TheInn:Princp

From Iaqpedia

Principles of Attack are the methods by which a unit or character attacks, and by which their attacks are completed, as well as begun. Below are the different principles.

Contents

[edit] Instant

Generally, weaker units use an Instant principle. The Instant pricniple permits its user to immediately attack, without any delays or complications, should the conditions for attack be fufilled. Low-level prophets are generally the best instantenous units, though weather manipulators invariably have Instant as their principle. The conditions for high level spells under this teaching are generally difficult to nigh-impossible to complete, or to complete without starving oneself of units, HP, or resources.

[edit] Ring

The Ring principle is used by mid-level swordsmen and low-level spies. In using this principle, when one chooses an attack and comes within range of a target, a ring appears, with three keys to press on it. pressing these keys whilst they are in the small hole in a varying position of the ring will continue the attack. all three keys must be pressed to complete the attack. The upside to this over the Duel principle is that the buttons are, although different, in the same position every time, and the attack always has the same buttons, leading to the possibility certain skills will become second nature to the user.

[edit] Reel

For mid to high level spies, the Reel principle is generally the mainstay. Upon activating a luck-based skill, a reel will appear, and you will always land on a single square, which is then the result of the attack. for example, with a Blitz Shot attack, landing on a white orb will result in a heavy, damaging, accurate attack, and landing on a red orb will result in a misfire, dealing half the normal damage and even damaging the user. It is rare for a swordsman or monk to use it, but the rare combination of Swordsmonk and Reel is present in Blitzenu Charlez.

[edit] Multi-Reel

The same as a reel, except with three slots, akin to a slot machine. Different combinations produce different effects, but if a combination doesn't have a unique effect, it will result in a dud which damages the user and any targets, friend or foe, nearby, for a certain portion of their maximum HP. In some cases, such as in the Three Cut Spin, an attack takes place whilst the character presses the buttons. in the case of the Three Cut Spin, only three outcomes are present; the Blade, which will deal %200 damage, the dagger, which deals normal damage, and the Bomb, which will make the character miss the cut and end the attack.

[edit] Duel

In the Duel principle, which is mainly used for high-level, very powerful, multi-hit attacks, various portions of the attack can be missed. In the Duel principle, an attack has from 4 to 30 button presses, of which each one can be one of three, or the only one for that certain press of the button. It is like the ring principle, except buttons fly from both sides and they must be pressed while they are in the small gap in the center of the bar. If all buttons register, then the attack will be awe-inspiring. if most or all are missed, the attack will have negative effects.

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