Character and Object Properties

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Introduction[edit]

Before we can begin describing the properties of characters and objects and how they interact with one another, first we need to state a few relevant facts about Allacrost.

  • There are two types of attack and defense ratings: physical and metaphysical.
  • Skill points (SP) are consumed when the character selects an action in battle.
  • Elemental Effects (EE) are special properties that interact with other elementals to create statistical bonuses and weaknesses.
  • Status Effects (SE) are states that a character may be in, such as poison or haste.
  • Both EEs and SEs have a finite number of "intensities" indicating how significant the effect is on its target
  • Weapons and armor have a number of "sockets" where jewels can be inserted or removed.
  • Jewels imbue EE and SE properties

Elemental Effects[edit]

Elemental effects describe types of physical and metaphyiscal damage. Finding and exploiting elemental weaknesses on an opponent may hold the key to victory in a battle. Elemental effects can come from any of the following three sources:

  • A part of the natural offense or defense of an actor
  • A property imbued in a weapon or a piece of armor (or a jewel socketed on that weapon or armor)
  • Included as a property in an actor's battle skill

There are eight elemental effects in total, four which are physical and four which are metaphysical. Physical and metaphysical elementals interact with one another in different ways. For physical elementals, the elemental will only interact with the same elemental property (one-to-one effectiveness). Metaphysical elements, on the other hand, are strong against some elementals and weak against others (circular effectiveness). For an example of a physical elemental effect, if an actor has a defense against "piercing" elementals, that defense will only apply against piercing attacks. If on the other hand the actor has a defense bonus of the metaphysical "fire" elemental, that actor will become weak against water attacks, but strong against earth attacks. The two tables below list the four physical and four metaphysical elemental effects in Allacrost and their interactions with other elementals. Note that all of the physical elementals have a one-to-one type of effectiveness while the metaphysical elementals have a circular type of effectiveness.

Physical Elemental Effects
Elemental Effect Strong Against Weak Against
Slicing Slicing -nothing-
Smashing Smashing -nothing-
Mauling Mauling -nothing-
Piercing Piercing -nothing-
Metaphysical Elemental Effects
Elemental Effect Strong Against Weak Against
Fire Earth Water
Water Fire Volt
Volt Water Earth
Earth Volt Fire

Elemental effects are applied on the entire actor as a whole, but not on their individual attack points. The reason for this is to prevent battles from becoming too complicated for the player to comprehend. This is also the reason that the elemental effects are relatively few in number, so that the player does not need to account for too many variables. The amount of additional damage or defense that an elemental effect affords an actor is numeric, so the elemental bonus may be any arbitrary value.

Elemental Intensities[edit]

TODO

Status Effects[edit]

A change in the state of a character or enemy's status is caused by a status effect. Status effects may be either aiding (increasing strength) or ailing (poisoning the target). There are four levels of "intensity" for status effects: lesser, moderate, greater, and extreme. The higher the intensity, the more potent that the effect is. An attempt to cure a status effect does not necessarily completely negate the effect; It may only lessen the severity of the effect. Thus, sometimes multiple attempts to cure a status effect must be made before the effect is completely healed. Likewise, multiple applications of a status effect will often be required to "boost" the intensity of a effect to its maximum degree. The two tables below list all of the aiding and ailing status effects in Allacrost and provide a brief description.

Aiding Status Effects
Status Effect Description
Regen Gradually increases hit points over time
Protect Provides a barrier against physical damage
Shell provides a barrier against metaphysical damage
Haste Decreases the time it takes for a character to recharge their stamina
Metaphysical Elemental Effects
Status Effect Description
Poison Gradually decreases hit points over time
Weaken Weakens an actor's fortitude, lowering their physical defense rating
Resolve Weakens an actor's protection, lowering their metaphysical defense rating
Slow Increases the time it takes for a character to recharge their stamina

Status Effect Intensities[edit]

All status effects weaken in intensity over time and will eventually nullify, but may be re-generated or boosted by an actor during battle. It is important to note that status effects do not occur outside of battle, nor do they remain after a battle has ended. The status effect system was designed in this way so that the player does not have to tediously heal status effects from a menu after a battle has ended. A weapon or armor may afford a status effect bonus to their character at the beginning of every battle, but these effects are not permanent.


Status effects may be cured by both items and skills. A feature unique to Allacrost is that these items and skills do not target specific status effects, but rather are effective on all status effects. In other words, there is no "antidote" that only serves to cure poison, but instead a general "remedy" that can cure any status effect. Because an actor may be afflicted with multiple status ailments of various intensities at once, the use of these cure item/skills automatically target all status ailments. The strength of the item/skill determines how many levels of intensity that a status effect will drop by. For example, a weaker cure will only drop the intensity of the status effects by one level, while a stronger cure can drop intensity by three levels. The table below contains a list of the possible cure properties that both items and skills may have.


Status Effect Cures
Cure Name Target Type Cure Effect
Weaker Cure Actor Drops status intensity by one level
Moderate Cure Actor Drops status intensity by two levels
Stronger Cure Actor Drops status intensity by three level
Extreme Cure Actor Drops status intensity by four level
Weaker Curall All Drops status intensity by one level
Moderate Curall All Drops status intensity by two levels
Stronger Curall All Drops status intensity by three level
Extreme Curall All Drops status intensity by four level



Character Properties[edit]

Basic Character Statistics[edit]

Each playable game character has the following statistics.

  • Experience level
  • Maximum hit points (HP)
  • Maximum skill points (SP)
  • Strength: affects the physical attack rating
  • Vigor: affects the metaphysical attack rating
  • Fortitude: affects the physical defense rating
  • Resistance: affects the metaphysical defense rating
  • Agility: determines how long it takes for the actor's stamina to refill
  • Evade: a general evade percentage for the actor



  • Physical attack rating
  • Metaphysical attack rating
  • Physical defense rating
  • Metaphysical defense rating


Object Properties[edit]

"Objects", in this context, refer to anything that the character party may hold in their inventory. There are eight different types of objects:

  • Items
  • Weapons
  • Head Armor
  • Torso Armor
  • Arm Armor
  • Leg Armor
  • Jewels
  • Key Items

Items[edit]

Items are usable by the player (sometimes only in battle) to alter the state of characters or enemies.


Weapons[edit]

Weapons may range from swords to bows to spears, however not all characters may wield a sword nor may all characters be able to use a bow. Regardless of the type of weapon, they all share the following properties:

  • A list of whom may equip the weapon
  • Physical attack rating
  • Metaphysical attack rating
  • Elemental effect attack bonuses
  • Status effect attack bonuses
  • A number of sockets for the placement of jewels

Note that for a metaphysical elemental effect attack bonus, there will be a corresponding weakness. For example, a fire attack bonus will prove effect against earth elemental defenses, but will be weak against water elemental defenses. Status effect attacks are provided in the form of a percentage of resistance. For example, a sword with a 10% poison attack bonus will have a 10% chance of poisoning an opponent. Jewels may be inserted into available sockets in the weapon in order to provided additional bonuses.


Armor[edit]

Although there are four types of armor, the only difference between them is the location on the character where they may be equipped. All four types of armor have in common the following basic properties:

  • A list of whom may equip the armor
  • Physical defense rating
  • Metaphysical defense rating
  • Elemental effect defense bonuses
  • Status effect resistance bonuses
  • A number of sockets for the placement of jewels

Note that for a metaphysical elemental effect defense bonus, there will be a corresponding weakness. For example, a fire defense bonus will help protect against earth elemental attacks, but will become weak against water elemental attacks. Status effect resistances are provided in the form of a percentage of resistance. For example, a piece of armor with 5% poison resistance will reduce a poison attack with 15% success rate to 10%. Jewels may be inserted into available sockets in the armor in order to provided additional bonuses.


Jewels[edit]

Jewels contain properties such as defense or attack bonuses, elemental bonuses, or status bonuses. These jewels may be inserted into sockets that are present in weapons and armor in order to modify their properties. Jewel placement is not permanent, and they may be be removed, reorganized, and reused. Jewels have a number of different properties, and usually have only one of these properties active. This list includes:

  • Physical attack/defense bonus (of arbitrary value)
  • Metaphysical attack/defense bonus (of arbitrary value)
  • Elemental Effect attack/defense bonus (of various finite intensities)
  • Status Effect attack/resistance bonus (of various arbitrary probabilities of success)


Key Items[edit]

Key items are items which can not be used by the player and are involuntarily added to and removed from the party's inventory by certain events during the game. The player may browse the key items in their inventory and read their description, but nothing more.