Category:Atma

Atma are unique key item enhancements, which are rewarded for first exploiting an Abyssean Notorious Monster's weakness and then successfully defeating it. In order to obtain an Atma, elemental Weapon Skills must be used to yield its weakness shown by a over the enemy's head. Atma are almost guaranteed to drop after exploiting this weakness once. However, Repeatedly exploiting this weakness on the same enemy will drastically reduce your chances of obtaining an Atma. Warning: You will not obtain the Atma if you are KO'd at the time the monster is killed.

The weakness will not be triggered if the enemy is executing a TP move or casting a spell or is afflicted by stun. If use of the trigger weapon skill happens to result in the formation of a skill chain, the weakness will sometimes but not always still activate.

Weakness for a mob is determined the moment it is claimed. Once it completely deaggros, the weakness may be erased, and will be reset when it's claimed again. This method can be used (especially in combination with the Abyssite of Discernment) to adjust the weakness of a mob to fall into the range of a weapon/spell you have in your group. It is not enough for a monster to go yellow, it needs to completely deaggro for this to work.(certain mobs may not erase/reset if they do not deaggro and regen 100% hp)

Just like key items and abyssites, Atma are bound the popper/claimer of the mob. Upon defeat, the entire party/alliance the popper is currently in will obtain the Atma. That means, the popper/claimer cannot leave the alliance to make room for others to obtain the Atma, or none of the people in the alliance will get it. Also, the popper may not leave the zone and return (to get items/more time/hp and return to avoid weakness) once the mob is popped or the Atma bind is erased and no-one will get Atma. Alliance can still receive Atma if the popper is K.Oed (assuming they are still in alliance), but popper will not. Connection loss does not seem to affect this as long as popper is back online and in alliance before monster is defeated.

It is possible, although extremely unlikely, that an Atma may drop even when a party has not triggered red weakness upon an enemy; likewise, it is also possible for an Atma to fail to drop (also extremely unlikely) even when the party has triggered red weakness upon an enemy.

The list below comprises a collection of 13 elemental weapon skills that have been repeatedly confirmed as viable weakness triggers. The exact weapon skill necessary appears to be random, and is subject to change each and every spawn/claim. Therefore, it is advisable to bring people capable of performing most, if not all of the weapon skills listed below. (theories say time of day monster is claimed may determine if needed weaponskill is blunt/piercing/slashing, but this method is not confirmed)

It should be noted that a sufficiently equipped and skilled Warrior (all weapons minus Katana/Great Katana/Dagger) and Ninja (Katana/Great Katana/Dagger) are capable of covering every weapon skill listed above. Regain Atma, such as Atma of the Voracious Violet, Atma of the Sea Daughter, Atma of the Sundering Slash, Atma of the Bludgeoning Brute and/or subbing Samurai may help in generating TP whenever direct melee is unfeasible. Also, other mobs can be pulled to TP on while just one or two tanks are on the main mob, to reduce TP feed.

It is highly recommended that while attempting to trigger a weakness, party members refrain from allowing the enemy to gain too much TP. Directly after an enemy spawns is often a opportune time to attempt several trigger weapon skills; otherwise, it is advisable to attempt the weapon skills right after the enemy uses a TP move. Enemies which cast magic can complicate matters severely. Is is NOT possible to use other weaknesses (such as Green/Yellow) to prevent the enemy from casting (this also applies to Blue weakness disabling TP moves), since you cannot trigger a weakness while another weakness is in effect.

If you are in possession of an Abyssite of Discernment, any elemental weapon skill will grant a clue as to the element of the red weakness trigger; since the list of potential triggers is quite narrow, often one can know the exact weapon skill by merely knowing the correct element.

Once you've obtained an Atma, and you possess the key item Lunar Abyssite, you may have the Atma infused by an Atma Infusionist in an Abyssea zone.
 * You're awarded a Lunar Abyssite after finishing any one of the Abyssea main quests To Paste a Peiste, A Goldstruck Gigas, Megadrile Menace, The Beast of Bastore, A Fluttery Fiend, A Delectable Demon, A Beaked Blusterer, An Ulcerous Uragnite or A Man-eating Mite.
 * You're awarded another Lunar Abyssite after finishing seven out of nine of the main Abyssea quests listed above.
 * You can also buy a Lunar Abyssite from a Cruor Prospector for 100,000 Cruor in any of the Scars of Abyssea areas.

Once active, the Atma will bestow specific bonuses upon you for the duration of your stay in Abyssea. The type and degree of these bonuses vary widely depending on the Atma activated (with stronger NMs often yielding stronger Atma); however, by player standards, most of the bonuses are tremendously powerful.

Only one Atma may be active at one time per Lunar Abyssite. If a player possess all three they can infuse 3 Atma at one time. The effects from atma will stack, for example with both Atma of the Full Moon and Atma of Ambition's effects active on a player, the total refresh will be 10mp/tick without any gear or spells.

Atma doesn't leave your key items once infused, and as such can be used an unlimited number of times. If you leave Abyssea, upon your return you must be reinfused with the atma. For 100 cruor, the NPC can remove the status effect for you.

Synthetic Atma are unlocked by completing mission lines (e.g. Chains of Promathia, A Crystalline Prophesy, etc.) or killing important Notorious Monsters (e.g. Kirin, Ultima, Omega, etc.). There is an Atma Fabricant in each Abyssea area who will give you these new Atma for a moderate amount of Cruor. Synthetic Atma usually possess far less potency than most Atma obtained from Abyssean fiends, as they are created from memories rather than from an Abyssean fiend's soul, but adventurers may still make use of them in the harsh and unforgiving Abyssean environment. Atma purchased from the Fabricant also needs activation by the Infusionist.

Strength of the buff increases from Minor > Major > Superior. The actual potency of enhancements vary by Atma, they are not static amounts.

Atma effects applicable to players also extend to automatons, avatars, familiars, and pet wyverns. There is known that atmas that are active only under certain HP (like Atma of the Ducal Guard or Atma of the Ace Angler) are allways active on avatars; it is possible that are active too at beasts or wyverns.

'Several atma strengths are not reported properly by the NPC when asked about them. This is a known issue.'

Synthetic Atma

 * Note: These atma are obtained from Atma Fabricant NPCs in certain Abyssea areas, but they can be used in all Abyssea areas once obtained.