must be within 15 yards.
** Fey Blessing: Restores the HP of all nearby party members.
* Resurrection: Resurrects target to a weakened state.
* Whispering Dawn: Orders faerie to execute Whispering Dawn. If Seraph is summoned, orders her to execute Angel's Whisper.
** Angel's Whisper: Gradually restores the HP of all nearby party members for a small amount for 21 seconds.
* Adloquium: As well as closing wounds, Adloquium was designed to grant a secondardy effect: a temporary arcane shield that helped protect frontline marines from further injuries. Restores target's HP. Grants Galvanize to target, nullifying damage equaling 125% of the amount of HP restored. When critical HP is restored, also grants Catalyze, nullifying damage equaling 125% the amount of HP restored for 30 seconds.
* Focalization: Increases HP recovered by healing actions for self and nearby party members by 20% for 15 seconds.
* Aura Blast: Deals unaspected damage to all nearby enemies and knocks them back 10 yards. Increases Faerie Gauge by 10 for each enemy hit.
* Succor: Restores own HP and the HP of all nearby party members. Erects a magicked barrier which nullifies damage equaling 125% of the amount of HP restored for 30 seconds.
* Ruin II (Scholar): Instantly deals unaspected damage.
* Fey Illumination: Orders faerie to execute Fey Illumination. If Seraph is summoned, orders her to execute Seraphic Illumination.
** Seraphic Illumination: Increases healing magic potency of nearby party members by 10%, while reducing magic damage taken by nearby party members by 5% for 20 seconds.
* Leeches: This spell cleanses the recipient of deleterious effects. According to the histories of Nym, it was devised to counter the insidious, debilitating magicks favored by the black mages of Mhach. Removes a single detrimental effect from target.
* Energy Drain (Scholar): Deals unaspected damage and absorbs a portion of damage dealt as HP and restores MP. Increases Faerie Gauge by 10. Aetherflow Gauge Cost: 1.
* Aetherflow: Restores 10% of maximum MP. Grants Aetherflow III and can only be executed while in combat.
* Lustrate: Greatly instantly restores target's HP. Increases Faerie Gauge by 10. Maximum Charges: 3.
* Art of War: Deals unaspected damage to all nearby enemies.
* Sacred Soil: Creates a designated area in which party members will only suffer 90% of all damage inflicted for 15 seconds. Grants a Regen effect and increases Faerie Gauge by 10. Aetherflow Gauge Cost: 1.
* Indomitability: Restores own HP and the HP of all nearby party members and increases Faerie Gauge by 10. Maximum Charges: 2.
* Deployment Tactics: The mage eliminates the need for lengthy incantations by using a previously cast spell as an axis, along which the existing boon can be extended to nearby allies. Extends Galvanize effect cast on self or target to nearby party members. 
* Emergency Tactics: Transforms the next Galvanize and Catalyze statuses into HP recovery equaling the amount of damage reduction intended for the barrier for 15 seconds.
* Dissipation: Orders your faerie away while granting you a full Aetherflow stack. Also increases healing magic potency by 20% for 30 seconds. Current faerie will return once the effect expires.
* Excogitation: Grants self or target party member the effect of Excogitation, greatly restoring HP when member's HP falls below 50% or upon effect duration expiration in 45 seconds. Increases Faerie Gauge by 10. Aetherflow Gauge Cost: 1.
* Chain Stratagem: Increases rate at which target takes critical hits by 10% for 15 seconds.
* Dissolve Union: Dissolves current Fey Union.
* Aetherpact (Scholar): Orders faerie to execute Fey Union with target party member other than self. Effect ends upon reuse. Faerie Gauge Cost: 10. The Faerie Gauge increases when a faerie is summoned and an Aetherflow action used by you inflicts an effect on a target.
* Recitation: Allows the execution of Adloquium, Succor, Indomitability, or Excogitation without consuming resources while also ensuring critical HP is restored.
* Fey Blessing: Orders faerie to execute Fey Blessing. Faerie Gauge Cost: 10.
* Consolation: Orders Seraph to execute Consolation. Restores the HP of all nearby party members. Erects a magicked barrier which nullifies damage equaling the amount of HP restored for 30 seconds. Maximum Charges: 2.
* Summon Seraph: Summons Seraph to fight at their side. When summoned, automatically casts Seraphic Veil on party members who suffer damage. Faerie Gauge Cost: 50. Lasts for 22 seconds.
** Seraphic Veil: Restores target's HP. Erects a magicked barrier which nullifies damage equaling the amount of HP restored for 30 seconds.
Limit Break:
* Empyrean Rain: Adrenaline Rush. Restores 50% of own HP and the HP of all nearby party members. Removes Stun, Sleep, Bind, Heavy, and Silence.
* Healing Wind: Limit Break Level 1. Restores 25% of HP and MP of all nearby party members.
* Breath of the Earth: Limit Break Level 2. Restores 60% of HP and MP of all nearby party members.
* Angel Feathers: Limit Break Level 3. The scholar's faerie spreads her angelic wings, unleashing a shimmering light over the battlefield, healing all allies and relieving their pain. Restores 100% HP/MP of all nearby party members, including ones KO'd.
|-|Astrologian=
* Arcana Gauge: The Arcana Gauge allows astrologians to keep track of which card (arcanum) is currently drawn. An arcanum is drawn by using the action Draw, and is placed in the middle of the gauge. Using the Play command executes the arcanum's corresponding action.
* Abridged: Next spell is cast immediately.
Abilities:
* Malefic: Deals unaspected damage.
** Malefic II: Deals higher unaspected damage
*** Malefic III: Deals more unaspected damage
**** Malefic IV: Deals even more unaspected damage. Grants Abridged when spell is cast with a cast time.
* Benefic: Astrologians channel healing energies by attuning their aether to the "benefic" bodies in the heavens. Paired with an affinity for "malefic" bodies to effect destructive magicks, this attunement represents the fundamental principle astromancy. Restores target's HP with 15% chance next Benefic II will restore critical HP. Grants Abridged when spell is cast with a cast time.
* Combust: Uses the proximity of a theoretical sun to cause damage over time.
** Combust II: Stronger version of Combust.
*** Combust III: Deals unaspected damage and deals damage over time. Lengthens weaponskill cast time and recast time as well as spell cast time and recast time of target by 10% for 15 seconds.
* Lightspeed: Reduces MP cost for spells by 50% and cast times for spells by 2.5 seconds for 15 seconds.
* Helios: Restores own HP and the HP of all nearby party members.
* Ascend: Resurrects target to a weakened state.
* Essential Dignity: Restores target's HP. Potency increases as the target's HP decreases. Maximum Charges: 2.
* Benefic II: Greatly restores target's HP.
* Card: Spire: Increases damage dealt by a party member or self by 6% if target is ranged DPS or healer, or 3% for all other roles for 15 seconds. Grants a Celestial Seal when used in combat.
* Play: Triggers the effect of the drawn arcanum. Only one arcanum can be drawn at a time.
* Draw: Draws a card (arcanum) from the divining deck. Only one arcanum can be drawn at a time. Arcanum effect can be triggered using the action Play.
* Undraw: Return the currently drawn arcanum back to the deck.
* Card: Spear: Increases damage dealt by a party member or self by 6% if target is melee DPS or tank, or 3% for all other roles for 15 seconds. Grants a Celestial Seal when used in combat.
* Card: Bole: Increases damage dealt by a party member or self by 6% if target is ranged DPS or healer, or 3% for all other roles for 15 seconds. Grants a Solar Seal when used in combat.
* Card: Lord of Crowns: Increases damage dealt by a party member or self by 10% for 30 seconds.
* Card: Lady of Crowns: Increases damage dealt by a party member or self by 8% if target is ranged DPS or healer, or 4% for all other roles for 15 seconds. Reduces damage taken by a party member or self by 10% for 30 seconds.
* Card: Arrow: Increases damage dealt by a party member or self by 6% if target is melee DPS or tank, or 3% for all other roles for 15 seconds. Grants a Lunar Seal when used in combat.
* Card: Ewer: Increases damage dealt by a party member or self by 6% if target is ranged DPS or healer, or 3% for all other roles for 15 seconds. Grants a Lunar Seal when used in combat.
* Card: Balance: Increases damage dealt by a party member or self by 6% if target is melee DPS or tank, or 3% for all other roles for 15 seconds. Grants a Solar Seal when used in combat.
* Diurnal Sect: Adds Regen to certain actions. Cannot be used with Nocturnal Sect. Effect cannot be removed while in combat. Effect ends upon reuse.
* Aspected Benefic: Restores target's HP. Applies Regen with Diurnal Sect that lasts for 15 seconds. With Nocturnal Sect, erects a magicked barrier which nullifies damage equaling 250% of the amount of HP restored for 30 seconds. Grants Abridged when spell is cast with a cast time. Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect.
* Redraw: Draws a different arcanum from the deck. Maximum Charges: 3.
* Aspected Helios: Restores own HP and the HP of all nearby party members. Applies Regen with Diurnal Sect that lasts for 15 seconds. With Nocturnal Sect, erects a magicked barrier which nullifies damage equaling 125% of the amount of HP restored for 30 seconds. Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect.
* Minor Arcana: Converts currently drawn arcanum into the Lord of Crowns when Balance, Arrow, or Spear, or the Lady of Crowns when Bole, Ewer, or Spire. Only one arcanum effect can be applied to a target at a time.
* Divination: Increases damage dealt by self and nearby party members by 10%, while reducing damage taken by 10% for 15 seconds.
* Nocturnal Sect: Adds a damage-nullifying barrier to certain actions. Also increases MP cost of Aspected Benefic. Cannot be used with Diurnal Sect. Effect cannot be removed while in combat. Effect ends upon reuse.
* Synastry: Generate an aetheric bond with target party member. Each time the user casts a single-target healing spell on themselves or a party member, the party member with whom they have the bond will also recover HP equaling 40% of the original spell. Lasts for 20 seconds.
* Gravity: This magick manipulates the inexorable pull of the stars to magnify the force of gravity. Creatures within the area are subjected to a crushing pressure, with the worst of the effects centered on the primary target. Deals unaspected damage to target and all enemies nearby it. Potency increases as target's HP nears maximum.
* Collective Unconscious: Creates a celestial ring around the caster. With Diurnal Sect, reduces damage taken by 10% and applies Wheel of Fortune to self and any party members who enter for 18 seconds. Wheel of Fortune applies a Regen effect that lasts 15 seconds. With Nocturnal Sect, grants healing over time for 18 seconds and applies Wheel of Fortune to self and any party members who enter. Wheel of Fortune reduces damage taken by 10% for 20 seconds. Effect ends upon using another action or moving (including facing a different direction). Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect.
* Celestial Opposition: Considered to be very essence of astromancy, this technique binds the astrologian's aether to the loftiest of heavens. A single tug on this celestial cord alters the patterns of fate, showering allies fortune, and afflicting foes with sudden adversity. Removes all Regen and barrier effects from nearby enemies. Restores own HP and the HP of all nearby party members. With Diurnal Sect, grants Regen to self and all nearby party members. With Nocturnal Sect, erects a magicked barrier which nullifies damage equaling 125% of the amount of HP restored for 30 seconds. Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect.
* Earthly Star: Deploys an Earthly Star in the designated area and grants the effect of Earthly Dominance for 10 seconds. Executing Stellar Detonation while under the effect of Earthly Dominance creates a Stellar Burst dealing unaspected damage to all nearby enemies. Also restores own HP and the HP of all nearby party members. After 10 seconds, Earthly Dominance effect is changed to Giant Dominance. Waiting 10 seconds or executing Stellar Detonation while under the effect of Giant Dominance creates a Stellar Explosion dealing unaspected damage to all nearby enemies. Also greatly restores own HP and the HP of all nearby party members.
* Stellar Detonation: While under the effect of Earthly Dominance, detonates the currently deployed Earthly Star, creating a Stellar Burst that deals unaspected damage to all nearby enemies. Restores own HP and the HP of all nearby party members. While under the effect of Giant Dominance, detonates the currently deployed Earthly Star, creating a Stellar Explosion that deals unaspected damage to all nearby enemies. Greatly restores own HP and the HP of all nearby party members.
* Sleeve Draw: Draws a card (arcanum) from the divining deck and grants two stacks of Sleeve Draw for 30 seconds. Using the drawn arcanum consumes a stack of Sleeve Draw and draws another card.
* Celestial Intersection: Restores own or target party member's HP. With Diurnal Sect, erects a magicked barrier which nullifies damage equaling 200% of the amount of HP restored for 30 seconds. With Nocturnal Sect, applies Regen for 15 seconds. Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect.
* Horoscope: Reads own fortune and those of nearby party members, granting them Horoscope for 10 seconds. Effect upgraded to Horoscope Helios upon receiving the effects of Helios or Aspected Helios for 30 seconds. Reading the cards a second time will restore the HP of those under either effect, doubled for Horoscope Helios.
* Neutral Sect: Increases healing magic potency by 20%. Aspected Helios and Aspected Benefic receive the effects of both Diurnal Sect and Nocturnal Sect for 20 seconds. Reduces spell cast time and recast time by 10% for 15 seconds.
Limit Break:
* Empyrean Rain: Adrenaline Rush. Restores 50% of own HP and the HP of all nearby party members. Removes Stun, Sleep, Bind, Heavy, and Silence.
* Healing Wind: Limit Break Level 1. Restores 25% of HP and MP of all nearby party members.
* Breath of the Earth: Limit Break Level 2. Restores 60% of HP and MP of all nearby party members.
* Astral Stasis: Limit Break Level 3. By throwing wide the gate to the seventh heaven, the highest of the astral domains, the astrologian favors the battlefield with celestial benediction. This technique is said to hold the power to skew one's fate towards an almost certain victory. Restores 100% HP/MP of all nearby party members, including ones KO'd.
|-|Monk=
* Lightning Gauge: The Lightning Gauge indicates a monk's current amount of Greased Lightning, as well as the time remaining before the effect fades. Greased Lightning is accumulated by executing certain weaponskills, improving attack speed and damage dealt. Up to four stacks can be stored at one time. However, a fourth stack can only be gained while under the effect of Fists of Wind.
* Chakra Gauge: The Chakra Gauge indicates the number of chakra a Monk currently has opened. Chakra are opened by executing certain actions. Opening five allows for the execution of Enlightenment or the Forbidden Chakra.
* Deep Meditation II: Guarantees that a chakra will open upon dealing critical damage with a weaponskill.
* Enhanced Greased Lightning III: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 20%.
Abilities:
* Bootshine: Delivers an attack that deals more damage with Leaden Fist. Opo-opo form bonus inflicts critical damage if dealt from a target's rear. Changes form to raptor. Opens a chakra.
* True Strike: Delivers an attack. Deals more damage when executed from a target's rear. Can only be executed when in raptor form. Changes form to coeurl. Opens a chakra.
* Snap Punch: Delivers an attack. Deals more damage when executed from a target's flank. Can only be executed when in coeurl form. Changes form to opo-opo. Opens a chakra. Grants Greased Lightning which increases damage dealt by 10% and reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 5%.
* Fists of Earth: Reduces damage taken by 10%. Cannot be used with Fists of Fire or Fists of Wind, and shares a recast timer with both. Effect ends upon reuse.
* Twin Snakes: Delivers an attack. Deals more damage when executed from a target's flank. Can only be executed when in raptor form. Increases damage by 10% for 15 seconds. Changes form to coeurl.
* Arm of the Destroyer: Delivers an attack to all nearby targets. Deals bonus damage in opo-opo form. Changes form to raptor.
* Rockbreaker: Delivers an attack to all nearby enemies. Can only be executed when in coeurl form. Changes form to opo-opo. Grants Greased Lightning. Opens a chakra.
* Demolish: Delivers an attack. Deals more damage when executed from a target's rear. Can only be executed when in coeurl form. Causes internal bleeding that deals damage over time. Changes form to opo-opo. Grants Greased Lightning.
* Axe Kick: Delivers an attack to all nearby enemies. Grants a stack of Greased Lightning for each enemy hit. Opens a chakra for each enemy hit.
* Fists of Wind: Increases movement speed. Cannot be used with Fists of Earth or Fists of Fire, and shares recast timer with both. Effect ends upon reuse.
* Shoulder Tackle: A technique used to close distance to an opponent, the practitioner rushes forward and slams an aether-shielded shoulder into the target with concussive force. This move is favored by devotees of Rhalgr for its swift and brutal nature. Rushes target and delivers an attack. Grants Greased Lightning. Maximum Charges: 2.
* Fists of Fire: Increases damage dealt by 10%. Cannot be used with Fists of Earth or Fists of Wind, and shares a recast timer with both. Effect ends upon reuse.
* Mantra: After first intoning a phrase to center the spirit, the practitioner then releases a burst of harmonious energies in every direction. Those caught in this gentle explosion of aether find their physical forms more readily receptive to restoration magicks. Increases HP recovery via healing actions by 10% for self and nearby party members for 15 seconds.
* Four-point Fury: Delivers an attack to all nearby enemies. Can only be executed when in raptor form. Opens a chakra. Extends Twin Snakes duration by 10 seconds to a maximum of 15 seconds. Changes form to coeurl.
* Dragon Kick: Delivers an attack that deals bonus damage when executed from a target's flank. Opo-opo form bonus grants Leaden Fist. Changes form to raptor.
* Perfect Balance: Grants 6 stacks of Perfect Balance, each stack allowing the execution of a weaponskill that requires a certain form, without being in that form for 15 seconds.
* Form Shift: Shifts your current form to the next in the sequence. If no form is being used when executed, you will move into the Opo-opo form. Coeurl form bonus extends Greased Lightning duration to maximum. Grants Formless Fist to self, allowing the execution of a weaponskill that requires a certain form, without being in that form for 15 seconds. Any additional effects associated with the executed action will also be applied.
* Meditation: Opens a chakra. Up to five chakra can be opened at once. Opens all five chakra when used outside of combat.
** Forbidden Chakra: Delivers a powerful attack. Can only be executed while under the effect of the Fifth Chakra. The five chakra close upon execution.
* Elixir Field: Delivers an attack to all nearby enemies.
* Tornado Kick: Delivers a powerful attack. Can only be executed with maximum stacks of Greased Lightning. Effect fades upon execution.
* Riddle of Earth: Grants Earth's Reply if damage is taken while active. Extends Greased Lightning duration to maximum. Earth's Reply bonus reduces damage taken by 10% and nullifies all action direction requirements for 30 seconds. Creates a barrier around self that absorbs damage equivalent to a heal of 2,000 potency for 6 seconds. Maximum Charges: 3.
* Riddle of Fire: Increases damage dealt by 25% for 20 seconds. Increases damage dealt by next weaponskill by 10%.
* Brotherhood: Grants Brotherhood and Meditative Brotherhood to all nearby party members. Brotherhood effect increases damage dealt by 5%. Meditative Brotherhood effect grants 50% chance the monk open a chakra when party members under this effect execute a weaponskill or cast a spell within 15 seconds.
* Enlightenment: Delivers an attack to all enemies in a straight line. Can only be executed while in combat and under the effect of the Fifth Chakra. The five chakra close upon execution.
* Anatman: Halt the expiration of Greased Lightning and your present form. Also extends the duration of Twin Snakes and your present form to maximum and halts their expiration for 30 seconds. Increases stacks of Greased Lightning and extends duration to maximum while in combat. Effect ends upon using another action or moving (including facing a different direction).
* Six-sided Star: Delivers a powerful attack. Grants Greased Lightning and extends Greased Lightning duration to maximum. Opens a chakra and increases movement speed for 5 seconds.
Limit Break:
* Raw Destruction: Adrenaline Rush. Delivers an attack with a potency of 10,000.
* Braver: Limit Break Level 1. Delivers an attack with a potency of 2,400.
* Bladedance: Limit Break Level 2. Delivers an attack with a potency of 5,250.
* Final Heaven: Limit Break Level 3. By focusing an intensely concentrated knot of aether within a single fist, a monk can then strike an opponent with a blow that erupts into a detonation of catastrophic proportions. This technique cannot be performed until the practitioner is prepared to reach beyond mortal limits into the divine. Delivers an attack with a potency of 9,000.
|-|Dragoon=
* Blood of the Dragon: The Dragon Gauge that activates once Blood of the Dragon is used. While active, the potency of High Jump and Spineshatter Dive is increased. 
* Life of the Dragon: When using the weaponskill Mirage Dive, the gaze of the first brood is drawn, increasing the Dragon Gauge. When the gaze is strongest, executing Geirskogul changes the gauge from blue to red and grants Life of the Dragon in place of Blood of the Dragon. While under the effect of Life of the Dragon, grants access to Nastrond and Stardiver.
Abilities:
* True Thrust: Performs a thrusting attack. Changes to Raiden Thrust when Raiden Thrust Ready.
* Raiden Thrust: Enhanced version of True Thrust dealing more damage. Can only be executed when Raiden Thrust Ready. Grants Blood of the Dragon if not currently under the effect of Life of the Dragon.
** Vorpal Thrust: Delivers a slash followed by a thrust.
*** Full Thrust: Winds up to deliver a very powerful skyward thrust. Grants Sharper Fang and Claw if under the effect of Blood of the Dragon or Life of the Dragon.
**** Fang and Claw: Delivers a double slash attack. Deals more damage when executed from a target's flank. Can only be executed while under the effects of Sharper Fang and Claw and either Blood of the Dragon or Life of the Dragon. Extends Blood of the Dragon duration by 10 seconds to a maximum of 30 seconds.
** Disembowel: Combos after True Thrust. Increases damage dealt by 10% and reduces target's piercing resistance by 10% for 30 seconds.
*** Chaos Thrust: Unleashes a flurry of strike, creating cherry blossoms in its trail. Inflicts a damage over time defect on the opponent. Deals more damage when struck from the rear.
**** Wheeling Thrust: Jumps up into the air and lands with a spinning attack. Deals more damage when struck from the rear. Can only be executed while under the effects of Enhanced Wheeling Thrust and either Blood of the Dragon or Life of the Dragon. Extends Blood of the Dragon duration by 10 seconds to a maximum of 30 seconds.
* Life Surge: Ensures critical damage for first weaponskill used while Life Surge is active. Absorbs a portion of the damage dealt as HP.
* Piercing Talon: Ranged attack by throwing his spear. Potency increases up to 300% the farther away he is from the target. Potency increases up to 400% the lower target's HP is.
* Lance Charge: Increases damage dealt by 15% for 20 seconds.
* Jump: A dragoon's signature technique, this attack targets a dragon where it is most vulnerable. Leaping high into the air, the dragoon shifts his posture at the apex of the jump so that the full weight of his body adds power to the plunging thrust. Immediately jumps back to original position afterwards. Grants Dive Ready.
** High Jump: Faster and deals more damage. Grants Dive Ready.
* Elusive Jump: Executes a jump backwards. Reduces enmity by half. Removes Heavy, Bind, and Holmgang effects.
* Doom Spike: Delivers a slash of energy to all enemies in a straight line. Grants Blood of the Dragon if not currently under the effect of Life of the Dragon for 15 seconds.
** Sonic Thrust: Delivers an attack to all enemies in a straight line for slightly more damage. Extends Blood of the Dragon or Life of the Dragon duration by 10 seconds, to a maximum of 30 seconds.
*** Coerthan Torment: Delivers an attack to all enemies in a straight line for slightly more damage. Extends Blood of the Dragon or Life of the Dragon duration by 10 seconds, to a maximum of 30 seconds.
* Spineshatter Dive: Delivers a jumping attack towards an enemy. Stuns target and grants Dive Ready.
* Dragonfire Dive: Delivers a jumping fire-based attack to all nearby enemies.
* Battle Litany: Increases critical hit rate of self and nearby party members by 15% for 20 seconds.
* Blood of the Dragon: This technique allows the Azure Dragoon to draw upon the baleful strength bestowed by the Eye. As this act essentially allows a wyrm's instincts to supplant one's own, a will of steel is paramount in retaining control of one's focus. Increases potency of High Jump and Spineshatter Dive by 30%. Additional Effect: Grants Sharper Fang and Claw upon successfully executing Full Thrust, or Enhanced Wheeling Thrust upon successfully executing Chaos Thrust
* Geirskogul: While a dragoon allows the Blood of the Dragon to burn within their veins, he is able to focus his elevated aether into serpentine blasts of energy, damaging all enemies in a straight line. Changes Blood of the Dragon to Life of the Dragon for 15 seconds. Can only be executed while under the effect of Blood of the Dragon. Dragon Gauge Cost: 2. It is said that Geirskogul follows the same principle that dragonkind employ to infuse their breath with arcane destruction.
** Nastrond: Channeling the power of Nidhogg, delivers an attack similar to that of a red Geirskogul, dealing more damage to enemies in a straight. Can only be executed while under the effect of Life of the Dragon.
* Dragon Sight: Grants Right Eye to self, increasing damage dealt by 10%. Also grants target party member Left Eye, increasing damage dealt by 5% as long as target remains within 12 yalms for 20 seconds.
* Mirage Dive: Shoots an astral dragon straight into the air that dives back down onto the enemy. Strengthens the gaze on the Dragon Gauge by 1 if under the effect of Blood of the Dragon or Life of the Dragon. Can only be executed when Dive Ready. Maximum Charges: 2.
* Stardiver: Jumps high up into the air and descends through several magical rings, delivering a jumping fire-based attack to all nearby enemies for high amounts of damage. Can only be executed while under the effect of Blood of the Dragon or Life of the Dragon.
Limit Break:
* Raw Destruction: Adrenaline Rush. Delivers an attack with a potency of 10,000.
* Braver: Limit Break Level 1. Delivers an attack with a potency of 2,400.
* Bladedance: Limit Break Level 2. Delivers an attack with a potency of 5,250.
* Dragonsong Dive: Limit Break Level 3. Unleashing the power of the dragon within, the dragoon leaps upon an enemy with primal savagery. The aether expended during this attack burns with a fierce light, appearing as nothing less than a colossal, cerulean wyrm descending from the heavens. Delivers an attack with a potency of 9,000.
|-|Ninja=
* All Fours: Reduces damage taken from falling.
* Fleet of Foot: Increases movement speed.
* Ninki Gauge: The Ninki Gauge displays the current amount of Ninki a ninja has accumulated. Ninki slowly builds inside the body when using certain weaponskills, and can be used to execute Bhavacakra or Hellfrog Medium.
Abilities:
* Spinning Edge: Delivers an attack. Increases Ninki Gauge by 10.
** Gust Slash: Delivers an attack that deals more damage. Increases Ninki Gauge by 10.
*** Aeolian Edge: Delivers a powerful attack that deals more damage when executed from a target's rear. Increases Ninki Gauge by 10.
*** Armor Crush: Delivers a powerful attack that deals more damage when executed from a target's flank. Extends Huton duration by 30 seconds to a maximum of 70 seconds. Increases Ninki Gauge by 10.
* Shade Shift: Create shadows that nullify damage up to 20% of maximum HP for 20 seconds.
* Hide: Blend in with the surroundings, making it impossible for most enemies to detect him, but reducing movement speed by 50%. Has no effect on enemies 10 levels higher, or certain enemies with special sight. Cannot be executed while in combat. Effect ends upon use of any action other than Sprint, or upon reuse of Hide. Resets ninjutsu recast timers if out of combat.
* Mug: Delivers an attack that increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow. Increases Ninki Gauge by 40.
* Throwing Dagger: Throws a dagger at the target. Increases Ninki Gauge by 10.
* Trick Attack: Delivers an attack, that deals additional damage when executed from the target's rear. Increases target's damage taken by 15% for 15 seconds. Can only be executed while under the effect of Hidden.
* Rabbit Medium: Ninjutsu turns into this if any Mudra combination fails, which causes a rabbit to appear on the Ninja's head for a short time before disappearing.
* Ninjutsu: Executes a specific ninjutsu action coinciding with the combination of mudra made immediately beforehand. If any other action is used before the mudra are combined and the ninjutsu executed, Ninjutsu will fail.
** Ten: Make the ritual mudra hand gesture for "heaven". Maximum Charges: 2
** Chi: Make the ritual mudra hand gesture for "earth". Maximum Charges: 2.
** Jin: Make the ritual mudra hand gesture for "man". Maximum Charges: 2.
* Fuma Shuriken: Pointed and deadly, the shuriken of the shinobi are forged from a metal whose smelting process is known only to the clan. A ninja uses this mudra to infuse such shuriken with aether, enveloping the throwing star in an immense, phantom aura; the impact of which is anything but illusory. Delivers a very pwoerful ranged ninjutsu attack. Mudra Combination is any one of the Ten, Chi, or Jin mudra.
* Shadow Fang: Delivers an attack that inflicts bleeding wounds, causing damage over time. Increases Ninki Gauge by 10.
* Ill Wind: Delivers an attack to all nearby enemies, silencing them for 1 second.
* Kakuremi: Grants the effect of Kakuremi for 3 seconds. Afterwards, Kakuremi will change to Hidden when the effect expires. Cannot be seen or targeted while under the effect of Hidden for 10 seconds. Effects of Kakuremi and Hidden end upon taking damage or using an action other than Shukuchi or Bolt.
* Three Mudra: Allows for immediate execution of any ninjutsu action for 5 seconds. Maximum Charges: 2.
* Katon: By joining earth with heaven, the ninja calls a great gout of flame to erupt from the ground and lick hungrily at the sky. Only shinobi who have mastered two-mudra techniques such as Katon may earn the rank of chunin, or "middle ninja". Very powerful ninjutsu that deals fire damage to target and all enemies nearby it. Mudra Combination is Chi→Ten or Jin→Ten.
** Goka Mekkyaku: An upgraded version of Katon. Deals incredibly massive fire damage to target and all enemies nearby it. Mudra Combination is Chi→Ten or Jin→Ten. Increases Ninki Gauge by 10 for each enemy hit. Grants Huton, reducing weaponskill recast time by 15% for 35 seconds. Can only be executed while under the effect of Kassatsu. Can only be executed while under the effect of Three Mudra.
* Raiton: Deals incredibly massive lightning damage. Mudra Combination is Ten→Chi or Jin→Chi.
* Death Blossom: Delivers an attack to all nearby enemies. Increases Ninki Gauge by 10.
** Hakke Mujinsatsu: Delivers an attack to all nearby enemies. Increases Ninki Gauge by 10. Extends Huton duration by 10 seconds to a maximum of 70 seconds.
* Smoke Screen: Creates a wall of smoke, reducing enmity generation of a single party member.
* Shukuchi: Move quickly to the specified location. Creates a barrier around self that absorbs damage equivalent to a heal of 2,000 potency for 6 seconds. Maximum Charges: 2.
* Doton: Creates a patch of corrupted earth, dealing damage to any enemies who enter for 24 seconds. Inflicts Heavy +40%. Mudra Combination is Ten→Jin→Chi or Jin→Ten→Chi.
* Huton: Reduces weaponskill recast time and auto-attack delay by 15% for 70 seconds. Mudra Combination: Jin→Chi→Ten or Chi→Jin→Ten.
* Hyoton: Deals powerful ice damage that Binds for 15 seconds. Mudra Combination is Ten→Jin or Chi→Jin.
** Hyosho Ranryu: An upgraded version of Hyoton. Deals extraordinarily massive ice damage. Mudra Combination is Chi→Jin or Ten→Jin. Increases Ninki Gauge by 20. Grants Huton, reducing weaponskill recast time by 15% for 35 seconds. Can only be executed while under the effect of Kassatsu. Can only be executed while under the effect of Three Mudra.
* Suiton: Deals massive amounts of ice damage. Grants Suiton which, for 20 seconds, allows execution of actions which require the effect of Hidden, without being under that effect. Mudra Combination is Ten→Chi→Jin or Chi→Ten→Jin.
* Kassatsu: Allows the execution of a single ninjutsu without consumption of mudra charges. Increases damage for the next ninjutsu action by 30%.
* Dream Within a Dream: Using this technique, the shinobi assaults the enemy with three strikes in swift succesion. Dream Within a Dream is rouge bladework at its best, combined with the rapid movement of a ninja's Shukuchi. Grants Assassinate Ready for 15 seconds.
* Assassinate: Delivers a critical direct hit. Potency increases up to 3 times as the target's HP decreases. Recast time resets upon earning a kill or an assist.
* Hellfrog Medium: Summons a Hellfrog that deals fire damage to target and all enemies nearby it. Ninki Gauge Cost: 50.
* Bhavacakra: Deals high unaspected damage. Ninki Gauge Cost: 50.
* Ten Chi Jin: Temporarily converts each of the three mudra into a ninjutsu action. Executing one of these actions will convert the remaining mudra into different ninjutsu actions until all three have been executed or the Ten Chi Jin effect expires in 6 seconds. Only ninjutsu available while active. The same ninjutsu cannot be executed twice. Cannot be executed while under the effect of Kassatsu. Effect ends upon moving.
* Meisui: Dispel Suiton, increasing the Ninki Gauge by 50. Can only be executed while in combat.
* Bunshin: Grants 5 stacks of Bunshin, each stack allowing the Ninja's shadow to attack enemies each time they execute a weaponskill. Shadow attack potency varies based on the attack executed. Ninki Gauge increases by 10 each time the shadow lands an attack. Lasts 30 seconds. Ninki Gauge Cost: 50.
Limit Break:
* Raw Destruction: Adrenaline Rush. Delivers an attack with a potency of 10,000.
* Braver: Limit Break Level 1. Delivers an attack with a potency of 2,400.
* Bladedance: Limit Break Level 2. Delivers an attack with a potency of 5,250.
* Chimatsuri: Limit Break Level 3. Drawing upon the aether suffusing a battlefield, this complex mudra conjures a multitude of moonlight blades in a circle around the ninja. The blades leap into the air upon completion of the technique, then streak forwards to impale the foe in a blinding and bloody barrage. Delivers an attack with a potency of 9,000.
|-|Samurai=
* Kenki: In the lands of the Far East, one's aetheric flow is often referred to as "ki". The Kenki of the samurai is a harnessing of these energies, allowing the swordsmen to accumulate ki within their blades and thence unleash various deadly techniques. In this respect, such "Hissatsu" might be interpreted as a martial form of magecraft.
* Iaijutsu: These techniques are performed by building aether in a sheathed katana, and then unleashing the entire store of energy the instant the blade is drawn. Executing Iaijutsu correctly requires complete control over one's state of mid, a feat achieved by entering a battle trance known as "Sen". Samurai attain such meditative mastery only through intense discipline and training. 
* Sen Gauge: Getsu - Ka - Setsu. Using certain combo actions will accumulate up to three Sen: Setsu, Getsu, and Ka. Sen is required to perform Iaijutsu, the number of Sen accumulated determining which can be executed─one for Higanbana, two for Tenka Goken, and three for Midare Setsugekka.
* Kenki Gauge: The Kenki Gauge displays the current amount of Kenki a samurai has accumulated. Kenki slowly builds in a samurai's blade through the execution of certain weaponskills, and is required to execute actions such as Hissatsu: Kaiten, Hissatsu: Gyoten, and Hissatsu: Guren.
Abilities:
* Hakaze: Delivers an attack and increases Kenki Gauge by 5.
** Jinpu: Delivers an attack that increases damage dealt by 10% for 40 seconds. Increases Kenki Gauge by 5.
*** Gekko: Delivers a powerful attack that increases Kenki Gauge by 5 plus an additional 5 when executed from the rear. Grants Getsu.
** Shifu: Delivers an attack that also reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 13% for 40 seconds. Increases Kenki Gauge by 5.
*** Kasha: Delivers an attack that increases Kenki Gauge by 5 plus an additional 5 when executed from the side. Grants Ka.
** Yukikaze: Delivers an attack that increases Kenki Gauge by 15. Grants Setsu.
* Third Eye: Reduces the amount of damage taken by the next attack by 10%. Grants Open Eyes when hit for 15 seconds.
* Enpi: Delivers a ranged air slash attack. Deals over triple damage when enhanced. Increases Kenki Gauge by 10.
* Fuga: Delivers an attack all enemies in a cone. Increases Kenki Gauge by 5.
** Mangetsu: Delivers an attack to all nearby enemies. Extends Jinpu duration by 15 seconds to a maximum of 40 seconds. Increases Kenki Gauge by 10. Grants Getsu.
** Oka: Delivers an attack to all nearby enemies. Extends Shifu duration by 15 seconds to a maximum of 40 seconds. Increases Kenki Gauge by 10. Grants Ka.
* Iaijutsu: Executes a weaponskill depending on current number of Sen stored in Sen Gauge. 1 Sen: Higanbana. 2 Sen: Tenka Goken. 3 Sen: Midare Setsugekka.
** Higanbana: Delivers an attack that opens the target's wounds, causing them to bleed and take damage over time. HP recovery is reduced. Grants a stack of Meditation, up to a maximum of 3.
** Tenka Goken: A form of Iaijutsu wherein the samurai fashions his katana's accumulated aether into phantom blades, and strikes as if wielding the five swords of legend, the Tenka Goken. Delivers an attack to all enemies in a cone. Increases Kenki Gauge by 10 for each enemy hit. Grants a stack of Meditation, up to a maximum of 3.
** Midare Setsugekka: Setsu. Getsu. Ka. It is said when one occupies all three states of Sen, the thread of a foe's life comes into focus. This sublime Iaijutsu was devised to cut that thread. Delivers an attack that deals incredibly massive amounts of damage. Increases Kenki Gauge by 20. Grants a stack of Meditation, up to a maximum of 5.
* Meikyo Shisui: Execute up to 3 weaponskill combos without meeting combo prerequisites. Does not affect Iaijutsu.
* Hissatsu: Chiten: Reduces damage taken by 50% and counters up to the next 5 attacks. The counter potency is 10 times the samurai's base damage. Active for 6 seconds and increases Kenki Gauge by 5. Kenki Gauge Cost: 25.
* Hissatsu: Soten: Move quickly to the specified location, delivering an attack to all enemies in the path. Kenki Gauge Cost: 25.
* Hissatsu: Kaiten: Increases potency of next weaponskill by 50%. Kenki Gauge Cost: 20.
* Hissatsu: Gyoten: Rushes target and delivers an attack. Kenki Gauge Cost: 10.
* Hissatsu: Yaten: Delivers an attack and performs a 10 yard back step. Grants Enhanced Enpi for 15 seconds. Kenki Gauge Cost: 10.
* Merciful Eyes: Instantly restores own HP. Can only be executed while under the effect of Open Eyes.
* Meditate: Gradually increases Kenki Gauge for 15 seconds. Grants stacks of Meditation when used in combat, up to a maximum of 3. Effect ends upon using another action or moving (including facing a different direction).
* Hissatsu: Shinten: Delivers an attack for high damage. Kenki Gauge Cost: 25.
* Hissatsu: Kyuten: One of the samurai's formidable Hissatsu techniques, Kyuten is a word which expresses nine directions, the eight compass points joined by the center. Devised to cut down all surrounding enemies with a single strike. Kenki Gauge Cost: 25.
* Hissatsu: Seigan: Delivers an attack. Kenki Gauge Cost: 15. Can only be executed while under the effect of Open Eyes.
* Hagakure: Converts Setsu, Getsu, and Ka into Kenki. Each Sen converted increases the Kenki Gauge by 10. Can only be executed if under the effect of at least one of the three statuses.
* Ikishoten: Increases Kenki Gauge by 50. Can only be executed while in combat.
* Hissatsu: Guren: Delivers an attack to all enemies in a straight line for incredibly massive damage. Kenki Gauge Cost: 50.
* Hissatsu: Senei: Delivers an attack for extraordinarily massive damage. Kenki Gauge Cost: 50.
* Tsubame-gaeshi: Repeats the previously executed iaijutsu with increased potency. Can only be executed immediately following Iaijutsu. Maximum Charges: 2.
** Kaeshi: Higanbana: An upgraded version of Higanbana. Deals more damage and inflict a damage over time effect. Grants a stack of Meditation, up to a maximum of 3.
** Kaeshi: Goken: Delivers a very powerful attack to all enemies in a cone. Increases Kenki Gauge by 10 for each enemy hit. Grants a stack of Meditation, up to a maximum of 5. Maximum Charges: 2.
** Kaeshi: Setsugekka: Delivers an attack for extraordinary massive damage. Increases Kenki Gauge by 20. Grants a stack of Meditation, up to a maximum of 5. Maximum Charges: 2.
* Shoha: Delivers an attack whose potency increases based on the accumulated Meditation. Meditation effect fades upon execution.
Limit Break:
* Raw Destruction: Adrenaline Rush. Delivers an attack with a potency of 10,000.
* Braver: Limit Break Level 1. Delivers an attack with a potency of 2,400.
* Bladedance: Limit Break Level 2. Delivers an attack with a potency of 5,250.
* Doom of the Living: Limit Break Level 3. All those who live are fated to die. The samurai portrays the foe's life with innumerable slashes of the blade, ends that life with a single, aether-infused stroke, and then sheathes his weapon in a symbolic depiction of transience. Delivers an attack with a potency of 9,000.
|-|Bard=
* Mage's Ballad: The Song Gauge will be displayed, which indicates the effect's remaining duration. When damage over time is dealt by Venemous Bite/Caustic Bite or Windbite/Stormbite, there is a chance Repertoire will be granted, resetting the recast timer of Bloodletter and Rain of Death.
* Army's Paeon: Singing Army's Paeon will display its corresponding Song Gauge, which indicates the effect's remaining duration. When damage over time is dealt by Venemous Bite/Caustic Bite or Windbite/Stormbite, there is a chance Repertoire will be granted, reducing weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay. This effect increases for each stack of Repertoire accumulated up to a total of four.
* Wanderer's Minuet: Singing the Wanderer's Minuet will display its corresponding Song Gauge, which indicates the effect's remaining duration. When damage over time is dealt by Venemous Bite/Caustic Bite or Windbite/Stormbite, there is a chance you will be granted Repertoire, allowing the execution of Pitch Perfect. The Repertoire effect can be stacked up to three times.
* Soul Voice Gauge: This gauge increases in tandem with Repertoire, and is depleted when using the action Apex Arrow. The potency of Apex Arrow increases as the Soul Voice Gauge exceeds the minimum cost.
Abilities:
* Heavy Shot: Delivers a ranged attack. 20% chance of becoming Straight Shot Ready.
** Burst Shot: An upgraded version of Heavy Shot. Delivers an attack that deals more damage and grants a 35% chance of becoming Straight Shot Ready. Grants Repertoire if under the effect of the Wanderer's Minuet or Army's Paeon. Increases Soul Voice Gauge by 10 if under the effect of the Wanderer's Minuet or Army's Paeon.
* Straight Shot: Delivers a slightly stronger attack than Heavy Shot. Can only be executed when Straight Shot Ready.
** Refulgent Arrow: An upgraded version of Straight Shot. Delivers an attack that deals more damage. Can only be executed when Straight Shot Ready.
* Raging Strikes: Increases damage dealt by 10% for 20 seconds.
* Venomous Bite: Delivers an attack that injects toxic venom that deals damage over time.
** Caustic Bite: An upgraded version of Venomous Bite. Delivers an attack that poisons the target, dealing damage over time. 35% chance of becoming Straight Shot Ready.
* Bloodletter: Instantly delivers an attack.
* Repelling Shot: Jump 10 yards away from current target while delivering an attack. Grants Repertoire if under the effect of the Wanderer's Minuet or Army's Paeon. Increases Soul Voice Gauge by 20 if under the effect of the Wanderer's Minuet or Army's Paeon.
* Quick Nock: Delivers an attack to all enemies in a cone. 30% chance the recast timer for Bloodletter and Rain of Death will be reset. Increases Soul Voice Gauge by 10 for each enemy hit while under the effect of the Wanderer's Minuet or Army's Paeon.
* Windbite: Deals wind damage that exposes wounds to the elements, dealing wind damage over time.
** Stormbite: An upgraded version of Windbite that deals more damage and increased damage over time. 35% chance of becoming Straight Shot Ready.
* Mage's Ballad: A battlesong that celebrates the courageous deeds of a Padjal of eld. The lyrics sing of the sage's exceptional healing arts as he braved the front line to tend to wounded soldiers. Deals unaspected damage and grants Mage's Ballad to all party members within 30 yards, increasing their damage by 1% for 30 seconds. 40% chance to grant Repertoire when damage over time is dealt by Caustic Bite or Stormbite. Repertoire effect resets the recast timer of Bloodletter and Rain of Death.
* Warden's Paean: Removes one select detrimental effect from self or target party member. If the target is not enfeebled, a barrier is created nullifying the target's next detrimental effect suffered within the next 30 seconds.
* Barrage: Triples the number of strikes for a single-target weaponskill. Additional effects added only once. Grants Straight Shot Ready.
* Army's Paean: This battlesong praises the valor of Josselin, one of Gridania's greatest war heroes. Josselin left her mark on history as the first captain of the Wood Wailers. Deals unaspected damage and grants Army's Paeon to all party members within 30 yards, increasing their direct hit rate by 3% and reducing weaponskill cast time and recast time, as well as spell cast time and recast time of all party members by 5% for 30 seconds. 40% chance to grant Repertoire when damage over time is dealt by Caustic Bite or Stormbite. Repertoire effect reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 4%. Can be stacked up to 4 times.
* Rain of Death: Shoots down a rain of arrows from the sky, damaging target and all enemies nearby it.
* Battle Voice: Increases direct hit rate of all nearby party members by 20% for 20 seconds. Can only be executed while singing Mage's Ballad, Army's Paeon, or the Wanderer's Minuet.
* Pitch Perfect: Delivers an attack whose potency increases based on your stacks of Repertoire. Can only be executed when the Wanderer's Minuet is active.
* Wanderer's Minuet: An ode to Oschon, the god of travelers. Depicting the Wanderer as a carefree ranger wielding a bow of yew with consummate skill, this meandering tune is sung with great joy and gusto. Deals unaspected damage and grants the Wanderer's Minuet to all party members within 30 yards, increasing their critical hit rate by 2% and increasing damage dealt by all party members within a radius of 30 yards by 5% for 30 seconds. 40% chance to grant Repertoire when damage over time is dealt by Caustic Bite or Stormbite. Allows execution of Pitch Perfect while under the effect of the Wanderer's Minuet. Can be stacked up to 3 times.
* Empyreal Arrow: Instantly delivers an attack. Grants Repertoire if under the effect of the Wanderer's Minuet or Army's Paeon. Increases Soul Voice Gauge by 10 if under the effect of the Wanderer's Minuet or Army's Paeon. Maximum Charges: 2.
* Iron Jaws: Delivers an attack that resets the effect timer of Caustic Bite or Stormbite. 35% chance of becoming Straight Shot Ready.
* Sidewinder: Delivers an attack that deals bonus damage if the target is suffering from a Caustic Bite or Storm Bite. The damage is doubled if it has one effect or tripled if both. Potency increases up to 2,400 as the target's HP decreases.
* Troubadour: Reduces damage taken by self and nearby party members by 10% for 15 seconds.
* Nature's Minne: Reduces damage taken by self or target party member by 10%, while increasing HP recovered by healing actions by 20% for 15 seconds.
* Shadowbite: Delivers an attack to target and all enemies nearby it. If the target is suffering from a Caustic Bite or Stormbite effect, Shadowbite potency is increased for one effect and further increased for both. Potency increases as target's HP nears maximum.
* Apex Arrow: Delivers an attack to all enemies in a straight line. Soul Voice Gauge Cost: 20. Potency increases as Soul Voice Gauge exceeds minimum cost. Consumes Soul Voice Gauge upon execution.
Limit Break
* Terminal Velocity: Delivers an attack with a potency of 6,000 to all enemies in a straight line before him. Reduces target's HP recovered by healing actions by 25% for 10 seconds.
* Big Shot: Limit Break Level 1. Deals damage with a potency of 1650 to all targets in a straight line for 30 yards.
* Desperado: Limit Break Level 2. Deals damage with a potency of 3600 to all targets in a straight line for 30 yards.
* Saggitarius Arrow: Limit Break Level 3. The bard weaves the borrowed aether of his allies into an archer's storm that bombards the battlefield with the rain of a thousand arrows. This technique was said to have been devised by the founding 1st Bow of the Quiver's Centaurs. Deals damage with a potency of 6150 to all targets in a straight line for 30 yards.
|-|Machinist=
* Heat Gauge: Performing certain weaponskills will increase the Heat Gauge, and once it is high enough, the action Hypercharge will become available. Using Hypercharge overheats the weapon and allows the use of Heat Blast and Auto Crossbow.
* Battery Gauge: The Battery Gauge accumulates when certain actions are performed and allows the placement of a Rook Autoturret, which will attack the target. It also allows the deployment of an Automaton Queen to fight alongside the Machinist.
Abilities:
* Split Shot: Fires a shot that increases Heat Gauge by 5.
* Heated Split Shot: An upgraded version of Split Shot. Deals more damage and increases Heat Gauge by 10.
** Slug Shot: Swapping out standard bullets for an oversized slug, this shot impacts the target with shuddering force. In this fashion, a trained machinist employs various techniques to take advantage of a multitude of custom ammunition. Delivers an attack that increases Heat Gauge by 5.
** Heated Slug Shot: Creates multiple bullets in a horizontal line that shoot off and home towards the target. Deals damage and increases Heat Gauge by 10.
*** Clean Shot: Delivers an attack that increases Heat Gauge by 5. Increases Battery Gauge by 10.
*** Heated Clean Shot: Spawns two arbiters to the side that launch powerful homing beams at the target. Increases Heat Gauge by 10 and increases Battery Gauge by 10.
* Hot Shot: Delivers an attack that increases Battery Gauge by 20.
** Air Anchor: Fires a device that assails the enemy with a barrage of spiked chains. Deals extreme amounts of damage and increases Heat Gauge and Battery Gauge by 20.
* Reassemble: Guarantees that next weaponskill is a critical direct hit.
* Gauss Round: An attachment for machinist weapons. By infusing the barrel with the aetherotransformer's accumulated energy, the velocity and penetrating power of subsequent shots are substantially increased. Delivers an attack. Maximum Charges: 3.
* Spread Shot: Delivers an attack all enemies in a cone. Increases Heat Gauge by 5 for each enemy hit.
* Hypercharge: Releases the energy building in the firearm, causing it to become Overheated, increasing the potency of single-target weaponskills by 20 for 8 seconds. Extends Overheat duration by 5 seconds to a maximum of 10 seconds. Heat Gauge Cost: 50.
* Blank: Delivers a mid range attack. If target is suffering from a Wildfire effect inflicted by him, Blank potency is tripled. Knocks target away 15 yards.
* Heat Blast: Delivers an attack that reduces the recast time of both Gauss Round and Richochet by 15 seconds. Can only be executed when firearm is Overheated.
* Rook Autoturret: Deploys a single-target battle turret which attacks using Volley Fire, dealing damage. Battery Gauge Cost: 50. Duration increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 15 seconds. Consumes Battery Gauge upon execution. Shuts down when time expires or upon execution of Rook Overdrive.
** Automaton Queen: Deploys an Automaton Queen to fight by the Machinist's side. Battery Gauge Cost: 50. Duration increases as Battery Gauge exceeds minimum cost at time of deployment, up to a maximum of 20 seconds. Consumes Battery Gauge upon execution. Shuts down when time expires or upon execution of Queen Overdrive.
* Rook Overdrive: Orders the rook autoturret to use Rook Overload.
** Rook Overload: Delivers a powerful attack. Potency increases as Battery Gauge exceeds required cost at time of deployment. The rook autoturret shuts down after execution. If this action is not used manually while the rook autoturret is active, it will be triggered automatically immediately before shutting down.
* Wildfire: Covers target's body in a slow-burning pitch. For the next 10 seconds, 25% of most damage inflicted upon the target is compiled, then dealt at the end of the effect's duration.
** Detonator: Ends the effect of Wildfire, dealing damage to the target.
* Ricochet: After casting out a number of Ishgardian steel reflectors, the machinist fires a single bullet that bounces between each metal plate. This technique can hit multiple targets with its deadly and unpredictable trajectory. Maximum Charges: 3.
* Auto Crossbow: Delivers an attack to all enemies in a cone. Can only be executed when firearm is Overheated.
* Tactician: Reduces damage taken by self and nearby party members by 10% for 15 seconds.
* Drill: Fires an extremely powerful drill at the target.
* Barrel Stabilizer: Increases Heat Gauge by 50. Can only be executed while in combat.
* Flamethrower: Delivers damage over time to all enemies in a cone. Lasst for 10 seconds. Effect ends upon using another action or moving (including facing a different direction).
* Bioblaster: Delivers an attack to all enemies in a cone. Inflicts a damage over time effect for 15 seconds.
* Queen Overdrive: Orders the Automaton Queen to use Pile Bunker.
** Pile Bunker: Delivers an attack for incredibly massive damage. Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down.
Limit Break:
* Terminal Velocity: Delivers an attack with a potency of 6,000 to all enemies in a straight line before him. Reduces target's HP recovered by healing actions by 25% for 10 seconds.
* Big Shot: Limit Break Level 1. Deals damage with a potency of 1650 to all targets in a straight line for 30 yards.
* Desperado: Limit Break Level 2. Deals damage with a potency of 3600 to all targets in a straight line for 30 yards.
* Satellite Beam: Limit Break Level 3. Deals damage with a potency of 6150 to all targets in a straight line for 30 yards.
|-|Dancer=
* Step Gauge: Performing a Standard Step will change the appearance of the Step Gauge and cause you to start dancing. Following the displayed icons to execute steps in the correct order and ending with a Standard Finish will increase the Dancer's damage dealt and attack speed as well as that of the party member selected as the Dance Partner.
Performing a Technical Step will display four icons on the Step Gauge. Executing the corresponding actions in the correct order followed by Technical Finish increases the damage dealt and attack speed by the Dancer and nearby party members.
* Fourfold Fantasy: Acquires Fourfold Feathers when executing Fountain, Fountainfall, Blade Shower, and Blood Shower. Fourfold Feathers can then be consumed to execute Fan Dance and Fan Dance II.
* Esprit Gauge: Esprit will be granted to the Dancer and their dance partner upon executing Standard Finish, or all nearby party members upon executing Technical Finish. When players under this effect land a weaponskill or spell, your Esprit Gauge will increase. It can then be consumed by the weaponskill Saber Dance.
Abilities:
* Cascade: Delivers an attack with a 50% chance of granting Flourishing Cascade. Increases Esprit Gauge by 10. Action changes to Emboite while dancing.
** Fountain: Delivers an attack with a 50% chance of granting Flourishing Fountain. Grants a Fourfold Feather. Increases Esprit Gauge by 10. Action changes to Entrechat while dancing.
* Entrechat: Perform an entrechat. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
* Pirouette: Perform a pirouette. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
* Jete: Perform a jete. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
* Emboite: Perform an emboite. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
* Standard Step: Begin dancing, granting Standard Step for 15 seconds. Action changes to Standard Finish while dancing. Only step actions, Standard Finish, En Avant, Head Graze, Bolt, Medical Kit, Adrenaline Rush, and additional actions can be performed while dancing. 
** Standard Finish: Delivers an attack to all nearby enemies. Potency varies with number of successful steps. Increases Esprit Gauge by 5 for each enemy hit. Reduces weaponskill cast time and recast time, as well as spell cast time and recast time for self and party member designated as the Dance Partner by 5% for 60 seconds. Grants Standard Finish and Esprit to self and party member designated as your Dance Partner Damage bonus of Standard Finish varies with number of successful steps up to 5% for 60 seconds.
* Windmill: Delivers an attack to all nearby enemies. Increases Esprit Gauge by 5 for each enemy hit. 50% chance of granting Flourishing Windmill.
** Bladeshower: Delivers an attack to all nearby enemies. Grants a Fourfold Feather. Increases Esprit Gauge by 5 for each enemy hit. 50% chance of granting Flourishing Shower.
* Reverse Cascade: Delivers an attack. Increases Esprit Gauge by 10. 50% chance of granting a Fourfold Feather. Action changes to Jete while dancing.
* Fan Dance: Delivers an attack while granting Flourishing Fan Dance. Can only be executed while while in possession of Fourfold Feathers.
* Rising Windmill: Delivers an attack to all nearby enemies. Increases Esprit Gauge by 5 for each enemy hit. 50% chance of granting a Fourfold Feather. Can only be executed while under the effect of Flourishing Windmill.
* Fountainfall: Delivers an attack to target. Grants a Fourfold Feather. Increases Esprit Gauge by 10. Can only be executed while under the effect of Flourishing Fountain. Action changes to Pirouette while dancing.
* Bloodshower: Delivers an attack to all nearby enemies. Grants a Fourfold Feather. Increases Esprit Gauge by 5 for each enemy hit. Can only be executed while under the effect of Flourishing Shower.
* Fan Dance II: Delivers an attack to all nearby enemies while granting Flourishing Fan Dance. Can only be executed while in possession of Fourfold Feathers.
* En Avant: Quickly dash 10 yards forward. Maximum Charges: 3.
* Curing Waltz: Restores own HP and the HP of all nearby party members. Party member designated as your Dance Partner will also heal self and nearby party members.
* Shield Samba: Reduces damage taken by self and nearby party members by 10% for 15 seconds.
* Closed Position: Grants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Devilment, Saber Dance, Fan Dance III, and Curing Waltz with said party member. Effect ends upon reuse.
** Ending: Ends dance with your partner.
* Devilment: Increases critical hit rate and direct hit rate by 20% for 20 seconds. Party member designated as your Dance Partner will also receive the effect of Devilment.
* Fan Dance III: Delivers an attack to target and all enemies nearby it. Reduces damage taken by self and party member designated as the Dance Partner by 10% for 30 seconds. Maximum Charges: 2. Can only be executed while under the effect of Flourishing Fan Dance.
* Technical Step: Begin dancing, granting Technical Step for 15 seconds. Action changes to Technical Finish while dancing. Only step actions, Technical Finish, En Avant, Head Graze, Bolt, Medical Kit, Adrenaline Rush, and additional actions can be performed while dancing. 
** Technical Finish: Delivers an attack to all nearby enemies. Potency varies with number of successful steps. Increases Esprit Gauge by 5 for each enemy hit. Reduces weaponskill cast time and recast time, as well as spell cast time and recast time for self and nearby party members by 5% for 15 seconds. Grants Technical Finish and Esprit to self and party members. Damage bonus of Technical Finish varies with number of successful steps up to 5% for 20 seconds. Activates the Esprit Gauge.
* Flourish: Grants the effects of Flourishing Cascade, Flourishing Fountain, Flourishing Windmill, Flourishing Shower, and Flourishing Fan Dance.
* Saber Dance: Delivers an attack to target and all enemies nearby it. Increases damage dealt by self and party member designated as the Dance Partner by 10% for 30 seconds. Esprit Gauge Cost: 50.
* Improvisation: Dance to the beat of your own drum, granting Improvisation to self. Improvisation effect continuously increases Esprit Gauge while in combat for 15 seconds. The speed at which the gauge increases varies with the number of nearby party members. Furthermore, HP recovery via healing actions for self and nearby party members is increased by 10%. Effect ends upon using another action of moving (Including facing a different direction).
Limit Break:
* Terminal Velocity: Delivers an attack with a potency of 6,000 to all enemies in a straight line before him. Reduces target's HP recovered by healing actions by 25% for 10 seconds.
* Big Shot: Limit Break Level 1. Deals damage with a potency of 1650 to all targets in a straight line for 30 yards.
* Desperado: Limit Break Level 2. Deals damage with a potency of 3600 to all targets in a straight line for 30 yards.
* Crimson Lotus (Limit Break): Limit Break Level 3. Deals damage with a potency of 6150 to all targets in a straight line for 30 yards.
|-|Black Mage=
* Elemental Gauge: The Elemental Gauge indicates whether they are under the effect of Astral Fire (after casting a Fire spell) or Umbral Ice (after casting a Blizzard spell). While under the effect of Astral Fire, all Fire spells will have increased potency, but require more MP to cast. While under the influence of Umbral Ice, MP recovery increases significantly and all spells will have reduced cast and recast times.
* Umbral Hearts: Nullifies Astral Fire's MP cost increase for Fire spells and reduces MP cost for Flare by one-third.
* Enochian: Enochian increases the potency of spells, as well as unlocks powerful spells such as Blizzard IV. Enochian fades when Astral Fire or Umbral Ice expires. Grants Polyglot after maintaining Enochian for 30 seconds up to two stacks.
* Thunderbound: Grants a 10% chance that after each damage over time tick inflicted by Thunder or Thunder III (3% for Thunder II or Thunder IV), the next Thunder, Thunder II, Thunder III, or Thunder IV will add its full damage over time amount to its initial damage, have no cast time, and cost no MP.
* Firestarter: Grants a 40% chance that after casting Fire, the next Fire III will require no MP and have no cast time.
* Aspect Mastery: Accumulating full stacks of either Astral Fire or Umbral Ice then casting a spell of the opposite element will consume no MP.
Abilities:
* Blizzard: Deals Ice damage and grants Umbral Ice or removes Astral Fire. Restores 2,000 MP
* Fire: Deals fire damage and grants Astral Fire or removes Umbral Ice.
* Transpose: Swaps Astral Fire with a single Umbral Ice, or Umbral Ice with a single Astral Fire.
* Thunder: Deals lightning damage with additional lightning damage over time for 18 seconds.
** Thunder III: Deals higher lightning damage with additional lightning damage over time for 24 seconds.
* Sleep: Puts target and all nearby enemies to sleep.
* Blizzard II: Deals ice damage to all nearby enemies. Grants Umbral Ice or removes Astral Fire.
* Scathe: Instantly deals unaspected damage.
* Fire II: Deals fire damage to target and enemies nearby it. Grants Astral Fire or removes Umbral Ice.
* Thunder II: Deals lightning damage to target and all enemies nearby it with additional lightning damage over time for 12 seconds.
** Thunder IV: Deals higher lightning damage to target and all enemies nearby it with additional lightning damage over time for 18 seconds.
* Manafont: Restores 30% of maximum MP.
* Manaward: Creates a barrier that nullifies damage totaling up to 30% of maximum HP for 20 seconds.
* Night Wing: Instantly puts target and all enemies nearby it to sleep.
* Fire III: Deals fire damage and grants full stack of Astral Fire and removes Umbral Ice.
* Freeze: Deals Ice damage to target and all enemies nearby it. Grants a full stack of Umbral Ice and removes Astral Fire. Restores 2,000 MP for each enemy hit. Grants Umbral Heart.
* Blizzard III: Deals ice damage and grants Umbral Ice III and removes Astral Fire.
* Manawall: This arcane barrier is a manifestation of the mage's unyielding will. All physical forces directed towards the caster with harmful intent are robbed of inertia by the Manawall, greatly reducing their impact. Creates a barrier that nullifies physical damage up to 20% of maximum HP for 20 seconds.
* Flare: Shatotto, the matriarch of black magic, devised this spell in her relentless pursuit of ultimate destructive power. Combining one's own mana with ambient aether, the caster triggers an explosion of monumental force. Deals fire damage to target and all enemies nearby it for the first enemy, and 40% less for all remaining enemies. Grants Astral Fire III and removes Umbral Ice. Grants Astral Fire, increasing damage dealt by 10% for 15 seconds.
* Aetherial Manipulation: Rush to a target party member's side.
* Ley Lines: The caster uses this technique to connect naturally occurring lines of energy and create a circle of power. While standing within this circle, the circulation of the mage's aether is accelerated, allowing him to weave spells with heightened alacrity. While standing within it, reduces spell cast time and recast time, and auto-attack delay by 15%. Duration lasts 30 seconds.
* Sharpcast: Ensures the next Scathe, Fire, or Thunder spell cast will, for the first hit, trigger Scathe's additional effect, Firestarter, or Thundercloud respectively.
* Enochian: Increases magic damage dealt by 15%. Also allows the casting of Blizzard IV, Fire IV, Despair, and Umbral Soul. Grants Polyglot if Enochian is maintained for 30 seconds. Effect is canceled if Astral Fire or Umbral Ice ends.
* Blizzard IV: Deals high ice damage. Can only be executed while under the effect of both Enochian and Umbral Ice. Restores 4,000 MP. Grants 3 Umbral Hearts.
* Fire IV: Deals high fire damage. Can only be executed while under the effect of both Enochian and Astral Fire.
* Between the Lines: Move instantly to Ley Lines drawn by him.
* Triplecast: The next three spells will require no cast time.
* Foul: Deals massive unaspected damage to target all enemies nearby it. Can only be executed while under the effect of Polyglot.
* Despair: Sacrifices all mana to to deliver a very powerful fire spell. Grants Astral Fire III and removes Umbral Ice. Can only be executed while under the effect of both Enochain and Astral Fire.
* Umbral Soul: Grants Umbral Ice and 1 Umbral Heart. Can only be executed while under the effect of both Enochian and Umbral Ice.
* Xenoglossy: Instantly deals massive unaspected damage. Can only be executed while under the effect of Polyglot.
Limit Break:
* Cometeor: Adrenaline Rush. Deals magic damage to enemies near point of impact with a potency of 4,000. Increases target's damage taken by 25% for 10 seconds.
* Skyshard: Limit Break Level 1. Deals unaspected damage with a potency of 1650 to all enemies near point of impact.
* Starstorm: Limit Break Level 2. Deals unaspected damage with a potency of 3600 to all enemies near point of impact.
* Meteor: Limit Break Level 3. Gathering vast quantities of aether from his allies, the mage unleashes a gigantic mass of crystallized energy upon the heads of his foes. Those who witness the unmatched destruction of this potent magick liken it to a burning star falling from the heavens. Deals unaspected damage with a potency of 6150 to all enemies near point of impact.
|-|Summoner=
* Egi: "Egi" is the name given to the conjured avatars of a summoner. Only a practitioner whose aether has been stained by the essence of a primal can thenceforth shape his own energies into a willful embodiment of the original entity's dominant aspect. In the ancient tongue of the Allagan Empire, "egi" translates approximately to "pure" or "the essence of".
* Trance: By channeling the power of a primal, the Summoner can enter a trance in which the primal's power is added onto theirs.
* Further Ruin: Acquires Further Ruin stacks up to a maximum of 4 upon using Egi Assault or Egi Assault II. Further Ruin can be used to cast Ruin IV.
* Aetherflow: Aetherflow is gained by using Energy Drain or Energy Syphon up to a maximum of 2 charges. Can be spent to cast certain abilities.
Abilities:
* Ruin: Casts an orb that deals unaspected damage.
** Ruin III: An upgraded version of Ruin. Deals higher unaspected damage.
* Bio: Afflicts a contagion that spreads across the body, dealing damage over time.
** Bio II: Upgraded version of Bio that is more fatal.
*** Bio III: Upgraded version of Bio II that deals even more damage.
* Summon: Summons the caster-type pet, Garuda-Egi to fight at his side.
* Physick: Restores target's HP for very low amounts.
* Miasma: Afflicts a disease that causes the lungs to fail, dealing unaspected damage and causing damage over time.
** Miasma III: Upgraded version of Miasma that is more fatal.
* Egi Assault: Orders the Egi to use Aerial Slash if Garuda-Egi is summoned, Crimson Cyclone if Ifrit-Egi is summoned, or Earthen Armor if Titan-Egi is summoned. Maximum Charges: 2.
** Aerial Slash: Garuda-Egi deals wind damage to target and all enemies nearby it.
** Crimson Cyclone: Ifrit-Egi deals high fire damage.
** Earthen Armor: Titan-Egi creates a barrier around the Summoner that absorbs damage totaling 30% of their maximum HP. Lasts 30 seconds.
* Resurrection: Resurrects target to a weakened state.
* Summon II: Summons the support-type pet, Titan-Egi, to fight at his side. 
* Fester: Instantly deals unaspected damage. Causes wounds inflicted by Bio and Miasma spells to fester, dealing double damage for one effect, or triple for both. Aetherflow Gauge Cost: 1.
* Energy Drain: Drains energy from the target, dealing unaspected damage and gaining Aetherflow II.
* Bane: Spreads a target's Bio and Miasma effects to nearby enemies. Duration is equal to the full duaration of the original effect.
* Summon III: Summons the attacker-type pet, Ifrit-Egi, to fight at his side.
* Wither: Deals unaspected damage to all enemies in a cone before you. Removes all Regen and barrier effects from targets.
* Energy Siphon: Drains energy from target and all enemies nearby it. Gains Aetherflow II.
* Ruin II: Instantly fires an orb at target for unaspected damage. Deals slightly less damage than Ruin I.
** Ruin IV: Upgraded version of Ruin II. Instantly casts a spell that deals a lot of unaspected damage. Can only be executed while under the effect of Further Ruin.
* Egi Assault II: Orders the Egi to use Slipstream if Garuda-Egi is summoned, Flaming Crush if Ifrit-Egi is summoned, or Mountain Buster if Titan-Egi is summoned. Maximum Charges: 2.
** Slipstream: Garuda-Egi deals low wind damage to target and all enemies nearby it. Creates a windstorm centered around the target, dealing damage to any enemies who enter for 9 seconds.
** Flaming Crush: Ifrit-Egi deals deals high fire damage to all nearby enemies for the first enemy, and 50% less for all remaining enemies.
** Mountain Buster: Titan-Egi deals high earth damage to all nearby enemies.
* Outburst: Deals unaspected damage to target and all enemies nearby it.
* Tri-Bind: Deals unaspected damage to target and all targets nearby it. Inflicts Bind for 20 seconds.
* Enkindle: An advanced technique by which the summoner unlocks the true might of an egi, so named for the manner in which the aetherial fires of the egi's existence are stoked into a roaring blaze.
** Aerial Blast: Garuda-Egi deals a lot of wind damage to target and all enemies nearby it.
** Inferno: Ifrit-Egi deals a lot of fire damage to all enemies in a cone before it. Targets take fire damage over time for 15 seconds.
** Earthen Fury: Titan-Egi deals a lot of earth damage to all nearby targets.
* Painflare: Deals unaspected damage to target and all enemies nearby it. Stuns them for 2 seconds. Aetherflow Gauge Cost: 1.
* Tri-disaster: An offensive incantation comprised of three separate corrosive elements that gnaw away at a foe's coporeal being. This technique is thought to have been devised in remembrance of the trio of catastrophes instigated by the Warring Triad. Deals unaspected damage and afflicts target with Bio III and Miasma III for 30 seconds. Grants 1 aetherflow.
* Dreadwyrm Trance: Certain egi require an impossible quantity of life force to manifest as a separate entity. This technique was devised to circumvent such mortal limitations, allowing the summoner to harness the power of the elder primal Bahamut by infusing his own being with the essence of the mighty dreadwyrm. Reduces spell casting time by 2.5 seconds for 15 seconds. Resets Tri-disaster recast timer. Grants 2 units of Dreadwyrm Aether when effect ends. Cannot be executed with maximum units of Dreadwyrm Aether or when Demi-Bahamut is summoned.
** Firebird Trance: Summons Demi-Phoenix to fight by the Summoner's side, which executes Everlasting Flight as it manifests. Each time you cast a spell on an enemy, Demi-Phoenix will execute Scarlet Flame on the same target. Reduces spell casting time by 2.5 seconds for 20 seconds. Resets Tri-disaster recast timer. Changes Ruin III to Fountain of Fire and Outburst to Brand of Purgatory. Cannot summon Demi-Phoenix unless a pet is already summoned. Current pet will leave the battlefield while Demi-Phoenix is present, and return once gone. Can only be executed after summoning Demi-Bahamut. Dreadwyrm Trance is changed to Firebird Trance upon Demi-Bahamut leaving the battlefield.
* Deathflare: Unleashes a powerful beam that deals unaspected damage to target and all enemies nearby it with a 50% less for all remaining enemies. Can only be executed while in Dreadwyrm Trance.
* Aetherpact (Summoner): Orders pet to execute Devotion.
** Devotion: Increases damage dealt by all party members within a 15 yard radius by 5% for 15 seconds.
* Summon Bahamut: Summons Demi-Bahamut to fight by the Summoner's side for 20 seconds. Each time they cast a spell on an enemy, Demi-Bahamut will execute Wyrmwave on the same target. Dreadwyrm Aether Cost: 2. Cannot summon Demi-Bahamut unless a pet is already summoned. Current pet will leave the battlefield while Demi-Bahamut is present, and return once gone. Cannot use while under the effect of Dreadwyrm Trance.
* Enkindle Bahamut: Orders Demi-Bahamut to execute Akh Morn.
** Akh Morn: Deals extreme amounts of unaspected damage to target and all enemies nearby it with 50% less for all remaining enemies. Can only be executed while Demi-Bahamut is summoned.
* Enkindle Phoenix: Orders Demi-Phoenix to execute Revelation.
** Revelation: Deals extreme amounts of fire damage to target and all enemies nearby it with 50% less for all remaining enemies. Can only be executed while Demi-Phoenix is summoned.
* Fountain of Fire: Deals high fire damage and grants Hellish Conduit. Can only be executed while under the effect of Firebird Trance.
** Brand of Purgatory: Deals a powerful fire attack to target and all enemies nearby it with 50% less for all remaining enemies. Can only be executed while under the effects of both Firebird Trance and Hellish Conduit.
* Everlasting Flight: Gradually restores own HP and the HP of all nearby party members for 21 seconds. Can only activated through Firebird Trance.
Limit Break:
* Cometeor: Adrenaline Rush. Deals magic damage to enemies near point of impact with a potency of 4,000. Increases target's damage taken by 25% for 10 seconds.
* Skyshard: Deals unaspected damage with a potency of 1650 to all enemies near point of impact.
* Starstorm: Deals unaspected damage with a potency of 3600 to all enemies near point of impact.
* Teraflare: Limit Break Level 3. An offensive magick that echoes the ruinous blasts of light unleashed by the elder primal Bahamut. All those who bathed in the dreadwyrm's scattered aether during the Seventh Umbral Calamity possess the latent potential to master this mighty summoner spell. Deals unaspected damage with a potency of 6150 to all enemies near point of impact.
|-|Red Mage=
* Dualcast: Grants the effect of Dualcast upon casting any spell with a cast time. While under the effect of Dualcast, the next spell will require no time to cast.
* Balance Gauge: The Balance Gauge displays the current amount of black mana and white mana the Red Mage has accumulated. Black mana is accumulated by casting spells associated with black magic, such as Fire or Thunder. White mana is accumulated by casting spells associated with white magic such as Aero. There are also certain spells and actions that affect both. When both black and white mana reach a certain amount, weaponskills such as Riposte become enchanted and will deal additional damage.
Abilities:
* Riposte: Performs a series of thrusts. Action upgraded to Enchanted Riposte if both Black Mana and White Mana are at 30 or more.
** Enchanted Riposte: An upgraded version of Riposte. Deals high unaspected damage. Balance Gauge Cost: 30 Black Mana and 30 White Mana.
* Jolt: Deals unaspected damage. Increases both Black Mana and White Mana by 3.
** Jolt II: An upgraded version of Jolt thats more damage. Increases both Black Mana and White Mana by 3.
* Verthunder: Shoots a bolt of lighting at the target, dealing very high lightning damage. Increases Black Mana by 15. 50% chance of becoming Verfire Ready.
* Corps-a-corps: Rushes target and delivers an attack. Inflicts Heavy +50% for 5 seconds. Maximum Charges: 2.
* Veraero: Casts a ball of wind for very high wind damage Increases White Mana by 15. 50% chance of becoming Verstone Ready.
* Scatter: Deals unaspected damage to target and all enemies nearby it. Increases both Black Mana and White Mana by 5 for each enemy hit.
** Impact: An upgraded version of Scatter. Deals more damage and increases both Black Mana and White Mana by 5 for each enemy hit.
* Verthunder II: Deals lightning damage to target and all enemies nearby it. Increases Black Mana by 7.
* Veraero II: Deals wind damage to target and all enemies nearby it. Increases White Mana by 7.
* Verfire: Fires a fireball at the target, dealing high fire damage. Increases Black Mana by 10. Can only be executed while Verfire Ready is active.
* Verstone: Forms pillars of stone from around the target, dealing high earth damage. Increases White Mana by 10. Can only be executed while Verstone Ready is active.
* Tether: Deals unaspected damage to target and all enemies nearby it and binds them for 3 seconds.
* Zwerchhau: Swipes their sword in the pattern of a blazing Z. Action upgraded to Enchanted Zwerchhau if both Black Mana and White Mana are at 25 or more.
** Enchanted Zwerchhau: An upgraded version of Zwechhau. Deals high unaspected damage. Balance Gauge Cost: 25 Black Mana and 25 White Mana.
* Displacement: Delivers a cross slash followed by disengaging with a back flip. Travels 15 yards away and Binds the target for 3 seconds. Maximum Charges: 2.
* Fleche: Spawns an array of swords that shoot out and home in towards the target. Deals powerful amounts of damage.
* Redoublement: Delivers a series of powerful thrusts. Action upgraded to Enchanted Redoublement if both Black Mana and White Mana are at 25 or more.
** Enchanted Redoublement: An upgraded version of Redoublement. Deals higher unaspected damage. Balance Gauge Cost: 25 Black Mana and 25 White Mana.
*** Verflare: Its name a portmanteau of "vermillion" and "flare", this incantation seeks to rival the destructive power of the black mage spell that shares the latter's denomination. Rather than draw on ambient aether to cause a single, massive explosion, Verflare overlaps a number of smaller arcane eruptions. Creates an explosion around the target, dealing extreme amounts of fire damage. Increases Black Mana by 21. 20% chance of becoming Verfire Ready. Chance to become Verfire Ready increases to 100% if White Mana is higher than Black Mana at time of execution.
*** Verholy: An adaptation of the forbidden white mage spell "Holy", this purifying blast was conceived as a means to banish the lingering voidsent which were summoned during the War of the Magi. Calls down multiple light particles that descend to the ground, erupting into a pillar of light, dealing extreme amounts of unaspected damage. Increases White Mana by 21. 20% chance of becoming Verstone Ready. Chance to become Verstone Ready increases to 100% if Black Mana is higher than White Mana at time of execution.
**** Scorch: Deals incredibly massive unaspected damage. Increases both Black Mana and White Mana by 10.
* Acceleration: Ensures the next three casts of Verthunder/Verflare or Veraero/Verholy spell cast will, for the first hit, trigger Verfire Ready or Verstone Ready respectively. Lasts 20 seconds.
* Moulinet: Meaning "windmill" or "waterwheel", this traditional Elezen technique is so named for its wide, sweeping motions. Delivers a sweeping attack to all enemies in a cone. Action upgraded to Enchanted Moulinet if both Black Mana and White Mana are at 20 or more.
** Enchanted Moulinet: Deals more unaspected damage to all enemies in a cone. Balance Gauge Cost: 20 Black Mana and 20 White Mana.
* Vercure: Restores target's HP. Increases both Black Mana and White Mana by 5 when used to restore HP of self or a party member while in combat.
* Contre Sixte: Spawns an array of swords that land on the ground around the target, dealing powerful amounts of damage to all enemies within the blast.
* Embolden: Increases own magic damage dealt by 10% and physical damage dealt by nearby party members by 10%. Both effects are reduced by 20% every 4 seconds for 20 seconds.
* Manafication: Doubles current Black Mana and White Mana levels. Resets Corps-a-corps, Displacement, and Engagement recast timers. Increases magic damage dealt by 5% for 10 seconds.
* Verraise: Resurrects target to a weakened state.
* Engagement: Delivers a quick melee attack that creates a barrier around self that absorbs damage equivalent to a heal of 2,500 potency for 6 seconds. Maximum Charges: 2.
* Reprise: Delivers a quick slash. Action upgraded to Enchanted Reprise if both Black Mana and White Mana are at 10 or more.
** Enchanted Reprise: Delivers a ranged slash attack that deals high unaspected damage. Balance Gauge Cost: 5 Black Mana and 5 White Mana.
Limit Break:
* Cometeor: Adrenaline Rush. Deals magic damage to enemies near point of impact with a potency of 4,000. Increases target's damage taken by 25% for 10 seconds.
* Skyshard: Limit Break Level 1. Deals unaspected damage with a potency of 1650 to all enemies near point of impact.
* Starstorm: Limit Break Level 2. Deals unaspected damage with a potency of 3600 to all enemies near point of impact.
* Vermillion Scourge: Limit Break Level 3. The pinnacle of the red mage's art. The practitioner scribes two eldritch circles upon the ground which he then accelerates with an infusion of black and white mana, resulting in a titanic eruption of arcane force. Deals unaspected damage with a potency of 6150 to all enemies near point of impact.
|-|Blue Mage=
* Learning: Grants the ability to discern the secrets of enemy actions wielded in battle and learn them. The Blue Mage does not need to get hit by the attack in order to learn it, only see it.
Abilities:
* Water Cannon: Manipulating aether to condense moisture in the air, this spell fires a concentrated burst of water at one's opponent.
* Bomb Toss: This spell creates an aetherial replica of the sort of bomb preferred by goblins, dealing fire damage at a designated location, stunning all enemies.
* Off-Guard: A primitive type of curse cast by giants in the New World, this spell sunders opponents' defenses by breaking their spirits. Increases target's damage taken by 50% for 30 seconds.
* Blood Drain: Through the draining of blood, this spell saps a foe's aether, a portion of which is then absorbed by the caster. Deals unaspected damage and restores MP.
* Ice Spikes: This spell, technically a curse, cast upon oneself, converts the malice of attackers into aetherial spikes of ice, impaling them each time they strike. This last for 15 seconds and also has a 50% chace that the striker will be struck by Slow +20%.
* Faze: Produces a shockwave as its user strikes together palms filled with concentrated aether. Stuns all enemies in a cone.
* Self-Destruct: Converts the entirety of its caster's energy into fire-aspected aether to cause an explosion. The application of oil has been observed to make it more effective, though likely also more painful. Deals immense fire damage at the cost of incapacitating self. Inflicts Brush of Death on self for 600 seconds, preventing use of further self-destruction abilities.
* Final Sting: This technique converts all of the user's life force to an aetherial poison that is then injected into a single adversary. Deals immense damage at the cost of incapacitating self. Inflicts Brush of Death on self.
* Acorn Bomb: This technique pelts foes with seedlike aetherial orbs, which then explode to release the soporific within. Puts target all enemies nearby it to sleep.
* Bristle: Bristle channels sheer animalistic rage into heightened spiritual and physical power. The blue mage will find that she can adapt this technique to increase their next spells' potency by 50%.
* Sticky Tongue: Uses blue magic to extend an aetherial lengthy and adhesive "tongue" to capture distant prey. Draws target in and stuns them. Alos increases enmity.
* Toad Oil: This technique covers the blue mage's body in oil, much like a gigantoad's slime would its own, allowing the caster to slip and slide away from foes' attacks. Increases evasion by 20% for 180 seconds. Boosts the potency of Self-Destruct.
* 1000 Needle: 1000 Needles showers one's surroundings with a hail of slim projectiles. Deals a fixed 1000 points of physical damage which is shared by all enemies around him.
* Flying Sardine: Imitates a apkallu violently regurgitating a sardine. Even though the sardine in question is not entirely physical, it reliably shocks adversaries into silence, preventing them from using any spells.
* Bad Breath: This spell replicates the morbol's Bad Breath by manipulating wind and earth aspected aether to call forth the umbral, imbuing exhaled air with miasma. Inflicting a plethora of ailments such as Slow +20%, Heavy +40%, Blind, Paralysis, Poison, reducing damage dealt by 10%, and interrupting the target. The horrific stench makes this the foulest of blue magicks.
* Peculiar Light: Peculiar Light disperses radiance naturally emitted during spellcasting into a half-globe, clouding victims' vision. Thus unbeknownst to them, malignant aether lurking within the rapidly reflecting beams renders them more susceptible to further aetherial assaults. Increasing magic damage taken by all nearby enemies by 30% for 15 seconds.
* Drill Cannons: This technique mimics the Drill Cannons of machina by winding aetherial currents until they resemble rapidly spinning projectiles, dealing damage to all enemies in a straight line. These projectiles excel at penetrating stone, becoming 3 times more powerful when target is afflicted with petrification.
* Plaincracker: This technique creates a localized quake around the caster, dealing earth damage to all nearby enemies.
* Sonic Boom: Sonic Boom produces a gust of wind-aspected aether so finely compressed that its lethality is oft likened unto that of a finely crafted blade.
* Tail Screw: Karlabos performs Tail Screw by collecting turbulent aether in the tip of its tail, then unleashing it at once as a violent whorl that rips foes' lives from their bodies. Reduces target's HP to 1, does not work on a higher level enemy.
* Loom: To utilize this simple teleportation magic, casters must create an aetherial current upon which to travel between their location and the desired position. Though this is only effective over short distances, it is nevertheless an invaluable tool in the event that one needs to beat a hasty retreat.
* White Wind: White Wind imbues a localized current of air with purified aether, distributing its curative effects throughout the vicinity. Restores own HP and the HP of all nearby allies by an amount equal to the caster's current HP.
* Transfusion: This technique consumes the entirety of the one's being to fully restore both the body and mind of another. Restores all HP and MP of a single party member while incapacitating self. Inflicts Brush of Death onto self.
* Mighty Guard: By reducing the amount of aether used for offense, more becomes available for the creation of a strong barrier. Reduces damage taken by 40% while reducing damage dealt by 40% and increasing enmity generation. Effect ends upon reuse.
* Alpine Draft: Deals wind damage to all enemies in a straight line.
* Northerlies: Magically generates a blizzard similar to how a yeti chills its own breath to such great extent that the gust of air rapidly freezes ambient water aspected aether. Deals ice damage to all damage in a cone before the caster. Enemies affected by Dropsy are frozen. The effect of Dropsy is also removed.
* Electrogenesis: This technique spits a bubble of water that takes on an electrical charge that gives prey a nasty shock upon impact. Deals lightning damage to target and all enemies nearby it.
* Chirp: This spell mimics the queer cry of the paissa, which is known to impart those who hear it with the answer to life, the universe, and everything; an experience to which the mind reacts by shutting down entirely, plunging its host into a deep slumber.
* Eerie Soundwave: Generates an unsettling tone that can only be described as "gods-awful". Harnessing said tone, the mage can disrupt certain harmonious aetherial frequencies and nullify their beneficial effects.
* Gobskin: This technique allows one to weave a thin, skintight veil of aether across their entire body, handily augmenting the usual defenses. Creates a barrier around self and all nearby party members that absorbs damage. Barrier strength increases when under the effect of Aetherial Mimicry: Healer.
* Frog Legs: An incantation-like song that sounds much like a frog being run over by a carriage. Provokes nearby by enemies.
* Whistle: This technique is a psychological self-suggestion. When the proper pitch is attained, the body will respond by producing adrenaline, which can be used to advantage in combat, increasing the potency of the next physical damage spell by 80%.
* Revenge Blast: A close-quarter technique which allows the mage to harness his own feelings of desperation at being driven closer to death and launch a last-ditch offensive. Deals physical damage that is boosted by 10 times when under 20% health.
* Exuviation: This spell enhances the body's natural detoxification processes, stimulating organs and the growth of new tissue. Restores own HP and the HP of all nearby party members, as well as removing one detrimental effect from all nearby party members. Cure potency is drastically increased several times when under the effect of Aetherial Mimicry: Healer.
* Reflux: This technique strikes a foe with a ball of concentrated electricity that causes the body to seize as if being crushed by monumental weight. Deals lightning damage and inflicts Heavy +40%. Ignores target's Heavy resistance.
* Mind Blast: Primarily used by soulflayers, Mind Blast assaults nearby foes' perceptions, tormenting them with the sensation of manifold cuts. Senses overwhelmed, victims' bodies react as if perception were reality, leaving them wounded and paralyzed.
* Eruption: Necessitating the skill to manipulate currents beneath the earth as Ifrit does, Eruption drives the fire within the land above ground in a burst of explosive flame, creating an effect similar to that of a volcano, dealing fire damage to all enemies at a designated location. 
* Level 5 Petrify: This curse takes advantage of the hubris that living creatures tend to fall prey to upon reaching certain milestones in development, targeting mental weaknesses to give foes a paralyzing reminder of their own fallibility. Petrifies all enemies in a cone before the caster. Enemy level must be a multiple of 5 and can't be higher than the caster.
* The Ram's Voice: Scholars theorize that this particular spell was born of the variety of aetherial manipulation often performed by northern rams to survive the harsh climes of high elevations, but when ram became chimerical head, it began to favor offense over defense. Deals ice damage to all nearby enemies and inflicts Deep Freeze.
* The Dragon's Voice: The blue mage's ability to precisely direct volatile levin to form the smooth ring produced by this spell is owed to the chimera from which the technique was learned, and whose control of lightning aether was, in turn, owed to its draconic head. Deals thunder damage to all enemies and inflicts Paralysis within a ring shape radius. Enemies within an 8 yard radius will be unaffected. Potency is significantly increased when enemy is afflicted with Deep Freeze, but removes the Deep Freeze status.
* The Look: This technique requires using the position of one's own eyes to anchor arcane geometries in which to concentrate aether. The user then expels the aether, propelled by ill will, in the direction of his gaze, though this tends to earn him a fair bit of ire in return. Deals unaspected damage to all enemies in a cone and also increases enmity.
* Glower: Glower involves funneling aether through the eyes as if they were arcane circles, much like its sister spell, The Look. Its highly concentrated aether strikes foes like a levinbolt, leaving their skin singed and muscles seizing. Deals lightning damage to all enemies in a line and inflicts Paralysis.
* Flying Frenzy: Replicating this technique requires magically altering one's own state of mind to mimic that of a zu. The flying strike that results surpasses normal physical limitations, but requires dispensing with caution in favor of an all-consuming rage, the sensible mage will shield himself with aether first. Delivers a jumping physical attack to target and all enemies nearby it.
* Song of Torment: The Song of Torment carries in its melody a malicious enchantment. It ensnares the listener's spirit, inducing phantom pain that soon becomes physical as the body struggles to process the mind's trauma. Deals unaspected damage then deals even more damage over time for 30 seconds.
* Sharpened Knife: By manipulating aether to harness feelings of resentment, one hones a keener blade for driving into the heart of the enemy. Deals unaspected damage that doubles if target is stunned.
* Moon Flute: This technique imitates a peculiar flute wrested from the grasp of a vanquished voidsent. Grants the effect of Waxing Nocturne, increasing damage dealt by 50% and movement speed by 30% for 15 seconds. When effect ends, the user is afflicted with Waning Nocturne, preventing the use of auto-attack, weaponskills, spells, or abilities.
* Doom: This mortal curse merely hints that one's time may be nigh. For particularly suggestible opponents, however, this is enough, the looming spectre of death will send them leaping to their graves. Inflicts Doom on target. When effect expires, the target will be KO'd. Has no effect on enemies whose level is higher than the caster.
* Flame Thrower: The jet of flame produced by this technique manifests from a burst of fire-aspected aether. Deals fire damage to all enemies in a cone.
* Feather Rain: Feather Rain, as swift and brutal as most of Garuda's skills, puts the force of a gale behind a storm of sharp plumes, afflicting foes with innumerable cuts and lashes that cause lingering agony. Deals wind damage to all enemies at a designated location. Victims suffer wind damage over time for 6 seconds.
* Mountain Buster: In a devastating recreation of one of Titan's most fearsome techniques, Mountain Buster strikes opponents with an upheaval of earth-aspected aether, as if the land itself were ripping free of its confines to pulverize its defilers, or any unfortunate bystanders. Deals massive earth damage to all enemies in a cone.
* High Voltage: An industrial form of machina-based aetherial manipulation developed and adapted by the Allagan Empire. Through the compression of ambient lightning-aspected aether, the caster floods the vicinity with highly charged arcs of electricity. Deals lightning damage to all nearby enemies and inflicts Paralysis. Potency and Paralysis duration is increased if target is inflicted with Dropsy.
* Diamondback: Diamondback weaves earth-aspected aether into a hard mineral shield, mimicking what many describe as the “maddening” effect of shelled dragons' carapaces. Though its defensive properties are superlative, its weight makes it impossible for the caster to move while under its aegis. Reduces damage taken by 90% and nullifies most knockback and draw-in effects for 10 seconds. Unable to move or take action for the duration of this effect. If used when Waxing Nocturne is active, its effect will transition immediately to Waning Nocturne. 
* Aqua Breath: The most quintessential of water-aspected blue magicks. A competent mage will not only use its bubbles to smother nearby enemies, but also incorporate poisons, sealing the fates of any survivors. Deals water damage to all enemies in a cone. Inflicts Dropsy, dealing water damage over time for 12 seconds.
* Snort: Typhon's signature technique produces gale-force winds by propelling concentrated air through the nostrils, though mages recreate the gust externally, for the sake of nasal integrity. In addition to buffeting foes backward, it appears to have a detrimental effect on its target's mental state.
* 4-tonze Weight: This technique crushes adversaries beneath a phantom weight. Due to reticence in the scholastic community regarding certain forms of testing, whether the weight applied feels like that of four full tonzes is a question that remains unanswered. Drops a 4-tonze weight dealing unaspected damage to all enemies at a designated location, inflicting Heavy 40% for 30 seconds.
* Ink Jet: The spell infuses aetherially concentrated water with whatever impure substances are most readily available to create and expel a synthetic “ink,” blinding opponents. Deals unaspected damage to all enemies in a cone, inflicting Blind.
* Veil of the Whorl: This fearsome magic, inspired by Leviathan, creates an aqueous film of water collected from the atmosphere. Though a veil in the sense of offering protection from outside forces, it also functions as a mirror, reflecting foes' aether back upon them. Counters enemies with water damage every time he suffers damage for 30 seconds.
* Shock Strike: Shock Strike, never so imposing as when cast by Ramuh, calls down a bolt from the heavens. Though measurements are difficult to come by, its power is thought to far exceed that of levinbolts found in nature, resembling a warhammer crashing to the earth. Deals massive lightning damage to target and all enemies nearby it.
* Missile: A magical imitation of warmachina technology, this technique allows the user to fire a barrage of aetherial missiles. When efficacious, which, bear in mind, is not guaranteed, it sends a shock through the foe that appears to resonate more the greater their vitality. Deals damage equal to half target's current HP. Has no effect on enemies whose level is higher than your own.
* Fire Angon: This spell imbues a long-headed spear called an “angon”─or rather, an aetherial replica of the same─with fire-aspected aether and propels it across the field at enemy combatants.
* Glass Dance: To fully replicate this technique, beloved of Shiva, the blue mage calls forth a bow of aether from which she fires a hail of razor-sharp icicles. Deals massive ice damage to all enemies in a wide arc to the fore and flanks.
* Abyssal Transfixion: Abyssal Transfixion weaves aether into a globe of blades that are then plunged inward to pierce a target in unison. This harrowing experience generally has the effect of paralyzing said target with a visceral terror, making it an invaluable addition to one's arsenal. Deals physical damage and inflicts Paralysis.
* Pom Cure: Restores target's HP. Cure potency is increased 5 times when under the effect of Aetherial Mimicry: Healer.
* Cactguard: Wild sabotenders are believed to have developed this ability to channel their aether toward others as a means of protecting particularly fruitful members of their species. Reduces target party member's damage taken by 5% for 6 seconds. Increases damage reduction to 15% when under the effect of Aetherial Mimicry: Tank.
* Devour: This technique, when reproduced by the blue mage, involves not the devouring of rent flesh, but rather heals and invigorates its caster through the absorption of aether. Deals unaspected damage and increases maximum HP by 20% for 15 seconds. Restores an amount of own HP equal to damage dealt. When under the effect of Aetherial Mimicry: Tank, increase the duration from 15 to 70 seconds.
* Surpanakha: This spell subtly manipulates earth-aspected aether to draw metallic particles from nearby mineral deposits, then propels them forward in an expansive wave to pierce foes' flesh like shrapnel. Deals earth damage to all enemies in a cone. Grants Surpanakha's Fury, increasing potency of Surpanakha by 50% up to 3 times. Can hold up to a maximum of 4 charges.
* White Knight's Tour: Developed as an efficient means for subduing heretics, this spell unleashes a concentrated wave of aether that sears and warps the flesh, leaving its target pained and stumbling, particularly if said target has already succumbed to mental torments. Deals unaspected damage to all enemies in a straight line. Potency is doubled when enemies are bound. The Bind effect is removed. Inflicts Slow +20%.
* Black Knight's Tour: Never particularly concerned with mercy, the Holy See intended this spell to crush heretics' spirits with a mentally destabilizing beam of aether. If the target is already suffering from physical distress, all the better. Deals unaspected damage to all enemies in a straight line. Potency is doubled when enemies are under the effect of Slow. The Slow effect is also removed. Inflicts Bind.
* Level 5 Death: One of several voidsent curses that rely upon the hubris that living creatures fall prey to upon reaching certain growth malmstones, this spell twists its way into a victim's mind, causing such acute distress that the body's organs are forced to shut down. KOs all nearby enemies. Enemy level must be a multiple of 5. Has no effect on enemies whose level is higher than the caster.
* Protean Wave: This technique originates with the living liquid, which coalesces about a hydrate core that allows it to dispense its own fluid in a violent flood. The magically reproduced version, correctly applied, is equally effective in sweeping away even the bulkiest of foes. Deals water damage to all enemies in a cone and knocks them back 15 yards.
* Kaltstrahl: To employ this technique, it is first necessary to replicate the panzer doll's fearsome spear, which is then swung in an arc to cut foes down quicker than they can blink. Deals physical damage to all enemies in a cone.
* Magic Hammer: This technique, simply put, drops a massive metal, or, in many cases, aetherial─hammer directly upon a foe's pate with resounding impact. Such foes understandably find their mental acuity somewhat reduced thereafter. Deals unaspected damage to target and all enemies and lowers their intelligence and mind attributes by 10% for 10 seconds. Restores 10% of maximum MP to self for each enemy hit.
* Avail: In nature, the queen hawk secretes a particular pheromone when threatened that encourages her adoring swarm to put itself in harm's way in her name. The astute caster may create a similar effect by magical means, acquiring himself a “meat shield”. Direct damage intended for you to another party member for 12 seconds. Can only be executed when member is closer than 10 yards.
* Launcher: This spell, particularly effective on the gullible, conjures a volley of illusory missiles, fooling foes into feeling as if they have met the singularly unpleasant fate of being fired upon by Garlean magitek and causing their bodies to react accordingly. Delivers an attack to all nearby enemies randomly dealing 50%, 30%, 20%, or 10% of their HP. Has no effect on enemies whose level is higher than the caster.
* Perpetual Ray: The concentrated heat that comprises Perpetual Ray has the capacity to deaden nerve endings and sever links between mind and muscle. By directing the beam with particular finesse, the savvy mage can render a foe entirely immobile. Deals unaspected damage and Stuns the target. Ignores target's Stun resistance.
* Angel Whisper: The origin of this revitalizing spell is steeped in mystery, as it requires healing aether be amplified through a familiar that appears for all the world to be a messenger from the heavens. Resurrects target to a weakened state.
* Condensed Libra: Condensed Libra allows for the rapid analysis and amplification of a foe's weaknesses. Afflicts target with Physical Attenuation, Astral Attenuation, or Umbral Attenuation that lasts for 30 seconds. Physical Attenuation Effect: Increases damage taken from physical attacks by 5%. Astral Attenuation Effect: Increases damage taken from fire-, wind-, and lightning-aspected attacks by 5%. Umbral Attenuation Effect: Increases damage taken from water-, earth-, and ice-aspected attacks by 5%. Only one of these statuses can be applied to a target at a time.
* Aetherial Mimicry: Aetherial Mimicry allows the mage to match his aetherial wavelength to that of another person, granting the same benefits as their hard-won combat training. Mirror the aetherial properties of the target, granting himself a beneficial effect corresponding with the target's role. If target is a tank, grants Aetherial Mimicry: Tank, increasing his defense and augmenting certain blue magic spells. If target is a DPS, grants Aetherial Mimicry: DPS, increasing critical hit rate and direct hit rate by 20%. If target is a healer, grants Aetherial Mimicry: Healer, increasing healing magic potency by 20% and augmenting certain blue magic spells. Cannot be cast on self. Effect ends upon reuse.
* Quaser: Calling upon a rain of aetherial stars like that delivered unto those who upset Sophia's precious harmony, this spell leaves foes shaking from both the impact of a sky fallen and the thought of what fell fate it may portend. Deals a lot of unaspected damage to all nearby enemies.
* J Kick: The signature move of Brute Justice, this technique involves unleashing the full force of justice, delirium unsuspected, static tuned in to reason─before falling back right in with the system, falling back to the end. Delivers a jumping physical attack that deals a lot of damage to target and all enemies nearby it.
</tabber>
==Gallery==
Warrior_of_Light_Legacy_Render_Fixed.png|Legacy Version
FFXIV OST Ultima Theme - Part 1 ( The Maker's Ruin )
FFXIV Shadowbringers OST - More Than Truth
==Notable Matchups==
Victories:
Suika Ibuki (Touhou Project) Suika's Profile (Meteor was restricted to the Warrior (Tank) role and his "Post-Heavensward" Key was used. Both started 30 feet apart. Battle took place on the Moon's Barrens (FFXIV). Speed was equalized)
Losses:
Inconclusive:
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