Difference between revisions of "Effects"

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=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 Recovery-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. Luck also plays a role in how much an effect is applied or not.
+
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, 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 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.
+
''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.
+
''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.
  
Two factors modify these odds. Resisting a status effect 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).
+
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.
Furthermore, the luck of one's opponent can modify the chances up or down significantly; all negative effects have a greater chance of success against unlucky characters, while the opposite is true of positive effects. Consider the best use of such abilities carefully.
+
  
Most status effects last for three 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.
+
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=
==NegativeEffects==
+
==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><BR>
  
*'''Poison (POISON)''': Deals damage over time based on the target's maximum HP each round.
+
===Physical Tags===
**''Example'': Poisma, Poison Mist
+
*'''SLS: Center (CENTER)''': Defense up
 +
**''Example'': Fatal End
 +
*'''PRC: Focus (FOCUS)''': Accuracy up
 +
**''Example'': Triple Down
 +
*'''STR: Momentum (MOMENTUM)''': Damage up
 +
**''Example'': Kill Rush
  
*'''Exhaustion (EXHAUSTION)''': Deals damage over time based on the target's maximum SP each round.
+
===Elemental Tags===
**''Example'': Soul Break, Anima Freeze
+
*'''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
  
*'''Panic (PANIC)''': The targets abilities cost more to use.
+
==Ailments==
**''Example'': Pulinpa, Tentarafoo
+
  
*'''Fear (FEAR)''': The damage the target deals is decreased and chance of someone else landing a critical hit on them rises.
+
===Mind===
**''Example'': Evil Touch, Evil Smile
+
* These tags are attached to spells that cripple the mind.<BR><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
  
*'''Enervation (ENERVATION)''': All stats are slightly decreased.
+
===Nerve===
**''Example'': Enervation, Old One
+
* These tags are attached to spells that cripple the body.<BR><BR>
 +
*'''Charm (CHARM)''': 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
  
*'''Illusion (ILLUSION)''': The damage the target deals is decreased and their accuracy is lowered.
+
==Stat Manipulation==
**''Example'': Illuzone, Sexy Dance
+
* These tags operate to temporarily increase or decrease your stats.<br><br>
 +
===Stat Bonus===
 +
*'''Tarukaja (TARUKAJA)''': Attack up (phys and mag)
 +
*'''Sukukaja (SUKUKAJA)''': Accuracy/dodge up
 +
*'''Rakukaja (RAKUKAJA)''': Defense up (phys and mag)
  
*'''ELEMENT Break (<element>BREAK)''': Target's resistance to the given element is reset to neutral. This also works against element nullifications, absorbs or reflections.
+
===Stat Penalty===
**''Example'': Ice Break, Fire Break
+
*'''Tarunda (TARUNDA)''': Attack down (phys and mag)
 +
*'''Sukunda (SUKUNDA)''': Accuracy/dodge down
 +
*'''Rakunda (RAKUNDA)''': Defense down (phys and mag)
  
*'''-nda (-NDA)''': Decreases the target's stats, as applicable. Tarunda decreases Strength and Magic, Rakunda decreases Vitality, Sukunda decreases hit rate and dodge rate.
+
==Elemental Resist Manipulation==
**''Example'': Tarunda, Rakunda, Sukunda
+
* These tags temporarily change elemental resists or weaknesses.<br><br>
 
+
*'''<ELEMENT> Wall (<ELEMENT>WALL)''': Sets resist to Strong. No effect if resist already Strong or better.
*'''Cursed (CURSE)''': Status effects have a percentage increase of effectiveness against the target.
+
*'''<ELEMENT> Break (<ELEMENT>BREAK)''': Sets resist to Neutral. No effect if resist already Neutral or worse.
**''Example'': Foul Breath, Stagnant Air
+
 
+
*'''Weaken (LOWWEAKEN/WEAKEN/HIGHWEAKEN)''': Has a chance of reducing HP by a significant fraction. Percentage dealt varies depending on the variety of Weaken.
+
**''Example'': Hama, Vital Thrust, Die For Me!
+
 
+
*'''Drain (DRAIN)''': This attack steals a portion of the target's HP and gives it to the user.
+
**''Example'': Life Drain
+
 
+
==Positive Effects==
+
 
+
*'''Tetraja (TETRAJA)''': Protects against a single Weaken effect.
+
**''Example'': Tetraja
+
  
 +
==Ailment Cleanses and Buff Purges==
 +
* These tags remove ailments and buffs.<br><br>
 +
*'''Patra (PATRA)''': Removes Mind ailments.
 +
*'''Nervundi (NERVUNDI)''': Removes Nerve ailments.
 
*'''Amrita (AMRITA)''': Removes all ailments.
 
*'''Amrita (AMRITA)''': Removes all ailments.
**''Example'': Refresh Ring, Amrita
+
*'''Dekunda (DEKUNDA)''': Removes the -unda debuffs, Element Breaks, and Curse.
 +
*'''Dekaja (DEKAJA)''': Removes the -aja buffs, Element Walls, and Critup.
  
*'''Patra (PATRA)''': Removes Fear and Panic.
+
==Attack Modification Tags==
**''Example'': Patra, Me Patra
+
* Tags that modify physical moves.<BR><br>
 
+
*'''Area (AREA)''': Up to three targets may be affected. Accuracy for each target, however, is lowered.
*'''Posumudi (POSUMUDI)''': Removes Poison.
+
**''Example'': Heat Wave
**''Example'': Posumudi, Cleanse
+
*'''<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.
 
+
**''Example'': Heavy Rain
*'''Nervundi (NERVUNDI)''': Removes Enervation and Exhaustion.
+
*'''Doublehit (DOUBLEHIT)''': Damage is split in two, and each segment of the attack has a separate chance to hit and crit. Two possible hits.
**''Example'': Nervundi, Energy Shower
+
**''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.
*'''Charmdi (CHARMDI)''': Removes Illusion.
+
**''Example'': Torrent Shot
**''Example'': Charmdi, Clarify
+
*'''Ailedatk (AILEDATK)''': Damage up when you have an ailment.
 
+
**''Example'': Weary Thrust
*'''Dekunda (DEKUNDA)''': Removes -nda effects and break effects.
+
*'''Lowhpatk (LOWHPATK)''': Damage up when your HP is low.
**''Example'': Purge, Dekunda
+
 
+
*'''Dekaja (DEKAJA)''': Removes -kaja effects and wall effects.
+
**''Example'': Scour, Dekaja
+
 
+
*'''ELEMENT Wall (<element>WALL)''': Target's resistance to the given element is increased by 1 level. This effect is not cumulative and does not add to pre-existing resistances.
+
**''Example'': Green Wall, White Wall
+
 
+
*'''-kaja (-KAJA)''': Increases the target's stats, as applicable. Tarukaja increases Strength and Magic, Rakukaja increases Vitality, Sukukaja increases hit rate and dodge rate.
+
**''Example'': Tarukaja, Rakukaja, Sukukaja
+
 
+
*'''Makarakarn/Tetrakarn (MAKARAKARN/TETRAKARN)''': Respectively reflect a single magical attack or a single physical attack. Excludes almighty.
+
**''Example'': Makarakarn, Tetrakarn
+
 
+
*'''Power Charge/Mind Charge (POWERCHARGE/MINDCHARGE)''': Next turn, respectively, a physical attack or a magical attack can deal significant extra damage. This extra boost is wasted if not used.
+
**''Example'': Power Charge, Mind Charge
+
 
+
*'''Critical Rate Up (CRITUP)''': Critical effect rate is raised.
+
**''Example'': Revolution
+
 
+
==Attack Modifiers==
+
 
+
*'''Freeze (FREEZE)''': Critical hit chance against the target is raised until the next hit. Typically attached to icy spells and effects.
+
**''Example'': Bufula, Blizzard Breath
+
 
+
*'''Shock (SHOCK)''': Hit chance against the target is raised until the next hit. Typicall attached to electrical spells and effects.
+
**''Example'': Zionga, Galvanic Wrath
+
 
+
*'''Stone (STONE)''': Target's defense is lowered until the next hit. Typically attached to earth spells and effects.
+
**''Example'': Magnara, Gryva
+
 
+
*'''Burn (BURN)''': One-time small additional damage. Typically attached to fiery spells and effects.
+
**''Example'': Agilao, Freila
+
 
+
*'''Dizzy (DIZZY)''': Target's accuracy is lowered until the next hit. Typically attached to wind spells and effects.
+
**''Example'': Garula, Shearing Wind
+
 
+
*'''Soak (SOAK)''': The power of the target's next attack is lowered. Typically attached to water spells and effects.
+
**''Example'': Aques, Aquadyne
+
 
+
*'''Energy (ENERGY)''': The power of the target's next attack is raised. Typically attached to healing spells and effects.
+
**''Example'': Diarama, Mediarama
+
 
+
*'''Reliable (RELIABLE)''': This attack is more likely to hit.
+
**''Example'': Straight Slash, Gigantic Fist
+
 
+
*'''Precise (PRECISE)''': This attack's crit chance is slightly raised.
+
**''Example'': Ninety Nine Needles, Vorpal Blade
+
 
+
*'''Focused (FOCUSED)''': This attack's damage is slightly increased.
+
**''Example'': Assault Dive, Triple Down
+
 
+
*'''Multi-hit (MULTIHIT)''': This attack is made up of a few smaller hits rather than one.
+
**''Example'': Double Thrust, Flurry Stab
+
 
+
*'''High HP Attack (HIGHHPATK)''': This attack does more damage if the attacker's HP is greater than the target's HP.
+
**''Example'': Getsu-ei
+
 
+
*'''Low HP Attack (LOWHPATK)''': This attack does more damage if the attacker's HP is less than the target's HP.
+
 
**''Example'': Zan-ei
 
**''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
  
==Assorted Special Effects Tags==
+
==Miscellaneous==
 
+
*'''Curse (CURSE)''': Ailment chance up. (ex. Fear1 becomes Fear2)
*'''Area (AREA)''': This attack can hit three targets.
+
*'''Tetraja (TETRAJA)''': Ailment chance down (ex. Fear2 to Fear1)
 
+
*'''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 one physical attack that would otherwise hit during the duration. Does not reflect Almighty attacks.
 +
*'''Makarakarn (MAKARAKARN)''': Reflects one magical attack that would otherwise hit during the duration. Does not reflect Almighty spells.
 +
*'''Light DOT (LDOT)''': Light-element damage over time. Undispellable.
 +
*'''Dark DOT (DDOT)''': Dark-element damage over time. Undispellable.
 
*'''Self (SELF)''': This attack can only be used on oneself.
 
*'''Self (SELF)''': This attack can only be used on oneself.
 
*'''All (ALL)''': This attack hits everyone in the room, enemy or ally.
 
 
*'''Sacrifice (SACRIFICE)''': After hitting with this ability, the user's HP is reduced to 1.
 
 
*'''Knockdown (KNOCKDOWN)''': This attack has a chance of knocking the target down. A knocked down target is easier to hit with attacks.
 
 
*'''Knockdown Attack (KNOCKDOWNATK)''': This attack deals extra damage against a knocked-down target.
 
 
 
*'''RP Effect (RP_EFFECT)''': This represents an attack or a portion of an attack that is reflected by RP and is not fully mechanically represented. Typically this is used to represent various Spotter powers, but may also designate an attack with an unusual RP component.
 
*'''RP Effect (RP_EFFECT)''': This represents an attack or a portion of an attack that is reflected by RP and is not fully mechanically represented. Typically this is used to represent various Spotter powers, but may also designate an attack with an unusual RP component.
 
*'''Full Analysis (FULLANALYSIS)''': Limited to Spotter-type characters only, this grants a readout of the targets stats and attacks with use of +analyze.
 
  
 
[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]

Revision as of 18:52, 18 June 2012

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

Contents

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.

Effects List

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.

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

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

Ailments

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

Nerve

  • These tags are attached to spells that cripple the body.

  • Charm (CHARM): 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 Manipulation

  • These tags operate to temporarily increase or decrease your stats.

Stat Bonus

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

Stat Penalty

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

Elemental Resist Manipulation

  • These tags temporarily change elemental resists or weaknesses.

  • <ELEMENT> Wall (<ELEMENT>WALL): Sets resist to Strong. No effect if resist already Strong or better.
  • <ELEMENT> Break (<ELEMENT>BREAK): Sets resist to Neutral. No effect if resist already Neutral or worse.

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.

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.
    • 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.
    • 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.
    • 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

Miscellaneous

  • Curse (CURSE): Ailment chance up. (ex. Fear1 becomes Fear2)
  • Tetraja (TETRAJA): Ailment chance down (ex. Fear2 to Fear1)
  • 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 one physical attack that would otherwise hit during the duration. Does not reflect Almighty attacks.
  • Makarakarn (MAKARAKARN): Reflects one magical attack that would otherwise hit during the duration. Does not reflect Almighty spells.
  • Light DOT (LDOT): Light-element damage over time. Undispellable.
  • Dark DOT (DDOT): Dark-element damage over time. Undispellable.
  • Self (SELF): This attack can only be used on oneself.
  • RP Effect (RP_EFFECT): This represents an attack or a portion of an attack that is reflected by RP and is not fully mechanically represented. Typically this is used to represent various Spotter powers, but may also designate an attack with an unusual RP component.
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