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P2129: Spells and Skills v2

Jan 14th, 2016
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  1. This is a guide to the various spells and skills found in Persona 2129 Quest.
  2.  
  3. v2 changes:
  4. -Added a mighty fuckload of physical and gun skills
  5. -Repurposed status ailments section
  6. -Added chi casting section
  7. -Edited overly long introduction as it was deemed unnecessary
  8.  
  9.  
  10. ---------------------------------------------------------------------------------------------------------------------------------
  11. [NOTES]
  12. -This document is only inteded as a reference. You do not need to memorize all the skills here; in fact, you'd be mad to. Any skills that occur during the quest will be explained.
  13. -Magic skills (spells) cost mana. Physical and gun skills cost vitality.
  14. -Light and darkness skills in this quest deal damage and have a chance of instant KO.
  15. -Offensive skills have four levels of strength: Light, Medium, Heavy and Severe.
  16.  
  17. This is the part where I list each individual spells within the quest.
  18. [CONTENTS]
  19. 1. Fire
  20. 2. Ice
  21. 3. Wind
  22. 4. Electricity
  23. 5. Earth
  24. 6. Light
  25. 7. Darkness
  26. 8. Almighty, Psychic, Gravity, Nuclear
  27. 9. Healing
  28. 10. Buffs/Debuffs
  29. 11. Status Ailments
  30. 12. Passive Skills
  31. 13. Physical
  32. 14. Gun/Piercing
  33. 15. Chi Casting (Active)
  34. 16. Chi Casting (Passive)
  35.  
  36. ------[1. Fire]------------------------------------------------------------------------------------------------------------------
  37. Agi: Deals light Fire damage to 1 foe.
  38. Maragi: Deals light Fire damage to all foes.
  39. Agilao: Deals medium Fire damage to 1 foe.
  40. Maragion: Deals medium Fire damage to all foes.
  41. Agidyne: Deals heavy Fire damage to 1 foe.
  42. Maragidyne: Deals heavy Fire damage to all foes.
  43. Fire Breath: Light fire damage to random enemies.
  44. Hellfire: Medium fire damage to random enemies.
  45. Prominence: Heavy fire damage to random enemies.
  46. Ragnarok: Deals severe Fire damage to 1 foe (Surt exclusive).
  47.  
  48. ------[2. Ice]-------------------------------------------------------------------------------------------------------------------
  49.  
  50. Ice spells have a chance of solidifying the target, leaving them open to guaranteed critical hits from physical attackers.
  51.  
  52. Bufu: Deals light Ice damage to 1 foe.
  53. Mabufu: Deals light Ice damage to all foes.
  54. Bufula: Deals medium Ice damage to 1 foe.
  55. Mabufula: Deals medium Ice damage to all foes.
  56. Bufudyne: Deals heavy Ice damage to 1 foe.
  57. Mabufudyne: Deals heavy Ice damage to all foes.
  58. Niflheim: Deals severe Ice damage to 1 foe, Loki exclusive.
  59.  
  60. ------[3. Wind]-------------------------------------------------------------------------------------------------------------------------------------------
  61. Garu: Deals light Wind damage to one foe.
  62. Magaru: Deals light Wind damage to all foes.
  63. Garula: Deals medium Wind damage to one foe.
  64. Magarula: Deals medium Wind damage to all foes.
  65. Garudyne: Deals heavy Wind damage to one foe.
  66. Magarudyne: Deals heavy Wind damage to all foes.
  67. Panta Rhei: Deals severe Wind damage to one foe, Norn exclusive.
  68.  
  69. ------[4. Electricity]-----------------------------------------------------------------------------------------------------------
  70.  
  71. Electricity spells have a chance of shocking the target, leaving them open to guaranteed critical hits from physical attackers.
  72.  
  73. Zio: Deals light Elec damage.
  74. Mazio: Deals light Elec damage.
  75. Zionga: Deals medium Elec damage.
  76. Mazionga: Deals medium Elec damage.
  77. Ziodyne: Deals heavy Elec damage.
  78. Maziodyne: Deals heavy Elec damage.
  79. Thunder Reign: Deals severe Elec damage. Always shocks. Odin exclusive.
  80.  
  81. ------[5. Earth]-----------------------------------------------------------------------------------------------------------------
  82. Tera: Light Earth damage, 1 enemy.
  83. Terazi: Medium Earth damage, 1 enemy.
  84. Teradyne: Heavy Earth damage, 1 enemy.
  85. Matera: Light Earth damage, all enemies.
  86. Materazi: Medium Earth damage, all enemies.
  87. Materadyne: Heavy Earth damage, all enemies.
  88. Avalanche: Light Earth damage, random enemies.
  89.  
  90. ------[6. Light]-----------------------------------------------------------------------------------------------------------------
  91.  
  92. Light skills in Persona 2129 Quest deal damage with a chance of instant kill.
  93.  
  94. Hama: Small light damage, low odds of instantly killing an enemy.
  95. Hamaon: Medium light damage, moderate odds of instantly killing an enemy
  96. Mahama: Small light damage to all, Low odds of instantly killing all enemies.
  97. Mahamaon: Medium light damage, moderate odds of instantly killing all enemies.
  98.  
  99. Violet Flash: Moderate light damage to a single enemy.
  100. Radiance: Heavy light damage to all enemies.
  101. Thunderclap: Chance of reducing an enemy's current HP by half.
  102. Holy Wrath: Chance of reducing all enemies current HP by half.
  103. Xanadu: Heavy light damage to all enemies.
  104.  
  105. Starlight: Moderate light damage to all enemies, Kurama Tengu exclusive.
  106. Godly Light: Reduces all enemies current HP by 80%, Amaterasu exclusive.
  107. God´s Bow: Guaranteed kill of any enemy not immune to Expel, White Rider exclusive.
  108.  
  109. ------[7. Darkness]--------------------------------------------------------------------------------------------------------------
  110.  
  111. Darkness skills in Persona 2129 Quest deal damage with a chance of instant kill.
  112.  
  113. Mudo: Small darkness damage; instant kill, 1 foe. (30% chance)
  114. Mamudo: Small darkness damage; instant kill, all foes. (30% chance)
  115. Mudoon: Medium darkness damage; instant kill, 1 foe. (50% chance)
  116. Mamudoon: Medium darkness damage; instant kill, all foes. (50% chance)
  117. Die for Me!: Heavy darkness damage; instant kill, all foes. (80% chance). Alice exclusive.
  118. Eiha: Gradually does small darkness damage over time to 1 foe, no chance of instant kill.
  119. Baeiha: Gradually does medium darkness damage over time to 1 foe, no chance of instant kill.
  120. Maeiha: Gradually does heavy darkness damage over time to 1 foe, no chance of instant kill.
  121.  
  122. ------[8. Almighty, Psychic, Gravity, Nuclear]-----------------------------------------------------------------------------------
  123. -Almighty spells cannot be nulled, absorbed or reflected. They can, however, be resisted with the Resist Almighty passive attribute. They will also at most deal almighty damage, as nothing is weak to almighty.
  124.  
  125. [ALMIGHTY]
  126.  
  127. Megido Deals medium Almighty damage to all foes.
  128. Megidola: Deals heavy Almighty damage to all foes.
  129. Megidolaon: Deals severe Almighty damage to all foes.
  130. Black Viper: Deals incredible Almighty damage to 1 foe, Satan exclusive.
  131. Morning Star: Deals incredible Almighty damage to all foes, Helel and Lucifer exclusive.
  132. Death Flies: Deal severe Almighty damage to all foes, will instantly kill if targets are not fully protected against darkness. Beelzebub exclusive.
  133.  
  134. Life Drain: Drains vitality from 1 foe. Equivalent to small almighty damage.
  135. Spirit Drain: Drains mana from 1 foe. Equivalent to small almighty damage.
  136. Drain: Absorbs both vitality and mana from 1 foe. Equivalent to heavy almighty damage.
  137.  
  138.  
  139.  
  140. [NUCLEAR]
  141.  
  142. Frei: Deal low Nuclear damage to all enemies.
  143. Freila: Deal medium Nuclear damage to all enemies.
  144. Freidyne: Deal heavy Nuclear damage to all enemies.
  145. Nuclear Missile: Deal heavy Nuclear damage to all enemies.
  146.  
  147. [GRAVITY]
  148.  
  149. Gry: Gravity damage (1 foe)
  150. Magry: Light Gravity damage (all foes)
  151. Gryva: Medium Gravity damage (1 foe)
  152. Magryva: Medium Gravity damage (all foes)
  153. Grydyne: Heavy Gravity damage (1 foe)
  154. Magrydyne: Heavy Gravity damage (all foes)
  155.  
  156. [PSYCHIC]
  157.  
  158. Psy: Light psychic damage to 1 enemy.
  159. Psyo: Medium psychic damage to 1 enemy.
  160. Psydyne: Heavy psychic damage to 1 enemy.
  161. Maha Psy: Light psychic damage to all enemies.
  162. Maha Psyo: Medium psychic damage to all enemies.
  163. Maha Psydyne: Heavy psychic damage to all enemies.
  164.  
  165. ------[9. Healing]---------------------------------------------------------------------------------------------------------------
  166.  
  167. Dia: Slightly restores 1 ally's HP.
  168. Media: Slightly restores party's HP.
  169. Diarama: Moderately restores 1 ally's HP.
  170. Mediarama: Moderately restores party's HP.
  171. Diarahan: Fully restores 1 ally's HP.
  172. Mediarahan: Fully restores party's HP.
  173. Recarm: Revives 1 ally with 50% HP.
  174. Samarecarm: Revives 1 ally with full HP.
  175. Recarmdra: Drops self to 1 HP, fully heals allies.
  176.  
  177. Patra: Dispels Rage, Fear, and Confusion on 1 ally.
  178. Re Patra: Recovers 1 ally from Knockdown or Dizzy status.
  179. Me Patra: Dispels Rage, Fear, and Confusion on all allies.
  180. Posumudi: Removes poison/sick from one ally.
  181. Paraladi: Removes paralysis from one ally.
  182. Charmdi: Removes charm from one ally.
  183. Petradi: Removes petrification from one ally.
  184. Mutudi: Removes mute from one ally.
  185. Nervundi: Removes exhausation and enervation from one ally.
  186. Energy Shower: Cures exhaustion and enervation (party).
  187. Amrita: Cures all ailments except Down and Death (party).
  188. Salvation/Prayer: Fully restores party's HP. Cures all ailments except Death.
  189.  
  190. ------[10. Buffs/Debuffs/Shields]------------------------------------------------------------------------------------------------
  191.  
  192. These are particularly important. Buffs/debuffs can be stacked up to three times.
  193.  
  194. Tarukaja: Increases 1 ally's Attack.
  195. Rakukaja: Increases 1 ally's Defense.
  196. Sukukaja: Increases 1 ally's Hit/Evasion rates.
  197. Matarukaja: Increases Attack for all allies.
  198. Marakukaja: Increases Defense for all allies.
  199. Masukukaja: Increases Hit/Evasion rates for all allies.
  200. Heat Riser: Increases 1 ally's Attack, Defense and Hit/Evasion rates.
  201. Luster Candy: Increase all allies Attack, Defense and Hit/Evasion rates.
  202. Dekunda: Nullifies stat penalties on party.
  203. Dekaja: Nullifies stat bonuses on all foes.
  204. Tarunda: Decreases 1 foes's Attack.
  205. Rakunda: Decreases 1 foe's Defense.
  206. Sukunda: Decreases 1 foe's Hit/Evasion rates.
  207. Matarunda: Decreases all foes' Attack.
  208. Marakunda: Decreases all foes' Defense.
  209. Masukunda: Decreases all foes' Hit/Evasion rates.
  210. Debilitate: Decreases 1 foe's Attack, Defense and Hit/Evasion rates.
  211. Debilitate+: Decreases all foes' Attack, Defense and Hit/Evasion rates.
  212.  
  213. Foul Breath: Increase 1 foe's susceptibility to ailments and Light/Dark skills.
  214. Stagnant Air: Increase all foe's susceptibility to ailments and Light/Dark skills.
  215.  
  216. War Cry: Decrease offense by two stages on all foes.
  217. Fog Breath: Decrease hit/evasion rate by two stages on all foes.
  218. Taunt: Decrease defense and increase offense by two stages on all foes, medium chance of enraging foes.
  219.  
  220. NOTE: Wall skills cannot be stacked.
  221.  
  222. Red Wall: Upgrades ally's fire resistance for a while.
  223. White Wall: Upgrades ally's ice resistance for a while.
  224. Blue Wall: Upgrades ally's electricity resistance for a while.
  225. Green Wall: Upgrades ally's wind resistance for a while.
  226. Brown Wall: Upgrades ally's earth resistance for a while.
  227. Magenta Wall: Upgrades ally's psychic resistance for a while.
  228. Neon Wall: Upgrades ally's nuclear resistance for a while.Upgradz
  229. Purple Wall: Upgrades ally's gravity resistance for a while.
  230.  
  231. Fire Break: Downgrades 1 foe's Fire resistance for a while.
  232. Ice Break: Downgrades 1 foe's Ice resistance for a while.
  233. Elec Break: Downgrades 1 foe's Elec resistance for a while.
  234. Wind Break: Downgrades 1 foe's Wind resistance for a while.
  235. Earth Break: Downgrades 1 foe's Earth resistance for a while.
  236. Psy Break: Downgrades 1 foe's Psychic resistance for a while.
  237. Nuclear Break: Downgrades 1 foe's Nuclear resistance for a while.
  238. Gravity Break: Downgrades 1 foe's Gravity resistance for a while.
  239.  
  240. Rebellion: Increases Critical rate on self for a while.
  241. Revolution: Greatly increases Critical rate on everybody for a long while.
  242. Power Charge: Next physical attack, physical skill, or Almighty physical attack will be 250% greater in power.
  243. Mind Charge: Next magical attack will be 250% greater in power.
  244. Tetrakarn: Barrier that reflects phys dmg once to all allies.
  245. Makarakarn: Barrier that reflects magic dmg once to all allies.
  246. Shield All: Barrier that protects against one non-Almighty attack to all allies.
  247. Tetraja: Nullifies instant kill attack once on all allies.
  248. Trafuri: Enables escaps from battles. In the Blackened Void, teleports to the last-used bonfire. When used at bonfires, allows teleporation to all bonfies in a given sector.
  249. Traesto: Escapes from dungeons. In the Blackened Void, teleports to the nearest (lit) bonfire. When used at a bonfire, allows teleportation between any bonfire in the Blackened Void (high mana cost).
  250. Imprison: Casts a dark haze across the area, preventing the usage of escape via magic.
  251.  
  252. ------[11. Status Ailments]------------------------------------------------------------------------------------------------------
  253. All status ailments are not permanent and can be cursed by healing spells.
  254.  
  255. List of status ailments:
  256. FEAR: Lowers defense, may refuse to act.
  257. PARALYSIS/BIND: Cannot move at all.
  258. CONFUSION/PANIC: Chance of attacking allies, wasting money or stalling.
  259. POISON: Gradually deals damage over time.
  260. SICK: Gradually deals damage over time, can spread to others, effectiveness of healing spells are halved.
  261. SLEEP: Becomes immobile, defense drops, restoring vitality and mana over time.
  262. RAGE/FURY: Strength increases, defense decreases and target becomes uncontrollable.
  263. CHARM: Turns against allies.
  264. SILENCE/MUTE: Cannot talk. Skills cannot be performed unless Persona augmentation is done.
  265. EXHAUSTION: Mana gradually decreases.
  266. ENERVATION: All stats are halved.
  267. PETRIFICATION: Becomes stone, defense heavily increased, physical and wind attacks may shatter and cause instant kill.
  268. SEALED: All skills are unusable, including innate ones. Persona augmentation is forbidden.
  269. CURSED: Healing skills are unusable by target, healing skills used on target will have no effect.
  270.  
  271. Evil Touch: Instills Fear in 1 foe.
  272. Evil Smile: Instills Fear in all foes
  273. Ghastly Wail: Destroys all foes inflicted with fear.
  274.  
  275. Shibaboo: Binds 1 foe.
  276. Binding Cry: Binds all foes.
  277. Pulinpa: Causes confusion in 1 foe.
  278. Tentarafoo: Causes confusion in all foes.
  279. Poisma: Poisons 1 foe.
  280. Poison Mist: Poisons all foes.
  281. Cough: Inflicts Sick on 1 foe.
  282. Pandemic Bomb: Inflicts Sick on all foes.
  283. Dream Haze: Inflicts sleep on 1 foe.
  284. Dormina: Inflicts sleep on all foes.
  285. Calm Death: Destroys all foes who are asleep.
  286.  
  287. Balzac/Provoke: Enrages 1 foe.
  288. Valiant Dance/Infuriate: Enrages all foes.
  289. Marin Karin: Inflicts Charm on 1 foe.
  290. Sexy Dance: Inflicts Charm on all foes.
  291. Makajam/Mute Gaze: Silences 1 foe.
  292. Foolish Whisper/Makajamon: Silences all foes.
  293. Soul Break: Exhausts 1 foe.
  294. Anima Freeze: Exhausts to all foes.
  295. Enervation: Enervates 1 foe .
  296. Old One: Enervates all foes (30% chance).
  297. Diajama: Curses one foe.
  298. Gigajama: Seals one foe.
  299. Stone Gaze: Petrifies one foe.
  300. Petra Eyes: Petrifies all foes. 40% chance.
  301.  
  302. ------[12. Passive Skills]-------------------------------------------------------------------------------------------------------
  303.  
  304. -There are too many to list but I'm going to list them all down anyway. Wait for me.
  305.  
  306. Resist Phys: Halves physical damage.
  307. Resist Gun: Halves gun-based damage.
  308. Resist Fire: Halves fire damage.
  309. Resist Ice: Halves ice damage.
  310. Resist Wind: Halves wind damage.
  311. Resist Electricity: Halves electricity damage.
  312. Resist Earth: Halves earth damage.
  313. Resist Light: Halves damage and chance of instant KO via light.
  314. Resist Dark: Halves damage and chance of instant KO via death.
  315. Resist Nuclear: Halves nuclear damage and chance of radiation poisoning.
  316. Resist Psychic: Halves psychic damage.
  317. Resist Gravity: Halves gravity damage.
  318. Resist Almighty: Halves almighty damage, very rare.
  319. Resist Most: Halves all damage excluding physical and almighty.
  320. Resist All: Halves all damage excluding almighty.
  321. Resist Mystic: Halves chances of being affected by status ailments.
  322. Resist Fear: Halves chance of being afflicted with fear.
  323. Resist Confuse: Halves chance of being confused.
  324. Resist Poison: Halves chance of being poisoned.
  325. Resist Mute: Halves chance of being muted.
  326. Resist Enervate: Halves chance of being enervated.
  327. Resist Exhaust: Halves chance of being exhausted (by spells).
  328. Resist Dizzy: Halves chance of being dizzy.
  329.  
  330. -Another name for 'Resist' is 'Anti'.
  331. -Applies similarly (excluding Almighty, Most, All and Mystic) for...
  332. DODGE: Raises evasion against
  333. NULL/VOID: Reduces damage to 0
  334. DRAIN/ABSORB: Converts damage to vitality
  335. REFLECT/REPEL: Damage goes back to enemy
  336. BOOST: Increases potency by 25%
  337. AMP: Increases potency by 50%
  338.  
  339. Drain Hit: Physical attacks restore a bit of vitality.
  340. Endure: Withstand one mortal blow.
  341. Enduring Soul: Withstand one mortal blow and then be healed back to full vitality.
  342.  
  343. Moneybags: Receive more Macca
  344. Divine Grace: Greatly strengthens restorative magic by 100%
  345. Regenerate 1: Slowly regenerate vitality over time.
  346. Regenerate 2: Moderately regerenate vitality over time.
  347. Regenerate 3: Quickly regenerate vitality over time.
  348. Invigoration 1: Slowly regenerate mana over time.
  349. Invigoration 2: Moderately regerenate mana over time.
  350. Invigoration 3: Quickly regenerate mana over time.
  351.  
  352. Auto-Tarukaja: Offense is boosted at the start of a battle
  353. Auto-Rakukaja: Defense is boosted at the start of a battle
  354. Auto Sukukaja: Agility/Evasion is bosted at the start of a battle
  355. Counter: Low chance of retaliating when struck by a physical attack
  356. Counterstrike: Medium chance of retaliating when struck by a physical attack
  357. Retaliate: High chance of retaliating when struck by a physical attack
  358.  
  359. Life Aid: Restores a small amount of vitality after battle
  360. Life Lift: Restores a large amount of vitality after battle
  361. Mana Aid: Restores a small amount of mana after battle
  362. Cool Breeze: Restores a small amount of vitality and mana after battle
  363. Victory Cry: Restores all vitality and mana after a successful battle
  364. Ultimate Hit: Physical attacks are now Almighty, no mana is consumed
  365. Unshaken Will: Protects user from all ailments.
  366. Spell Master: Mana costs halve.
  367. Arms Master: Physical costs halve.
  368. Angelic Grace: Doubles evasion against all attacks except for light, darkness and almighty.
  369. Divine Grace: Effects of healing magic are doubled.
  370.  
  371. ------[13. Physical Skills]------------------------------------------------------------------------------------------------------
  372.  
  373.  
  374. Bash: Light Phys damage to 1 foe.
  375. Cleave: Light Phys damage to 1 foe.
  376. Skewer: Light Phys damage to 1 foe.
  377. Sonic Punch Light Phys damage to 1 foe.
  378. Double Fangs: Light Phys damage to 1 foe 2x.
  379. Single Shot: Light Phys damage to 1 foe.
  380. Arm Chopper: Light Phys damage to 1 foe with a chance of Fear.
  381. Hysterical Slap: Light Phys damage to 1 foe with a chance of Rage.
  382. Poison Skewer: Light Phys damage to 1 foe with a chance of Poison.
  383. Skull Cracker: Light Phys damage to 1 foe with a chance of Confusion.
  384. Muzzle Shot Light Phys damage to 1 foe with a chance of Silence.
  385. Assault Dive: Light Phys damage to 1 foe.
  386. Twin Shot: Light Phys damage to 1 foe 2x.
  387. Kill Rush: Light Phys damage to 1 foe 1x to 3x.
  388. Cell Breaker: Light Phys damage to 1 foe with a chance of Enervation.
  389. Brain Shake Light Phys damage to 1 foe 1x to 3x with a chance of Exhaustion.
  390. Gale Slash: Light Phys damage to all foes.
  391. Rampage: Light Phys damage to all foes 1x to 3x.
  392. Swift Strike: Light Phys damage to all foes 1x to 2x.
  393.  
  394. Power Slash: Medium Phys damage to 1 foe.
  395. Cruel Attack: Medium Phys dmg, 1 foe. Bonus damage to foes that are knocked down.
  396. Fatal End: Medium Phys damage to 1 foe.
  397. Black Spot: Medium Phys damage to 1 foe.
  398. Poison Arrow: Medium Phys damage to 1 foe with a chance of Poison.
  399. Mighty Swing: Medium Phys damage to 1 foe.
  400. Torrent Shot: Medium Phys damage to 1 foe 2x to 3x.
  401. Herculean Strike: Medium Phys damage to all foes.
  402. Mind Slice: Medium Phys damage to all foes with a chance of Confusion.
  403. Crazy Chain: Medium Phys damage to all foes with a chance of Rage.
  404. Seal Bomb: Medium Phys damage to all foes with a chance of Silence.
  405. Atom Smasher: Medium Phys damage to all foes 1x to 2x with a chance of Fear.
  406. Mustard Bomb: Medium Phys damage to all foes with a chance of Enervation.
  407. Navas Nebula: Medium Phys damage to all foes with a chance of Exhaustion.
  408. Heat Wave: Medium Phys damage to all foes.
  409. Blade of Fury: Medium Phys damage to all foes 2x to 4x.
  410. Aeon Rain: Medium Phys damage to all foes 1x to 3x.
  411.  
  412. Tempest Slash: Heavy Phys damage to 1 foe 1x to 2x.
  413. Gigantic Fist: Heavy Phys damage to 1 foe.
  414. Vile Assault: Heavy Phys damage to 1 foe. Bonus damage to foes that are knocked down.
  415. Rainy Death: Heavy Phys damage to 1 foe.
  416. Heaven's Blade: Heavy Phys damage to 1 foe.
  417. Vicious Strike: Heavy Phys damage to all foes.
  418. Deathbound: Heavy Phys damage to all foes.
  419. Arrow Rain: Heavy Phys damage to all foes 2x.
  420. Virus Wave: Heavy Phys damage to all foes with a chance of Poison.
  421. Blight: Heavy Phys damage to all foes with a chance of Poison.
  422. Myriad Arrows: Heavy Phys damage to all foes 1x to 3x.
  423. Akasha Arts: Heavy Phys damage to all foes 1x to 2x.
  424. Agneyastra: Heavy Phys damage to all foes 1x to 3x.
  425. Vorpal Blade: Heavy Phys damage to all foes.
  426. Brave Blade: Severe Phys damage to 1 foe.
  427. God's Hand: Severe Phys damage to 1 foe.
  428. Primal Force: Severe Phys damage to 1 foe.
  429.  
  430.  
  431. ------[14. Gun Skills]-----------------------------------------------------------------------------
  432. Skills that do 'piercing' damage, such as bullets or arrows.
  433.  
  434. Airstrike: Light gun damage to all foes
  435. Arrow Rain: Light gun damage to all foes
  436. BC Shot: Light gun damage, single foe, chance of Poison
  437. Cat Punch: Light gun damage, random foes
  438. Needle Assault: Light gun damage to all foes
  439. Needle Rush: Light gun damage to one foe
  440.  
  441. Armshot: Moderate gun damage to one foe, lowers attack
  442. Charm Strike: Moderate gun damage to one foe, chance of Charm
  443. Cripple: Moderate gun damage to one foe, lowers defense
  444. Dream Needle: Moderate gun damage to one foe, chance of Sleep
  445. Headshot: Moderate gun damage to one foe, chance of instant-death
  446. Heavenly Bow: Moderate gun damage to all foes
  447. Hell Thrust: Moderate gun damage to one foe
  448. Legshot: Moderate gun damage to one foe, lowers agility/evasion
  449. Fleeting Rain: Moderate gun damage to random foes
  450. Peter Piper: Moderate gun damage to one foe, chance of mute
  451. Shooting Spree: Moderate gun damage to random foes, chance of Sick
  452. Snipe: Moderate gun damage to one foe
  453. Toxic Sting: Moderate gun damage to one foe, chance of Poison
  454.  
  455. Riot Gun: Huge gun damage to one foe
  456. Grand Tack: Huge gun damage to one foe
  457.  
  458. ------[15. Chi Casting (Active)]-----------------------------------------------------------------------------
  459. Skills that humans invented. They can only be used via Persona Augmentation and have stat requirements to be learned. (TBA)
  460.  
  461. Killing Hands: The damage of all unarmed attacks increases for a short time
  462. Mana Fist: Unarmed attack that ignores defensive and agility/evasion buffs, scales with both STR and MAG.
  463. Stride: Run faster for a short time. Separate from an agility/evasion buff.
  464. Nerve Strike: Unarmed attack that may inflict Paralysis or Confusion
  465. Piercing Blow: Unarmed attack ignores physical and gun resistances (sans reflection).
  466. Almighty Hit: Unarmed attack that does almighty damage.
  467.  
  468.  
  469. Snipe: Extremely accurate attack that does gun damage. Not all that strong.
  470. Multi-Strike: Unarmed physical damage based off AGILITY stat.
  471. Weak Kill: Physical attack that does more damage on targets suffering from ailments
  472. Assassinate: Fast, powerful gun attack dependent on both STRENGTH and AGILITY stats. Effective against flesh, less so against armored targets.
  473. Rage Soul: Sharply increases strength and agility when activated, but sanity is lost and magic power is limited. Lasts a short while. Not a self-inflicted RAGE status.
  474. Strengthen: Toughen body to ignore innate weaknesses for a very short period of time.
  475. Firm Stance: Form a sturdy stance, halving all damage but heavily decreasing evasion.
  476.  
  477. Grace: Forms a healing field around self, restoring vitality all nearby allies. Can be turned on or off.
  478.  
  479. ------[16. Chi Casting (Passive)]-----------------------------------------------------------------------------
  480. Skills that humans invented. They can only be used via Persona Augmentation and have stat requirements to be learned. (TBA)
  481.  
  482. All skills here can be upgraded twice (II and III)
  483.  
  484. Blitzkrieg: Boosts physical, gun, fire, elec and nuclear attacks.
  485. Hustle: Increases accuracy of all attacks.
  486. Fortify: Harden body to resist pain and decrease all damage.
  487. Tailwind: Increases speed of attacks, most notably physical ones.
  488. Alter Pain: Regain mana when damaged.
  489. Marksman: Greatly increases accuracy of gun attacks.
  490. Kinetic Vision: Receive offense buff when an attack is dodged.
  491. Rapid Healing: Boosts the body's natural healing process and resistance to pain.
  492. Battle Aura: Strengthen body to negate all damage from light attacks. Further upgrades alters this to medium and eventually heavy. Very difficult to learn.
  493. Full Might: Increases chances of critical hits.
  494. Desperation: Increases evasion inversely proportional to amount of vitality.
  495.  
  496. Magic Yin: Magic power and mana costs increase.
  497. Magic Yang: Mana costs decrease.
  498. Health Save: Vitality costs decrease.
  499. Ultimate Hit: Physical attacks are now Almighty, no mana is consumed.
  500. Natural Immunity: Becomes immune to Poison and Sick
  501. Element Resistance: Decreases all damage from elemental magic attacks (Fire, Ice, Wind, Elec, Earth).
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