
From an In-Game Perspective…
In the legends of Dissidia, there are records of the Ten Warriors of Cosmos and the Ten Demons of Chaos having, beyond the normal range of Class Ability Suite or Fiend Innate Power capabilities, special and powerful abilities that are only used in times of desperation. Known in some legends as Limit Breaks, Overdrives, Weaponskills or Desperation Maneuvers, the common, modern moniker for these special powers is the EX Burst. An EX Burst is a special, often devastation, magical or physical manifestation of the character's duress; or at least, from duress and damage at the beginning. But many warrior of Cosmos or servants of Chaos have managed to come up with ways to access this mystical reserve of power without taking damage; indeed, many have found ways to heal their allies, damage their enemies, inflict ailments or even when one of their allies is defeated and still gain this benefit.
When a warrior's duress reaches a critical point, they are able to shift their focus into what is termed the 'EX Mode,' which allows the warrior to access their special ability. Each special ability is unique to the warrior or Fiend in question, usually relating to the Class or Family that they belong to, though some have cross-capabilities, such as certain magical effects for purely physical warriors and fiends. As a warrior grows in power and capability, so to does the power and capability of their EX Burst.
From a Mechanical Perspective…
An EX Burst is a special, often devastating, magical or physical manifestation of the character's duress, generally by taking damage, though other methods can be used to charge the EX Gauge (located in +status on the MUSH). An EX Burst is a special attack, independent of Class Ability Suite, Fiend Innate Power, any Augments the character possesses or equipment that the character has equipped; examples from Dissidia: Final Fantasy for the PSP include Firion's Fervid Blazer, Bartz Klauser's Dual Wield-Spellblade-Rapidshot or Jecht's Blitz King. An EX Burst is classified as one of two types of special abilities: Damage or Healing, and is derived from the three components listed below:
- EX Gauge: A readout of the charge of the character's EX Burst (located in +status on the MUSH), rated (much like the base HP and MP Bars) from 1 to 100%. When it is full, the words **EX BURST! ** appear in red next to the guage, and the character's defined EX Burst appears in their ability list. The EX Gauge is increased in a variety of ways, as defined by the Burst Mode. A character EX Gauge points when they utilize the method in their Burst Mode (for example, the primary Stoic method will add 4 to the EX Gauge when taking damage); additionally, all characters gain 1 point to the EX Gauge when they take any +-command action, regardless of their Burst Mode (so a character using Healer gains 5 points when they take cast Cura or use a Potion.). Different Burst Modes give different gains, as detailed below.
- Burst Mode: The method in which the character's Burst Bar fills; there are a number of Burst Modes that a character may utilize to gain Burst Points; at creation, all characters default to the Stoic Burst Mode, though they may switch other Modes such as Healer, Synergist, and Saboteur.
- Burst Points: The primary and most important portion of an EX Burst, Burst Points are used to purchase the special capabilities, Burst Augments, of an EX Burst, much like AP are used to purchase Physical, Magical or General Augments for a character.
| Level | Burst Points | Gained At |
|---|---|---|
| Level 1 | 5 | Character Creation |
| Level 2 | 10 | Level 15 |
| Level 3 | 15 | Level 30 |
| Level 4 | 20 | Level 50 |
Like in a number of Final Fantasy e-games, a character on Dissidia: Final Fantasy MUSH will have four (4) special attacks and powers, gained at pre-determined level arrangements. These EX Bursts are ranked Level 1 through Level 4 and have increasing power and capabilities; higher Levels of EX Burst have more Burst Points that can be spent on their Burst Augments.
Below is detailed the specifics for Burst Modes and Burst Points for characters; Burst Modes will list each of the modes, it's method of gaining EX Gauge, and the amount added to the EX Gauge. For Burst Points, you will find a list of each cost bracket's points, the on-MUSH name, and the effect that it provides to the EX Burst.
Burst Modes
| Burst Mode | Description | EX Gauge Gain |
|---|---|---|
| Stoic | A Stoic individual faces the enemy head-on, heedless of the harm that they may suffer in the defense of others and the elmination of their foes. When a character using the Stoic Burst Mode is struck by a Physical or Magical attack, the EX Gauge will increase. The EX Gauge does not increase with damage from timed Status Effects, such as Poison. | 4 |
| Striker | A Striker is on the front lines of a battle, using their physical prowess or magical capacity to deal out damage to their enemies. A character using the Striker Burst Mode finds their EX Gauge charges up when dealing damage, regardless of whether it was given by a Physical or Magical attack. As with Stoic, additional damage dealt from Status Effects imbued by the character does not count towards the EX Gauge. | 4 |
| Slayer | A Slayer looks upon not the duration of the battle to empower themselves, but to the end of a foe. A Slayer gains towards their EX Gauge when they strike down an enemy, either destroying them or rendering them Knocked Out. The Slayer must land the final blow to receive this EX Gauge increase, but even doing 1% HP damage is enough, so long as it is the last 1% HP. If a Slayer uses an Area-based effect and defeats more than one opponent, she will gain the benefit for each opponent rendered Knocked Out. As with Striker, enemies being Knocked Out from a Status Effect such as Poison will not contribute towards the EX Gauge. | 10 |
| Healer | The complete opposite of Striker type, a Healer builds power from helping others recovery. Each time the character heals, or revives, a target, using spells or items, they gain points towards their EX Gauge. Healing powers gained from positive Status Effects, such as Regen or Arisega, do not contribute to the EX Gauge, only the initial healing effect. | 6 |
| Dancer | Dancers are a bit of a misnomer; rather than entertain on the battlefield, Dancers prefer to evade their enemies' attacks. For a character using the Dancer Burst Mode, the EX Gauge will charge up when an attack, be it Physical or Magical, misses. | 6 |
| Synergist | Rather than healing or dealing damage directly, a Synergist focuses on, and benefits the most from, granting beneficial Status Effects such as Regen, Protect or Float to their allies, supporting their allies in their endeavors. A character utilizing the Synergist Burst Mode gains to their EX Gauge when granting positive Status Effects, whether through spells, abilities or items. | 6 |
| Saboteur | Much like the Synergist, the Saboteur relies on inflicting Status Effects; however, unlike their counterpart, the Saboteur specializes in inflicting negative Status Effects such as Poison, Petrify or Speed Break. A character using the Saboteur Burst Mode gains towards their EX Gauge when inflicting Negative Status Effects, whether through spells, abilities or items. | 6 |
Burst Points
Burst Points are used to purchase Burst Augments, which are the components that are used to create a character's EX Burst levels. Each EX Burst is built separately, and each level has a specific list of Burst Augments that can be purchased that have an increasing power scale (ranging from a simple Damage-Bonus1 or Healing-Bonus1 at Level 1, to Equipment Augment-analogues such as Blindstrike, Critical+ or HP-Drain at higher Levels). Burst Augments are split into two categories: Damage and Healing. By default, Damage EX Bursts are based off of your Damage rating (as determined by your equipped Weapon), and Healing is determined When a character creates an EX Burst (as detailed below), it will be defined as one of these categories; a character is NOT limited to only having Damage or Healing EX Bursts. Rather, a player may pick and choose as their character grows. Below is a list of Burst Augments, separated by category and level. Generally a Burst Augment can be purchased once per EX Burst; exceptions will be noted in the Effect listing of each Burst Augment.
| Damage Burst Augments | ||
|---|---|---|
| Level 1 EX Burst | ||
| Name | Effect | BP Cost |
| Damage-Bonus1 | Damage-Bonus1 adds an overall +2 to the Damage rating of the EX Burst. | 1 |
| Level 2 EX Burst | ||
| Name | Effect | BP Cost |
| Level 3 EX Burst | ||
| Name | Effect | BP Cost |
| Level 4 EX Burst | ||
| Healing Burst Augments | ||
|---|---|---|
| Level 1 EX Burst | ||
| Name | Effect | BP Cost |
| Level 2 EX Burst | ||
| Name | Effect | BP Cost |
| Level 3 EX Burst | ||
| Name | Effect | BP Cost |
| Level 4 EX Burst | ||
Constructing an EX Burst
Constructing an EX Burst is a fairly simple affair. At character creation, a character has 5 (five) BP to purchase Burst Augments; at Level 15, the character gains 10, 15 at 30 and 20 at 50.





