THE SHORT ANSWER

Read a skill in four parts: action, target, resource cost and condition. Might is only one field. A zero-Might healing skill can be valuable, while a high number may require charging, a hit sequence or extra EP.

In this guide
FIELD NOTE 01

Turn a skill description into four questions

First identify the action: projectile, area attack, movement, healing or another effect. Then identify who it affects and how it reaches them. Next read the cost. Finally look for words that introduce a condition, such as ‘after’, ‘while’, ‘on hit’ or ‘at max charge’. Those clauses often decide whether the attractive part of the skill actually occurs.

Do not divide Might by EP and call the result a universal ranking. That shortcut ignores targeting, time, support effects and conditional behavior. It can also become meaningless when the displayed cost is zero or the skill changes its resource use while active.

FIELD NOTE 02

Read three different skill patterns

Emberpup’s Fire Bolt is a straightforward place to practice aiming and noticing a short debuff window. Celestis’s Star Glide rewards repeated hits on the same target with an EP-recovery effect. Glacy’s Healing Water uses HP scaling rather than attack output. Each asks for a different observation.

Read three different skill patterns
SkillMight / listed costWhat to observe
Emberpup · Fire Bolt30 / 10Aim, projectile hit and temporary debuff.
Celestis · Star Glide74 / 20Whether repeated hits meet the same-target condition.
Glacy · Healing Water0 / 20Ally recovery and the caster’s HP-based scaling.

References: Official Index · emberpupOfficial Index · celestisOfficial Index · glacy

FIELD NOTE 03

A charged skill needs a resource plan

Scorchhowl’s Burn Breaker has a listed cost of 30 and a max-charge behavior that consumes remaining EP for extra damage. That makes the amount of EP left at the moment of use relevant. A comparison that uses different starting resources can produce different outcomes without proving that either player executed better.

When testing a sequence, record the starting EP and the actions before the charged skill. Then ask what remains available afterward. A strong individual hit and a practical repeatable sequence are different goals; choose the comparison that matches the fight you are trying to improve.

References: Official Index · scorchhowl

FIELD NOTE 04

A small test worksheet

Use a stable target and keep the selected form constant. Record the exact question and a small number of comparable attempts. This is a way to learn your setup, not a claim of laboratory-quality damage testing.

A small test worksheet
RecordWhy it matters
Creature, form and skillPrevents mixing different records.
Starting HP and EPCaptures resource-dependent behavior.
Target and terrainCaptures conditions that may change the result.
Action sequence and resultLets you repeat the useful part.
Client version and dateKeeps later comparisons in context.

Sources & reference notes

Reviewed 2026-09-14. These references describe the scope of this record; details can change.

How we document information