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- Many attacks and combo strings will deal additional effects. The debilitating effects are listed as below:
- >Addled:
- Target loses 1 AP at the start of turn and cannot combo skills.
- >Stunned:
- Target cannot act for their turn.
- >Curse:
- Target's damage output is reflected if they fail to combo.
- >Petrify:
- Target takes double damage next turn.
- >Blind:
- Target will miss the next three attacks.
- >Pinned/Locked/Paralysis:
- Attacks have a significantly higher chance to land, and enemy attack effectiveness overall is reduced.
- >Poison:
- Target takes damage depending on AP conserved.
- >Vulnerable:
- All status effects will land this turn.
- There are also beneficial effects that apply during combo strings as well
- >Life/Manatap:
- Caster receives HP/MP for damage dealt to target.
- >Siphon:
- Caster receives half the AP spent at the end of turn.
- >True Sight:
- Caster's critical hit rate is raised, and the next attack is guaranteed to land.
- >Adrenaline:
- Caster's damage output is raised by 50%
- >Shell:
- Caster's defenses are raised by 50%
- >Guard/Intercept:
- Caster will swap places with target for one attack.
- >Piercing:
- Attacks will puncture shields and defenses.
- Be aware that there will be some race-specific and enemy-specific ailments. When these show up, a brief description will reveal the effects.
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