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