Soul

Souls (ソウル) refers to the job system in the Zill O'll series. "Soul" in this franchise is synonymous to character classes typically found in fantasy RPGs.

Each character has their individual starting proficiencies which can be altered by the player with Soul Points they have earned from quests. Soul Points are used to boost a character's individual Soul traits, which can be mixed and matched to unlock additional Souls for the affected character.

Most characters in the game can change their current Soul at whim. Souls determine which Skills a character can learn and use in battle. Skills includes magicks, special attacks, passive abilities, and so forth. Unique Souls can also be unlocked if the player fulfills special conditions and, unlike other types, can only be used by the named individual.

When a character levels up, their currently equipped Soul determines which of their stats will increase. If the player wants to have a character specialize in particular stats, they can change their Soul appropriately before they level up. This is how the player can customize the strengths of their characters.


 * Soul traits
 * 1) Brave = warrior type
 * 2) Kind = archer type
 * 3) Search = mage type
 * 4) Belief = priest type
 * 5) Wild = berserker type
 * 6) Cool = rogue type


 * Character stats
 * STR - strength = physical attack strength
 * VIT - vitality = character health
 * INT - intelligence = offensive spell strength
 * MIN - mind = healing spell strength
 * AGI - agility = speed
 * DEX - dexterity = critical hit
 * Random - randomly obtain a point in the aforementioned traits

This page lists the classes which appear in Zill O'll and its revamps. Souls featured in TRINITY: Souls of Zill O'll are not shared amongst the three party members and are unique to the individual. Their Souls should be listed on each respective character page.

General Souls
These Souls are shared between characters and can be used by anyone as long as they are unlocked per individual. It is impossible for a single character to possess every Soul simultaneously.

Aside from party members, the player can expend Soul Points for playable guests (i.e: Karula during her first encounter, Nemea). If their Souls are changed early, the changes will still be in effect if they join the protagonist later in the game.

The default Soul is Blue Flare which has no skills to learn and randomly raises the equipped character's stats in a total of eight points.

Unique Souls
These Souls are specially unlocked for the protagonist.


 * How to unlock Infinitia
 * Have the protagonist learn the following Souls: Mighty Blow, Nirvana, Trickster, Patriarch, and Arbalest.
 * Listen to the first elf's chronicled history found within the Sea of the Forest Thicket before facing Ulugh. If the player has recruited Aoife, Orphaus will reveal its location to the player.


 * How to unlock Ulugh
 * Collect the following Weapons of Darkness before the end of the game: Forbidden Chalice, Imprisoning Bracelet, Necklace of Arrogance, Earrings of Impatience, Hammer of Wrath, and Shield of Greed.
 * Forbidden Chalice: complete all of Sera's personal events. After Argyleshire's defeat, sail to the Faraway Archipelago to defeat Artino's creation.
 * Imprisoning Bracelet: accept Kheryuneia's job request to collect the weapons, then head to Urkane. Defeat Shemhaza to claim the weapon.
 * Necklace of Arrogance: accept Kheryuneia's job request to collect the weapons. Look for Est in one of the dungeons suggested by party members. Agree to let him keep it, then visit Lemgohn's manor in Rostorl for Est's letter. Read it and visit the Catacombs. Win the battle against Noel's party.
 * Earrings of Impatience: accept Kheryuneia's job request to collect the weapons. Venture into the Labyrinth of Sinners and defeat Tiera's Daughter waiting inside. Win against Aoife to keep it.
 * Hammer of Wrath: Help the pirates and set sail for Old Castle. Head to the castle's highest tower and defeat Danan for it.
 * Shield of Greed: If the protagonist has sided with Rostorl for the second Rostorl conflict, accept Xenetes's request to investigate Zegena Mines. Follow Nemea into the mines and trigger the cutscene with Jusapbros. Independent protagonists can explore the mines for a similar event after they read Kheryuneia's letter.


 * Face Ulugh at Dark Gate Island when the protagonist's level is over 51. Alternatively, the player can be lucky if they are at least over Nemea's current level, which is difficult to estimate since it cannot be checked. The one shot duel with the god must be won.

If the protagonist fails to fulfill these conditions, it will be lost. If the conditions are partly met, Nemea will obtain Ulugh's soul instead.

Charge
Characters can only use these abilities after they use a turn to build their Charge Guage. They can do so by select the Charge option in the battle menu. Dual wielding gauntlet and sword fighters will obey the number of attacks mentioned in each description.


 * High Slash - Uses one Charge for a three hit combo.
 * Mega Slash - Two Charges for a five hit combo.
 * Giga Slash - Three Charges for a seven hit combo.
 * High Burst - Drains one Charge for a high powered strike.
 * Mega Burst - Two Charges for a stronger strike.
 * Giga Burst - Three Charges for a mighty strike.
 * Aim Crack - 100% accuracy for one Charge and one strike.
 * Charge Spell - Consumes one Charge to double the damage for a magic attack.
 * High Mega Spell - Two Charges for a single spell that deals triple damage.

Attack
Dual wielding characters can double the number of hits mentioned in each description at the cost of lowered accuracy.


 * Sonic Blow - Deals two normal attacks in one turn.
 * Spell Drive - Endows the elemental properties found in character's equipped weapon for their attack.
 * Tower Brave - Smacks single opponent and shoves user to the front row before opponents. Increases their attack but significantly lowers their defense and evasion.
 * Holy Heart - One time Holy elemental attack with the character's weapon.
 * Long Shot - Gains the ability to hit opponents in the Back row, regardless of their current weaponry. No change or effect for archers or spear fighters.
 * Shadow Knock - Teleports character near a single target for a 100% critical blow. Increased missing percentage for sword and gauntlet fighters.
 * Venom Needle - Randomly poisons a single opponent if the attack connects.
 * Thanatos Edge - Instant kill. If the death effect misses, the attack will deal no damage to the target. Can be countered by opponents.
 * Shadow Aura - Drains 1/10 of the character's maximum health to imbue their weapon with the Darkness element. Damage of the effect is highly reliant on the user's MIN stat.
 * Gaze Clap - Hits a single opponent with the random chance to stun. Stunning percentage is highly reliant on the user's STR and DEX ratings. Effective against many foes in the game.
 * Aura Palm - Drains 1/10 of the character's maximum health to imbue their weapon with the Holy element. Damage of the effect is highly reliant on the user's INT stat.
 * Gale Rush - Smashes a damaging wave to hit opponents in the Front before hitting a single opponent. Earliest physical group hitting attack which can be obtained during the first playthrough.
 * Dark Side - One time Darkness elemental attack with the character's weapon.
 * Burning Rave - Sacrifices 1/3 of the character's maximum health for a three~five hit combo. Number of attacks per usage is randomized.
 * All Attack - Regardless of their weapon, the user will hit all opponents. Those in the Back row will suffer half the damage.

Support
Secondary skills which cannot be countered by opponents when they are used.


 * Devil Gate - Instant kill on a single target.
 * Spell Block - Blocks enemy magic for the user. Effect fades if the user is hit by a single spell.
 * Dual Spell - Ability to use two spells in one turn. Extremely useful for mages during boss fights.
 * Long Feet - Swaps the entire party between the Front or Back rows in a single turn.
 * Feather Tap - One time AGI boost to increase chances of evasion.
 * Turn Ghost - Instant kill for ghosts or the undead. Affects groups yet may miss targets.
 * War Cry - Sacrifices health instead of magic to use Mind Spells.
 * Soul Song - Sacrifices health instead of magic to use Healer Spells.
 * Mental Gain - Converts a portion of the user's health into MP for a single character.
 * Iljonic - Uses no magic to cast Delusion on all opponents.
 * Dual Goods - Character can use two items in one turn.
 * Decoy Dance - Pushes the user in front of opponents and gains a huge AGI boost for one turn. Useful against fighters but not magic casters.
 * Spell Rush - If activated, the character can cast three Law Spells in quick succession.

Auto
Skills are activated when the situation arises once they are learned.


 * Revelation - Shows HP and MP of all enemies. Ineffective against certain bosses with high health until it reaches lower numbers.
 * High Glide - Physical attacks can hit flying enemies regardless of currently equipped weaponry.
 * Sniper Range - Reveals enemies' height in battle.
 * Anti Hurdle - Treasure boxes are easier to open at the minimal cost of MP.
 * Hindsight - Surprise attacks from enemies will be negated.
 * Detector - Gains the ability to open treasure boxes.
 * Quick Arts - Any treasure box can be opened regardless of the character's DEX rating. Still requires Detector ability to open chests.
 * Lunar Counter - Counterattacks after the character evades a physical attack.
 * Sense Aura - Shows enemies' name and elemental affinities in battle.
 * Sol Counter - Counterattacks when the character suffers damage from a physical attack.
 * Protection - Nulls status effects when character defends themselves or one of their party members.
 * Terra Counter - Counterattacks while character is defending.

Magic
Magic is generally learned by using Skill points to unlock each set. Characters need to reach a mandatory INT or MIN rating before certain spells within a set can be used; the spell is unlocked once the requirements are met.

Two sets can be unlocked if the player fulfills special conditions.