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GameMechanicsFinalCharacterBasics

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Top > Game Mechanics Final v0.2.0 > Character Basics


Section I: Character Basics

 



Character Stats

Physical Attributes

Strength (STR): Physical power. Affects melee damage directly. Affects ability to penetrate defenses. Affects battle fatigue and battle wounds.

Endurance (END): Fortitude or stamina. Helps determine HP. Helps determine TP. Affects battle fatigue and battle wounds.

Dexterity (DEX): Manual skill with hands and hand-eye coordination. Affects ranged damage directly. Affects ability to cause a critical hit. Affects ability to hit an opponent.

Speed (SPD): Quickness and ease of movement. Affects initiative, ATB rate, and evasion.

 

Mental Attributes

Willpower (WILL): The ability to handle, focus, and control od. Affects the power of the spells directly. Affects MP usage (i.e. less waste MP). Ability to channel mana.

Intelligence (INT): The power of the mind. Affects spell cast speed (incantations). Affects skill learning. Affects initiative. Affects Spell crits.

Spirit (SPI): Resilience to status effects and curses. Affects boost from adrenaline and TP/MP regeneration. Affects battle fatigue and the effects of battle wounds.

 

Other

Luck (LUK): The ability to avoid destiny or reverse your fate. Affects many things to a small degree.

Magic Circuits (MC): The amount of magic circuits, or maryoku kairo (魔力回路). The number is fixed. Helps determine MP. The difference between a mage, a hybrid, and a melee fighter. A normal mage has 20. Matou Shinji has 0. Aozaki Touko has 20. Shirou has 27 (though he's a complicated case). Araya Souren has 30. A very talented mage like Tohsaka Rin has 40.

Level (LVL): It gives you a general, abstract idea of how powerful you are. Goes from 1 to 100.

Experience Points (XP): A more specific, abstract idea of how powerful you are. Gained from defeating monsters and winning battles. When you reach a certain threshhold, you gain a level.

 

 

Derived Stats

These will be computed automatically.

Health Points (HP): The lifeblood and energy of your character. When you're at full health, you perform at your best. As you lose HP, your stats also begin to falter from Battle Wounds. If your HP reaches 0, you fall unconscious. Max/HP derived from Endurance.

Magic Power (MP): Maryoku (魔力), Od. Your personal supply of magical energy, used for casting spells. It will slowly (very gradually) regenerate during battle. And regenerates slowly during field walking. Max/MP derived from Magic Circuits and Level.

Tech Points (TP): Special energy stored for melee types used for special techniques. For those characters or abilities that don't depend on od and mana, or at least exclusively on it. Max/TP derived from Endurance.

Fatigue (FTG): The amount of battle fatigue your character has generated. Overstepping your maximum fatigue will cause you to faint. Fatigue slowly dissipates during field walking. Max/FTG derived from Endurance, Spirit, Strength, and Willpower. Fatigue generation rate derives from the Endurance, Spirit and the nature of the action, plus Strength for melee, Willpower for spells, or both Strength and Willpower for ManaTechs. Fatigue dissipation rate derives from Endurance and Spirit.

Adrenaline (ADR): The amount of adrenaline you have building up for a special attack. Natural increases are derived from Spirit. Action-based adrenaline gains are based off of the nature of the skill.

 

Attack Power (ATT): An abstract rating of your prowess with a normal melee attack. Derived from Strength and the nature of your weapon.

Attack Hit Rate (HIT): Chance to hit the enemy with your normal attack. Usually this is pretty high. Derived from the nature of your weapon, Dexterity, and Intelligence.

Magical Potential (MAGI): An abstract rating of your prowess with the arcane arts. Derived from Willpower, Intelligence, and Magic Circuits.

 

Armor Rating (AR): The quality of your defense versus melee attacks. Derived from the Armor Ratings of your equipment.

Evasion Rate (EVA): Percentage chance of evading/dodging an enemy melee attack. Derived from Speed, Luck, and Intelligence.

Magic Resistence (MR): The quality of your defense versus magical attacks. Derived from the Magic Resistences of your equipment.

Resilience (RESL): The quality of your defense versus status ailments. Derived from Spirit, Endurance, and Willpower.

 

Leveling

 

As you journey through the world and become victorious in your battles, you gain experience. By attaining a certain amount of experience, you gain a level, which increases your stats. The actual stat increases and schedule is unique for each character. No part of this is randomized, and it is set up so that characters can't deviate from their roles. There are a lot of characters to choose from.

 

There are several layers of level caps in place. One cannot be a certain number of levels (say, 4 or 5) above BL-tan. A character who is at that level cannot advance to the next level and gains no experience. Furthermore, in situations where you choose your party members, those characters will refuse to participate, citing being overworked or directly saying that they want to give the less experienced members a chance to prove their worth.

 

BL-tan

 

BL-tan, in nearly every situation, is a permanent party member. When BL-tan is defeated by the Mad Sage, he seals her power and requires a blood contract with other people in order to gain strength. Her level becomes the average of every other person that forms a contract with her, and her stats (save for Magic Circuits) change according to the current party. It therefore becomes more important to use a variety of characters when going through the game, if only to make BL-tan more powerful.

 

Affinities

 

All characters will have affinities to certain TYPE-MOON deities. An affinity is a measure of a character's admiration of a deity, the worship of a deity, and the inherent compatibility with that deity. They also affect the ability to equip certain relics and is used for summons during battle. Affinities range from -100 to 100.

 

The Support System and Character Compatibility

 

Basically each character have different compatibilities with different characters. As they are in the same current party of five in battle, they gain support experience with each other, which in turn increases their support levels. To increase a support level, there must be enough support experience and you must activate a support event in an inn. Like the characters will talk with each other, do some bonding. And not be so boring. Higher the support level between two characters (when they are in the same battle) lead to increase stats. Support levels would also influence multitechs learned as well as their effectiveness.


Next - Section II: Character Powers

 

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