Vampiric Healing | |
---|---|
Name | Vampiric Healing, Vamp. Regen |
Type | Status |
EP Cost | 2 per 3 |
A technique with this effect will heal for the damage it deals, up to X.
On Techniques[]
[Vampiric Healing (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each 3X costs 2 EP, if added in that way. It cannot be added as an inhibitor.
Training Grounds Prices[]
Adding [Vampiric Healing 2] to a tech costs:
- 200c if the tech costs EP
- 240c if the tech costs no EP
Increasing the effectiveness of a [Vampiric Healing] effect by 2 costs:
- 80c if the tech costs EP
- 120c if the tech costs no EP
On Abilities[]
The following abilities involve [Vampiric Healing]. Check the Abilities chapter for details.
- May add [Vampiric Healing 3] to a technique for 2 EP once per round (2 Effect Slots)
- Any ability that increases damage affects [Vampiric Healing].
On Equipment[]
The following equipment effects involve [Vampiric Healing].
- Add [Vampiric Healing (3)] to a technique for 2 EP once per round. {120c}
- [Element] attacks inflict [Vampiric Healing 3] {160c} (2 Effect Slots)
There is no Affinity Shop for Vampiric Healing, so these equipment effects must be quested for.
Additional Rulings[]
- [Vampiric Healing] does no damage on its own, and so must be paired with damage to have any effect.
- Any bonuses, buffs, or debuffs that increase damage count towards the healing.