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Tarot Card of Fate

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Tarot Card of Fate
JobClown and Gypsy
TypeActive
TargetAny player or monster
Max level5
SP cost40
Range9 cells
Cast time1 second
Cooldown10 → 5 → 0 → 5 → 10 s
RequiresScream Lv3

Tarot Card of Fate draws a card from the Deck of Fate and applies its effect to the target. It is a pure gamble: the outcome swings from generous healing and buffs to heavy fixed damage and crippling ailments.

Overview

The skill can be aimed at any player or monster. Because a helpful card cast on an enemy still helps it, and a harmful card cast on an ally still harms it, the target choice is part of the gamble. Fate cannot be resisted, so whichever card is drawn always takes hold, though bosses and certain protected monsters remain immune to some ailments.

There is no failure chance and no lingering immunity between casts. The only limit on spamming the skill is its per-level cooldown.

Mechanics

Each cast always draws exactly one card. Cards belong to four groups, and the skill level shifts the odds toward the stronger groups. Level 3 is the balanced sweet spot: it has no cooldown and roughly even odds across the three common groups. The extreme levels (1 and 5) commit hard to one group but pay a cooldown for it.

Group chance by level

Level Green Blue Red Gold
1 88% 10% 2% 0%
2 10% 77% 12% 1%
3 33% 32% 33% 2%
4 9% 49% 39% 3%
5 2% 17% 77% 4%

Within a group, every card is equally likely (Green, Blue and Red have four cards each; Gold has two).

The cards

Buff durations are 60 seconds for Green cards, 30 seconds for Blue cards and 15 seconds for Red cards. Card damage is a fixed amount, unaffected by the Gypsy's attack power.

Green (helpful)

  • The High Priestess — restores 14,444 HP to the target (reduced by instance healing penalties).
  • The Magician — grants +10% ATK and MATK for 60 seconds.
  • The Fool — grants +33% Flee for 60 seconds.
  • The Lovers — restores 888 SP.

Blue (disruption)

  • The Hanged Man — inflicts one of Stun, Frozen, Stone Curse or Stop at random.
  • Temperance — inflicts Slow Cast for 30 seconds and burns 888 SP.
  • The Star — inflicts Blind, Critical Wounds (received healing halved) and −20% Hit for 30 seconds.
  • The Sun — inflicts −20% ATK and MATK for 30 seconds.

Red (harmful)

  • The Chariot — deals 1,000 fixed damage and has a 30% chance to break the target's armor, shield or helm.
  • Strength — deals 888 fixed damage, inflicts −50% ATK for 15 seconds, and attempts to strip the target's weapon.
  • The Tower — deals 4,444 fixed damage and inflicts −20% DEF and MDEF for 15 seconds.
  • The Devil — deals 6,666 fixed damage and inflicts Curse and Bleeding for 15 seconds.

Gold (rare)

  • Death — inflicts Curse and Poison, with a 66.6% chance of Coma.
  • Wheel of Fortune — draws two more cards at random from the twelve non-Gold cards (repeats are possible) and applies both.

Leveling

SP cost and cast time are the same at every level. Only the group odds and cooldown change: lower levels favor Green, higher levels favor Red, and Level 3 gives balanced odds with no cooldown.

Notes

  • If a Phantom Performance puppet is active, it repeats the drawn card onto the same target.
  • Card damage is fixed and ignores the target's DEF as well as the caster's ATK.