Skills
Skills are special effects that are given to select Gear.
Skills activate based on chance when the conditions for them to activate are met, such as when attacking, when damage is received, or at the beginning of a battle.
Up to two Skills can be activated at the same time.

■Activating Skill Effects
Skills are activated using the following process:

1) Skills are randomly selected from main and sub Gear equipped in each of the Weapon, Helm, and Armor Gear slots.
2) Skills of Gear equipped to Main Slots will take priority.
- When there are fewer than two Gear pieces with Skills that can be activated equipped to Main Slots, the Skills of Gear pieces in Sub Slots will also be used in the draw.
- Only Skills that meet the activation conditions and activation chance will be considered.

■Constant Effect Skills
Up to six Constant Effect Skills can be used at the same time.
There are three different types of Constant Effect Skills, and up to two of each type can be activated simultaneously.
The different types of Constant Effect Skills are as follows:
- ATK Constant Effect Skills
- DEF Constant Effect Skills
- Other Constant Effect Skills

Constant Effect Skill type can be confirmed from a Skill's description.
*To check which Constant Effect Skills are active during a Quest, tap on [MENU] > [SKILL].
*If you have three or more pieces of Gear with the same Constant Effect Skill type equipped, the two that will be activated will be chosen at random at the beginning of the Quest.

■Activating Blessing Skills
Blessing Skills are activated at the following times:
1) When specific Weapon, Helm, and Armor Gear are equipped to Main Slots.
2) Blessing Skill effects and activation timing differ for each skill.

Blessing Skills in effect can be viewed by tapping on [MENU] > [BOOST].

■EXP-Boosting Skills
EXP-Boosting Skills, when activated, increase the amount of EXP you obtain for a Quest.

EXP-Boosting Skills can be stacked and up to two EXP-Boosting Skills can be activated at the same time.
When they are stacked, the effects are added together.
When this calculation is performed, they are rounded down to the nearest whole number.
These Skills will also work on top of any EXP-boosting campaigns.

■Opening Skills
Opening Skills are Skills that are activated for a certain period of time upon commencement of a battle.
*These Skills are activated when the battle or Quest begins, so regardless of whether you join a Quest or enter a Guild battle after it has already begun, the activation period won't change.
*Opening Skills will not be activated after a certain amount of time passes before joining the battle.
*Opening Skills will still be activated even when joining a Quest or Guild Battle as a CPU.
*Even if you enter a Guild Battle as a Sub, your Opening Skills will still be activated only if you are switched into battle within the allowed time.
*Opening Skills are activated at the beginning of each round in a Coliseum Battle. *Opening Skills will not be activated after a mode switches in Guild battles, when moving to a new floor in a Quest, or when continuing after being KO'd.

Up to six Opening Skills can be stacked. Opening Skills can be activated alongside Constant Effect Skills and other Skills.
Opening Skills are divided into three different types, and up to two of each type can be activated at the same time.
The different types of Opening Skills are as follows:
- Opening ATK Skills
- Opening DEF Skills
- Other Opening Skills

Skill type is listed in the description of the Opening Skill.
*If three or more Gear pieces with the same Skill (example: Opening ATK Skill) are equipped, the Opening Skills that will activate at the beginning of the Quest will be randomly chosen.


■ Passive Skills
Passive Skills are activated when an applicable Gear item is equipped in a Main Slot.

*Notes regarding effects that add modifiers to specific Gear stats
Stat modifiers from Passive Skills are not applied to stat increasing effects from Hidden Skills.
Stat modifiers from Passive Skills are applied to number values before any Class Traits or other modifiers are applied.
Due to the way the calculations are performed, stats after Passive Skills are applied may not exactly match the forecast result when Passive Skill multipliers are applied to displayed stats.
Stat modifiers from Passive Skills are not added to stats during a Unison Chance.