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Arcana/Mechanics
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This is a sub-page of Arcana.
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Affinity - Race and Attribute
- Race: All enemies are one of None, Undead, Dragon, Medusa, and Giant.
- An enemy with a race will resist physical damage, other than its weakness.
- Equipment with the same race as an enemy will deal extra damage (weapons) or resist physical damage (shields).
- Examples:
- A Skeleton of the Undead race only takes full physical damage from anti-Undead weapons.
- Red Dragons only take full damage from anti-Dragon weapons like the Dragon Blade.
- Wearing an anti-Undead amulet (Mithril Shield/Gauntlet), that character will resist physicals from Undead enemies.
- In the same vein, the Moon Gauntlet will resist damage from giants like Cyclops.
- There is a Boss race, used to prevent instant death and escape. The Boss race does not resist damage, though.
- Attribute: One of Man, Wind, Earth, Water, Fire
- Also known as their "element".
Defend: Wind | Defend: Fire | Defend: Water | Defend: Earth | |
---|---|---|---|---|
Attack: Wind | Damage down | Damage way down | Damage up | Damage way up |
Attack: Fire | Damage way up | Damage down | Damage way down | Damage up |
Attack: Water | Damage up | Damage way up | Damage down | Damage way down |
Attack: Earth | Damage way down | Damage up | Damage way up | Damage down |
Attack: Wind/Water | Damage unchanged | |||
Attack: Fire/Earth | Damage unchanged | |||
Attack: Wind/Water/Fire/Earth | Damage unchanged |
- "Man" is neutral, and takes elemental damage equally well.
- Each attribute slightly resists itself, and opposite attributes (Wind<->Water, Earth<->Fire) are slightly weak to each other.
- Caution: Elemental weapons (Ice Blade) override Change Attribute spells. Someone equipped with these are stuck dealing their weapon's damage.
- Change Attribute spells will override elemental armor. Mithril Mail's Wind attribute can be circumvented by changing attributes.
Stats
- Level: Max level is 60.
- Enemy LVL determines the success rate of escaping from battle.
- The game finds the difference of highest LVL of the party and the enemy party.
- (PartyLVL - EnemyLVL) = D
- 1/8 run chance if D is negative
- 1/4 run chance if D is 0-7
- 1/2 run chance if D is 8-14
- 3/4 run chance if D is 15+
- Example: The party's highest LVL is 43, and the enemy's highest LVL is 25. The difference 43-25=18, so the run chance is 3/4.
- Enemy LVL determines the success rate of escaping from battle.
Physical accuracy
Step 1: TargetDodgeBonus adb AlertnessDodgeBonus = (Enemy Alertness/8 + 1) * 3 e = 128 (No evade buff) e = 255 (Evade buff) e = 0 (Evade debuff) edb EvadeDodgeBonus: e * 128/256 tdb = adb + edb Step 2: HitBonus ahb AlertnessHitBonus = (Attacker Alertness/8 + 1) * 3 a = 128 (No accuracy buff) a = 255 (Accuracy buff) a = 0 (Accuracy debuff) acb AccuracyHitBonus: a * 128/256 hit = tdb + ahb + acb Step 3: PositionDodgeBonus = tdb + TargetMod + RowMod tm TargetMod tm = 26 (Targeting the party) tm = 0 (Targeting an enemy) rm RowMod rm = 0 (Close to enemy) rm = 0 (Close to enemy) rm = 1A (Two rows away) rm = 33 (Three rows away) rm = 4C (Four rows away) pdb = tdb + tm + rm Step 4: ToHit = hit - pdb + 245 (cap at 255) Step 5: Crit% = CritModifier Crit = (Weapon crit rate | Unarmed crit rate | Monster crit rate | 0) Step 6: Roll a pseudo-random number RAND = 0...255 Hits if RAND < ToHit Crits if RAND is also < Crit%