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P2129: Spells and Skills v1

Jul 13th, 2015
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  1. This is a guide to the various spells and skills found in Persona 2129 Quest.
  2.  
  3. While all of them are basically taken from the SMT games, spin-offs included, there have been some changes to the mechanics.
  4.  
  5. -Light and Darkness skills now do elemental damage with a chance of instant kill. This is to make the Justice and Death Arcanas not as pathetic.
  6. -Buffing and debuffing skills can stack up to three times.
  7.  
  8. ---------------------------------------------------------------------------------------------------------------------------------
  9. SHORT VERSION
  10. -Spells cost mana. Physical skills cost vitality.
  11.  
  12. -Most spells in the SMT games follow a prefix-body-suffix naming convention. We'll go over them one by one
  13. -The Basic Elements are as follows: AGI is fire, BUFU is ice, ZIO is lightning, GARU is wind, TERA is earth, HAMA is light, MUDO is darkness.
  14. -Advanced Elements are as follows: MEGIDO is almighty, PSY is psychic, GRY is gravity, FREI is nuclear.
  15. -Then you add prefixes and suffixes. MA- prefix means 'hits all enemies'. No prefix means 'hits 1 enemy' (excluding Almighty skills)
  16. -No suffix means 'level 1 spell strength'. Level 2 gets a little odd, you get suffixes like -LAO (Agi)/ -NGA (Zio)/ -LA (Bufu, Garu, Megido). -DYNE means 'Level 3 spell strength'
  17. -Level 4 spells do exist, but don't follow the same naming conventions.
  18.  
  19. -Buffing/Debuffing skills follow a different convention.
  20. -TARU prefix is offense, RAKU is defense, SUKU is agility/evasion. There's a MAKA for magic, but that isn't in Persona 2129 Quest.
  21. -The -KAJA suffix is for increasing the stat and the -NDA suffix is for decreasing the stat. For example, TARUKAJA is increasing offense and RAKUNDA is decreasing defense.
  22. -You can add an extra MA- prefix in front if you wish to hit all enemies. MASUKUKAJA would increase agility/evasion for all allies.
  23. -DE prefix is 'removes'. DEKAJA removes buffs and DEKUNDA removes debuffs.
  24.  
  25. -Healing is weird.
  26. -It uses DIA. ME- prefix means all allies.
  27. -RAMA suffix means medium healing. -RAHAN means full healing.
  28. -The best healing moves (Salvation, Prayer) don't follow any naming convention at all.
  29. -Then you have a bunch of strange skills that remove statuses. These will be explained during the quest.
  30.  
  31. -Some Personas, like Alice or Odin, have unique skills (Die For Me! and Thunder Reign respectively). They aren't something you'd go around blabbering about.
  32.  
  33. -If you didn't get all of that, don't worry. I'll do my best to explain them in the course of the quest.
  34.  
  35. ---------------------------------------------------------------------------------------------------------------------------------
  36. LONG VERSION
  37.  
  38. This is the part where I list each individual spells within the quest.
  39. [CONTENTS]
  40. 1. Fire
  41. 2. Ice
  42. 3. Wind
  43. 4. Electricity
  44. 5. Earth
  45. 6. Light
  46. 7. Darkness
  47. 8. Almighty, Psychic, Gravity, Nuclear
  48. 9. Healing
  49. 10. Buffs/Debuffs
  50. 11. Status Elements
  51. 12. Passive Skills
  52. 13. Physical
  53. 14. Gun/Piercing
  54. 15. Other
  55.  
  56. ------[1. Fire]------------------------------------------------------------------------------------------------------------------
  57. Agi: Deals light Fire damage to 1 foe.
  58. Maragi: Deals light Fire damage to all foes.
  59. Agilao: Deals medium Fire damage to 1 foe.
  60. Maragion: Deals medium Fire damage to all foes.
  61. Agidyne: Deals heavy Fire damage to 1 foe.
  62. Maragidyne: Deals heavy Fire damage to all foes.
  63. Fire Breath: Light fire damage to random enemies.
  64. Hellfire: Medium fire damage to random enemies.
  65. Prominence: Heavy fire damage to random enemies.
  66. Ragnarok: Deals severe Fire damage to 1 foe (Surt exclusive).
  67.  
  68. ------[2. Ice]-------------------------------------------------------------------------------------------------------------------
  69. Ice spells have a chance of solidifying the target, leaving them open to guaranteed critical hits from physical attackers.
  70.  
  71. Bufu: Deals light Ice damage to 1 foe.
  72. Mabufu: Deals light Ice damage to all foes.
  73. Bufula: Deals medium Ice damage to 1 foe.
  74. Mabufula: Deals medium Ice damage to all foes.
  75. Bufudyne: Deals heavy Ice damage to 1 foe.
  76. Mabufudyne: Deals heavy Ice damage to all foes.
  77. Niflheim: Deals severe Ice damage to 1 foe, Loki exclusive.
  78.  
  79. ------[3. Wind]------------------------------------------------------------------------------------------------------------------
  80. Garu: Deals light Wind damage to one foe.
  81. Magaru: Deals light Wind damage to all foes.
  82. Garula: Deals medium Wind damage to one foe.
  83. Magarula: Deals medium Wind damage to all foes.
  84. Garudyne: Deals heavy Wind damage to one foe.
  85. Magarudyne: Deals heavy Wind damage to all foes.
  86. Panta Rhei: Deals severe Wind damage to one foe, Norn exclusive.
  87.  
  88. ------[4. Electricity]-----------------------------------------------------------------------------------------------------------
  89.  
  90. Electricity spells have a chance of shocking the target, leaving them open to guaranteed critical hits from physical attackers.
  91.  
  92. Zio: Deals light Elec damage / Shocks one foe. (10% chance)
  93. Mazio: Deals light Elec damage / Shocks all foes. (8% chance)
  94. Zionga: Deals medium Elec damage / Shocks one foe. (10% chance)
  95. Mazionga: Deals medium Elec damage / Shocks all foes. (8% chance)
  96. Ziodyne: Deals heavy Elec damage / Shocks one foe. (10% chance)
  97. Maziodyne: Deals heavy Elec damage / Shocks all foes. (8% chance)
  98. Thunder Reign: Deals severe Elec damage / Shocks one foe. (100% chance), Odin exclusive.
  99.  
  100. ------[5. Earth]-----------------------------------------------------------------------------------------------------------------
  101. Tera: Light Earth damage, 1 enemy.
  102. Terazi: Moderate Earth damage, 1 enemy.
  103. Teradyne: Heavy Earth damage, 1 enemy.
  104. Matera: Light Earth damage, all enemies.
  105. Materazi: Moderate Earth damage, all enemies.
  106. Materadyne: Heavy Earth damage, all enemies.
  107. Avalanche: Light Earth damage, random enemies.
  108.  
  109. ------[6. Light]-----------------------------------------------------------------------------------------------------------------
  110.  
  111. Light skills in Persona 2129 Quest deal damage with a chance of instant kill.
  112.  
  113. Violet Flash: Moderate light damage to a single enemy.
  114. Radiance: Heavy light damage to all enemies.
  115. Thunderclap: Chance of reducing an enemy's current HP by half.
  116. Holy Wrath: Chance of reducing all enemies current HP by half.
  117. Hama: Small light damage, low odds of instantly killing an enemy (30%)
  118. Hamaon: Medium light damage, moderate odds of instantly killing an enemy (50%).
  119. Mahama: Small light damage to all, Low odds of instantly killing all enemies.
  120. Mahamaon: Medium light damage, moderate odds of instantly killing all enemies. 25 MP
  121. Starlight: Moderate light damage to all enemies, Kurama Tengu exclusive.
  122. Godly Light: Reduces all enemies current HP by 80%, Amaterasu exclusive.
  123. God´s Bow: Guaranteed kill of any enemy not immune to Expel, White Rider exclusive.
  124.  
  125. ------[7. Darkness]--------------------------------------------------------------------------------------------------------------
  126.  
  127. Darkness skills in Persona 2129 Quest deal damage with a chance of instant kill.
  128.  
  129. Mudo: Small darkness damage: instant kill, 1 foe. (30% chance)
  130. Mamudo: Small darkness damage: instant kill, all foes. (30% chance)
  131. Mudoon: Medium darkness damage: instant kill, 1 foe. (50% chance)
  132. Mamudoon: Medium darkness damage: instant kill, all foes. (50% chance)
  133. Die for Me!: Heavy darkness damage: instant kill, all foes. (80% chance). Alice exclusive.
  134.  
  135. ------[8. Almighty, Psychic, Gravity, Nuclear]-----------------------------------------------------------------------------------
  136. Almighty spells cannot be nulled, absorbed or reflected. They can, however, be resisted with the Anti-Almighty passive attribute.
  137. Almighty damage is always neutral and will never be super-effective.
  138. Personas that can use Psychic, Gravity or Nuclear skills are rare.
  139.  
  140. Life Drain: Drains vitality from 1 foe. Equivalent to small almighty damage.
  141. Spirit Drain: Drains mana from 1 foe. Equivalent to small almighty damage.
  142. Drain: Absorbs both vitality and mana from 1 foe. Equivalent to heavy almighty damage.
  143. Foul Breath: Increase 1 foe's susceptibility to ailments and Light/Dark skills.
  144. Stagnant Air: Increase all foe's susceptibility to ailments and Light/Dark skills.
  145.  
  146. Megido Deals medium Almighty damage to all foes.
  147. Megidola: Deals heavy Almighty damage to all foes.
  148. Megidolaon: Deals severe Almighty damage to all foes.
  149. Black Viper: Deals massive Almighty damage to 1 foe, Satan exclusive.
  150. Morning Star: Deals massive Almighty damage to all foes, Helel and Lucifer exclusive.
  151. Death Flies: Deal severe Almighty damage to all foes, will instantly kill if targets are not fully protected against darkness. Beelzebub exclusive.
  152.  
  153. Frei: Deal low Nuclear damage to all enemies.
  154. Freila: Deal medium Nuclear damage to all enemies.
  155. Freidyne: Deal high Nuclear damage to all enemies.
  156. Nuclear Missile: Deal high Nuclear damage to all enemies.
  157.  
  158. Gry: Gravity damage (1 foe)
  159. Magry: Light Gravity damage (all foes)
  160. Gryva: Medium Gravity damage (1 foe)
  161. Magryva: Medium Gravity damage (all foes)
  162. Grydyne: Heavy Gravity damage (1 foe)
  163. Magrydyne: Heavy Gravity damage (all foes)
  164.  
  165. Psy: Light psychic damage to 1 enemy.
  166. Psyo: Medium psychic damage to 1 enemy.
  167. Psydyne: Heavy psychic damage to 1 enemy.
  168. Maha Psy: Light psychic damage to all enemies.
  169. Maha Psyo: Medium psychic damage to all enemies.
  170. Maha Psydyne: Heavy psychic damage to all enemies.
  171.  
  172. ------[9. Healing]---------------------------------------------------------------------------------------------------------------
  173.  
  174. Dia: Slightly restores 1 ally's HP.
  175. Media: Slightly restores party's HP.
  176. Diarama: Moderately restores 1 ally's HP.
  177. Mediarama: Moderately restores party's HP.
  178. Diarahan: Fully restores 1 ally's HP.
  179. Mediarahan: Fully restores party's HP.
  180. Recarm: Revives 1 ally with 50% HP.
  181. Samarecarm: Revives 1 ally with full HP.
  182.  
  183. Patra: Dispels Rage, Fear, and Confusion (1 ally).
  184. Re Patra: Recovers 1 ally from Knockdown or Dizzy status.
  185. Me Patra: Dispels Rage, Fear, and Confusion (party).
  186. Posumudi: Neutralizes Poison (1 ally).
  187. Mutudi: Cures Silence (1 ally).
  188. Nervundi: Cures Exhaustion and Enervation (1 ally).
  189. Energy Shower: Cures Exhaustion and Enervation (party).
  190. Amrita: Cures all ailments except Down and Death (party).
  191. Salvation: Fully restores party's HP. Cures ailments.
  192.  
  193. ------[10. Buffs/Debuffs/Shields]------------------------------------------------------------------------------------------------
  194.  
  195. These are particularly important. Buffs/debuffs can be stacked up to three times.
  196.  
  197. Tarukaja: Increases 1 ally's Attack.
  198. Rakukaja: Increases 1 ally's Defense.
  199. Sukukaja: Increases 1 ally's Hit/Evasion rates.
  200. Matarukaja: Increases Attack for all allies.
  201. Marakukaja: Increases Defense for all allies.
  202. Masukukaja: Increases Hit/Evasion rates for all allies.
  203. Heat Riser: Increases 1 ally's Attack, Defense and Hit/Evasion rates.
  204. Luster Candy: Increase all allies Attack, Defense and Hit/Evasion rates.
  205. Dekunda: Nullifies stat penalties on party.
  206. Dekaja: Nullifies stat bonuses on all foes.
  207. Tarunda: Decreases 1 foes's Attack.
  208. Rakunda: Decreases 1 foe's Defense.
  209. Sukunda: Decreases 1 foe's Hit/Evasion rates.
  210. Matarunda: Decreases all foes' Attack.
  211. Marakunda: Decreases all foes' Defense.
  212. Masukunda: Decreases all foes' Hit/Evasion rates.
  213. Debilitate: Decreases 1 foe's Attack, Defense and Hit/Evasion rates.
  214. Debilitate+: Decreases all foes' Attack, Defense and Hit/Evasion rates.
  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. Red Wall: Add Fire resistance to 1 ally (for 3 turns).
  221. White Wall: Add Ice resistance to 1 ally (for 3 turns).
  222. Blue Wall: Add Elec resistance to 1 ally (for 3 turns).
  223. Green Wall: Add Wind resistance to 1 ally (for 3 turns).
  224. Fire Break: Downgrades 1 foe's Fire resistance (for 3 turns).
  225. Ice Break: Downgrades 1 foe's Ice resistance (for 3 turns).
  226. Elec Break: Downgrades 1 foe's Elec resistance (for 3 turns).
  227. Wind Break: Downgrades 1 foe's Wind resistance (for 3 turns).
  228.  
  229. Rebellion: Increases Critical rate on self for a while.
  230. Revolution: Greatly increases Critical rate on everybody for a long while.
  231. Power Charge: Next physical attack, physical skill, or Almighty physical attack will be 250% greater in power.
  232. Mind Charge: Next magical attack will be 250% greater in power.
  233. Tetrakarn: Barrier that reflects phys dmg once to all allies.
  234. Makarakarn: Barrier that reflects magic dmg once to all allies.
  235. Shield All: Barrier that protects against one non-Almighty attack to all allies.
  236. Tetraja: Nullifies instant kill attack once on all allies.
  237. Trafuri: Enables escape from most battles by teleporting user to the nearest bonfire When used at bonfires, allows teleporation to all bonfires in a given sector.
  238. Traesto: Escapes from dungeons. In the Blackened Void, teleports to the nearest bonfire. When used at a bonfire, allows teleportation between any bonfire.
  239. Imprison: Casts a dark haze across the area, preventing the usage of escape via magic.
  240.  
  241. ------[11. Status Ailments]------------------------------------------------------------------------------------------------------
  242. Status ailments can be removed by healing spells. Amrita removes all status ailments.
  243.  
  244. Evil Touch: Instills Fear in 1 foe (40% chance). (-Crit. DEF and may stall or escape)
  245. Evil Smile: Instills Fear in all foes (30% chance).
  246. Pulinpa: Confuses 1 foe (40% chance). (May attack ally, stall, or waste money)
  247. Tentarafoo: Confuses all foes (30% chance).
  248. Poisma: Poisons 1 foe (40% chance). (vitality decreases, strength is lost)
  249. Poison Mist: Poisons all foes (30% chance).
  250. Balzac: Enrages 1 foe (40% chance). (strength increases, uncontrollable, auto attacks with weapon)
  251. Valiant Dance: Enrages all foes (30% chance).
  252. Makajam: Silences 1 foe (40% chance). (Unable to use Skills or change Persona)
  253. Foolish Whisper: Silences all foes (30% chance).
  254. Makajamon: Silences all foes (65% chance).
  255. Soul Break: Exhausts 1 foe (40% chance). (mana slowly decreases)
  256. Anima Freeze: Exhausts to all foes (30% chance).
  257. Enervation: Enervates 1 foe (40% chance). (halves combat potential)
  258. Old One: Enervates all foes (30% chance).
  259. Diajama: Curses foe to prevent all healing (except Amrita). 50% chance.
  260. Gigajama: Curses foe to seal off all skills, including innate ones. 40% chance.
  261. Petra Eyes: Petrifies all foes, leaving them susceptible to wind damage. 40% chance.
  262.  
  263. ------[12. Passive Skills]-------------------------------------------------------------------------------------------------------
  264.  
  265. -There are too many to list but I'm going to list them all down anyway. Wait for me.
  266.  
  267. Anti-Phys: Halves physical damage.
  268. Anti-Gun: Halves gun-based damage.
  269. Anti-Fire: Halves fire damage.
  270. Anti-Ice: Halves ice damage.
  271. Anti-Wind: Halves wind damage.
  272. Anti-Electricity: Halves electricity damage.
  273. Anti-Earth: Halves earth damage.
  274. Anti-Light: Halves damage and chance of instant KO via light.
  275. Anti-Dark: Halves damage and chance of instant KO via death.
  276. Anti-Nuclear: Halves nuclear damage and chance of radiation poisoning.
  277. Anti-Psychic: Halves psychic damage.
  278. Anti-Gravity: Halves gravity damage.
  279. Anti-Almighty: Halves almighty damage, very rare.
  280. Anti-Most: Halves all damage excluding physical and almighty.
  281. Anti-All: Halves all damage excluding almighty.
  282. Anti-Mystic: Halves chances of being hit by status ailments.
  283.  
  284. -Applies similarly for Null (reduces damage to zero), Reflect and Absorb (converts damage to HP), except for Almighty.
  285.  
  286. Drain Hit: Physical attacks restore a bit of vitality.
  287. Endure: Withstand one mortal blow.
  288. Regenerate 1: Slowly regenerate vitality over time.
  289. Regenerate 2: Moderately regerenate vitality over time.
  290. Regenerate 3: Quickly regenerate vitality over time.
  291. Invigoration 1: Slowly regenerate mana over time.
  292. Invigoration 2: Moderately regerenate mana over time.
  293. Invigoration 3: Quickly regenerate mana over time.
  294. Victory Cry: Restores all vitality and mana after a successful battle.
  295.  
  296. ------[13. Physical Skills]------------------------------------------------------------------------------------------------------
  297. Once again, there are too many to list. Still going to write them down.
  298.  
  299. ------[14. Gun Skills]-----------------------------------------------------------------------------------------------------------
  300. Skills that do 'piercing' damage, such as bullets or arrows.
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