Status Effects

Wednesday, September 15, 2010


Notes: When taking damage of an element is required to cure,all lesser elements with that element in it's formula count as well.Unless otherwise stated under Cures, Override or Negates,all Ailments and Boosts can be stacked.

Cures: When a character is under this condition, these effects will dispel it.
Overrides: When a character is inflicted with this condition, it will replace these conditions.
Negates: A character under this condition cannot be given these conditions.

(C) means the inflicted/inflicting Character of the player's party.
(T) means any other Target such as an ally or enemy.


Ailments
  • Immobilizing Ailments
Stun
Inflicted Message: "(C) flinched!"
Effects: • Unable to act.
Duration: 1 Turn
Cures: Duration end
Attribute(s): Physical.

Sleep
Inflicted Message: "(C) has fallen asleep."
Turn Message: "(C) is sleeping..."
Cure Message: "(C) woke up!"
Effects: • Unable to act.
Has a 50% chance of waking up each turn.
Duration: 5 Turns
Cures: After BattleItemSpell/SkillTaking Damage
Negates: Tired
Attribute(s): Physical, Mental. 

Paralysis
Inflicted Message: "(C) was paralyzed."
Turn Message: "(C) is paralyzed and cannot move."
Cure Message: "(C) is able to move again."
Effects: • Unable to act.
Duration: 7 Turns
Cures: After BattleItemSpell/Skill
Attribute(s): Physical.

Frozen
Inflicted Message: "(C) was frozen."
Turn Message: "(C) is frozen solid."
Cure Message: "(C) thawed."
Effects: • Unable to act.
Duration: 10 Turns
Cures: After BattleItemSpell/SkillTaking Fire Damage
Attribute(s): Physical, Mana.

Stone
Inflicted Message: "(C) was turned to stone."
Turn Message: "(C) is solid stone."
Cure Message: "(C) is no longer made of stone."
Effects: • Unable to act.
Duration: ~ Turns
Cures: ItemSpell/Skill
Negates: All
Attribute(s): Physical, Mana.

Faint
Inflicted Message: "(C) has fainted!"
Turn Message: N/A
Cure Message: "(C) has recovered from fainting."
Effects: • Unable to act.
Duration: ~ Turns
Cures: ItemSpell/Skill
Overrides: All
Attribute(s): Physical, Mental.
(Enemies with no Physical attribute such as a ghost, would require certain Skills/Spells performed or items used, to "banish" them. While only Physical beings such as a zombie can really "faint", as in fall to the ground, lifelessly and lose touch between it's physical body and soul.)


  • Acting Ailments
Berserk
Inflicted Message: "(C) has gone berserk!"
Turn Message: "(C) is going berserk!"
Cure Message: "(C) has calmed down."
Effects: • ATK x2.
Automatically attacks enemies.
Duration: 12 Turns
Cures: After BattleItemSpell/SkillTaking Damage
Overrides: FearCharmCalm
Attribute(s): Mental, Emotional.

Confusion
Inflicted Message: "(C) was confused!"
Turn Message: "(C) is confused!"
Cure Message: "(C) is no longer confused."
Effects: • Randomly chooses targets.Randomly chooses commands.
Duration: 8 Turns
Cures: After BattleItemSpell/SkillTaking Damage
Overrides: FocusCalmCharmBerserk
Attribute(s): Mental, Emotion.

Charm
Inflicted Message: "(C) was charmed by (T)!"
Turn Message: "(C) is under (T)'s charm."
Cure Message: "(C) is no longer charmed by (T)."
Effects: • Randomly attacks allies.Targets allies who are attacking the charmer.Supports the charmer, including buffs and healing skills/spells but not items.
Duration: Until the charmer is dead.
Cures: After BattleItemSpell/SkillTaking Damage
Negates: Charm (from another target.)LoveBerserkConfusion
Overrides: FocusLoveBerserkConfusion
Attribute(s): Mental, Emotional.

  • Limiting Ailments
Silence
Inflicted Message: "(C) has been silenced."
Cure Message: "(C) can speak again!"
Effects: • Cannot use Spells or Skills with Sound attribute.
Duration: ~ Turns
Cures: After BattleItemSpell/Skill
Attribute(s): Physical, Sound.

Hate
Inflicted Message: "(C) started to hate (T)..."
Cure Message: "(C) stopped hating (T)."
Effects: • Unable to use combos with a specific ally.
Duration: ~ Turns
Cures: After BattleItemSpell/Skill
Overrides: Love
Attribute(s): Mental, Emotional.


  • Harmful Ailments
Bleed
Inflicted Message: "(C) started bleeding!"
Turn Message: "(C) is bleeding!"
Cure Message: "(C) stopped bleeding."
Effects: • 10% HP damage each turn.
10% HP damage each step outside of battle.
Duration: ~ Turns
Cures: After BattleItemSpell/Skill
Attribute(s): Physical, Blood.

Burn

Inflicted Message: "(C) was burnt!"
Turn Message: "(C) was afflicted by the burn!"
Cure Message: "(C) has recovered from the burn."
Effects: • 6% HP damage each turn.
6% HP damage each step outside of battle.
Duration: ~ Turns
Cures: After BattleItemSpell/SkillTaking Water Damage
Overrides: Frozen
Attribute(s): Physical, Blood.

Poison
Inflicted Message: "(C) was poisoned!"
Turn Message: "(C) was afflicted by the poison!"
Cure Message: "(C) has recovered from the poison!"
Effects: • 3% HP damage each turn.
3% HP damage each step outside of battle.
Duration: Until HP is 1.
Cures: After BattleItemSpell/Skill
Negates: Blood Drain (Poisons the inflicter.)
Attribute(s): Physical, Blood.

Blood Drain
Inflicted Message: "(T) has begun drinking (C)'s blood!"
Turn Message: "(T) drank some of (C)'s blood!"
Cure Message: "(T) stopped drinking (C)'s blood."
Effects: • 6% HP damage each turn.6% HP recovery to target each turn.
Duration: 6 Turns
Cures: After BattleItemSpell/Skill
Overrides: Blood Absorb
Attribute(s): Physical, Blood.

Mana Drain
Inflicted Message: "(T) has begun absorbing (C)'s mana!"
Turn Message: "(T) absorbed some of (C)'s mana!"
Cure Message: "(T) stopped absorbing (C)'s mana."
Effects: • 6% MP damage each turn.6% MP recovery to target each turn.
Duration: 6 Turns
Cures: After BattleItemSpell/Skill
Overrides: Mana Absorb
Attribute(s): Mana.

Soul Drain
Inflicted Message: "(T) has begun eating (C)'s soul!"
Turn Message: "(T) ate some of (C)'s soul!"
Cure Message: "(T) stopped eating (C)'s soul."
Effects: • 6% SP damage each turn.6% SP recovery to target each turn.
Duration: 6 Turns
Cures: After BattleItemSpell/Skill
Overrides: Soul Absorb
Attribute(s): Soul.

  • Stat Decreasing Ailments
Fear
Inflicted Message: "(C) is scared."
Turn Message: "(C) is trembling in fear."
Cure Message: "(C) overcame their fear!"
Effects: • ATK ½.
Duration: 5 Turns.
Cures: After BattleItemSpell/Skill
Overrides: Brave
Attribute(s): Mental, Emotion.

Sore
Inflicted Message: "(C) became sore from bruising."
Cure Message: "(C)'s recovered from their soreness."
Effects: • DEF ½.
Duration: 5 Turns.
Cures: After BattleItemSpell/Skill
Overrides: Ironskin
Attribute(s): Physical.

Dizzy
Inflicted Message: "(C) got dizzy."
Cure Message: "(C) shook off their dizziness."
Effects: • INT ½.
Duration: 5 Turns.
Cures: After BattleItemSpell/Skill
Overrides: Focus
Attribute(s): Physical.

Tired
Inflicted Message: "(C) became tired."
Cure Message: "(C) is no longer tired!"
Effects: • AGI ½.
-50% Sleep Resistance.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Alert
Attribute(s): Physical.

Blind
Inflicted Message: "(C) was blinded!"
Cure Message: "(C) can see clearly again!"
Effects: • DEX ½.
Duration: ~ Turns
Cures: ItemSpell/Skill
Overrides: 20/20 Vision
Attribute(s): Physical, Sight.

Sick
Inflicted Message: "(C) got sick."
Cure Message: "(C)'s sickness was cured!"
Effects: • VIT ½.
Duration: ~ Turns
Cures: After BattleItemSpell/Skill
Overrides: Immune
Attribute(s): Physical.

Nervous
Inflicted Message: "(C) started feeling nervous."
Turn Message: "(C) was too nervous to speak."
Cure Message: "(C) no longer feels nervous."
Effects: • CHA ½.
25% chance of failing when casting spells.
30% chance of failing when using skills with sound attribute.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Calm
Attribute(s): Mental, Emotional.

Unlucky
Inflicted Message: "(C) became unlucky."
Cure Message: "(C) luck went back to normal!"
Effects: • LUK ½.
CRIT ½.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Lucky
Attribute(s): Mana.

Curse
Inflicted Message: "(C) was cursed!"
Cure Message: "(C)'s curse was lifted!"
Effects: • All stats ½.
Duration: ~ Turns
Cures: ItemSpell/SkillTaking Damage
Negates: Blessing
Attribute(s): Mana, Soul.

Buffs

  • Healing Buffs
Regenerate
Inflicted Message: "(C)'s health began to regenerate!"
Turn Message: "(C)'s health regenerated."
Cure Message: "(C)'s health stopped regenerating."
Effects: • 3% HP recovery each turn.3% HP recovery each step outside of battle.
Duration: 5 Turns
Cures: After BattleSpell/Skill
Attribute(s): Physical, Blood.

Blood Absorb
Inflicted Message: "(C) has begun draining/drinking (T)'s blood!" (term "drain" or "drink" is dependent on usage)
Turn Message: "(C) drained/drank some of (T)'s blood!"
Cure Message: "(C) stopped draining/drinking (T)'s blood."
Effects: • 6% HP recovery each turn.6% HP damage to target each turn.
Duration: 6 Turns
Cures: After BattleItemSpell/Skill
Overrides: Blood Drain
Attribute(s): Mana, Blood.

Mana Absorb
Inflicted Message: "(C) has begun absorbing (T)'s mana!"
Turn Message: "(C) absorbed some of (T)'s mana!"
Cure Message: "(C) stopped absorbing (T)'s mana."
Effects: • 6% MP recovery each turn.6% MP damage to target each turn.
Duration: 6 Turns
Cures: After BattleItemSpell/SkillOverrides: Mana Drain
Attribute(s): Mana.

Soul Absorb
Inflicted Message: "(C) has begun eating (T)'s soul!"
Turn Message: "(C) ate some of (T)'s soul!"
Cure Message: "(C) stopped eating (T)'s soul."
Effects: • 6% SP recovery each turn.6% SP damage to target each turn.
Duration: 6 Turns
Cures: After BattleItemSpell/Skill
Overrides: Soul Drain
Attribute(s): Mana, Soul.

  • Stat Increasing Buffs
Brave
Inflicted Message: "(C) became brave!"
Cure Message: "(C)'s bravery returned to normal."
Effects: • ATK x2.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Fear
Attribute(s): Mental, Emotional.

Ironskin
Inflicted Message: "(C) has become more resistant to damage!"
Cure Message: "(C)'s damage resistance has gone back to normal."
Effects: • DEF x2.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Sore
Attribute(s): Physical.

Focus
Inflicted Message: "(C) is focused!"
Cure Message: "(C)'s focus wore off."
Effects: • INT x2.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Dizzy
Attribute(s): Mental.

Alert
Inflicted Message: "(C) became Alert!"
Cure Message: "(C) stopped being Alert."
Effects: • AGI x2.
+50% Sleep Resistance.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Tired
Attribute(s): Mental.

20/20 Vision
Inflicted Message: "(C)'s vision has been enhanced!"
Cure Message: "(C)'s vision has returned to normal."
Effects: • DEX x2.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Blind
Attribute(s): Physical, Sight.

Calm
Inflicted Message: "(C) started to feel calmer."
Cure Message: "(C)'s temperament returned to normal."
Effects: • CHA x2.
+25% accuracy when casting spells.
+30% accuracy when using skills with sound attribute.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Nervous
Attribute(s): Mental, Physical, Emotional.

Lucky
Inflicted Message: "(C) became lucky!"
Cure Message: "(C)'s luck when back to normal."
Effects: • LUK x2.
CRIT x2.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Unlucky
Attribute(s): Mana.

Immune
Inflicted Message: "(C) became more immune to ailments."
Cure Message: "(C)'s immunity went back to normal."
Effects: • VIT x2.
Duration: 5 Turns
Cures: After BattleItemSpell/Skill
Overrides: Sick
Attribute(s): Physical.

Love
Inflicted Message: "(C) has fallen deeply in love with (T)."
Cure Message: "(C)'s infatuation with (T) wore off."
Effects: • Combos with specific target are powered up x2.
Fury is inflicted on the character when target dies.
Duration: ~ Turns
Cures: After BattleItemSpell/Skill
Overrides: Hate
Attribute(s): Emotional.

Blessing
Inflicted Message: "(C) has been blessed!"
Cure Message: "(C)'s blessing wore off..."
Effects: • All stats x2.
Duration: 12 Turns
Cures: After BattleItemSpell/Skill
Negates: CurseUnluckyNervousSickBlindTiredDizzySoreFear
Attribute(s): Mana, Soul.

Fury
Inflicted Message: "(C) became furious!!"
Cure Message: "(C)'s fury has ceased."
Effects: • All stats x3.
Duration: 6 Turns
Cures: After BattleItemSpell/Skill
Attribute(s): Mental, Emotional.
  • Alteration Buffs

Half Alter
Inflicted Message: "has been Altered!"
Cure Message: "'s Alteration has worn off."
Effects: • Changes stats depending on Alterbeing.
Adds skills and spells known only to the Alterbeing.
(These skills/spells will be learnt upon level up in either form and will not have to be relearnt upon each alteration.)

 Duration: 1 Battle
Cures: After Battle
Overrides: Full Alter
Attribute(s): Soul.

Full Alter
Inflicted Message: "has been Altered!"
Cure Message: "'s Alteration has worn off."
Effects: • Changes stats depending on Alterbeing.
Adds skills and spells known only to the Alterbeing.
(These skills/spells will be learnt upon level up in either form and will not have to be relearnt upon each alteration.)

Duration: 1 Battle
Cures: After Battle
Overrides: Half Alter
Attribute(s): Soul.

-TEMPLATE- Status Effects

Tuesday, September 14, 2010

Name
Inflicted Message: "..."
Turn Message: "..."
Cure Message: "..."
Effects: • ...
Duration: # Turns
Cures: After BattleItemSpell/SkillTaking DamageOverride (...)
Negates: ...

Traits F.A.Q.

Sunday, September 12, 2010

See related posts: Traits

What are Traits?

Traits are special bonuses and penalties given to all playable characters. As one would assume, they can be genetic features, such as one would get from their parents. However, a trait can also be a feature that was obtained through self improvement and other events. In any case, the trait system allows customization to the specific character's build when it comes to battle. This is not to go without saying that all traits are good, in fact as stated before, they can be penalizing.

Different Trait Types
There are 3 categories of trait types: Physical, Mental and Magical.
(Such as: Body/Mind/Soul, HP/MP/SP, ect.)

Here is a list of characteristic categories and their subcategories:


Physical : Ability
Physical : Appearance
Physical : Bloodline

Mental : Ability
Mental : Persona
Mental : Phobia

Magical : Bearing
Magical : Blessing
Magical : Curse

Using Trait Points
Each character has their own Trait points or TP; a max amount of points used to equip traits. As they level up their max TP slowly increases, though the most max TP will increase from Potential events. (See Unlocking Potential below.)

Most characters start out with at least 10 TP at level 1, but that's not to say they'll have all points to equip traits of the player's choosing. In fact each major character has at least 1 descent, a negative trait or weakness which is locked. (See Locked Traits below.) These locked traits disallow use of the points they take up, until they've been unlocked and can be unequipped.


Equipping Traits
As mentioned above, you receive a certain amount of TP used to equip characteristics. Each trait costs a certain amount of TP to equip; although there are some which cost 0 CP, or are simply added onto another. (ex. Symptoms of an illness, ect.)

You won't always be able to fill your max TP (a perfect 10/10), but you'll eventually come to a point where you've used up all of the TP possible for the traits you're able to equip. For example, let's say you have 10 TP and only 2 traits which costs 9 TP and 4 TP. You'll have to choose between the 9 and 4 TP traits, but you won't be able to equip both.

"Descents" Locked Traits
When equipping traits, you may notice that some are unequippable.
These are called "Descents" and are usually natural (automatically added as soon as you recruit/play as a character.); although rare, some may acquire locked traits in the course of story or event. (Curses, ect.)
Though those are usually able to be lifted through another means.

"Ascents" Unlocking Potential
In most cases, each main character (mana bearer) comes with 2-3 locked traits; these are their Descents, their weaknesses that they must overcome as they progress through the story. As you proceed you'll eventually unlock them via special story events, known as Unlocking Potential or Potential events. Each time you unlock more of a character's potential you will receive a greater reward, leading to unlocking an ultimate trait which opposes their descent; an Ascent, which is their strength.

Here are some examples of rewards you can receive from unlocking potential:
  • Unlocking a descent or bad characteristic, so it can be unequipped. (Such as those which lower stats, the stats will be brought up and it will give more TP to the user.).
  • A permanent stat boost may occur if the event was significant in some way towards the character's ability. (ex. Str, Cha, ect.)
  • Ascents may be unlocked. Opposite of Descents, which are negative locked characteristics; they are positive locked characteristics.
  • You may unlock the "Alter Half" battle command. (When the Alter Gauge reaches 1/2, you may use the Alter command to alter into half form. Giving new stats, spells and skills to the user temporarily which last until the end of battle once used.)
  • You may unlock the "Alter Full" battle command. (When the Alter Gauge reaches 100%, you may use the Alter command to alter into full form. Giving the most stats, spells and skills temporarily. *As well as the previous set from Alter Half. Once again, it lasts until the end of battle once used.)

Natural v.s. Acquirable
Every character usually starts out with at least 1 natural trait. Natural means they're automatically given and equipped from the start, though some may be unequipped (if they're not locked); while Acquirable means the trait must be learnt from either an event or storyline event.

For example, by running in a race and winning you may learn to be more agile or swift, ect. On the other hand if you do an good deed (or even an evil deed) you may also gain some sort of trait reward for y0ur efforts. However, not all acquirable traits will be difficult to earn. In some cases they're as simple as a short dialogue event.

-TEMPLATE- Item Template

Saturday, September 11, 2010

Key Item Template

Item Name

Description: "..."
Usable?: Y/N | Uses: #
Effects: ...
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)

Equipment Template

Item Name

Description: "..."
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)
Learn?: Y/N | Skills: Name (# pts.) | Spells: Name (# pts.) | Traits: Name (# pts.)

Stats:
HP:
0000 SP:0000 MP:0000
ATK:000 DEF:000
INT:000 MDEF:000
AGI:
000 DEX:000
CHA:
000 EVA:000

Attributes:
Physic:00 • Psyche:00
Blood:
00 • Mana:00
Metal:
00 • Wood:00
Sight:
00 • Sound:00

Affinities:
Fire:00 • Water:00
Earth:
00 • Wind:00
Light:
00 • Dark:00
Lesser Affinities:
Steam:00 • Heat:00 Magma:00
Holy:00 Unholy:00
Thunder:00 Ice:00
Marsh:00 Poison:00
Mineral:00 • Plant:00Snow:00 Sand:00
Ether:00Gravity:00

Equippable to: ☑ = Y / ☒ = N

Name, Class, etc.


Consumable Template

Item Name

Description: "..."
Usable?: Y/N | Uses: #
Effects: ...
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)
Learn?: Y/N | Skills: Name (# pts.) | Spells: Name (# pts.) | Traits: Name (# pts.)

Stats:
HP:
0000 SP:0000 MP:0000
ATK:000 DEF:000
INT:000 MDEF:000
AGI:
000 DEX:000
CHA:
000 EVA:000

Material Template

Item Name
Description: "..."
Usable?: Y/N | Uses: #
Effects: ...
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)