Effects

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

Contents

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.

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.

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.

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.

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). 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.

Effects List

NegativeEffects

  • Poison (POISON): Deals damage over time based on the target's maximum HP each round.
    • Example: Poisma, Poison Mist
  • Exhaustion (EXHAUSTION): Deals damage over time based on the target's maximum SP each round.
    • Example: Soul Break, Anima Freeze
  • Panic (PANIC): The targets abilities cost more to use.
    • Example: Pulinpa, Tentarafoo
  • Fear (FEAR): The damage the target deals is decreased and chance of someone else landing a critical hit on them rises.
    • Example: Evil Touch, Evil Smile
  • Enervation (ENERVATION): All stats are slightly decreased.
    • Example: Enervation, Old One
  • Illusion (ILLUSION): The damage the target deals is decreased and their accuracy is lowered.
    • Example: Illuzone, Sexy Dance
  • ELEMENT Break (<element>BREAK): Target's resistance to the given element is reset to neutral. This also works against element nullifications, absorbs or reflections.
    • Example: Ice Break, Fire Break
  • -nda (-NDA): Decreases the target's stats, as applicable. Tarunda decreases Strength and Magic, Rakunda decreases Vitality, Sukunda decreases hit rate and dodge rate.
    • Example: Tarunda, Rakunda, Sukunda
  • Cursed (CURSE): Status effects have a percentage increase of effectiveness against the target.
    • 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
  • Amrita (AMRITA): Removes all ailments.
    • Example: Refresh Ring, Amrita
  • Patra (PATRA): Removes Fear and Panic.
    • Example: Patra, Me Patra
  • Posumudi (POSUMUDI): Removes Poison.
    • Example: Posumudi, Cleanse
  • Nervundi (NERVUNDI): Removes Enervation and Exhaustion.
    • Example: Nervundi, Energy Shower
  • Charmdi (CHARMDI): Removes Illusion.
    • Example: Charmdi, Clarify
  • Dekunda (DEKUNDA): Removes -nda effects and break effects.
    • 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 less than the target's HP.
    • Example: Getsu-ei
  • Low HP Attack (LOWHPATK): This attack does more damage if the attacker's HP is greater than the target's HP.
    • Example: Zan-ei

Assorted Special Effects Tags

  • Area (AREA): This attack can hit three targets.
  • 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.
  • Full Analysis (FULLANALYSIS): Limited to Spotter-type characters only, this grants a readout of the targets stats and attacks with use of +analyze.
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