Comrades Abilities

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Placeholder for tables.

Royal Sigils

Ability Name Description Availability How to Obtain
Healing Light Enables the bearer's curative spells to recover more HP across a wider range.
Untouchable Enables the bearer to provoke enemies and dodge their attacks. Also enables the user to unleash a toppling Vaccuum Wave when dodging attacks at the last minute with (dodge button).
Aerial Ace Enables the bearer to use (directional stick/button and attack button) to take an invulnerable step in midair after attacking. Costs MP. Also boosts the power of midair attacks.
Multicast Enables the bearer to cast two offensive spells in a row by expending more MP. Also increases MP recovery rate.
Cheer Enables the bearer to cheer on their comrades and imbue them with positive status effects, providing up to five boosts in total.
Omniguard Enables the bearer to conjue a protective barrier that increases defense and recovery by gradually expending more MP.
Aura Replaces the bearer's curative spell with Aura, which greatly increases the target's attack for a short time.
Spectral Arms Replaces the bearer's offensive spell with the ability to conjure an arsenal of eight special armaments and wield one of them by pressing (attack button).
Dragoon Drain Replaces the bearer's offensive spell with a devastatingly powerful Jump attack that expends their remaining MP. Also changes curative spells into Lancet attacks that drain both HP and MP.
Elemancy Replaces the bearer's offensive spell with the ability to temporarily imbue the surrounding area with elemental properties when wielding an elementally-aligned weapon.
Rampage Replaces the bearer's warp-strikes, charge attacks, and offensive spells with powerful martial arts attacks. String together combos to unleash a powerful special attack.
Graviton Replaces the bearer's offensive spell with a powerful gravitational force that draws enemies close, grouping targets together while also limiting their abilities.
Revitalize Replaces the bearer's offensive spell with one that gradually restores their comrades' maximum HP by sacrificing their own.

Curative Spells

Ability Name Description Availability How to Obtain
Curative Spell:
Temper
Caster's default curative spell also boosts the target's attack.
Curative Spell:
Tempera
Caster's default curative spell also boosts the target's attack.
Curative Spell:
Temperga
Caster's default curative spell also boosts the target's attack.
Curative Spell:
Esuna
Caster's default curative spell also cures the target of various status ailments.
Curative Spell:
Poisona
Caster's default curative spell also cures the target of poison.
Curative Spell:
Cure
Caster's default curative spell changes into stronger health-restoring magic.
Curative Spell:
Cura
Caster's default curative spell changes into superior health-restoring magic.
Curative Spell:
Curaga
Caster's default curative spell changes into superlative health-restoring magic.
Curative Spell:
Protect
Caster's default spell also boosts the target's defense.
Curative Spell:
Protectra
Caster's default spell also boosts the target's defense.
Curative Spell:
Protectga
Caster's default spell also boosts the target's defense.

Offensive Spells

Ability Name Description Availability How to Obtain
Offensive Spell:
Dia
Caster's default offensive spell changes into light-type elemental magic.
Offensive Spell:
Diara
Caster's default offensive spell changes into superior light-type elemental magic.
Offensive Spell:
Diaga
Caster's default offensive spell changes into superlative light-type elemental magic.
Offensive Spell:
Spare Change
Caster's default offensive spell changes into an attack that uses 5,000 gil.
Offensive Spell:
Blizzard
Caster's default offensive spell changes into ice-type elemental magic.
Offensive Spell:
Blizzara
Caster's default offensive spell changes into superior ice-type elemental magic.
Offensive Spell:
Blizzaga
Caster's default offensive spell changes into superlative ice-type elemental magic.
Offensive Spell: Thunder Caster's default offensive spell changes into lightning-type elemental magic.
Offensive Spell:
Thundara
Caster's default offensive spell changes into superior lightning-type elemental magic.
Offensive Spell:
Thundaga
Caster's default offensive spell changes into superlative lightning-type elemental magic.
Offensive Spell:
Fire
Caster's default offensive magic changes into fire-type elemental magic.
Offensive Spell:
Fira
Caster's default offensive spell changes into superior fire-type elemental magic.
Offensive Spell:
Firaga
Caster's default offensive spell changes into superlative fire-type elemental magic.
Offensive Spell:
Electropulse
Caster's default offensive spell changes into devastating attack that uses 10,000 kW of electricity.

Charge Strikes

Ability Name Description Availability How to Obtain
Charge Strike:
Flash of Steel
Enables the bearer's curative spells to recover more HP across a wider range.
Charge Strike:
Lion's Roar
Charge attacks become powerful slashing waves of energy that cost MP.
Charge Strike:
1,000 Needles
Charge attacks change into needle barrages that cost MP.
Charge Strike:
10,000 Needles
Charge attacks change into overwhelming needle barrages that cost MP.
Charge Strike:
Clearout
Charge attacks change into wide-ranged sweeping attacks that cost MP.
Charge Strike:
Savage Swipe
Charge attacks change into critical strikes that cost MP.
Charge Strike:
Chaosbringer
Charge attacks become powerful forward thrusts.

Warp Strike Combos

Ability Name Description Availability How to Obtain
Warp Combo:
Thundara
Casts a superior lightning-type elemental spell after a successful warp-strike.
Warp Combo:
Thundaga
Casts a superlative lightning-type elemental spell after a successful warp-strike.
Warp Combo:
Blizzard
Casts an ice-type elemental spell after a successful warp-strike.
Warp Combo:
Fira
Casts a superior fire-type elemental spell after a successful warp-strike.
Warp Combo:
Firaga
Casts a superlative fire-type elemental spell after a successful warp-strike.

Passive Abilities and Modifiers

Ability Name Description Availability How to Obtain
Stoneproof Prevents petrification.
Strong Occasionally prevents attack reduction.
Deathward Increases resilience of barriers projected when in danger.
Flamebound Standard attacks inflict fire-type elemental damage.
Stormbound Standard attacks inflict lightning-type elemental damage.
Frostbound Standard attacks inflict ice-type elemental damage.
Lightbound Standard attacks inflict light-type elemental damage.
Anti-Confusion Occasionally prevents confusion.
Anti-Poison Occasionally prevents poison.
Anti-Death Occasionally prevents instant death.
Anti-Stone Occasionally prevents petrification.
Sturdy Occasionally prevents defense reduction.
Eversturdy Prevents defense reduction.
Deathproof Prevents instant death.
Anti-Stop Occasionally prevents stop.
Immaculate Prevents the wearer from getting dirty.
Immune Prevents all status ailments.
Resilient Occasionally prevents all status ailments.
Sapient Occasionally prevents magic reduction.
Spirited Occasionally prevents spirit reduction.
Poisonproof Prevents poison.
Stopproof Prevents stop.
Confuseproof Prevents confusion.
Manastrike Increases damage output by 30% at a cost of 5 MP. Can be stacked.
Manastrike II Increases damage output by 80% at a cost of 10 MP. Can be stacked.
Manastrike X Increases damage output by 200% at a cost of 15 MP. Can be stacked.

Active Abilities and Modifiers

Ability Name Description Availability How to Obtain
Last Chance Critical hit rate increases by up to 10% when HP falls below 30%.
Last Chance II Critical hit rate increases by up to 20% when HP falls below 30%.
Last Chance X Critical hit rate increases by up to 30% when HP falls below 30%.
Intimidator Damage output increases by 10% against smaller enemies.
Intimidator II Damage output increases by 30% against smaller enemies.
Intimidator X Damage output increases by 50% against smaller enemies.
Stoptouch Standard attacks have a small chance of stopping enemies in their tracks for 1 second.
Stoptouch II Standard attacks have a small chance of stopping enemies in their tracks for 2 seconds.
Stoptouch X Standard attacks have a small chance of stopping enemies in their tracks for 3 seconds.
Trachyon Boost Damage output increases by 10% when warp-striking an enemy.
Trachyon Boost II Damage output increases by 20% when warp-striking an enemy.
Trachyon Boost X Damage output increases by 30% when warp-striking an enemy.
Helmsplitter Standard attacks have a small chance of weakening enemies' defenses by 10%.
Helmsplitter II Standard attacks have a small chance of weakening enemies' defenses by 20%.
Helmsplitter X Standard attacks have a small chance of weakening enemies defenses by 30%.
Punisher Damage output increases by 10% against vulnerable enemies.
Punisher II Damage output increases by 30% against vulnerable enemies.
Punisher X Damage output increases by 50% against vulnerable enemies.
Threat Strike First hit of a combo draws enemies' attention.
Prime Boost Damage output increases by 10% while at full health.
Prime Boost II Damage output increases by 30% while at full health.
Prime Boost X Damage output increases by 50% while at full health.
Charge Boost Charge attacks deal 10% more damage.
Charge Boost II Charge attacks deal 30% more damage.
Charge Boost X Charge attacks deal 50% more damage.
Everyone's Grudge Damage output increases by 30% when party's average HP falls below 30%.
Everyone's Rancor Damage output increases by 50% when party's average HP falls below 30%.
Everyone's Enmity Damage output increases by 100% when party's average HP falls below 30%.
Turnabout Boost Damage output increases by 10% for each enemy on the field, maxing out at 100%.
Turnabout Boost II Damage output increases by 10% for each enemy on the field, maxing out at 100%.
Turnabout Boost X Damage output increases by 30% for each enemy on the field, maxing out at 100%
Bonecrusher Standard attacks have a small chance of reducing enemies' attack power by 10%.
Bonecrusher II Standard attacks have a small chance of reducing enemies' attack power by 20%.
Bonecrusher X Standard attacks have a small chance of reducing enemies' attack power by 30%.
Rush Boost Damage output increases by 1% with each consecutive strike, maxing out at 100%.
Rush Boost II Damage output increases by 2% with each consecutive strike, maxing out at 100%.
Rush Boost X Damage output increases by 3% with each consecutive strike, maxing out at 100%
Brink Boost Damage output increases by up to 70% when HP falls below 30%.
Brink Boost II Damage output increases by up to 100% when HP falls below 30%.
Brink Boost X Damage output increases by up to 150% when HP falls below 30%.
Crusher Damage output increases by 10% when targeting enemy appendages.
Crusher II Damage output increases by 30% when targeting enemy appendages.
Crusher X Damage output increases by 50% when targeting enemy appendages.
Air Supremacy Damage output increases by 10% when attacking in midair.
Air Supremacy II Damage output increases by 30% when attacking in midair.
Air Supremacy X Damage output increases by 50% when attacking in midair.
Lifedrain Standard attacks have a chance of draining HP equivalent to 10% of damage inflicted. Can be stacked.
Lifedrain II Standard attacks have a chance of draining HP equivalent to 30% of damage inflicted. Can be stacked.
Lifedrain X Standard attacks have a chance of draining HP equivalent to 50% of damage inflicted. Can be stacked.
Tempting Tango Performs a dance that boosts the power of charge attacks.
Warp Saver Reduces MP cost of warping by 10%.
Warp Saver II Reduces MP cost of warping by 20%.
Warp Saver X Reduces MP cost of warping by 30%.
Barrier Saver Reduces MP cost of projecting a barrier by 20%.
Barrier Saver II Reduces MP cost of projecting a barrier by 30%.
Barrier Saver X Reduces MP cost of projecting a barrier by 50%.
Good Fortune Increases experience points received for defeating an enemy by 20%.
Parry Boost Damage output increases by 10% when countering a parried attack.
Parry Boost II Damage output increases by 30% when countering a parried attack.
Parry Boost X Damage output increases by 50% when countering a parried attack.
Penetrator Reduces target's defense by 30% when attacking.
Penetrator II Reduces the target's defense by 40% when attacking.
Penetrator X Reduces the target's defense by 50% when attacking.
Sidestep Enables the user to evade attacks mid-combo with (directional stick/button, attack button).
Undaunted Damage output increases by 10% against larger enemies.
Undaunted II Damage output increases by 30% against larger enemies.
Undaunted X Damage output increases by 50% against larger enemies.
Critical Boost Increases critical hit rate by 10%.
Critical Boost II Increases critical hit rate by 15%.
Critical Boost X Increases critical hit rate by 20%.
Face-off Boost Damage output increases by 10% when fighting against fewer enemies.
Face-off Boost II Damage output increases by 20% when fighting against fewer enemies.
Face-off Boost X Damage output increases by 30% when fighting against fewer enemies.
Blade Dance Performs a dance that boosts the power of charge attacks.
Supercharge Strike Charge attacks build more power to deal greater damage.
Finisher Final hit of a combo deals 10% more damage.
Finisher II Final hit of a combo deals 20% more damage.
Finisher X Final hit of a combo deals 50% more damage.
Poisontouch Standard attacks have a small chance of poisoning enemies for 20 seconds.
Poisontouch II Standard attacks have a small chance of poisoning enemies for 45 seconds.
Poisontouch X Standard attacks have a small chance of poisoning enemies for 90 seconds.
Deathtouch Standard attacks have a small chance of inflicting instant death.
Deathtouch II Standard attacks have a small chance of inflicting instant death.
Deathtouch X Standard attacks have a small chance of inflicting instant death.
Sentinel Grants a 10% chance of negating all damage from enemy attacks.
Sentinel II Grants a 20% chance of negating all damage from enemy attacks.
Sentinel X Grants a 30% chance of negating all damage from enemy attacks.
Combosmosis Replenishes 10 MP after delivering 6 consecutive strikes.
Combosmosis II Replenishes 20 MP after delivering 6 consecutive strikes.
Soulsiphon Standard attacks have a chance of draining MP equivalent to 5% of damage inflicted.
Soulsiphon X Standard attacks have a chance of draining MP equivalent to 25% of damage inflicted.
Jitterbug Performs a dance when casting a curative spell that boosts attack and defense.
Master Thief Increases item drop rate after defeating an enemy.

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