Showing posts with label Battle Data. Show all posts
Showing posts with label Battle Data. Show all posts

Battle Sheet: Edward

Tuesday, December 17, 2013

- BATTLE DATA -

Class: Bard
SubClass: Violinist
Type: Caster
Fighting Styles: Ranged or Melee.
Weapons: Instruments (String), 1-Handed Swords (Rapier), Firearms (Blunderbuss).
Bearing: Lumos of the Light on the Throat.

Stat Growth: (Numbered from 1-10%, 5 being average.)
HP:04 • SP:06 • MP:07
ATK:03 • DEF:04
INT:06 • MDEF:07
AGI:
02 • DEX:09
CHA:
10 • EVA:08


Affinities: (Numbered from 1-10%, 5 being average.)
Fire:01 • Water:01
Earth:
02 • Wind:02
Light:
10 • Dark:01
Physic:
01 • Psyche:01
Blood:
01 • Mana:02
Metal:
01 • Wood:03
Sight:
01 • Sound:09

- EQUIPMENT DATA -

Default Equipment:
(R Hand) Miniature Violin
(L Hand) Handmirror
(Head) N/A
(Torso) Tailcoat
(Accessory) Ruby Brooch

(Equippable Items List)
(Weapons List)


- COMMAND LIST -

Attack: Play
"Attacks by playing an instrument. Doesn't work on deaf enemies."
Requires an equipped instrument. Effects depend on weapon.
If the enemy has 0 Sound AFF, then the attack automatically misses.
Any other weapons equipped will exchange Play command with regular Attack.

Defend: Cower
"A pitiful cringe which may just charm the opponent."
Boosts EVA instead of DEF.
Formula: User's CHA+EVA > Enemy's INT+DEX.
If Success is more than 50%, then the enemy is inflicted with Charm.

Skill: Sing
"Sings a song learnt through composing."
Requires SP. Amount depends on Skill.
Silence disables this command just as if it were a Spell.

Spell: Lumos
"Casts Light elemental magic."
Requires MP and a terrain with a Light AFF of 1 or more.

Item: Item
"
Uses an item from the inventory."
Escape: Run Away
"Attempts to escape from the current battle
."
Chances increase the more AGI the user has.

Alter: Uriel
"Transforms into alterbeing Uriel the Muse."
Reduces AP to 0 at the end of battle or when Alter mode has ended.

This command only appears when Half Alter or more has been unlocked and AP is full.

 - ALTER DATA -


An Alterbeing is a fragment of one's pastlife, which is still connected to the soul.

Mana Bearers are able to transform into their past selves when they "tap into" the same powers they were gifted with by the Gods when they were Demi-Gods. Likewise, they "tap out of" the transformation if they use the opposite, or ill uses of their powers.

Transformations last one battle, but increase one's powers and unlock further skills and spells, depending on the potential unlocked by the user (negative traits unlocked for positive ones, which are obtained through important storyline events).

Alterbeing: Uriel
Pronouncation: [YERi-ul] Language: Hebrew
Meaning: [Flame of God; light of the Lord.]
Class: Angel
Rank: Sacred
"Uriel is the angelic muse of inspiration. His power is that which connects symbolism to reality; feeling to expression; heart to voice. He's portrayed in religious art as an angel in white and gold robes. He's known for his good temperance: the patience and positivity needed to create without frustration or despair. His job is to enlighten others through the beauty of the world. He's associated with light, emotion, music and art. His tears of joy are said to be gold and are never sorrowful. For even sorrow is a beautiful emotion in the eyes of Uriel. These golden tears are said to keep anyone whose skin they touch, youthful and beautiful. He's prayed to by artists, musicians, poets and writers; for renewed creativity and luck with artistic feats."



Note: Tap is what is used to "tap into" one's alterbeing, often virtuous feats.
Untap is what is used to "tap out of" one's alterbeing, often sinful feats.

It is possible to be "knocked out" of Alter mode, when using Untaps constantly.
While in Alter mode, AP acts as a meter for how long the mode lasts. 1 AP is spent each turn in battle. Alter mode ends when the user has spent all AP or the battle ends.
Taps (5): Voice - Use a Sound attribute skill. (+1 AP)
Optimism - Afflicted with any Emotion attribute boosts. (+3 AP)
Includes: Brave, Focus, Alert, Calm, Love and Fury. (6)
Tap on each inflicted turn. Tap for each individual boost.

Inspiration - Afflicted with any Mental attribute boosts. (+6 AP)

Includes: Brave, Focus, Alert, Calm and Fury. (5)
Tap on each inflicted turn. Tap for each individual boost.
Patience - Use healing and boost skills, spells and items on self, only every 3 turns. (+7 AP)
Tap every 3 turns, if the user hasn't used heals/boosts on themselves.
This does not include targeting the whole party or multiple allies, along with self.

Temperance - ... (+10 AP)
...

Untaps (5):
Silence - Afflicted with Silence. (-1 AP)
Tap on each inflicted turn.
Pessimism - Afflicted with any negative emotion attribute status effect. (-5 AP)
Includes: Berserk, Confusion, Charm, Hate, Fear, Nervous. (6)
Tap on each inflicted turn.
Frustration - Afflicted with any negative psyche attribute status effect. (-6 AP)
Includes: Berserk, Charm, Confusion, Fear and Nervous. (5)
Tap on each inflicted turn.
Impatience - Use healing and buff skills, spells and items on self, more than once every 3 turns. (-7 AP)
This does not include targeting the whole party or multiple allies, along with self.
 
Decadence - ... (-10 AP)
...

Terrain Affinities F.A.Q.

Saturday, October 9, 2010

Terrain Affinities
In order to cast an elemental spell, you'll need both MP and an affinity source from the terrain; during a battle, knowing your terrain can be an important advantage. Some terrains will power up or weaken certain elements as well. Gravity is almost always an active affinity, unless the terrain is a dimensional rift or on another abnormal plane of existence. Of course, lesser affinities combined of two elements (Such as Steam from Fire+Water), require both affinity sources be met by sources.

Times of Day
Remember! Time of day also changes Light and Dark's effectiveness. Light spells are stronger in the day time but weaker at night; the same effect is reversed during the opposing hours. These effects are active regardless of whether you're inside or outside. However, noon causes both elements to be balanced, neither stronger nor weaker.

Physical Affinities
When the right affinities aren't on the terrain and you need one to use the spell, there is a chance you may still be able to! This is called Physical Affinity, where one drains their own HP or SP in order to replace the terrain affinity. The chance you are able to do this depends on two things:
1) The affinities you need to cast the spell.
2) The makeup of your character's affinities.
Every 10 AFF your character has, counts as 1% chance of being able to use it as a terrain affinity. However, since it is draining their body's affinity (ex. Heat, Water, ect.) it will cause slight damage to their HP. (The amount of damage depends on half of the total MP cost.)

Substitute Affinities

Another way to ensure usage of terrain affinities, is known as a Substitute Affinity. Technically it's any other unnatural source besides a Physical or Terrain Affinity. This includes items and spells which imbue affinities into a character or terrain; (though it's effect will still be that of a physical affinity if used on an ally, damaging their HP upon using the spell.)

Below are some examples of Terrain Affinities, though it really depends on the specific dungeon.
(Ex. A sewer dungeon with water affinity or a dungeon with lit torches, giving it light and fire affinities.)

Terrain: Dungeon (mines with lanterns)
Affinities: Dark • Earth • Light • Mineral • Gravity

Terrain:
Plains (grassy with ponds)
Affinities: Light • Dark • Water • Wind • Earth
Heat • Marsh • Plant • Gravity

Terrain: Forest (with poisonous plants and streams)
Affinities: Light • Dark • Water • Wind • Earth
Heat • Marsh • Poison • Plant • Gravity

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 Battle • Item • Spell/Skill • Taking 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 Battle • Item • Spell/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 Battle • Item • Spell/Skill • Taking 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: Item • Spell/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: Item • Spell/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 Battle • Item • Spell/Skill • Taking Damage
Overrides: Fear • Charm • Calm
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 Battle • Item • Spell/Skill • Taking Damage
Overrides: Focus • Calm • Charm • Berserk
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 Battle • Item • Spell/Skill • Taking Damage
Negates: Charm (from another target.) • Love • Berserk • Confusion
Overrides: Focus • Love • Berserk • Confusion
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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/Skill • Taking 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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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: Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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: Item • Spell/Skill • Taking 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 Battle • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/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 Battle • Item • Spell/Skill
Negates: Curse • Unlucky • Nervous • Sick • Blind • Tired • Dizzy • Sore • Fear
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 Battle • Item • Spell/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.

Stat Descriptions

Thursday, August 12, 2010

  • Gauges
HP : Health - Hitpoints and Blood spell cost.
MP : Mana - Magicpoints and Mana spell cost.
SP : Spirit - Skillpoints and Psyche spell cost.
ALT : Alter - Allows Alter command when at least half or full.
CT : Character Turn - Allows turn to be taken during battle.
EXP : Experience - Increases Level when full.
  • Stats
ATK : Attack - Increases Physical damage.
DEF : Defense - Decreases Physical damage taken.
INT : Intelligence - Increases Mana and Psyche damage.
RES : Resistance - Decreases Mana and Psyche damage taken.
(RES is not to be confused with Elemental and Status Effect "Resistances".)
AGI : Agility - Increases the rate that the CT Gauge fills.
DEX : Dexterity - Increases chance of a successful hit.
CHA : Charisma - Increases chance of being defended by an ally.
EVA : Evasion - Increases chance of dodging an attack.
LUK : Luck - Increases chance of finding rare loot after battle.
CRI : Critical - Increases chance of landing a critical hit.
VIT : Vitality - Increases chance of preventing status ailments.
AFF : Affinity - Increases elemental damage and gives elemental attacks.
(Every 1 AFF = +1% element Spell/Skill damage
)
(
Every 10 AFF = +1% chance a spell can be used without the specific terrain affinity, as long as the character is in the party; any other character can be the caster.)

Attribute List

Physic: Anything made of physical matter must have 1 or more Physic ATT.
Targets with 0 Physic ATT are considered "Formless".
They cannot be hit by Physic attacks or skills.
They are resistant to Frozen, Burn, Poison, Blood Drain, Blood Absorb, Sore, Ironskin, Tired, Blind, Sick, Immune and Stone.

Psyche: Any spiritual or psychic matter must have 1 or more Psyche ATT.
Targets with 0 Psyche ATT are considered "Soulless".
They cannot use Spirit cost spells, skills or attacks which consume SP.
They also are not effected by Psyche or Emotion attacks, spells and skills.
They are resistant to Love, Hate, Soul Drain and Soul Absorb.

Blood: Any being which has blood in it's veins must have 1 or more Blood ATT.
Targets with 0 Blood ATT are considered "Bloodless".
They cannot use Blood cost spells, skills or attacks which consume HP.
They are resistant to Blood Drain, Blood Absorb and Poison.

Mana: Any being which bears mana in it's veins must have 1 or more Mana ATT.
Anyone who has 0 Mana ATT is not a mana bearer, or main character.
They cannot use Mana cost spells, skills or attacks which consume MP.
They are resistant to Mana Drain and Mana Absorb.

Metal: Anything made from metal must have 1 or more Metal ATT.
They're more resistant to Physic, but weak against Mana.
Instead of Sore, they can be inflicted with Rust.

Wood: Anything made from wood must have 1 or more Wood ATT.
They're less resistant to Physic, but strong against Mana.
They take x2 damage from the Burn ailment.
Instead of Poison, they can be inflicted with Rot.

Sight: Anything which can see, must have 1 or more Sight ATT.
Targets with 0 Sight ATT are considered "Blind".
They have 0 DEX, unless supported by other traits, skills, spells, items or equipment.
They are resistant to Blind and 20/20 Vision.

Sound: Anything which can hear or speak, must have 1 or more Sound ATT.
Targets with 0 Sound ATT are considered "Mute" and/or "Deaf".
They cannot use skills, spells or attacks which require Sound ATT.
They are not effected by Sound items, attacks, spells and skills.
They are resistant to Silence.

Scent: Anything which can smell, must have 1 or more Scent ATT.
Targets with 0 Scent ATT are uneffected by Scent items, attacks, spells and skills.

Emotion: Anything which can feel, must have 1 or more Emotion ATT.
Targets with 0 Emotion ATT are considered "Emotionless".
They are not effected by Emotion items, attacks, spells and skills.
They are resistant to Charm, Berserk, Confusion, Love, Hate, Fear, Nervous, Brave, Calm and Fury.

Element Table

Notes:


Elemental Resistance
The element table's numbers represent RES or Resistance.
0 means 0%, no resistance, meaning the damage taken would be by 100%.
50 means 1/2, half resistance, meaning it would take only 50% damage.
100 is full resistance, taking 0% of the damage.
All numbers in between count as well.

Elemental Absorbency
Numbers which are absorbent (meaning they recover instead of damage);
Are colored green, and the number represents how much of the damage is absorbed.

Major Elements: Fire, Water, Wind, Earth, Light, Dark.

Lesser Elements:
Fire+Water = Steam
Fire+Wind = Heat
Fire+Earth = Magma
Fire+Dark = Unholy
Fire+Light = Thunder
Water+Light = Holy
Water+Earth = Marsh
Water+Wind = Ice
Water+Dark = Poison
Earth+Wind = Sand
Earth+Dark = Mineral
Earth+Light = Plant
Wind+Dark = Gravity
Wind+Light = Ether
Dark+Light = Plasma

Bestiary : Diet & Behavior Descriptions

Sunday, May 30, 2010

Enemy Profile Details

- General Data-

Diet Descriptions:
Ethervore - Consumes spiritual power.
- Manavore - Consumes magical power.
Hematophagy - Consumes blood.
Omnivore - Consumes both plants and meat.
+ Carnivore - Consumes meat.
- Piscivore - Consumes fish.
- Man-Eater - Consumes humans and half-human species.
- Osteophagy - Eating bones.
- Oophagy - Eating eggs.
+ Herbivore - Consumes plants.
- Folifore - Consumes leaves.
- Frugifore - Consumes fruits.
- Graminivore - Consumes grass.
- Granivore - Consumes seeds.
- Nectarivore - Consumes nectar.
- Palynivore - Consumes pollen.

Feeding:
Consume - Eating, chewing or dissolving the food and swallowing to digest inside of the stomach.
Filter Feeding - Obtains nutrients from water and light terra points surrounding them.
Deposit Feeding - Obtains nutrients from earth terra points surrounding them.
Fluid Feeding - Consumes liquids of an organism.
Bulk Feeding - Consumes entire organisms to ingest high amounts of nutrients.
Cannibalism - Feeding on members of the same species.
Self-cannibalism - Feeding on parts of one's own body.

Behavior:
Friendly - Will not attack no matter what.
Passive - Will not attack, until attacked first.
Cowardly - Will not attack, until attacked first.
At the start of battle may attempt to escape if the party is a higher level. (Level difference = % chance)
Aggressive - Attacks on sight.
Lusty - Targets the weakest of the opposite sex first.