Co-abilities
Co-abilities are abilities that all adventurers have that are applied to the entire team. These abilities can be upgraded in each adventurer's mana circles.
Mechanics[edit]
Magnitude[edit]
The initial intensity of a Co-ability will start at different amounts depending on the adventurer's base rarity.
- For instance, a 3
Taro will start with a 1% strength co-ability, while a 5
Ieyasu will start with a 5% strength co-ability.
- Co-abilities can be upgraded in the 5th floor of the Mana Circle, and once fully upgraded, all co-abilities will have the same intensity. For example, a fully-upgraded
Taro and a fully-upgraded
Ieyasu will both have a 10% strength co-ability.
Overlapping[edit]
In the event that two adventurers with the same co-ability are on the same team, only the more powerful of the two will be activated.
For example, if an adventurer with a co-ability that provides +10% defense and an adventurer with a co-ability that provides +5% defense are on the same team, the team will receive +10% defense.
Co-op[edit]
When playing co-op, only the co-abilities of the adventurers in your team will affect your team; the co-abilities of adventurers in other players' teams will not affect you.
The co-abilities of adventurers in your team will affect your entire team, regardless of whether they actually participate in a quest (such as when playing co-op).
- For example, if you bring a 4-adventurer team into a co-op quest that only allows 1 adventurer per player, the first adventurer will enter while the latter 3 will not enter.
- This "backline" of 3 adventurers will contribute their co-abilities to the adventurer that actually enters the quest.
Passives and Buffs[edit]
All co-abilities are NOT classified as buffs. Therefore:
- Co-abilities will NOT generate a buff icon above the player's skills.
- Co-abilities will NOT count toward skills that count buffs (such as
Karina's
Raging Tide).
- Co-abilities are immune to nullification by the debuff
Curse of Nihility.
Co-abilities are NOT classified as passives either - in the Damage Formula, co-abilities are in their own bracket, meaning they are multiplicative with passive and buff effects.
Chain Co-abilities[edit]
Generic Co-abilities[edit]
Most co-abilities are assigned according to an adventurer's weapon type.
Icon | Name | Weapon Type |
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Dragon Haste +15% | ![]() |
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Strength +10% | ![]() |
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Critical Rate +10% | ![]() |
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Defense +15% | ![]() |
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HP +15% | ![]() |
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Skill Haste +15% | ![]() |
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Skill Damage +15% | ![]() |
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Recovery Potency +20% | ![]() |
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Gauge Accelerator +20% | ![]() |
Rare Co-abilities[edit]
Certain adventurers have co-abilities that are not typical for their weapon type.
Icon | Name | Adventurers with Co-ability |
---|---|---|
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HP & Defense |
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Agility Boost |
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Scorchrend Boost |
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Overdrive Punisher & Gauge Accelerator | |
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Force Strike |
|
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Standard Attack Damage | |
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Reduced Strength & Defense Punisher |
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Buff Time |
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Paralyzed Punisher |
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Critical Damage |
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Shapeshifting Boost |
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Dragon Damage |
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Wind Boost |
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Light Damage |
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Light Boost? |
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HP on Revival |
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