Lumina
Unofficial fan project. Not affiliated with Sandfall Interactive or Kepler Interactive. Wiki-derived text is adapted under CC BY-SA 3.0.
A second view of the same 210 Pictos, sorted by the Lumina effect the wiki states. No second catalog and no invented effect categories.
How this view is grouped
Pictos whose Lumina effect text is exactly the same are shown together first. All remaining effects are listed alphabetically, one row each. The grouping uses the wiki’s wording; this site does not invent broader schools or tiers.
+1 AP on Base Attack.
2 Pictos share this exact effect text.
- Energising Attack I10 LP · Yellow Harvest (Glaise); Painting Workshop (Lampmaster)
- Energising Attack II15 LP · Sirène's Coliseum (Klaudiso)
+1 AP on battle start.
4 Pictos share this exact effect text.
- Energising Start I5 LP · The Continent
- Energising Start II10 LP · Ancient Sanctuary (Sanctuary Maze)
- Energising Start III15 LP
- Energising Start IV20 LP · Forgotten Battlefield (Main Gate)
+3 AP on killing an enemy.
2 Pictos share this exact effect text.
- Dead Energy I2 LP · The Continent
- Dead Energy II2 LP · Spring Meadows (Abandoned Expeditioner flag)
Base Attack has 1 extra hit.
3 Pictos share this exact effect text.
- Combo Attack I10 LP · Forgotten Battlefield (Dualliste)
- Combo Attack II20 LP · The Monolith, Chromatic Clair Obscur
- Combo Attack III30 LP · Dark Gestral Arena, Defeat all Chromatic Sakapatates
Other Lumina effects 199 effects
| Lumina effect | Pictos | LP |
|---|---|---|
| +1 AP on applying Burn. Once per turn. | Energising Burn | 10 |
| +1 AP on hitting a Stunned target with a Skill. | Energising Stun | 10 |
| +1 AP on hitting an enemy's Weakness. Once per turn. | Weakness Gain | 3 |
| +1 AP on Jump Counterattack | Energising Jump | 5 |
| +1 AP on Parry, but damage received is doubled. | Perilous Parry | 5 |
| +1 AP on successful Parry. | Energising Parry | 15 |
| +1 AP on turn start. | Energising Turn | 20 |
| +1 AP per Gradient Charge consumed. | Energising Gradient | 10 |
| +1 Shield if not affected by any Shield on turn start. | Base Shield | 20 |
| +1 Shield on being revived. | Aegis Revival | 5 |
| +10% of a Gradient Charge on applying a Buff. Once per turn. | Charging Alteration | 10 |
| +10% of a Gradient Charge on Counterattack. | Charging Counter | 10 |
| +10% to Shell damage reduction. | Greater Shell | 10 |
| +10% to Slow Speed reduction. | Greater Slow | 15 |
| +15% of a Gradient Charge on Base Attack. | Charging Attack | 7 |
| +15% of a Gradient Charge on hitting a Weakness. Once per turn. | Charging Weakness | 5 |
| +15% to Defenceless damage amplification. | Greater Defenceless | 15 |
| +15% to Powerful damage increase. | Greater Powerful | 10 |
| +15% to Powerless damage reduction. | Greater Powerless | 15 |
| +2 AP on applying a Status Effect. Once per turn. | Beneficial Contamination | 15 |
| +2 AP on dealing damage to a Marked target. Once per turn. | Rewarding Mark | 5 |
| +2 AP on Healing an ally. Once per turn. | Energetic Healer | 5 |
| +2 AP on using an item. | Effective Support | 5 |
| +2 Shields when the character's Health falls below 50%. Once per battle. | Solidifying | 10 |
| +20% of a Gradient Charge on applying Burn. Once per turn. | Charging Burn | 10 |
| +20% of a Gradient Charge on hitting a Critical Hit. Once per turn. | Charging Critical | 10 |
| +20% of a Gradient Charge on hitting a Marked target. Once per turn. | Charging Mark | 10 |
| +25% to Rush Speed increase. | Greater Rush | 10 |
| +3 AP on Breaking a target. | Energising Break | 3 |
| +3 AP to all allies when revived. | Energising Revive | 5 |
| +3 Shields on Battle Start, but max Health is halved. | In Medias Res | 10 |
| +5% of a Gradient Charge on hitting a Stunned enemy. | Charging Stun | 5 |
| +5% of a gradient charge on Parry. | Gradient Parry | 10 |
| +5% of a Gradient Charge on using an item. | Charging Tint | 2 |
| +50% of a Gradient Charge on Breaking a target. | Gradient Break | 5 |
| 10% increased damage per Shield Point on self. | Powerful Shield | 5 |
| 10% increased damage while all allies are alive. | Teamwork | 5 |
| 100% Critical Chance on hitting a Stunned target. | Critical Stun | 5 |
| 100% Critical Chance while fighting alone. | Last Stand Critical | 3 |
| 15% increased damage for each Status Effect on self. | Tainted | — |
| 20% chance to apply Mark on Free Aim shot. | Marking Shots | 3 |
| 20% chance to Burn on Free Aim shot. | Burning Shots | 3 |
| 20% chance to gain 1 AP on Free Aim shot. | Energising Shots | 10 |
| 20% chance to gain Powerful on Free Aim shot. | Powerful Shots | 3 |
| 20% chance to gain Rush on Free Aim shot. | Accelerating Shots | 3 |
| 20% chance to gain Shell on Free Aim shot. | Protecting Shots | 3 |
| 25% increased Break damage against Slowed enemies. | Breaking Slow | 5 |
| 25% increased Break damage on Burning enemies. | Breaking Burn | 5 |
| 25% increased Break damage on Critical hits. | Critical Break | 5 |
| 25% increased Break damage. | Breaker | 10 |
| 25% increased Counterattack damage. | Augmented Counter I | 3 |
| 25% increased Critical Chance on Burning enemies. | Critical Burn | 5 |
| 25% increased Critical Chance on Defenceless enemies. | Critical Vulnerability | 5 |
| 25% increased Critical Chance on Weakness. | Critical Weakness | 5 |
| 25% increased damage on Burning targets. | Burn Affinity | 10 |
| 25% increased damage on full Health. | Full Strength | 15 |
| 25% increased damage until death. 20% decreased damage on death. (Once) | First Life | 15 |
| 25% increased damage with Gradient Attacks. | Gradient Fighter | 5 |
| 25% increased Free Aim damage. Free Aim shots ignore Shields. | Piercing Shot | 2 |
| 30% increased damage on Stunned targets. | Stun Boost | 10 |
| 30% increased damage until a hit is received. | Immaculate | 10 |
| 30% increased damage while having Shields, but receiving any damage always removes all Shields. | Shield Affinity | 15 |
| 5% increased damage for each consecutive successful Dodge. Can stack up to 10 times. | Empowering Dodge | 5 |
| 5% increased damage per turn. Can stack up to 5 turns. | Warming Up | 15 |
| 50% chance to apply Mark when attacking a Marked target. | Stay Marked | 10 |
| 50% damage taken is redirected to other allies (if possible). | Damage Share | 30 |
| 50% increased Base Attack damage. | Augmented Attack | 7 |
| 50% increased Break damage on Base Attack. | Staggering Attack | 1 |
| 50% increased Break damage on Counterattack. | Breaking Counter | 3 |
| 50% increased Break damage with Free Aim shots. | Breaking Shots | 1 |
| 50% increased Break damage with Gradient Attacks. | Gradient Breaker | 5 |
| 50% increased Counterattack damage. | Augmented Counter II | 5 |
| 50% increased Critical Chance if Health is below 30%. | Critical Moment | 5 |
| 50% increased damage on the first hit. Once per battle. | Augmented First Strike | 5 |
| 50% increased damage when Exhausted. | Exhausting Power | 2 |
| 50% increased Free Aim damage. | Augmented Aim | 3 |
| 75% increased Counterattack damage. | Augmented Counter III | 7 |
| After a Free Aim hit, Base Attack damage is increased by 50% for 1 turn. | Versatile | 5 |
| After shooting 10 times in the same turn, gain +2 AP (once). And following Shots this turn deal 200% more damage. | Trigger-happy | 20 |
| Allows Flee to be instantaneous. | Pro Retreat | 40 |
| Always play twice in a row, but deal 50% less damage. | Faster Than Strong | 10 |
| Always play twice in a row. | Cheater | 40 |
| Apply 3 Burn stacks on Breaking a target. | Burning Break | 3 |
| Apply 3 Burn to all enemies on Death. | Burning Death | 5 |
| Apply Burn on hitting a Marked enemy. | Burning Mark | 15 |
| Apply Defenceless on Break. | Exposing Break | 5 |
| Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted. | Inverted Affinity | 5 |
| Apply Mark on Break. | Marking Break | 5 |
| Apply Powerful for 3 turns on battle start. | Auto Powerful | 10 |
| Apply Powerful for 3 turns when revived. | Powerful Revive | 3 |
| Apply Powerful on applying Shell. | Powerful On Shell | 10 |
| Apply Powerful when falling below 50% Health. | SOS Power | 5 |
| Apply Regen for 3 turns on battle start. | Auto Regen | 10 |
| Apply Regen for 3 turns when revived. | Rejuvenating Revive | 3 |
| Apply Rush for 3 turns on battle start. | Auto Rush | 10 |
| Apply Rush on applying Powerful. | Rush On Powerful | 10 |
| Apply Rush when falling below 50% Health. | SOS Rush | 5 |
| Apply Shell for 3 turns on battle start. | Auto Shell | 10 |
| Apply Shell on applying Rush. | Shell On Rush | 10 |
| Apply Shell when falling below 50% Health. | SOS Shell | 5 |
| Apply Slow on Attack | Slowing Attack | 10 |
| Apply Slow on Break. | Slowing Break | 5 |
| Base Attack applies Defenceless for 1 turn. | Exposing Attack | 10 |
| Base Attack applies Powerless for 1 turn. | Enfeebling Attack | 10 |
| Base Attack can Break. | Breaking Attack | 10 |
| Base attack consumes up to 100 Burns to deal 10% more damage per Burn consumed. | Consuming Attack | 10 |
| Break damage is increased by 50%, but base damage is reduced by 20%. | Break Specialist | 1 |
| Breaking a target also doubles its Burn amount. | Fueling Break | 5 |
| Breaks last 1 more turn but the target can't be broken twice. | Longer Break | 10 |
| Burn duration is increased by 2. | Longer Burn | 15 |
| Consume 1 AP to prevent Status Effects application, if possible. | Draining Cleanse | 15 |
| Consume a Healing Tint when falling below 50% Health. | SOS Healing Tint | 10 |
| Converts all Physical damage to Void damage. | Painter | 10 |
| Counters deal 100% more damage for each successful Jump Counter this turn. | Empowering Jumps | 5 |
| Damage can exceed 9,999. | Painted Power | 5 |
| Damage taken is randomly multiplied by as value between 50% and 200%. | Random Defense | 5 |
| Deal 25% more damage, but take 25% more damage. | Glass Canon | 10 |
| Deal 30% more damage, but can't be healed. | Confident Fighter | 15 |
| Deal 50% more damage if fighting alone. | Solo Fighter | 1 |
| Deal 50% more damage if Health is below 10%. | At Death's Door | 5 |
| Dispel the first negative Status Effect received and gain 2 AP. | Energising Cleanse | 10 |
| Double all Heals received. | Effective Heal | 30 |
| Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff. | Empowering Parry | 5 |
| Each successive Skill hit deals 10% more damage. | Frenzy | 20 |
| Energy Tints also apply Rush. | Time Tint | 10 |
| Every AP gain is increased by 1. | Energy Master | 40 |
| Every hit has a 50% chance to deal either 50% or 200% of its damage. | Roulette | 5 |
| Every third hit of a Skill deals double damage. | Double Third | 10 |
| First Free Aim shot each turn deals 200% increased damage and can Break. | Sniper | 15 |
| First hit dealt and taken deals 50% more damage. | First Offensive | 5 |
| Fully charge enemy's Break Bar on death. | Breaking Death | 5 |
| Gain 1 AP on Perfect Dodge. Once per turn. | Dodger | 1 |
| Gain Powerful for 1 turn on Base Attack. | Empowering Attack | 10 |
| Gain Powerful if fighting alone. | Empowering Last Stand | 3 |
| Gain Powerful on Breaking a target. | Empowering Break | 3 |
| Gain Powerful on hitting a Marked target. | Powerful Mark | 5 |
| Gain Rush if fighting alone. | Accelerating Last Stand | 3 |
| Gain Shell for 1 turn on Base Attack. | Protecting Attack | 10 |
| Gain Shell if fighting alone. | Protecting Last Stand | 3 |
| Give 2 AP on applying Powerful. | Energising Powerful | 10 |
| Give 2 AP on applying Rush. | Energising Rush | 10 |
| Give 2 AP on applying Shell. | Energising Shell | 10 |
| Heal 15% HP on applying buff. | Healing Boon | 10 |
| Healing an ally also applies Powerful for 1 turn. | Powerful Heal | 5 |
| Healing an ally also applies Rush for 1 turn. | Accelerating Heal | 5 |
| Healing an ally also applies Shell for 1 turn. | Protecting Heal | 5 |
| Healing Tints also add 2 Shields. | Shielding Tint | 10 |
| Healing Tints also apply Powerful. | Empowering Tint | 5 |
| Healing Tints also apply Rush. | Accelerating Tint | 5 |
| Healing Tints also apply Shell. | Protecting Tint | 5 |
| Healing Tints also give 1 AP. | Healing Tint Energy | 1 |
| Healing Tints also remove all Status Effects from the target. | Cleansing Tint | 5 |
| Immediately play when falling below 30% Health. Once per battle. | Shortcut | 5 |
| Immune to Blight. | Anti-Blight | 10 |
| Immune to Burn. | Anti-Burn | 15 |
| Immune to Charm. | Anti-Charm | 10 |
| Immune to Freeze. | Anti-Freeze | 15 |
| Immune to Stun. | Anti-Stun | 5 |
| Kill self on battle start. | Auto Death | 1 |
| Mark requires 1 more hit to be removed. | Double Mark | 20 |
| Marked targets deal 30% less damage. | Enfeebling Mark | 10 |
| Max Health reduced to 1. | The One | 1 |
| No longer gain AP on Parry. +1 AP on getting hit. | Energising Pain | 10 |
| On applying a Burn stack, apply a second one. | Double Burn | 30 |
| On applying Powerful, its duration is increased by 2. | Longer Powerful | 10 |
| On applying Rush, its duration is increased by 2. | Longer Rush | 10 |
| On applying Shell, its duration is increased by 2. | Longer Shell | 10 |
| On Critical hit, 100% increased damage of the next non-Critical hit. | Alternating Critical | 10 |
| On death, +4 AP to allies. | Energising Death | 5 |
| On death, allies gain 25% increased damage until they die. | Clea's Death | 15 |
| On death, allies gain 3 Shield points. | Shielding Death | 10 |
| On death, allies gain Shell. | Protecting Death | 5 |
| On Death, deal damage to all enemies. | Death Bomb | 5 |
| On death, the rest of the Expedition recover all Health. | Healing Death | 5 |
| On every damage dealt, try to consume 1 AP. If succesful, increase damage by 20%. | Powered Attack | 10 |
| On Healing an ally, also give 2 AP. | Energising Heal | 10 |
| On receiving damage, consume 1 AP to take 30% less damage, if possible. | Defensive Mode | 1 |
| On turn start, consume 3 Gradient Charges (if able) to deal 200% more damage this turn. | Gradient Overcharge | 15 |
| On turn start, if no damage taken since last turn, recover 100% Health. | Clea's Life | 30 |
| Play again on Breaking a target. | Quick Break | 3 |
| Play first. | First Strike | 10 |
| Play immediately when revived. | Revive Paradox | 5 |
| Receive 15% of all Heals affecting other characters. | Healing Share | 5 |
| Recover 15% Health on Base Attack. | Attack Lifesteal | 15 |
| Recover 25% Health on Counterattack. | Healing Counter | 10 |
| Recover 25% Health on hitting a Marked enemy. Once per turn. | Healing Mark | 20 |
| Recover 25% Health when attacking a Burning target. Once per turn. | Healing Fire | 10 |
| Recover 3% Health on Parry. | Healing Parry | 5 |
| Recover 5% Health on hitting a Stunned target. | Healing Stun | 10 |
| Recover 50% Health on killing an enemy. | Sweet Kill | 5 |
| Recovers 10% Health on turn start. | Recovery | 10 |
| Revive Tints also give 3 AP. | Revive Tint Energy | 10 |
| Revive with 100% Health. Once per battle. | Second Chance | — |
| Skills cost 1 less AP. | AP Discount | 30 |
| Start each turn with 4 Barbapapa stacks. Every 5th hit with a Skill deals 600% more damage. | Feint | 15 |
| Survive fatal damage with 1 Health. Once per battle. | Survivor | — |
| Take 50% less damage, but can't be healed. | Confident | 20 |
| Using a Healing Skill gives 50% more damage for 1 turn. | Empowered Healer | 10 |
| When Healing an ally, also Heal self for 50% of that value. | Shared Care | 10 |