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Game Mechanics Overview

This is a real-time party-based role-playing game. Up to three player-controlled units are active on the field of battle at one time, although only one can be issued fully manual commands.

HP: Determines how much damage a unit can incur before becoming KO'd and being unable to act. Slowly replenishes when outside of battles.
Strength: Increases damage dealt by Auto-Attacks and physical Combat Arts.
Faith: Increases damage dealt by Spells and magical Combat Arts, and increases efficacy of healing Spells and Combat Arts.
Dexterity: Increases accuracy of all types of attacks, slightly increases physical damage, and determines Critical Hit rate.
Agility: Increases Evasion, in-battle movement speed, and Attack Combo rate.
Endurance: Reduces physical damage incurred and extends the length of positive effects.
Resistance: Reduces magical damage incurred and reduces the length of negative effects. 

Battle-Only Statistics
Spirit: Represents a unit's mood. All battles begin at neutral Spirit. Performing well (landing critical hits, evading attacks, etc.) will increase Spirit, while performing poorly (being damaged, missing attacks, etc.) will decrease Spirit. When Spirit is above neutral, the unit's accuracy, evasion, critical hit rate, and damage inflicted will increase, while when below neutral Spirit, those attributes will decrease. Units with Spirit above neutral can encourage below-neutral teammates to return them to neutral Spirit.
Element Gauge: Required to cast Spells. Slowly diminishes when outside battle.

Character Level: By increasing Character Levels, the character's statistics will increase according to their personal growth pattern, and their maximum Ability Limit will increase. Character Experience is gained by defeating enemies. Levels range from 1 to 99.
Elemental Level: Each character has an Elemental Level corresponding to each of the six elemental types, ranging from 1 to 10. Characters can learn and use Spells of a level equal to or lower than their current Element Level for that element. Element Experience is gained by defeating enemies, and is manually distributed by the player. 
Stone Mastery: One Element Stone can be equipped by a unit at a time. By filling the Stone's Mastery Gauge, one Stone Ability and one Spell is either learned or strengthened. The Mastery Gauge is filled by participating in battle, but is hastened by taking certain actions corresponding to the Stone's element.

Equipment Systems
Weapon: Each unit has an exclusive weapon type. Different weapons provide boosts of different quantities to either Strength or Faith. By participating in battles with a weapon, its Weapon Level will increase, increasing the stat boosts it confers, and unlocking weapon-specific passive abilities.
Accessory: Each unit has two accessory slots. Accessories may grant raw stat boosts, passive abilities, or other modifiers to affect a unit's combat performance. Their boosts are static and do not grow like weapons. Any accessory can be equipped by any unit.
: Each unit has one Element Stone slot. Each Stone corresponds to one of six elements. Element Stones range in level from 1 to 10, and can only be equipped if the unit's corresponding Element Level is equal to or higher than the Stone's level. Upon Mastering a Stone (see Stone Mastery under Growth Systems), the Stone will either teach or strengthen one Ability and one Spell, and then break apart, removing it from the party's inventory.

Ability System
Natural Ability: Each unit has five passive Natural Abilities that are personal to them. They do not cost Ability Limit to use, and are permanently active. The effect of Natural Abilities increases by taking specific actions in battle.
Stone Ability: By mastering Element Stones, units will learn passive Stone Abilities according to the element of the Stone mastered. Each Stone Ability costs a specific number of Ability Limit. The sum of the equipped Abilities' costs may not exceed the unit's Ability Limit. By having an ability, and mastering a Stone that would teach the same ability, the ability's effect is strengthened.

Several types of battle actions exist and must be balanced for maximum efficacy.
Auto-Attack: Every few seconds, a character will automatically use a standard physical attack with their equipped weapon. Auto-attacks have a chance to initiate an Attack Combo based on the character's Agility, allowing multiple attacks to be launched in immediate succession.
Combat Art: Character-specific special moves that recharge over time. By leveling up Combat Arts, their efficacy is increased, and their cooldown is reduced.
Spell: Element-specific magic learned through equipping and mastering Element Stones. Consumes Element Gauge to cast.
: Consumable items with various effects may be used at any time, as long as there is at least one remaining in the party's inventory. After using an item, there is a cooldown until one can be used again by that unit. The length of the timer depends on the strength of the item's effect, with more powerful items incurring a longer cooldown.

Game Mechanics Overview
Published:

Game Mechanics Overview

Published:

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