To use a skill in combat, select the "Skill" action during an Opportunity and select "Use" under any of the Unlocked skills. (Only Unlocked skills can be used.) Skills for which the combatantant does not have the necessary SP cannot be used.
Each component has independent hit and target types. For example, a Vampire enemy might have a skill Bite
with two components: Damage with a target type of Select and a Replenish with a target type of Self. (See
below for more information.)
Damage: Drains either HP or SP from the target.
Status: Inflicts a status effect on the target.
Equip: Equips the listed equipment on the target.
Escape: Removes all equipped instances of the listed equipment from the target.
Replenish: Recovers the target's HP/SP.
Buff-Debuff: Inflicts a (De-)buff on the target.
Skills have a variety of possible target types, which determine which combatants are and are not
affected by the skill.
All: Every combatant, ally and hostile, is targeted.
Hostiles: All hostiles are targeted, but allies are not.
Allies: All allies are targeted, but hostiles are not.
Select: Select a specific target during combat.
Self: Target the skill user.
Stack: Target the same combatants as the previous component.
There are also a variety of possible hit types, which determine which of the skill's targets are affected
by the components.
Fixed Percentage: Each target has a fixed percent chance of being hit or missed by the skill. Each target's
result is evaluated independently of the other targets.
Batch Percentage: There is a fixed percentage of either all targets being hit or all targets being missed.
Physical Hit: Each target rolls against the skill user's Physical Hit Chance independently.
Special hit: Each target rolls against the skill user's Special hit Chance independently.
Global: The most unique hit type, the Global hit type is dependent upon the results of the previous components.
Components are evaluated in the following order: Damage, Status, Equip, Escape, Status, Buff-Debuff. Each component
records the hit value for each combatant, and components with the Global hit type will use the last recorded value.
(The Damage component shouldn't be set as Global: it will always miss.) In the above vampire example, setting the Replenish
component to Global would make the vampire only recover health if she successfully damaged someone else.