Profession Skills
Skills can be learned from Professions, some you can only learn from specific Professions, for others it won't matter what your profession is.

You can trade in SB (Skill Blips) to earn new skills. SB is earned the same way as XP.

Skill List
Karada Only Skills:
Hype P: Rolling a 1 will Act as Normal Physical Attack
Instead of only doing 1dmg. (200sb)
Targe P: Rolling a 1 will Act as Critical DMG, Must get Hype P first. (1500sb)

Seishin Only Skills:
Hype M: Rolling a 1 will Act as Normal Magical Attack
Instead of only doing 1dmg. (200sb)
Targe M: Rolling a 1 will Act as Critical DMG, Must get Hype M first. (1500sb)

Mannaka Only Skills:
Hype B: If you roll a 1 on your DMG, be it either Magic or Physical you'll do half of your Normal Attack's DMG.
For Example, if your PA was 20, your Crit is 20dmg, Normal is 10dmg, rolling a 1 would do 5dmg, instead of 1dmg. (250sb)
Targe B: Rolling a 1 will Act as Normal DMG, Must get Hype B first. (1500sb)

Gaiko Only Skills:
Sacrafice: Give away an amount of your HP to another Character.
If you give away 25HP, the receiving Character will be healed for 25HP. (200sb)
Spin: Use an amount of your SP to Heal your friends, 1SP =2HP. (1100sb)


Any Profession Skills:

Accuracy Lv1: Improves Aim.
Allows a Hit if you roll an 11 on your Accuracy Roll. (150sb)
Accuracy Lv2: Improves Aim.
Allows a Hit if you roll an 12 on your Accuracy Roll. (250sb)
Accuracy Lv3: Improves Aim.
Allows a Hit if you roll an 13 on your Accuracy Roll. (400sb)
Accuracy Lv4: Improves Aim.
Allows a Hit if you roll an 14 on your Accuracy Roll. (1000sb)
Accuracy Lv5: Improves Aim.
Allows a Hit if you roll an 15 on your Accuracy Roll. (1600sb)

Agility Lv1: Improves Chances of Acting First.
On the High Roll, Attack Order, instead of rolling a d20, you'll be able to roll a d25 (100sb)
Agility Lv2: Improves Chances of Acting First.
On the High Roll, Attack Order, instead of rolling a d20, you'll be able to roll a d30 (400sb)
Agility Lv3: Improves Chances of Acting First.
On the High Roll, Attack Order, instead of rolling a d20, you'll be able to roll a d35 (800sb)
Agility Lv4: Improves Chances of Acting First.
On the High Roll, Attack Order, instead of rolling a d20, you'll be able to roll a d40 (1200sb)

Charging: Improves Magic Damage.
The Next Magical Hit will count as a Critical Attack, unless you roll a 1, Only works for 1 Turn after you Charge. (100sb)
Insult: Decrease Mag. DMG. Will Decreae Opponet's Magic by half for3 turns. (500sb)
Charged Up: Improves Magic Damage. (Must first get Charging)
The Next Magical Hit will count as a Critical Attack, unless you roll a 1. Effect Lasts for 3 Turns. (500sb)

Phych Up: Improves Physical Damage.
The Next Pysical Hit will count as a Critical Attack, unless you roll a 1, Lasts for 1 Turn. (100sb)
Phych Out: Reduces Physical Damage.
Opponet's Physical Attacks will be reduced by Half, if they roll a 1 it will count as zero. Effecs last for 3 Turns. (500sb)
Phyched: Improves Phys. DMG for 3 turns. DMG will act as Crit for 3 turns. (500sb)

Theft Lv1: Steal from Opponets.
You must roll a 1-5 to steal, stealing does 0dmg. (70sb) [Ex:Wizards, Trolls]
Theft Lv2: Steal from Opponets (Must First get Lv1).
Attacking will act as Stealing, You'll be able to cause dmg while stealing. When Attacking you'll need to get 1-5 on the DMG roll to steal. (350sb)
Brigand: Recieve Dropped Items Easier.
Gain Items from Enemies that do not drop Artifacts with a Normal Attack. (600sb) [Ex: Orcs, Knights]

Hunter: Recieve Artifacts Easier.
Gain an Artifact if you Kill a Monster with a Normal Attack. (555sb)
Trapper: Capture Monsters.
You have to choose to Capture on your turn, you must Roll an 8-10 to capture. (300sb)
Trapper Lv2: Improves Capturing.
Rolling a 2-10 will Capture Monsters. (700sb)

Summon: Calls your Pet/Summon into Battle.
Once you get a Summon, you'll need this Skill in order to call it into battle. (333sb)
Familar: Combine.
You'll be able to become one with your Summon, HP's & Attacks are Combined, If the Summon is KO'd you will be as well. (999sb)
Lore: Reduce SP Cost.
Halfs cost of required SP. (1818sb)

Combo Lv1: Hit Multiple Targets.
Act Twice in Dice. (250sb) rolls: 2#d20 2#d10
Combo Lv2: Hit Multiple Targets.
Act Twice in Tech. (500sb)
Combo Lv3: Hit Multiple Targets.
Spread Damage Evenly in Dice. (1000sb) Amount/Enemy#
Combo Lv4: Hit Multiple Targets.
Spread Damage Evenly in Tech. (1500sb)
Combo Lv5: Hit Multiple Targets.
Spread Damage Evenly, w/o Dividing it. (3200sb) Amount=DMG:All
Both Dice & Tech

Note on Combo Attacks: Each Attack requires its own Accuracy Roll, followed by a DMG roll, Unless you are using a non-offensive Skill for the 1st or 2nd turn.