I had come up with a gameplay concept called crystallized attributes, are basically attributes in a crystallized solid form that can be used to add various temporary effects on the user or the party (their effects are written as if for a turn based RPG). Crystallized attributes are divided into families (such as Rage and Spirit), and three different sizes (Shard, Chunk, and Crystal). The size factors the time of the affect and their selling price since they are only dropped, not buyable in shops. The following is a list of of them.
Lucid Family: A family of crystals that contain the essence of nothingness. (Removes all negative status conditions)
Spirit Family: A family of crystals that contain the essence of fighting spirit. (Increases the chance of going into Valor State.)
Power Family: A family of crystals that contain the essence of strength. (Temporarily increases attack power)
Nature Family: A family of crystals that contain the essence of all elements of nature. (Temporarily increases resistance to one element)
Bright Family: A family of crystals that contain the essence of vitality. (Temporarily inflicts the regen* status effect.)
Rage Family: A family of crystals that contain the essence of anger. (Temporarily inflicts the berserk status effect.)
Being Family: A family of crystals that contain the essence of existence. (Temporarily inflicts the auto-life status effect.)
Requiem Family: A family of crystals that contain the essence of knowledge. (Temporarily increases magic power.)
*Valor State is a concept where a character may go into a state where they have increased attack power, defense, and speed if their in critical condition. Basically like a dire instinct.
*Element resistance is a character or enemy's resistance to a specific element. Higher resistance means higher elemental damage dealt by the character and lower elemental damage received. Families also exist for Fire, Water, Earth, Wind, and Ice, but I will not mention them for the sake of space.
*Regen is a status effect that heals a set number of HP or a percentage of Max-HP each turn.
*Berserk is a state in which the afflicted character acts like a CPU unit, with increased attack power and only targeting enemies.
*Auto-Life is a status effect in which the afflict character will be revived with full HP and half HP if their KOed, and then it wears off after revival.
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Let's Play Sword of Mana: Episode 1
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[i:1991ef5ff7]~I scratch a living, it ain't easy, you know it's a drag~[/i:1991ef5ff7][/color:1991ef5ff7][/align:1991ef5ff7]
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