A target-centered attack deals ordinary and mental damage and can Stun.
A target-centered attack deals ordinary and mental damage and can Stun. The listed Stun chance against NPCs is 100%. Defense rises with the number of targets hit. Mental damage is not defined in the regional translation.
Rush to the target, deal damage, and restore mental power.
Rush to the target, deal damage, and restore mental power. The source also mentions stagger-gauge damage, although the recovery and gauge clauses are merged in translation.
After a successful block, damage enemies around the selected target with a chance to apply Seal.
After a successful block, damage enemies around the selected target with a chance to apply Seal. The listed Seal chance against NPCs is 100%. Also damages the stagger gauge.
Temporarily improves damage reduction from blocked frontal attacks and guarantees up to two consecutive weapon blocks.
Temporarily improves damage reduction from blocked frontal attacks and guarantees up to two consecutive weapon blocks. A successful block restores MP and the resource translated as mobility, which may mean Stamina.
Quickly rush to the target, damage it, and temporarily reduce its Defense.
Quickly rush to the target, damage it, and temporarily reduce its Defense. Damage increases against a target with an Impact-type condition. Also damages the stagger gauge.
Damages targets under specified controls: the translation lists Knockdown twice and Aerial Bound.
Damages targets under specified controls: the translation lists Knockdown twice and Aerial Bound. There is also a chance to activate against an incapacitation-immune target. Stagger-gauge damage is mentioned, but the source does not clearly separate that damage from the alternate trigger.
Damages an enemy and can knock it down. The NPC clause gives a 100% chance but calls the effect Killing rather than Knockdown, an unresolved translation inconsistency. Also damages the stagger gauge; this wording does not establish an instant-kill effect.
Temporarily prevents the caster and nearby party members from falling below an unspecified HP floor.
Temporarily prevents the caster and nearby party members from falling below an unspecified HP floor. Certain powerful attacks bypass this protection. Under the invincibility non-stacking restriction, Perseverance, Rescue, and Enchantment Spell cannot be applied for 30 seconds.
Increases maximum HP and the quantity translated as natural HP, immediately restores HP, and persists through death.
Increases maximum HP and the quantity translated as natural HP, immediately restores HP, and persists through death. Natural HP likely refers to regeneration, but the source does not say so unambiguously.
Improves PvE/PvP damage and PvE/PvP damage resistance for the caster and nearby party members.
Improves PvE/PvP damage and PvE/PvP damage resistance for the caster and nearby party members. Does not stack with Light of Protection: the higher-rank skill takes precedence, and this mantra takes precedence when both ranks are equal.
Damage enemies around the selected target. A hit temporarily enables Dark Crush against that target; the source does not describe Dark Crush's separate mechanics.
Raises movement speed for the caster and nearby party members.
Raises movement speed for the caster and nearby party members. Landed attacks also have a chance to restore HP. The translation does not specify whether that triggered heal affects only the attacker or the whole group.
Temporarily raises combat speed for the caster and nearby party members and reduces skill cooldowns.
Temporarily raises combat speed for the caster and nearby party members and reduces skill cooldowns. Wind Power and the Cleric effect translated as Earth Blessing cannot be applied together for one minute.
Landed attacks temporarily lower the target's PvE and PvP damage resistance, with a ten-second cooldown.
Landed attacks temporarily lower the target's PvE and PvP damage resistance, with a ten-second cooldown. This reduction does not apply alongside the Cleric effect translated as Pain Chain; that effect takes precedence.
Landed attacks build Protective Array, with a 0.5-second stack-trigger cooldown.
Landed attacks build Protective Array, with a 0.5-second stack-trigger cooldown. Ten stacks are consumed to grant a sacred barrier to the caster and party. Reaching ten stacks while the barrier is already present refreshes it instead.
Damages enemies around the selected target and can apply Seal.
Damages enemies around the selected target and can apply Seal. Against NPCs the source gives a 100% chance but names both Seal and Restraint; it does not clearly establish whether these are separate effects or inconsistent translations.
Removes the caster's listed controls and grants Strong for status immunity.
Removes the caster's listed controls and grants Strong for status immunity. Knockdown appears twice before aerial restraint, Grab, Freeze, and Fear, leaving one intended label unresolved. Cooldown-reduction effects do not apply.
After Emergency Evasion, move toward the target and damage it with a chance to Stun.
After Emergency Evasion, move toward the target and damage it with a chance to Stun. The listed Stun chance against NPCs is 100%. Also damages the stagger gauge.
Damage enemies in front of the caster. Landing the attack temporarily increases Critical Damage amplification and healing amplification, stacking up to twice. Also damages the stagger gauge.
Damages a target with the condition translated as Qiu and knocks it down.
Damages a target with the condition translated as Qiu and knocks it down. The source does not define Qiu, so the prerequisite cannot be identified reliably.
Raises status resistance. Attacks involving shock, freezing, or fear also increase damage resistance and status resistance. A further clause gives 10% status resistance for five seconds when hit under breathlessness, Knockdown, aerial restraint, ice, or Fear, stacking up to ten times. The translated condition groups overlap and do not establish cleanly separate triggers.