SirBlazeALot
Seven Thousand Club
ADVANCED MECHANICS
Whew! Okay! So you read Basic Mechanics right? If you haven't already go do that shit now, otherwise everything here is probably just gonna confuse you. In this thread I'm gonna throw a lot of shit at you. I'm gonna give you more insight into how the Number Cruncher works regarding Attributes and Weapon Triangles. We're also gonna talk fun stuff like Crafting and Capturing enemy units. *claps hands* Lets do this. By the way, I don't expect you guys to like, memorize all this shit. You can always reference back to this stuff so don't like, make flash cards or whatever. Eventually through playing you'll memorize all this shit.Once you're done here, you'll be ready to take a look at the Number Cruncher App.
Click here to return to the Table of Contents.
- Commanding Unit
- Weapon Types
- Weapon Triangles
- Attributes
- Status Effects
- Doors, Chests, Shops, & Villages
- Allegiance Colors
- Partnering Up
- Skills
- Crafting
- War Carriage
- Capture
- Defection
- Monthly Affinity (New!!)
Commanding Unit
So when you're looking at the Current Battle map you're gonna see a bunch of red guys and a bunch of blue guys with numbers on their chests. There is only one number that really means anything, the rest are simply used to identify each individual unit on the map. The number 1 however does something in addition to identifying a unit.
The unit with the number 1 on their chest is the Commanding Unit. Before each battle, each team will pick a character on their team to serve as a Commanding Unit. You can have the same character be a Commanding Unit every battle, or you can have a different character be a Commanding Unit for every battle. It's all up to your team.
As one might expect, this unit will be the one sort of leading the team in the battle. They are the "boss" if you will. Being the Commanding Unit has one specific perk in the form of a Basic Skill granted to them. This skill is known as Tip The Scales, and it can be invaluable.
- Tip The Scales: An active skill that automatically increases CRIT, ACC, BLOK, EVA, and ASS by 20% for all units within a two cell radius of the Commanding Unit. Tip The Scales effects all units within the Commanding Unit's immediate vicinity upon use and will remain in effect after the units leave the Commanding Unit's vicinity. The skill must be used again in order to take effect on unaffected units.
This effect lasts for the remainder of the battle.Tip The Scales lasts for only one turn.
- Tip The Scales: An active skill that automatically increases CRIT, ACC, BLOK, EVA, and ASS by 20% for all units within a two cell radius of the Commanding Unit. Tip The Scales effects all units within the Commanding Unit's immediate vicinity upon use and will remain in effect after the units leave the Commanding Unit's vicinity. The skill must be used again in order to take effect on unaffected units.
Weapon Types
There are 12 different Weapon Types, each with their own benefits and drawbacks. Each class has access to one or more Weapon Types. Thinking about what kind of weapon you want your character to use is one of the easiest ways to decide what class your character shall be.
You'll get the freedom to decide what your character's weapon looks like. Say your character wields Swords and they're equipped with an Iron Sword. Unlike in the game, where that item looks the same for everyone who uses it, your Iron Sword can be any sword model you can think of: a katana, a broadsword, etc. etc. However, this is purely cosmetic and will have fuck-all to do with stats.
- Swords
-
SWORDS
ACC +10%, EVA +5%, +1 Attack
Swords are well balanced weapons that lend to an accuracy boost, a minor evasion boost, and a minor damage boost. Swords are typically used on opponents standing in an adjacent cell.
- Lances
-
LANCES
+10% CRIT, +2 Attack
Lances are heavier than swords, and those that wield them are trained to aim for their enemy’s weak spots. They boast a critical boost and a damage boost. Lances are typically used on opponents standing in an adjacent cell.
- Axes
-
AXES
-10% ACC, +4 Attack
Axes are the heaviest melee weapons and they receive a major damage bonus. However, they trade damage output for accuracy. Axes are typically used on opponents standing in an adjacent cell.
- Hidden Weapons
-
HIDDEN WEAPONS
+20% EVA
Small daggers, knives, and shuriken that grant their wielders a major evasion bonus, but are weak in their damage output. Hidden Weapons can be used from an adjacent cell or from one cell away.
- Gauntlets
-
GAUNTLETS
+10% CRIT, +10% EVA
Fighters that wield gauntlets get up close and personal to punch dudes in the face. Their close quarters grant them a critical bonus and their lightweight weapons grant them an evasion bonus, but no damage bonus.
- Bows
-
BOWS
+20% ACC
Bows typically must be used from one cell away. All bows innately have the AIR attribute, making them highly effective against flying units. They also get a major accuracy bonus, but they’re weak when it comes down to cold hard damage. Anyone who can wield a bow can also wield a Ballista, so long as they are an infantry unit.
- Anima
-
ANIMA
+ 10% ACC, +2 Magic
Anima magic is elemental magic and overall pretty balanced. It has an accuracy boost and a damage boost, but the best thing about it is that each spell type tends to have Attributes and perks that increase as the wielder becomes more skilled. Anima can be used from an adjacent cell or from one cell away.
- Light
-
LIGHT
+10% EVA, +5% ACC, +1 Magic
Light magic has the Holy attribute, so it’s mega effective against Undead enemies. But other than that, wielders of Light receive an evasion bonus, a minor accuracy bonus, and a minor damage bonus. Light can be used from an adjacent cell or from one cell away.
- Dark
-
DARK
-10% ACC, +4 Magic
Dark magic is the strongest of magic, but it also takes a while to cast. In other words it’s not that accurate, but you’re gonna have a real bad day if you get hit by it. Dark can be used from an adjacent cell or from one cell away.
- Staves
-
STAVES
+10% LUCK, +10% ACC
While they may not do damage directly, Staves have a variety of purposes. They can cure status effects, inflict status effects, heal allies, and affect the environment. Staves that heal or effect the environment don't have to be put into the Number Cruncher, you can just do your thing. But whenever you're targeting an enemy, you must crunch them numbers like you would with any other weapon. Staves vary in range between individual weapons.
- Stones
-
STONES
Magical stones that can only be used by Manaketes and Laguz to take their Dragon Form or Primal Form. They have no inherent bonuses because Laguz and Manaketes have inherent stat bonuses to dependent on their species.
Also, whenever you're fighting a monster from the Bestiary that doesn't use a weapon, you'll enter a Stone in the number cruncher. Stones do physical damage when used adjacently and magical damage when used from one cell away. You can read about Laguz and Manakete Stones lore-wise in their respective sections in Races in General Lore.
For Manaketes, they be usin' them physical attacks and their breath attacks. But obviously they be using them stones for both. So for Dragonstones, you just have to specify in the app if you're using a physical attack or a magic breath attack. Simply do so by listing that shit as Dragon Breath in Weapon Name in the app when you're attacking with breath. So that you guys remember the difference, I'm listing Dragonstone weapons as Dragonstone/Breath.
- Ballista
-
BALLISTA
ACC +10%, +2 Attack, Movement Reduced to 2 Cells
Ballista are big fucking siege vehicles that shoot big ol' missle type arrows and such. Ballista can only be used by infantry units who have access to the Bow weapon type. They are heavily modifiable by Engineers. Explosives can be attached to them, and a Ballista can also be mounted on top of the War Carriage. However, an unmounted Ballista will heavily decrease movement to 2 cells when being operated. You can learn more about modifying a Ballista in the Crafting section in this thread.
Weapon Triangles
Now that you've learned about the types of weapons there are, it's time you learned about the advantages they have over another. This phenomena is called a "Weapon Triangle". It is easiest to think of it as glorified rock-paper-scissors. Rock beats scissors, scissors beats paper, paper beats rock, right? Except for a Weapon Triangle, it goes like this:
Sword beats Axe, Axe beats Lance, Lance beats Sword
And This:
Light beats Dark, Dark beats Anima, Anima beats Light.
So essentially, there are two Weapon Triangles, one for Physical Weapons (aside from Bows, Gauntlets, Hidden Weapons, and Stones) and one for Magical Weapons (aside from Staves). Weapon Triangles are CRUCIAL to receiving a strategic advantage. Why, you ask?
The winner of the Weapon Triangle gets +30% ACC, +10% CRIT and +10 damage when attacking, and +30% EVA, +10% LUCK and -10 damage when defending.
That can be absolutely game changing when facing an opponent. Always keep Weapon Triangles in mind when you're choosing a target and planning your next move with your team.
Attributes
We're going to wrap up our discussion on weapons with Attributes. An Attribute is is a quality belonging to either a Class or a Weapon. Basically, there are a handful of specialized classes that possess one or more of these attributes. Then there are weapons designed specifically to fuck up those specialized units.
For example, lets look at the Knight class. A Knight possesses the "ARMOR" attribute. That means they're heavily armored and quite defensive, which makes them difficult to take down with physical weapons.
But if you were to get a hold of an Axe with the "ARMOR" attribute, such as a Hammer, it would be very effective against a Knight. How effective, you ask? Well that’s what this list is for. This is for explaining to you what manipulating Attributes can do for ya and how it can give you the edge in combat.
Keep in mind that not all Attributes are targeted toward specific classes. Many Attributes do not belong to a class at all, and are exclusive only to weapons. Though they may not be geared toward defeating special classes, weapon exclusive Attributes grant weapons with amazing abilities. For instance, weapons with the CRITICAL Attribute grant the wielder with +30% CRIT when they're wielding them.
For your convenience, the list of Attributes has been alphabetized.
- AIR
-
AIR
An Attribute that all Flying Branch classes and Aerial Laguz have. Attacking a unit with this Attribute with a weapon of this Attribute will will lower their Defense or Resistance by 10, depending on whether or not the weapon is physical or magical.
- ARMOR
-
ARMOR
The Armor Attribute belongs to heavily armored tank bros, like Knights. Attacking a class with this Attribute with an Armor slaying weapon will set their Defense or Resistance by 10, depending on whether or not the weapon is physical or magical.
- BEAST
-
BEAST
Characters with the Beast quality are one of two things. They’re either riding on any mount that isn't a Wyvern, (so horses, pegasuses, gryphons, and thunderbirds) OR they're a Laguz. Weapons with the Beast Attribute will set their Defense or Resistance by 10, depending on whether or not the weapon is physical or magical.
- BRANDED
-
BRANDED
Characters with this attribute are member of the Branded race. Duh. They do a +10 damage bonus when attacking with physical weapons. They take -10 damage when being attacked with physical weapons. But when they are attacked with magic, they take +15 damage. When a Branded is attacked by a Branded slaying weapon, they will suffer -10 Defense or Resistance, depending on whether or not the weapon is physical or magical.
- BRAVE
-
BRAVE
Weapons with this Attribute allow the wielder to double attack even if their EVA isn’t high enough to do so.If their EVA is high enough and they have a natural double attack, then they will be able to attack the target 4 times instead of two.
- BUSTER
-
BUSTER
Weapons with this Attribute reverse the Weapon Triangle, making the wielder's weapon strong against weapons they're normally weak against and weak against weapons they're normally strong against. So let’s take a Lancereaver. It's a sword that will beat a Lance, but it will now be weak to Axes.
- CRITICAL
-
CRITICAL
Weapons with this Attribute give the wielder +30% CRIT.
- DRAGON
-
DRAGON
Units with the Dragon Attribute are either a Manakete, or they're riding on a Wyvern. It's that simple. Weapons with the Dragon Attribute will set Dragon units' Defense or Resistance to 1 depending on whether or not it is a physical or magical weapon.
- ELVEN
-
ELVEN
Characters with this attribute are member of the Elven race. Duh. They do a +10 damage bonus when attacking with magic weapons. They take -10 damage when being attacked with magic weapons. But when they are attacked with physical weapons, they take +15 damage. When an Elf is attacked by a Elven slaying weapon, they will suffer -10 Defense or Resistance, depending on whether or not the weapon is physical or magical.
- EXTRA RANGED
-
EXTRA RANGED
This Attribute is reserved exclusively for Bows. it allows Bows to fire from 2 cells away as opposed to the usual 1.
- HOLY
-
HOLY
Weapons with this Attribute lower the Defense or Resistance of dudes with the Undead attribute by 10, depending on the weapon.
- HYBRID
-
HYBRID
This Attribute is exclusively for physical weapons. Weapons with this Attribute can be used to cast a spell from 1 cell away. When casting a spell with a Hybrid weapon, the wielder’s Magic value will be the one doing the damage and the weapon type should be changed to the type of whatever brand of spell is being cast (Anima, Light, or Dark).
- NONLETHAL
-
NONLETHAL
This Attribute applies mostly to magical tomes. It means that it's more of a tool than a weapon and can't actually be used to attack nobody.
- RANGED
-
RANGED
This Attribute makes weapons that are typically only used at close range, such as Lances or Axes, capable of being thrown from one cell away. Weapons with this Attribute CANNOT achieve Critical Hits and regardless of whether or not the Attacker is fast enough to double attack, they will be limited to one attack.
- SAP
-
SAP
Weapons with this Attribute restore half of the damage done to the Defender unit to the Attacker unit’s health.
- SUPERIOR
-
SUPERIOR
Weapons with this attribute do +15 Damage when attacking an opponent wielding the same weapon type. They do -15 Damage when defending against an opponent wielding the same weapon type.
- SUPER LONG RANGE
-
SUPER LONG RANGE
Weapons with this Attribute can be used to attack a unit from 10 cells away.
- UNDEAD
-
UNDEAD
Units with this Attribute will have their Defense and Resistance lowered by 10 when facing Attackers with the HOLY Attribute. They’ll also be immune to the Poison status effect, and the Frostbite status effect.
Status Effects
Alrighty. A status effect affects a character's status LOL. If you’ve played like any video game ever you know what a status effect is, but in case you haven’t (you totally have) they’re detriments that a character can contract in the thick of battle. There’s a bunch of ways to contract these so be careful out there. Catching one of these at the wrong time can spell certain death.
- Anthro
-
ANTHRO
The Anthro status effect prevents a Laguz or Manakete from assuming their Primal or Dragon Form. In other words, they'll be incapable of using Stone weapons and thus completely useless.
Lasts 3 Turns unless cured.
- Berserk
-
BERSERK
The victim becomes enraged and attacks whoever is closest to them, be it friend or foe. Units with this effect cannot be Rescued or Captured.
A berserk unit will be controlled by the GM at the start of the turn to attack whoever is closest to them.
Lasts 3 Turns unless cured.
- Bleed (New!!)
-
BLEED
The victim suffers nonlethal damage that doubles for every consecutive turn it lasts. First turn's damage starts at 5.
Lasts 3 Turns unless cured.
- Blind
-
BLIND
Blinds the victim (hurrdurr), causing them to take -50% ACC and -50% EVA. Blind units have a 100% chance of being captured. Blind units cannot make critical hits.
Lasts 3 Turns unless cured.
- Bound
-
BOUND
When a unit has been tied up in either Ropes or Chains. They become incapable of movement. Bound units can be Rescued by allies or enemies.
Infantry units must cut them free to remove the effect.
- Cripple
-
CRIPPLE
The unit's Movement is lowered to 1 cell. Crippled units have a 100% chance of being captured.
Lasts 3 Turns unless cured.
- Dismounted
-
DISMOUNTED
A mounted unit is knocked off of its mount and helpless while they get their shit together. Dismounted units have a 100% chance of being captured.
Lasts 1 turn.
- Fear
-
FEAR
Causes the victim to turn the fuck around and get the hell outta dodge. Straight running away like a lil pussy ass bitch. The victim runs as far away as they possibly can from all enemy units. If surrounded, units with this effect will have a 100% chance of being captured.
Lasts 3 turns unless cured.
- Fool
-
FOOL
The poor victim falls over and can't stop laughing at everyone and everything, rendering them useless. Fools can't attack or assist or block, or anything of that nature, and their movement is lowered to 2 cells. Units with this effect have a 100% chance of being captured.
Lasts 3 turns unless cured.
- Frostbite
-
FROSTBITE
Unit takes 5 points of nonlethal damage for every cell they move. So basically like, if a dude moves 5 cells, they take 25 damage.
Lasts 3 turns unless cured.
- Love
-
LOVE
The victim falls in love with the unit closest to them. In the event that multiple units are equally close to the victim, a die will be rolled to decide who the lucky duck is. This can be friend or foe. While suffering from this effect, the unit will come under partial control of their lover. The lover can dictate where the victim moves during their turn. When standing next to each other, the victim will absorb all incoming damage for the lover. Units under the Love effect will be incapable of attacking, using skills, or items. Units in Love have a 100% chance of capture if they're being captured by the one they’ve fallen in love with OR anyone if their lover demands that they Surrender. Units with this effect cannot be rescued by anyone other than the one they love.
When a Rescuer falls in Love they must kick their passenger unit off. This does not apply to the War Carriage.
Fatal Attraction
Fatal Attraction is a sub-effect of Love that deals with Love and multiple units. It lasts just as long as the Love status effect. Fatal Attraction is similar to the Berserk status effect, but instead of blind rage units under Fatal Attraction will have specific targets. There are two variants of Fatal Attraction.
In the event of a Love Triangle where one unit falls in Love with a unit who is already in love with another, the unit falling in Love with the victim will instead develop Fatal Attraction and attempt to attack the unit that their lover is in Love with. Of course, this will simply lead to all damage being taken by the victim in Love with the target.
If multiple people fall in Love with the same person, otherwise known as a Harem, all of the units in the harem will develop Fatal Attraction and attack each other until only one person in the harem remains. During this time the Lover will be incapable of controlling any of the other units. In the event of multiple Harem members, each member will attack whoever is closest to them. If multiple members of the Harem are the same distance from each other a die will be rolled to decide who their target will be.
Fuck this shit, it's too complicated. If multiple people fall in Love with the same person then that person's just gonna have partial control of multiple people.
If there's a love triangle, then that's just what it is, the unit just falls under partial control of whoever they're in love with, but if the person they're in love with is in love with someone else, then you would just work your way up the chain of command. So for example, A falls in love with B who is already in love with C, so C tells B to tell A to do a thing. I hope that makes sense I hate this.
Lasts 3 turns unless cured.
- Paralysis/Petrified
-
PARALYSIS/PETRIFIED
The victim can't move, or attack, or dodge or nothing. They're useless and stiff as stone. These are technically two different effects, but since they do the same thing I’m just puttin’ them in one thing. The only difference between them is how you contract them.
Being Paralyzed is more of a physical thing, while being Petrified is more of a magical thing. You see what I mean? Like, both words don't really work for the ways in which they're contracted.
Units suffering from this effect have a 100% chance of being captured. In order to move units with this shit, you’ll need someone with the Rescue skill to come through.
Lasts 3 turns unless cured.
- Poison
-
POISON
Lowers health by 10 nonlethal damage for every turn the victim suffers.
Lasts 3 turns unless cured.
- Silence
-
SILENCE
Renders the victim unable to use any magic, this includes staves. Hybrid weapons can only be used physically when their wielder is silenced. Also prevents Musical Classes from using any of their musical skills.
Lasts 3 turns unless cured.
- Sleep
-
SLEEP
The character falls into a deep ass sleep and can't move or do any shit unless someone else moves them via the Rescue skill. Units who have fallen asleep have 100% chance of being captured.
Lasts 3 turns unless cured.
- Stripped
-
STRIPPED
Some of the armor or whatever the fuck the character is wearing is removed/broken, lowering Defense and Resistance to Very Low (1). Units with the Armor attribute will no longer have it when Stripped.
This is based off the Raider shit and the shit Sophie does in Fates. I figured I’d give it an actual purpose. I feel the need to disclaim to Fates fans that units suffering from this effect don’t necessarily get stripped down to their undies like they do in the game. Unless you want them to. That’d be pretty fucking hilarious.
Lasts until cured.
Doors, Chests, Shops, & Villages
Alright, now that we've talked about weapons, I wanna get into some Advanced combat topics for the next few tabs. Over in Basic Mechanics we talked about the effect Terrain has on combat. Here, we're going to elaborate on buildings and objects that you'll find on The Battlefield. While none of the shit we're going to talk about here will influence combat directly, such as providing buffs to Rolling Stats, all this shit is crucial toward building up a respectable Inventory and gettin' fat stacks of gold, son. Take a gander.
However, you gotta remember. You're in a war right now dog. Visiting a village or a shop may not pan out the way you think it will. Villagers can be hostile to factions they don't fuck with, and stores can provide discounts to their favored faction while overcharging the shit outta the faction they hate. Be cautious! Or you know. Fuck 'em before they fuck you.
- Arenas
-
ARENAS
An Arena is a special type of shop where you have a 50% chance of either purchasing an asswhoopin' or an ass to whoop. When you enter an Arena, you bet an amount of gold (obviously so long as it's less than the total amount of gold in storage) and then you bet on the numbers 1 or 2, and you roll a two sided die. If your number comes up, you win, and leave with double gold. If your number doesn't come up, the character leaves without the gold they bet and with half of whatever HP they entered the Arena with. You'll post this shit in the Dice Log. If you ever forget how to roll for Arenas it's also included in the Lottery thread.
- Armories
-
ARMORIES
A store where you can buy physical weapons such as swords, lances, axes, bows, etc. etc. Sometimes Armories will have rare weapons in limited supply, and other times they will have sales, so spend wisely!
- Chests
-
CHESTS
You'll never know what's in a treasure Chest until you open it, but one thing's for sure... it's bound to be something fuckin' awesome. You can open Treasure Chests with a Chest Key, or a unit with a Lockpick who knows the skill Pick can open them as well. The treasure inside could be invaluable, so make sure you get to them before the enemy does.
- Doors
-
DOORS
Aside from being a pretty sick band, a Door is similar to a Chest, though probably less exciting. Like a Chest, they can be opened by a Door Key, or a unit who knows Pick and has a Lockpick in their inventory. Doors impede progress in one way or another. Sometimes it will be absolutely necessary to get them open in order to achieve victory. Other times, opening a door can simply lead to a pretty sick Chest.
- Secret Shops
-
SECRET SHOPS
Special underground shops with reeeeally cool items, but you need a Member's Card to enter. The location of a Secret Shop will never be apparent on a map, but sometimes you can get clues about its location by visiting villages. Good luck! You'll need it
- Shops
-
SHOPS
Shops tend to be a clusterfuck of assorted goods. This is where you'll buy tomes, staves, medicine, toxins, keys and other tools, lots of other miscellaneous stuff. Like Armories, Shops will occasionally have a limited number of rare items and sales, so spend wisely.
- Stairs
-
STAIRS
One should always be mindful when they see a set of stairs... I mean, look how ominous they are! Enemy reinforcements will sometimes emerge from them. You can prevent this from happening by having an allied unit stand on them.
- Thrones
-
THRONES
Thrones are typically sat upon by Boss characters and are used to win battles where the goal is to... well... Seize the Throne. That's pretty much it. Looks comfy, dunnit?
- Villages
-
VILLAGES
A tiny little settlement that can be rescued by visiting it, or destroyed and ransacked if a Barbarian gets there first. There's usually cool stuff in them though so you should check them out, no matter what your plan is. You could receive a Treasure, or some extremely useful information, or a weapon if you just visit it. If you run up in there and destroy it you'll get 25,000 Gold flat.
- Workshops
-
WORKSHOPS
A store where you can buy crafting materials such as herbs, metals, and lumber. Similarly to Shops and Armories, Workshops will occasionally have sales and rare items, so spend wisely.
Allegiance Colors
Have you ever been standing next to a dude and been wondering, "Yo, is this guy my homie or nah?" The answer is no, you haven't, because you read the entire Advanced Mechanics section, including this very tab. A unit's allegiance can be determined by their color. Lets talk about it yo.
- Alliance of Fire
-
Red guys are player characters affiliated with the Alliance of Fire.
Orange guys are NPCs affiliated with the Alliance of Fire.
- Legion of Stone
-
Blue guys are player characters affiliated with the Legion of Stone.
Green guys are NPCs affiliated with the Legion of Stone.
- 3rd Party
-
Purple guys are unfriendly characters. That means that they aren't cool with anyone. They're a 3rd party out to fuck up anyone they see. Purple guys will usually be monsters.
Partnering Up
Hot diggity dog, this is kind of a complex topic so read very carefully and don't be afraid to ask me questions. This shit is crucial to combat, so it's important to know how it works. Don't worry, like most things, the the Number Cruncher App will take care of you on this one. What does it mean to partner up? When two units partner up, they're essentially watching each others' backs by assisting each other with killing people and preventing each other from getting killed.
ASS & BLOK Review
Here’s how it works. In Basic Mechanics we talked about two special Rolling Stats known as Duo Rollers: ASS and BLOK.
ASS is the chance that your partner will jump in and strike the dude you're attacking. The best part about ASS is that if it triggers, it can't miss. The worst part about ASS is that your buddy will only output half of the damage output they would have if they were attacking normally. An ASS can only happen once per attack.
As for BLOK, when you're defending, BLOK is the chance that your buddy will jump in to save the day and defend you from an incoming attack, thus negating the damage you would have received entirely. Similar to an ASS, a BLOK can only happen once during an attack, so if you're getting double attacked, only one of the attacks will be negated. That brings up the question: what if your enemy attacks you twice and misses once and you get the BLOK. The BLOK will indeed deflect the hit that should have landed, not the miss.
That’s All Fine and Dandy But How Do Units Partner Up?
It’s simple. Any two units standing next to each other are considered to be partnered up. This raises a very obvious question. What happens if you are standing next to more than one unit.
When you're attacking, standing next to more than one unit is simple. You can merely choose from the units you're standing next to to be your assisting partner. You'll see when you get to the app that you'll have to enter your partner's name. Easy as fuck. If the attack lands, either you or the player controlling your character's partner can calculate the damage with the app. It may be easier for them to do it, because they may already have a file of their character while you may not.
But then other times, you'll be attacking a unit who is standing next to multiple people. How the fuck does that work? Well, when you look at that character's stats in the Current Battle thread, you're going to see their partner will be explicitly listed, whether they're standing next to multiple people or not. This is called a "Defending Partner" and you too will be required to state the name of your Defending Partner in your Battle Summary at the end of your turn. If you don't, one will be chosen for you.
Relationship Ranks
Now as you develop relationships via Support Conversations and Side Quests your Relationship Rank between the participating characters will go up. Relationship Ranks offer increasing benefits when it comes to ASS and BLOK. You can learn more about these conversations in the Support Conversations thread. When you enter a rank in the app, check out the juicy ass bonuses you're getting.
- N
-
Rank NONE
Essentially, when you're standing next to any allied unit, you get some bonuses even if you have no relationship with them. This also extends to friendly NPCs.
+10% ASS, +10% BLOK
- C
-
Rank C
This is achieved after your first conversation.
+20% ASS, +15% BLOK
- B
-
Rank B
This is achieved after your second conversation.
+25% ASS, +20% BLOK
- A
-
Rank A
This is achieved on your third conversation. From here you can branch off to either A+ or S.
+35% ASS, +25% BLOK
- A+
-
Rank A+
Basically this rank is for the best of bestest friends. You can have as many of these as you want. I thought about putting a limit on it but can you really put a limit on best friends? All I ask is that you guys think: given their C-A conversations, do they seem like they'd be bestest friends? If the answer is yes then dew it. You can always upgrade from an A+ Relationship to an S Rank relationship but ya don't have to.
+45% ASS +35% BLOK
- S
-
Rank S
A Rank S implies that the characters are romantically involved. This Rank is the only rank that has the power to fluctuate. See, you're only allowed to have one Rank S with someone because Rank S has a romantic connotation to it. If you wish to establish an S-Rank with a different character, your old S-Rank will drop back down to A.
+50% ASS +40% BLOK
Skillz
Alright let’s talk about skills. They’re super crucial and they aren’t rocket science. They’re little tricks that add to a class's steez. Much like weapons, considering a class's skills should contribute to your class choice when choosing a character.
Units can only have 6 skills equipped at once. These six skills include their unique personal skill and 5 other skills of the player’s choice. This is called a "Skill Loadout" and cannot be changed mid battle.
Anything beyond the equipped 6 is considered to be in their Skill Bank, where inactive skills that the unit knows but can't use in their loadout and Basic Skills are stored. You can switch out skills in your Skill Bank to your Skill Loadout BEFORE or AFTER Battles, but not during. Once the fight begins, you’re locked into your characters’ current Skill Loadouts.
Each character has access to a unique personal skill created by the player and approved by the GM. Send the blazed one a PM about your personal skills to get the go ahead or just talk them out in Conversation it doesn't really matter. Personal Skills cannot be removed from a character’s Skill Loadout.
Learning Skills
Now the cool thing about skills is that they can be learned. There’s a three ways to do so. The first is simply determined by your character class. The second is to learn them from your Support Partners. You can read more about that in the Support Conversations topic. And finally, you can learn skills by reading Skill Books. Skill Books are rare treasures and they can only be used once so make the most of them.
Skill Types
There are a handful of types of Skills, and I’m gonna describe ‘em all for you right here. If you’ve already glanced at the Class Glossary, you may be familiar with these skill types. If not, you’re about to get familiarized. To be frank, in reading this you probably won't remember all the intricacies between each skill type. Don't worry. When you start looking at classes, it'll say at the very start of the description what kind of skill it is. If it doesn't, you should let the blazed one know that right away. That way if you don't remember what the fuck it means, you can come back here and check it out.
- Basic Skills
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Basic Skills
Okay okay okay. A Basic Skill is a unique skill type that doesn’t actually add to your loadout count. These skills will go into your Skill Bank but you'll always be able to use them. Basic Skills are few and far between, in fact I can list all of them right here. Second Chance, Capture Rescue, Makings of Greatness, Tip The Scales and Consumption are all the Basic Skills.
We already covered the Commanding Unit skill Tip The Scales in the very first tab of this thread.
Every unit has Second Chance, which is essentially another life if your character is defeated. After losing Second Chance, your character is at risk of being defeated permanently. Don't worry though, Second Chance renews each time a character changes class and there’s a special treasure that can renew it as well as a charm that can outright prevent death.
Capture is a skill all infantry units inherently possess. It allows them to use Ropes or Chains to bind another unit to prevent them from attacking or moving. Captured units can be freed by other infantry units. Unfreed units will be added to the Inventory at the end of the battle.
Rescue is a skill that all mounted units inherently possess. It allows them to carry another unit on their mount. This unit can be an ally or a captured unit. Rescued units can now do stuff on the backs of their buddies. They can use items, and perform assists if they're equipped with ranged weaponry.
Makings of Greatness is a Basic Skill for characters who start as Noob Classes. And Consumption is a skill for Vampiric characters, you can learn more about that shit in General Lore.
- Passive Skills
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Passive Skills
A Passive Skill is a skill that you don’t have to roll for and just happens automatically under specific conditions or automatically. It’s just a passive aspect of a character. A skill like the Nomad skill Into The Winds is a perfect example of a Passive Skill.
Example
- Into The Winds: A passive skill. Movement increases by 1 cell when carrying another unit.
- Active Skills
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Active Skills
An active skill is a skill that you can trigger of your own volition and has NO chance of failing. Whenever you use an Active Skill, it will succeed, it’s a surefire thing. However, they count as the type of action that will end the unit’s turn in their phase. If you need to review Actions, go back to Basic Mechanics to see wtf I mean. A lot of Active Skills are buffing skills and stuff. For instance, the Musical Branch of classes has a fuckton of Active skills, so let’s take a look at the Maestro Skill "Just Keep Swimming"
Example
- "Just Keep Swimming": An active skill. Allows an ally to move again within a turn. Also grants the ally +10% ACC for one turn. This skill cannot be used on other members of the Musical Branch.
- Die Skills
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Die Skills
Die Skills are the most complex type of skill because they have three sub types. But first, let’s talk about what a die skill is as a whole. A Die Skill requires you to roll a die to see if it’ll activate. There isn’t a guarantee that it will happen. Now lets get into those Die Skill types.
- Offensive Die Skills
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Offensive Die Skills
There are Offensive Die Skills, which you would enter into the the Attacker’s Skill section in the Number Cruncher App. These skills have a chance of activating once whenever the unit attacks someone. Let’s use the Mercenary Skill Bash as an example.
Example
- Bash: An offensive Die Skill with a 33% chance to land a powerful attack to the head of an opponent with the hilt of a blade, thus stunning them and preventing them from counter attacking on their next turn. ARMOR units and Mounted units are immune to this skill.
- Defensive Die Skills
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Defensive Die Skills
Then there’s Defensive Die Skills, which you would enter into the Defender’s Skill section in the Number Cruncher App. These skills have a chance of activating when the unit is being attacked. Let’s look at the Knight Skill Iron Curtain as an example.
Example
- Iron Curtain: A defensive die skill that gives the Knight 20% chance to take no damage from a physical enemy attack.
- Passive Die Skills
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Passive Die Skills
Now Passive Die Skills… that basically means you don’t have to be involved in combat for these necessarily, ya pretty much just have to roll a die for it whenever you do anything. Lets look at the Apothecary skill Gather to use as an example.
Example
- Gather: A non-combative passive die skill. Whenever the Apothecary ends their turn there is a 25% chance they’ll find a herb.
- Summon Skills
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Summoning Skills
Summoning Skills are special skills that allow some classes to summon a minion to assist them in combat. Each Summoning Skill requires an item of some sort to be in the Summoner’s inventory. Between each class, all summoned minions are unique, so be sure to learn about all the specifics of wielding a summoned minion for your class before trying to use one. Lets take a look at one here. Guards are the only 1st class with a Summon Skill, because it's a relatively taxing skill to possess so I don't want too many people running around with it when we're first starting off.
Example
- Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
Summoned minions will support their Summoner's allies with a rank equivalent to their Summoner's relationship with the ally in question. As for supporting with their summoner, their support level will increase along with the weapon rank that determines the minion's own weapon rank. Using the Guard as our example an E-Rank Lance means an N-Rank Support. D-Rank Lance means a C-Rank Support. A-Rank Lances means an A+ Support. Ya dig?
- Crafting Skills
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Crafting Skills
Crafting Skills are for creating items or improving upon existing items. They’re SUPER different from the other skills and are limited to the Service Branch of classes. So this is just gonna be in an entire topic all of it’s own that I'll cover in the next tab. So if you wanna find out more about them, then move onto the next tab. Even if you don't intend on making a Service Branch character, you should learn about Crafting Skills anyway and keep an eye out for Crafting Materials to help your Service Branch allies help you.
Crafting
Crafting Skills are used outside of battle by the Service Branch of classes. There are several types of Crafting, so we're gonna walk through all the types and also provide some recipes here. All of the items we're gonna talk about can be located in the Item Glossary under Materials.
Items crafted by Service classes are more effective than shit you can just buy. So that we know you're using something made by one of the servant classes, their names will be in front of the item. For instance, a Love Toxin crafted by Rose would be called "Rose's Love Toxin" not "Love Toxin".
When you craft something, you'll have to go to either the Alliance Workshop or the Legion Workshop in order to do so. Follow the directions there and make some sick ass shit yo.
- Alchemy
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Alchemy
Alchemy is the art of making healing potions and dangerous toxins. In order to do so, you will need an Apothecary and Herbs. Potions created by the Apothecary will be doubly effective while the effects of a toxin will last for 5 turns instead of the average 3. These toxins can be applied to a weapon, and will lose their effect after their first hit lands on an enemy. All materials are consumed after use.
- Vulnerary: Vial(1), Blue Dreams(2)
- Elixer: Vial(1), Blue Dreams(1), Mountain Herbs(1)
- Poison: Vial(1), White Widows(2)
- Love Toxin: Vial(1), Purple Princesses(2)
- Foolish Toxin: Vial(1), Golden Goats(2)
- Sleep Toxin: Vial(1), Grand Daddies(2)
- Fear Toxin: Vial(1), Dark Stars(2)
- Berserk Toxin: Vial(1), Bloody Herbs(2)
- Paralysis Toxin: Vial(1), King's Leaves(2)
- Cooking
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Cooking
Eatin' your breakfast can make all the difference in battle. Butlers and Maids have the ability to cook food that will raise the Stats of whoever eats it. Food is quite easy to craft, as you only need one type of ingredient to do the shits. Each character can only consume one food item before battle, don't be a fucking pig.
Butlers and Maids are allowed to create any type of food they can think of so long as it A: is Lore Friendly and B: involves the primary Ingredient needed to create the food. All materials are consumed after use so cook wisely. What the Butler/Maid makes isn't as important as what it does, and is just a for-fun thing. You don't even have to state exactly what they made if you'd rather not. Without further ado, lets check out them recipes.
- Health Rations: Meat(2)
- Attack Rations: Beans(2)
- Magic Rations: Berries(2)
- Defense Rations: Wheat(2)
- Resistance Rations: Peaches(2)
- Movement Rations: Fish(2)
- Accuracy Rations: Rice(2)
- Critical Rations: Milk(2)
- Evasion Rations: Cabbage(2)
- Luck Rations: Eggs(2)
- Assistance Rations: Peppers(2)
- Block Rations: Bananas(2)
Cooks can make hybrid rations by mixing ingredients to create rations that boost both stats but only half as well. For example, You can use 1 Meat and 1 Beans to make Health/Attack rations that boost Health by 10 and Attack by 2.
- Enchanting
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Enchanting
Apprentices can create Charms that raise a stat when they're in a unit's inventory. Only one charm can be in a character's inventory at once to take effect. All items used to craft Charms are consumed upon completing the craft.
- Precision Charm: Basic Charm(1), Hawk's Beak(1)
- Blood Charm: Basic Charm(1), Spiders Legs(1)
- Speed Charm: Basic Charm(1), Cat's Claw(1)
- Lucky Charm: Basic Charm(1), Rabbit's Foot(1)
- Guardian Charm: Basic Charm(1), Companion's Spit(1)
- Loyal Charm: Basic Charm(1), Companion's Hair(1)
- Strength Charm: Basic Charm(1), Cyclops Eye(1)
- Steel Charm: Basic Charm(1), Gargoyle Horn(1)
- Spirit Charm: Basic Charm(1), Mogall's Tendril(1)
- Resolve Charm: Basic Charm(1), Siren's Hair(1)
- Engineering
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Engineering
Engineering allows an Engineer to build Ballistas, Carts, and Explosives. While the shit Engineers make won't be any better than the same shit you could buy at a store or find on the battlefield, this shit isn't easy to come by. Especially Ballistas. And without an Engineer, you won't be able to attach a Ballista to the War Carriage. All materials used to craft by the Engineer are consumed after use with the exception of Smithing Tools.
- List of Crafting Metals
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- Bronze: The weakest of the crafting metals. Can also be used to craft Ballistas.
- Iron: Superior to Bronze. Can also be used to craft Ballistas. +5 Damage.
- Steel: Superior to Iron. Can also be used to craft Ballistas. +10 Damage.
- Silver: Superior to Steel. Can also be used to craft Ballistas. +15 Damage.
- Titanium: Superior to Silver. Can also be used to craft Ballistas. +20 Damage.
- Recipes
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- Ballista: Lumber(3), Any Kind of Metal (2)
- Cart: Lumber(2), Any Kind of Metal (1)
- Bomb: Combustibles(1), Any kind of Metal(1)
- Hilarity Bomb: Combustibles(1), Foolish Toxin(1), Any kind of Metal(1)
- Love Bomb: Combustibles(1), Love Toxin(1), Any kind of Metal(1)
- Poison Bomb: Combustibles(1), Poison Toxin(1), Any kind of Metal(1)
- Ballista Modification
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- To Mount A Ballista to the War Carriage: Ballista (1), Chains(1)
- To Attach Bombs: Ballista(1), Any kind of Bomb(Any number), Ropes(As many as number of Bombs)
- Killer Smithing Tools: Used to give crafted weapons the Critical attribute.
- Brave Smithing Tools: Used to give crafted weapons the Brave attribute.
- Armor Smithing Tools: Used to give crafted weapons the Armor attribute.
- Dragon Smithing Tools: Used to give crafted weapons the Dragon attribute.
- Holy Smithing Tools: Used to give crafted weapons the Holy attribute.
- Outfitting
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Outfitting
Outfitting is quite simple. An Armorer can use a Tempering Kit to increase the Defense of an ally by one level. And a Seamster/Seamstress can increase the Resistance of an ally with Arcane Thread. It's that simple. Both shits are consumed after use though, so like all crafting shits make sure you choose who you swag the fuck out carefully.
- Smithing
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Smithing
Blacksmiths can make just about any kind of weapon you want. They're also stronger than store bought weapons. You'll need an Anvil and you could potentially use a specialized Smithing Tool Set in your inventory, which will give the weapon a special Attribute. You'll also need a metal, which will decide how strong the weapon is. Metal is the only material a Blacksmith uses that can be consumed. The Anvil and Smithing Tool Sets will stick around.
- List of Crafting Metals
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- Bronze: The weakest of the crafting metals. Can also be used to craft Ballistas.
- Iron: Superior to Bronze. Can also be used to craft Ballistas. +5 Damage.
- Steel: Superior to Iron. Can also be used to craft Ballistas. +10 Damage.
- Silver: Superior to Steel. Can also be used to craft Ballistas. +15 Damage.
- Titanium: Superior to Silver. Can also be used to craft Ballistas. +20 Damage.
- Recipes
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- Bronze Weapon: Anvil(1), Bronze(2)
- Iron Weapon: Anvil(1), Iron(2)
- Steel Weapon: Anvil(1), Steel(2)
- Silver Weapon: Anvil(1), Silver(2)
- Titanium Weapon: Anvil(1), Titanium(2)
- Killer Smithing Tools: Used to give crafted weapons the Critical attribute.
- Brave Smithing Tools: Used to give crafted weapons the Brave attribute.
- Armor Smithing Tools: Used to give crafted weapons the Armor attribute.
- Dragon Smithing Tools: Used to give crafted weapons the Dragon attribute.
- Holy Smithing Tools: Used to give crafted weapons the Holy attribute.
- Writing
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Writing
Scribes have the ability to write magical tomes for themselves and their allies. It's pretty fucking sweet. All they need is a blank book and some magic ink. Like Blacksmiths, Scribes' tomes are stronger than store bought tomes. Also like Blacksmiths, an attribute can be applied with a modifying ink, however unlike Blacksmiths, the materials required to do so will be consumed afterward.
- Fire Tome: Blank Book(1), Red Ink(2)
- Thunder Tome: Blank Book(1), Yellow Ink(2)
- Frost Tome: Blank Book(1), Blue Ink(2)
- Wind Tome: Blank Book(1), Green Ink(2)
- Dark Tome: Blank Book(1), Black Ink(2)
- Light Tome: Blank Book(1), White Ink(2)
- Regal Ink: Used for giving a Tome the Brave Attribute.
- Strange Ink: Used for giving a Tome the Buster Attribute.
- Vampiric Ink: Used for giving a Tome the Sap Attribute.
- Bestial Ink: Used for giving a Tome a 25% chance of inflicting the Anthro Effect.
- Pink Ink: Used for giving a Tome a 25% chance of inflicting the Love Effect.
The War Carriage
The War Carriage is driven by each team's Transporter. The Transporter is the only class that each team will absolutely need to have. I'll cover this more when we get to the Character Sign Up Sheet. For now, I'm just gonna explain why it's important.
It's a four horse carriage that functions similar to how a tank would in modern day. It carries an army's entire Inventory and grants them access to it during battles. If another unit's personal Inventory becomes full during battle, instead of dropping items or trading items they can be sent directly to the War Carriage. Here's some other cool shit about the War Carriage.
- Can carry four units at once inside of the Cabin.
- If a healer is inside the Cabin, they can heal all three of the other passengers in one turn, thus creating a Sick Bay inside the War Carriage.
- A Ballista can be attached to the top by an Engineer, and a bow wielding infantry unit can man it.
- The passenger seat next to the Transporter can also be occupied. If a unit wields a weapon that can attack from one cell away, they can attack from the passenger seat. That brings the total number of people that can ride in the War Carriage up to 7.
- The War Carriage can be extremely useful for transporting a lot of units over long distances. But be careful! Though it's very defensive, War Carriages are extremely susceptible to magic!
Capture
Ahhh the Capture mechanic. It's one of my favorites. Capturing an enemy unit will spare their life and imprison them. When a unit is captured, their entire inventory is emptied into the army's storage.
If you aren't a Trapper, then you must lower the health of a unit in order to Capture them forcefully. Otherwise, the chances of capturing a unit raise as their health is lowered, just like Pokemon. If their health is at 100%, then you have a 0% chance of capturing them. But if their health is 75% then you have a 25% chance of capturing them. So on and so forth. Simply use the item Ropes or Chains in your inventory to trigger the skill, and then roll for it.
Alternatively, your enemy can simply Surrender and be Captured automatically. This may be the best option for classes that can't easily defend themselves such as Priests/Clerics that find themselves in a very sticky situation. Remember, when you're captured, you simply have the Bound status effect. If the enemy isn't careful, one of your homies can come in and free you. So don't be stupid, stupid, Surrender when it's necessary.
Benefits
There are numerous benefits to Capturing an enemy as opposed to killing them. Lets talk about the shit you can do to a Prisoner once they've landed in the army's Inventory.
- Interrogate/Torture
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You never know what might happen when you interrogate someone. You might be able to convince them to come over to your side and betray their army. We'll get to Defection in the next tab. Maybe they'll reveal one of their team's favorite strategies. If you find that Prisoners are being tight lipped, you can always try torturing them. Or you can skip all the chit chat and get straight to torture. Just don't do anything that'll kill 'em. Obviously, this stuff will take place in the Interrogation thread.
- Ransom
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You can negotiate a selling price with the Prisoner's faction and make some sweet sweet gold, or trade for one of your own captured buddies or an item that the other faction has or any combination of these things. To Negotiate with the enemy, have someone from your army write up a negotiation letter or set up a meeting with the enemy to make a deal in the Negotiations thread. Try to be reasonable to get what you want. Some gold is better than no gold. At the same time, if you've got a particularly crucial member of their team, don't settle for less than you deserve.
- Enslave
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By default, any Prisoner that you don't immediately execute or release will be considered to be enslaved. Enslaved Prisoners can be forced to gather Crafting Materials for the army by sending them to various "farming" locations during battles. Having a Transporter supervise them will double the amount of materials they return with. Materials returned from farming locations will be chosen by rolling for specific values stated in the Lottery section.
- Execute
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This is pretty obvious, right? Ya kill 'em. That's it for them.
- Release
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This is also fairly obvious, right? If you decide that keeping a Prisoner around is too much trouble, and you don't have the heart to kill 'em, you can send them on their happy way. Who knows, they may be so grateful for your mercy that they decide to switch teams. Or, maybe next time the rival team captures one of your guys they'll be inclined to release them as well. Or maybe you just wanna send them wobbling back to their friends without any of their items after being tortured just to be a dick. Releases will occur in the Interrogations thread.
Escape
Keeping Prisoners has one drawback, and that's the chance of escape. The longer you keep a Captured unit around, you risk them escaping. Escaped prisoners can steal 5 items from the rival team's Inventory, 10 if they have the ability to use a Cart and the Cart is in the Inventory. To make matters worse, if one Prisoner escapes, ALL prisoners will escape. Granted, if you were nice to them, maybe they'll go easy on your Inventory.
Right after a Prisoner is captured, they have a 10% chance of escaping. Every subsequent chapter, that chance of escaping will double. So the next chapter, it'll be 20%. The next, it'll be 40%. So on and so forth. You can lower a Prisoner's odds of escaping by using a Ropes or Chains item on them again. Chains in particular are very useful, as instead of doubling after each chapter, the chance to escape will only double after two chapters.
Defection
Alright guys. Whew. Last tab of Advanced Mechanics. Give yourself a pat on the back y'all. Burn another blunt or something. Anyways, lets talk about Defecting. It's super simple.
A player can Defect and switch teams at any time. They can do it during a battle. They can do it during downtime. They can do it after having been captured. However, there are a few stipulations.
- Players can only defect with one character. If you have more than one character, defection is not an option. Once you defect, you will be capable of making a second character for your new team. If you have two characters and you wish to defect, the second will be killed off.
- Transporters cannot defect unless both wish to defect, becaaaause you can only defect to the other team if your defecting character's class or two class options aren't already taken. By their very nature, this makes it impossible for Transporters to defect unless both wish to switch sides.
- No flip flopping. You can only defect with the same character once. After that, if you wish to defect back to your original team, you must have your character killed off, and you will simply make a new character for the other team.
Monthly Affinity
Each month of our real world is linked to a certain element. A character's affinity is decided by their birthday.
Fire
February, August
Ice
March, September
Thunder
April, October
Wind
May November
Light
January, July
Dark
June, December
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