CodT Statistics

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Contents

Attribute Stats

HP

Health Power. When this reaches 0, a character faints and cannot act until they are revived. Restored after each battle.

MP

Magic Power. Used to cast spells. When this reaches 0, a character cannot use any skills that require MP. Restored after each battle.

CT

Count Time. Increases during battle depending on Speed. When this reaches 100, a character may act. If two characters reach 100 CT at the same time, the one with the higher speed acts first. If they have identical speed, the one with the higher Agility acts first. If they have the same Agility, than the game decides to shut down so as to not have to deal with such a highly unlikely event.

Action Stats

Strength

Determines amount of damage done in physical-based attacks.

Defense

Determines amount of damage received from physical-based attacks

Accuracy

Determines ability to hit target, as well as affecting damage of ranged attacks.

Evasion

Determines ability to dodge attacks, as well as affecting stealth-based skills.

Magic Power

Determines the power of magic spells, such as damage or healing power.

Magic Resistance

Determines the amount of damage/healing received when hit by a spell.

Speed

Determines how fast actions occur, as well as turn order and slightly affecting ability to dodge attacks.

Types of moves

Ability

Generally the more "physical" abilities that could be done in the real world. Most of them cost 0 MP but the more powerful ones may cost MP. Locked with ability lock but not with silence.

Magic

Supernatural magical stuff. Most of them cost MP. Locked with silence but not ability lock.

Reaction

A move that triggers when the character is affected by a certain enemy attack designed to either nullify certain attacks or launch a counterattack. Reaction abilities vary in trigger and in effect

Move descriptor key

Range

The number of tiles from the user that a move can be centered. Personal abilities have "0 range" - they can only affect the user. Most abilities ignore pathfinding obstacles like rocks or cliffs though some have certain restrictions (such as only being able to travel in a straight line)

Radius

The size of the "blast area" of the effect. Moves that only target 1 character have a radius of 1. Radius 2 means it affects the targetted square any any touching squares, radius 3 means another layer out, and so on.

Added effects

Push back

Critical hits and some abilities knock the enemy back a square. The square must be unoccupied and normal terrain a character can move in (no lava) but the enemy can fall past their normal fall max to move into the square. Falling does no additional damage but likely puts the enemy at a tactical disadvantage

Status effects (positive)

===Invisiblity=== No enemies will attack invisible units directly, though they may be damaged from area affects (such as standing next to someone that gets hit with an area affect magic). Attacking or being affected by any ability, positive or negative, ends invisibilty.

Status effects (negative)

Dying

Dying is the KO status. Characters are dying when they are at 0 or less HP (which is always rounded back to 0). Dying characters get no turns. If an entire side is dying, they lose. The general point of most battles is to make the entire team dying so that you win. Note that dying is not dead - spells or abilities can bring the characters back. Any dying characters on the winning side are assumed to get medical attention immediately after combat and suffer no penalties from being dead at the end of a battle.

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