| Picto + Effect | Lumina Cost | Location |
| Shortcut: If your health falls below 30%, you immediately take your turn. Once per battle. | 5 | Monolith |
| Shielding Color: Healing colors also create 2 shields. | 10 | Continent, southeast of Forgotten Battlefield |
| Shielding Death: Upon death, allies receive 3 shields. | 10 | Victory over Chromatic Chapelier (The Crows) |
| Actionable Healer: +2 AP when healing an ally. Once per round. | 10 | Flying Mansion |
| Anti-Inflicted: Immune to Inflicted. | 10 | Gestral Merchant (The Aspiring) |
| Anti-Stunned: Immune to Stunned. | 5 | Victory over Chromatic Pétank (Southeast on the Continent) |
| Anti-Charmed: Immune to Charmed. | 10 | Victory over the Tisseur (Sirène) |
| Anti-Burning: Immune to Burning. | 15 | Victory over Gargant (Frozen Hearts) |
| Anti-Frozen: Immune to Frozen. | 15 | Color Cage (Frozen Hearts) |
| Charging Change: +10% of gradient charge when a buff is applied. Once per round. | 10 | Flying Mansion |
| Charging Stun: +5% of gradient charge when hitting a stunned opponent. | 5 | Lumière |
| Charging Color: +5% of gradient charge when an item is used. | 2 | Continent, southwest of Monocos Station |
| Charging Critical Hit: +20% of gradient charge on a critical hit. Once per round. | 10 | Renoir’s Designs |
| Charging Weakness: +15% of gradient charge when exploiting a target’s weakness (once per round). | 5 | Gestral Merchant (The Aspiring) |
| Charging Attack: +15% of gradient charge on standard attacks. | 7 | The Aspiring |
| Charging Gradient: +10% of gradient charge on counters. | 10 | The Aspiring |
| Charging Burning: +20% of gradient charge on application of Burning. Once per round. | 10 | Renoir’s Designs |
| Charging Marking: +20% of gradient charge when hitting a marked target. Once per round. | 10 | Gestral Merchant (Sanctuary of Endless Night) |
| Dodge Maneuver: Gain 1 AP on perfect dodge. Once per round. | 1 | Spring Meadows |
| Automatically Agile: Grants Agility for three rounds at the start of the battle. | 10 | Old Lumière |
| Automatically Armored: Grants Armor for three rounds at the start of the battle. | 10 | Stonewave Cliffs, after Nevron quest from Hexga |
| Automatically Powerful: Grants Power for three rounds at the start of the battle. | 10 | Floating Cemetery, grant Chalier his wish for death |
| Automatically Regenerating: Grants Regeneration for three rounds at the start of the battle. | 10 | Sirène |
| Stained: 15% increased damage for each of your status effects. | 3 | Gestral Merchant (The Aspiring) |
| Encouraging Color: Healing colors also act Powerfully. | 5 | Forgotten Battlefield |
| Encouraging Attack: Gain Power from standard attacks for one round. | 10 | Spring Meadows |
| Encouraging Break: Gain Power when a target is broken. | 3 | Flying Mansion |
| Encouraging Dodge: 5% increased damage for each consecutive successful dodge. Stackable up to ten times. | 5 | Continent, red forest in the east |
| Encouraging Last Stand: Gain Power while fighting alone. | 3 | Victory over Julien Winzkopf (Hidden Gestral Arena) |
| Encouraging Parry: Each successful parry increases damage by 5% until the end of the next turn. Damage taken removes this buff. | 5 | Color Cage (Monolith) |
| Revitalizing Stun: +1 AP when a stunned target is hit with an ability. | 10 | Color Cage (Flying Mansion) |
| Revitalizing Healing: When an ally is healed, they also gain 2 AP. | 10 | Continent, before Endless Tower |
| Revitalizing Purification: Removes the first negative status effect received and grants 2 AP. | 10 | Gestral Merchant (Monolith) |
| Revitalizing Shots: 20%-chance to gain 1 AP on a free-targeting shot. | 10 | Flying Mansion |
| Revitalizing Resurrection: +3 AP for all allies when a character is resurrected. | 5 | Victory over Chromatic Hexga (Stonewave Cliffs Cave) |
| Revitalizing Attack I: +1 AP on standard attacks. | 10 | Victory over Glaise (Yellow Harvest), Gestral Merchant (Renoir’s Designs) |
| Revitalizing Attack II: +1 AP on standard attacks. | 15 | Gestral Merchant (Sirène) |
| Revitalizing Break: +3 AP when a target is broken. | 3 | Flying Waters |
| Revitalizing Gradient: +1 AP for each consumed gradient charge. | 10 | Victory over Frost Évêque (Continent, northeast of Forgotten Battlefield) |
| Revitalizing Pain: Parrying no longer generates AP. +1 AP when you are hit. | 10 | Stonewave Cliffs |
| Revitalizing Jump: +1 AP on jump counters. | 5 | Old Sanctuary |
| Revitalizing Start I: +1 AP at the start of the battle. | 5 | Continent, north of Gestral Village |
| Revitalizing Start II: +1 AP at the start of the battle. | 10 | Old Sanctuary |
| Revitalizing Start III: +1 AP at the start of the battle. | 15 | Esquies Nest |
| Revitalizing Start IV: +1 AP at the start of the battle. | 20 | Forgotten Battlefield |
| Revitalizing Death: Upon death, +4 AP for all allies. | 5 | Forgotten Battlefield, Grandis Merchant (Monocos Station) |
| Revitalizing Move: +1 AP at the beginning of the turn. | 20 | Victory over Sirène, Gestral Merchant (Holy River, Renoir’s Designs) |
| Revitalizing Burning: +1 AP on application of Burning. Once per round. | 10 | Victory over Chromatic Veilleur (Frozen Hearts) |
| Revitalizing Agile: +2 AP on application of Agile. | 10 | Endless Tower, after 3rd battle on level 2 |
| Revitalizing Armored: +2 AP on application of Armored. | 10 | Continent, southeast (with Color Break) |
| Revitalizing Powerful: +2 AP on application of Powerful. | 10 | Lumière |
| Revitalizing Parry: +1 AP on successful parry. | 15 | Victory over Chromatic Luster (Forgotten Battlefield), Gestral Merchant (Holy River, Renoir’s Designs) |
| Rewarding Marking: +2 AP when damage is dealt to a marked target. Once per round. | 5 | Flying Waters, Gestral Merchant (Holy River) |
| Accelerating Color: Healing colors also act Agile. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Accelerating Healing: While healing an ally, also applies Agile for one round. | 5 | Continent, south of Forgotten Battlefield |
| Accelerating Shots: 20%-chance to gain Agile on a free-targeting shot. | 3 | Gestral Merchant (Flying Mansion) |
| Accelerating Last Stand: Gain Agile while fighting alone. | 3 | Victory over Bertrand Grosshand (Hidden Gestral Arena) |
| Stun Boost: Deal 30% increased damage to stunned opponents. | 10 | Old Sanctuary, Gestral Merchant (Holy River) |
| Breaking Shots: 50% increased break damage with free-targeting shots. | 1 | Stonewave Cliffs |
| Breaking Attack: The standard attack can break opponents. | 10 | Victory over Clair Obscur (Monolith) |
| Breaking Counter: 50% increased break damage on counters. | 3 | Stonewave Cliffs |
| Breaking Burning: 25% increased break damage on burning opponents. | 5 | Continent, west of Monocos Station |
| Breaker: 25% increased break damage. | 10 | Old Sanctuary |
| Burning Affinity: 25% increased damage to burning opponents. | 10 | Frozen Hearts |
| Burning Shots: 20%-chance that a free-targeting shot will apply Burning. | 3 | Spring Meadows, Gestral Merchant (Holy River), Grandis Merchant (Monocos Station) |
| Burning Break: Applies three stacks of Burning when a target is broken. | 3 | Frozen Hearts |
| Burning Death: When dying, applies three stacks of Burning. | 5 | Victory over Burgeon, continent west of Monocos Station |
| Burning Mark: Applies Burning stacks when hitting a marked opponent. | 15 | Old Sanctuary |
| Break Specialist: The character deals 50% more break damage, but their standard attack damage is reduced by 20%. | 1 | Gestral Merchant (Flying Mansion) |
| Clea’s Life: If you have not taken damage since your last turn at the start of the turn, 100% of your health is restored. | 30 | Victory over Clea (Flying Mansion) |
| Defensive Tactic: If the character takes damage, they consume (if possible) 1 AP to reduce the damage by 30%. | 1 | Stonewave Cliffs |
| The Last Point: Reduces maximum health to 1. | 1 | Victory over the Pantomime (Sunless Cliffs) |
| Double Mark: Marking is only removed after another hit. | 20 | Gestral Merchant (Sirène) |
| Double Trigger: When applying a stack of Burning, a second is applied. | 30 | Visages, Gestral Merchant (Holy River) |
| Effective Healing: Doubles any healing received. | 30 | Sirène |
| Effective Support: +2 AP when using an item. | 5 | Continent (Northeast on a ledge) |
| Hasty Retreat: Allows immediate escape from a battle | 40 | Finding all Gestral Kids |
| Solo Fighter: Deals 50% more damage while fighting alone. | 1 | Victory over Julien Winzkopf (Hidden Gestral Arena), Gestral Merchant (Renoir’s Designs) |
| Eager Break: When a target is broken, you take another turn. | 3 | Victory over Chromatic Cruler (Sanctuary of Endless Night) |
| Energy-rich Healing Color: Healing colors also generate 1 AP. | 1 | Stonewave Cliffs |
| Energy-rich Resurrection Color: Resurrection color generates 3 AP. | 10 | Forgotten Battlefield, Gestral Merchant (Holy River) |
| Enormous First Strike: The first damage dealt and received causes 50% more damage. | 5 | Victory over Chromatic Abbest (Abbest Cave) |
| Exposing Attack: Standard attacks apply Vulnerable for one round. | 10 | Monolith, Gestral Merchant (Flying Waters) |
| Exposing Break: Applies Vulnerable when an opponent is broken. | 5 | Gestral Merchant (The Aspiring) |
| Significantly Agile: +25% speed increase from Agile. | 10 | Grandis Merchant (Monocos Station) |
| Significantly Armored: +10% damage reduction from Armored. | 10 | Sirène |
| Significantly Weak: +15% damage reduction from Weak. | 15 | Endless Tower, after 3rd battle on level 10 |
| Significantly Powerful: +15% damage increase from Powerful. | 10 | Gestral Merchant (Sirène) |
| Significantly Slowed: +15% speed reduction from Slowed. | 15 | Sky Island |
| Significantly Vulnerable: +15% damage increase from Vulnerable. | 15 | Gestral Merchant (Monolith) |
| Recovery: 10% of health is restored at the beginning of the turn. | 10 | Red Forests, after Stonewave Cliffs, after Nevron Quest from Bénisseur |
| Exhausting Power: 50% increased damage when exhausted. | 2 | Stonewave Cliffs Cave |
| Shattering Attack: 50% increased break damage with standard attack. | 1 | Flying Waters |
| First Strike: You take your turn first. | 10 | Stonewave Cliffs |
| Color of Time: Energy colors make the target take their turn immediately. | 10 | Endless Tower, after 3rd battle on level 4 |
| Agile Powerful: When applying Powerful, Agile is also applied. | 10 | Renoir’s Designs |
| Painted Power: Damage can exceed 9,999. | 5 | Victory over Painter (Monolith) |
| Shared Healing: When healing an ally, you heal yourself for 50% of the healing amount. | 10 | Continent, south on the island with access to White Tree |
| Armored Agile: When applying Agile, Armored is also applied. | 10 | Gestral Merchant (Sanctuary of Endless Night) |
| Armored Last Stand: Gain Armored while fighting alone. | 3 | Victory over Dominique Großfuß (Hidden Gestral Arena) |
| Protected Resurrection: +1 shield when resurrected. | 5 | Gestral Merchant (Renoir’s Designs) |
| Increased Attack: 50% increased damage with standard attacks. | 7 | Victory over Chromatic Lancelier (Spring Meadows) |
| Increased First Strike: 50% increased damage on the first hit. Once per battle. | 5 | Victory over François (Esquies Nest), Gestral Merchant (Renoir’s Designs) |
| Increased Counter I: 25% increased damage on counters. | 3 | Victory over Bourgeon (Flying Waters), Gestral Merchant (Renoir’s Designs) |
| Increased Counter II: 50% increased damage on counters. | 5 | Victory over Chromatic Ramasseur (Visages) |
| Increased Counter III: 75% increased damage on counters. | 7 | Victory over Chromatic Échassier (Lumière) |
| Increased Targeting: 50% increased damage with Free Targeting. | 3 | Flying Waters |
| Healthy Strength: 25% increased damage at full health. | 15 | Gestral Merchant (Lumière) |
| Shared Healing: Gain 15% of any healing applied to other characters. | 5 | Gestral Merchant (Visages) |
| Glass Cannon: Deals 25% more damage but also takes 25% more damage. | 10 | Visages, Gestral Merchant (Holy River) |
| Gradient Breaker: 50% increased break damage with Gradient attacks. | 5 | Gestral Merchant (Flying Mansion) |
| Gradient Break: +50% gradient charge when a target is broken. | 5 | Sanctuary of Endless Night |
| Gradient Fighter: 25% increased damage with Gradient attacks. | 5 | Lumière |
| Half Double: The character always takes two turns in a row but deals 50% less damage. | 10 | Victory over Création (Lumière) |
| Persistent Mark: 50%-chance that when attacking a marked target, Marked is applied. | 10 | Monolith, Gestral Merchant (Flying Mansion) |
| Healing Stun: Hits on stunned targets restore 5% of your health. | 10 | Lumière |
| Healing Counter: Counters restore 20% of your health. | 10 | Gestral Merchant (Old Lumière) |
| Healing Mark: Hits on marked targets restore 25% of your health. Once per round. | 20 | Gestral Merchant (Gestral Village) |
| Healing Death: Upon death, the health of allies is fully restored. | 5 | Old Lumière |
| Healing Fire: Attacks on burning targets restore 25% of your health. Once per round. | 10 | Sirène |
| Healing Parry: Parrying restores 3% of your health. | 5 | Continent, right before Stonewave Cliffs |
| Healing Buff: When a buff is applied, 15% of health is restored. | 10 | The Aspiring |
| Healing Assassination: Killing an opponent restores 50% of your health. | 5 | Forgotten Battlefield, Gestral Merchant (Renoir’s Designs) |
| In Medias Res: +3 shields at the start of the battle, but maximum health is halved. | 10 | Dark Shores |
| Inverted Affinity: Applies Inverted to yourself for three rounds at the start of the battle. 50% increased damage when you are Inverted. | 5 | Gestral Merchant (Forgotten Battlefield) |
| Combo Attack I: The standard attack has an additional hit. | 10 | Victory over Dualist (Forgotten Battlefield) |
| Combo Attack II: The standard attack has an additional hit. | 20 | Victory over Chromatic Clair Obscur (Monolith) |
| Combo Attack III: The standard attack has an additional hit. | 30 | Victory over all opponents (Dark Gestral Arena) |
| Powerful Healing: When healing an ally, also applies Powerful for one round. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Powerful Marking: Gain Powerful when a marked opponent is hit. | 5 | Flying Mansion |
| Powerful Shields: 10% increased damage per own shield. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Powerful Shots: 20%-chance to gain Powerful on a free-targeting shot. | 3 | Gestral Village (with Color Break) |
| Powerful Resurrection: Applies Powerful for three rounds upon resurrection. | 3 | Victory over Chromatic Bruler (Continent, northwest of Gestral Village) |
| Powerful Armored: When applying Armored, Powerful is also applied. | 10 | Victory over Bènisseur (Sirène) |
| Critical Burning: 25% increased chance of critical hits on burning opponents. | 5 | Spring Meadows, Gestral Merchant (Sanctuary of Endless Night) |
| Critical Vulnerable: 25% increased chance of critical hits on vulnerable opponents. | 5 | Continent, western beach |
| Critical Stun: 100%-chance for critical hits when hitting a stunned target. | 5 | Gestral Merchant (Holy River) |
| Critical Weakness: 25% increased chance of critical hits when exploiting a target’s weakness. | 5 | Endless Tower, after 3rd battle on level 6 |
| Critical Break: 25% increased break damage on critical hits. | 5 | Continent, northwest beach (with Color Break) |
| Critical Moment: 50%-chance for critical hits when your health is below 30%. | 5 | Gestral Merchant (Gestral Village) |
| Critical Last Stand: 100%-chance for critical hits while you fight alone. | 3 | Victory over Matthieu the Colossus (Hidden Gestral Arena) |
| Longer Burning: Burning lasts two rounds longer. | 15 | Gestral Merchant (Flying Mansion) |
| Longer Agile: When applying Agile, the duration is extended by two rounds. | 10 | Continent, east of Monocos Station |
| Longer Armored: When applying Armored, the duration is extended by two rounds. | 10 | Forgotten Battlefield |
| Longer Powerful: When applying Powerful, the duration is extended by two rounds. | 10 | Gestral Merchant (Old Lumière) |
| Purifying Color: Healing colors also remove all status effects from the target. | 5 | Victory over Évêque (Spring Meadows) |
| Life Drain: Restores health equal to 15% of standard attack damage. | 15 | Old Sanctuary |
| Flaming Break: When a target is broken, the number of its Burning stacks is doubled. | 5 | Continent, at the entrance to Carousel |
| Flawless: 30% increased damage until you are hit. | 10 | Victory over Mask Keeper (Visages) |
| Painter: Any physical damage is converted to Void damage. | 10 | Flying Mansion) |
| Marking Shots: 20%-chance that a free-targeting shot will apply Marked. | 3 | Flying Waters |
| Marking Break: Applies Marked when an opponent is broken. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Master of Energy: Each AP increase is increased by 1. | 40 | Victory over Serpenphare (Continent, east) |
| Multitalented: After hitting with Free Targeting, the standard attack damage is increased by 50% for one round. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Useful Contamination: +2 AP on application of a status effect. Once per round. | 15 | Gestral Merchant (Falling Leaves) |
| Risky Parry: +1 AP when parrying, but the damage taken is doubled. | 5 | Victory over Golden Chevalière (Stonewave Cliffs) |
| Roulette: Each hit has a 50%-chance to deal either 50% or 200% damage. | 5 | Character behind Casino Door (Gestral Village) |
| Sniper: The first Free Targeting shot per turn deals 200% damage and can break the target. | 15 | The Aspiring |
| Shield Affinity: Shields increase damage dealt by 30%. However, damage taken always removes all shields. | 15 | Color Cage (Sirène), Gestral Merchant (Holy River) |
| Shield Provision: +1 shield when the character is not shielded at the start of the battle. | 20 | The Chosen Path |
| Cheater: Always takes two turns in a row. | 40 | Victory over Sprong (Continent, near Endless Tower) |
| Protective Color: Healing colors also act Armored. | 5 | The Aspiring |
| Protective Healing: When healing an ally, also applies Armored for one round. | 5 | Esoteric Ruins, after Nevron quest from Portier, Gestral Merchant (The Aspiring) |
| Protective Shots: 20%-chance to gain Armored on a free-targeting shot. | 3 | Flying Mansion |
| Protective Attack: Gain Armored from standard attacks for one round. | 10 | Gestral Merchant (Sanctuary of Endless Night) |
| Protective Death: Upon death, allies receive Armored. | 5 | Sirène |
| Weakness Exploitation: +1 AP when exploiting a target’s weakness. Once per round. | 3 | Monolith |
| Weakening Marking: Marked targets deal 30% less damage. | 10 | Stonewave Cliffs |
| Weakening Attack: Standard attacks apply Weak for one round. | 10 | Monolith |
| Threshold of Death: You deal 50% more damage when your health is below 10%. | 5 | Victory over Lantern Master (Stonewave Cliffs) |
| Self-assured: The character takes 50% less damage, but cannot be healed. | 20 | Victory over Hexga (Stonewave Cliffs) |
| Self-destruction: Kill yourself at the start of the battle. | 1 | Gestral Merchant (Yellow Harvest) |
| SOS Agile: Applies Agile when your health falls below 50%. | 5 | Falling Leaves |
| SOS Armored: Applies Armored when your health falls below 50%. | 5 | Flying Waters |
| Stabilization: +2 shields when the character’s health falls below 50%. Once per battle. | 10 | Victory over Giant Seedling (Shattering Cave), Gestral Merchant (Holy River) |
| Teamwork: 10% increased damage when all allies are alive. | 5 | Gestral Merchant (Yellow Harvest) |
| Death Bomb: When dying, damage is applied to all enemies. | 5 | Yellow Harvest |
| Death Energy I: +2 AP when killing an opponent. | 1 | Continent, before Dark Shores |
| Death Energy II: +3 AP when killing an opponent. | 2 | Spring Meadows |
| Survivor: Survive lethal damage with 1 health. Once per battle. | 20 | Grandis Merchant (Monocos Station) |
| Slowing Break: Applies Slowed when an opponent is broken. | 5 | Gestral Merchant (Flying Mansion) |
| Sharpened Attack: If you deal damage, an attempt is made to consume 1 AP. If successful, damage is increased by 20%. | 10 | Visages |
| Warming Up: 5% increased damage per round. Stackable up to five times. | 15 | Victory over Grosse Tete (Continent, Center) |
| Consuming Purification: Consumes (if possible) 1 AP to prevent the effects of status effects. | 15 | The Aspiring |
| Random Defense: The damage taken is multiplied by a random value between 50% and 200%. | 5 | Color Cage (Monolith) |
| Confident Attacker: The character deals 30% more damage but cannot be healed. | 15 | Visages |
| Second Chance: You are resurrected with 100% health. Once per battle. | 40 | Victory over Renoir (Monolith) |