Each player or creature's Turn will naturally end after 30 seconds, allowing the next creature in the turn indicator to start their turn.
A player or creature may manually end their Turn via the interface or by pressing the 'End' button on their keyboard. Ending the turn earlier will fill up the speed gauge faster, resulting in getting an earlier and better speed bonus. Some speed bonuses require that you finish your turns faster.
Forcing End Turn
It is possible to force someone else's turn to end through the use of various effects, and a number of spells will end the caster's turn as part of the spell's effects:
Spells that can make an enemy end their turn during their turn.
|Eniripsa||Psykosis Flask||chance to Madness|
|Lethargy Flask||chance to Sleepy|
|Iop||Rocknoceros||Damage and chance to Stun|
|Charge||Damage, Move Towards and chance to Stun|
|Flatten||Teleport and chance to Stun|
Spells that will end casters turn.
|Ecaflip||All or Nothing||Chance to refund AP or Ends Turn|
|Iop||Defensive Stance||Chance to avoid a melee attack, Ends Turn|
|Bravery Standard||+Resist, Circle|
|Flatten||Teleport and chance to Stun self|
|Rogue||Pulsar||Convert unused AP and MP into Damage, Ends turn|
|Sadida||Tree (Spell)||-20% HP, Turn into a Tree, Invulnerable, : Nettled, Ends Turn|
States that end turns
|Sleepy||When afflicted it Ends Turn and can no longer lock. Last for one turn or until the afflicted is damaged.|
|Madness||Will attack it's own ally on turn or end turn if she/he/it does not have any.|
|Worn Out||-% Damage and AP depending on level of Worn Out, Stunned when Worn Out reaches level 100, which will happen if you stop drinking when Merry is at level 100, or when you take another drink and it goes past level 100.|