Phantasy Star Online: Episode III Card Abilities
A.Beast AP Boost
All A.Beast creatures gain 2 AP while this card is on the field.
A.Beast Halfguard
During defense, receive 1/2 damage from attacks by A.Beast creatures.
A.Beast Shield
Blocks all attacks by A.Beast creatures. This effect is valid even if the user of this card is a A.Beast creature.
A.Beast Slayer
Inflicts 1.5x damage when attacking A.Beast creatures.
A/T Swap Perm
Swaps its own AP and TP when attacking. The new status remains even after the attack.
Ability Rise'
The equipper of this card directly gains 1 AP and 1 TP.
Ability Trap
During battle, temporarily prevents an opponent character from using any special ability. (Action Cards can be used normally.) This effect ends when the battle ends. Abilities like Guard Creature, Rampage, Pierce, etc. that apply before the battle begins are unaffected.
AC Trash
Moves all Attack Action Cards from the hand to the Discard Pile after the Set Phase ends.\n No effect on Defense Action Cards.
Acid
Roll [NUMBER] or higher after a successful physical attack to put Acid on the opponent for [NUMBER] turns.
- Acid
- 3, 6
- Diska of Liberator
- 6, 6
- Meteor Smash
- 5, 6
- Red Handgun
- 6, 6
Action x2
During a physical attack, the AP of an Attack Action Card doubles if it is connected with this card. But, any AP gain from Special Effects are not doubled.
Action Disrupter
During defense, this card destroys all Action Cards that the attacker sets. However, abilities that apply before the start of the battle such as Rampage can't be Ability Trapped. When receiving a Tech Attack, damage is based on AP.
Action Point Swap
Swaps the player's ATK Points and DEF Points when this card is set. Only you yourself can set this Assist Card.
Aerial
During a move, skip over any (ally or opponent) character. Skipping over costs 1 Action Point more than a normal move. (Can't land on already occupied blocks.)
Aerial Assassin
Inflicts 1.5x damage when attacking Aerial creatures.
Aerial Attack
Creatures with Aerial Status that attack with this card inflict 1.5x damage.
Ally Bonus
During a physical attack, damage you inflict temporarily increases the number of your own team's Field Characters (items or creatures) on the field.
Anti-Abnormality
Prevents Abnormal Conditions: Acid, Drop, Freeze, Immobile, Paralysis, etc.
AP Assist
Before each Attack Act Phase, all ally characters (except items) within one block of this card temporarily gain 1 AP, excluding this card itself.
AP Growth
This card gains 1 AP each time it destroys any opponent(s) with a single attack. (Gain only 1 AP even if multiple opponents are destroyed.)
AP Silence (Govulmer)
During an attack, AP the opponent is set to zero for 2 turns. The status returns to normal after 2 turns.
AP Silence (Heavy Blow, Plantain Leaf)
After an attack, AP of the opponent decreases by 3 for 2 turns. The status returns to normal after 2 turns.
AP Silence (Weakness)
During defense, AP of the opponent (or total AP of the Story Character and items if the opponent is a Hunters-side character) is set to zero. Action Card AP increases are not affected.
AP Loss
Physical attacks by the Story Character with this card inflicts 2 less damage. Negative results are treated as zero.
Artifice
During an attack or defense, if you do not use any Action Cards, then this card will lose 1 HP at the end of the phase.
AS Vanish
Moves all Assist Cards on the field to the Discard Pile after the Set Phase of this turn ends.
Assault
Gain AP equal to 5 minus the number of cards in the Deck. (No gain if result is negative.)
Assist Reverse
Flips over all other Assist Cards on the field, while this card is on the field.\nHowever, the Assist effects themselves remain unaffected.
ATK Dice Boost
Adds 1 to your own ATK Dice roll while this card is on the field. But, the effects of Assist Cards may overrule.\n No effect if using multiples of this card.
Battle Recovery
This card recovers 1 HP if the battle ends after your attack.
Berserk
During an attack, the user of this card also receives the same amount of damage that is inflicted to the opponent. If the opponent uses guard items to reduce damage, the user will still receive full damage.
Big Hand
Increases the number of cards that a hand can hold from 5 to 6 for all players while this card is on the field. Up to 6 cards can be drawn during the Draw phase.
Big Swing
During an attack or Action Card attack, all ATK Point costs increase by 1.
Bonus AP Rise
Damage from your physical attacks increase by 2x the value of your own team's dice bonus.
Bonus TP Rise
Damage from your technique attacks increase by the value of your own team's dice bonus.
Breed
Summoning another [Pofuilly/Pouilly] Slime costs zero Action Pts while this card is on the field.
Cane Attack
Cane-type items that attack with this card inflict 1.5x damage.
Cane Demolisher
Inflicts 1.5x damage when attacking cane-type items.
Cane Halfguard
During defense, receive 1/2 damage from physical attacks by cane-type items.
Cane Shield
Blocks all attacks by cane-type items. This effect is valid even if the user of this card is a cane-type item.
Cane TP Count
During battle, this card temporarily gains TP equal to half the number of cane-type items on the field, including itself.
Card Back
During a physical attack, the opponent character's card returns to the opponent's hand if the character's card costs 2 or less Action Points. (If the opponent has 6 or more cards on hand, it moves to the Discard Pile.) No effect against Story Characters.
Carnage Speedup
When this card destroys an opponent, the equipped gains one MV.
Carnage Uninclined
During an attack, an opponent Story Character loses 1 HP if this card destroys any Field Character (items or creatures) that the opponent sets. (Opponent only loses 1 HP even if multiple FC are destroyed with one single attack.)\n Therefore, Hunters-side characters lose a total of 2 HP if this card destroys an item.
Charge
During a physical attack, the AP of an Attack Action Card doubles if it is connected with this card. But, any AP gain from Special Effects are not doubled.
Clone
Summoning another Sinow Beat [+] costs zero Action Points while this card is on the field.
Combo
During an attack, this card gains AP equal to the number of Migium on the field.
Contact Halfguard
Receive 1/2 damage from physical attacks.
Copy
During attack or defense, your AP & TP changes temporarily to the amount that the opponent has.
Damage Absorb
The amount of damage that your defending character receives from an opponent's Tech attack has a 50% chance of becoming a HP recovery instead.
Dark AP Boost
All Dark creatures gain 2 AP while this card is on the field.
Dark Attack
Dark creatures that attack with this card inflict 1.5x damage.
Dark Halfguard
During defense, receive 1/2 damage from attacks by Dark creatures.
Dark Shield
Blocks all attacks by Dark creatures. This effect is valid even if the user of this card is a Dark creature.
Dark Slayer
Inflicts 1.5x damage when attacking Dark creatures.
Dash (Al Rappy, Canune)
When this card is destroyed, it returns to the hand instead of the Discard Pile. (If 6 or more cards are already on hand, it moves to the Discard Pile.)
Dash (Escape)
The character with this card returns to the hand if it completely defends an opponent's attack. (If 6 or more cards are already on hand, it moves to the Discard Pile.)
Death Companion (Canabin)
If this item has 1 or 2 HP after a battle, then it will be destroyed together with the opponent's card.\n No effect against Story Characters.
Death Companion (Together)
Your character using this card along with the opponent's card will both be destroyed if your character has 1 or 2 HP after a battle ends.
Decoy
Damage on allies will be given to you instead. Pierces any equipped item on Story Characters.
DEF Cost 1 Disable
During an attack, this card disables the opponent from using any Defense Action Card that costs 1 Action Point.
DEF Cost 2 Disable
During an attack, this card disables the opponent from using any Defense Action Card that costs 2 Action Points.
Dice+1
Adds 1 to the dice roll of all players, while this card is on the field. Therefore, rolling 7 or higher is possible, but the upper limit of Action Points is 9.
Double Strike
Attacks the opponent twice with the same attack.
Drain
During a physical attack, the character (or item, if used by an item) using this card recovers HP equal to 1/3 of the damage inflicted to the opponent.
Drop
Roll 3 or higher after a successful physical attack to Drop the opponent for 6 turns.
- Drop
- 3, 6
- Red Saber
- 6, 3
Earth Bind
During Move Phase, MV of all characters of both parties within one block left or right of this card will be set to 1, excluding this card itself. When receiving multiple MV change effects, the effect with the highest MV value applies.
Enemy A/H Swap Perm.
Swaps the opponent's AP and HP after a successful physical attack. The new status remains even after the battle ends. No effect against Story Characters.
Enemy A/T Swap
Temporarily swaps the opponent's AP and TP when defending. The new status returns to normal after the Act Phase.
Equal Damager
Inflicts an equal amount of damage that you received, back to the attacker.
Equipper EXP Boost
Before each turn, the character equipping this card gains 1 EXP.
Exhaust
This card loses 1 HP each time it attacks.
EXP Bonus
Receive 2 bonus EXP if this character destroys any opponent(s) with one single attack. (Receive only 2 bonus EXP even if multiple opponents are destroyed.)
EXP Decoy
During defense, instead of receiving damage on yourself, lose an equal number of EXP.\n But if you have zero EXP, damage will be received.
EXP Loss
The attacker loses EXP equal to the dice roll at the time of attack.
Explosion
Inflicts 1 damage to all characters that are within one block of this card if this card is destroyed. Damages all equipped items on Hunters-side characters.
FC AP Boost
All Field Characters (items and creatures) on the field gain 1 AP when this card is set.
FC Bonus
During an attack, damage you inflict increases by half the number of your own Field Characters (items or creatures) that are on the field.
Fetch Discarded
Returns your most recently discarded or destroyed card to your hand when this card is set. No effect if 6 or more cards are already on hand.
Filial
When this card is destroyed, the Story Character who summoned this card recovers 1 HP.
Fixed Damage (Attack 6)
An attack inflicts 6 damage regardless of Attack Action Cards used or the AP of this card's user.
Fixed Damage (Maser Beam)
A physical attack inflicts 4 damage regardless of Attack Cards used or the AP of the equipper.
Fixed Damage (Power Maser)
A physical attack inflicts 6 damage regardless of Attack Action cards used or the AP of the equipper.
Flee
When this card is destroyed, it moves to the bottom of the Deck instead of the Discard Pile.
Focus (Damaged Blow)
During an attack, the damage inflicted to the opponent increases by the amount of damage (Max HP - current HP) that your attacking character receives.
Focus (Garanz)
This card gains AP equal to the damage it receives (Max HP - current HP) when attacking. (Garanz)
Focused Assault
Increases damage amount by the number of this same card set (by a single character) within a phase.\n(Example: 1 card = 1 damage, 4 cards = 4 damage.)
Free Maneuver
Skip over any (enemy or ally) character. (Can't land on already occupied blocks.)
Freeze
Roll [NUMBER] or higher after a successful attack to Freeze the opponent for [NUMBER] turns.
- Gibarta
- 4, 4
- Hildeblue
- 6, 3
- Ice Staff Dagon
- 5, 3
- Meteor Cudgel
- 6, 3
- Snow Queen
- 3, 3
- Yamato
- 6, 3
- Zol Gibbon
- 6, 3
Frozen Death
A physical attack destroys an opponent who has the Freeze Condition.
Frozen Target
Before each turn, this item has a 35% chance of receiving the Freeze Condition.
Full Force
Use the remaining number of Action Points to boost AP by that number plus 1. (if no Action Points remain, you cannot attack.)
Full Heal
Before each turn, this card recovers to Max HP as long as it has at least 1 HP.
Group
During an attack, this card temporarily gains AP equal to the number of [CARD] on the field, excluding itself.
Guard Creature
Damage received by your own Boss Story Character will be given to this creature instead. (In other words, the Story Character does not take any damage.)
Guards Demolisher
Inflicts 1.5x damage when attacking guard creatures or guard items or mags.
Gun AP Boost
All gun-type items gain 2 AP while this card is on the field.
Gun AP Count
During battle, this card temporarily gains AP 1/2 of the number of gun-type items on the field, including itself.
Gun Attack
Gun-type items that attack with this card inflict 1.5x damage.
Gun Demolisher
Inflicts 1.5x damage when attacking gun-type items.
Gun Shield
Blocks all attacks by gun-type items. This effect is valid even if the user of this card is a gun-type item.
HP/2 Defense
During defense, damage received from an opponent's attack decreases by the amount equal to half of the HP of this card's user.
Hand Disrupter
During a physical attack on a Story Character, 1 card from the hand of the opponent moves to the Discard Pile. No effect if the opponent has 0 cards on hand.
Haste
When this character moves, there is no ATK Point cost.
Heavy Item
The Story Character who equips this card uses 2 Action Points to move one block.
Heavy Pierce (Gifoie, Tollaw)
An attack against an item will also directly damage its opponent Story Character equipper, if the Story Character has 3 or more items equipped.
Heavy Pierce (Photon Claw)
Damage from a physical attack against an opponent who is a Hunter, and a Story Character who has 3 or more items equipped will be inflicted directly against the Story Character.
Heavy Rampage
An attack against a Hunters-side Story character will also inflict an equal amount of damage to equipped items, if 3 or more items are equipped.
Heavy Steps
Moving one block costs two Action Points.
High-cost Halfguard
Receive 1/2 damage from attacks by characters that cost 4 or more Action Points.
High-cost Slayer
Inflicts 1.5x damage when attacking characters that cost 4 or more Action Points.\n No effect against Story Characters.
Hold
After a successful attack, this card holds the opponent for 3 turns.
HP Change
Before each turn, HP of this card changes to the number of characters on the field that you summoned, including itself.
HP Change (Varista, Wals-MK2)
the number of items equipped by your character, including this card.
HP Halver
A successful physical attack decreases the opponent's HP by half, regardless of the AP of this card. No effect against Story Characters.
Immobile
Roll 6 or higher after a successful physical attack to Immobilize the opponent for 3 turns.
Immobile/Hold
The dice roll after an attack determines the opponent's condition.\n 2 or 3: Immobile 3 turns. 4: Hold 3 turns.
Impact Halfguard
During defense, receive 1/2 damage from attacks that inflict 6 or more damage.
Inherit
When the character using this card is destroyed, gain EXP equal to half of the Max HP of the destroyed character.
Insanity
During battle, the character equipping this item loses 1 HP for each opponent it destroys.
Instant Death
Roll 6 or higher after a successful physical attack to instantly destroy the opponent.\n No effect against Story Characters.
Leader
During an attack, all [CREATURE] gain AP equal to the number of [CREATURE] on the field.
Link:AP Boost
During battle, this card gains 3 AP, if equipped together with Custom Barrier.
Link:AP Speedup
This card gains 1 AP for every attack on any opponent, if equipped together with Delsaber's Shield.
Link:EXP Decoy
During defense, instead of receiving damage on yourself, lose an equal number of EXP, if this item is equipped together with Custom Ray.
Link:Heal
Before each turn, this item recovers 1 HP, if equipped together with DB's Saber.
Link:Inherit
When this card is destroyed, gain EXP equal to the Max HP of this card, if equipped together with Delsaber's Buster.
Link:Return
This card returns to the hand instead of the Discard Pile after being destroyed, if equipped together with Flowen's Sword. (If 6 or more cards are already on hand, it moves to the Discard Pile.)
Link:Snatch
Absorbs EXP from the opponent, if equipped together with Flowen's Shield. The amount absorbed is half the damage that your physical attack inflicted.
Limited Action
During an attack, this card prevents you from using Attack Action Cards and prevents the opponent from using Defense Action Cards.
Low-cost Damager
Inflicts 4 damage to all characters on the field that cost 3 or less Action Pts.\n No effect against characters that cost 4 or more Action Pts or Story Characters.
Low-cost Halfguard
Receive 1/2 damage from attacks by characters that cost 3 or less Action Points.
Low-cost Guard
Receive 5 less damage when attacked by characters that cost 3 or less Action Pts. No effect if the character is a Story Character or a character that costs 4 or more Action Pts.
Machine AP Boost
All Machine creatures gain 2 AP while this card is on the field.
Machine AP Count (Canune)
During battle, AP of this card temporarily changes to 1 plus the number of all Machine creatures on the field, including itself.
Machine AP Count (Dubchic)
plus half the number of all Machine creatures
Machine Halfguard
During defense, receive 1/2 damage from attacks by Machine creatures.
Machine Influence
This item temporarily loses 2 AP if the opponent attacker is a Machine creature.
Machine Shield
Blocks all attacks by Machine creatures. This effect is valid even if the user of this card is a Machine creature.
Machine Slayer
Inflicts 1.5x damage when attacking Machine creatures.
Mag
Equipping this item increases a Story Character's AP and TP.
Major Death
Destroys the opponent if the opponent still has 8 or more HP after your successful physical attack. No effect against Story Characters.
Major Halfguard
During battle, receive 1/2 damage from attacks by characters with 8 or more HP.
Major Rampage
An attack against a Hunter-side Story Character will also inflict an equal amount of damage to equipped items, if the SC has over half of Max HP.
Major Pierce
An attack pierces any guard creature or equipped item, directly inflicting damage to an opponent Story Character, if the SC has over half of its Max HP.
Major Slayer
Inflicts 1.5x damage when attacking characters with 8 or more HP. No effect against Story Characters.
Minor Death
Destroys the opponent if the opponent has 3 or less HP after your successful attack. No effect against Story Characters.
Minor Slayer
Inflicts 1.5x damage when attacking characters with 3 or less HP. No effect against Story Characters.
Mutual Death
Destroys the character having the same AP as the user of this card. (Increased AP by Action Cards are not counted.)
Native AP Boost
All Native creatures gain 2 AP while this card is on the field.
Native AP Count (Barble)
During battle, AP of this card temporarily changes to 1 plus half the number of all Native creatures on the field, including itself.
Native AP Count (Zol Gibbon)
During battle, AP of this card temporarily changes to 1 plus the number of all Native creatures on the field, including itself.
Native Attack
Native creatures that attack with this card inflict 1.5x damage.
Native Halfguard
During defense, receive 1/2 damage from attacks by Native creatures.
Native Influence
This item temporarily loses 2 AP if the opponent attacker is a Native creature.
Native Shield
Blocks all attacks by Native creatures. This effect is valid even if the user of this card is a Native creature.
Native Slayer
Inflicts 1.5x damage when attacking Native creatures.
Paralysis
Roll [NUMBER] or higher after a successful physical attack to Paralyze the opponent for [NUMBER] turns.
- Arlan
- 6, 3
- Bind
- 3, 4
- LK14 Combat
- 6, 3
- Merillia
- 6, 3
- Poison Lily
- 6, 3
- T-Assassin's Sabers
- 6, 3
- Visk-235W
- 6, 3
Paralyzed Death
A physical attack destroys an opponent who has the Paralysis Condition. No effect against Story Characters.
Pierce
A physical attack pierces any guard creature or equipped item, directly inflicting damage to opponent Story Characters.\n Pierces any equipped item on Hunters-side characters.
Pierce Block
Blocks any Pierce attack from the opponent.
Protector
Equipping this card limits the opponent to only select guard items. (Opponent may select among guard items to attack.)
Quake
Inflicts 3 damage to all characters of both parties on the field except Aerial creatures.
Rampage
A physical attack inflicts an equal amount of damage to all items equipped by the opponent, if any are equipped.
Rampage AP Loss
The opponent loses 3 AP if the opponent does a rampage attack. Otherwise receive 2 less damage if the opponent does a normal attack.
Random AP (Del-D)
During a physical attack, gain AP equal to the dice roll - 1.
Random AP (Split Boost)
During a physical attack, gain AP equal to the dice roll.
Random AP (Toy Hammer)
During a physical attack, gain AP equal to the dice roll - 2.
Random TP
This card gains TP equal to the dice roll at the time of a Tech attack.
Requiem
Gain EXP equal to 2 times the number of characters that were destroyed, when this card is set.\n (When this card is in effect, the number of dead characters becomes 0.)
Return
When this card is destroyed, it returns to the hand instead of the Discard Pile. (If 6 or more cards are already on hand, it moves to the Discard Pile.)
Return (Assist version)
Items or creatures that are destroyed return to the hand instead of the Discard Pile, while this card is on the field.\n (No effect if 6 or more cards are already on hand.)
Return Home
Roll 4 or lower after an attack to return this card to your hand. Roll 5 or higher to return an opponent Field Character to the opponent's hand. (If 6 or more cards are already on hand, it moves to the Discard Pile.)\n No effect on Story Characters.
Revenge (Brionac, Pal Shark)
During an attack, this card temporarily gains AP equal to 1/2 of the number of ally Field Characters destroyed (items or creatures) since the time this card was first set.
Revenge (Meteor Cudgel)
to 1.5x the number of
Revenge (Chaos Bringer)
to 2x the number of
Ripple (Garanz)
During a physical attack, inflict equal damage to all (ally or enemy) characters within one block of this card.
Ripple (Madness)
During a physical attack, inflict 2 damage to al (ally or opponent) characters within one block of this card.
Same Card Banned
All players may not set any new card if there is already one of the same card on the field.
SC Recovery
Before each turn, the Story Character who set this card recovers 1 HP while this card is on the field.
SC Slayer
Inflicts 2 more damage when attacking Story Characters.
Shuffle
The cards of all players return to the Main Deck after the Set Phase of this turn for shuffling.\n After the Deck shuffles, draw 5 cards.
Skip Draw
The Draw Phase of both parties will be skipped when this card is set. (Players will not be able to draw new cards.)
Skip Move
The Move Phase of both parties will be skipped while this card is on the field.
Skip Set
The Set Phase of both parties will be skipped while this card is on the field. The effect begins two turns after the Set Phase of setting this card.
Snatch
Absorbs EXP from the opponent. The amount absorbed is half the damage that your physical attack inflicted. (Absorb no EXP if the opponent has zero EXP.)
Special Attack Block
Completely blocks all types of attacks from the Opponent. (Also blocks all connected Action Card attacks.)
Stall
During Move Phase, MV of all characters of both parties within one block left or right of this card will be set to 2, excluding this card itself. When receiving multiple MV change effects, the effect with the highest MV value applies.
Steady Damage
Before each turn, the Story Character who equips this card loses [NUMBER] HP.
- Chameleon Scythe
- 1
- Dark Gunner
- 2
- Silence Claw
- 2
- Soul Eater
- 1
Summon
Summoning a Recon costs zero Action Points while this card is on the field.
Survival
If the character with this card has 4 or more HP at the time of defense, this card completely blocks the opponent's attack. But, HP will be set to 1 afterwards.
Survivor AP Boost
The character with this card gains 1 AP after battle.
Sword Attack
Sword-type items that attack with this card inflict 1.5x damage.
Sword Demolisher
Inflicts 1.5x damage when attacking sword-type items.
Sword Halfguard
During defense, receive 1/2 damage from physical attacks by sword-type items.
Sword Shield
Blocks all attacks by sword-type items. This effect is valid even if the user of this card is a sword-type item.
Tech
Using Tech Cards costs 1 less Action Point.
Tech x2
During a Tech attack, the TP of a Tech Card doubles if it is connected with this card.
Tech Halfguard
During defense, receive 1/2 damage from Tech attacks.
TP Assist
Before each Attack Act Phase, the equipper of this card & all ally characters (Story Characters and creatures) within one block of this card temporarily gain 1 TP.
TP Boost
A Tech attack by all characters with this card inflicts 2 more damage than usual, while this card is on the field.
TP Growth
This card gains 1 TP each time it destroys any opponent with a single attack. (Gain only 1 TP even if multiple opponents are destroyed.)
TP Loss
TP of the Story Character equipping this item is set to zero. No effect on Mag and Action Card increases.
TP Power
Increases physical attack damage that you inflict by 1/3 of the sum of the TP of this card and TP of the Story Character equipping this card.
TP Power'
Increases physical attack damage that you inflict by 1/2 of the sum of the TP of this card and TP of the Story Character equipping this card.
TP Silence
After an attack, TP of the opponent decreases by 3 for 2 turns. The status returns to normal after 2 turns.
Trash 1
Randomly select 1 card from each player and moves it to the Discard Pile after the Set Phase ends.
Unfilial
When this card is destroyed, the Story Character who summoned it loses [NUMBER] HP.
- Barble
- 3
- Pan Arms
- 2
Warp
During a move, skip over any (ally or opponent) character up to 9 blocks, as long as you have Action Points.\n (Can't land on already occupied blocks.)
Waste
After attacking with this item, the equipper loses 2 EXP.\n No effect on those with zero EXP.
Weak Hit Block
During defense, this card blocks all attacks of 3 or less damage.
Weak Spot
During a physical attack on an opponent Story Character, this card temporarily loses [STATISTIC].
- Ancient Saber
- 5 AP
- Berserk
- 3 AP
- Bravace
- 2 AP
- Claw
- 2 AP
- Double Saber
- 3 AP
- Gifoie
- 4 TP
- Guil Shark
- 2 AP
- Mighty Knuckle
- 3 AP
- Plantain Fan
- 2 AP
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