Showing posts with label F.A.Q.. Show all posts
Showing posts with label F.A.Q.. Show all posts

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

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.

Relationship Points F.A.Q.

Saturday, August 21, 2010

U/C