Difference between revisions of "Effects"

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<center>''"Oh no! You're poisoned, Sempai! You should heal yourself!"''</center><br>
 
<center>''"Oh no! You're poisoned, Sempai! You should heal yourself!"''</center><br>
  
 
=Overview=
 
=Overview=
  
Effects are basically additions to an attack (or sometimes the entire purpose of one). Any attack that does something other than or as well as raw instant damage has an effect.
+
Effect tags are basically additions to an attack (or sometimes the entire purpose of one). Any attack that does something other than or as well as raw instant damage has an effect.
  
Status effects do not always work. First, the attack can miss as normal (although Healing-type attacks don't miss, so positive statuses are less prone to this). Second, each effect has one of three effectiveness ratings. This effectiveness /only/ changes how often the status is added.
+
Status effects do not always work. First, the attack can miss as normal (although Ailment and Recovery-type attacks don't miss, so dedicated debuffs and positive statuses are less prone to this). Second, each effect has one of three effectiveness ratings. This effectiveness ''only'' changes how often the status is added.
  
Low Odds (Represented by a 1) effects activate one third of the time that the attack hits. They cost very little to add, and it's a flat value; it costs the same to make a 3 attack Low Odds as an 8. They're nice perks but you can't count on them.
+
''Low Odds'' (Represented by a 1) effects activate about 40% of the time the attack hits. They cost very little to add.
  
Medium Odds (Represented with a 2) effects activate two thirds of the time that the attack hits. They cost a little more and are more expensive for higher level attacks to add.
+
''Medium Odds'' (Represented with a 2) effects activate about 70% of the time that the attack hits. They are fairly reliable. They cost a little more and are more expensive for higher level attacks to add.
  
High Odds (Represented by a 3) effects always activate if the attack hits. Their cost is very dependent on the power of the attack. 0 attacks with High Odds effects to try to keep the cost down are allowed, and have many examples in canon.
+
''High Odds'' (Represented by a 3) effects always activate if the attack hits. Their cost is very dependent on the power of the attack. Attacks with a power level of 0 with High Odds effects to try to keep the cost down are allowed, and have many examples in canon.
  
Resisting a status effect reduces the effective 'odds' of the attack. Resisting drops it by 1 (so if you resist Fire, a Fire attack with DOT1 can't ever add the effect). Resistances are cumulative, and count across multiple elements. This means that if you have a double resistance and a normal resistance to a dual-type attack, you will not receive the status except in unusual circumstances. Resisting a status effect does not help with the instant effect four; Area, Dekaja and Dekunda cannot be stopped in this way, and Draining's effectiveness is reduced if you would take less damage from the attack.
+
Resisting the element to which the status effect is attached reduces the effective 'odds' of the attack. Resisting drops it by 1 (so if you resist Fire, you can never gain the Burn effect if someone casts Agilao on you, for example). Being weak against the element, in contrast, increases the 'odds' of the attack by 1. Certain buffs and debuffs (Tetraja and Curse, for example) also play a role in how much an effect is applied or not; their effect is an amount less than 1, but still reasonably significant.
  
All status effects last for three turns unless removed. Readding the status effect resets the counter; it does not make you suffer it twice or add the durations.
+
Most status effects last for four turns unless removed. Others have a one-time effect. Re-adding the status effect resets the counter; it does not make you suffer it twice or add the durations.
  
 
=Effects List=
 
=Effects List=
==Attack Effects==
+
==One-Turn Tags==
 +
These tags last for one turn. Once applied to you, they linger until the next time you +round, at which point they expire; as such, they will generally only be in effect for your next attack. They are usually found attached to elemental spells or physical moves.<BR>
  
*'''Damage Over Time (DOT):''' Deals damage over time based on the target's maximum health each round.
+
===Physical Tags===
**''Examples:'' Poison, On Fire
+
*'''SLS: Center (CENTER)''': Defense up
 +
**''Example'': Fatal End
 +
*'''PRC: Focus (FOCUS)''': Accuracy up
 +
**''Example'': Triple Down
 +
*'''STR: Momentum (MOMENTUM)''': Damage up
 +
**''Example'': Kill Rush
  
*'''Heal Over Time (HOT):''' Restores health based on the target's maximum HP each round.
+
===Elemental Tags===
**''Examples:'' Diamai
+
*'''FIR: Burn (BURN)''': Additional damage, healing taken reduced.
 +
**''Example'': Agilao
 +
*'''WTR: Soak (SOAK)''': Damage down
 +
**''Example'': Aquadyne
 +
*'''WND: Dizzy (DIZZY)''': Accuracy down
 +
**''Example'': Magarula
 +
*'''EAR: Stone (STONE)''': Defense down
 +
**''Example'': Magnara
 +
*'''ICE: Freeze (FREEZE)''': More likely to be crit
 +
**''Example'': Bufu
 +
*'''ELC: Shock (SHOCK)''': More likely to be hit
 +
**''Example'': Zionga
 +
*'''NCL: Fallout (FALLOUT)''': Greater chance to have an ailment apply
 +
**''Example'': Freidyne
 +
*'''GRV: Weight (WEIGHT)''': SP costs up
 +
**''Example'': Gryva
 +
*'''REC: Energy (ENERGY)''': Damage up
 +
**''Example'': Diarama
 +
*'''LGH: Boost (BOOST):''' One-time SP recovery (small)
 +
**''Example'': Hama
 +
*'''DRK: Scourge (SCOURGE)''': One-time SP damage (small)
 +
**''Example'': Mudoon
  
*'''Magic Cost Up (MAGCOST):''' Your Magic abilities cost more SP to use.
 
**''Example:'' Silence
 
  
*'''Physical Cost Up (PHYSCOST):''' Exactly like Magic Cost Up except it applies to physical abilities.
+
==Ailments==
**''Example:'' Paralyze
+
===Mind===
 +
These tags are attached to spells that cripple the mind.<BR>
 +
*'''Rage (RAGE)''': Weapon attacks significantly more powerful, defense significantly down
 +
**''Example'': Balzac
 +
*'''Fear (FEAR)''': Crit chance against you up
 +
**''Example'': Evil Smile
 +
*'''Panic (PANIC)''': You take damage based on the level of attack used, whenever executing a move that is not a weapon attack or special
 +
**''Example'': Pulinpa
 +
*'''Illusion (ILLUSION)''': Accuracy down, phys/weapon and magical defenses (PDEF AND MDEF) reversed
 +
**''Example'': Illuzone
 +
===Nerve===
 +
These tags are attached to spells that cripple the body.<BR>
 +
*'''Charm (CHARM)''': Evasion down, Physical and Magical attack power reversed (PATK/WATK and MATK)
 +
**''Example'': Marin Karin
 +
*'''Enervation (ENERVATION)''': All stats down
 +
**''Example'': Old One
 +
*'''Poison (POISON)''': HP damage over time, physical defense slightly down
 +
**''Example'': Poisma
 +
*'''Exhaustion (EXHAUSTION)''': SP damage over time, magic defense slightly down
 +
**''Example'': Soul Break
  
*'''STAT Up (<stat>UP):''' Increases the target's STAT.
 
**''Examples:'' Makakaja, Rakukaja, etc.
 
  
*'''STAT Down (<stat>DOWN):''' Decreases the target's STAT.
+
==Ailment Cleanses and Buff Purges==
**''Examples:'' Tarunda, Sukunda
+
These tags remove ailments and buffs.<br>
 +
*'''Patra (PATRA)''': Removes Mind ailments.
 +
*'''Nervundi (NERVUNDI)''': Removes Nerve ailments.
 +
*'''Amrita (AMRITA)''': Removes all ailments.
 +
*'''Dekunda (DEKUNDA)''': Removes the -unda debuffs, Element Breaks, and Curse.
 +
*'''Dekaja (DEKAJA)''': Removes the -aja buffs, Element Walls, and Critup.
  
*'''ELEMENT Break (<element>BREAK):''' Target's resistance to the given element is reduced by 1 level. (Double Resist becomes Resist, Resist becomes normal, normal becomes Weak).
 
**''Examples:'' Ice Break, Element Zero
 
  
*'''ELEMENT Wall (<element>WALL):''' Target's resistance to the given element is increased by 1 level.
+
==Stat Manipulation==
**''Example:'' Yellow Wall
+
These tags operate to temporarily increase or decrease your stats.<br>
 +
===Stat Bonus===
 +
*'''Tarukaja (TARUKAJA)''': Attack up (phys and mag)
 +
*'''Sukukaja (SUKUKAJA)''': Accuracy/dodge up
 +
*'''Rakukaja (RAKUKAJA)''': Defense up (phys and mag)
  
*'''Cursed (CURSE):''' Status effects have an odds boost of +1 level against this target.
+
===Stat Penalty===
**''Example:'' Stagnant Air
+
*'''Tarunda (TARUNDA)''': Attack down (phys and mag)
 +
*'''Sukunda (SUKUNDA)''': Accuracy/dodge down
 +
*'''Rakunda (RAKUNDA)''': Defense down (phys and mag)
  
*'''Inaccurate (INACCURATE):''' Target's attacks have a penalty to hit.
 
**''Example:'' Blind
 
  
==Special Attack Effects==
+
==Elemental Resist Manipulation==
 +
These tags temporarily change elemental resists or weaknesses.<br>
 +
*'''ELEMENT Wall (ELEMENTWALL)''': Sets resist to Strong. No effect if resist already Strong or better.
 +
*'''ELEMENT Break (ELEMENTBREAK)''': Sets resist to Neutral. No effect if resist already Neutral or worse.
  
There are four special Effects. Two of these use the 'odds' value differently. The other two directly affect what Effects are active and do not last for multiple rounds.
 
  
*'''Area:''' This attack can hit multiple people.
+
==Attack Modification Tags==
**''Power 1:'' This attack divides its damage equally between all targets.
+
Tags that modify physical moves.<BR>
***''Example:'' none
+
*'''Area (AREA)''': Up to three targets may be affected. Accuracy for each target, however, is lowered.
**''Power 2:'' This attack chooses a random number between dividing its damage equally and its full damage, on each target.
+
**''Example'': Heat Wave
***''Examples:'' Fire Breath, Deathbound
+
*'''<ELEMENT>split (<ELEMENT>SPLIT)''': Half of the damage is the original element, half is the tagged element. Effect chances operate off of the original element, but the damage is resisted separately. May not be paired with Doublehit or Triplehit. May not be used with Heal element. ELEMENT Amp and ELEMENT Boost passives have no effect on this tag's accuracy or damage.
**''Power 3:'' This attack deals full damage to each target.
+
**''Example'': Heavy Rain
***''Example:'' Mabufudyne
+
*'''Doublehit (DOUBLEHIT)''': Damage is split in two, and each segment of the attack has a separate chance to hit and crit. Two possible hits. May not be paired with Triplehit or <ELEMENT>Split. May not be used with Heal element.  
 +
**''Example'': Double Fangs
 +
*'''Triplehit (TRIPLEHIT)''': Damage is split in three, and each segment of the attack has a separate chance to hit and crit. Three possible hits. May not be paired with Doublehit or <ELEMENT>Split. May not be used with Heal element.
 +
**''Example'': Torrent Shot
 +
*'''Ailedatk (AILEDATK)''': Damage up when you have an ailment.
 +
**''Example'': Weary Thrust
 +
*'''Lowhpatk (LOWHPATK)''': Damage up when your HP is low.
 +
**''Example'': Zan-ei
 +
*'''Knockdownatk (KNOCKDOWNATK)''': Damage up when the target was knocked down for the attack. (Knockdown inflicted as a result has no effect on this tag.)
 +
**''Example'': Cruel Attack
 +
*'''HPdrain (HPDRAIN)''': drains some HP from the defender and grants it to the attacker.
 +
**''Example'': Life Drain
 +
*'''SPdrain (SPDRAIN)''': drains some SP from the defender and grants it to the attacker. This amount is capped by the amount of SP the attacker is currently missing.
 +
**''Example'': Spirit Drain
  
*'''Draining:''' This attack heals you for a portion of the damage it deals.
+
==Miscellaneous==
**''Power 1:'' This attack heals you for 1/4 of the damage it deals.
+
*'''Curse (CURSE)''': Ailment chance up. (ex. Fear1 becomes Fear2)
**''Power 2:'' This attack heals you for 1/3 of the damage it deals.
+
*'''Tetraja (TETRAJA)''': Ailment chance down (ex. Fear2 to Fear1)
**''Power 3:'' This attack heals you for 1/2 of the damage it deals.
+
*'''Crit Up (CRITUP)''': Critical hit chance up.
 +
*'''Chance (CHANCE)''': Random buff (Tarukaja, Sukukaja, Rakukaja, Tetraja, Critup, Patra, Nervundi)
 +
*'''Random (RANDOM)''': Random ailment (Poison, Exhaustion, Enervation, Illusion, Charm, Exhaustion, Rage, Fear)
 +
*'''Tetrakarn (TETRAKARN)''': Reflects partial damage from a physical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty attacks or Primal abilities.
 +
*'''Makarakarn (MAKARAKARN)''': Reflects partial damage from a magical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty spells or Primal abilities.
 +
*'''Light DOT (LDOT)''': Light-element damage over time. Undispellable. Not available for use in Customs or Specials.
 +
*'''Dark DOT (DDOT)''': Dark-element damage over time. Undispellable. Not available for use in Customs or Specials.
 +
*'''Self (SELF)''': This attack can only be used on oneself.
 +
*'''Free (FREE)''': This attack costs no SP.
 +
*'''Swift (SWIFT)''': This attack does not use your turn, allowing you to take another action immediately. Swift attacks may not be paired with the area tag. Two swift attacks may not be used consecutively. Swift attacks may not be paired with +ex/onemore.
 +
*'''Unlock (UNLOCK)''': This attack requires the use of five meter in addition to the SP cost. Mandatory for Severe-level custom-abilities on Ultimate Personas. It may not be used with anything else.
 +
*'''Inaccurate (INACCURATE)''': This attack counts as two power levels higher, for the purpose of accuracy calculations. Civilian moves only.
 +
*'''Civilian (CIV)''': This attack counts as two power levels lower, for the purpose of damage calculation. Allows an attack to go below power level 1. Civilian moves only.
  
*'''Dekaja:''' This attack removes positive effects from the target. Positive effects are defined as Heal Over Time, STAT Up, and ELEMENT Wall.
+
==Spotter-Only Tags==
**''Example:'' Dekaja
+
 
+
*'''Dekunda:''' This attack removes negative effects from the target. Negative effects are defined as Damage Over Time, Magic Cost Up, Physical Cost Up, STAT Down, ELEMENT Break, Cursed, and Inaccurate.
+
**''Example:'' Amrita, Dekunda
+
  
 +
*'''Resist Scan (RSCAN)''': Reveals the target's elemental resistances.
 +
*'''Weakness Scan (WSCAN)''': Reveals the target's elemental weaknesses.
 +
*'''Resist Block (RBLOCK)''': Blocks the target's elemental resistances from being scanned.
 +
*'''Weakness Block (WBLOCK)''': Blocks the target's elemental weaknesses from being scanned.
 +
*'''SP Recovery (SPREC)''': Heals a small amount of the target's SP over time.
 +
</div>
 
[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]

Latest revision as of 03:52, 5 July 2015

Contents

"Oh no! You're poisoned, Sempai! You should heal yourself!"

[edit] Overview

Effect tags are basically additions to an attack (or sometimes the entire purpose of one). Any attack that does something other than or as well as raw instant damage has an effect.

Status effects do not always work. First, the attack can miss as normal (although Ailment and Recovery-type attacks don't miss, so dedicated debuffs and positive statuses are less prone to this). Second, each effect has one of three effectiveness ratings. This effectiveness only changes how often the status is added.

Low Odds (Represented by a 1) effects activate about 40% of the time the attack hits. They cost very little to add.

Medium Odds (Represented with a 2) effects activate about 70% of the time that the attack hits. They are fairly reliable. They cost a little more and are more expensive for higher level attacks to add.

High Odds (Represented by a 3) effects always activate if the attack hits. Their cost is very dependent on the power of the attack. Attacks with a power level of 0 with High Odds effects to try to keep the cost down are allowed, and have many examples in canon.

Resisting the element to which the status effect is attached reduces the effective 'odds' of the attack. Resisting drops it by 1 (so if you resist Fire, you can never gain the Burn effect if someone casts Agilao on you, for example). Being weak against the element, in contrast, increases the 'odds' of the attack by 1. Certain buffs and debuffs (Tetraja and Curse, for example) also play a role in how much an effect is applied or not; their effect is an amount less than 1, but still reasonably significant.

Most status effects last for four turns unless removed. Others have a one-time effect. Re-adding the status effect resets the counter; it does not make you suffer it twice or add the durations.

[edit] Effects List

[edit] One-Turn Tags

These tags last for one turn. Once applied to you, they linger until the next time you +round, at which point they expire; as such, they will generally only be in effect for your next attack. They are usually found attached to elemental spells or physical moves.

[edit] Physical Tags

  • SLS: Center (CENTER): Defense up
    • Example: Fatal End
  • PRC: Focus (FOCUS): Accuracy up
    • Example: Triple Down
  • STR: Momentum (MOMENTUM): Damage up
    • Example: Kill Rush

[edit] Elemental Tags

  • FIR: Burn (BURN): Additional damage, healing taken reduced.
    • Example: Agilao
  • WTR: Soak (SOAK): Damage down
    • Example: Aquadyne
  • WND: Dizzy (DIZZY): Accuracy down
    • Example: Magarula
  • EAR: Stone (STONE): Defense down
    • Example: Magnara
  • ICE: Freeze (FREEZE): More likely to be crit
    • Example: Bufu
  • ELC: Shock (SHOCK): More likely to be hit
    • Example: Zionga
  • NCL: Fallout (FALLOUT): Greater chance to have an ailment apply
    • Example: Freidyne
  • GRV: Weight (WEIGHT): SP costs up
    • Example: Gryva
  • REC: Energy (ENERGY): Damage up
    • Example: Diarama
  • LGH: Boost (BOOST): One-time SP recovery (small)
    • Example: Hama
  • DRK: Scourge (SCOURGE): One-time SP damage (small)
    • Example: Mudoon


[edit] Ailments

[edit] Mind

These tags are attached to spells that cripple the mind.

  • Rage (RAGE): Weapon attacks significantly more powerful, defense significantly down
    • Example: Balzac
  • Fear (FEAR): Crit chance against you up
    • Example: Evil Smile
  • Panic (PANIC): You take damage based on the level of attack used, whenever executing a move that is not a weapon attack or special
    • Example: Pulinpa
  • Illusion (ILLUSION): Accuracy down, phys/weapon and magical defenses (PDEF AND MDEF) reversed
    • Example: Illuzone

[edit] Nerve

These tags are attached to spells that cripple the body.

  • Charm (CHARM): Evasion down, Physical and Magical attack power reversed (PATK/WATK and MATK)
    • Example: Marin Karin
  • Enervation (ENERVATION): All stats down
    • Example: Old One
  • Poison (POISON): HP damage over time, physical defense slightly down
    • Example: Poisma
  • Exhaustion (EXHAUSTION): SP damage over time, magic defense slightly down
    • Example: Soul Break


[edit] Ailment Cleanses and Buff Purges

These tags remove ailments and buffs.

  • Patra (PATRA): Removes Mind ailments.
  • Nervundi (NERVUNDI): Removes Nerve ailments.
  • Amrita (AMRITA): Removes all ailments.
  • Dekunda (DEKUNDA): Removes the -unda debuffs, Element Breaks, and Curse.
  • Dekaja (DEKAJA): Removes the -aja buffs, Element Walls, and Critup.


[edit] Stat Manipulation

These tags operate to temporarily increase or decrease your stats.

[edit] Stat Bonus

  • Tarukaja (TARUKAJA): Attack up (phys and mag)
  • Sukukaja (SUKUKAJA): Accuracy/dodge up
  • Rakukaja (RAKUKAJA): Defense up (phys and mag)

[edit] Stat Penalty

  • Tarunda (TARUNDA): Attack down (phys and mag)
  • Sukunda (SUKUNDA): Accuracy/dodge down
  • Rakunda (RAKUNDA): Defense down (phys and mag)


[edit] Elemental Resist Manipulation

These tags temporarily change elemental resists or weaknesses.

  • ELEMENT Wall (ELEMENTWALL): Sets resist to Strong. No effect if resist already Strong or better.
  • ELEMENT Break (ELEMENTBREAK): Sets resist to Neutral. No effect if resist already Neutral or worse.


[edit] Attack Modification Tags

Tags that modify physical moves.

  • Area (AREA): Up to three targets may be affected. Accuracy for each target, however, is lowered.
    • Example: Heat Wave
  • <ELEMENT>split (<ELEMENT>SPLIT): Half of the damage is the original element, half is the tagged element. Effect chances operate off of the original element, but the damage is resisted separately. May not be paired with Doublehit or Triplehit. May not be used with Heal element. ELEMENT Amp and ELEMENT Boost passives have no effect on this tag's accuracy or damage.
    • Example: Heavy Rain
  • Doublehit (DOUBLEHIT): Damage is split in two, and each segment of the attack has a separate chance to hit and crit. Two possible hits. May not be paired with Triplehit or <ELEMENT>Split. May not be used with Heal element.
    • Example: Double Fangs
  • Triplehit (TRIPLEHIT): Damage is split in three, and each segment of the attack has a separate chance to hit and crit. Three possible hits. May not be paired with Doublehit or <ELEMENT>Split. May not be used with Heal element.
    • Example: Torrent Shot
  • Ailedatk (AILEDATK): Damage up when you have an ailment.
    • Example: Weary Thrust
  • Lowhpatk (LOWHPATK): Damage up when your HP is low.
    • Example: Zan-ei
  • Knockdownatk (KNOCKDOWNATK): Damage up when the target was knocked down for the attack. (Knockdown inflicted as a result has no effect on this tag.)
    • Example: Cruel Attack
  • HPdrain (HPDRAIN): drains some HP from the defender and grants it to the attacker.
    • Example: Life Drain
  • SPdrain (SPDRAIN): drains some SP from the defender and grants it to the attacker. This amount is capped by the amount of SP the attacker is currently missing.
    • Example: Spirit Drain

[edit] Miscellaneous

  • Curse (CURSE): Ailment chance up. (ex. Fear1 becomes Fear2)
  • Tetraja (TETRAJA): Ailment chance down (ex. Fear2 to Fear1)
  • Crit Up (CRITUP): Critical hit chance up.
  • Chance (CHANCE): Random buff (Tarukaja, Sukukaja, Rakukaja, Tetraja, Critup, Patra, Nervundi)
  • Random (RANDOM): Random ailment (Poison, Exhaustion, Enervation, Illusion, Charm, Exhaustion, Rage, Fear)
  • Tetrakarn (TETRAKARN): Reflects partial damage from a physical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty attacks or Primal abilities.
  • Makarakarn (MAKARAKARN): Reflects partial damage from a magical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty spells or Primal abilities.
  • Light DOT (LDOT): Light-element damage over time. Undispellable. Not available for use in Customs or Specials.
  • Dark DOT (DDOT): Dark-element damage over time. Undispellable. Not available for use in Customs or Specials.
  • Self (SELF): This attack can only be used on oneself.
  • Free (FREE): This attack costs no SP.
  • Swift (SWIFT): This attack does not use your turn, allowing you to take another action immediately. Swift attacks may not be paired with the area tag. Two swift attacks may not be used consecutively. Swift attacks may not be paired with +ex/onemore.
  • Unlock (UNLOCK): This attack requires the use of five meter in addition to the SP cost. Mandatory for Severe-level custom-abilities on Ultimate Personas. It may not be used with anything else.
  • Inaccurate (INACCURATE): This attack counts as two power levels higher, for the purpose of accuracy calculations. Civilian moves only.
  • Civilian (CIV): This attack counts as two power levels lower, for the purpose of damage calculation. Allows an attack to go below power level 1. Civilian moves only.

[edit] Spotter-Only Tags

  • Resist Scan (RSCAN): Reveals the target's elemental resistances.
  • Weakness Scan (WSCAN): Reveals the target's elemental weaknesses.
  • Resist Block (RBLOCK): Blocks the target's elemental resistances from being scanned.
  • Weakness Block (WBLOCK): Blocks the target's elemental weaknesses from being scanned.
  • SP Recovery (SPREC): Heals a small amount of the target's SP over time.
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