Sunteți pe pagina 1din 27

Table of Contents

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?

Now, here’s an example:


I wanna make a Fire using Persona. I start at the early game, meaning that my stats are pretty low to start out with,
but I have more room to grow than others entering at a later date. Now, since I want a fire persona, the first arcana
that comes to mind is the Magician Arcana. Personas of the Magician Arcana are typically Fire personas with quite
high Magic, but are typically low on Strength, and Endurance. Since I’m entering early game, this doesn’t show off
too much in the beginning, since I’m still very low level.

Persona: Pigeon
Arcana: Magician
Level(starting out): 2
Str: 2
Mag : 4
End: 2
Agi:3
Luk: 3

Step 2: The 7 Classes and The Master of Puppets


So, in Persona, there are a number of classes you can choose from, all with their advantages and disadvantages.
Here are all the different classes:
1. Persona User: Advantage: Has 3 tiers of Persona, and it's the most powerful class end-game. |Disadvantage:
Weakest Class at the start.
2. Nyarlothep Child: Advantage: Strongest Class Early game. | Disadvantage: Stays tier 1 throughout the Story
and get's no support from the Velvet room. Also, Levelling up is More Difficult.
3. Anti-Shadow Suppression Weapon: Advantage: Orgia Mode, Becomes more Powerful for 3 turns. Takes less
damage Disadvantage: After orgia mode ends, you are uncapable of moving for three turns. Cannot gain
Ultimate Persona.
4. Rogue: Advantage: Easier to Level up and gains stronger skills faster. | Disadvantage: Persona Skills cost more
as a result of the Persona isn't natural. No velvet room support.
5. Forgotten: Advantage: Has the Passive Ability ”Last breath” which doubles damage output when below 10%
health. Can have up to tier 2 personas | Disadvantage: Difficult to level up. Takes more damage from attacks.
6. Velvet Room Attendant: Advantage: Has a variety of personas at it's disposal, making them unpredictable,
and versitile. | Disadvantage: No Persona Level Up. Needs to rely on Shuffle Time for stronger Personas.
7. Shadow Self: Advantage: Isn't attacked by Shadows. Gains Vast Amounts of EXP after Battle, and has a larger
moveset. | Disadvantage: Can only Fight other Players. Stays Tier 1.
The Master Of Puppets is a DM (Dungeon Master) controlled class, and he controls the Reaper, and cannot be chosen
by players. Should Either the Master of Puppets or the Reaper be defeated in a dungeon, you will aquire a special
reward.

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.

4. No attacking moves that conflict with your weaknesses.

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.

Let’s continue my example:

Persona: Pigeon Arcana: Magician Level(starting out): 2


Str: 2 Mag : 4 End: 2 Agi:3 Luk: 3

Moves:
Agi Dia

Moves Pigeon will learn:


Sukukaja (Level 4), Sukunda (Level 6), Media (Level 10), Maragi (Level 13), Fire Break (Level 15), Dekaja (Level 18).

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.

Step 4: Weaknesses and Resistances


Now, here comes the second most important part of persona creation; Weaknesses and resistances.
There is one rule which applies to all basic Personas; One weakness, and one Resistance. No more, no less. No
immunities can be applied either, until a point where your persona learns an ability which changes your
Weakness/Resistance chart, or if you equip an item which changes your weakness/Resistance chart. Now the
Resistance is always connected in some way to your personas inherent element (Physical, Fire, Wind, Ice, Electricity,
Light or Dark), which is the element you tend to be using most. Weakness is determined by the opposite element (Or
any other element if another fits more to the persona of your choosing).

Let’s take a look at Pigeon again:

Persona: Pigeon Arcana: Magician Level(starting out): 2


Str: 2 Mag : 4 End: 2 Agi:3 Luk: 3

Phys: -(normal)| Fire: Resist | Ice: Weak | Wind: - |Elec: - | Light: - | Dark: -
Moves:
Agi Dia

Moves Pigeon will learn:


Sukukaja (Level 4), Sukunda (Level 6), Media (Level 10), Maragi (Level 13), Fire Break (Level 15), Dekaja (Level 18).

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?

HP or Health points is a very important mechanic in battle as it is:


1. The amount of Abuse your character can take before passing out.
2. And it is also the fuel for the Usage of Physical moves, as all Physical Moves costs a certain percentage of your max
HP in order to cast. There are multiple factors determining the amount of HP a move will cost, like extra effects, or
just that it deals more damage than other moves. You can find Exact HP costs for skills at the end of this Manual.

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.

So, how do I assign these properly?


It’s up to you and your persona. If your persona uses a lot of Physical Moves, it might be a good idea to have a lot of
health, so that the attacks don’t weaken you so much that any enemy could kill you in one hit, and since you won’t
be using SP too often, you won’t be needing much of it, but at least a little, since moves like Power Charge still costs
SP. If you have an Elemental Persona, Having a little bit more SP than HP is a good thing, since you will be attacking
with moves that consume SP very often. However, having a decent amount of HP is important as well, since you
aren’t very useful if knocked unconscious.
Finally, if you have a healing/supporting persona, SP will have much higher priority than HP, as most
healing/supporting moves costs a lot of SP to use, especially if you are a healer, as the party will be constantly relying
on you in battle, So having a large SP pool is a must for a healer, even if your HP level will suffer a bit.

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.

Weakness and Resistance


If you hit the weakness of one enemy, you’ll deal double damage and knock the enemy down (most of the time,
some enemies won’t get knocked down). Unlike Critical Hits, this is a guaranteed way to knock down enemies that
can be knocked down. Just don’t forget, this applies to you too. Resistance Halves all damage you take from that
damage type, except for light and dark. Being resistant to Light or Dark cuts their success rate in half.

Getting Knocked Down


When you get Knocked down, you will take more damage while being down, as well as every move used on you will
never miss (Unless you are immune to that damage type, or if its status inflicting move). When your next turn comes,
you will use up your one CU to stand up.

The Dizzy Condition


If you are hit by your weakness while knocked down, or if you’re struck with a critical hit, you’ll get Dizzy. Being Dizzy
is exactly like being knocked down, except that it lasts longer than one turn, and after the first turn you have been
dizzy has passed, every time your turn comes, a dice will roll to see if you will stand up again. 3 turns after the first
diceroll, you will automatically stand up.

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.

The Guard Command


Sometimes, when your enemy knows a move of an element which you are weak to, you can Use up your CU to spend
your turn guarding. If you do, any move will deal less damage to you, and your weakness cannot be exploited, as you
will take normal damage and you won’t be knocked down by the attack, unless it’s a critical hit.

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.

Keep check on all the weaknesses you’ve discovered on enemies


You can do this by either typing it down by yourself, or ask the support (aka, the game master) for any weaknesses
you’ve discovered on the enemy. If you have any doubts, ask the game master.
Advanced Combat
Here I will go through the advanced combat rules, such as Stumble and the other status conditions.

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.

Wand: Grants extra experience


Coin: Grants Extra Money
Cup: Grants Health/SP recovery after Battle
Sword: Grants a random item

Shuffle Time
Rank Coin Wand Sword Cup

Soul Drop, Peach Seed,


Rank Recovers 5% of Max HP and Max SP
1.1x 1.1x Mouthwash, Sedative, Coffee,
1 for your character
Patra Gem.

Rank Pinwheel, Fireworks, Ice Cube, Recovers 7% of Max HP and SP for


1.2x 1.2x
2 Ball Lightning. your character

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

Arc Magatama, Hell Magatama,


Rank Recovers 15% of Max HP and SP for
1.8x 1.8x Frigid Magatama, Cyclone
5 your Character
Magatama

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

Diamond Dust, Health Shard, Recovers 75% of Max HP and SP for


King 3.0x 3.0x
Spirit Shard 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.

Advanced and Ultimate Persona


Acquiring your Advanced and especially your Ultimate persona isn’t easy. Your Basic persona will evolve into its
advanced form when the basic persona has learned all of its skills. (Typically around the levels of the 60 to 70 range).
When your persona evolves, it loses its old weakness and it is now immune to its previous resistance. The move set it
had prior to the evolution will stay, however, upon evolution, new moves can be learned. As for the Ultimate
Persona, it is acquired once your persona reaches a level of 99. It will then immediately learn a move unique to that
persona alone. So strive for the level ceiling, as you and your party will need it for the last couple of trials on your
journey.

Here’s an Example of Basic, Advanced and Ultimate Persona.

Persona: Lancelot (Basic)


Level 49
Weak to: Wind
Str against: Elec
Movepool: Mazionga, Fatal End, Blade of Fury, Regenerate 2, Power Charge, Elec Boost, Evade Wind, Counterstrike.

Persona: Artorius (Advanced)


Level 70
Immune to Elec
Movepool: Ziodyne, Maziodyne, Elec Amp, Power Charge, Vorpal Blade, Arms Master, Regenerate 3, Invigorate 3.

Persona: King Arthur


Level 99
Immune to: Elec, Light, Dark
Movepool: Maziodyne, Elec Amp, Power Charge, Vorpal Blade, Arms Master, Coat of Arms (Unique Skill), Invigorate 3
and Regenerate 3.

Experience Gain and Level Up.


Each time you win a battle, you'll gain Experience Points. Now, the amount of Experience Points you will get depends
on the number of enemies defeated, what level those enemies were etc. Then, as explained earlier, there are
bonuses you can get at the end of the battle if you did well for yourself that can increase the amount of experience
you earn. Every time your persona Levels up, you will get 3 Stat Points to distribute on your Persona's Stats. Those
stats are: Strength, Magic, Endurance, Agility and Luck.
Your Persona's Strength will determine how much damage you will deal with Physical moves. The Higher the better.
Your Persona's Magic will determine how much damage you will deal with Magical Attacks, Like Elemental and
Almighty spells. Dark and Light Spells aren't affected.
Your Persona's Endurance will determine your overall damage reduction to all kinds of attacks, except Light and Dark
attacks, as those are instant kill for the most part.
Your Persona's Agility determines 3 things: when you get to attack during battle, and your evasion against attacks
that aren't Light and Darkness-based, and your chance of successfully escaping a battle.
Your Persona's Luck determines 3 things: How often you get critical hits with Physical Moves during battle, Higher
money reward after you are victorious in battle, and it also increases your chance of finding rare items in Treasure
Chests.
Each time you level up, the experience you'll need for the next level up is always going to be double the amount you
required last level up.
Remember, you and your persona Level Up separately. Each time your character levels up, you will have a slight
increase in HP and SP.

Health Shards and Spirit Shards


This is the first mechanic in this RP which is completely new, and does not exist within the main games: Health and
Spirit Shards. These very special items will increase your Maximum HP and SP respectively by 10 points. It might not
sound like much, but even the slightest change in how much HP or SP you have can change the outcome of some
very difficult battles later on.

The Velvet Room


The Velvet Room is a location which you will visit quite frequently during your journey. You do not have the Wild Card
that previous visitors had, but the velvet room is still quite useful.

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

I. Treasure Chests always Spawn


X1,2 x1,0 Regain 2 SP every turn
Magician Enemies

II. Take a little more damage from


X1,2 X1,2 See Enemy Locations
Priestess Physical attacks

All Enemy Weaknesses are known


.III
X0,5 X0,5 from the start of each battle, except See Dungeon Layout
Empress
bosses.

Increased weakness to Ice, Wind and


.IV Emperor x1,5 X1,5 Chests spawn less frequently.
Fire, but Null Electricity.

Nulls both Light and Dark attacks, but


.V
X1,5 X1,5 makes you take double damage from Weaker enemies Spawn
Hierophant
Physical Attacks

Healing Spells are twice as effective,


.VI
X1,0 X1,7 but double damage is recieved from all Stronger Enemies Spawn
Lovers
sources.

Nulls Strike, Slash and Pierce, but


.VII lowers your resistances against Fire, Regenerate 10% HP after each
X1,7 X1,7
Chariot Ice, Wind and Electricity. You can only Floor.
use Physical Attacks.

.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

Doubles Damage Dealt With Wind, but


.X lowers your Resistance to Physical
X2,0 X0,5 Chests will only Contain Money.
Fortune Attacks. You will only find Coin Cards in
Shuffle Time.

.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

Makes you Null to Light and Dark


.XIII Attacks. Damage dealt and Recieved is HP and SP is Halved after each
X2,0 X2,0
Death Doubled. Cursed Cards replace normal battle.
Cards in Shuffle Time.

Nulls Damage from Fire, Wind, Ice and


.XIV Elec, but Lowers resistance against Regenerate 10% SP after each
X1,7 X1,7
Temperance Physical Attacks. You can only Use Fire, Floor.
Wind, Ice and Elec attacks.

.XV You will only find Sword Cards in Treasure Chests contain higher
X0,5 X0,5
Tower Shuffle Time. grade items than usual.

At the beginning of Battle, random


.XVI
X1,8 X0,2 Status Ailments are inflicted upon the No Effect.
Devil
party.

.XVII You always get Advantage when


X0.8 X0,8 No Effect
Star you engage an enemy.

.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?

The Dice Roll


Now the dices play a very important role in how battles work. You use a 10 sided die, which you roll for each hit. Now
remember, the diceroll for each move is different from eachother.
Physical Moves: Physical moves have varying accuracies. For simplicities sake, we use accuracy increments of 1
number on each dice. Let me give you some examples.
Let's say player 1 decides to use Sonic Punch on a Shadow. Now Sonic Punch has an accuracy of 90, which on our dice
translates that to any number above 0 is a hit. Say that we roll a 9 (Which is the highest you can get). The Result
would be a critical hit. When it comes to physical moves with regular crit ratio, the 9 is always critical, no matter
what.
Let's take another example, this time with a move that hits multiple times: Double Fangs.
Double fangs hit twice, with an accuracy of 90. Now that's not entirely true. Let's roll the dice, shall we. The first dice
roll lands on a 7, which means it's a hit. Now in order for the second attack to hit, you need to roll at least 5 or higher
on your second attack. If it's a move which can hit more than 2 times, the 3 rd hit requires you to roll a 7 or higher.
Hassou Tobi is an exception to this as in that if the first attack connects, they all will. At that point, you are just rolling
for criticals.
Physical Moves that hit multiple foes follow the same rules, except you roll for each affected target.
Magic moves always have an accuracy of 90. With Light and Darkness based attacks, just go with the percentage
given to you as your benchmark for your rolls.
Weapon attacks are a bit different. 9 = crit, 8-2 = hit, 1 = miss, and 0 = stumble.

Sukukaja and Sukunda


Both of these spells affect the dodge and hit chance of someone. Sukukaja increases hit/dodge chance by 1 stage
(aka, 1 one the dice.) Add 1 to whatever number you get that is below the lowest number for criticals. Sukunda
lowers whatever number you get by 1 unless it's a 9.

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.

Tarukaja, Tarunda, Rakukaja and Rakunda


These spells act as damage modifiers. Tarukaja increases damage dealt by 1.2 times the original damage. Rakukaja
lowers damage recieved by 0.8 times the original value. Tarunda Lowers damage dealt by 0.8 times the original value
and Rakunda increases damage taken by 1.2 times the original value.
Glossary over Skills
Physical (Single Target)
Skill Effect Power Acc. Crit. Cost
Cleave Inflicts a small amount of Physical damage on one enemy. 40 100 20 5% HP
Skewer Inflicts a small amount of Physical damage on one enemy. 50 85 20 5% HP
Bash Inflicts a small amount of Physical damage on one enemy. 35 100 20 6% HP
Sonic Punch Inflicts a small amount of Physical damage on one enemy. 70 90 25 8% HP
Single Shot Inflicts a small amount of Physical damage on one enemy. 95 90 25 9% HP
Double Inflicts a small amount of Physical damage twice on one
45 90 15 8% HP
Fangs enemy.
Poison Inflicts a small amount of Physical damage with a chance of
70 90 5 9% HP
Skewer Poison on one enemy.
Skull Inflicts a small amount of Physical damage with a chance of
70 90 5 9% HP
Cracker Confusion on one enemy.
Hysterical Inflicts a small amount of Physical damage twice with a
70 90 5 9% HP
Slap chance of Rage on one enemy.
Inflicts a small amount of Physical damage with a chance of
Muzzle Shot 70 90 5 9% HP
Silence on one enemy.
Arm Inflicts a small amount of Physical damage twice with a
80 90 5 9% HP
Chopper chance of Fear on one enemy.
10%
Assault Dive Inflicts a small amount of Physical damage on one enemy. 140 90 20
HP
Inflicts a small amount of Physical damage up to three times 10%
Kill Rush 90 90 10
on one enemy. HP
Inflicts a small amount of Physical damage twice on one 10%
Twin Shot 110 90 10
enemy. HP
Inflicts a small amount of Physical damage with a chance of 10%
Cell Breaker 130 90 5
Enervation on one enemy. HP
Inflicts a small amount of Physical damage up to three times 12%
Brain Shake 140 100 5
with a chance of Exhaustion on one enemy. HP
Inflicts a moderate amount of Physical damage on one 14%
Fatal End 200 90 20
enemy. HP
Inflicts a moderate amount of Physical damage on one 14%
Power Slash 200 80 25
enemy. HP
Inflicts a moderate amount of Physical damage on one 16%
Black Spot 220 80 25
enemy. HP
Inflicts a moderate amount of Physical damage on one 12%
Cruel Attack 220 90 35
enemy with even greater power on Downed enemies. HP
Mighty Inflicts a moderate amount of Physical damage on one 14%
240 90 30
Swing enemy. HP
Inflicts a moderate amount of Physical damage two to three 12%
Torrent Shot 90 90 8
times on one enemy. HP
Poison Inflicts a moderate amount of Physical damage with a 250 85 5 14%
Arrow chance of Poison on one enemy. HP
16%
Gigantic Fist Inflicts a large amount of Physical damage on one enemy. 250 90 25
HP
Tempest Inflicts a large amount of Physical damage up to twice on 15%
160 85 10
Slash one enemy. HP
Inflicts a large amount of Physical damage on one enemy 12%
Vile Assault 340 95 5
with double the power on Downed enemies. HP
Heaven's 19%
Inflicts a large amount of Physical damage on one enemy. 260 90 30
Blade HP
20%
Rainy Death Inflicts a large amount of Physical damage on one enemy. 355 85 35
HP
22%
Brave Blade Inflicts a severe amount of Physical damage on one enemy. 500 90 20
HP
20%
God's Hand Inflicts a severe amount of Physical damage on one enemy. 650 90 15
HP
22%
Primal Force Inflicts a severe amount of Physical damage on one enemy. 800 90 25
HP
Physical Multiple Targets
Skill Effect Power Acc. Crit. Cost
Inflicts a small amount of Physical damage up to twice on 12%
Swift Strike 110 80 5
all enemies. HP
12%
Gale Slash Inflicts a small amount of Physical damage on all enemies. 150 85 5
HP
Inflicts a small amount of Physical damage up to three 12%
Rampage 90 75 5
times on all enemies. HP
Herculean Inflicts a moderate amount of Physical damage on all 16%
180 80 5
Strike enemies. HP
Inflicts a moderate amount of Physical damage with a 14%
Mind Slice 180 80 5
chance of Confusion on all enemies. HP
Inflicts a moderate amount of Physical damage with a 14%
Crazy Chain 180 80 5
chance of Rage on all enemies. HP
Inflicts a moderate amount of Physical damage with a 14%
Seal Bomb 180 80 5
chance of Silence on all enemies. HP
Inflicts a moderate amount of Physical damage with a 16%
Atom Smasher 100 80 5
chance of Fear on all enemies. HP
Inflicts a moderate amount of Physical damage on all 16%
Heat Wave 250 75 5
enemies. HP
Inflicts a moderate amount of Physical damage two to four 18%
Blade of Fury 100 90 5
times on all enemies. HP
Inflicts a moderate amount of Physical damage with a 16%
Mustard Bomb 200 80 5
chance of Enervation on all enemies. HP
Inflicts a moderate amount of Physical damage with a 18%
Navas Nebula 200 80 5
chance of Exhaustion on all enemies. HP
20%
Deathbound Inflicts a large amount of Physical damage on all enemies. 290 80 5
HP
Inflicts a large amount of Physical damage twice on all 18%
Arrow Rain 160 75 5
enemies. HP
18%
Vicious Strike Inflicts a large amount of Physical damage on all enemies. 280 90 5
HP
Inflicts a moderate amount of Physical damage up to three 18%
Aeon Rain 140 75 5
times on all enemies. HP
Inflicts a large amount of Physical damage with a chance 16%
Virus Wave 180 80 5
of Poison on all enemies. HP
Inflicts a large amount of Physical damage up to twice on 18%
Akasha Arts 260 80 5
all enemies. HP
Inflicts a large amount of Physical damage up to three 22%
Myriad Arrows 150 85 5
times on all enemies. HP
Inflicts a large amount of Physical damage up to three 24%
Agneyastra 240 75 5
times on all enemies. HP
Inflicts a large amount of Physical damage with a chance 16%
Blight 260 80 5
of Poison on all enemies. HP
25%
Vorpal Blade Inflicts a large amount of Physical damage on all enemies. 400 80 5
HP
Inflicts a small amount of Physical damage eight times on 25%
Hassou Tobi 120 75 5
all enemies. HP
Inflicts a severe amount of Physical damage with a high 25%
Pralaya 800 80 5
chance of instant death on all enemies. HP
Magic
Fire
Skill Effect Power Acc. Cost
Agi Inflicts a small amount of Fire damage on one enemy. 80 98 4 SP
Maragi Inflicts a small amount of Fire damage on all enemies. 80 95 10 SP
Agilao Inflicts a moderate amount of Fire damage on one enemy. 200 98 8 SP
Maragion Inflicts a moderate amount of Fire damage on all enemies. 200 95 16 SP
Agidyne Inflicts a large amount of Fire damage on one enemy. 320 98 12 SP
Maragidyne Inflicts a large amount of Fire damage on all enemies. 320 95 22 SP
Ragnarok Inflicts a severe amount of Fire damage on one enemy. 400 98 48 SP

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

Tentarafoo 30% chance of inflicting the Confusion ailment on all enemies. 12 SP

Poisma 40% chance of inflicting the Poison ailment on one enemy. 5 SP


Poison Mist 30% chance of inflicting the Poison ailment on all enemies. 12 SP
Balzac 40% chance of inflicting the Rage ailment on one enemy. 5 SP
Valiant Dance 30% chance of inflicting the Rage ailment on all enemies. 12 SP
Makajam 40% chance of inflicting the Silence ailment on one enemy. 5 SP
Foolish Whisper 30% chance of inflicting the Silence ailment on all enemies. 12 SP
Soul Break 40% chance of inflicting the Exhaustion ailment on one enemy. 5 SP
Anima Freeze 30% chance of inflicting the Exhaustion ailment on all enemies. 12 SP
Enervation 40% chance of inflicting the Enervation ailment on one enemy. 5 SP
Old One 30% chance of inflicting the Enervation ailment on all enemies. 12 SP
Instantly kills all targets who are suffering from the Fear ailment
Ghastly Wail 15 SP
(unavoidable).

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.

S-ar putea să vă placă și