Inventory
Items you may consume/use in battle.
None.
None.
Items collected from you foes that may be used in quests and synthesis.
None.
None.
Items that you may slot to your characters in exchange for what is already equipped.
Weapons
None.
Armors
None.
Accessories
None.
Others
None.
Weapons
None.
Armors
None.
Accessories
None.
Others
None.
Items of importance.
Map of Pereas (It's really just a tattered and faded piece of paper. Is that even legible?)
– – – – –
Gold: None.
Achievement Points: None.
Map of Pereas (It's really just a tattered and faded piece of paper. Is that even legible?)
– – – – –
Gold: None.
Achievement Points: None.
All of the locations you have visited
None.
None.
Current Battle Info
The information you have on the enemies for the upcoming fight.
None.
None.
The information you have on the neutral units for the upcoming fight.
None.
None.
Other Valuable Information
Basic info on all enemies encountered so far...
Humanoid
None.
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
– – – – –
[Name] (Location: /Number Defeated: /Gold: /Items: )
***Drop Rate:
50% Common
25% Uncommon
10% Rare
5% Super Rare
1% Impossibly Rare
Humanoid
None.
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
– – – – –
[Name] (Location: /Number Defeated: /Gold: /Items: )
***Drop Rate:
50% Common
25% Uncommon
10% Rare
5% Super Rare
1% Impossibly Rare
All of the status effects seen so far...
Positive
Bravery - ATK is increased by x1.5 for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Covered - Damage is taken by a Covering ally.
Covering - Afflicted takes damage for an ally.
Faith - INT is increased by x1.5 for 3 turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over Water cells and other usually impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.
Immune - Afflicted becomes immune to negative status effects for 3 turns.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.
Protect - Reduces all PHYSICAL damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all MAGICAL damage taken by 50% for 3 turns.
Veil - Increases Evasion Rate by 50% for 3 turns.
Negative
Accessory Break – Afflicted loses all bonuses/effects linked to their first accessory for 3 turns. Can stack if applicable.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Armor Break – Afflicted loses all bonuses/effects linked to their armor for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Bleeding - Afflicted loses 8% Max HP per turn for 3 turns.
Blind - Attacks have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 8% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies. Charm only affects the opposite gender of the inflicter.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.
Deep Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon repetitive physical attacks in a single turn.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Fear - Afflicted is unable to move or act for 3 turns. Is cured upon being attacked by any means.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 8% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action for 3 turns.
Peril – An automatic status placed on a character when HP reaches 5% or less and remains on the character until the HP of the afflicted is higher than 5% of its Max HP.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 8% Max HP per turn for 5 turns and regenerates health of the inflictor by the amount of damage dealt to the inflicted per turn.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Burn - Afflicted takes 16% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Severe Poison - Afflicted takes 16% Max HP damage per turn for 2 turns.
Shrink - All PHYSICAL attacks deal 1 Dmg and all PHYSICAL damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based skills.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack. Progresses to Deep Sleep.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns. Movement is halved.
Stasis - Afflicted is unable to move or act for a short period of time, usually just 1-2 turns.
Stop - All Player Phases are skipped for the afflicted character for 5 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Max HP of the afflicted is reduced by 15% for 3 turns.
Weapon Break – Afflicted loses all bonuses/effects linked to their armor for 3 turns. Weapon-based skills become unsuable while afflicted.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Positive
Bravery - ATK is increased by x1.5 for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Covered - Damage is taken by a Covering ally.
Covering - Afflicted takes damage for an ally.
Faith - INT is increased by x1.5 for 3 turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over Water cells and other usually impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.
Immune - Afflicted becomes immune to negative status effects for 3 turns.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.
Protect - Reduces all PHYSICAL damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all MAGICAL damage taken by 50% for 3 turns.
Veil - Increases Evasion Rate by 50% for 3 turns.
Negative
Accessory Break – Afflicted loses all bonuses/effects linked to their first accessory for 3 turns. Can stack if applicable.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Armor Break – Afflicted loses all bonuses/effects linked to their armor for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Bleeding - Afflicted loses 8% Max HP per turn for 3 turns.
Blind - Attacks have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 8% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies. Charm only affects the opposite gender of the inflicter.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.
Deep Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon repetitive physical attacks in a single turn.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Fear - Afflicted is unable to move or act for 3 turns. Is cured upon being attacked by any means.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 8% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action for 3 turns.
Peril – An automatic status placed on a character when HP reaches 5% or less and remains on the character until the HP of the afflicted is higher than 5% of its Max HP.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 8% Max HP per turn for 5 turns and regenerates health of the inflictor by the amount of damage dealt to the inflicted per turn.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Burn - Afflicted takes 16% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Severe Poison - Afflicted takes 16% Max HP damage per turn for 2 turns.
Shrink - All PHYSICAL attacks deal 1 Dmg and all PHYSICAL damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based skills.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack. Progresses to Deep Sleep.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns. Movement is halved.
Stasis - Afflicted is unable to move or act for a short period of time, usually just 1-2 turns.
Stop - All Player Phases are skipped for the afflicted character for 5 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Max HP of the afflicted is reduced by 15% for 3 turns.
Weapon Break – Afflicted loses all bonuses/effects linked to their armor for 3 turns. Weapon-based skills become unsuable while afflicted.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.