Post by Altima on Feb 1, 2019 23:35:13 GMT -5
Reward Type: Passive Ability Upgrade
Cost 100 Munny (Provided by Alma via this Munny Transfer.)
Location: Communion (Passive)
Reward: An enemy no longer has to already be defeated for Communion to take effect. Altima can now passively drain the aether from a living target as well, so long as physical contact is maintained.
New Description: When in direct physical contact with an opponent, the user can sap them of their aether, inducing a variety of symptoms ranging from minor fatigue to extreme weakness. The severity of these symptoms varies widely depending on the general health of the target and the duration of the contact. Extensive exposure to this drain effect can result in serious, and sometimes dire effects. Doing this will also reinvigorate the user and restore a wounded body to a degree which varies depending on the traits of the victim and the severity of the drain.
In regulated use, every actions' worth of time spent in contact with a target will give them one unit of Sapped. These last until treated, and accumulate repeatedly. Obtaining a certain number of these units will cause varying severities of Aether Sickness. Noncorporeal targets, such as ghosts, Heartless, Primals and summoned creatures/objects are vulnerable to this effect, and will accumulate it at a doubled rate. Victims will share their Aether Sickness with any summoned creatures or objects they create. Every stack of Sapped will also heal the user for one tier of damage upon application.
During combat, victims of Aether Sickness can be relieved of it by taking magic damage. Every two tiers of magic damage taken will relieve one stack of Sapped. The effects of healing spells can also contribute to recovery, but cleansing spells like Esuna are ineffective.
Cost 100 Munny (Provided by Alma via this Munny Transfer.)
Location: Communion (Passive)
Reward: An enemy no longer has to already be defeated for Communion to take effect. Altima can now passively drain the aether from a living target as well, so long as physical contact is maintained.
New Description: When in direct physical contact with an opponent, the user can sap them of their aether, inducing a variety of symptoms ranging from minor fatigue to extreme weakness. The severity of these symptoms varies widely depending on the general health of the target and the duration of the contact. Extensive exposure to this drain effect can result in serious, and sometimes dire effects. Doing this will also reinvigorate the user and restore a wounded body to a degree which varies depending on the traits of the victim and the severity of the drain.
In regulated use, every actions' worth of time spent in contact with a target will give them one unit of Sapped. These last until treated, and accumulate repeatedly. Obtaining a certain number of these units will cause varying severities of Aether Sickness. Noncorporeal targets, such as ghosts, Heartless, Primals and summoned creatures/objects are vulnerable to this effect, and will accumulate it at a doubled rate. Victims will share their Aether Sickness with any summoned creatures or objects they create. Every stack of Sapped will also heal the user for one tier of damage upon application.
During combat, victims of Aether Sickness can be relieved of it by taking magic damage. Every two tiers of magic damage taken will relieve one stack of Sapped. The effects of healing spells can also contribute to recovery, but cleansing spells like Esuna are ineffective.
- (1x) Borderline Aether Sickness: The most basic form of Aether Sickness. The afflicted may feel a shortness of breath and a minor lightheadedness, but no severe symptoms have set in. Can occur from the slightest moment of contact, such as a basic attack. Avoid further exposure.
- (3x) Stage One (Minor) Aether Sickness: Minor muscle fatigue is developing, and loud speech may become difficult. The afflicted will tire quickly. Affected objects are lighter and more brittle, and spells may become slightly less potent. Seek a stable environment.
- (6x) Stage Two (Moderate) Aether Sickness: Live victims will feel significantly fatigued. Movements are losing coordination, and physical damage is lessened. Spells are also heavily reduced in potency. Seek assistance.
- (12x) Stage Three (Severe) Aether Sickness: Breathing has become difficult, as has movement. Magic has lost most of its potency, and summoning isn't any more viable either. Objects can no longer maintain a physical form unless the victim is treated. Seek medical attention immediately. Most Heartless will not survive a Stage Three affliction.
- (15x) Stage Four (Paralytic) Aether Sickness: Muscle stability is lost. Victims are effectively Silenced, as their spells and summons are completely ineffective.
- (20x) Stage Five (Quieting) Aether Sickness: Victims consistently lose consciousness. Effects of further exposure are undocumented.