Legacies of Veridocia: The Dark Dominion
} Combat Mechanics
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Statistics
Below is a list of
all of the statistics used by characters and enemies in Legacies of Veridocia: The Dark Dominion, along with an explanation.
Some will be very familiar, some will function like something you will be
familiar with, and one or two might be completely new to you.
Core Stats
·
Level- General
measure of overall strength. Determines how much EXP you earn when you kill
enemies.
·
EXP- Experience
Points. Used to level up. EXP is shared by the whole party.
·
HP- Hit Points.
Pretty obvious. How much health you have. Reach 0, and you die.
·
MP- Magic Points.
Also obvious. How much magic you have. Reach 0, and it means you cast too many
spells. Or got addled. Or drained. Or you can’t cast spells. Whichever way,
time to hit things the old fashioned way.
·
ATT- Attack.
Determines how hard you hit with weapons. Combines a natural attack with a
weapon’s attack power to give you your final value. Has a minor effect on your
Counter.
·
DEF- Defence.
Determines how resistant you are to weapon damage. Has a minor effect on your
Evade.
·
AGI- Agility.
Determines your initiative, and so how early you act in a turn. It also has
some impact on your Counter and Evade.
·
MOV- Move.
Determines the maximum number of squares you can move.
Supplemental Stats
·
Movement Type-
Determines how well you move over certain terrain. See the Movement section.
·
CRT- Critical Hit
chance. Percentage chance that an attack will do critical damage. Can be modified
by weapons and accessories.
·
DBL- Double Attack
chance. Percentage chance that a second attack will occur. Can be modified by
weapons and accessories.
·
CNR- Counter Attack chance.
Percentage chance that a counter attack will occur. Can be modified by weapons
and accessories, as well as buffs to AGI or ATT.
·
EVA- Evade chance.
Percentage chance that an incoming attack will be blocked/parried/avoided. Can
be modified by weapons and accessories, as well as buffs to AGI or DEF.
·
Body- Your
resistance to physical maladies and status ailments.
·
Mind- Your
resistance to magical/mental maladies and status ailments.
o Note: An average of Body and Mind is taken when dealing with the
Deathblow status.
·
Elemental
Affinities- Your affinity with certain elements. Raises your resistance to
attacks from a source for which you have positive affinity, as well as your
power with magical or elementally charged weapon attacks of the same element,
or does the reverse if you have a negative affinity.
·
Friendship- How
close your character is to others, which confers combat benefits as this
closeness increases.
·
Weapon Level- How
proficient you are with a certain type of weapon class.
Status Ailments
Status ailments are
usually applied through spells, but some attacks can also inflict them. Some
are physical in nature, and some are magical/mental. Below is a breakdown of
all of the ailments in the game, along with which elemental spells
automatically apply them in the cases where it matters.
Physical Ailments
·
Poison- Damage over
time. Has 4 levels of severity. Lasts until cured. Cured with the same level or
higher of Detox. Also cured with Antidotes. Also cured via the party advisor.
·
Burn [Fire]- Damage
over time. Has 4 levels of severity. Lasts for 3 rounds or end of combat.
Incurable.
·
Bleed- Damage over
time. Has 4 levels of severity. Lasts until cured or end of combat. Cured with
the same level or higher of Heal/Aura. Also cured with Healing items.
·
Frozen [Cold]- Feet
locked in place. Cannot move, but can still act on other units in range. Lasts
1 round. Incurable.
·
Shocked [Electric]-
MOV is reduced, and actions can fail. Has 4 levels of severity. Lasts for 1
round. Incurable.
·
Dazed [Air]- Can
move normally, but cannot take any action besides Stay. Lasts for 1 round.
Incurable.
·
Petrified [Earth]-
Cannot move or act. Lasts until cured. Cured with Detox 3 or higher. Also cured
with Angel Dust. Also cured via the party advisor.
·
HP Drain- HP is
stolen and used to heal the thief. Instantaneous.
Magical/Mental Ailments
·
Addled- MP loss over
time. Has 4 levels of severity. Lasts until cured or end of combat. Cured with
the same level or higher of Detox. Also cured with MP restoring items.
·
Dispelled- You
cannot cast magic or use magical effects on weapons or accessories. Unique
Talents are also suppressed. Lasts for 3 rounds or until cured. Cured with
Detox 2 or higher. Also cured with Angel Dust.
·
Sleeping [Water]-
Cannot move or act. Lasts for 2 rounds. Incurable.
·
Blinded [Light]-
Reduces your chance to hit. Lasts for 3 rounds or until cured. Cured with Detox
3 or higher. Also cured with Angel Dust.
·
Confused- You lose
control of your character’s actions. Actions become random. Anyone attackable
or healable. Lasts for 3 rounds or until cured. Cured with Detox 4. Also cured
with Angel Dust.
·
MP Drain- MP is
stolen and used to restore the thief. Instantaneous.
Deathblow [Darkness]
The attack that
inflicts this ailment is very potent indeed. It assaults both the body and the
mind. Once the attack’s initial damage is dealt, the soul is assaulted by
death. Your current HP is converted into a percentage of your maximum HP. This
is the percentage chance that you will survive. Your body/mind average is added
to this, and the attack’s potency is subtracted from it to give the final
chance. The healthier you are, the less likely you will lose your soul. If the
roll made against you succeeds, your soul is stolen, and you die instantly.
Buffs and Debuffs
Buffs and debuffs stand apart from ailments. There are 4 types of
buff/debuff. Power, Guard, Momentum and Spirit. All
buffs and debuffs last for 3 rounds. Whilst they
can’t be cured/negated in the normal sense as some ailments can, casting the
same type of buff/debuff as an existing one can
nullify/mitigate the effects. For instance, an enemy buffed with Power can be debuffed with power, essentially negating the benefit.
·
Power- Modifies ATT
and DBL
·
Guard- Modifies DEF
and Body
·
Momentum- Modifies
AGI and MOV
·
Spirit- Modifies
Elemental Affinities and Mind