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Charm
Name Charm
Type Status
EP Cost 10

The targeted follower acts as the charmer's follower for X turns. The charmed follower uses either its own EP or the charmer's EP, but not the EP of its true general. Cannot charm a follower that is a full Battle Level above that of the charmer (without a Charisma Badge).

On Techniques[]

[Charm (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 10 EP, if added in that way. It cannot be added as an inhibitor.

Training Grounds Prices[]

Adding [Charm (1)] to a technique costs 3 upgrades, as well as:

  • 520c if the tech costs EP
  • 620c if the tech costs no EP

Increasing the effectiveness of an existing [Charm] effect by 1 costs 3 upgrades, as well as:

  • 200c if the tech costs EP
  • 300c if the tech costs no EP

On Abilities[]

The following abilities involve [Silence]. Check the Abilities chapter for details.

  • Is 1/4 resistant to [Charm] (1 Effect Slot)
  • Is (1) resistant to [Charm] (1 Effect Slot)
  • May add [Charm 1] to a technique for 10 EP once per round (2 Effect Slots)
  • Immunity to [Charm] (4 Effect Slots)

On Equipment[]

The following equipment effects involve [Charm].

  • Add [Charm (1)] to an attack for 10 EP. Usable once per round. {200c}
  • [Resist Charm (1)] {260c}
  • [1/4] Resist to [Charm] {130c}
  • Immunity to [Charm] {520c}
  • [Element] attacks inflict [Charm 1] {800c} (10 Effect Slots)

The Charm Affinity Shop is Caldeum Market

Additional Rulings[]

  • [Charm] cannot be inflicted the turn after a unit recovers from [Paralyze], [Charm], [Lull], [Silence] or [Slow].
  • A charmed unit moves into the charmer's party.
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