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 |
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?