Patch 5.0/Actions

Actions
Name Class Description
Rapid Synthesis III (Alchemist) Icon.png Rapid Synthesis III (Alchemist) Alchemist Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Steady Hand II (Alchemist) Icon.png Steady Hand II (Alchemist) Alchemist Improves action success rate by 30% for the next five steps.
Brand of the Elements (Alchemist) Icon.png Brand of the Elements (Alchemist) Alchemist Increases progress.
Efficiency: 100%
Success Rate: 90%
Reuse (Alchemist) Icon.png Reuse (Alchemist) Alchemist Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Trained Eye (Alchemist) Icon.png Trained Eye (Alchemist) Alchemist Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Delicate Synthesis (Alchemist) Icon.png Delicate Synthesis (Alchemist) Alchemist Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Trained Instinct (Alchemist) Icon.png Trained Instinct (Alchemist) Alchemist Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Preparatory Touch (Alchemist) Icon.png Preparatory Touch (Alchemist) Alchemist Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Byregot's Blessing (Alchemist) Icon.png Byregot's Blessing (Alchemist) Alchemist Increases quality.
Intensive Synthesis (Alchemist) Icon.png Intensive Synthesis (Alchemist) Alchemist Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Name of the Elements (Alchemist) Icon.png Name of the Elements (Alchemist) Alchemist For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Glittering Topaz Icon.png Glittering Topaz Arcanist Creates a barrier around you that absorbs damage totaling 20% of your maximum HP.
Duration: 30s

※This action cannot be assigned to a hotbar.

Egi Assault II Icon.png Egi Assault II Arcanist Orders your 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

Can only be executed while in combat.

Glittering Emerald Icon.png Glittering Emerald Arcanist Deals wind damage with a potency of 10 to target and all enemies nearby it.
Additional Effect: Creates a windstorm centered around the target, dealing damage to any enemies who enter
Potency: 10
Duration: 15s

※This action cannot be assigned to a hotbar.

Egi Assault Icon.png Egi Assault Arcanist Orders your 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

Can only be executed while in combat.

Preparatory Touch (Armorer) Icon.png Preparatory Touch (Armorer) Armorer Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Delicate Synthesis (Armorer) Icon.png Delicate Synthesis (Armorer) Armorer Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Name of the Elements (Armorer) Icon.png Name of the Elements (Armorer) Armorer For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Steady Hand II (Armorer) Icon.png Steady Hand II (Armorer) Armorer Improves action success rate by 30% for the next five steps.
Rapid Synthesis III (Armorer) Icon.png Rapid Synthesis III (Armorer) Armorer Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Intensive Synthesis (Armorer) Icon.png Intensive Synthesis (Armorer) Armorer Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Byregot's Blessing (Armorer) Icon.png Byregot's Blessing (Armorer) Armorer Increases quality.
Brand of the Elements (Armorer) Icon.png Brand of the Elements (Armorer) Armorer Increases progress.
Efficiency: 100%
Success Rate: 90%
Reuse (Armorer) Icon.png Reuse (Armorer) Armorer Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Trained Instinct (Armorer) Icon.png Trained Instinct (Armorer) Armorer Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Trained Eye (Armorer) Icon.png Trained Eye (Armorer) Armorer Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Combust III Icon.png Combust III Astrologian Deals unaspected damage over time.
Potency: 45

Duration: 30s

Malefic IV Icon.png Malefic IV Astrologian Deals unaspected damage with a potency of 240.
Divination Icon.png Divination Astrologian Increases damage dealt by self and nearby party members.
Duration: 15s
Can only be executed after obtaining three Seals of Arcana by playing at least three arcanum.
Effectiveness is determined by the number of different types of seals in play.
1 Seal Type: 4%
2 Seal Types: 5%

3 Seal Types: 6%

Play Icon.png Play Astrologian Triggers the effect of your drawn arcanum.

Only one arcanum can be drawn at a time.

Horoscope Icon.png Horoscope Astrologian Reads your fortune and those of nearby party members, granting them Horoscope.
Duration: 10s
Effect upgraded to Horoscope Helios upon receiving the effects of Helios or Aspected Helios.
Duration: 30s
Reading the cards a second time will restore the HP of those under either effect.
Horoscope Cure Potency: 200

Horoscope Helios Cure Potency: 400

Neutral Sect Icon.png Neutral Sect Astrologian Increases healing magic potency by 20%.
Additional Effect: Aspected Helios and Aspected Benefic receive the effects of both Diurnal Sect and Nocturnal Sect

Duration: 20s

Celestial Intersection Icon.png Celestial Intersection Astrologian Restores own or target party member's HP.
Cure Potency: 200
Diurnal Sect Effect: Erects a magicked barrier which nullifies damage equaling 200% of the amount of HP restored
Duration: 30s
Nocturnal Sect Effect: Regen
Cure Potency: 150
Duration: 15s
Effect cannot be stacked.

Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect.

Shadowbite Icon.png Shadowbite Bard Delivers an attack with a potency of 100 to target and all enemies nearby it.
Additional Effect: If the target is suffering from a Caustic Bite or Stormbite effect inflicted by you, Shadowbite potency is increased to 160 for one effect, or 220 for both.

Shares a recast timer with Sidewinder.

Burst Shot Icon.png Burst Shot Bard Delivers an attack with a potency of 230.
Additional Effect: 35% chance of becoming Straight Shot Ready

Duration: 10s

Apex Arrow Icon.png Apex Arrow Bard Delivers an attack with a potency of 500 to all enemies in a straight line before you.
Soul Voice Gauge Cost: 20
Potency increases as Soul Voice Gauge exceeds minimum cost.

Consumes Soul Voice Gauge upon execution.

Despair Icon.png Despair Black Mage Deals fire damage with a potency of 380.
Additional Effect: Grants Astral Fire III and removes Umbral Ice
Duration: 15s

Can only be executed while under the effect of both Enochain and Astral Fire.

Manafont Icon.png Manafont Black Mage Restores 30% of maximum MP.
Xenoglossy Icon.png Xenoglossy Black Mage Deals unaspected damage with a potency of 750.

Can only be executed while under the effect of Polyglot.

Umbral Soul Icon.png Umbral Soul Black Mage Grants Umbral Ice and 1 Umbral Heart.
Umbral Heart Bonus: Nullifies Astral Fire's MP cost increase for Fire spells and reduces MP cost for Flare by one-third

Can only be executed while under the effect of both Enochian and Umbral Ice.

Reuse (Blacksmith) Icon.png Reuse (Blacksmith) Blacksmith Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Intensive Synthesis (Blacksmith) Icon.png Intensive Synthesis (Blacksmith) Blacksmith Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Rapid Synthesis III (Blacksmith) Icon.png Rapid Synthesis III (Blacksmith) Blacksmith Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Steady Hand II (Blacksmith) Icon.png Steady Hand II (Blacksmith) Blacksmith Improves action success rate by 30% for the next five steps.
Trained Eye (Blacksmith) Icon.png Trained Eye (Blacksmith) Blacksmith Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Byregot's Blessing (Blacksmith) Icon.png Byregot's Blessing (Blacksmith) Blacksmith Increases quality.
Preparatory Touch (Blacksmith) Icon.png Preparatory Touch (Blacksmith) Blacksmith Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Brand of the Elements (Blacksmith) Icon.png Brand of the Elements (Blacksmith) Blacksmith Increases progress.
Efficiency: 100%
Success Rate: 90%
Name of the Elements (Blacksmith) Icon.png Name of the Elements (Blacksmith) Blacksmith For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Trained Instinct (Blacksmith) Icon.png Trained Instinct (Blacksmith) Blacksmith Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Delicate Synthesis (Blacksmith) Icon.png Delicate Synthesis (Blacksmith) Blacksmith Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
The Giving Land (Botanist) Icon.png The Giving Land (Botanist) Botanist Reduces the chance of obtaining HQ items to 0% but guarantees that shards, crystals, or clusters are obtained in addition to any item gathered from the node.
Stickler (Botanist) Icon.png Stickler (Botanist) Botanist Appraise a gathering node for collectables.

Increases item rarity by perception x0.5.
Does not affect item wear. Can only be used once on a single gathering node.
Uses one gathering attempt.
Pick Clean (Botanist) Icon.png Pick Clean (Botanist) Botanist Reduces the chance of obtaining HQ items to 0% but increases item yield by one or two. Number determined by your perception rating.
Does not increase item yield if all gathering node items start at 0%.
Mind of the Pioneer Icon.png Mind of the Pioneer Botanist Reduces the chance of obtaining items while gathering by 10%, while increasing the chance of obtaining HQ items by 20%. Does not increase chances for items which start at 0%.
Intensive Synthesis (Carpenter) Icon.png Intensive Synthesis (Carpenter) Carpenter Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Reuse (Carpenter) Icon.png Reuse (Carpenter) Carpenter Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Trained Instinct (Carpenter) Icon.png Trained Instinct (Carpenter) Carpenter Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Name of the Elements (Carpenter) Icon.png Name of the Elements (Carpenter) Carpenter For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Delicate Synthesis (Carpenter) Icon.png Delicate Synthesis (Carpenter) Carpenter Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Rapid Synthesis III (Carpenter) Icon.png Rapid Synthesis III (Carpenter) Carpenter Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Steady Hand II (Carpenter) Icon.png Steady Hand II (Carpenter) Carpenter Improves action success rate by 30% for the next five steps.
Byregot's Blessing (Carpenter) Icon.png Byregot's Blessing (Carpenter) Carpenter Increases quality.
Brand of the Elements (Carpenter) Icon.png Brand of the Elements (Carpenter) Carpenter Increases progress.
Efficiency: 100%
Success Rate: 90%
Trained Eye (Carpenter) Icon.png Trained Eye (Carpenter) Carpenter Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Preparatory Touch (Carpenter) Icon.png Preparatory Touch (Carpenter) Carpenter Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Intensive Synthesis (Culinarian) Icon.png Intensive Synthesis (Culinarian) Culinarian Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Reuse (Culinarian) Icon.png Reuse (Culinarian) Culinarian Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Rapid Synthesis III (Culinarian) Icon.png Rapid Synthesis III (Culinarian) Culinarian Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Brand of the Elements (Culinarian) Icon.png Brand of the Elements (Culinarian) Culinarian Increases progress.
Efficiency: 100%
Success Rate: 90%
Byregot's Blessing (Culinarian) Icon.png Byregot's Blessing (Culinarian) Culinarian Increases quality.
Preparatory Touch (Culinarian) Icon.png Preparatory Touch (Culinarian) Culinarian Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Delicate Synthesis (Culinarian) Icon.png Delicate Synthesis (Culinarian) Culinarian Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Trained Instinct (Culinarian) Icon.png Trained Instinct (Culinarian) Culinarian Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Steady Hand II (Culinarian) Icon.png Steady Hand II (Culinarian) Culinarian Improves action success rate by 30% for the next five steps.
Trained Eye (Culinarian) Icon.png Trained Eye (Culinarian) Culinarian Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Name of the Elements (Culinarian) Icon.png Name of the Elements (Culinarian) Culinarian For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Fan Dance Icon.png Fan Dance Dancer Delivers an attack with a potency of 150.
Additional Effect: 50% chance of granting Flourishing Fan Dance.
Duration: 20s
Can only be executed while while in possession of Fourfold Feathers.
Improvisation Icon.png Improvisation Dancer Dance to the beat of your own drum, granting Improvisation to self.
Improvisation Effect: Continuously increases Esprit Gauge while in combat.
Duration: 15s
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).
Cancels auto-attack upon execution.
Fan Dance III Icon.png Fan Dance III Dancer Delivers an attack with a potency of 200 for the first enemy, and 50% less for all remaining enemies.
Can only be executed while under the effect of Flourishing Fan Dance.
Technical Step Icon.png Technical Step Dancer Begin dancing, granting yourself Technical Step.
Duration: 15s
Action changes to Technical Finish while dancing.
Only Technical Finish, En Avant, and step actions can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Jete Icon.png Jete Dancer Perform a jete.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Bladeshower Icon.png Bladeshower Dancer Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Windmill
Combo Potency: 200
Combo Bonus: 50% chance of granting Flourishing Shower.
Duration: 20s
Pirouette Icon.png Pirouette Dancer Perform a pirouette.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Flourish Icon.png Flourish Dancer Grants you the effects of Flourishing Cascade, Flourishing Fountain, Flourishing Windmill, Flourishing Shower, and Flourishing Fan Dance.
Fountain Icon.png Fountain Dancer Delivers an attack with a potency of 100.
Combo Action: Cascade.
Combo Potency: 250
Combo Bonus: 50% chance of granting Flourishing Fountain
Duration: 20s
Action changes to Entrechat while dancing.
Bloodshower Icon.png Bloodshower Dancer Delivers an attack with a potency of 300 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: 50% chance of granting a Fourfold Feather
Can only be executed while under the effect of Flourishing Shower.
Fountainfall Icon.png Fountainfall Dancer Delivers an attack with a potency of 350.
Additional Effect: 50% chance of granting a Fourfold Feather
Can only be executed while under the effect of Flourishing Fountain.
Action changes to Pirouette while dancing.
Windmill Icon.png Windmill Dancer Delivers an attack with a potency of 150 to all nearby enemies.
Additional Effect: 50% chance of granting Flourishing Windmill
Duration: 20s
Fan Dance II Icon.png Fan Dance II Dancer Delivers an attack with a potency of 100 to all nearby enemies.
Additional Effect: 50% chance of granting Flourishing Fan Dance.
Duration: 20s
Can only be executed while in possession of Fourfold Feathers.
Entrechat Icon.png Entrechat Dancer Perform an entrechat.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Devilment Icon.png Devilment Dancer Increases critical hit rate and direct hit rate by 20%.
Duration: 20s
Additional Effect: Party member designated as your Dance Partner will also receive the effect of Devilment
Cascade Icon.png Cascade Dancer Delivers an attack with a potency of 200.
Additional Effect: 50% chance of granting Flourishing Cascade.
Duration: 20s
Action changes to Emboite while dancing.
Closed Position Icon.png Closed Position Dancer Grants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Devilment, and Curing Waltz with said party member.
Effect ends upon reuse.
Standard Step Icon.png Standard Step Dancer Begin dancing, granting yourself Standard Step.
Duration: 15s
Action changes to Standard Finish while dancing.
Only Standard Finish, En Avant, and step actions can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Standard Finish Icon.png Standard Finish Dancer Delivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
0 steps: 500
1 step: 750
2 steps: 1,000
Step Bonus: 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.
1 step: 2%
2 steps: 5%
Duration: 60s
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Crimson Lotus (Limit Break) Icon.png Crimson Lotus (Limit Break) Dancer Deals damage with a potency of 6150 to all targets in a straight line for 30y.
Curing Waltz Icon.png Curing Waltz Dancer Restores own HP and the HP of all nearby party members.
Cure Potency: 200
Additional Effect: Party member designated as your Dance Partner will also heal self and nearby party members.
Shield Samba Icon.png Shield Samba Dancer Reduces damage taken by self and nearby party members by 10%.
Duration: 15s
Effect cannot be stacked with bard's Troubadour or machinist's Tactician.
Technical Finish Icon.png Technical Finish Dancer Delivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
0 steps: 500
1 step: 750
2 steps: 1,000
3 steps: 1,250
4 steps: 1,500
Step Bonus: Grants Technical Finish and Esprit to self and party members
Damage bonus of Technical Finish varies with number of successful steps.
1 step: 1%
2 steps: 2%
3 steps: 3%
4 steps: 5%
Duration: 20s
Additional Effect: Activates the Esprit Gauge

Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

Saber Dance Icon.png Saber Dance Dancer Delivers an attack to target and all enemies nearby it with a potency of 600 for the first enemy, and 50% less for all remaining enemies.
Esprit Gauge Cost: 50
Ending Icon.png Ending Dancer Ends dance with your partner.
Reverse Cascade Icon.png Reverse Cascade Dancer Delivers an attack with a potency of 300.
Additional Effect: 50% chance of granting a Fourfold Feather.
Can only be executed while under the effect of Flourishing Cascade.
Action changes to Jete while dancing.
Rising Windmill Icon.png Rising Windmill Dancer Delivers an attack with a potency of 250 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: 50% chance of granting a Fourfold Feather.
Can only be executed while under the effect of Flourishing Windmill.
En Avant Icon.png En Avant Dancer Quickly dash 10 yalms forward.
Maximum Charges: 3
Cannot be executed while bound.
Emboite Icon.png Emboite Dancer Perform an emboite.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Edge of Shadow Icon.png Edge of Shadow Dark Knight Deals unaspected damage with a potency of 500.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Flood of Shadow.

Edge of Darkness Icon.png Edge of Darkness Dark Knight Deals unaspected damage with a potency of 350.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Flood of Darkness.

Living Shadow Icon.png Living Shadow Dark Knight Conjure a simulacrum of your darkside to fight alongside you.
Duration: 24s
Blood Gauge Cost: 50
Flood of Shadow Icon.png Flood of Shadow Dark Knight Deals unaspected damage with a potency of 300 to all enemies in a straight line before you.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Edge of Shadow.

Flood of Darkness Icon.png Flood of Darkness Dark Knight Deals unaspected damage with a potency of 250 to all enemies in a straight line before you.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Edge of Darkness.

Stalwart Soul Icon.png Stalwart Soul Dark Knight Deals unaspected damage with a potency of 100 to all nearby enemies.
Combo Action: Unleash
Combo Potency: 160
Combo Bonus: Restores MP
Combo Bonus: Increases Blood Gauge by 20
Dark Missionary Icon.png Dark Missionary Dark Knight Reduces magic damage taken by self and nearby party members by 10%.
Duration: 15s
Coerthan Torment Icon.png Coerthan Torment Dragoon Delivers an attack with a potency of 100 to all enemies in a straight line before you.
Combo Action: Sonic Thrust
Combo Potency: 230
Combo Bonus: Extends Blood of the Dragon duration by 10s to a maximum of 30s
Stardiver (PvP) Icon.png Stardiver (PvP) Dragoon Delivers a jumping attack with a potency of 2,000 to target and all enemies nearby it.
Additional Effect: Strengthens the gaze on your Dragon Gauge by 1
Can only be executed while under the effect of Life of the Dragon.

Cannot be executed while bound.

Stardiver Icon.png Stardiver Dragoon Delivers a jumping fire-based attack to all nearby enemies with a potency of 550 for the first enemy and 30% less for all remaining enemies.
Can only be executed while under the effect of Life of the Dragon.

Cannot be executed while bound.

High Jump (PvP) Icon.png High Jump (PvP) Dragoon Delivers a jumping attack with a potency of 1,000. Returns you to your original position after the attack is made.
Additional Effect: Strengthens the gaze on your Dragon Gauge by 1 if under the effect of Blood of the Dragon or Life of the Dragon
Maximum Charges: 3

Cannot be executed while bound.

Raiden Thrust Icon.png Raiden Thrust Dragoon Delivers an attack with a potency of 330.
Can only be executed when Raiden Thrust Ready.

※This action cannot be assigned to a hotbar.

High Jump Icon.png High Jump Dragoon Delivers a jumping attack with a potency of 400. Returns you to your original position after the attack is made.
Additional Effect: Grants Dive Ready
Duration: 15s

Cannot be executed while bound.

Identical Gig Icon.png Identical Gig Fisher Ensures you hook the same fish you previously caught. Has no effect on some fish.
Identical Cast Icon.png Identical Cast Fisher Ensures you hook the same fish you previously caught. Has no effect on some fish.
Duration: 15s
Effect ends after hooking a fish, and cannot be used for consecutive casts. Cancels current mooching opportunity.
Overwrites the effect of Surface Slap upon execution.
Surface Slap Icon.png Surface Slap Fisher Prevent hooking the same fish you just caught. Has no effect on some fish.
Duration: 15s
Effect ends after hooking a fish. Cancels current mooching opportunity.
Overwrites the effect of Identical Cast upon execution.
Iron Will Icon.png Iron Will Gladiator Significantly increases enmity generation.
Effect ends upon reuse.
Intensive Synthesis (Goldsmith) Icon.png Intensive Synthesis (Goldsmith) Goldsmith Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Reuse (Goldsmith) Icon.png Reuse (Goldsmith) Goldsmith Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Steady Hand II (Goldsmith) Icon.png Steady Hand II (Goldsmith) Goldsmith Improves action success rate by 30% for the next five steps.
Preparatory Touch (Goldsmith) Icon.png Preparatory Touch (Goldsmith) Goldsmith Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Rapid Synthesis III (Goldsmith) Icon.png Rapid Synthesis III (Goldsmith) Goldsmith Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Name of the Elements (Goldsmith) Icon.png Name of the Elements (Goldsmith) Goldsmith For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Brand of the Elements (Goldsmith) Icon.png Brand of the Elements (Goldsmith) Goldsmith Increases progress.
Efficiency: 100%
Success Rate: 90%
Trained Instinct (Goldsmith) Icon.png Trained Instinct (Goldsmith) Goldsmith Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Trained Eye (Goldsmith) Icon.png Trained Eye (Goldsmith) Goldsmith Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Byregot's Blessing (Goldsmith) Icon.png Byregot's Blessing (Goldsmith) Goldsmith Increases quality.
Delicate Synthesis (Goldsmith) Icon.png Delicate Synthesis (Goldsmith) Goldsmith Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Sonic Break Icon.png Sonic Break Gunbreaker Delivers an attack with a potency of 300.
Additional Effect: Damage over time
Potency: 90
Duration: 30s

This weaponskill does not share a recast timer with any other actions.

Savage Claw Icon.png Savage Claw Gunbreaker Delivers an attack with a potency of 550.
Combo Action: Gnashing Fang
Additional Effect: Grants Ready to Tear
Duration: 10s
Nebula Icon.png Nebula Gunbreaker Reduces damage taken by 30%.
Duration: 10s
Superbolide Icon.png Superbolide Gunbreaker Reduces HP to 1 and renders you impervious to most attacks.
Duration: 8s
No Mercy Icon.png No Mercy Gunbreaker Increases damage dealt by 20%.
Duration: 20s
Royal Guard Icon.png Royal Guard Gunbreaker Significantly increases enmity generation.
Effect ends upon reuse.
Wicked Talon Icon.png Wicked Talon Gunbreaker Delivers an attack with a potency of 650.
Combo Action: Savage Claw
Additional Effect: Grants Ready to Gouge
Duration: 10s
Rough Divide Icon.png Rough Divide Gunbreaker Delivers a jumping attack with a potency of 200.
Maximum Charges: 2
Cannot be executed while bound.
Solid Barrel Icon.png Solid Barrel Gunbreaker Deilvers an attack with a potency of 100.
Combo Action: Brutal Shell
Combo Potency: 400
Combo Bonus: Adds a Cartridge to your Powder Gauge
Abdomen Tear Icon.png Abdomen Tear Gunbreaker Delivers an attack with a potency of 280.
Can only be executed when Ready to Tear.
Lightning Shot Icon.png Lightning Shot Gunbreaker Delivers a ranged attack with a potency of 150.

Additional Effect: Increased enmity

Demon Slice Icon.png Demon Slice Gunbreaker Delivers an attack with a potency of 150 to all nearby enemies.
Gun Metal Soul Icon.png Gun Metal Soul Gunbreaker Reduces damage taken by all party members by 80%
Gnashing Fang Icon.png Gnashing Fang Gunbreaker Delivers an attack with a potency of 450.
Additional Effect: Grants Ready to Rip
Duration: 10s
Cartridge Cost: 1
This weaponskill does not share a recast timer with any other actions.
Eye Gouge Icon.png Eye Gouge Gunbreaker Delivers an attack with a potency of 300.
Can only be executed when Ready to Gouge.
Aurora (Ability) Icon.png Aurora (Ability) Gunbreaker Grants healing over time effect to target.
Cure Potency: 200
Duration: 18s
Blasting Zone Icon.png Blasting Zone Gunbreaker Delivers an attack with a potency of 800.
Keen Edge Icon.png Keen Edge Gunbreaker Delivers an attack with potency of 200.
Demon Slaughter Icon.png Demon Slaughter Gunbreaker Deliver an attack with a potency of 100 to all nearby enemies.
Combo Action: Demon Slice
Combo Potency: 250
Combo Bonus: Adds a Cartridge to your Powder Gauge
Heart of Stone Icon.png Heart of Stone Gunbreaker Reduces damage taken by a party member or self by 15%.
Duration: 7s

Additional Effect: When targeting a party member while under the effect of Brutal Shell, that effect is also granted to the target.

Bloodfest Icon.png Bloodfest Gunbreaker Draws aetheric energy from target, adding 2 Cartridges to your Powder Gauge.
Danger Zone Icon.png Danger Zone Gunbreaker Delivers at attack with a potency of 350.
Continuation Icon.png Continuation Gunbreaker Allows the firing of successive rounds with your 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.
Bow Shock Icon.png Bow Shock Gunbreaker Delivers an attack with a potency of 200 to all nearby enemies.
Additional Effect: Damage over time
Potency: 90
Duration: 15s
Camouflage Icon.png Camouflage Gunbreaker Increases parry rate by 50% while reducing damage taken by 10%.
Burst Strike Icon.png Burst Strike Gunbreaker Delivers an attack with a potency of 500.

Cartridge Cost: 1

Brutal Shell Icon.png Brutal Shell Gunbreaker Delivers an attack with a potency of 100.
Combo Action: Keen Edge
Combo Potency: 300
Combo Bonus: Restores own HP
Cure Potency: 150
Combo Bonus: Creates a barrier which nullifies damage equaling HP restored
Duration: 10s
Heart of Light Icon.png Heart of Light Gunbreaker Reduces magic damage taken by self and nearby party members by 10%.
Duration: 15s
Fated Circle Icon.png Fated Circle Gunbreaker Delivers an attack with a potency of 320 to all nearby enemies.
Cartridge Cost: 1
Jugular Rip Icon.png Jugular Rip Gunbreaker Delivers an attack with a potency of 260.
Can only be executed when Ready to Rip.
Delicate Synthesis (Leatherworker) Icon.png Delicate Synthesis (Leatherworker) Leatherworker Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Byregot's Blessing (Leatherworker) Icon.png Byregot's Blessing (Leatherworker) Leatherworker Increases quality.
Rapid Synthesis III (Leatherworker) Icon.png Rapid Synthesis III (Leatherworker) Leatherworker Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Trained Eye (Leatherworker) Icon.png Trained Eye (Leatherworker) Leatherworker Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Steady Hand II (Leatherworker) Icon.png Steady Hand II (Leatherworker) Leatherworker Improves action success rate by 30% for the next five steps.
Preparatory Touch (Leatherworker) Icon.png Preparatory Touch (Leatherworker) Leatherworker Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Reuse (Leatherworker) Icon.png Reuse (Leatherworker) Leatherworker Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Brand of the Elements (Leatherworker) Icon.png Brand of the Elements (Leatherworker) Leatherworker Increases progress.
Efficiency: 100%
Success Rate: 90%
Name of the Elements (Leatherworker) Icon.png Name of the Elements (Leatherworker) Leatherworker For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Trained Instinct (Leatherworker) Icon.png Trained Instinct (Leatherworker) Leatherworker Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Intensive Synthesis (Leatherworker) Icon.png Intensive Synthesis (Leatherworker) Leatherworker Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Auto Crossbow Icon.png Auto Crossbow Machinist Delivers an attack with a potency of 180 to all enemies in a cone before you.
Can only be executed when firearm is Overheated.

Recast timer cannot be affected by status effects or gear attributes.

Automaton Queen Icon.png Automaton Queen Machinist Deploys an Automaton Queen to fight at your 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.

Shares a recast timer with Queen Overdrive.

Bioblaster Icon.png Bioblaster Machinist Delivers an attack with a potency of 60 to all enemies in a cone before you.
Additional Effect: Damage over time
Potency: 60
Duration: 15s

Shares a recast timer with Drill.

Roller Dash Icon.png Roller Dash Machinist Rushes target and delivers an attack with a potency of 300.

※This action cannot be assigned to a hotbar.

Air Anchor Icon.png Air Anchor Machinist Delivers an attack with a potency of 700.
Additional Effect: Increases Battery Gauge by 20

This action does not share a recast timer with any other actions.

Tactician Icon.png Tactician Machinist Reduces damage taken by self and nearby party members by 10%.
Duration: 15s

Effect cannot be stacked with bard's Troubadour or dancer's Shield Samba.

Drill Icon.png Drill Machinist Delivers an attack with a potency of 700.
Shares a recast timer with Bioblaster.
Detonator Icon.png Detonator Machinist Ends the effect of Wildfire, dealing damage to the target.

※This action cannot be assigned to a hotbar.

Pile Bunker Icon.png Pile Bunker Machinist Delivers an attack with a potency of 800.
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.

※This action cannot be assigned to a hotbar.

Arm Punch Icon.png Arm Punch Machinist Delivers an attack with a potency of 150.

※This action cannot be assigned to a hotbar.

Queen Overdrive Icon.png Queen Overdrive Machinist Orders the Automaton Queen to use Pile Bunker.

Shares a recast timer with Automaton Queen.

Pick Clean (Miner) Icon.png Pick Clean (Miner) Miner Reduces the chance of obtaining HQ items to 0% but increases item yield by one or two. Number determined by your perception rating.
Does not increase item yield if all gathering node items start at 0%.
Stickler (Miner) Icon.png Stickler (Miner) Miner Appraise a gathering node for collectables.

Increases item rarity by perception x0.5.
Does not affect item wear. Can only be used once on a single gathering node.
Uses one gathering attempt.
The Giving Land (Miner) Icon.png The Giving Land (Miner) Miner Reduces the chance of obtaining HQ items to 0% but guarantees that shards, crystals, or clusters are obtained in addition to any item gathered from the node.
Mind of the Mountaineer Icon.png Mind of the Mountaineer Miner Reduces the chance of obtaining items while gathering by 10%, while increasing the chance of obtaining HQ items by 20%. Does not increase chances for items which start at 0%.
Anatman Icon.png Anatman Monk Halt the expiration of Greased Lightning and your present form.
Additional Effect: Increases stacks of Greased Lightning and extends duration to maximum while in combat
Duration: 30s

Cancels auto-attack upon execution. Effect ends upon using another action or moving (including facing a different direction).

Six-sided Star Icon.png Six-sided Star Monk Delivers an attack with a potency of 400.
Additional Effect: Extends Greased Lightning duration to maximum

This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions.

Enlightenment Icon.png Enlightenment Monk Delivers an attack with a potency of 220 to all enemies in a straight line before you.
Can only be executed while in combat and under the effect of the Fifth Chakra. The five chakra close upon execution.

Shares a recast timer with the Forbidden Chakra.

Four-point Fury Icon.png Four-point Fury Monk Delivers an attack with a potency of 120 to all nearby enemies.
Can only be executed when in raptor form.
Additional Effect: Extends Twin Snakes duration by 10s to a maximum of 15s
Additional Effect: Changes form to coeurl

Duration: 10s

Hyosho Ranryu Icon.png Hyosho Ranryu Ninja Deals ice damage with a potency of 600.
Mudra Combination: Chi→Jin or Ten→Jin
Can only be executed while under the effect of Kassatsu.

※This action cannot be assigned to a hotbar.

Bunshin Icon.png Bunshin Ninja Your shadow becomes animate, attacking enemies each time you execute a weaponskill. Ninki Gauge increases by 4 each time your shadow lands an attack.
Duration: 15

Ninki Gauge Cost: 80

Goka Mekkyaku Icon.png Goka Mekkyaku Ninja Deals fire damage with a potency of 400 to target and all enemies nearby it.
Mudra Combination: Chi→Ten or Jin→Ten
Can only be executed while under the effect of Kassatsu.

※This action cannot be assigned to a hotbar.

Meisui Icon.png Meisui Ninja Dispel Suiton, increasing the Ninki Gauge by 40.

Can only be executed while in combat.

Hakke Mujinsatsu Icon.png Hakke Mujinsatsu Ninja Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Death Blossom
Combo Potency: 140

Combo Bonus: Extends Huton duration by 10s to a maximum of 70s

Confiteor Icon.png Confiteor Paladin Deals unaspected damage with a potency of 800 to target and all enemies nearby it.
Can only be executed while under the effect of Requiescat. Effect fades upon execution.
Intervene Icon.png Intervene Paladin Rushes target and delivers an attack with a potency of 200.
Maximum Charges: 2
Cannot be executed while bound.
Atonement Icon.png Atonement Paladin Delivers an attack with a potency of 550.
Additional Effect: Restores MP
Can only be executed while under the effect of Sword Oath.
Prominence Icon.png Prominence Paladin Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Total Eclipse
Combo Potency: 220
Combo Bonus: Restores MP
Holy Circle Icon.png Holy Circle Paladin Deals unaspected damage with a potency of 250 to all nearby enemies.
Verthunder II Icon.png Verthunder II Red Mage Deals lightning damage with a potency of 120 to target and all enemies nearby it.

Additional Effect: Increases Black Mana by 7

Enchanted Reprise Icon.png Enchanted Reprise Red Mage Deals unaspected damage with a potency of 250.
Balance Gauge Cost: 5 Black Mana
Balance Gauge Cost: 5 White Mana

※This action cannot be assigned to a hotbar.

Scorch Icon.png Scorch Red Mage Deals unaspected damage with a potency of 700.
Combo Action: Verflare or Verholy
Additional Effect: Increases both Black Mana and White Mana by 7
Jolt II is changed to Scorch upon landing Verflare or Verholy as a combo action.

※This action cannot be assigned to a hotbar.

Engagement Icon.png Engagement Red Mage Delivers an attack with a potency of 150.

Shares a recast timer with Displacement.

Veraero II Icon.png Veraero II Red Mage Deals wind damage with a potency of 120 to target and all enemies nearby it.

Additional Effect: Increases Black Mana by 7

Reprise Icon.png Reprise Red Mage Delivers an attack with a potency of 100.

Action upgraded to Enchanted Reprise if both Black Mana and White Mana are at 10 or more.

Kaeshi: Goken Icon.png Kaeshi: Goken Samurai Delivers an attack with a potency of 540 to all enemies in a cone before you.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Tsubame-gaeshi Icon.png Tsubame-gaeshi Samurai Repeats the previously executed iaijutsu with increased potency.
Can only be executed immediately following Iaijutsu.

Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

Ikishoten Icon.png Ikishoten Samurai Increases Kenki Gauge by 50.

Can only be executed while in combat.

Kaeshi: Higanbana Icon.png Kaeshi: Higanbana Samurai Delivers an attack with a potency of 375.
Additional Effect: Damage over time
Potency: 52
Duration: 60s
Effect cannot be stacked with Higanbana.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Kaeshi: Setsugekka Icon.png Kaeshi: Setsugekka Samurai Delivers an attack with a potency of 1,200.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Hissatsu: Senei Icon.png Hissatsu: Senei Samurai Delivers an attack with a potency of 1,100.
Kenki Gauge Cost: 50

Shares a recast timer with Hissatsu: Guren.

Shoha Icon.png Shoha Samurai Delivers an attack whose potency increases based on your accumulated Meditation.
Meditation 1 Potency: 100
Meditation 2 Potency: 300
Meditation 3 Potency: 400
Meditation 4 Potency: 450
Meditation 5 Potency: 500

Meditation effect fades upon execution.

Fey Union (Pet) Icon.png Fey Union (Pet) Scholar Gradually restores HP of party member with which faerie has a Fey Union.
Cure Potency: 400
Faerie Gauge is depleted while HP is restored. Fey Union effect fades upon execution of other faerie actions. Party member must be within 15 yalms.

※This action cannot be assigned to a hotbar.

Summon Selene Icon.png Summon Selene Scholar Summons the faerie Selene to fight at your side. While summoned, automatically casts Embrace on party members who suffer damage.
Summon Seraph Icon.png Summon Seraph Scholar Summons Seraph to fight at your side. While summoned, automatically casts Seraphic Veil on party members who suffer damage. Cannot summon Seraph unless a pet is already summoned. Current pet will leave the battlefield while Seraph is present, and return once gone.
Duration: 20s
Angel's Whisper (Pet) Icon.png Angel's Whisper (Pet) Scholar Gradually restores the HP of all nearby party members.
Cure Potency: 120
Duration: 21s

※This action cannot be assigned to a hotbar.

Art of War Icon.png Art of War Scholar Deals unaspected damage to all nearby enemies with a potency of 160.
Summon Eos Icon.png Summon Eos Scholar Summons the faerie Eos to fight at your side. While summoned, automatically casts Embrace on party members who suffer damage.
Fey Blessing (Pet) Icon.png Fey Blessing (Pet) Scholar Restores the HP of all nearby party members.
Cure Potency: 350

※This action cannot be assigned to a hotbar.

Fey Illumination (Pet) Icon.png Fey Illumination (Pet) Scholar Increases healing magic potency of all nearby party members by 10%, while reducing magic damage taken by all nearby party members by 5%.
Duration: 20s
Effect cannot be stacked with Seraphic Illumination.

※This action cannot be assigned to a hotbar.

Whispering Dawn (Pet) Icon.png Whispering Dawn (Pet) Scholar Gradually restores the HP of all nearby party members.
Cure Potency: 120

Duration: 21sv ※This action cannot be assigned to a hotbar.

Seraphic Illumination (Pet) Icon.png Seraphic Illumination (Pet) Scholar Increases healing magic potency of nearby party members by 10%, while reducing magic damage taken by nearby party members by 5%.
Duration: 20s
Effect cannot be stacked with Fey Illumination.

※This action cannot be assigned to a hotbar.

Consolation Icon.png Consolation Scholar Orders Seraph to execute Consolation.

Maximum Charges: 2

Consolation (Pet) Icon.png Consolation (Pet) Scholar Restores the HP of all nearby party members.
Cure Potency: 300
Additional Effect: Erects a magicked barrier which nullifies damage equaling the amount of HP restored.
※This action cannot be assigned to a hotbar.
Fey Blessing Icon.png Fey Blessing Scholar Orders faerie to execute Fey Blessing.

Faerie Gauge Cost: 10

Recitation Icon.png Recitation Scholar Allows the execution of Adloquium, Succor, Indomitability, or Excogitation without consuming resources while also ensuring critical HP is restored.
Biolysis Icon.png Biolysis Scholar Deals unaspected damage over time.
Potency: 60
Duration: 30s
Seraphic Veil (Pet) Icon.png Seraphic Veil (Pet) Scholar Restores target's HP.
Cure Potency: 200
Additional Effect: Erects a magicked barrier which nullifies damage equaling the amount of HP restored
Duration: 30s

※This action cannot be assigned to a hotbar.

Broil III Icon.png Broil III Scholar Deals unaspected damage with a potency of 280.
Brand of Purgatory Icon.png Brand of Purgatory Summoner Deals fire damage to target and all enemies nearby it with a potency of 350 for the first enemy, and 50% less for all remaining enemies.
Can only be executed while under the effects of both Firebird Trance and Hellish Conduit.

※This action cannot be assigned to a hotbar.

Scarlet Flame Icon.png Scarlet Flame Summoner Deals fire damage with a potency of 150.
Will only execute while Demi-Phoenix is summoned.

※This action cannot be assigned to a hotbar.

Firebird Trance Icon.png Firebird Trance Summoner Summons Demi-Phoenix to fight by your 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.
Duration: 20s
Additional Effect: Reduces spell casting time by 2.5 seconds
Duration: 20s
Additional Effect: Resets Tri-disaster recast timer
Additional Effect: 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.
Shares a recast timer with Dreadwyrm Trance.

※This action cannot be assigned to a hotbar.

Fountain of Fire Icon.png Fountain of Fire Summoner Deals fire damage with a potency of 250.
Additional Effect: Grants Hellish Conduit
Duration: 10s
Can only be executed while under the effect of Firebird Trance.

※This action cannot be assigned to a hotbar.

Everlasting Flight Icon.png Everlasting Flight Summoner Gradually restores own HP and the HP of all nearby party members.
Cure Potency: 100
Duration: 20s

※This action cannot be assigned to a hotbar.

Outburst Icon.png Outburst Summoner Deals unaspected damage with a potency of 70 to target and all enemies nearby it.
Enkindle Phoenix Icon.png Enkindle Phoenix Summoner Orders Demi-Phoenix to execute Revelation.
Action replaces Enkindle Bahamut while Demi-Phoenix is summoned.
Shares a recast timer with Enkindle Bahamut.

※This action cannot be assigned to a hotbar.

Revelation Icon.png Revelation Summoner Deals fire damage to target and all enemies nearby it with a potency of 650 for the first enemy, and 50% less for all remaining enemies.
Can only be executed while Demi-Phoenix is summoned.

※This action cannot be assigned to a hotbar.

Energy Siphon Icon.png Energy Siphon Summoner Deals unaspected damage with a potency of 40 to target and all enemies nearby it.
Additional Effect: Aetherflow II

Shares a recast timer with Energy Drain.

Earthen Armor Icon.png Earthen Armor Summoner Creates a barrier around you that absorbs damage totaling 20% of your maximum HP.
Duration: 30s

※This action cannot be assigned to a hotbar.

Slipstream Icon.png Slipstream Summoner Deals wind damage with a potency of 20 to target and all enemies nearby it.
Additional Effect: Creates a windstorm centered around the target, dealing damage to any enemies who enter
Potency: 20
Duration: 15s

※This action cannot be assigned to a hotbar.

Inner Chaos Icon.png Inner Chaos Warrior Delivers a critical direct hit with a potency of 920.
Additional Effect: Reduces the recast time of Infuriate by 5 seconds
Beast Gauge Cost: 50
Can only be executed while under the effect of Nascent Chaos. Effect fades upon execution.

※This action cannot be assigned to a hotbar.

Nascent Flash Icon.png Nascent Flash Warrior 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 50% of that recovered by Nascent Flash while also reducing damage taken by 10%
Duration: 6s

Shares a recast timer with Raw Intuition.

Chaotic Cyclone Icon.png Chaotic Cyclone Warrior Delivers a critical direct hit with a potency of 400 to all nearby enemies.
Additional Effect: Reduces the recast time of Infuriate by 5 seconds
Beast Gauge Cost: 50
Can only be executed under the effect of Nascent Chaos. Effect fades upon execution.

※This action cannot be assigned to a hotbar.

Mythril Tempest Icon.png Mythril Tempest Warrior Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Overpower
Combo Potency: 200
Combo Bonus: Extends Storm's Eye duration by 10s to a maximum of 30s
Trained Instinct (Weaver) Icon.png Trained Instinct (Weaver) Weaver Increases quality by between 30 and 100%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Name of the Elements (Weaver) Icon.png Name of the Elements (Weaver) Weaver For the next 5 steps, Brand of the Elements efficiency is increased. Increase determined by current progress.
Can only be used once per synthesis.
Preparatory Touch (Weaver) Icon.png Preparatory Touch (Weaver) Weaver Increases quality at a greater cost to durability.
Additional Effect: Increases Inner Quiet stack by one (up to 11)
Efficiency: 200%
Success Rate: 70%
Durability Cost: 20
Brand of the Elements (Weaver) Icon.png Brand of the Elements (Weaver) Weaver Increases progress.
Efficiency: 100%
Success Rate: 90%
Rapid Synthesis III (Weaver) Icon.png Rapid Synthesis III (Weaver) Weaver Increases progress at a greater cost to durability. Efficiency decreases significantly when durability is below 20.
Efficiency: 600%
Success Rate: 60%
Durability Cost: 20
Steady Hand II (Weaver) Icon.png Steady Hand II (Weaver) Weaver Improves action success rate by 30% for the next five steps.
Trained Eye (Weaver) Icon.png Trained Eye (Weaver) Weaver Increases quality by 50%.

Available only on the first step. Recipe level must be at least 10 levels below yours.
Reuse (Weaver) Icon.png Reuse (Weaver) Weaver Grants Reusing. Chance to become available upon reaching maximum item quality.
Reusing Effect: A portion of ingredients used to synthesize item are returned to your inventory when synthesis is complete.
Delicate Synthesis (Weaver) Icon.png Delicate Synthesis (Weaver) Weaver Increases both progress and quality.
Efficiency: 100%
Success Rate: 100%
Byregot's Blessing (Weaver) Icon.png Byregot's Blessing (Weaver) Weaver Increases quality.
Intensive Synthesis (Weaver) Icon.png Intensive Synthesis (Weaver) Weaver Increases progress.
Efficiency: 300%
Success Rate: 80%

Available only when material condition is Good or Excellent.

Glare Icon.png Glare White Mage Deals unaspected damage with a potency of 300.
Dia Icon.png Dia White Mage Deals unaspected damage with a potency of 120.
Additional Effect: Unaspected damage over time
Potency: 60
Duration: 30s
Temperance Icon.png Temperance White Mage Increases healing magic potency by 20%, while reducing damage taken by self and all party members within a radius of 30 yalms by 10%.
Duration: 20s
Afflatus Misery Icon.png Afflatus Misery White Mage Deals unaspected damage to target and all enemies nearby it with a potency of 900 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies.
Can only be executed when the Blood Lily is in full bloom.
Afflatus Solace Icon.png Afflatus Solace White Mage Restores target's HP.
Cure Potency: 700
Additional Effect: Nourishes the Blood Lily

Healing Gauge Cost: 1 Lily

Afflatus Rapture Icon.png Afflatus Rapture White Mage Restores own HP and the HP of all nearby party members.
Cure Potency: 300
Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily