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 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. '''The weakness will NOT be triggered if the enemy is in the middle of a TP move or casting a spell. If use of the trigger weapon skill happens to result in the formation of a skill chain, the weakness will still activate. It may not be possible to trigger the weakness while the monster is afflicted by Stun . Warning: You will not obtain the Atma if you are KO'd at the time the monster is killed.'''

If you Call for Help after triggering a weakness and claim it after it has gone yellow, the monster is considered "fresh" and a new weakness must be triggered with a different Weapon Skill. However; if you simply lose claim upon an enemy and it does not go passive, the weaknesses will remain. But, should the enemy become unclaimed and passive, the weaknesses will be reset and randomized once more.

The popper must be in the main party/alliance at time of defeat, otherwise the Atma will drop to their current party or, if solo, to themselves.

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.

In order to solve what the possible weakness trigger factors and conditions are, efforts are being made to centralize data capture in a standardized format. If you have some personal experience in achieving any particular weakness on any NM, please feel free to refer to the | Weakness Discussion segment of the Category: Abyssea Discussion tab and add your data to that form.

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 completely random, and is subject to change each and every spawn. Therefore, it is advisable to bring people capable of performing most, if not all, the weapon skills listed below. It should be noted that a sufficiently equipped and skilled Warrior (All Weapons minus Katana/GKatana/Dagger) and Ninja (Katana/GKatana/Dagger) are capable of covering every weapon skill listed above. (Regain Atma, such as Atma of the Voracious Violet, and/or subbing Samurai may help in generating TP whenever direct melee is unfeasible).

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, but it is possible to use other weaknesses (such as Green/Yellow), to prevent the enemy from casting (this also applies to Blue weakness disabling TP moves).

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 the first of the main Abyssea quests To Paste a Peiste, A Goldstruck Gigas, Megadrile Menace, The Beast of Bastore, A Fluttery Fiend or A Delectable Demon.
 * 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 both they can infuse 2 Atma at one time. The effects from the two atma will stack, for example with both Atma of the Heavens 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, Alpha, 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.

'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 Fabricant NPCs in certain Abyssea areas, but they can be used in all Abyssea areas once obtained.