Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
HP - health pool, simple, reach 0 and you die.
MP - mana pool, simple again, you need mana to cast spells and some abilities. Basic attacks are usually the only ones that cost 0 MP.
ATK - this plays role in dealing more damage in the damage calculation formula of basic attacks and physical abilities.
DEF - this plays role only in taking less damage from basic attacks and physical abilities.
STR - this stat is kind of weird... it seems to play no role of it's own and it simply adds own value to atk.. but atk is the stat you need for physical damage calculations... so just a complex layer without any necessity for it being there.
INT - this stat is playing role in BOTH the attack and defence against magic spells.(the difference between caster and the defender INT is what matters)
AGI - this stat plays role in BOTH accuracy and evading.(the difference between attacker and defender AGI is taken into consideration)
Rune Power- the total 'value' of monsters you can afford to use in your monster slots.
Rune Growth - how fast character level ups. E means slower up to S which means much faster. Usually monsters, especially weaker ones level super fast and knights level super slow.
Chara Growth - stat unique to knights, this affects how much Magic pool you increase per level. E is worse, S is best.
Mana upkeep - easy to understand, stat unique to monsters, simply how much mana creature drains each 'season'(full turn) in the game
Mobility - the amount of hexes a character can move
Terrain - the terrain where the unit has advantage. Something you should consider but don't be bothered too much. For each unit it's the terrain where it currently stands.. so when you attack someone from plain - you always are considered on plain and enemy is always considered on whatever he stays on in terms of defence.
Critical - not really a stat, but it's important to explain how it works. By default crit deals +25% damage, but there are bonuses that can raise this further. Crit also is guaranteed to inflict condition if the attack could inflict condition.. there seem to be minor exclusions to this rule but it generally works this way.
Also it's important to note that magic can't crit, hence don't take crit % on mages.
I feel I should clarify something for some of the translation in this version of the game.
Magic Pool has been re-retranslated to Rune Power (what it was back on the Playstation 1).
Growth Rate has been (probably mis)translated to "Rune Growth"
Growth has been (probably mis)translated to "Chara Growth"
Chara growth and Rune growth, as stated, are probably mistranslations and meant to be flipped as it would make more sense.
Otherwise that list is correct.
Thanks! I didn't notice the changes.
In game lore: It is about a woman nation that was create after great war of Hazam Nation, who have special powers called Shinobi magic (Magic of the weird ways) that are gained only by woman’s after swimming in mystic lake – writing from memory: Silver Dragoon Blood Lake /???/. While using Shinobi magic to work as spies or mercenaries for other countries to support themselves, they crave the day when they will be truly free from the influences of major nations. And as for Uncle Toby [your beast man], that’s also explain in lore. That Bazoo are native race of Shinobi forest, and Toby have Barrett fairy blood, that’s make him special: he’s intelligent as human and can talk.