Post by Alexander Ward on Jun 23, 2010 0:19:41 GMT -8
Buff Status Effects:
-Haste - Increases agility and grants you 1 extra action in combat
-Hp/psy Regeneration - regenerate hp and psy at a higher rate
-Stealth - While in stealth you gain a 20% miss chance, you lose stealth when hit or when taking offensive actions. (if used in conjunction with blind you will not come out of stealth)
-Power/Resist/Psyatk/PsyRes up - increase select stat by 1/lvl
-Prot. Ailments - This Makes you immune to status ailments for 3 turns, ailments you already suffer from are not removed
-Reflect - depending on the level of the reflect, it will return 10/25/35% of all incoming damage. Fades after being struck 5 times.
-Acc. up - will increase accuracy to 95%
-Stasis - while in stasis you will be unable to deal damage or make actions but the enemy won't be able to attack you by any means
-Water Walk - allows character to walk on water
-Elemental damage switch - Changes the standered weapon property to the chosen element
-Hold Breath - allows character to survive without breathing even in harsh climate
-wall climbing - allows you to climb walls as though you were walking on a flat surface. walls without footholds and the like can also be traversed at half the speed of walls with them.
-bubbles - These will absorb 25% of casters life
-ailment shields - These are elemental shields that when struck deal damage and cause ailments to the enemy
Debuff Status Effects:
-sleep - puts enemy to sleep, wakes up if attacked, while asleep attacks against you deal bonus damage
-poison - deals a set amount of hp damage over time. This poison lasts till the opponent is either dead or has had the ailment removed.
-bleed - deals 15% of current hp in damage on the first turn, 10% on the second and 5% on the third, after that the wound has closed and the bleed will no longer affect the target. A new bleed would have to be applied. If treated on the first turn the target only takes 5% current hp in damage and the bleed stops at the end of that turn. all damage delt by a bleed will be totalled and subtracted from your max life for 20 turns (only one bleed may affect any single target a time)
-break- disarm enemy weapons
-paralyze- holds enemy for a max of 3 turns, they can not move or attack for this time
-slow - This reduces your Agi by 1/2 and you are only allowed to take one action per turn instead of 2
-burn - Deal a base damage lower then both bleeds and poisons but every turn a burn gets worse until treated. to show this the damage done by the burn is doubled every turn it isn't treated
-confuse - enemy's will fight amongst themselves
-berserk - Makes your physical power double but you can only make basic attacks during the battle and must attack every turn regardless.
-stone - You're character is turned to stone and for the most part dead, dispels will get rid of this.
-immobilized - unable to move from her current spot but still able react to aggression on the spot
-blind - reduces chance to hit by 30%
-silence - No spells or skills can be used while silenced
-Psy drain - Slowly drains your psy till you have none left or the caster dies
-Haste - Increases agility and grants you 1 extra action in combat
-Hp/psy Regeneration - regenerate hp and psy at a higher rate
-Stealth - While in stealth you gain a 20% miss chance, you lose stealth when hit or when taking offensive actions. (if used in conjunction with blind you will not come out of stealth)
-Power/Resist/Psyatk/PsyRes up - increase select stat by 1/lvl
-Prot. Ailments - This Makes you immune to status ailments for 3 turns, ailments you already suffer from are not removed
-Reflect - depending on the level of the reflect, it will return 10/25/35% of all incoming damage. Fades after being struck 5 times.
-Acc. up - will increase accuracy to 95%
-Stasis - while in stasis you will be unable to deal damage or make actions but the enemy won't be able to attack you by any means
-Water Walk - allows character to walk on water
-Elemental damage switch - Changes the standered weapon property to the chosen element
-Hold Breath - allows character to survive without breathing even in harsh climate
-wall climbing - allows you to climb walls as though you were walking on a flat surface. walls without footholds and the like can also be traversed at half the speed of walls with them.
-bubbles - These will absorb 25% of casters life
-ailment shields - These are elemental shields that when struck deal damage and cause ailments to the enemy
Debuff Status Effects:
-sleep - puts enemy to sleep, wakes up if attacked, while asleep attacks against you deal bonus damage
-poison - deals a set amount of hp damage over time. This poison lasts till the opponent is either dead or has had the ailment removed.
-bleed - deals 15% of current hp in damage on the first turn, 10% on the second and 5% on the third, after that the wound has closed and the bleed will no longer affect the target. A new bleed would have to be applied. If treated on the first turn the target only takes 5% current hp in damage and the bleed stops at the end of that turn. all damage delt by a bleed will be totalled and subtracted from your max life for 20 turns (only one bleed may affect any single target a time)
-break- disarm enemy weapons
-paralyze- holds enemy for a max of 3 turns, they can not move or attack for this time
-slow - This reduces your Agi by 1/2 and you are only allowed to take one action per turn instead of 2
-burn - Deal a base damage lower then both bleeds and poisons but every turn a burn gets worse until treated. to show this the damage done by the burn is doubled every turn it isn't treated
-confuse - enemy's will fight amongst themselves
-berserk - Makes your physical power double but you can only make basic attacks during the battle and must attack every turn regardless.
-stone - You're character is turned to stone and for the most part dead, dispels will get rid of this.
-immobilized - unable to move from her current spot but still able react to aggression on the spot
-blind - reduces chance to hit by 30%
-silence - No spells or skills can be used while silenced
-Psy drain - Slowly drains your psy till you have none left or the caster dies