Conjurer Curios | |
---|---|
Weapon type | |
Might | 16 |
Range | 1 |
Effectiveness | |
Required | Silver Sword |
SP | 400 |
Exclusive? | Yes |
String ID | SID_魔月の祭器
|
Description | Effective 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. |
Notes[ | ]
- When battling an Armored unit, damage is boosted by 50%.
- Dragonhide, Svalinn Shield, Dew Dragonstone, Maltet, Opposing Stones, and the Neutralize Effective Against Armored status effect will neutralize the attack increase against Armored units.
- The stat increase that can be applied by Conjurer Curios is considered a temporary buff.
- The "if foe's HP < 100%" condition is a mistranslation of "if foe's HP ≤ 99%"; if the foe's HP is strictly between 99% and 100%, this condition would fail. However, this is only possible when the unit is in combat against Røkkr enemies, as normal enemy units have a maximum of 99 HP.
Upgrades[ | ]
Type | Stats | Description | Cost |
---|---|---|---|
+3 HP | 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. |
400 SP, 500, 200 | |
+5 HP, +2 Mt | 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.) | 400 SP, 500, 200 | |
+5 HP, +3 Spd | 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.) | 400 SP, 500, 200 | |
+5 HP, +4 Def | 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.) | 400 SP, 500, 200 | |
+5 HP, +4 Res | 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.) | 400 SP, 500, 200 |
Notes[ | ]
- The damage-reduction effect is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Non-Special "reduces damage by X%" effects can be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- The stat decrease that can be applied by Conjurer Curios is considered a temporary debuff.
- A stat comparison made "At start of combat" ignores temporary buffs and temporary debuffs.
- Temporary buffs and temporary debuffs from skills such as Death Blow and Rauðrfox+ will not affect the outcome.
- Only stat boosts outside of combat, such as Bonuses and Penalties, will affect the outcome.
- The healing effect is triggered regardless of whether Conjurer Curios's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Conjurer Curios's healing effect will still trigger.
- Conjurer Curios's user needs to survive the combat for the healing effect to trigger.
- Conjurer Curios's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Conjurer Curios's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Iron Sword 5 | Steel Sword 5 | Silver Sword 5 | Conjurer Curios 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 魔月の祭器 |
German | Magie-Doppelstab |
Spanish (Europe) | Báculo dúplice |
Spanish (Latin America) | Báculo dúplice |
French | Double bâton |
Italian | Arnesi stregati |
Traditional Chinese (Taiwan) | 魔月祭器 |
Portuguese | Pirulito inusitado |