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Skills

import { Table } from ‘@astrojs/starlight/components’;

Yomi no Sho has 18 skills total: 3 generic all-class skills plus 3 class-specific skills for each of the 4 classes (3 × 4 + 3 = 15, plus 3 generic = 18). Each skill has an MP cost, a cooldown (in turns), a type (attack / heal / buff), and a power value whose meaning depends on the type.

This page documents every skill in the game.

There are three skill types:

  • Attack — deals damage to an enemy. The power value is a multiplier applied to the damage formula (e.g. power: 2.4 means 240% ATK damage).
  • Heal — restores HP to the player. The power value is a fraction of max HP restored (e.g. power: 0.3 means 30% max HP heal).
  • Buff — increases a stat for a few turns. Currently not modelled in the combat sim — buff skills exist in the data but do nothing when used. Skip them.

Each round, the auto-combat AI:

  1. Looks at your enabled-skills list (in priority order).
  2. Picks the first skill that is ready (cooldown = 0) and affordable (MP ≥ skill.mpCost).
  3. Uses it. If no skill is ready/affordable, uses a basic attack (1.0× ATK, no MP, no cooldown).

You can’t manually trigger skills in the current build — the AI picks for you. To influence which skills fire, you can:

  • Re-order the enabled-skills list in the UI (skills earlier in the list fire first).
  • Disable skills entirely (toggled off in the UI).

The AI does not consider HP, MP conservation, or enemy state — it just fires the first ready skill. This means you should manually disable high-MP skills (like Spirit Seal or Kunai Storm) when fighting trash, and re-enable them for bosses.

Available to every class.

SkillJPUnlockMPCDTypePowerNotes
Power Strike剛撃Level 162Attack1.6×A weak filler. Outclassed by every class’s signature skill.
Meditation瞑想Level 5104Heal30% max HPPanic-button heal. Useful for fragile classes.
Focus Guard集中守りLevel 1085Buff+5 ATKCurrently does nothing — buff skills are not implemented. Skip.
SkillJPUnlockMPCDTypePowerNotes
Iaido Strike居合斬りLevel 183Attack2.4×Signature. Highest single-hit multiplier in the game.
Moonlit Slash月光斬Level 5103Attack1.7×Filler when Iaido Strike is on cooldown.
Blade Flux刃纏Level 10124Attack1.4× ×2Multi-hit (2 hits). Each hit rolls crit/dodge independently.
SkillJPUnlockMPCDTypePowerNotes
Shikigami Barrage式神弾幕Level 1143Attack1.0× ×4Signature. 4-hit barrage. Highest theoretical total damage.
Ofuda Seal札封Level 5103Attack1.8×Single-hit nuke. Use against high-DEF enemies.
Spirit Seal霊封Level 10165Attack2.6×Highest single-hit multiplier of any non-signature skill.
SkillJPUnlockMPCDTypePowerNotes
Shadowstep Flurry影歩連撃Level 1123Attack1.1× ×4, +20% critSignature. 4-hit barrage with +20% crit bonus. The defining crit-stacking skill.
Poison Needle毒針Level 582Attack1.2× ×3Filler. 3-hit. Short cooldown.
Kunai Storm苦無嵐Level 10154Attack1.5× ×3Highest total multiplier (450%) of any skill.
SkillJPUnlockMPCDTypePowerNotes
Vajra Smite金剛撃Level 1123Attack + heal2.0×, +15% max HP healSignature. The only self-healing attack skill in the game.
Sutra Chant読経Level 583Heal25% max HPCheaper than Meditation, slightly less heal. The Sohei’s go-to heal.
Lotus Guard蓮華守Level 10125Heal45% max HPPanic-button heal. Massive, but long cooldown.

Multi-hit skills (Shikigami Barrage, Shadowstep Flurry, Poison Needle, Kunai Storm, Blade Flux) roll each hit independently for crit and dodge. This means:

  • A 4-hit skill at 30% crit chance lands an average of 1.2 crits per use.
  • A 4-hit skill against a 10% dodge enemy has an average of 0.4 dodged hits per use (and a 0.4⁴ = 2.6% chance of all 4 hits being dodged).
  • The damage variance per use is much higher than for single-hit skills, because you’re rolling 4 times.

This is why multi-hit skills are devastating against low-DEF enemies (where each hit deals meaningful damage, and crits compound) but weak against high-DEF enemies (where each hit is reduced to single digits, and even crits don’t help much).

The Sohei’s Vajra Smite has a selfHeal: 0.15 modifier, which restores 15% of the player’s max HP per cast. This is applied after the damage is dealt, and is not affected by the attack being dodged (the heal still fires even if the attack misses).

This makes Vajra Smite the strongest sustain skill in the game — it both damages and heals, on a 3-turn cooldown, with a moderate MP cost. The Sohei’s entire playstyle revolves around this skill.

Each level grants 1 skill point. Skill points are used to upgrade skills, increasing their power value. The exact upgrade mechanics are not fully documented here — check the in-game UI for the current upgrade costs and effects.

Generally, the upgrade priority is:

  1. Signature skill (always upgrade first — it’s your bread-and-butter).
  2. Level 10 skill (your “ultimate” — the highest-damage option).
  3. Level 5 skill (filler / situational).
  4. Generic skills (low priority — usually outclassed by class skills).

The recommended enabled-skills list (in priority order) varies by class:

  • Samurai: Iaido Strike → Blade Flux → Moonlit Slash → Meditation (disabled for trash)
  • Onmyoji: Spirit Seal (disabled for trash) → Shikigami Barrage → Ofuda Seal → Meditation
  • Shinobi: Kunai Storm (disabled for trash) → Shadowstep Flurry → Poison Needle → Meditation
  • Sohei: Vajra Smite → Lotus Guard → Sutra Chant → Power Strike

The “disabled for trash” annotation means: when fighting trash mobs, disable that skill (so it doesn’t fire and waste MP). When fighting a boss, re-enable it.

  • Classes — which skills each class has access to.
  • Combat — how skill damage is calculated.
  • Progression — when you unlock each skill.