Fabula Ultima

Enchantments

Qualities

Special properties for weapons and armor.

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Qualities

176 entries

Absorbing

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Absorbing (Air)

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You Absorb air damage.

Absorbing (Bolt)

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You Absorb bolt damage.

Absorbing (Dark)

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You Absorb dark damage.

Absorbing (Earth)

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You Absorb earth damage.

Absorbing (Fire)

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You Absorb fire damage.

Absorbing (Ice)

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You Absorb ice damage.

Absorbing (Light)

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You Absorb light damage.

Absorbing (Poison)

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You Absorb poison damage.

Accuracy Up

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You gain a +1 bonus to your Accuracy Checks.

Alchemist

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Potions you create with your Inventory Points deal 5 extra damage and restore an extra .

Amulet

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You gain a +1 bonus to Magic Defense.

Antistatus (Dazed)

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You are immune to dazed status effect.

Antistatus (Enraged)

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You are immune to enraged status effect.

Antistatus (Poisoned)

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You are immune to poisoned status effect.

Antistatus (Shaken)

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You are immune to shaken status effect.

Antistatus (Slow)

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You are immune to slow status effect.

Antistatus (Weak)

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You are immune to weak status effect.

Assassin

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Deals 5 Extra damage to targets who are in Crisis .

Bond Boost

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As long as you have at least two Bonds of (choose bond type) , you gain a +1 bonus to both your Defense and Magic Defense.

Bulwark

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You gain a +1 bonus to Defense.

Challenger

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Deals 1 extra damage per status effect you have.

Check

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Crisis Shock (Dazed)

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After a creature deals damage to you, if you are in Crisis , you may have that creature suffer .

Crisis Shock (Shaken)

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After a creature deals damage to you, if you are in Crisis , you may have that creature suffer .

Crisis Shock (Slow)

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After a creature deals damage to you, if you are in Crisis , you may have that creature suffer .

Crisis Shock (Weak)

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After a creature deals damage to you, if you are in Crisis , you may have that creature suffer .

Damage Change

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All damage dealt by your weapons, spells, and Skills becomes of a specific type.

Damage Change

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Damage Change (Air)

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All damage dealt by your weapons, spells, and Skills becomes air damage type.

Damage Change (Bolt)

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All damage dealt by your weapons, spells, and Skills becomes bolt damage type.

Damage Change (Dark)

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All damage dealt by your weapons, spells, and Skills becomes dark damage type.

Damage Change (Earth)

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All damage dealt by your weapons, spells, and Skills becomes earth damage type.

Damage Change (Fire)

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All damage dealt by your weapons, spells, and Skills becomes fire damage type.

Damage Change (Ice)

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All damage dealt by your weapons, spells, and Skills becomes ice damage type.

Damage Change (Light)

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All damage dealt by your weapons, spells, and Skills becomes light damage type.

Damage Change (Physical)

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All damage dealt by your weapons, spells, and Skills becomes physical damage type.

Damage Change (Poison)

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All damage dealt by your weapons, spells, and Skills becomes poison damage type.

Damage Change (Untyped)

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All damage dealt by your weapons, spells, and Skills becomes untyped damage type.

Deaththrow

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Deals 5 extra damage if you are in Crisis.

Defensive

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Desperado

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When you use the Barrage Skill (see Sharpshooter Class, Core Rulebook page 205 ), the MP cost is halved.

Disenchanting

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When you hit a creature with this weapon, if the attack had a single target, you may choose a single spell with a duration of "Scene" affecting the target and end its effects on that creature.

Dual Hunter

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The weapon deals 5 extra damage to creatures belonging to one of two particular Species. The weapon deals 5 extra damage to creatures belonging to one of two particular Species. The weapon deals 5 extra damage to creatures belonging to one

Dual Immunity

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You have Immunity to (choose two damage types other than physical) damage.

Dual Resistance

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You have Resistance to two damage types (not physical damage).

Effects

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Elemental Bath

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You Absorb (choose one damage type, not physical) but have Vulnerability to (choose one damage types, not physical) damage.

Encouraging

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When you hit one or more creatures with this weapon, you may recover .

Envious

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When you hit one or more creatures with this weapon if you have at least one Bond of inferiority , you may recover .

Exhausting

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Damage dealt by this weapon reduces the target's Mind Points instead of their Hit Points . If the target's Mind Points reach 0, any excess damage is applied to their Hit Points as normal.

Expansive

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You are treated as having a (choose one weapon category) weapon equipped for the sake of Skills that require it.

Extra M. Healing

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Spells you cast whose effects restore Hit Points will restore an extra .

Fabulous

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When you roll a critical success , you may spend that opportunity to gain .

Flowing

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After you reduce a creature's Hit Points to 0 with this weapon, you may immediately perform a dance with a duration of “Instantaneous” among those you have learned (see Atlas High Fantasy , page 144 ); the MP cost of a dance performed this

Friendly

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As long as you have at least three Bonds of loyalty or affection , you gain a +1 bonus to Defense and Magic Defense.

Grounding

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When you hit a flying target with this weapon, you may force that target to land immediately.

Healing Up

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Spells you cast whose effects restore Hit Points will restore an extra .

Health Absorbtion

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When you hit one or more creatures with this weapon, you may recover .

Heroic

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Critical successes rolled on Accuracy Checks and Magic Checks for attacks and Offensive spells that include you among their targets do not generate opportunities .

Hounding

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You gain a +2 bonus to Accuracy Checks and Magic Checks against enraged targets.

Hunter

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The weapon deals 5 extra damage to creatures of a particular Species .

Immunity

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Immunity (Air)

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You have Immunity to air damage.

Immunity (Bolt)

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You have Immunity to bolt damage.

Immunity (Dark)

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You have Immunity to dark damage.

Immunity (Earth)

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You have Immunity to earth damage.

Immunity (Fire)

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You have Immunity to fire damage.

Immunity (Ice)

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You have Immunity to ice damage.

Immunity (Light)

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You have Immunity to light damage.

Immunity (Poison)

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You have Immunity to poison damage.

Initiative Up

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You gain a +4 bonus to your Initiative modifier.

Killer

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If you roll a critical success on an Accuracy Check with this weapon, you may spend that opportunity to deal 10 extra damage.

Lesser Accuracy Up (Arcane)

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You gain a +1 bonus to Accuracy Checks with the arcane weapon category).

Lesser Accuracy Up (Bow)

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You gain a +1 bonus to Accuracy Checks with the bow weapon category).

Lesser Accuracy Up (Brawling)

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You gain a +1 bonus to Accuracy Checks with the brawling weapon category).

Lesser Accuracy Up (Dagger)

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You gain a +1 bonus to Accuracy Checks with the dagger weapon category).

Lesser Accuracy Up (Firearm)

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You gain a +1 bonus to Accuracy Checks with the firearm weapon category).

Lesser Accuracy Up (Flail)

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You gain a +1 bonus to Accuracy Checks with the flail weapon category).

Lesser Accuracy Up (Heavy)

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You gain a +1 bonus to Accuracy Checks with the heavy weapon category).

Lesser Accuracy Up (Spear)

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You gain a +1 bonus to Accuracy Checks with the spear weapon category).

Lesser Accuracy Up (Sword)

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You gain a +1 bonus to Accuracy Checks with the sword weapon category).

Lesser Accuracy Up (Thrown)

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You gain a +1 bonus to Accuracy Checks with the thrown weapon category).

Lesser Perfect Health

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As long as you are in Crisis , you are immune to all status effects.

Lesser Weapon Up (Arcane)

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Your attacks with arcane weapons deal 5 extra damage.

Lesser Weapon Up (Bow)

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Your attacks with bow weapons deal 5 extra damage.

Lesser Weapon Up (Brawling)

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Your attacks with brawling weapons deal 5 extra damage.

Lesser Weapon Up (Firearm)

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Your attacks with firearm weapons deal 5 extra damage.

Lesser Weapon Up (Flail)

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Your attacks with flail weapons deal 5 extra damage.

Lesser Weapon Up (Heavy)

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Your attacks with heavy weapons deal 5 extra damage.

Lesser Weapon Up (Spear)

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Your attacks with spear weapons deal 5 extra damage.

Lesser Weapon Up (Sword)

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Your attacks with sword weapons deal 5 extra damage.

Lesser Weapon Up (Thrown)

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Your attacks with thrown weapons deal 5 extra damage.

Looting

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When you reduce a creature to 0 Hit Points with this weapon, you may immediately recover .

M. Status (Dazed)

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When you hit one or more creatures with an offensive spell, each of them suffers .

M. Status (Shaken)

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When you hit one or more creatures with an offensive spell, each of them suffers .

M. Status (Slow)

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When you hit one or more creatures with an offensive spell, each of them suffers .

M. Status (Weak)

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When you hit one or more creatures with an offensive spell, each of them suffers .

M. Status Plus (Enraged)

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When you hit one or more creatures with an offensive spell, each of them suffers .

M. Status Plus (Poisoned)

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When you hit one or more creatures with an offensive spell, each of them suffers .

Magic Up

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You gain a +1 bonus to your Magic Checks.

Magical

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The weapon targets Magic Defense instead of Defense.

Mastered

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Deals 2 extra damage for each Class you have mastered.

Meditative

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Whenever you recover Mind Points, you recover an extra .

Melee Weapon Up

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Your attacks with melee weapons deal 5 extra damage.

Mind Drain

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Whenever you hit one or more creatures with this weapon, each of them loses .

Minstrel

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When you attack with this weapon using the Vibrato Skill (see Atlas High Fantasy , page 137 ), all damage dealt by the attack becomes of the same type as the 【key type】 of the last verse you sang.

Multi

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Attacks with the weapon have multi (2) .

Multi Accuracy

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When you perform an attack with multi , you gain a +2 bonus to your accuracy check.

Multi Plus

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Attacks with this weapon have multi (3) .

Offensive

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Omnishield

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You gain a +1 bonus Magic Defense and Defense.

Onion

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Increase your maximum Hit Points and Maximum Mind Points by 2 for each different Class you have.

Opposing

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You gain a +2 bonus to Opposed checks that rely on (choose one attribute) .

Perfect Health

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You are immune to all status effects.

Piercing

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Damage dealt by the weapon ignores Resistances.

Piercing Plus

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Damage dealt by this weapon ignore Immunities.

Piercing Spell

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Damage dealt by spells you cast with a total MP cost equal to or lower than 20 ignores Immunities and Resistances.

Protection from Species

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You gain +2 Magic Defense and +2 bonus to opposed checks against a particular Species.

Punishing (Enraged)

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Deals 5 extra damage to enraged targets.

Punishing (Poisoned)

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Deals 5 extra damage to poisoned targets.

Punishing (Shaken)

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Deals 5 extra damage to shaken targets.

Punishing (Slow)

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Deals 5 extra damage to slow targets.

Punishing (Weak)

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Deals 5 extra damage to weak targets.

Ranged Weapon Up

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Your attacks with ranged weapons deal 5 extra damage.

Reaching

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This weapon can target flying creatures.

Resistance

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Resistance (Air)

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You have Resistance to air damage type.

Resistance (Bolt)

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You have Resistance to bolt damage type.

Resistance (Dark)

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You have Resistance to dark damage type.

Resistance (Earth)

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You have Resistance to earth damage type.

Resistance (Fire)

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You have Resistance to fire damage type.

Resistance (Ice)

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You have Resistance to ice damage type.

Resistance (Light)

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You have Resistance to light damage type.

Resistance (Poison)

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You have Resistance to poison damage type.

Resource

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Rookie

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When you roll a fumble , if you have less than 10 Experience Points, you may immediately gain .

Servant (HP)

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When a potion or magisphere created with your Inventory Points restores Hit Points, it restores an extra .

Servant (MP)

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When a potion or magisphere created with your Inventory Points restores Mind Points, it restores an extra .

Skill

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Specialized

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You have Immunity to (choose two damage types other than physical) damage, but Vulnerability to (choose one damage type) damage.

Spell Boost

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Spells you cast deal 5 extra damage.

Spell Up

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Spells you cast deal 5 extra damage.

Stat Up (DEX)

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As long as you have this armor equipped, you treat your Dexterity as if it were one die size higher (up to a maximum of d12 ).

Stat Up (INS)

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As long as you have this armor equipped, you treat your Insight as if it were one die size higher (up to a maximum of d12 ).

Stat Up (MIG)

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As long as you have this armor equipped, you treat your Might as if it were one die size higher (up to a maximum of d12 ).

Stat Up (WLP)

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As long as you have this armor equipped, you treat your Willpower as if it were one die size higher (up to a maximum of d12 ).

Status

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Status (Dazed)

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Each target hit by the weapon suffers .

Status (Shaken)

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Each target hit by the weapon suffers .

Status (Slow)

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Each target hit by the weapon suffers .

Status (Weak)

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Each target hit by the weapon suffers .

Status Pierce (Dazed)

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All damage you deal to dazed creatures ignores Resistances.

Status Pierce (Enraged)

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All damage you deal to enraged creatures ignores Resistances.

Status Pierce (Poisoned)

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All damage you deal to poisoned creatures ignores Resistances.

Status Pierce (Shaken)

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All damage you deal to shaken creatures ignores Resistances.

Status Pierce (Slow)

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All damage you deal to slow creatures ignores Resistances.

Status Pierce (Weak)

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All damage you deal to weak creatures ignores Resistances.

Status Plus (Enraged)

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Each Target hit by the weapon suffers .

Status Plus (Poisoned)

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Each Target hit by the weapon suffers .

Swordbreaker

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Have Resistance to physical damage.

Unburdened

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Deals extra damage equal to the difference between your current and maximum Inventory Points .

Valkyrie

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When you cast the Soaring Strike spell (see Elementalist Class, Core Rulebook page 189 ), the MP cost is halved.

Vengeful

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Deals 5 extra damage to targets you have a Bond of Hatred towards.

Vengeful (Air)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Bolt)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Dark)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Earth)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Fire)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Ice)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Light)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Physical)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vengeful (Poison)

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After a creature hits you with a melee attack, you deal damage to that creature (after the attack has been resolved).

Vitality Up

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Whenever you recover Hit Points, you recover an extra .

Wanderer

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When your group makes a discovery while traveling, you may immediately gain .

Warding

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When reduced to 0 Hit Points, you may instead choose to resist with exactly . If you do, the ring breaks (costs 2000 zenit to repair).