Assassin:
- Once per battle, when attacking an enemy who is below 15% HP from behind, the attack will deal 10% bonus damage and will be an automatic Critical Hit. If the attack kills an enemy, you refund 3M.
Faithful:
- Once per battle, there is a Scaled FAI% chance that receiving any critical damage higher than Scaled FAI will result in a heal after the damage, equal to the damage taken. The effect ignores Interference.
Fencer:
- Once per battle, if you activate a parry skill from an enemy, you will inflict Guard Break and gain 3M. If they activate your parry skills, you inflict Clumsy until your next round.
Gambler:
- Once per battle, if your Hit Chance is 70% or below, and you miss, there is a 50% chance your attack will become a Glancing Blow and apply its effects. There is also an equal 50% chance that a missed evade will become a Glancing Blow instead. If you have no equipment equipped, this effect is always active.
Ghost:
- Once per battle, you will activate the effects of Limbo with a bonus to its activation equal to Scaled RES. This effect will also happen indefinitely, at 100% success rate, if you are about to defeated by a projectile skill or spell, or while you are Badly Beaten.
Hero:
- Once per battle, if an ally within 5 range is about to take damage higher than their current HP, and you are not immobilized, you will dash to their location and bash them away, taking the damage in their place. If you fail to activate this effect (be it due to distance, or immobilize effects), you become Vengeful, increasing your Scaled Weapon ATK by 25 until you defeat an enemy.
Knight:
- Once per battle, if you use Guard with a LV of 7 or higher, all allied units in 5 range will also receive the effects as Swift Guard until your next turn. For each 'History Trait: Knight' allies in your party, you gain 3% damage and damage reduction.
Magician:
- Once per battle, there is a chance equal to your Scaled WIL% that your non-invocation spells will become supercharged, dealing bonus damage equal to your Scaled WIL%.
Marauder:
- Once per battle, there is a chance based on Scaled STR% that you will brutally knock your opponent's Main Hand weapon out of their hands until your next turn. At the end of combat, if you have the Seize talent, it will have an extra roll with 100% success rate.
NEW Musician:
- Once per battle, when using a Song skill, its positive effects affect all allied units.
Myrmidon:
- Once per battle, after you defeat an opponent in melee range, you will raise your weapon and let out a triumphant roar, granting all of your allies Charge Weapon LV3.
Priest:
- Once per battle, on battle start, you will automatically activate the skill Pray if you have it equipped. Otherwise, you activate its effects for 2 rounds only.
Shaman:
- Once per battle, on a chance equal to your (Scaled WIL + Scaled DEF)%, that a spirit may possess an enemy and stop their attack, while healing you for 15% of your maximum HP.
Spellblade:
- Once per battle, hitting a basic attack will grant 'Ebb', which reduces the momentum cost of a single offensive spell to 0M. Hitting an enemy with a spell will grant 'Flow', which reduces the momentum cost of a single basic attack to 0M.
Survivor:
- Once per battle, if you are about to take damage higher than your current HP, and the damage is not natural evade or a Glancing Blow, the damage will become a Glancing Blow instead.
Thief:
- Once per battle, using the Steal skill will grant you 'Something Shiny', which increases Murai and Item Drop rate by 10%. You will always start combat with Sneak and Initiative at LV5 for 2 rounds, regardless of Talents.
Ward:
- Once per battle, when you take damage higher than 10% of your maximum HP, or your HP is lowered below 50%, you will gain the effects of Body of Isesip for 3 rounds.
Warrior:
- Once per battle, if your HP reaches below 50%, or an ally is defeated, you will become Berserk for 2 rounds. While berserk, your Evade, Armor, Magic Armor, PDR and MDR will be set to 0, but all your attacks will critically hit, and you will ignore the enemy's protection.
Witchhunter:
- Once per battle, attacking an enemy who has spells equipped will remove all of their beneficial buffs and inflict Silence for 2 rounds.
- Once per battle, when attacking an enemy who is below 15% HP from behind, the attack will deal 10% bonus damage and will be an automatic Critical Hit. If the attack kills an enemy, you refund 3M.
Faithful:
- Once per battle, there is a Scaled FAI% chance that receiving any critical damage higher than Scaled FAI will result in a heal after the damage, equal to the damage taken. The effect ignores Interference.
Fencer:
- Once per battle, if you activate a parry skill from an enemy, you will inflict Guard Break and gain 3M. If they activate your parry skills, you inflict Clumsy until your next round.
Gambler:
- Once per battle, if your Hit Chance is 70% or below, and you miss, there is a 50% chance your attack will become a Glancing Blow and apply its effects. There is also an equal 50% chance that a missed evade will become a Glancing Blow instead. If you have no equipment equipped, this effect is always active.
Ghost:
- Once per battle, you will activate the effects of Limbo with a bonus to its activation equal to Scaled RES. This effect will also happen indefinitely, at 100% success rate, if you are about to defeated by a projectile skill or spell, or while you are Badly Beaten.
Hero:
- Once per battle, if an ally within 5 range is about to take damage higher than their current HP, and you are not immobilized, you will dash to their location and bash them away, taking the damage in their place. If you fail to activate this effect (be it due to distance, or immobilize effects), you become Vengeful, increasing your Scaled Weapon ATK by 25 until you defeat an enemy.
Knight:
- Once per battle, if you use Guard with a LV of 7 or higher, all allied units in 5 range will also receive the effects as Swift Guard until your next turn. For each 'History Trait: Knight' allies in your party, you gain 3% damage and damage reduction.
Magician:
- Once per battle, there is a chance equal to your Scaled WIL% that your non-invocation spells will become supercharged, dealing bonus damage equal to your Scaled WIL%.
Marauder:
- Once per battle, there is a chance based on Scaled STR% that you will brutally knock your opponent's Main Hand weapon out of their hands until your next turn. At the end of combat, if you have the Seize talent, it will have an extra roll with 100% success rate.
NEW Musician:
- Once per battle, when using a Song skill, its positive effects affect all allied units.
Myrmidon:
- Once per battle, after you defeat an opponent in melee range, you will raise your weapon and let out a triumphant roar, granting all of your allies Charge Weapon LV3.
Priest:
- Once per battle, on battle start, you will automatically activate the skill Pray if you have it equipped. Otherwise, you activate its effects for 2 rounds only.
Shaman:
- Once per battle, on a chance equal to your (Scaled WIL + Scaled DEF)%, that a spirit may possess an enemy and stop their attack, while healing you for 15% of your maximum HP.
Spellblade:
- Once per battle, hitting a basic attack will grant 'Ebb', which reduces the momentum cost of a single offensive spell to 0M. Hitting an enemy with a spell will grant 'Flow', which reduces the momentum cost of a single basic attack to 0M.
Survivor:
- Once per battle, if you are about to take damage higher than your current HP, and the damage is not natural evade or a Glancing Blow, the damage will become a Glancing Blow instead.
Thief:
- Once per battle, using the Steal skill will grant you 'Something Shiny', which increases Murai and Item Drop rate by 10%. You will always start combat with Sneak and Initiative at LV5 for 2 rounds, regardless of Talents.
Ward:
- Once per battle, when you take damage higher than 10% of your maximum HP, or your HP is lowered below 50%, you will gain the effects of Body of Isesip for 3 rounds.
Warrior:
- Once per battle, if your HP reaches below 50%, or an ally is defeated, you will become Berserk for 2 rounds. While berserk, your Evade, Armor, Magic Armor, PDR and MDR will be set to 0, but all your attacks will critically hit, and you will ignore the enemy's protection.
Witchhunter:
- Once per battle, attacking an enemy who has spells equipped will remove all of their beneficial buffs and inflict Silence for 2 rounds.