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Fortuner A
Masters of the zodiac of war. These reapers wield scythes, and manipulate the shadow of death to create various effects on the field. They can inflict insidious status ailments on their foes, and follow up with lethal damage to enemies they’ve impaired. However, their low defense and LIFE make them fragile units, so exercise caution.
— Website description.

"An astrologer of the battlefield", Fortuner is one of the eight classes of 7th Dragon III Code: VFD. It is based on the past timeline and available from Chapter 2 after reaching Lower Ward Cladeon.

Fortuner can be seen as the successor of the Princess class from 7th Dragon, since they both focus on stat enhancements and status ailments.

Overview[]

With the greatest SPD of all available classes, Fortuners shut down enemies with spells that inflict ailments before they can move, then pile on even more ailments and drain the health of those they've afflicted. For their allies they provide very useful defensive and regeneration buffs, and occasional revival and ailment-cleansing. However, they are also the most fragile of classes, with the lowest LF and defenses, so party support is needed to improve their chances of survival.

Strategy[]

Fortuners are easily one of the best party members to take along while traversing a dungeon. Revelation: Sleep is the best Revelation skill for cleaning up random encounters as it can prevent enemies from acting, effectively buying you free turns. Bear in mind that as you pour skill points into each Revelation skill (except Death), at level 3 or higher their targeting can be switched to hit all enemies as opposed to just one. This does greatly reduce damage dealt, but ailment infliction is not affected, so they become great crowd control tools and supply ample targets for the Oracles. If your party is strong enough to regularly defeat enemies and even minor Dragons in 2 turns, Grace of the Stars occasionally gives a tremendous boon to SP earned from the fight.

While bosses prove rather resilient against ailments, this is where the rest of the Fortuner's skill repertoire shines. Dynamic and Magic Negate take a lot of bite from bosses' attacks, while Forest Poetry and Moonlight Poetry extend the party's stamina without taking too many turns off the Fortuner. Fortuners' great MAT scaling makes Forest Poetry effective even when left at Lv. 1. Mana Float allows other party members to spam expensive skills to finish the battle as soon as possible, especially helpful during extra turns. Since bosses are more susceptible to Burn, Freeze, and Bleed, in addition to the many means of inflicting the ailments, investment in Oracle of Power allows the Fortuner to contribute damage and top off their Life from time to time. Their EX skill is an incredible failsafe - once you unlock it, it is better to avoid Exhausting the Fortuner in case you need emergency healing.

Naturally, invest in LIFE Bonus to ameliorate the Fortuner's low base LF.

In inactive teams, the Fortuner has a very potent support skill, which revives all fallen party members in the 1st team with 1 LF. This, however, is compensated by a very long charge time of 4 turns, longer than all other classes. It begs the question: should you have the Fortuner in your 1st Team and get great buffs and ailment infliction but risk getting killed due to low defense, or should you reserve a safe reset button but suffer massive delay to support and Unison skills? If you intend to use this, remember to place the Fortuner as the leftmost party member so that their revival will always go first and the revived members can enjoy the other buffs supplied by the rest of the team.

Party Combinations[]

Any party member who can draw enmity towards themselves reduces the chance of the Fortuner being targeted. Rune-Knights are a popular choice for this role, though Samurai and God-Hands can do similar jobs.

  • Samurai: Forest Poetry's constant healing keeps the Samurai in position to consistently trigger Jinka React, which the Fortuner can follow with Following React. Longsword Samurai's Destructive Sweep and Power Bolt Drop make it easier for the Fortuner to use their life-stealing Oracle skills.
  • Banisher: Bomb Scatter and Clap Trap are pretty reliable means of inflicting Burn on enemies, opening up exploitation of Oracle of Power.

Standby[]

Fortuners charge 1 bar of their gauge every 4 turns.

Support Skill[]

Revive fallen 1st Team members.

  • At 1 HP.

Buddy Skill[]

Inflict Blind.

  • Deals 210% melee ATK-based non-elemental damage to the target, and has a 40% chance to inflict Blind for 2 turns. The Blind applies a 0.75x accuracy multiplier to the target.

Skills[]

Universal[]

Name Description Prerequisite
LIFE Bonus Bonus to max LF None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Max LIFE ↑. Cost 550 SP.
  • Lv. 3: Max LIFE ↑. Cost 1500 SP.
  • Lv. 4: Max LIFE ↑. Cost 3000 SP.
  • Lv. 5: Max LIFE ↑. Cost 5500 SP.
Formula
  • Lv. 1: 1.1x Life multiplier.
  • Lv. 2: 1.15x Life multiplier.
  • Lv. 3: 1.2x Life multiplier.
  • Lv. 4: 1.25x Life multiplier.
  • Lv. 5: 1.3x Life multiplier.
MANA Bonus Bonus to max MN None
Progression
  • Lv. 1: Skill learned. Cost 300 SP.
  • Lv. 2: Max MANA ↑. Cost 750 SP.
  • Lv. 3: Max MANA ↑. Cost 2000 SP.
  • Lv. 4: Max MANA ↑. Cost 4000 SP.
  • Lv. 5: Max MANA ↑. Cost 6000 SP.
Formula
  • Lv. 1: 1.1x Mana multiplier.
  • Lv. 2: 1.15x Mana multiplier.
  • Lv. 3: 1.2x Mana multiplier.
  • Lv. 4: 1.25x Mana multiplier.
  • Lv. 5: 1.3x Mana multiplier.

Misfortune[]

Name MN Cost Description Max Level Prerequisite
Revelation: Sleep 3 Dmg/Sleep: one. 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage/Sleep inflict rate ↑. Cost 500 SP.
  • Lv. 3: Damage/Sleep inflict rate ↑. Can attack all. Cost 1000 SP.
  • Lv. 4: Damage/Sleep inflict rate ↑. Cost 2000 SP.
  • Lv. 5: Damage/Sleep inflict rate ↑. Cost 4000 SP.
Notes
  • Formula:
    • Lv. 1: 180% damage. 60% infliction rate on healthy enemies, 100% on ailing enemies.
    • Lv. 2: 200% damage. 65% infliction rate on healthy enemies, 105% on ailing enemies.
    • Lv. 3: 210% damage. 70% infliction rate on healthy enemies, 110% on ailing enemies. 0.25x group damage multiplier.
    • Lv. 4: 230% damage. 75% infliction rate on healthy enemies, 115% on ailing enemies. 0.25x group damage multiplier.
    • Lv. 5: 250% damage. 80% infliction rate on healthy enemies, 120% on ailing enemies. 0.5x group damage multiplier.
  • Deals melee MAT-based non-elemental damage.
  • Adds +40% infliction rate for target(s) that already have ailment(s).
  • Sleep lasts 3 turns.
  • The penalty for targeting the group only reduces the initial damage, not any other aspect of this skill.
  • Fills 3% of the EX Gauge per hit.
Revelation: Bleed 3 Dmg/Bleed: one. 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage/Bleed inflict rate ↑. Cost 500 SP.
  • Lv. 3: Damage/Bleed inflict rate ↑. Can attack all. Cost 1000 SP.
  • Lv. 4: Damage/Bleed inflict rate ↑. Cost 2000 SP.
  • Lv. 5: Damage/Bleed inflict rate ↑. Cost 4000 SP.
Notes
  • Formula:
    • Lv. 1: 180% damage. 60% infliction rate on healthy enemies, 100% on ailing enemies. 40/48/49 Bleed damage.
    • Lv. 2: 200% damage. 65% infliction rate on healthy enemies, 105% on ailing enemies. 55/66/68 Bleed damage.
    • Lv. 3: 210% damage. 70% infliction rate on healthy enemies, 110% on ailing enemies. 70/84/86 Bleed damage. 0.25x group damage multiplier.
    • Lv. 4: 230% damage. 75% infliction rate on healthy enemies, 115% on ailing enemies. 85/102/105 Bleed damage. 0.25x group damage multiplier.
    • Lv. 5: 250% damage. 80% infliction rate on healthy enemies, 120% on ailing enemies. 100/120/124 Bleed damage. 0.5x group damage multiplier.
  • Deals melee MAT-based non-elemental damage.
  • Adds +40% infliction rate for target(s) that already have ailment(s).
  • Bleed lasts 3 turns.
  • The penalty for targeting the group only reduces the initial damage, not any other aspect of this skill.
  • Fills 3% of the EX Gauge per hit.
Revelation: Blind 8 Dmg/Blind: one. 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
  • Lv. 2: Damage/Blind inflict rate ↑. Cost 3000 SP.
  • Lv. 3: Damage/Blind inflict rate ↑. Can attack all. Cost 4000 SP.
  • Lv. 4: Damage/Blind inflict rate ↑. Cost 5000 SP.
  • Lv. 5: Damage/Blind inflict rate ↑. Cost 6000 SP.
Notes
  • Formula:
    • Lv. 1: 200% damage. 40% infliction rate on healthy enemies, 70% on ailing enemies. 0.85x accuracy multiplier.
    • Lv. 2: 230% damage. 45% infliction rate on healthy enemies, 75% on ailing enemies. 0.82x accuracy multiplier.
    • Lv. 3: 250% damage. 50% infliction rate on healthy enemies, 80% on ailing enemies. 0.79x accuracy multiplier. 0.25x group damage multiplier.
    • Lv. 4: 270% damage. 55% infliction rate on healthy enemies, 85% on ailing enemies. 0.76x accuracy multiplier. 0.25x group damage multiplier.
    • Lv. 5: 300% damage. 60% infliction rate on healthy enemies, 90% on ailing enemies. 0.7x accuracy multiplier. 0.5x group damage multiplier.
  • Deals melee MAT-based non-elemental damage.
  • Adds +30% infliction rate for target(s) that already have ailment(s).
  • Blind lasts 4 turns.
  • The penalty for targeting the group only reduces the initial damage, not any other aspect of this skill.
  • Fills 4% of the EX Gauge per hit.
Revelation: Poison 6 Dmg/Poison: one. 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
  • Lv. 2: Damage/Poison inflict rate ↑. Cost 3000 SP.
  • Lv. 3: Damage/Poison inflict rate ↑. Can attack all. Cost 4000 SP.
  • Lv. 4: Damage/Poison inflict rate ↑. Cost 5000 SP.
  • Lv. 5: Damage/Poison inflict rate ↑. Cost 6000 SP.
Notes
  • Formula:
    • Lv. 1: 200% damage. 40% infliction rate on healthy enemies, 70% on ailing enemies. 13 Poison damage.
    • Lv. 2: 230% damage. 45% infliction rate on healthy enemies, 75% on ailing enemies. 23 Poison damage.
    • Lv. 3: 250% damage. 50% infliction rate on healthy enemies, 80% on ailing enemies. 33 Poison damage. 0.25x group damage multiplier.
    • Lv. 4: 270% damage. 55% infliction rate on healthy enemies, 85% on ailing enemies. 43 Poison damage. 0.25x group damage multiplier.
    • Lv. 5: 300% damage. 60% infliction rate on healthy enemies, 90% on ailing enemies. 53 Poison damage. 0.5x group damage multiplier.
  • Deals melee MAT-based non-elemental damage.
  • Adds +30% infliction rate for target(s) that already have ailment(s).
  • Poison lasts 3 turns.
  • The penalty for targeting the group only reduces the initial damage, not any other aspect of this skill.
  • Fills 4% of the EX Gauge per hit.
Revelation: Curse 14 Dmg/Curse: one. 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3000 SP.
  • Lv. 2: Damage/Curse inflict rate ↑. Cost 5000 SP.
  • Lv. 3: Damage/Curse inflict rate ↑. Can attack all. Cost 7500 SP.
  • Lv. 4: Damage/Curse inflict rate ↑. Cost 8500 SP.
  • Lv. 5: Damage/Curse inflict rate ↑. Cost 9000 SP.
Notes
  • Formula:
    • Lv. 1: 330% damage. 20% infliction rate on healthy enemies, 50% on ailing enemies. 1.1x backlash damage.
    • Lv. 2: 360% damage. 30% infliction rate on healthy enemies, 60% on ailing enemies. 1.2x backlash damage.
    • Lv. 3: 390% damage. 40% infliction rate on healthy enemies, 70% on ailing enemies. 1.3x backlash damage. 0.25x group damage multiplier.
    • Lv. 4: 420% damage. 50% infliction rate on healthy enemies, 80% on ailing enemies. 1.4x backlash damage. 0.25x group damage multiplier.
    • Lv. 5: 450% damage. 60% infliction rate on healthy enemies, 90% on ailing enemies. 1.5x backlash damage. 0.5x group damage multiplier.
  • Deals melee MAT-based non-elemental damage.
  • Adds +30% infliction rate for target(s) that already have ailment(s).
  • Curse lasts 3 turns.
  • The penalty for targeting the group only reduces the initial damage, not any other aspect of this skill.
  • Fills 5% of the EX Gauge per hit.
Revelation: Death 10 Dmg/Instakill: one. 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3500 SP.
  • Lv. 2: Damage/Instakill inflict rate ↑. Cost 5500 SP.
  • Lv. 3: Damage/Instakill inflict rate ↑. Cost 8000 SP.
  • Lv. 4: Damage/Instakill inflict rate ↑. Cost 9000 SP.
  • Lv. 5: Damage/Instakill inflict rate ↑. Cost 9500 SP.
Notes
  • Formula:
    • Lv. 1: 300% damage. 10% infliction rate on healthy enemies, 30% on ailing enemies.
    • Lv. 2: 330% damage. 15% infliction rate on healthy enemies, 35% on ailing enemies.
    • Lv. 3: 360% damage. 20% infliction rate on healthy enemies, 40% on ailing enemies.
    • Lv. 4: 390% damage. 22% infliction rate on healthy enemies, 42% on ailing enemies.
    • Lv. 5: 430% damage. 25% infliction rate on healthy enemies, 45% on ailing enemies.
  • Deals melee MAT-based non-elemental damage.
  • Adds +20% infliction rate for target(s) that already have ailment(s).
  • Fills 5% of the EX Gauge per hit.
Oracle of Spirit 3 Drain: any w/ Sleep/Curse/Blind/Paralyze/Downer. 10 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage/LF drain ↑. Cost 200 SP.
  • Lv. 3: Damage/LF drain ↑. Cost 500 SP.
  • Lv. 4: Damage/LF drain ↑. Cost 1000 SP.
  • Lv. 5: Damage/LF drain ↑. Cost 1500 SP.
  • Lv. 6: Damage/LF drain ↑. Cost 2000 SP.
  • Lv. 7: Damage/LF drain ↑. Cost 3000 SP.
  • Lv. 8: Damage/LF drain ↑. Cost 4000 SP.
  • Lv. 9: Damage/LF drain ↑. Cost 5000 SP.
  • Lv. 10: Damage/LF drain ↑. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: 250% damage. 12% of damage dealt as healing.
    • Lv. 2: 280% damage. 14% of damage dealt as healing.
    • Lv. 3: 310% damage. 16% of damage dealt as healing.
    • Lv. 4: 340% damage. 18% of damage dealt as healing.
    • Lv. 5: 370% damage. 20% of damage dealt as healing.
    • Lv. 6: 420% damage. 22% of damage dealt as healing.
    • Lv. 7: 470% damage. 24% of damage dealt as healing.
    • Lv. 8: 500% damage. 26% of damage dealt as healing.
    • Lv. 9: 525% damage. 28% of damage dealt as healing.
    • Lv. 10: 550% damage. 30% of damage dealt as healing.
  • Deals melee MAT-based non-elemental damage to all targets with any of the listed ailments. Always misses those without.
  • Heals the Fortuner proportional to the damage dealt.
  • Fills 5% of the EX Gauge per hit.
Oracle of Power 3 Drain: any w/ Bleed/Poison/Burn/Freeze. 10 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage/LF drain ↑. Cost 200 SP.
  • Lv. 3: Damage/LF drain ↑. Cost 500 SP.
  • Lv. 4: Damage/LF drain ↑. Cost 1000 SP.
  • Lv. 5: Damage/LF drain ↑. Cost 1500 SP.
  • Lv. 6: Damage/LF drain ↑. Cost 2000 SP.
  • Lv. 7: Damage/LF drain ↑. Cost 3000 SP.
  • Lv. 8: Damage/LF drain ↑. Cost 4000 SP.
  • Lv. 9: Damage/LF drain ↑. Cost 5000 SP.
  • Lv. 10: Damage/LF drain ↑. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: 250% damage. 12% of damage dealt as healing.
    • Lv. 2: 280% damage. 14% of damage dealt as healing.
    • Lv. 3: 310% damage. 16% of damage dealt as healing.
    • Lv. 4: 340% damage. 18% of damage dealt as healing.
    • Lv. 5: 370% damage. 20% of damage dealt as healing.
    • Lv. 6: 420% damage. 22% of damage dealt as healing.
    • Lv. 7: 470% damage. 24% of damage dealt as healing.
    • Lv. 8: 500% damage. 26% of damage dealt as healing.
    • Lv. 9: 525% damage. 28% of damage dealt as healing.
    • Lv. 10: 550% damage. 30% of damage dealt as healing.
  • Deals melee MAT-based non-elemental damage to all targets with any of the listed ailments. Always misses those without.
  • Heals the Fortuner proportional to the damage dealt.
  • Fills 5% of the EX Gauge per hit.

Fortune[]

Name MN Cost Description Max Level Prerequisite
Dynamic Negate 3 Physical dmg taken ↓. 3 turns. Instant. 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Physical damage reduction rate ↑. Cost 1500 SP.
  • Lv. 3: Physical damage reduction rate ↑. Cost 4000 SP.
  • Lv. 4: Physical damage reduction rate ↑. Cost 6000 SP.
  • Lv. 5: Physical damage reduction rate ↑. Cost 8500 SP.
Notes
  • Formula:
    • Lv. 1: Reduces damage by 15%.
    • Lv. 2: Reduces damage by 17%.
    • Lv. 3: Reduces damage by 20%.
    • Lv. 4: Reduces damage by 25%.
    • Lv. 5: Reduces damage by 30%.
  • Places a buff on the party that reduces ATK-based damage taken.
  • Lasts 3 turns.
  • Priority level 7.
Magic Negate 4 Magic dmg taken ↓. 3 turns. Instant. 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Magic damage reduction rate ↑. Cost 3000 SP.
  • Lv. 3: Magic damage reduction rate ↑. Cost 4000 SP.
  • Lv. 4: Magic damage reduction rate ↑. Cost 5000 SP.
  • Lv. 5: Magic damage reduction rate ↑. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: Reduces damage by 15%.
    • Lv. 2: Reduces damage by 17%.
    • Lv. 3: Reduces damage by 20%.
    • Lv. 4: Reduces damage by 25%.
    • Lv. 5: Reduces damage by 30%.
  • Places a buff on the party that reduces MAT-based damage taken.
  • Lasts 3 turns.
  • Priority level 7.
Ichor 10 At turn end, revive all fallen allies. 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
  • Lv. 2: MN: 10→8. Cost 3000 SP.
  • Lv. 3: MN: 8→6. Cost 3500 SP.
  • Lv. 4: MN: 6→4. Cost 4000 SP.
  • Lv. 5: MN: 4→2. Cost 5000 SP.
Notes
  • Places a buff on all living 1st team members only for the current turn.
  • At the end of that turn, any of them that dies with the buff active is resurrected with 1 HP.
  • Even with the 1st team fully buffed, you still get a game over if they all die before the end of the turn. This does not work on party members that were dead before this skill was cast.
  • If used during Unison, the effects will also carry over into the next turn.check pending
  • Priority level 3.
  • Speed multiplier of 1.2.
Mana Float 8 Skills do not consume MN this turn: all allies. 1 None
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
Notes
  • Also carries over into the extra turn phase.
  • Party members that are revived during the turn this skill is active will not benefit from this skill.
  • If used during Unison, the effects will also carry over into the next turn.check pending
  • Priority level 7.
Forest Poetry 5 Restore LF: all allies. 4 turns. 5 None
Progression
  • Lv. 1: Skill learned. Cost 600 SP.
  • Lv. 2: LF restoration ↑. Cost 1200 SP.
  • Lv. 3: LF restoration ↑. Cost 2400 SP.
  • Lv. 4: LF restoration ↑. Cost 5000 SP.
  • Lv. 5: LF restoration ↑. Effective turns: 4→5. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: 10 Base Heal. 4 turns.
    • Lv. 2: 15 Base Heal. 4 turns.
    • Lv. 3: 20 Base Heal. 4 turns.
    • Lv. 4: 25 Base Heal. 4 turns.
    • Lv. 5: 30 Base Heal. 5 turns.
    • Healing = Base Heal + (MAT / 10)
  • Places a buff on all allies that restores their Life at the end of the turn for a certain number of turns.
  • Priority level 3.
Moonlight Poetry 3 Restore MN: all allies. 4 turns. 5 None
Progression
  • Lv. 1: Skill learned. Cost 600 SP.
  • Lv. 2: MN restoration ↑. Cost 1000 SP.
  • Lv. 3: MN restoration ↑. Cost 2000 SP.
  • Lv. 4: MN restoration ↑. Cost 3500 SP.
  • Lv. 5: MN restoration ↑. Effective turns: 4→5. Cost 6000 SP.
Notes
  • Formula:
    • Lv. 1: Restores 3 Mana. 4 turns.
    • Lv. 2: Restores 6 Mana. 4 turns.
    • Lv. 3: Restores 9 Mana. 4 turns.
    • Lv. 4: Restores 12 Mana. 4 turns.
    • Lv. 5: Restores 15 Mana. 5 turns.
  • Places a buff on all allies that restores their Mana at the end of the turn for a certain number of turns.
  • Priority level 3.
Grace of the Sun - Auto. Restore party MN at turn end. 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
  • Lv. 2: MN restoration ↑. Cost 2000 SP.
  • Lv. 3: MN restoration ↑. Cost 2500 SP.
  • Lv. 4: MN restoration ↑. Cost 3000 SP.
  • Lv. 5: MN restoration ↑. Cost 3500 SP.
Notes
  • Formula:
    • Lv. 1: Restores 5% of maximum Mana.
    • Lv. 2: Restores 8% of maximum Mana.
    • Lv. 3: Restores 11% of maximum Mana.
    • Lv. 4: Restores 14% of maximum Mana.
    • Lv. 5: Restores 20% of maximum Mana.
  • At the end of each turn, the Fortuner has a 12% chance to restore a portion of the party’s maximum Mana.
Grace of the Moon - Auto. Cure ally ailments. 1 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 7000 SP.
Notes
  • If an ally gets inflicted with an ailment, the Fortuner has a 15% chance to automatically dispel it.
Grace of the Stars - Auto. 1.5x SP if victorious in 2 turns. 1 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3000 SP.
Notes
  • 25% chance to activate at the start of battle. Only 1 start of battle AUTO skill can activate at a time.
  • Upon activation, the party's SP gain will be multiplied by 1.5x if they win within 2 turns.
Yggdrasil’s Wind 30 Completely heal the party. 1 Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explain EX skills and give pointers to how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader. Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
  1. (These steps have not been checked) Talk to Yoritomo in the Medical Floor.
  2. Log in to 7th Encount and choose "Make your Samurai train alone."
  3. Defeat the Dark Rabi as quick as possible.
Progression
  • Lv. 1: Skill learned. Cost 9900 SP.
Notes
  • Completely heals the entire party, dispels every ailment on them, and revives any dead party members. Has a base heal of 999.
  • Despite the fact that it is completely impossible for any party member to have that much HP, the base heal is still run through the standard healing formula. Since EX must be used to use this skill, the result of that is doubled as well.
    • Healing = 999 + [MAT / 10]
  • Using EX provides maximum speed to the skill, though it does not change priority levels. EX skills cannot be used by backup team members during Unison.

Other[]

Name MN Cost Description Max Level Prerequisite
Gift For You 0 Transfer own ailments to one enemy. 1 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
Notes
  • Transfers any ailments the Fortuner has to the chosen target. The infliction is guaranteed even if the target is immune to the ailment in question.
  • The exact properties of the ailments, such as poison damage, paralysis chance, and remaining turn duration, are transferred as well.
Sacrifice 45 High dmg: all. User is lost from battle. 1 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 9999 SP.
Notes
  • Deals ranged MAT-based non-elemental damage to all enemies equal to 15% of their maximum Life. This damage is affected by randomization and is boosted by EX.
  • Kills the Fortuner and inflicts the Lost status, preventing revival in any form for the rest of the battle, but you can revive afterwards.
  • If you cast this skill while the Fortuner is the only living party member left, you will get an automatic game over, even if this skill were to kill all enemies.
  • Fills 5% of the EX Gauge per hit.
Following React 0 Chance of +1 turn if ally React triggers. 4 turns. 1 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
Notes
  • Places a buff on the Fortuner that grants a 50% chance to gain an extra turn when another party member's React skill activates.
  • Lasts 4 turns.
  • Priority level 2.

Gallery[]

References[]

Classes
7th Dragon
Fighter》《Rogue》《Samurai》《Knight》《Mage》《Healer》《Princess
7th Dragon 2020 &
7th Dragon 2020-II
2020 &
2020-II
Samurai》《Destroyer》《Trickster》《Psychic》《Hacker
2020-II exclusive
Idol
7th Dragon III Code: VFD Present
Samurai》《God-Hand》《Agent》《Duelist
Past
Rune-Knight》《Fortuner
Future
Mage》《Banisher
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