| Category |
Term |
Definition |
| Equipment |
Slots |
Base Slots a Character can Carry is 9, includes equipment and consumables. Can be increased via skills or bags. |
| |
Locations |
Only one piece of location based equipment can be worn at a location (L/R hands, feet, chest. legs, head) |
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Accessories |
No Equipment Limit |
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Weapon Tier |
Equipment of can be anything from Tiers 1 - 5. Your character must have the ability to equip its ranking. |
| |
Weapon Type |
Weapons have different base types, Melee, Ranged, Magic, Healing. You can equip the highest tier of the type your class/job combo allows |
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Armor Tier |
Armor Tiers go up to 4 (also known as cloth, leather, chain/half plate and then full plate armor) |
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Two Handed |
Large and Great Weapon types that required to be wielded with both hands normally. |
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Dual Wield |
The Ability to wield two one handed weapons in each hand efficiently (non weapons/shields can be wielded in offhand without the Dual Wield ability) |
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Doublehand |
Wielding a one-handed weapon with both hands for greater striking power |
| Kennel |
Kennel |
Your Kennel is your characters spiritual attachment to the physical world. Once depleted, your drive and will to go on will be gone and you cannot be revived from critical damage. (Permadeath) |
| |
Kennel State |
Your six core stats are reduced (or increased) by the total state of your Kennel % |
| |
Fading |
If you are reduced to 0 HP in combat and not revived 2 turns after you fall, you will be recalled by the Academy and suffer a 20% Kennel Reduction. If you are in a Lawless Zone or location the academy cannot recall you, you will be permanently dead. |
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Restoration |
The Academy and other Facilities can restore Kennel depletion in exchange for credits at 1000 per 10% missing |
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Overflow |
Certain situations can cause your kennel to exceed 100% - This will provide a buff to your stats as well |
| Combat |
Turn |
A characters turn begins once they have reach 100AP - during your turn you may make a MOV (move) based on your max movement, one action based on AP totals and then make a facing. |
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Moving |
You can only move once per turn. If you do not use all your available MOV points, they are lost. |
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Assist |
Your assist bonus is applied to any allies making actions while adjacent to you. |
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Facing |
The direction your character is facing. Characters receiving damage from behind take 20% extra HP damage. Diagonal damage does not count as behind. |
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HP Attack |
Weapon Stat + Weapon Proficiency + Bonuses |
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AR Attack |
Break Stat + Weapon Proficiency + Bonuses |
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Damage |
attack total - Defense Total of opponent |
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Critical Roll |
1d20 rolled with your attack |
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Glancing Blow |
attack deals 50% damage if rolled 1-6 on base critical roll |
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Critcal Hit |
attack deals 200% damage if rolled 20 on base critical roll |
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Crit Chance |
adds to total range criticals take effect |
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Glancing Chance |
^ |
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In Combat Stat Gains/Losses |
Are restored to original values once durations/combat ends. |
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Throw Rock |
Throw a rock because you're retarded, deals 1 HP damage |
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Unarmed Attacks |
Are based on STR stats divided by half |