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Break
Name Break {Type}
Type Status
EP Cost 1

The target receives an extra X {Type} damage for four turns. Each of the four combinations -- [Break {Melee}], [Break {Ranged}], [Break {Ballistic}], and [Break {Spell}] -- counts as a separate status.

On Techniques[]

[Break {Type} (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 1 EP, if added in that way. It can also be added as an inhibitor, reducing the cost of a technique by 1 EP for each instance of [Break {Type}] inflicted on the user.

Training Grounds Prices[]

Adding [Break {Type} (1)] to a tech costs:

  • 80c if the tech costs EP
  • 100c if the tech costs no EP

Increasing the effectiveness of an existing [Break {Type}] effect by 1 costs:

  • 40c if the tech costs EP
  • 60c if the tech costs no EP

On Abilities[]

The following abilities involve [Break {Type}]. Check the Abilities chapter for details.

  • Is 1/4 resistant to [Break {Type}] (1 Effect Slot)
  • Is (1) resistant to [Break {Type}] (1 Effect Slot)
  • May add [Break {Type} 1] to a technique for 1 EP once per round (2 Effect Slots)
  • [Break {Type}] effects last an additional round. (1 Effect Slots, 2 Effect Slots for Duplicates)
  • Immunity to [Break {Type}] (4 Effect Slots)

On Equipment[]

The following equipment effects involve [Break {Type}].

  • Add [Break {Type} (1)] to a technique for 1 EP once per round. Does not stack {60c}
  • [Resist Break {Type} (1)] {50c}
  • 1/4 Resistance to [Break {Type}] {50c}
  • Immunity to [Break {Type}] {200c}
  • [Element] attacks inflict [Break {Type} 1] {80c}

The Break {Type} Affinity Shop is Shadow Shop

Additional Rulings[]

  • [Break {Type}] increases the damage after dodging takes place.

See Also[]

  • Soften - Same effect, but affects all attacks.
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