Dragon Quest XI S: Echoes of an Elusive Age - Skills
The named abilities of Dragon Quest XI, split between the spell families shared across the party and the per-character skill panel unlocks that sit behind each weapon tree. There is no job system, so every ability here is either a spell learned at a level threshold or a panel skill bought with skill...
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of 15 entries
· updated 2026-09-15
| Name | Type | Description | Weapon Type | Cost | Prerequisite |
|---|---|---|---|---|---|
| Frizz Spell Line | Spell | The basic fire spell and its upgrades, hitting a single target for escalating damage as the caster levels. | Wand / casting | 3 to 30 MP depending on tier | Level thresholds in the casting characters' spell lists |
| Sizz Spell Line | Spell | A fire spell that hits a group of monsters rather than one, with upgrades that raise both damage and MP cost. | Wand / casting | 4 to 20 MP depending on tier | Level thresholds for the casting characters |
| Bang Spell Line | Spell | The explosion family, a group-hitting blast that scales into the party's heaviest area damage. | Wand / casting | 5 to 30 MP depending on tier | Level thresholds and wand skill panel investment |
| Woosh Spell Line | Spell | The wind spell family, hitting all enemies with a slicing gale and upgrading into stronger tiers. | Wand / casting | 4 to 25 MP depending on tier | Level thresholds for the casting characters |
| Crack Spell Line | Spell | The ice spell family, a group-hitting frost attack with upgrades that raise damage and lower the target's agility. | Wand / casting | 4 to 25 MP depending on tier | Level thresholds for the casting characters |
| Zap Spell Line | Spell | The lightning family, the most expensive and most powerful of the elemental group spells. | Wand / casting | 6 to 30 MP depending on tier | Late level thresholds and wand skill panel investment |
| Heal, Midheal and Multiheal | Spell | The core healing ladder: a single-target heal, its stronger upgrade, and a party-wide heal that defines the second half of every boss fight. | Wand / healing | 3 to 20 MP depending on tier | Level thresholds for the healing characters |
| Zing and Kazing | Spell | The revival spells: Zing brings a fallen character back with a chance to fail, and Kazing is the guaranteed upgrade. | Wand / revival | 8 to 15 MP | Level thresholds for the healing characters |
| Buff and Kabuff | Spell | The defensive buff pair: Buff raises one character's defence and Kabuff raises the whole party's. | Wand / support | 3 to 8 MP | Level thresholds for the support casters |
| Oomph | Spell | A single-target attack buff that sharply raises physical damage for several turns. | Wand / support | 4 MP | Level thresholds for the support casters |
| Kasap | Spell | A defence debuff that lowers a group's defence, the mirror of Kabuff from the other side of the fight. | Wand / support | 4 MP | Level thresholds for the support casters |
| Snooze and Fizzle | Spell | The status spells: Snooze puts a monster to sleep, and Fizzle seals an enemy's magic. | Wand / status | 3 to 5 MP | Level thresholds for the casting characters |
| Pep Powers | Special Skill | Team attacks unlocked when the required characters are all in the pepped state, ranging from single-target finishers to party heals, buffs and elemental bursts. | Party / all | Pep state on every required character | Pep state plus the specific character combination |
| Skill Panels | Passive | Each character's personal progression board, spent with skill points earned on level up and seeded by points from side quests and books. | Character / all | Skill points earned on level up | Character joined the party |
| Gigaslash | Weapon Skill | The Luminary's signature sword technique, a lightning-charged slash that hits every enemy in front of him for heavy damage. | Sword | 16 MP | Luminary sword skill panel, late branch |
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