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Conjurer Curios

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Weapon SP Rng. Mt.
Conjurer CuriosEffective against armored foes. Grants Atk+3. If it is an odd-numbered turn or if foe's HP < 100% at start of combat grants Atk/Spd/Def/Res+4 to unit during combat. 400 1 16
Weapon Upgrades
Weapons HP SP Rng. Mt.
Conjurer Curios (+Eff) Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and reduces damage from foe's first attack by X%. (If foe can make a follow-up attack, X = 60; otherwise, X = 30.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, inflicts penalty on foe's Atk/Def during combat = 10% of unit's Atk at start of combat, and restores 7 HP to unit after combat. +3 400 1 16
Inheritable Restrictions?

No

  • Non-Inheritable skill.

Units with Skill