All stats have a degree of variation. The stat growth page explains how the variation works.
Level 1 stats
Level 40 stats
This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth.
Stats between level 1 and 40
For stat values between level 1 and 40, see this page.
|Panic||7||2||After combat, if unit attacked, converts bonuses on foe into penalties through its next action.||150||-||3|
|Panic+||11||2||After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions.||300||-||5|
Panic+ can be upgraded in the Weapon Refinery.
Panic+ can be upgraded with the additional effect "Foe cannot counterattack.".
Panic+ can be upgraded with the additional effect "Calculates damage from staff like other weapons.".
|Heal||1||Restores 5 HP to target ally.||50||1||1|
|Mend||1||Restores 10 HP to target ally.||100||3||2|
|Physic||2||Restores 8 HP to target ally. Range = 2.||200||5||4|
|Physic+||2||Restores HP = 50% of Atk. (Minimum of 8 HP.) Range = 2.||300||-||5|
|Imbue||1||When healing an ally with a staff, restores an additional 10 HP to target ally.||50||4||2|
|Miracle||5||If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.||200||5||3|
|Fortify Res 1||At start of turn, grants Res+2 to adjacent allies for 1 turn.||50||3||C|
|Fortify Res 2||At start of turn, grants Res+3 to adjacent allies for 1 turn.||100||4|
|Fortify Res 3||At start of turn, grants Res+4 to adjacent allies for 1 turn.||200||5|