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#Post#: 4733--------------------------------------------------
Tome of Combat
By: Shane Date: August 9, 2013, 1:57 pm
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[center]TOME OF COMBAT
Page 1: Introduction / Table of Contents[/center]
This is the Tome of Combat. Information is gathered in this book
as you travel.
None may write in this book, for this book is magic. It shall
update itself accordingly.
[center]Table of Contents:
1. Introduction / Table of Contents
http://shanescavestory.createaforum.com/tomes/tome-of-combat/msg4733/#msg4733
2. The Basics
http://shanescavestory.createaforum.com/tomes/tome-of-combat/msg4737/#msg4737
3. Class-Specific Abilities
http://shanescavestory.createaforum.com/tomes/tome-of-combat/msg5404/#msg5404
4. Status Effects
http://shanescavestory.createaforum.com/tomes/tome-of-combat/msg5407/#msg5407
[/center]
#Post#: 4737--------------------------------------------------
Re: Tome of Combat
By: Shane Date: August 9, 2013, 2:20 pm
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[center]TOME OF COMBAT
Page 2: The Basics[/center]
INITIATIVE GAUGE:
This is an example of how the Initiative Gauge is identified.
[quote]Initiative Gauge:
01. Julio (100/100 HP)
02. Kushagra (100/100 HP)
03. Polar (100/100 HP)
04. Richard (100/100 HP) [0: Reload [7]]
05. Rina (100/100 HP)
06. Ashen (025/100 HP)
07. Sarenodrius (044/350 HP) [Stunned | Bleeding][/quote]
The Initiative Gauge displays the order of the characters in
battle. It also shows all the controllable characters - should a
character's name be in black, that character is not controlled
by you.
Characters with their names in bold can be considered as bosses.
Enemies have their names in italics.
Your agility stat determines the sequence of the characters. If
characters have got the same amount of agility, the sequence
between them is always random.
When it is your turn, you can do an action. Grayed-out actions
cannot be used at the moment.
Commands can be identified by something similar to this.
[quote]KUSHAGRA: Command?
Attack: Physically attacks an enemy of your choice.
Special Attack: You can choose between various attacks. All of
them have something special. Costs SMP. (N/A)
Spell: You can choose a spell you've learned and cast it. Costs
MP. (N/A)
Ability: Use your ability. (N/A - ability is passive)
Item: You can use an item. (N/A)
Defend: Increases the chance of avoiding the next attack on you
for a round. If you're hit, damage is reduced.[/quote]
COMBINATION ATTACKS:
"Combos" are initiated when two or more allies attack in a row,
provided that they follow the turn order.
These deal plenty of damage, and has a 5% chance of inflicting
"Sudden Death".
"Sudden Death" is exactly what the name says: this status effect
instantaneously kills the one afflicted by it.
Damage is multiplied for every additional allied attack
inflicted on an enemy.
The first member does not get a multiplier at all.
The second member gets a 1.1 multiplier to damage.
The third member gets a 1.2 multiplier to damage.
The fourth member gets a 1.4 multiplier to damage.
The fifth member gets a 1.4 multiplier to damage as well.
The sixth member gets a 1.6 multiplier to damage, as does the
seventh member and eighth member.
The ninth member gets a 1.8 multiplier to damage.
Any members after the ninth will get a x2 multiplier to damage.
After all the damage has been dealt, it gets rounded off.
Take this number as an example.
14
The target would take only 14 damage. If it was 14.1, 14.2, 14.3
or 14.4, the damage would still be 14 points.
If, however, it was 14.5, 14.6, 14.7, 14.8 or 14.9, then it
would be rounded off, dealing 15 damage instead.
Combos can be devastating attacks. Use them wisely!
In addition, combination attacks give +2 CP instead of the usual
+1.
This CP boost does not apply to Combo CP.
SPLIT COMBINATION ATTACKS, AIMING AND USING THE ENVIRONMENT:
In a battle with multiple foes, it is possible to choose which
enemy to attack.
Be sure to check the Initiative Gauge to see which foes are
alive and which are dead.
Not selecting a target enemy, or selecting a dead foe, will
result in a random foe being chosen.
In addition, combination attacks initiated work only for those
who target the same enemy.
These split combination attacks are marked with the Seretouan
numbers.
Like normal combos, they give +2 CP instead of the usual +1, and
may inflict sudden death.
As with normal combos, the CP boost does not apply to Combo CP.
Also, combos may use the environment to the advantage of the
party.
For example, in a jungle, shooting a tree could cause it to fall
over and fall on top of a monster.
FATALITIES:
Should a character deal the final blow in combat, there is a 10%
chance of this blow being so fatal that it not only deals 9999
damage but also bypasses and negates the abilities of enemies,
if the abilities would activate on death. This also includes
abilities granted by equipment such as Revival Gems.
Furthermore, if a combo is the result, ALL characters involved
will deal a combo that will double the rewards if that is
possible. Key Items will never be doubled, however, so you can't
end up with two Skill Books of the Sky.
Fatalities give +2 CP instead of the usual +1.
The CP boost does not apply to Combo CP.
VICTORY:
Once all foes are defeated, the party members will gain
experience points, coins and/or an item.
Most of the time, enemies won't drop coins if they drop an item.
However, they always drop Magic Coins and Special Coins.
LEVELING UP:
Gaining a level gives you 5 points to spend on your main stats,
and 10 points to spend on either HP, SMP or MP. Every five
levels you can change your element.
If your race/class has a Default Element, you can't change your
element at level 5, because your element will automatically
change to the Default Element, since everyone began with NONE as
their element.
You can level up in here
http://shanescavestory.createaforum.com/level-up/.
You can spend
your points in those threads.
You also get fully healed if you level up. However, if you level
up in battle, you won't be fully healed. Using stat points are
considered as leveling up during battle.
OTHERWORLD COMBAT:
Combat in the Otherworld Campaign works a bit differently.
Unlike in the Chronicles Campaign, enemy HP is entirely unknown,
marked with 1 bar for every 10 HP it has. It could have 5 bars
if it has 56 HP.
In addition, some characters have several Weapon Sets depending
on the specialization weaponry. An "Equipment Set" of 0 means
that they can't change their Equipped Weapons for others.
COMBO CP:
Combo CP is a special type of Class Point, gained from
participating in combination attacks. However, no matter what,
all Combo CP increases are by one point. Therefore, it's
impossible for Combo CP to increase by two points.
DUELIST CP:
Card Games will give 1 CP for every turn a character
participates in one. Victory will double the CP gained in that
specific card game. This is one of two requirements for the
Duelist class, although using Cards as a weapon will also
suffice.
#Post#: 5404--------------------------------------------------
Re: Tome of Combat
By: Shane Date: August 22, 2013, 1:48 pm
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[center]TOME OF COMBAT
Page 3: Class-Specific Abilities[/center]
Every class has a special ability that they can use, which is
different from the abilities from elements. These abilities can
be activated at will.
As more classes are discovered, this page shall be updated.
FIGHTER:
Protect: Fighters can protect a specific ally from damage,
taking the blow themselves. However, doing so takes a turn.
#Post#: 5407--------------------------------------------------
Re: Tome of Combat
By: Shane Date: August 22, 2013, 2:01 pm
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[center]TOME OF COMBAT
Page 4: Status Effects[/center]
[hr]Negative Status Effects:
[Stunned]
Prevents the afflicted from taking any action. It usually wears
off after one to three turns.
[Bleeding]
The afflicted takes 10 damage per turn. This doesn't wear off
normally, and requires magic or first aid treatment.
[Slowed]
Characters with the [Slowed] status effect gain a penalty to
Agility equal to the level of the one who inflicted it. It wears
off after battle.
[Poisoned]
Characters take 10 damage per turn. This can be cured with weak
antidotes and such. If the character is poisoned again after
already being afflicted, they may become [Badly Poisoned].
[Badly Poisoned]
Characters take 20 damage per turn. This can't be cured with
weak antidotes, but stronger antidotes and magic can cure this.
If the character is poisoned yet again after already being
afflicted, they may become [Fatally Poisoned].
[Blind]
Characters' accuracy is reduced to 1. They may still manage to
hit their mark, or they may attack the environment.
[Dead]
Those who have 0 HP are dead. They can be revived with magic and
items, and maybe moves, but they cannot take actions until then.
Some abilities may trigger on death.
[Deader than dead]
Only those struck by fatalities can be afflicted with this. They
cannot be revived. Ever.
[Frightened]
Frightened characters deal less damage in combat, and can't
attack the source of their fears.
[Sleeping]
Sleeping characters are unable to act. They will awake if a
Sound-element move, magic or attack is used in the battle, or if
they are hit with a powerful attack. They will also wake up
after some time has gone by.
[hr]Unique Status Effects:
These are status effects that are different from positive and
negative status effects.
[Reload]
Characters using guns as a weapon require magazines to reload
them. If there are magazines in the party, this status effect
will be applied to the characters using guns, should the number
of shots reach 0.
In battle, they get a special action where they can reload, but
have to skip a turn. If they can't reload, they will use their
guns as a melee weapon instead, dealing halved damage.
[Fused]
Certain creatures can fuse with others. They are considered
"dead", technically; however, they retain their HP. If the fused
monster is killed, both fusees will be dead as well. However,
should they defuse due to the effect of an ability, move, spell
or whatever, they will return to the battle with HP equal to
half the fusion's current HP. If, for example, a fusion monster
with 50 HP is defused, both fusees will have 25 HP remaining.
[hr]Positive Status Effects:
[Fast]
Characters with the [Fast] status effect gain a bonus to Agility
equal to the level of the one who inflicted it. It wears off
after battle.
[hr]Class-Related Status Effects:
[Protect]
Fighters can protect their allies. This lasts for as long as
they use this. They cannot attack when Protecting.
[hr]Ability-Related Status Effects:
[Super Effective]
Granted by the Hidden Power ability. The character's attacks
will all be super effective for three turns (four, if the
character can move twice in one turn).
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