Tamer skills mostly strengthen your whole squad. Each job has its own skill book, and skill points are spent as for any class.
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Field Notes and Quick Study are listed in the Tamer book, but at the moment neither changes anything in battle.
Tamer (Lv 10)
| Skill
|
Max level
|
Effect
|
| Hushed Steps |
1 |
Monsters ignore you until you drop the ward. \nWalk softly. Monsters pay you no mind and touching one starts nothing. Use the skill again to drop the ward, or choose a monster to engage it. (Learned with the class; no MP cost; it lasts until you drop it.)
|
| Field Notes |
1 |
Shows a foe's level, rarity and capture odds. \nYou jot down what you learn about every monster you meet. When you engage a monster, its level, rarity and your odds of binding it are shown. (Passive skill)
|
| Gentle Hand |
10 |
Binding chance +10%. \nA steady hand makes a Binding Charm hold. Raises your chance to bind a weakened monster. (Passive skill)
|
| Pack Tending |
1 |
Heals every living partner 40% of max HP, 60 sec cooldown. \nTend to your partners between battles: every partner still standing recovers 40% of its max HP. Can be used again after 60 sec.
|
| Trailmate |
10 |
Partner experience +30%. \nA partner that trails beside you learns from every road. Your partners gain more experience from battles. (Passive skill)
|
| Quick Study |
1 |
Skip a battle's text with one tap. \nYou read a fight at a glance. Battle text can be skipped with a single tap. (Passive skill)
|
| Beckon |
1 |
Starts a battle with one nearby monster. \nCall out to the nearest monster in front of you and draw it into a battle with your partners, even from a few steps away. (Learned with the class; no MP cost.)
|
| Gathering Call |
1 |
Starts a battle with 3-4 nearby monsters. \nA call that carries. Every monster close around you answers at once: 3 or 4 of them come at your partners, one after another, in a single battle. Needs at least 3 monsters in range. (Taught by a quest at Lv 30; no MP cost.)
|
| Steady Bond |
15 |
Partners' Max HP +15%. \nThe thread between you steadies every partner's heart. Raises your partners' Max HP. (Passive skill)
|
| Sharp Instincts |
15 |
Partners' Attack and Magic Attack +15%. \nYour partners learn to read a fight the way you do. Raises your partners' Attack and Magic Attack. (Passive skill)
|
| Thick Hide |
15 |
Partners' Defense and Magic Defense +15%. \nLong roads toughen a partner's hide. Raises your partners' Defense and Magic Defense. (Passive skill)
|
| Field Rations |
10 |
After a won battle, standing partners recover 20% of Max HP. \nYou always carry a little something for after the fight. When you win a battle, every partner still standing recovers some HP. (Passive skill)
|
| Watchful Eye |
10 |
Partners' critical chance +5%. \nYou point out the opening a heartbeat before it comes. Raises your partners' critical chance. (Passive skill)
|
Wrangler (Lv 30)
| Skill
|
Max level
|
Effect
|
| Kindred Element |
20 |
Same-element bonus x1.70. \nA partner that fights in its own element fights with its whole heart. Raises the same-element bonus of your partners' moves. (Passive skill)
|
| Weak-Point Reading |
20 |
Super-effective hits deal 20% more damage. \nYou call out where an element bites hardest. Moves that are super effective deal more damage. (Passive skill)
|
| Harrying Tactics |
20 |
Your partners' status effects land 40% more often. \nKeep the foe off balance. Your partners' moves inflict their status effects more often. (Passive skill)
|
| Steady Nerves |
20 |
Status effects land on your partners 40% less often. \nA calm voice keeps a partner's head clear. Status effects land on your partners less often. (Passive skill)
|
| Relay Guard |
10 |
A partner switched in by choice takes 30% less damage for 2 turns. \nYou cover a partner as it steps in. A partner you switch in by choice takes less damage for 2 turns. (Passive skill)
|
| Rally Cry |
10 |
A partner sent in after a knockout enters with Attack, Magic Attack and Speed +1. \nWhen a partner falls, the next one comes in roaring. A partner sent in after a knockout enters with raised stats. (Passive skill)
|
| Wrangler's Grit |
20 |
Your partners take 10% less damage. \nThe squad learns to take a hit and keep its feet. Your partners take less damage. (Passive skill)
|
| Long Reach |
10 |
Beckon's reach +50%, Gathering Call's circle +30%. \nYour voice carries farther than it used to. Beckon reaches farther and Gathering Call's circle grows wider. (Passive skill)
|
| Sure Grip |
20 |
Binding chance x1.20. \nYears of practice in the knot of a Binding Charm. Raises your chance to bind every monster. (Passive skill)
|
| Second Wind |
20 |
Knocked-out partners stand up with 25% of Max HP, 300 sec cooldown. \nA word, a touch, a reason to stand. Every partner that was knocked out gets back up with some HP. Out of battle only. (No MP cost.)
|
| Updraft |
10 |
A leap for 10 MP. On the ground, it lands you on the platform straight above you if one is close enough; with nothing above, it is an ordinary jump. In the air you can use it once more for a second leap. Hold Jump on the way down after that leap to hover for 0.5 seconds at level 1, up to 1.4 seconds at level 10. It does not work on a rope, while swimming or flying, or once the air leap is spent, and maps that block skills block it.
|
| Trail Legs |
10 |
+2 Speed and +1 Jump per level (+20 Speed and +10 Jump at level 10), within the usual speed and jump limits. (Passive skill)
|
★
Different from the original game Updraft and Trail Legs are MapleVerse skills that give Tamers a way to move around.
Packmaster (Lv 70)
| Skill
|
Max level
|
Effect
|
| Pack Instinct |
20 |
+5% damage for each standing partner on the bench. \nA partner fights harder with the pack at its back. Your active partner deals more damage for every partner still standing behind it. (Passive skill)
|
| Predator's Focus |
20 |
Partners' critical chance +10%. \nThe pack waits for the one opening that matters. Raises your partners' critical chance. (Passive skill)
|
| Pack Regeneration |
20 |
End of each turn: the active partner recovers 5% of Max HP. \nThe pack licks its wounds between blows. At the end of each turn your active partner recovers some HP. (Passive skill)
|
| Iron Pact |
30 |
Partners' Max HP, Defense and Magic Defense +15%. \nThe thread hardens into something closer to iron. Raises your partners' Max HP, Defense and Magic Defense. (Passive skill)
|
| Lead the Charge |
10 |
Your lead opens every battle with Speed and Accuracy +1. \nThe first partner out sets the pace. Your lead partner opens every battle with raised stats. (Passive skill)
|
| Pack Schooling |
20 |
Shared Training share +40%. \nThe ones who wait learn by watching. Partners resting on your bench take a bigger share of Shared Training. (Passive skill)
|
| Titan Breaker |
20 |
Your turns deal 20% more damage to a party boss. \nA pack can bring down what no one partner can. Your partners deal more damage in party boss fights. (Passive skill)
|
| Overwhelm |
30 |
Super-effective hits ignore 30% of the defense. \nFind the weakness and lean on it. Super-effective hits ignore part of the defense they strike. (Passive skill)
|
| Unflinching |
20 |
Your partners flinch 100% less often. \nNothing the foe does makes the pack blink. Your partners flinch less often. (Passive skill)
|
| Mending Song |
20 |
Cures every standing partner's status, heals 20% of Max HP, 20 sec cooldown. \nAn old song every partner knows by heart. Every standing partner is cured of its status and recovers some HP. Out of battle only. (No MP cost; at least 20 sec between songs.)
|
Wild Sovereign (Lv 120)
| Skill
|
Max level
|
Effect
|
| Sovereign's Blessing |
30 |
Partners' Attack, Magic Attack, Defense, Magic Defense and Speed +15%. \nEvery partner you have ever bound stands a little taller in your presence. Raises your partners' Attack, Magic Attack, Defense, Magic Defense and Speed. (Passive skill)
|
| Apex Predator |
30 |
Critical hits x1.80. \nWhen the pack strikes true, it strikes to end the fight. Critical hits deal more damage. (Passive skill)
|
| Unbreakable Bond |
30 |
Once per partner per battle: survive a knockout blow at 1 HP when above 30% HP. \nOnce in every battle, a partner refuses to fall. A blow that would knock out a partner leaves it at 1 HP instead, if it was not already badly hurt. (Passive skill)
|
| Elemental Dominion |
30 |
Resisted hits deal 30% more damage. \nNo element is beyond your partners any more. Hits the foe resists deal more damage. (Passive skill)
|
| Primal Fury |
30 |
Your partners' damage +15%. \nThe old wildness, answered at last. Every hit your partners land deals more damage. (Passive skill)
|
| Purifying Aura |
10 |
The active partner's status clears after 2 turns. \nNothing clings to a partner of yours for long. A status effect on your active partner wears off after a few turns. (Passive skill)
|
| Sovereign's Will |
30 |
Party boss fights: partners take 30% less damage and are never stunned. \nBefore a great beast, your partners do not falter. In party boss fights your partners take less damage and are never stunned. (Passive skill)
|
| Ancient Pact |
30 (opens with a quest) |
Binding chance on Rare and Boss-kin monsters x1.30. \nThe oldest binding there is, older than charms. Raises your chance to bind Rare and Boss-kin monsters. (Passive skill; taught by Theria's lore)
|
| Legend's Lineage |
30 (opens with a quest) |
Partner experience +30%. \nEvery partner you raise learns from every partner you raised before it. Your partners gain more experience. (Passive skill; taught by Mar's lore)
|
| Call of the Wild Kin |
30 (opens with a quest) |
Pack battles: partners' damage and experience +15%. \nWhen you call a whole pack, your own pack answers louder. In pack battles your partners deal more damage and gain more experience. (Passive skill; taught by Wren's lore)
|
Notes
- Hushed Steps, Beckon and Gathering Call cost no MP. Gathering Call is taught by the Lv 30 quest The Call That Carries.
- The three Wild Sovereign lore skills open when their quests are done (Tamer Jobs).
See also