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xplodingbrain

Ailments

Jul 10th, 2015
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  1. Many attacks and combo strings will deal additional effects. The debilitating effects are listed as below:
  2.  
  3. >Addled:
  4. Target loses 1 AP at the start of turn and cannot combo skills.
  5.  
  6. >Stunned:
  7. Target cannot act for their turn.
  8.  
  9. >Curse:
  10. Target's damage output is reflected if they fail to combo.
  11.  
  12. >Petrify:
  13. Target takes double damage next turn.
  14.  
  15. >Blind:
  16. Target will miss the next three attacks.
  17.  
  18. >Pinned/Locked/Paralysis:
  19. Attacks have a significantly higher chance to land, and enemy attack effectiveness overall is reduced.
  20.  
  21. >Poison:
  22. Target takes damage depending on AP conserved.
  23.  
  24. >Vulnerable:
  25. All status effects will land this turn.
  26.  
  27.  
  28.  
  29. There are also beneficial effects that apply during combo strings as well
  30.  
  31.  
  32. >Life/Manatap:
  33. Caster receives HP/MP for damage dealt to target.
  34.  
  35. >Siphon:
  36. Caster receives half the AP spent at the end of turn.
  37.  
  38. >True Sight:
  39. Caster's critical hit rate is raised, and the next attack is guaranteed to land.
  40.  
  41. >Adrenaline:
  42. Caster's damage output is raised by 50%
  43.  
  44. >Shell:
  45. Caster's defenses are raised by 50%
  46.  
  47. >Guard/Intercept:
  48. Caster will swap places with target for one attack.
  49.  
  50. >Piercing:
  51. Attacks will puncture shields and defenses.
  52.  
  53. 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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