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(Consolidated all information into tables to make the page easier to read.) |
(Brief explanation on increasing skill level and weapon souls) |
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Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation | Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation | ||
=== Increasing Skill Level === | |||
Some quests drop items called [code]Weapon[/code] souls that are used to increase a character's skill level; each weapon has a corresponding soul. Like XP stars, you don't have to match them up; any soul would do. However, you won't fully benefit from the skill level increase that the matching soul would yield. Like XP stars, you also have a chance to get a great level up, or fever, but also a failure (all multiply the effect of leveling up; more info at [[LV#XP_Boosts|leveling]]). Like XP stars, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper. It's generally cheaper to use higher-grade (higher rarity) souls to quickly boost, as the cost isn't necessarily related to the soul grade (rarity). Generally, it's better to focus on real leveling a companion up rather than their skill level, as the effects aren't as noticeable. | |||
== Skill Timings == | == Skill Timings == | ||
Every skill has a specific timing in which it will activate. The various skill timings are as follows. | Every skill has a specific timing in which it will activate. The various skill timings are as follows. |