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Invisibility
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Class Sram
Level 1
Element N/A
Type Buff
Official description Renders the caster invisible.


Spell Information[]

Also cast by

Spell Properties[]

Linear Diagonal Line of Sight
False
False
True
Free Squares Boost Range Global CD
False
False
False


Spell Characteristics[]

Caution: Monsters' elemental/neutral damage is modified by their statistics, which are in majority unknown.

Lvl Effect Crit AP Ra Critical Casts per Cd Caster
level
Hit Fail Tgt Trn
1 Makes the character invisible (3 turns)
+1 MP (4 turns)
- 2 - - 1/100 - - 11* 1
2 Makes the character invisible (3 turns)
+1 MP (4 turns)
- 2 - - 1/100 - - 10* 1
3 Makes the character invisible (3 turns)
+1 MP (4 turns)
- 2 - - 1/100 - - 9* 1
4 Makes the character invisible (3 turns)
+1 MP (4 turns)
- 2 - - 1/100 - - 8* 1
5 Makes the character invisible (3 turns)
+1 MP (4 turns)
- 2 - - 1/100 - - 7* 1
6 Makes the character invisible (3 turns)
+2 MP (4 turns)
- 2 - - 1/100 - - 6* 101

* Invisibility's Cooldown is reduced by 1 when wearing F-Ha(r)t

Notes[]

This spell makes the caster invisible for 3 turns. The character becomes visible again when using direct attacks. However, Traps, Insidious Poison, Fear, Chakra Concentration and other buff spells, Double and other summoning spells do not break invisibility. Casting any spell will point out the square you are currently standing on to enemies. However, you do not become visible. If you move, the square you move to will not be shown.

Monsters will attack the squares they think you may be standing on. If they find you, they will point you out to the other monsters. For finding you, they consider how many MP you used. The more MP you spend after casting spells, the less likely it will be that monsters correctly guess your position.

Since version 2.5 allies are able to see invisible characters. These characters will not block their Line of Sight until they become visible again. Enemies are still unable to see invisible characters.

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