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Persona Creation............................................................................................................................................................. 3
Step One: Arcana Selection, Time of Entering the game, and Stat distribution ........................................................... 3
Step 2: Moveset........................................................................................................................................................... 3
Step 3: Weaknesses and Resistances........................................................................................................................... 4
Assigning HP and SP........................................................................................................................................................ 5
Basics of Battle................................................................................................................................................................ 6
Turn Order................................................................................................................................................................... 6
Critical Hits.................................................................................................................................................................. 6
Weakness and Resistance............................................................................................................................................ 6
Getting Knocked Down................................................................................................................................................ 6
The Dizzy Condition..................................................................................................................................................... 6
Dodging Attacks........................................................................................................................................................... 6
The Guard Command................................................................................................................................................... 6
All-out Attacks............................................................................................................................................................. 6
Advantage.................................................................................................................................................................... 7
Keep check on all the weaknesses you’ve discovered on enemies .............................................................................. 7
Advanced Combat.......................................................................................................................................................... 7
Stumble....................................................................................................................................................................... 7
Status Conditions......................................................................................................................................................... 7
Confusion:............................................................................................................................................................... 7
Fear:......................................................................................................................................................................... 7
Silence:.................................................................................................................................................................... 7
Enervation:.............................................................................................................................................................. 7
Rage:........................................................................................................................................................................ 7
Exhaustion:.............................................................................................................................................................. 7
Poison:..................................................................................................................................................................... 8
Shuffle Time.................................................................................................................................................................... 8
The Reaper...................................................................................................................................................................... 8
Advanced and Ultimate Persona..................................................................................................................................... 9
Experience Gain and Level Up......................................................................................................................................... 9
Health Shards and Spirit Shards..................................................................................................................................... 10
The Velvet Room............................................................................................................................................................ 10
Emma's Requests....................................................................................................................................................... 10
Rescue Requests........................................................................................................................................................ 10
Igor's Fortune............................................................................................................................................................ 11
................................................................................................................................................................................. 12
Glossary over Skills........................................................................................................................................................ 13
Physical (Single Target).............................................................................................................................................. 13
Physical Multiple Targets........................................................................................................................................... 15
Magic............................................................................................................................................................................. 17
Fire............................................................................................................................................................................. 17
Ice.............................................................................................................................................................................. 17
Elec............................................................................................................................................................................ 17
Wind.......................................................................................................................................................................... 17
Light........................................................................................................................................................................... 18
Darkness.................................................................................................................................................................... 18
Almighty.................................................................................................................................................................... 19
Recovery.................................................................................................................................................................... 19
Stat Modifiers............................................................................................................................................................ 20
Stat Penalties............................................................................................................................................................. 20
Attributes................................................................................................................................................................... 21
Ailments.................................................................................................................................................................... 22
Special Skills............................................................................................................................................................... 22
Passive....................................................................................................................................................................... 23
Persona Roleplay Rules and Guidelines
Persona Creation
The rules for persona Creation are pretty basic. First, you select what Arcana your persona will belong to (the arcana
you pick here will also apply to the social link of your character). Then, when that’s done, assign stats accordingly,
depending on what type you want your persona to be (Physical, Elemental, Light/Dark, Healing, Hybrid, or Strictly
Magic). There are also different classes, and your persona class alters depending on what class you choose.
Step One: Arcana Selection, Time of Entering the game, and Stat distribution
Now, when you assign stats to your persona, take these factors into consideration:
When does my Character become Relevant? Which Starting Level is MY character? Is my persona a Physical Type or
Magic User, or is it a supportive persona which heals and places buffs on the party?
Persona: Pigeon
Arcana: Magician
Level(starting out): 2
Str: 2
Mag : 4
End: 2
Agi:3
Luk: 3
Step 3: Moveset
Now, when assigning a moveset for your persona there are a couple of rules you must follow:
1. No Persona can hold more than 8 moves at any given time. A persona typically starts out with two to three
moves, and learns more moves as you level up.
2. Consider the level and arcana of your persona when you start, as for example, there are no level 15 personas
with Garudyne.
3. Your persona cannot hold moves that conflict with each other, Say Hama and Mudo, unless the game master
sees it fit. Conflicting moves are: Agi/Bufu, Zio/Garu, Hama/Mudo, Healing (Dia)/Physical. Note that these
rules apply to every rank of Move.
5. For the Sake of Balance (To prevent anyone from becoming overpowered), no persona can start out with any
Almighty spells(Megido, Megidola, Megidolaion, Black Viper, Morning Star), as they have to be learned by
leveling up.
Moves:
Agi Dia
The first 5-6 moves learned through leveling up is decided by you, as long as those moves are fitting for your persona,
and then assign the level in which they are acquired. (Note that spacing out the skills between levels makes the
persona more balanced, and easier to use.) After those moves, the game master decides which moves are
appropriate for your persona to learn.
Phys: -(normal)| Fire: Resist | Ice: Weak | Wind: - |Elec: - | Light: - | Dark: -
Moves:
Agi Dia
Notice how Pigeon is Weak to Ice, and Resistant to Fire? We will go over more of that further on.
Congratulations!
You have now created your basic persona. I’ll go over the advanced and ultimate personas later on.
Assigning HP and SP
Assigning HP and SP is a very important aspect of creating a character to use. Again, the basic rule applies where the
maximum amount HP and SP you can have at the point of entering the game. Other than that, you have to be
strategic when assigning HP and SP to your character. Why?
SP or Spirit Points, albeit not as important as HP is, it’s still not good to run out of SP, as SP is the fuel for all Non-
physical moves you decide to use, which includes healing and attacking using magic.
After you’ve picked type, ask the Game master for the appropriate amount HP/SP.
Great, Now you have now Assigned HP and SP for your Character.
Basics of Battle
Now, here’s the meat of the RP, the battle system.
Turn Order
The order in which commands are executed depend on the battle participants Agility (Agi in stats). The one with the
highest Agility starts, and then the next turn goes to the one with the second highest Agility and so on. There are
exceptions to this, like if a party member falls unconscious, and gets revived at a later turn, he/she will always have
the last turn until the next party member falls unconscious. Each Player and every basic enemy (there are exceptions)
starts their turn with 1 CU (Command Unit), and will use up said command unit to attack, defend, heal or what have
you. When you are out of CU:s, your turn is over. However, if you knock down an opponent, you gain one more CU
(This will not stack if you knock down more than one enemy in one action). And that’s the basics of turn order.
Critical Hits
A critical hit is a damage modifier which applies at random times when a physical move is used. A Critical Hit deals
double the damage a move would have normally dealt, and it also knocks the attack target down, granting you 1 CU.
Dodging Attacks
Every time an attack is used, a dice is rolled, to see if that attack hit or not. The ratio for magic attacks is always the
same, unless Light or Dark moves are used, or if the attack target has extra evasion against that element. Moves Like
Sukukaja and Sukunda will affect the ratio even further, and all physical moves have different accuracies, whereas
elemental moves all have the same.
All-out Attacks
An All-out Attack can be preformed when all enemies have been knocked down. This powerful attack deals damage
equal to the combined Str of all party members times 10, reduced by the endurance of all enemies *5. After an all-
out attack is used, your remaining CUs will disappear, and all surviving enemies will stand up once again.
Advantage
If your team takes a group of shadows by surprise or vice versa, Advantage is given out to the ambushing team, giving
the team one whole full turn without interruption from the enemy.
Stumble
If you decide to attack without using your persona (or a shadow decides to attack without using a skill), and if you
miss, there is a chance you will fall down. The other rules for being knocked down still apply.
Status Conditions
These are the various status conditions you will encounter during your journey. A character can only be inflicted with
one of these at a time.
Confusion:
Character is taken out of the player’s control, and a dice is rolled to see if the character wastes the CU just standing
there, doing nothing, waste money, or in the worst case, attack the other party members(botched roll). The
beginning of your second turn with this ailment a dice is rolled again to determine your actions, with now a chance of
recovering put into the mix. (10,9 and 8 equals recovery. 7, 6 and 5 equals wasting CU. 4, 3 and 2 equals wasting
money as well as your CU. 1 equals Turning against the party.)
Fear:
While being afraid, you’ll take more damage from attacks, and critical hits land easier on you, and you do less
damage. Each turn, a dice is rolled. (10, 9 and 8 = recovery, 7,6 and 5 = your turn proceeds as usual, 4,3 and 2 =
paralyzed with fear. 1 = Run away from battle) Ghastly Wail will instantly knock you unconscious if you have this
condition.
Silence:
Locks away usage of persona. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you
will automatically recover. (First turn 10 = recovery. Second turn 10, 9 = recovery. Third Turn 10, 9 and 8 = Recovery.
Fourth turn = 10, 9, 8 and 7 = Recovery. Fifth turn = 10, 9, 8, 7, and 6 = recovery).
Enervation:
Halves personas stats. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will
automatically recover. (First turn 10 = recovery. Second turn 10, 9 = recovery. Third Turn 10, 9 and 8 = Recovery.
Fourth turn = 10, 9, 8 and 7 = Recovery. Fifth turn = 10, 9, 8, 7, and 6 = recovery).
Rage:
Doubles Physical damage, but forces you to attack without persona, and you take double damage. Dice is rolled each
turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (First turn 10 =
recovery. Second turn 10, 9 = recovery. Third Turn 10, 9 and 8 = Recovery. Fourth turn = 10, 9, 8 and 7 = Recovery.
Fifth turn = 10, 9, 8, 7, and 6 = recovery).
Exhaustion:
Slowly drains 5% of your max SP each turn. Dice is rolled each turn, to see if you will recover or not. After 6 turns
have passed, you will automatically recover. (First turn 10 = recovery. Second turn 10, 9 = recovery. Third Turn 10, 9
and 8 = Recovery. Fourth turn = 10, 9, 8 and 7 = Recovery. Fifth turn = 10, 9, 8, 7, and 6 = recovery).
Poison:
Slowly Drains 5% of your HP each turn. Lasts until cured, knocked unconscious, or until the battle is over.
Shuffle Time
If your party did really well in a fight (say, used an All-out attack, or beat a particularly strong shadow, or took
advantage of your enemies weaknesses) you will enter something called shuffle time. Different bonuses will be
applied to your exp gain, the amount of money found etc. Players of the Velvet Room Attendant Class Can Aquire
new personas this way.
Shuffle Time
Rank Coin Wand Sword Cup
Rank Medicine, Snuff Soul, First Aid Recovers 9% of Max HP and SP for
1.4x 1.4x
3 Kit, Me Patra Gem. your Character
Rank Medical Powder, Chewing Soul, Recovers 11% of Max HP and SP for
1.6x 1.6x
4 Amrita Soda, Revival Bead your Character
Rank Assault Signal, Diamond Shield, Recovers 20% of Max HP and SP for
2.0x 2.0x
6 Sonic Boom, Purifying Salt. your character.
Rank Physical Mirror, Magic Mirror, Recovers 25% of Max HP and SP for
2.2x 2.2x
7 Curse Paper, Prayer Slip. your character.
Rank Macca Leaf, Soul Food, Bead, Recovers 30% of Max HP and SP for
2.4x 2.4x
8 Megidola Gem. your character.
Rank Balm of Life, Megidolaion Gem, Recovers 40% of Max HP and SP for
2.6x 2.6x
9 Homunculus, Precious Egg. your Character.
Rank Soma, Bead Chain, Focus Pill, Recovers 50% of Max HP and SP for
2.8x 2.8x
10 Power Pill your Character
Be careful, as some of those cards can be cursed. If you should take one of those cursed cards, you still get the
reward, but it will also awaken The Reaper in the area.
The Reaper
The Reaper is a paticularly strong shadow that should not be underestimated. He will appear on a floor if you should
by accident pick a Cursed card, and he will continue to follow you until you either:
A) leave the dungeon.
B) Defeat the Main boss of the dungeon.
C) Defeat the Reaper or the Master of Puppets in that dungeon.
If you should manage to defeat the Reaper or the Master of Puppets, you will be granted a Rank: King Sword in
Shuffle time automatically. It should be noted that the Reaper and the Master of Puppets strength varies from
dungeon to dungeon, and he will not respawn once defeated.
Emma's Requests
One of the residents of the Velvet Room is Emma. She will ask of you to complete various requests of hers. After
completing a request, she will grant you a reward for your effort. The value of these rewards differ depending on the
difficulty of a request.
Rescue Requests
Sometimes when you enter the Velvet Room, Emma will give you a letter from someone stuck on a random floor in
some Dungeon you have previously visited. You can go and rescue these trapped innocents. If you choose to do so,
you'll travel through a previously conqured dungeon, this time with much stronger enemies. If you think you are up
to the task, go ahead, it'll be worth the effort.
Igor's Fortune
Igor's role in the Velvet Room this time is quite different from his previous job. Since you cannot carry multiple
Personas at once, Igor cannot fuse new personas. Instead, he can take a peek into your immideate future, and give
you various modifiers which apply next time you enter a dungeon. Remember, using these fortunes is very much a
risk versus reward kind of deal. Here are the different Fortunes you can get:
Fortunes
Money Experience
Arcana In Battle Effect On Field Effect
Multiplier Multiplier
0.
x1,1-2,0 x1,1 – 2,0 Random Effect in every Battle Random Effect on Field
Fool
.VIII
X1,3 X1,3 Take More damage overall. See Everything In Dungeon.
Hermit
.IX
X1,5 X1,5 Nulls Light, makes you weak to Dark. Enemies Spot you Easier.
Justice
.XI X1,5 X2,0 Doubles The Damage output of your Only Strong Shadows Will
Strength Physical attacks, But makes you weak Spawn. Getting Player Advantage
against Fire, Ice, Wind, and Electricity is Impossible.
.XII
Healing Spells Hurt you instead of Spawns Golden Treasure Chests
Hanged X1,8 X1,8
healing you. more Frequently.
Man
.XV You will only find Sword Cards in Treasure Chests contain higher
X0,5 X0,5
Tower Shuffle Time. grade items than usual.
.XVIII
X0,0 X2,0 Makes Battles Harder No Effect.
Moon
.XIX
X2,0 X0,0 Makes Battles Harder No Effect.
Sun
.XX
X1,5 X1,5 More Enemies in every encounter. Less Enemies Spawn.
Judgement
.XXI
X2,0 X2,0 Makes Battles Alot Harder Spawns Stronger Enemies.
Aeon
Remember that you cannot have more than 1 Fortune active at a time.
Also, not all of these Fortunes are available at the start. More fortunes are unlocked by finding Arcana Cards.
Playing as the Dungeon Master/Storyteller
This part of the Guide is for you, who plays the role of the Dungeon Master/Storyteller. What you do as Storyteller is
playing the roles of all other characters, such as Emma and Igor. Needless to say you are also in charge of the plot,
and the direction it's taking. Now, in this paticular RPG, the Dungeon Master and Storyteller are two different roles.
The Dungeon Master Plays the Shadows, the Bosses, The Master of Puppets and the Reaper. You also design
Dungeon Layout, Shadow Placement, the Levels of the Shadows and bosses. You also control the reaper in the
dungeon. In Battle, you are responsible for 4 things: The Shadows actions, the damage calculation, the Dice Rolls, and
of course, Playing the role as the Scanner once that person has been unlocked. Let's go through the different
mechanics out of the Dms perspective, shall we?
Damage Calculation
Now, damage calculation is a bit tricky. Each persona has a strength stat and a magic stat. Now what you do is you
add your magic or strength value, then add that to the power of the move you are planning to use, then decrease
that value by the target's Endurance. If the enemy resists the move, the damage is cut in half. If the target is weak to
it or it's a critical hit, the damage is doubled. Mind Charge and Power Charge increases damage dealt by 2.5 times the
original value. Attacking without your persona takes your personas strength and adds that to the numerical value
your weapon currently has. Moves like Revolution and Rebellion decreases the dice roll value to crit down one
number.
Ice
Skill Effect Power Acc. Cost
Bufu Inflicts a small amount of Ice damage on one enemy. 80 98 4 SP
Mabufu Inflicts a small amount of Ice damage on all enemies. 80 95 10 SP
Bufula Inflicts a moderate amount of Ice damage on one enemy. 200 98 8 SP
Mabufula Inflicts a moderate amount of Ice damage on all enemies. 200 95 16 SP
Bufudyne Inflicts a large amount of Ice damage on one enemy. 320 98 12 SP
Mabufudyne Inflicts a large amount of Ice damage on all enemies. 320 95 22 SP
Niflheim Inflicts a severe amount of Ice damage on one enemy. 400 98 48 SP
Elec
Skill Effect Power Acc. Cost
Zio Inflicts a small amount of Electricity damage on one enemy. 80 98 4 SP
Mazio Inflicts a small amount of Electricity damage on all enemies. 80 95 10 SP
Zionga Inflicts a moderate amount of Electricity damage on one enemy. 200 98 8 SP
Mazionga Inflicts a moderate amount of Electrical damage on all enemies. 200 95 16 SP
Ziodyne Inflicts a large amount of Electrical damage on one enemy. 320 98 12 SP
Maziodyne Inflicts a large amount of Electrical damage on all enemies. 320 95 22 SP
Thunder Reign Inflicts a severe amount of Electrical damage on one enemy. 400 98 48 SP
Wind
Skill Effect Power Acc. Cost
Garu Inflicts a small amount of Wind damage on one enemy. 80 98 4 SP
Magaru Inflicts a small amount of Wind damage on all enemies. 80 95 10 SP
Garula Inflicts a moderate amount of Wind damage on one enemy. 200 98 8 SP
Magarula Inflicts a moderate amount of Wind damage on all enemies. 200 95 16 SP
Garudyne Inflicts a huge amount of Wind damage on one enemy. 320 98 12 SP
Magarudyne Inflicts a huge amount of Wind damage on all enemies. 320 95 22 SP
Panta Rhei Inflicts a severe amount of Wind damage on one enemy. 400 98 48 SP
Light
Skill Effect Power Cost
Hama 40% chance of instant death from the power of Light on one enemy. N/A 8 SP
Mahama 30% chance of instant death from the power of Light on all enemies. N/A 18 SP
Hamaon 60% chance of instant death from the power of Light on one enemy. N/A 15 SP
Mahamaon 40% chance of instant death from the power of Light on all enemies. N/A 34 SP
God's
Decreases one enemy's HP by 50% from the power of Light. N/A 48 SP
Judgment
Very high chance (50%) of instant death from the power of Light on
Samsara N/A 44 SP
all enemies.
Darkness
Skill Effect Power Cost
40% chance of instant death from the power of Darkness on one
Mudo N/A 8 SP
enemy.
30% chance of instant death from the power of Darkness on all
Mamudo N/A 18 SP
enemies.
60% chance of instant death from the power of Darkness on one
Mudoon N/A 15 SP
enemy.
40% chance of instant death from the power of Darkness on all
Mamudoon N/A 34 SP
enemies.
Hell's
Decreases one enemy's HP by 50% from the power of Darkness. N/A 54 SP
Judgment
Very high chance (50%) of instant death from the power of Darkness
Die for Me! N/A 44 SP
on all enemies.
Almighty
Skill Effect Power Acc. Cost
Life Drain Drains 30 HP from one enemy. N/A N/A 3 SP
Spirit Drain Drains 30 SP from one enemy. N/A N/A 3 SP
Increases an enemy's susceptibility to ailments and light/dark
Foul Breath N/A N/A 8 SP
spells.
Increases all allies' and enemies' susceptibility to ailments and
Stagnant Air N/A N/A 5 SP
light/dark spells.
Megido Inflicts a moderate amount of Almighty damage on all enemies. 240 95 18 SP
Megidola Inflicts a huge amount of Almighty damage on all enemies. 360 95 32 SP
Megidolaon Inflicts a severe amount of Almighty damage on all enemies. 420 95 60 SP
Black Viper Inflicts a massive amount of Almighty damage on one enemy. 440 98 64 SP
Morning Star Inflicts a massive amount of Almighty damage on all enemies. 440 95 72 SP
Recovery
Skill Effect Cost
Dia Recovers a small amount of HP to one ally. Can be used in the field. 3 SP
Media Recovers a small amount of HP to all allies. Can be used in the field. 7 SP
Diarama Recovers a moderate amount of HP to one ally. Can be used in the field. 6 SP
Mediarama Recovers a moderate amount of HP of all allies. Can be used in the field. 12 SP
Diarahan Recovers all HP to one ally. Can be used on the field. 18 SP
Mediarahan Recovers all HP to all allies. Can be used in the field. 30 SP
Recarm Revives an ally with 50% HP. 8 SP
Samarecarm Revives an ally with full HP. 18 SP
Patra Recover from Fear, Confusion, and Rage. One ally. 3 SP
Re Patra Recover from Down and Dizzy. One ally. 3 SP
Me Patra Recover from Fear, Confusion, and Rage. All allies. 6 SP
Posumudi Recover from Poison. One ally. 3 SP
Mutudi Recover from Silence. One ally. 3 SP
Nervundi Recover from Exhaustion and Enervation. One ally. 3 SP
Energy Shower Recover from Exhaustion and Enervation. All allies. 18 SP
Amrita Recover from all ailments. All allies. 12 SP
Salvation Recovers all HP and ailments to all allies. Can be used in the field. 40 SP
Stat Modifiers
Skill Effect Cost
Tarukaja Increases an ally's Attack for 3 turns. 12 SP
Rakukaja Increases an ally's Defense for 3 turns. 12 SP
Sukukaja Increases an ally's Agility for 3 turns. 12 SP
Matarukaja Increases all allies' Attack for 3 turns. 24 SP
Marakukaja Increases all allies' Defense for 3 turns. 24 SP
Masukukaja Increases all allies' Agility for 3 turns. 24 SP
Heat Riser Increases an ally's Attack, Defense and Agility for 3 turns. 30 SP
Stat Penalties
Skill Effect Cost
Tarunda Decreases an enemy's Attack for 3 turns. 12 SP
Rakunda Decreases an enemy's Defense for 3 turns. 12 SP
Sukunda Decreases an enemy's Agility for 3 turns. 12 SP
Matarunda Decreases all enemies' Attack for 3 turns. 24 SP
Marakunda Decreases all enemies' Defense for 3 turns. 24 SP
Masukunda Decreases all enemies' Agility for 3 turns. 24 SP
Debilitate Decreases an enemy's Attack, Defense and Agility for 3 turns. 30 SP
Attributes
Skill Effect Cost
Dekunda Cancels -nda effects. All allies. 10 SP
Dekaja Cancels -kaja effects. All enemies. 10 SP
Rebellion Increases Critical Rate (1 ally). 5 SP
Revolution Greatly increases probability of Critical hits for 3 turns. Universal. 5 SP
Red Wall Increases an ally's Fire resistance for 3 turns (resist fire effect). 18 SP
White Wall Increases an ally's Ice resistance for 3 turns (resist ice effect). 18 SP
Blue Wall Increases an ally's Electricity resistance for 3 turns (resist elec effect). 18 SP
Green Wall Increases an ally's Wind resistance for 3 turns (resist wind effect). 18 SP
Fire Break Nullifies an enemy's Fire resistance for 3 turns. 15 SP
Ice Break Nullifies an enemy's Ice resistance for 3 turns. 15 SP
Elec Break Nullifies an enemy's Electricity resistance for 3 turns. 15 SP
Wind Break Nullifies an enemy's Wind resistance for 3 turns. 15 SP
Power The next normal attack, physical skill, or Almighty physical attack will be 2.5
15 SP
Charge times greater in power. Self.
The next Fire, Ice, Electrical, Wind, or Almighty magic attack will be 2.5 times
Mind Charge 15 SP
greater in power. Self.
Tetrakarn Repels a single Physical attack for one ally. 36 SP
Makarakarn Repels a single Magic attack (excluding Almighty attacks) for one ally. 36 SP
Tetra Break Negates Tetrakarn from all enemies. 18 SP
Makara Break Negates Makarakarn from all enemies. 18 SP
Tetraja Protects an ally from an instant death attack once. 24 SP
Ailments
Skill Effect Cost
Evil Touch 40% chance of inflicting the Fear ailment on one enemy. 5 SP
Evil Smile 30% chance of inflicting the Fear ailment on all enemies. 12 SP
Pulinpa 40% chance of inflicting the Confusion ailment on one enemy. 5 SP
Special Skills
Skill Effect Cost
Traesto Escape from dungeons (can only be used in the field). 18 SP
Trafuri Escape from a random encounter (guaranteed for normal battles). 24 SP
Passive
Skill Effect
Counter 10% chance of repelling Physical attacks when not knocked Down.
Counterstrike 15% chance of repelling Physical attacks when not knocked Down.
High Counter 20% chance of repelling Physical attacks when not knocked Down.
Dodge Physical Doubles evasion against Physical attacks.
Evade Physical Triples evasion against Physical attacks.
Resist Physical Reduces damage from Physical attacks. Voids weakness to Physical.
Null Physical Becomes immune to Physical attacks. Takes precedence over Resist Physical.
Repel Physical Repels Physical attacks. Takes precedence over Resist and Null Physical.
Absorb Absorbs damage from Physical attacks. Takes precedence over Resist, Null and
Physical Repel Physical.
Fire Boost Increases Fire damage output by 25%.
Fire Amp Increases Fire damage output by 50%.
Dodge Fire Doubles evasion against Fire attacks.
Evade Fire Triples evasion against Fire attacks.
Resist Fire Reduces damage from Fire attacks. Voids weakness to Fire.
Null Fire Becomes immune to Fire attacks. Takes precedence over Resist Fire.
Repel Fire Repels Fire attacks. Takes precedence over Resist and Null Fire.
Absorbs damage from Fire attacks. Takes precedence over Resist, Null and Repel
Absorb Fire
Fire.
Ice Boost Increases Ice damage output by 25%.
Ice Amp Increases Ice damage output by 50%.
Dodge Ice Doubles evasion against Ice attacks.
Evade Ice Triples evasion against Ice attacks.
Resist Ice Reduces damage from Ice attacks. Voids weakness to Ice.
Null Ice Becomes immune to Ice attacks. Takes precedence over Resist Ice.
Repel Ice Repels Ice attacks. Takes precedence over Resist and Null Ice.
Absorbs damage from Ice attacks. Takes precedence over Resist, Null and Repel
Absorb Ice
Ice.
Elec Boost Increases Electricity damage output by 25%.
Elec Amp Increases Electricity damage output by 50%.
Dodge Elec Doubles evasion against Elec attacks.
Evade Elec Triples evasion against Elec attacks.
Resist Elec Reduces damage from Electricity attacks. Voids weakness to Electricity.
Null Elec Becomes immune to Electricity attacks. Takes precedence over Resist Elec.
Repel Elec Repels Electricity attacks. Takes precedence over Resist and Null Elec.
Absorbs damage from Electricity attacks. Takes precedence over Resist, Null and
Absorb Elec
Repel Elec.
Wind Boost Increases Wind damage output by 25%.
Wind Amp Increases Wind damage output by 50%.
Dodge Wind Doubles evasion against Wind attacks.
Evade Wind Triples evasion against Wind attacks.
Resist Wind Reduces damage from Wind attacks. Voids weakness to Wind.
Null Wind Becomes immune to Wind attacks. Takes precedence over Resist Wind.
Repel Wind Repels Wind attacks. Takes precedence over Resist and Null Wind.
Absorbs damage from Wind attacks. Takes precedence over Resist, Null and Repel
Absorb Wind
Wind.
Hama Boost Light-based attacks are 1.5 times more effective.
Resist Light Reduces chance of instant death from Light attacks. Voids weakness to Light.
Survive Light 50% chance of surviving instant death one time from a Light attack with 1 HP.
Endure Light Automatically survive instant death one time from a Light attack with 1 HP.
Null Light Becomes immune to Light attacks. Takes precedence over Resist Light.
Repel Light Repels Light attacks. Takes precedence over Resist and Null Light.
Mudo Boost Darkness-based attacks are 1.5 times more effective.
Reduces chance of instant death from Darkness attacks. Voids weakness to
Resist Dark
Darkness.
Survive Dark 50% chance of surviving instant death one time from a Darkness attack with 1 HP.
Endure Dark Automatically survive instant death one time from a Darkness attack with 1 HP.
Null Dark Becomes immune to Darkness attacks. Takes precedence over Resist Dark.
Repel Dark Repels Darkness attacks. Takes precedence over Resist and Null Dark.
Regenerate 1 Recovers 2% of max HP on each turn, except for "1 More."
Regenerate 2 Recovers 4% of max HP on each turn, except for "1 More."
Regenerate 3 Recovers 6% of max HP on each turn, except for "1 More".
Invigorate 1 Recovers 3 SP on each turn, except for "1 More".
Invigorate 2 Recovers 5 SP on each turn, except for "1 More".
Invigorate 3 Recovers 7 SP on each turn, except for "1 More".
Cool Breeze Recovers 8% HP and SP after a successful battle.
Victory Cry Recovers all HP and SP after a successful battle.
Endure Survive being knocked Unconscious once per battle with 1 HP remaining.
Enduring Soul Survive being knocked Unconscious once per battle with all HP restored.
Divine Grace Healing spells recover 50% more HP.
Sharp Student Lowers the possibility of being struck by a Critical Hit.
Apt Pupil Doubles the chance of delivering a Critical Hit.
Auto-Tarukaja Begin the battle with Tarukaja cast on yourself.
Auto-Rakukaja Begin the battle with Rakukaja cast on yourself.
Auto-Sukukaja Begin the battle with Sukukaja cast on yourself.
Begin the battle with Matarukaja cast on all allies. Takes precedence over Auto-
Auto-Mataru
Tarukaja.
Begin the battle with Marakukaja cast on all allies. Takes precedence over Auto-
Auto-Maraku
Rakukaja.
Begin the battle with Masukukaja cast on all allies. Takes precedence over Auto-
Auto-Masuku
Sukukaja.
Arms Master Halves the HP cost for physical attack skills.
Spell Master Halves the SP cost for all magic skills.
Ali Dance Halves the hit rate of all enemies.
Angelic Grace Doubles evasion for magic attacks; Light, Dark, Ailment and Almighty excluded.
Firm Stance Halves all damage taken but voids evasion.
Growth 1 Persona gains 1/4 experience while inactive.
Growth 2 Persona gains 1/2 experience while inactive. Takes precedence over Growth 1.
Persona gains full experience even while inactive. Takes precedence over Growth
Growth 3
1 and 2.
Lowers possibility of the enemy attacking first in a random battle, if neither side
Alertness
starts with an advantage.
Fear Boost Fear-based attacks are 1.5 times more effective.
Resist Fear Lessens instances of succumbing to Fear attacks.
Null Fear Become immune to Fear attacks.
Confuse Boost Confusion-based attacks are 1.5 times more effective.
Null Confuse Become immune to Confusion attacks.
Resist Confuse Lessens instances of succumbing to Confusion attacks.
Poison Boost Poison-based attacks are 1.5 times more effective.
Resist Poison Lessens instances of succumbing to Poison attacks.
Null Poison Become immune to Poison attacks.
Rage Boost Rage-based attacks are 1.5 times more effective.
Resist Rage Lessens instances of succumbing to Rage attacks.
Null Rage Become immune to Rage attacks.
Silence Boost Silence-based attacks are 1.5 times more effective.
Resist Mute Lessens chances of succumbing to Silence attacks.
Null Mute Become immune to Silence attacks.
Enervate Boost Enervation-based attacks are 1.5 times more effective.
Resist Enervate Lessens instances of succumbing to Enervation attacks.
Null Enervate Become immune to Enervation attacks.
Exhaust Boost Exhaustion-based attacks are 1.5 times more effective.
Resist Exhaust Lessens instances of succumbing to Exhaustion attacks.
Null Exhaust Become immune to Exhaustion attacks.
Dizzy Boost Increases chances of inflicting Dizzy during a knockdown.
Resist Dizzy Lessens instances of becoming Dizzy during a knockdown.
Null Dizzy Cannot be dizzied while in down status.
Ailment Boost All status ailment attacks are 1.5 times more effective.
Fast Heal Halve the time needed to recover from ailments.
Insta-Heal Recovers from ailments in one turn.
Unshaken Will Becomes immune to all mental ailments.