Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- EXP Bargain - EXP increases by 50% or more
- MP Save - Reduces MP consumed by 20%
- Combo Up - Damage given by second and subsequent hits in a combo increases by 5% times the number of previous hits (magic is included; some exceptions such as Charge Berserk or Endless Magic; hits are counted even if they don't connect)
- Magic Combo Up - Damage given by second and subsequent hits in a magic combo increases by 10% times the number of previous hits
- Counter Up - Increases damage of Guard Counters, Risk Dodge Counters, Blow Counter, and Final Blow by 50%
- Fire/Blizzard/Thunder/Water/Aero Up - Damage of respective types increases by x(1+.2x(number equipped))
- Heartless/Nobody Buster - Increases damage against respective enemy by 30%
- Full MP Burst - Damage by attacks that consume MP increase by x(1+.5x(number equipped)) when MP bar is full
- Grand Magic - Chances of magic commands appearing increase by x1.3
- Magic Time - Duration of magic commands increases by +(number equipped)x4 seconds
- Situation Up - Form points increase by x1.2
- Situation Time - Duration of Formchange commands increases by +(number equipped)x6 seconds
- Attraction Up -
- Situation Time - Duration of Formchange commands increases by +(number equipped)x8 seconds
- Combi Up -
- Combi Time - Duration of Combi commands increases by +(number equipped)x15 seconds
- Link Burst - Link duration increases by 25%
- Overcome - STR and MAG increase to a specific value based on Battle Level if those stats are lower (including equipment effects but excluding cooking and abilities). Table: https://docs.google.com/spreadsheets/d/1wDrIVFTRabJBZhvmIlXx5hKbQSPnggJ5VApO2c5VJDI/edit?usp=sharing
- Join Force - STR and MAG increase by 5 at the moment player character attacks the targeted enemy
- Crisis Half - Damage received when HP is 25% or less is reduced to half (1/3 when equipping 2)
- Defender - When HP is at (25% x number equipped), DEF increases by 2
- Hyper Healing -
- Wizard Star - HP may recover by the amount of MP consumed. Probability is 25% if one is equipped, 37.5% if two, 50% if three
- Walk Healing - 1 HP recovered per 0.5 seconds of walking (5 seconds after first recovery). 0.33 seconds if equipping two.
- Walk Regene - 1 MP recovered per 0.5 seconds of walking (5 seconds after first recovery). 0.33 seconds if equipping two.
- Guard Regene - Gain 3 MP with successful guard
- Damage Aspir - MP recovered is (damage/max HP)x100x(number equipped)
- Fire/Blizzard/Thunder/Water/Aero/Dark Aspir - When attacked by corresponding type, MP recovered is 3x(attack multiplier)x(number equipped)
- MP Haste - MP recovery is %10x(number equipped) faster
- MP Hasra - MP recovery is %20x(number equipped) faster
- MP Hasga - MP recovery is %30x(number equipped) faster
- Item UP - Effect of items is x(1+.5x(number equipped))
- Luck Up - Drop rate x(1+.3x(number equipped))
- Prize Fever - Prizes other than prize boxes increase by x1.5
- Lunchtime - Cooking effect duration increases by x1.5
- Power Lunch - Cooking effect increases by x1.25
RAW Paste Data