Attributes

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Attributes define the properties of actors, objects, and skills. Attributes are also commonly referred to as "stats", a shorthand for statistics. Attributes are most commonly used in battles, but may be used elsewhere. Generally speaking, attributes can be grouped into the following categories.

  • Vitality attributes affect the amount of hit points and skill points of an actor.
  • Physical attributes define physical attack or defense.
  • Ethereal attributes define non-physical attack or defense.
  • Agility/Evade attributes define how quickly a character acts in battle or their ability to dodge attacks
  • Elemental attributes define attack bonuses and resistance or weakness to certain elemental types.
  • Status attributes define attack bonuses and resistance or weakness to status effects.


Actor Attributes[edit]

All characters and enemies (actors) have the following attributes defined.

Hit Points (HP) Determine the amount of health that an actor has
Skill Points (SP) Consumed whenever a skill is used in battle
Strength Used to determine physical attack damage
Vigor Used to determine ethereal attack damage
Fortitude Used to determine physical defense
Protection Used to determine ethereal defense
Stamina Actors with more stamina accumulate HP battle fatigue from damage more slowly
Resilience Actors with more resilience accumulate SP battle fatigue from using more high-cost SP skills more slowly
Agility Actors with more agility recover faster between executing actions
Evade (%) A percentage which determines how likely an opponent's attack is to miss the actor

All actors also have at least one attack point, and these attack points have their own set of properties.

Fortitude Modifier The percent increase or decrease from the actor's fortitude attribute
Protection Modifier The percent increase or decrease from the actor's protection attribute
Evade Modifier The percent increase or decrease from the actor's evade attribute
Note: While attributes behave the same manner for characters and enemies, there are some differences. For example, most enemies will never consume SP for using their skills.


Object Attributes[edit]

Objects include items, weapons, armor, shards, and key items. These objects share some common attributes in addition to having their own unique attributes. Note that although there are four types of armor (equipped on either the head, torso, arms, orlegs), all armor share the same set of attributes.

Common Attributes
Price The standard asking price for the object as it is sold in shops
Description A brief description of what use the item has to the player
Lore Detailed text that provides the history or lore surrounding the item
Items
Usability Determines where the item can be used (in battle and/or in the field)
Target Type Determines the type of target that the item can be used on (self, ally, enemy party, etc.)
Weapons
Usability Determines which characters can equip the weapon
Physical Attack The amount of physical attack power that the weapon offers
Ethereal Attack The amount of ethereal attack power that the weapon offers
Sockets The number of shards that may be attached to the weapon
Armor
Usability Determines which characters can equip the armor
Type Determines which one of the four parts of the body that the armor can be equipped upon
Physical Defense The amount of physical defense that the armor provides
Ethereal Defense The amount of ethereal defense that the armor provides
Sockets The number of shards that may be attached to the armor
Shards
Shard attributes have not yet been defined
Key Items
Key items have no unique attributes
Note: Elemental and status effect properties have not yet been defined for objects. This information shall be added later.

Skill Attributes[edit]

Skills are the actions that an actor can execute. Skills may be either used in battle or on the field (via the party menu in MenuMode). Because HP and SP are fully restored at the end of every battle, it is rare for a skill to have a field use. It is equally rare for a skill to not have a battle use.

Usability Determines where the skill can be used (in battle, in the field, or both)
Target Type Determines the type of target that the skill can be executed on (self, ally, enemy party, etc.)
SP Required The number of skill points that are consumed when the skill is used
Warm Up Time The number of milliseconds it takes the skill to be ready to execute after it has been selected in battle