Legaia 2: Duel Saga -> Uncategorized -> Skill Effects

Skill Effects

Last Updated: 2018-01-15 01:52:05 (k73sk)

This entire page is based off what the Prima Strategy Guide says. If anything is incorrect, or if there are missing effects, please report this page by clicking the report button. Thanks!


Effect Name Description
2x Attack Rate Repeats the input command once
2x Item Effect Effect of item doubles during battle
Absolute Hit Allows all attacks to hit targets
Absolute Strike Ensures First Attack, Excepting Special Cases
Absorb Dark Absorbs Dark attribute damage and restores HP
Absorb Earth Absorbs Earth attribute damage and restores HP
Absorb Fire Absorbs Fire attribute damage and restores HP
Absorb Light Absorbs Light attribute damage and restores HP
Absorb Normal Absorbs damage from normal attack and restores HP
Absorb Special Absorbs damage from special attack and restores HP
Absorb Thunder Absorbs Thunder attribute damage and restores HP
Absorb Water Absorbs Water attribute damage and restores HP
Absorb Wind Absorbs Wind attribute damage and restores HP
Add Berserk Fixed chance of adding Berserk to normal attack
Add Bewitch Fixed chance of adding Bewitch to Normal Attack
Add Blind Fixed chance of adding Blind to normal attack
Add Confusion Adds probability of causing Confusion to all attacks
Add Critical Chance of causing critical damage with physical attacks
Add Dark Adds Dark element to normal attack
Add Death Probability of causing Death with physical attacks
Add Earth Adds Earth element to normal attack
Add Fear Adds probability of causing Fear to all attacks
Add Fire Adds Fire element to normal attack
Add Gold Increases Gold received at end of battle by 50%
Add Light Adds Light element to normal attack
Add Paralysis Fixed chance of adding Paralysis to normal attack
Add Petrify Fixed chance of adding Petrify to normal attack
Add Plague Fixed chance of adding Plague to normal attack
Add Poison Fixed chance of adding Poison to normal attack
Add Seal Fixed chance of adding Seal to normal attack
Add Sleep Fixed chance of adding Sleep to normal attack
Add Spellbind Fixed chance of adding Spellbind to normal attack
Add Stun Fixed chance of adding Stun to normal attack
Add Thunder Adds Thunder element to normal attack
Add Venom Fixed chance of adding Venom to normal attack
Add Water Adds Water element to normal attack
Add Wind Adds Wind element to normal attack
AGL Bonus Adds bonus to AGL when level increases
AGL Boost 1 Agility increases by 5%
AGL Boost 2 Agility increases by 10%
AGL Cut Agility decreases by 5%
All or Nothing Either all attacks hit or all damage is blocked
All Recovery Up Entire party’s recovery rate increases during battle
Anti-Berserk Blocks Abnormal Status from Berserk attack
Anti-Bewitch Blocks Abnormal Status from Bewitch attack
Anti-Blind Blocks Abnormal Status from Blind attack
Anticipate Increases probability of guarding against enemy attacks
Anti-Confusion Blocks Abnormal Status from Confusion attack
Anti-Critical Blocks Abnormal Status from a Critical attack
Anti-Death Blocks Abnormal Status from a Death attack
Antidote Blocks Abnormal Status from Poison attack
Anti-Fear Blocks Abnormal Status from Fear attack
Anti-Paralysis Blocks Abnormal Status from Paralysis attack
Anti-Petrify Blocks Abnormal Status from Petrify attack
Anti-Plague Blocks Abnormal Status from Plague attack
Anti-Seal Blocks Abnormal Status from Sealing attack
Anti-Sleep Blocks Abnormal Status from Sleep attack
Anti-Spellbind Blocks Abnormal Status from Spellbind attack
Anti-Stun Blocks Abnormal Status from Stun attack
Antivenom Blocks Abnormal Status from Venom attack
AP Attack Normal attack up in proportion to remaining AP
AP Boost 1 Amount of AP added increases 10%
AP Boost 2 Amount of AP added increases 20%
AP Charge Allows 30 points of AP to be stored
AP Cost Down 1 Amount of AP used decreases by 10%
AP Cost Down 2 Amount of AP used decreases by 20%
AP Cost Down 3 Amount of AP used decreases by 30%
AP Cost Up 1 AP consumption increases by 10%
AP Cost Up 2 AP consumption increases by 20%
AP Cut 1 Amount of AP added reduced 10%
AP Cut 2 Amount of AP added reduced 20%
AP Defense Defense up in proportion to remaining AP
AP Guard Prevents damage by consuming AP
AP Increase3 Amount of AP added increases 30%
AP Thief Can steal AP when attacking
Art Attack Up Damage increases by 50% when Art moves are used
Art EXP Increases Art EXP received at end of battle
Backup Increases AP of other supporting characters
Barrier Blocks special attacks, reduces normal attack damage 1/2
Berserk Guard Increased resistance to Berserk attacks
Bewitch Guard Increased resistance to Bewitch attacks
Blind Guard Increased resistance to Blinding attacks
Block Dark Blocks Dark attribute damage
Block Earth Blocks Earth attribute damage
Block Fire Blocks Fire attribute damage
Block Light Blocks Light attribute damage
Block Normal Prevents damage from a normal attack
Block Special Prevents damage from a special attack
Block Thunder Blocks Thunder attribute damage
Block Water Blocks Water attribute damage
Block Wind Blocks Wind attribute damage
Bloodsucker Absorbs HP when damage is given
CHA Bonus Adds bonus to Charisma when level increases
CHA Boost 1 Charisma increases by 5%
CHA Boost 2 Charisma increases by 10%
CHA Cut Charisma decreases by 5%
Charge Heal MP fully restored when inactive for one turn
Chicken Ensures escape from normal battles
Confusion Guard Increased resistance to confusion attacks
Counterattack Chance of blocking and counterattacking
Critical Guard Increased resistance to critical attacks
Cure Cures status by consuming AP
Dark Guard Decreases Dark element damage
Death Guard Increased resistance to death attacks
Decoy User becomes focus of enemy attacks
DEF Bonus Adds bonus to DEF when level increases
Double EXP Doubles EXP received at end of battle
Double Gold Doubles Gold received at end of battle
Earth Guard Decreases Earth element damage
Encounter Down Reduces chance of encounters
Encounter Up Increases chance of encounters
Escape Insurance Keeps damage from failed escapes at < 50%
Escape Rate Up Probability of successfully running increases
EXP Increase Increases EXP received at end of battle
EXP Thief Can steal EXP when attacking
Favor Normal Effect of normal attacks on both sides increases 1.5
Favor Special Effect of special attacks on both sides increases 1.5
Fear Guard Increased resistance to Fear attacks
Final Blow 10x attack during next turn, Art Block decreases to one
Fire Guard Decreases Fire element damage
First Strike Increases probability of making first attack
Full Power 3x attack during next turn, Art Block decreases by one
Gauge Charge Adds an Art Block during the next turn
Gentle Precision Hit rate increased, but damage given reduced by 20%
Gold Grabber Awards Gold after a fixed amount of movement on map
Gold Siphon Increases normal attack by using Gold
Gold Thief Can steal Gold when attacking
Guard Break 1 25% damage can be given even if target is guarding
Guard Break 2 50% damage can be given even if target is guarding
Guard Cancel 100% damage can be given even if target is guarding
Guard Rate Down Success rate decreases by 10% when defending
Guard Up 1 Success rate increases by 10% when defending
Guard Up 2 Success rate increases by 20% when defending
Half Normal Decreases damage from normal attack by 50%
Half Special Decreases damage from special attack by 50%
High Power 2x attack during the next turn
Hit EXP Receive EXP bonus based on Hit Number at end of battle
Hit Gold Receive Gold based on Hit Number at end of battle
Hit HP Restore Restores HP based on Hit Number at end of battle
Hit MP Restore Restores MP based on Hit Number at end of battle
Hit Rate Down Hit rate decreases by 10% when attacking
Hit Rate Up 1 Hit rate increases by 10% when attacking
Hit Rate Up 2 Hit rate increases by 20% when attacking
HP Attack Normal attack up in proportion to remaining HP
HP Bonus Adds bonus to Max HP when level increases
HP Boost 1 Max HP increases by 5%
HP Boost 2 Max HP increases by 10%
HP Boost 3 Max HP increases by 20%
HP Cut 1 Max HP decreases by 5%
HP Cut 2 Max HP decreases by 10%
HP Defense Defense down in proportion to remaining HP
HP Drain HP lost every turn
HP Mover Restores HP after a fixed amount of movement on map
HP Recover HP gradually recovers during every turn
HP Siphon Increases normal attack by using HP
HP Thief Can steal HP when attacking
INT Bonus Adds bonus to INT when level increases
INT Boost 1 Intelligence increases by 5%
INT Boost 2 Intelligence increases by 10%
INT Cut Intelligence decreases by 5%
Item Grabber Awards item after a fixed amount of movement on map
Item Increase Increases chance of receiving items at end of battle
Item Thief Can steal items when attacking
Kamikaze Defense sacrificed to increase attack
LDF Boost 1 Lower defense increases by 5%
LDF Boost 2 Lower defense increases by 10%
LDF Cut Lower defense decreases by 5%
Light Guard Decreases Light element damage
Lucky Hit 10% chance of damage doubling
Max AP AP is always at maximum
Meditation Restores MP by consuming AP
MEN Bonus Adds bonus to MEN when level increases
MEN Boost 1 Mental power increases by 5%
MEN Boost 2 Mental power increases by 10%
MEN Cut Mental power decreases by 5%
MP Bonus Adds bonus to Max MP when level increases
MP Boost 1 Max MP increases by 5%
MP Boost 2 Max MP increases by 10%
MP Boost 3 Max MP increases by 20%
MP Cost Down 1 Amount of MP used decreases by 10%
MP Cost Down 2 Amount of MP used decreases by 20%
MP Cost Down 3 Amount of MP used decreases by 30%
MP Cost Up 1 MP consumption increases by 10%
MP Cost Up 2 MP consumption increases by 20%
MP Cut 1 Max MP decreases by 5%
MP Cut 2 Max MP decreases by 10%
MP Drain MP lost every turn
MP Heal Remaining MP becomes HP when inactive for one turn
MP Mover Restores MP after a fixed amount of movement on map
MP Recover MP gradually recovers during every turn
MP Siphon Increases normal attack by using MP
MP Thief Can steal MP when attacking
No Added Attack Prevents the enemy from adding an attack
No Double Attack Prevents the enemy from making a double attack
No Encounters Eliminates encounters
No Guard Break 1 Prevents the enemy from using Guard Break
No Guard Break 2 Prevents the enemy from using Guard Break 1 or 2
No Surprises Prevents surprise attacks from the enemy
Normal MP Absorb Converts 5% of damage received in normal attacks into MP
Origin EXP Increases Origin EXP received at end of battle
Out of Control MP and AP don’t decrease, but no control of character
Paralysis Guard Increased resistance to Paralysis attacks
Payback Adds damage received to the next turn’s attack
Petrify Guard Increased resistance to Petrify attacks
Pickpocket Chance of stealing Gold when attacking
Plague Guard Increased resistance to Plague attacks
Poison Guard Increased resistance to Poison attacks
Pole Position Always first in order of action
Post-Battle HP Restores fixed amount of HP after battle
Post-Battle MP Restores fixed amount of MP after battle
Prevent Escape Prevents the enemy’s escape
Random Blow Adds a single command at random
Reckless Attack Hit rate reduced, but damage given raised by 20%
Recovery Up Recovery rate increases during battle
Rest Restores HP by consuming AP
Reverse-HP Defense Defense up in inverse proportion to remaining HP
Reverse-HP Normal attack up in inverse proportion to remaining HP
Seal Guard Increased resistance to Sealing attacks
Search Art Increases auto search rate for Arts during battle
Shield Blocks normal attacks, reduces special attack damage 1/2
Skill EXP Increases Skill EXP received at end of battle
Sleep Guard Increased resistance to Sleep attacks
Spec. MP Absorb Converts 5% of damage received in special attacks into MP
Special Ability Allows use of each character’s special ability
Spellbind Guard Increased resistance to Spellbind attacks
Stop Guard Break Stops all enemy Guard Break skills
Thief Blocks the enemy’s stealing skills
STR Bonus Adds bonus to STR when level increases
STR Boost 1 Attack increases by 5%
STR Boost 2 Attack increases by 10%
STR Cut Attack decreases by 5%
Stun Guard Increased resistance to Stun attacks
Super Armor Prevents any damage of 5% or less of max HP
Suppress Strike Probability of enemy first attack decreases
Tail End Always last in order of action
Thunder Guard Decreases Thunder element damage
Turtle Attack sacrificed to increase defense
UDF Boost 1 Upper defense increases by 5%
UDF Boost 2 Upper defense increases by 10%
UDF Cut Upper Defense decreases by 5%
Venom Guard Increased resistance to Venom attacks
Vs. Beasts Increases attack against beast monsters
Vs. Chitin Increases attack against chitin monsters
Vs. Demons Increases attack against demon monsters
Vs. Flying Increases attack against flying monsters
Vs. Giants Increases attack against giant monsters
Vs. Humans Increases attack against human monsters
Vs. Plants Increases attack against plant monsters
Vs. Soft Increases attack against soft body monsters
Vs. Spirits Increases attack against ghost monsters
Water Guard Decreases Water element damage
Wind Guard Decreases Wind element damage


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