Effects
Release: if you deal damage equal to a targets remaining HP that target is killed without being able to recover (phoenix, endurance, statues undead, ext will not work), if multiple damage sources occur during the turn as long as the one with the Soul Stealer deals damage that could have finished off the target, it is considered to be the finishing damage and the effect works.
Endurance: Survive this round of combat with 1 life remaining, regardless of damage taken.
Rules
Functions: attacking normally, using an action, casting a spell, activating an item or using an ability (items and abilities only count as a ‘function’ and can be stunned or blocked if they require a catalyst like a charge, MP or Ap, or require you to select a target), if someone loses the use of a function they cannot do anything that would fall under that functions classification (If you lost the function attack you could not perform a normal attack regardless of how many you would normally get).
Hold off: if an item or ability states that a target is held off it means that they are considered to have been attacked once for the purposes of the hold off rule. If the target requires more than one attack to be considered held off they still have to be held off or attacked the number of times required.
CHARACTER CREATION
- Count up the points you spent very carefully. Do they add up to 24? Remember not to add the bonuses your Equips give you to your character sheet.
Everyone accumulates AP and MP and you can still attack when you use either an Action or a Spell, so it is very rare that somebody would benefit from not having at least one Action or Spell.
At character creation, your Equip stat basically says how many points of bonuses you can get from equipped items, total. An Equip of four, for instance, is enough to fit a b*****d Sword (+4 Attack); or a Long Sword (+3 attack) and a Buckler (+1 Defense); or an Otter Charm (+2 points in Life, which gives 10 hit points) and a Conjurer's Amulet (+2 Magic); or any other combination that adds up to +4.
- If you wanted to bring more potions besides what you can fit on your potion belt, they take up 1 Equip value but give a +3 bonus for one fight.Of course, you'll quickly start finding items that do stuff other than pure stat bonuses, so your Equip stat can be used for other fun stuff later on.
- So long as you could damage someone with 0 Defense and no Combat Dice on your own, you get an attack. This means you either need at least one point of Attack, or some Combat Dice and use them for damage.
- One way this can be very useful is to "plink" an enemy. When you plink an enemy, you attack them not for the purpose of doing damage, but rather to hold them off so heavier attackers can team up on another enemy. Even if you can't do any damage, never underestimate how helpful plinking an enemy can be for your party's damage output.
Every turn, in addition to attacking, you can also use one Action or one Spell.
- AP and MP you just got this turn can be used for Actions and Spells.Special abilities that use AP and MP do not count as Actions or Spells. This means you can use them, and still use an Action or a Spell in the same turn, and that Skilled Caster and Skilled Actor have no effect on their costs.
If everybody on a team has been attacked, multiple attacks against the same person from different attackers allow the attackers to add their Attack scores together, and they all use their combined Attack score in their individual attacks, usually resulting in massive damage.
- If someone has the Tough to Handle ability, they need to be attacked one extra time for these Team Up attacks to occur, and the attack with the weakest Attack score is not counted in the team up, so does not benefit from the added up Attack score, and does not add to it either.
The Combat Multitasker ability changes the way Team Up damage is dealt to someone with it. If someone has Combat Multitasker, the Attack scores are added up as normal, but damage dealt against them is instead worked out as one attack with the inflated Attack score, plus any damage dice the attackers decide to throw in for extra damage.
Healing (from the Healing ability, Regeneration ability, potions, or any of the Heal spells) happens at either the start or the end of the turn, either before you have taken any damage or after you have taken all you will take that round. Healing cannot help you if you take more damage during a round than Life you started with before you started taking damage.
You can use as many potions as you want to in a turn.
Stats gained through a pure buff like Power Up or a potion get increased immediately, and you get the benefit that turn. Stats increased or lowered from a leeching effect (like by the Wraith's ability, or drained from a vampire's Blood Drain) aren't altered until the next turn.
- However, stats weakened by a purely harmful effect are drained immediately, so the lowered stat affects all attacks made that turn.
- If you are trying to stun a lieutenant or a player (and therefore having a 50% chance of success) and wish to roll your success along with your regular dice, the following rules apply:
- Your combat dice always come before your stunning dice.If you are using multiple stunning effects, the dice for them are selected in alphabetical order first by enemy name, then by the name of the effect if there are multiple effects going to the same enemy.Even always means the stun effect worked, and odd always means the stun effect failed.
Something is a stunning effect (and therefore subject to a chance of failure if used against a player, lieutenant, or boss) if it prevents the enemy from doing anything, such as attacking, using an action, casting a spell, etc...
If somebody stuns you and removes your ability to use an action or a spell, the only action or spell you may take that turn is to attempt to stun them back and prevent them from using actions or spells either. It's not normally all that helpful, but it can be useful if you have an action or spell that does damage in addition to the stun, or if they can use more than one action or spell per turn.
- Pets are similar in function to Summons. Rather than the ability Summoner, you need the ability Tamer to be able to control a pet. Tamer allows you to control two character points worth of pet per point you invest in it.
- Tamer is only avaiable from the Special Shop, which requires a Purchase Slip in addition to the cost in chips for each item.
Pets function like an extra character in the party. Unlike Summons, they may use Equip and Magic, and can use Actions and Spells. When a pet is reduced to 0 HP, they may not be used for the rest of the dungeon unless Resurrect is used.
When a Divine Ramuné is used on a pet, they gain two character points rather than one.
TOKENS
Tokens are creatures. You can bring them with you to any quest and summon them in any combat. You control them just like a summon. They do not take up any equip nor do they require anything to bring out. There are three types of available tokens. Normal tokens are the first and weakest type. If they die, then that’s it. They’re dead for good and you lose that token.
Charge based tokens work in a different way. In order to summon a creature to the battle field, you must use one of the current available charges to enable it. If the token has used all of it's potential charges, it cannot again be used until the token is recharged. A token may still only be used once per combat.
Use Charge: If the summoned creature is killed during combat, the token loses one of it's potential charges permanently. If this reduces the current Maximum charge to 0, then the token itself is destroyed permanently. For example;
Goblin Patroller (Use 1/1), killed in combat, destroys token.
Red Dragon Token (Use 3/3), killed in combat, reduces max charges to (Use 2/2).
Die Charge: a token with this type of charge only loses a charge if it dies during combat, suffering no loss of a permanent charge.
You can have as many tokens out at one time as you can carry and you can have multiple of the same type of token out.
A character can normally carry 1 token into a quest. If a character invests CP in the token ability they can carry one more token per a point invested.
Odd Spells/Actions
Refuge
For success and failure, a normal refuge will be judged by this:
1d4
1- Everything failed
2- Normal monsters blocked
3- Lieutenant and normals blocked
4- All enemies blocked
For a Refuge, Improved, it will be judged by this:
1d4
1- Normal monsters blocked
2- Lieutenant and normals blocked
3- All enemies blocked
4- All enemies blocked
For a Refuge, Greater, it will be judged by this:
1- Lieutenant and normals blocked
2- All enemies blocked
3- All enemies blocked
4- All enemies blocked