Показаны сообщения с ярлыком Passive Abilities. Показать все сообщения
Показаны сообщения с ярлыком Passive Abilities. Показать все сообщения

вторник, 18 мая 2010 г.

Passive Abilities

Accessory Effects

Name

Description

HP

Increases max HP by X

Strength

Increases Strength by X

Magic

Increases Magic by X

Resist Fire

Increases fire resistance by X%

Resist Lightning

Increases lightning resistance by X%

Resist Ice

Increases ice resistance by X%

Resist Water

Increases water resistance by X%

Resist Earth

Increases earth resistance by X%

Resist Wind

Increases wind resistance by X%

Resist Physical

Increases physical resistance by X%

Resist Magic

Increases magic resistance by X%

Resist Damage

Increases both physical and magic resistance by X%

Resist Deprotect

Increases Deprotect resistance by X%

Resist Deshell

Increases Deshell resistance by X%

Resist Debravery

Increases Debravery resistance by X%

Resist Defaith

Increases Defaith resistance by X%

Resist Slow

Increases Slow resistance by X%

Resist Poison

Increases Poison resistance by X%

Resist Weak

Increases Weak resistance by X%

Resist Curse

Increases Curse resistance by X%

Resist Pain

Increases Pain resistance by X%

Resist Fog

Increases Fog resistance by X%

Resist Daze

Increases Daze resistance by X%

Resist Death

Increases Death resistance by X%

Critical: Protect

Casts Protect when HP is low. Functions only once per battle

Auto-Protect

Casts Protect at the start of battle

Critical: Shell

Casts Shell when HP is low. Functions only once per battle

Auto-Shell

Casts Shell at the start of battle

Critical: Veil

Casts Veil when HP is low. Functions only once per battle

Auto-Veil

Casts Veil at the start of battle

Critical: Bravery

Casts Bravery when HP is low. Functions only once per battle

Auto-Bravery

Casts Bravery at the start of battle

Critical: Faith

Casts Faith when HP is low. Functions only once per battle

Auto-Faith

Casts Faith at the start of battle

Critical: Vigilance

Casts Vigilance when HP is low. Functions only once per battle

Auto-Vigilance

Casts Vigilance at the start of battle

Critical: Barfire

Casts Barfire when HP is low. Functions only once per battle

Auto-Barfire

Casts Barfire at the start of battle

Critical: Barfrost

Casts Barfrost when HP is low. Functions only once per battle

Auto-Barfrost

Casts Barfrost at the start of battle

Critical: Barthunder

Casts Barthunder when HP is low. Functions only once per battle

Auto-Barthunder

Casts Barthunder at the start of battle

Critical: Barwater

Casts Barwater when HP is low. Functions only once per battle

Auto-Barwater

Casts Barwater at the start of battle

Critical: Haste

Casts Haste when HP is low. Functions only once per battle

Auto-Haste

Casts Haste at the start of battle

Critical: Tetradefense

Casts Protect, Shell, Veil and Vigilance the first time HP is low

Auto-Tetradefense

Casts Protect, Shell, Veil and Vigilance at the start of battle

CP: x2

Double the CP awarded after battles

Improved Potions

Double the restorative effect of Potions

ATB Advantage

Charges a single ATB gauge segment prior to battle

First Strike

ATB gauge is fully charged at the start of battle

Improved Evasion

enhances Evade auto-ability

Time Extension

grants more Target Time for battles

Victory: TP Charge

improves TP gain from winning battle

Shroud Scavenger

Increases the odds of obtaining shrouds after battle

Item Scavenger

Increases the odds of obtaining items after battles

Item Collector

Increases the odds of obtaining rare items after battles

Kill: Libra

provides information from a defeated enemy

Kill: ATB Charge

Restores a small amount of ATB gauge each time an enemy is defeated

Kill: TP Charge

Restores a small amount of TP each time an enemy is defeated

Resist Elements

Increases all elemental resistances by X%

Rapid Recovery

Reduces duration of status ailments on character

Resilience +20%

20% resistance to all negative statuses

Resilience +25%

25% resistance to all negative statuses

Uncapped Damage

Raises the damage cap from 99,999 to 999,999

Random: Fire Eater

Occasionally absorbs fire damage as HP

Random: Ice Eater

Occasionally absorbs ice damage as HP

Random: Lightning Eater

Occasionally absorbs lightning damage as HP

Random: Water Eater

Occasionally absorbs water damage as HP

Random: Wind Eater

Occasionally absorbs wind damage as HP

Random: Earth Eater

Occasionally absorbs earth damage as HP

Random: Nullify Damage

Occasionally reduces damage to 0

Weapon Effects

Name

Description

Attack: ATB Charge

Very slightly recharges ATB gauge each time an enemy is attacked

Attack: ATB Charge II

Recharges ATB gauge each time an enemy is attacked

Improved Raise

Slightly boosts HP restored to allies by Raise

Improved Raise II

Boosts HP restored to allies by Raise

Leadenstrike

Improves damage but ATB charges ~70% slower

Ironstrike

Improves damage but ATB charges ~50% slower

Stagger Lock

Prevents staggering of enemies

Quick Stagger

Staggers enemies at a nearly full gauge (~90%)

Stagger: TP Charge

regain small amount of TP when staggering an enemy

Stagger: TP Charge II

regain TP when staggering an enemy

Chain Bonus Boost

Slightly boosts chain bonus from attacks

Chain Bonus Boost II

Boosts chain bonus from attacks

Improved Cure

Slightly enhances the restorative effects of Cure spells

Improved Cure II

Enhances the restorative effects of Cure spells

Ally KO: Power Surge

boosts Attack and Magic while an ally is KOed; double if both allies are KOed

Ally KO: Power Surge II

boosts Attack and Magic while an ally is KOed; double if both allies are KOed

Critical: Power Surge

boosts Attack and Magic while HP-Critical

Critical: Power Surge II

boosts Attack and Magic while HP-Critical

Improved Debuffing

Slightly boosts the success rate of debuffing abilities

Improved Debuffing II

Boosts the success rate of debuffing abilities

ATB +1

Adds 1 segment to ATB

Improved Guard

Slightly enhances the effectiveness of Mediguard and Steelguard

Improved Guard II

Enhances the effectiveness of Mediguard and Steelguard

Improved Ward

Slightly enhances the effectiveness of "Ward" abilities

Improved Ward II

Enhances the effectiveness of "Ward" abilities

Improved Counter

Slightly enhances the effectiveness of Counter abilities

Improved Counter II

Enhances the effectiveness of Counter abilities

Critical: Shield

Slightly boosts physical and magic resistance when HP is low

Critical: Shield II

Boosts physical and magic resistance when HP is low

Defense Maintenance

Slightly extends the duration of defensive buffs

Defense Maintenance II

Extends the duration of defensive buffs

Improved Debilitation

Slightly boosts the success rate of debilitation abilities

Improved Debilitation II

Boosts the success rate of debilitation abilities

Augment Maintenance

Slightly extends the duration of offensive buffs

Augment Maintenance II

Extends the duration of offensive buffs

Stagger Maintenance

Slightly extends the duration for which enemies remain staggered

Stagger Maintenance II

Extends the duration for which enemies remain staggered

Enfeeblement

Greatly weakens physical attacks

Hindrance

Weakens physical attacks

Stifled Magic

Greatly weakens magical attacks

Fettered Magic

Weakens magical attacks

Paper Tiger

Greatly reduces maximum HP (~40%)

Silk Tiger

Reduces maximum HP (~70%)

Synthesis Effects

Name

Description

Physical Wall

Take X less physical damage

Magic Wall

Take X less magical damage

Damage Wall

Take X less damage

High HP: Power Surge

Increases damage dealt to enemies when HP is 90% or above

Low HP: Power Surge

Increases damage dealt to enemies when HP is below 10%

Ethereal Mantle

Immune to physical damage but can only be healed by items or Eidolons.

Magic Damper

Immune to magical damage but can only be healed by items or Eidolons.

Affinity

Enhances elemental damage (Fire Affinity boosts fire etc.)

ATB Rate

Increases the rate at which the ATB gauge charges by X%

Buff Duration

extends positive status duration by X%

Vampiric Strike

absorb a small amount of damage weapon inflicts

Random: Instant Chain

0.5% chance of instantly raising the chain bonus up to the stagger limit with each hit; will not stagger the target, but the next attack will send the opponent into stagger status. Will not work on enemies over level 49. (e.g. all bosses are above level 49).

Gestalt/TP Boost

Improves charging of TP and Gestalt gauges.