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| #Post#: 4733-------------------------------------------------- | |
| Tome of Combat | |
| By: Shane Date: August 9, 2013, 1:57 pm | |
| --------------------------------------------------------- | |
| [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 | |
| --------------------------------------------------------- | |
| [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 | |
| --------------------------------------------------------- | |
| [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 | |
| --------------------------------------------------------- | |
| [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). | |
| ***************************************************** |