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WILD ARMS 3

(as "Wild Arms Advanced 3rd")
Platform:  

Personal Skills




Personal Skills are very useful little abilities that you will find on the various Mediums in the game. They add very positive effects to the character equipping the Medium, such as protection from elemental damage, more attack or defense power, or even really cool things like Finest Arts, which hits the enemy for MASSIVE damage!

If you are new to Personal Skills, please read the information below.

  • You will be able to start using Personal Skills after your entire team completes the Fallen Sanctuary dungeon and returns to see Halle in Baskar Colony. Simply go to the Mediums menu, select Personal Skill, and then the character you wish to view and set skills for. Personal Skills are not automatic; you must go to the Mediums menu and select Personal Skills. Choose a character, and the Personal Skills allocation screen will appear. There, you can allocate Personal Skill points to different Personal Skills.

     

  • Personal Skill points are used to activate Personal Skills, and each skill has different amounts of points needed to activate, as well as a few "levels" of activation. For example, Fire Ward requires 1 Personal Skill point to activate the first "level", and that means it blocks out 25% of fire damage. Activating another level for 1 more Personal Skill point would block out 50%, another would be 75%, and activating all 4 would be 100%.

     

  • Your characters will have Personal Skill Points equal to their level (for example, a Level 50 character will have 50 points). Once you set your points to skills, you can always choose the "Reset" command, then select the skill you want to "empty" to get the points back.

     

  • Each Medium has 3 Personal Skills equipped, and 5 "slots" for extra skills. To obtain extra skills, you must find items classified as "Gear" and "Equip" them to your Mediums via the Medium menu; this will take up one of the empty slots on that Medium and teach it a Personal Skill in return. Obviously, each piece of Gear has a different Personal Skill, and you can learn more about Gear on the Gear section of the shrine.

     

  • Each time a Personal Skill takes effect in battle, the character who's skill was activated will earn a X 0.1 multiplier to the EXP they receive at the end of the current battle!

     

  • Later on, if you want to remove a PSS you equipped on a Medium, select that skill from the Equip menu and scroll down to find the "Delete" command.

     

  • Don't be TOO eager to use your Gear right away! Remember, once you equip a Gear, you cannot get it back, so if you equip a Gear and then switch your Medium placement around, you may end up with duplicate Personal Skills on your characters!

And now, here's a table with a list of all of the skills in the game, as well as their effects at various levels of activation, their FP cost per level of activation, and the Gear they are contained in. Methods for obtaining each Gear can be found on the Gear section of the shrine. Thanks go to Split Infinity's Personal Skills FAQ for the information contained here!

Skill Name: FP Cost: Effect: Gear:
Status-Related Personal Skills
Amnesia Ward 1 Point per level (4 levels) Prevents character from falling under Amnesia status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Memo Pen
Bronze Ward 1 Point per level (4 levels) Prevents character from falling under Bronze status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Holy Ankh
Confusion Ward 1 Point per level (4 levels) Prevents character from falling under Confusion status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Clear Chime
Disease Ward 1 Point per level (4 levels) Prevents character from falling under Disease status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Hazel Sprig
Fallen Ward 1 Point per level (4 levels) Prevents character from succumbing to instant death (Fallen status) attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Holy Grail
Focus 4 Points per level (4 levels) Prevents character from falling under Bronze, Confusion, Fallen, Glass, Paralysis, and/or Sleep statuses.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

N/A (equipped on Justine)
Glass Ward 1 Point per level (4 levels) Prevents character from falling under Glass status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Soul Feather
Inoculation 3 Points per level (4 levels) Prevents character from falling under Amnesia, Disease, Misery, and/or Poison statuses.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

N/A (equipped on Raftina)
Misery Ward 1 Point per level (4 levels) Prevents character from falling under Misery status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Heart Leaf
Paralysis Ward 1 Point per level (4 levels) Prevents character from falling under Paralysis status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Blue Bracer
Poison Ward 1 Point per level (4 levels) Prevents character from falling under Poison status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Moonstone
Restoration 5 Points per level (1 level) If character is affected by Amnesia, Bronze, Confusion, Disease, Misery, Paralysis, Poison and/or sleep statuses, these statuses will be cleared once character's FP reaches or goes over either 25, 50, 75, or 100 FP. Evergreen
Resurrection 4 Points per level (4 levels) Automatically revives character when character becomes fallen.

Chances of skill activating increase per level activated (12.5%, 25%, 37.5%, 50%)

Talisman
Sleep Ward 1 Point per level (4 levels) Prevents character from falling under Sleep status.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Alarm Clock
Status Guard 1 Point per level (1 level) If character chooses to Guard, he is immune to all status ailments until the end of the turn, except for Bomb status or "stat-lowering" statuses. Amulet
Total Ward 5 Points per level (4 levels) Prevents character from falling under all statuses except Bomb or "stat-lowering" statuses.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Full Libra
Elemental-Related Personal Skills
Dark Ward 1 Point per level (4 levels) Reduces damage from dark-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Dark Ring
Earth Ward 1 Point per level (4 levels) Reduces damage from earth-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Earth Ring
Elemental Ward 4 Points per level (4 levels) Reduces damage from any elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Prism Crown
Fire Ward 1 Point per level (4 levels) Reduces damage from fire-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Fire Ring
Ice Ward 1 Point per level (4 levels) Reduces damage from ice-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Ice Ring
Light Ward 1 Point per level (4 levels) Reduces damage from light-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Light Ring
Thunder Ward 1 Point per level (4 levels) Reduces damage from thunder-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Thunder Ring
Water Ward 1 Point per level (4 levels) Reduces damage from water-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Water Ring
Weakness 2 Points per level (4 levels) Incrementally increases the amount of damage done to an enemy if it has a weakness if you hit it with its weak point element.

Damage increase is relative to level activated (25%, 50%, 75%, 100%)

Black Note
Wind Ward 1 Point per level (4 levels) Reduces damage from wind-elemental physical and magical attacks.

Chances of skill activating increase per level activated (25%, 50%, 75%, 100%)

Wind Ring
Attack-Related Personal Skills
ATT Plus 10 Points per level (4 levels) Incrementally increases the amount of damage done with Shoot, Attack, or Gatling commands.

Damage increase is relative to level activated (100%, 200%, 300%, 400%)

Comet Mark
Auto-Reload 2 Points per level (2 levels) Automatically reloads character's ARM when empty.

Chances of skill activating increase per level activated (25%, 50%)

Bullet Clip
Counterattack 2 Points per level (2 levels) Character with this skill has a chance of counterattacking when hit by physical damage.

Chances of skill activating increase per level activated (25%, 50%)

Arctic Blade
Critical Hit 2 Points per level (4 levels) Character with this skill has a better chance of delivering a critical hit when using Shoot command.

Chances of a critical hit per attack are increased by level activated (5%, 10%, 15%, 20%)

Gunstar Sign
Def Null 2 Points per level (4 levels) Character with this skill has a chance of the attack ignoring the enemy's DEF stat completely.

Chances of this happening are increased by level activated (12.5%, 25%, 37.5%, 50%)

AP Ammo
Finest Arts 2 Points per level (4 levels) The character with the skill can pull off an extra-powerful Gatling attack if he uses Gatling with 100 FP and 0 ammo in his or her ARM. The first four hits are fairly powerful, but the fifth and final hit does MASSIVE damage.

Level of activation is relative to the attack boost (1000%, 2000%, 3000%, 4000%)

The general accepted theory is that the final hit of Finest Arts does an amount of damage equal to your character's level times 1000.

Violator
Initiative 3 Points per level (1 level) Character has a 25% chance of getting the first move in each combat round. 10-Gal Hat
Necronomicon 10 Points per level (4 levels) Incrementally increases the amount of damage the character with this skill does with attack Arcana (does not have an effect on summon damage). Damage increase is relative to level activated (25%, 50%, 75%, 100%)

 

Necromicon
Power Cancel 4 Points per level (1 level) Reduces the character's Inertia Cancel cost to 0 FP, rather than 25 FP. Baselard
SOS Critical 2 Points per level (4 levels) When HP is in critical (red) numbers, the character's chances of getting a Critical Hit when using Shoot are greatly increased.

Chances of a critical hit per attack are increased by level activated (5%, 10%, 15%, 20%)

Crisis Arm
SOS Power Boost 4 Points per level (4 levels) When HP is in critical (red) numbers, the damage dealt by Shoot, Attack or Gatling commands is increased.

Damage increase is relative to level activated (25%, 50%, 75%, 100%)

Power Boost
Defense-Related Personal Skills
Arcana Blocker 4 Points per level (4 levels) Character is defended against Arcana attacks relative to your FP level. Arcana that you can guard against are: Petrify, Decelerate, Pressure, Refrigerate, Cremate, Fragile, Vortex, Inspire, Feeble Mind, Sleep, Eraser, Grav, Spectre, Banish, Dark Matter, Curse, and MAYBE Lifedrain.

Amount of FP needed for this skill to activate lowers as you activate more skill levels (100, 75, 50, 25)

Ebony Shadow
ATT Blocker 2 Points per level (2 levels) Character has a chance of completely nullifying a phyiscal attack. If the attack also causes status ailments or elemental damage and the skill activates, the status and elemental effects have no effect!

Chances of this happening are relative to level activated (25%, 50%)

Vambrace
Defender 2 Points per level (2 levels) Character has a chance of "stepping in front" of a physical attack that targets another team member, and damaged is greatly reduced.

Chances of this happening are relative to level activated (25%, 50%)

Lion Shield
Life Charge 3 Points per level (4 levels) Character equipped with it regains a fraction of his or her HP when he or she guards.

Amount of HP restored is relative to level activated (5%, 10%, 15%, 20%)

N/A (equipped on Raftina)
SOS Guard 3 Points per level (1 level) When character's HP becomes critical (red), this skill activates, and damage dealt to that character is reduced until HP is restored back to a non-critical amount. Nine Lives
SOS Invisible 5 Points per level (1 level) When character's HP becomes critical (red), the character becomes invisible, and becomes "invisible", and can't be targeted by single target attacks or Arcana, though he or she will not be immune to multiple target Arcana or attacks, and this skill does nothing if character is the only team member alive. Cute Ribbon
SOS RFX Boost 2 Points per level (2 levels) When character's HP becomes critical (red), the character's RFX (speed) is increased. RFX is returned to normal when HP is restored back to a non-critical amount.

RFX boost is relative to level activated (25%, 50%)

Cait's Boots
SOS Support 2 Points per level (1 level) When character's HP becomes critical (red), all supportive Arcana that the character has available are cast on that character; available meaning that the character has enough FP to cast them and that the Arcana are actually castable by that character with current Medium setup. Arcana that work with this are: Distortion, Hox Pox, Hyper, Permanence, Protect, Quicken, Reflect, Shield, Status Lock, Turbulence, Valiant. Pulbo Calbo
FP-Related Personal Skills
Force Charge 5 Points per level (1 level) When character with this skill guards, he or she gains 25 FP. N/A (equipped on Zephyr)
FP Plus 2 Points per level (4 levels) Character acquires some additional FP whenever FP rises.

FP added is relative to level activated (1, 2, 3, 4)

Force Unit
FP Save 2 Points per level (4 levels) FP cost of Arcana is reduced.

Reduction is relative to level activated (12.5%, 25%, 37.5%, 50%)

Elder Record
Regeneration 3 Points per level (2 levels) Restores HP when your FP reaches or goes over 25, 50, 75 or 100.

HP restoration is relative to level activated (10%, 20%). If your FP is increased dramatically by a Full Carrot, this skill only restores HP once.

Sunset Red
SOS FP Boost 4 Points per level (4 levels) Character gains some FP when his HP reaches critical (red) numbers.

FP added relative to level activated (25, 50, 75, 100)

Prism Stick
Miscellaneous Personal Skills
Disarm 2 Points per level (4 levels) Increases the probability of said character disarming a trapped treasure chest after battle.

Increase is relative to level activated (25%, 50%, 75%, 99%)

Robber's Ego
Eagle Eye 3 Points per level (1 level) Allows wearer to avoid battles where they are forced to fight alone. If all 4 characters have this skill equipped, your party will be able to avoid being ambushed by random encounters! Weather Vane
ECN Gauge Charge 4 Points per level (1 level) Your team's ECN gauge is restored by two points after each battle, rather than one. Magic Candle
EXP Boost 2 Points per level (4 levels) Increases the amount of EXP gained by that character after battle.

EXP increase (not including multipliers) is relative to level activated (10%, 20%, 30%, 40%)

N/A (equipped on Chapapanga)
Gella Boost 3 Points per level (1 level) Gives your party a 25% chance of receiving double the amount of Gella after every battle. Pocketbook
Green Thumb 5 Points per level (4 levels) Incrementally increases the amount of HP restored by Berries used by character, but only in battle.

Increase is relative to level activated (25%, 50%, 75%, 100%)

Dried Flower
Gun Hero 100 Points per level (1 level) All other Personal Skills in that character's possession are always activated. Sheriff Star
Lifebringer 3 Points per level (4 levels) Increases the amount of HP the VIT gauge refills after battle for the character.

Increase is relative to level activated (2x Max HP, 3x Max HP, 4x Max HP, 5x Max HP)

Golden Dawn
Luck Boost 3 Points per level (4 levels) Raises Luck of character with the skill equipped.

Luck stat is relative to level activated (BAD, NORMAL, GOOD, BEST)

Missanga
MTC Recovery 10 Points per level (4 levels) Restores MTC as you travel.

Steps required to restore 1 MTC are relative to level activated (180, 135, 90, 45)

Dist Dims






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WILD ARMS 3

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