DAWNBREAKER TRIALS
CH. 1 - RESURGENCE

Glossary

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)
  Accessories No Equipment Limit
  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
  Armor Tier Armor Tiers go up to 4 (also known as cloth, leather, chain/half plate and then full plate armor)
  Two Handed Large and Great Weapon types that required to be wielded with both hands normally.
  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)
  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.
  Restoration The Academy and other Facilities can restore Kennel depletion in exchange for credits at 1000 per 10% missing
  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.
  Moving You can only move once per turn. If you do not use all your available MOV points, they are lost.
  Assist Your assist bonus is applied to any allies making actions while adjacent to you.
  Facing The direction your character is facing. Characters receiving damage from behind take 20% extra HP damage. Diagonal damage does not count as behind.
  HP Attack Weapon Stat + Weapon Proficiency + Bonuses
  AR Attack Break Stat + Weapon Proficiency + Bonuses
  Damage attack total - Defense Total of opponent
  Critical Roll 1d20 rolled with your attack
  Glancing Blow attack deals 50% damage if rolled 1-6 on base critical roll
  Critcal Hit attack deals 200% damage if rolled 20 on base critical roll
  Crit Chance adds to total range criticals take effect
  Glancing Chance ^
  In Combat Stat Gains/Losses Are restored to original values once durations/combat ends.
  Throw Rock Throw a rock because you're retarded, deals 1 HP damage
  Unarmed Attacks Are based on STR stats divided by half