Legacies of Veridocia: The Dark Dominion
} Combat Mechanics
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This game makes use
of the Shining Force 3 inventory system. You have 4 item slots on your
character. In addition to this, you have two equipped slots; one for your
weapon, and one for an accessory. When you equip a
weapon or accessory, it is removed from your inventory, freeing up the space it
once occupied for you to hold something else. This gives you a
little leeway when carrying multiple types of weapon.
When items are
dropped by enemies, unlike earlier Shining Force games where the dropped item
either vanished or went to the Deals section of the shop, here they will behave
like Shining Force 3, where you will get the
choice to drop something youre carrying to acquire the dropped item, or
discard it.
Consumables
Here is a list of
all of the consumables that can be found during the game.
Restorative Items
Healing Herb- Heals
10 HP, cures Bleed 1
Healing Seed- Heals
20 HP, cures Bleed 2
Healing Drop- Heals
40 HP, cures Bleed 3
Healing Water- Heals
all HP, cures Bleed 4
Healing Rain- Heals
all allies HP, cures Bleed 4
Mystic Dew- Restores
10 MP, cures Addled 1
Mystic Tear-
Restores 20 MP, cures Addled 2
Mystic Draught-
Restores 40 MP, cures Addled 3
Mystic Elixir-
Restores all MP, cures Addled 4
Mystic Shower-
Restores all allies MP, cures Addled 4
Antidote- Cures
Poison and Burn
Angel Dust- Cures
Petrification, Dispel, Blindness and Confusion
Divine Feather-
Flees the current battle (May come with consequences)
Stat Boosters
Liquid Courage- +3
ATT
Tough Jerky- +3 DEF
Nimble Nut- +3 AGI
Slice of Life- +4 HP
Food for Thought- +4
MP
Running Radish- +2
MOV
Golden Apple- +100
EXP to the party EXP pool
Aged Mead- +4 ATT,
-2 DEF
Crispy Bacon- +4
DEF, -2 AGI
Sugary Soda- +4 AGI,
-2 ATT
Mighty Milk- +2 ATT,
+2 DEF, +2 AGI
Sweet Candy- +4 HP,
+4 MP
Weapons
Weapons are grouped
into types. Generally speaking, each character can use two types of weapon,
though there are one or two exceptions. Below is a list of each weapon type,
and common characteristics held by most weapons of that type:
Blade - Melee, High
Damage.
Katana - Melee, High
Damage, +CRT
Spellshot - Melee + Medium,
Elemental
Sword - Melee, +CNR
Arrow - Medium +
Long, +CRT
Mace - Melee, Shock
Rapier - Melee,
+CRT, +DBL
Shuriken - Medium
Range, +DBL
Axe - Melee, Bleed
Lance - Melee, High
Damage, +DEF
Spear - Melee and
Medium Range, +EVA
Wing - Melee
(Winged), +EVA, +DEF
Claw - Melee, +CRT
Knife - Melee +
Medium, +EVA, +CNR, +DBL
Glove - Melee, +CNR
Staff - Melee, +DEF
Wand - Melee,
+Affinities, Spell
Weapon
Characteristics
Range: Melee (1
space, i.e. adjacent), Medium Range (2 spaces), or Long (3 spaces)
High Damage:
Increased minimum damage roll. All damage rolls deal between 75% and 100% of
ATT-DEF. This attribute raises the 75% to something higher, depending on the
strength of the weapon, effectively raising your minimum damage.
Elemental: Adds an
elemental damage multiplier to all damage done with this weapon. First it
applies your own elemental affinity, and then applies your targets elemental
affinity. If your affinity is greater than theirs, you deal more damage. If
theirs is greater than yours, you deal less damage. Elemental also grants a
chance to apply the relevant elementally linked status ailment to the target.
Affinities: Raises
or lowers certain elemental affinities depending on the theme of the weapon.
Spell: Typically
comes with a usable magic spell
Shock: As the status
effect. See Statistics and Status
Bleed: As the status
effect. See Statistics and Status
+DEF: Bonus Defence
+EVA: Bonus Dodge
chance
+CRT: Bonus Critical
chance
+CNR: Bonus Counter
chance
+DBL: Bonus Second
Attack chance
Weapon Levels
Carried over from
the Shining Force 3 system is the concept of weapon experience (WXP). As you
use a type of weapon, you earn weapon experience. It has been simplified and
repurposed for its use here. Now, any attack or spell that deals damage will
grant you 1 WXP, and a kill will grant 2 WXP, as opposed to Shining Force 3s
damage-based formula.
You start at weapon
level 0, and when you reach a higher weapon level, two things change:
1: You add a Weapon
damage modifier to your damage. Final damage values are increased by 10% for
each weapon level you gain.
2: Your critical hit
evolves. This is a simplified representation of Shining Force 3s Weapon
Specials system, except you develop your own Critical attack.
At weapon level 0,
all critical attacks deal +25% damage.
At weapon level 1,
you get to add one of the following:
·
+25% Critical Damage
·
Elemental Critical
choose one element. Your critical strikes are composed of this element. You get
+10 to your affinity with that element for resolving your critical.
·
Ailment Your
critical inflicts a guaranteed status Ailment. Choose one of the following:
o Bleed**
o Poison**
o Burn**
o Addled*
o Dispel
o Shock*
* Damage/Effect
level increases with weapon level. Equipping a Mithril weapon raises the damage
level by 1)
** You may only
choose one of these. Picking one prevents you from ever adding a second.
·
Debuff Your critical strike applies one of the 4 debuff
effects to your target.
·
Buff Your critical
strike applies one of the 4 buff effects to yourself.
At weapon level 2,
you can expand on previous choices, or add additional effects:
·
+25% Critical Damage
·
Elemental Critical
choose one element. Your critical strikes are composed of this element. You get
+10 to your affinity with that element for resolving your critical. If you
already chose this at level 1, you may not choose a second element: you instead
add an additional 15 to your affinity for the purpose of the critical.
·
Ailment add a new
ailment. You may choose any ailment that was available at weapon level 1, as
well as the following:
o Freeze
o Daze
o Blind
o HP Drain (Heal HP by 10% of damage dealt)
o MP Drain (Heal MP by 10% of damage dealt)
·
Debuff If you chose a debuff at weapon level 1,
you can increase its effectiveness. You cannot select more than 1 debuff.
·
Buff If you chose
a buff at weapon level 1, you can increase its effectiveness. You cannot select
more than 1 buff.
Weapon level 3
finalises the effectiveness of your crit:
·
+25% Critical Damage
·
Elemental Critical
choose one element. Your critical strikes are composed of this element. You get
+10 to your affinity with that element for resolving your critical. If you
already chose this at level 1 or level 2, you may not choose a second element:
you instead add an additional 15 to your affinity for the purpose of the
critical. If you chose this at both level 1 AND level 2, you add an extra 25 to
your chosen affinity when dealing a critical.
·
Ailment add a new
ailment. You may choose any ailment that was available at weapon level 1 and 2,
as well as the following:
o Confuse
o Petrify
o Deathblow (Can only occur on the first critical hit during an attack
roll)
·
Debuff If you chose a debuff at weapon level 1,
you can increase its effectiveness. You cannot select more than 1 debuff.
·
Buff If you chose
a buff at weapon level 1, you can increase its effectiveness. You cannot select
more than 1 buff.
Storage
Any item can be
given to the GMPC for safe keeping, provided it is done out of combat. Stored
items go into a limitless bag, and can be retrieved when needed, again as long
as it is done out of combat. Storage is inaccessible during combat, and if the
GMPC is unreachable.