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Regeneration
Name Regeneration or Regen
Type Status
EP Cost 3

The target is healing much faster than normal over a prolonged duration, regaining X HP each turn until the end of combat.

On Techniques[]

[Regeneration (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 3 EP, if added in that way.

Training Grounds Prices[]

Adding [Regeneration (1)] to a tech costs 3 upgrades, as well as:

  • 360c if the tech costs EP
  • 460c if the tech costs no EP

Increasing the effectiveness of an existing [Regeneration] 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 [Regeneration]. Check the Abilities chapter for details.

  • May add [Regeneration 1] to a technique for 3 EP once per round (2 Effect Slots)

On Equipment[]

The following equipment effects involve [Regeneration].

  • Add [Regeneration (1)] to a technique for 3 EP once per round. {200c} (1 Effect Slot)
  • [Element] attacks inflict [Regeneration 1] {240c} (3 Effect Slots)

There is no Affinity Shop for [Regeneration], so these equipment effects must be quested for.

Additional Rulings[]

  • [Regeneration] takes place at the end of the turn, at the same time as other regeneration effects.
  • As [Regeneration] ends at the end of combat, it does not heal in between quest fights, nor does it persist between them.

See Also[]

  • Slow Heal - Same effect, but lasts four turns.
  • Wound - Similar, yet opposite, effect.
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