Mechanics
Guidelines instead of Formulas
The designers have not provided formulas, so instead we have guidelines based on the tutorials and the experience of users. This will help you focus on choosing the right elemental affinity and using the right traits for mages vs warriors, but leave a little mystery for how they all combine together.
Damage
- Most damage is determined by strength, weapon, morale and traits (Challenger, Bodyguard, etc)
- Crossbow, Gunner and Dragoon damage is determined only by weapon, morale and traits
- Mage damage is determined by magic, weapon, morale and traits
- Dragon breath damage is determined by strength, magic, weapon, morale and traits
Defense
- Defense against physical damage is based on strength, armor, morale and traits (Bodyguard, Guardian, etc)
- Defense against magical damage is based on magic, morale and traits (Bodyguard, Magic Armor)
Block/Cover
- All characters provide block to characters directly or partially behind them
- Blocked characters may not be targeted by melee attacks
- Block works in reverse for sneak attacks from behind
- Heavy & light characters provide cover (damage reduction) to all characters directly or partially behind them
- Cover is halved for those two rows behind the covering character
- Heavy classes provide more cover than light classes
- More than one character can provide cover to the same middle/back line character
Hit Rate
- Skill relative to the target’s skill determines hit rate
- Attacks may crit, hit, glance or miss based on that relative skill
- Hit rate is modified by terrain and traits
Healing
- Healing given is determined by magic and weapon
- Healing received is determined by magic and traits (Healing Attuned, Beacon)
Attack Order (as of 1.05)
Attack order is very important, because characters attacking together will attack only unblocked characters & could significantly overkill if the entire squad attacks together.
- Gunpowder
- Mages
- Archers
- Light (samurai attack in this phase)
- Heavy
In the case of a charge, light and heavy cavalry will attack separately in the light and heavy slots. In previous versions of the game they would attack together.
Morale
- Killing the leader lowers morale (Identify Command Structure tech increases this)
- Each battle lowers the losing squad’s morale and raises the winning squad’s morale
- Defeating characters lowers morale
- Overpower trait lowers morale based on strength difference
- Charge attacks lower morale with Strategic Maneuvers tech
- Colossal trait increases morale damage
- Morale influences at least damage done and taken
Surrender
- Enemy surrender chance is directly related to their current morale
- Silver tongue leader trait increases enemy surrender chance (with force surrender command)
- Higher threat for attacking squad increases surrender chance
- Flanking the enemy squad increases surrender chance
- The Skull of Rowdain forces defeated characters to surrender instead, if that character can possibly surrender.
- Surrendered characters give bonus gold and tech points at the end of the chapter
Elemental Affinity
Elemental affinity is fully retroactive. So if you change it at level 50 it will be like that character was the new element all along & will significantly raise and lower the respective stats.
- Dark: ++strength, ++magic, -loyalty, -leadership, –health
- Light: +leadership, +loyalty
- Water: +magic, +hp, -strength, -skill
- Earth: ++hp, -skill
- Lightning: +skill, +strength, -hp, -loyalty
- Fire: +strength, +loyalty, -magic
Permanent Death
- Permanent death setting cannot be changed once the game has started
- No permanent death during arena stages
- Named story characters cannot die permanently
- Temples can revive anyone, but only during the stage (not all stages have temples)
- A story character also provides a way to revive characters later
- Permanent death is disabled for chapter 12