Field Skills

Field Skills are used by Adventurers to assist themselves (or hinder others) based on the class they are. Some activate randomly, while some are always active. Every Job in the game has its own field skill. Some are mimicked by certain Accessories or Items, while others are completely unique. Unlike Adventurer Battle Skills, Field Skills can only be used by the class they are associated with.
==Field Skills by Class==
Job 	Field Skill 	Effect
Warrior 	War Cry 	Buffs AT by 20% for about a week. Activated randomly at the start of your turn.
Magician 	Field Magic Combo	
You can use two Field Magic in a turn.
Thief 	Pickpocket 	Steal a random item or field magic when passing another player on the board.
Cleric 	Holy Aura 	Heals half your max HP. Activated randomly at the start of your turn.
Spellsword 	Barrier 	Occasionally reflects field magics back to the caster. This activates about 50% of the time.
Alchemist 	Duplicate 	Duplicate a random Item or Field Magic in your inventory. Activated randomly at the start of your turn.
Ninja 	Item Combo 	You can use two Items in a turn, except for when you use movement-type item first.
Monk 	Fire Up 	As your HP goes down, your other stats go up.
Acrobat 	Play Dead 	50% chance of reviving the Adventurer to 1/2 max HP. Applies before Revivals, but after Deathblocks.
Robo Knight	GOTO System 	Allows you to move 0–6 spaces of your choosing. Activated randomly at the start of your turn.
Hero 	Full Combo 	Allows you to use both an Item and a Field Magic in the same turn.
Darkling 	Dark Arts 	The Darkling begins each turn by spinning a Dark Art Spinner, which provide Dark Art points. These points can be spent on Dark Arts, which replace the player's Bag during Darklingdom. Only one Dark Art can be used each turn, but there is no limit to the number of times each skill can be used.
Category:Skills
Category:Game mechanics
Category:Field Skills
Category:Actions