Allright I'm going to keep this short and simple. These rules will follow the outline of the character sheets for easy reference!
- Physical Level
- LP: Life Points, when zero character faints
- MP: Magic Points, use to perform skills and magic when zero no skills or magic can be used
- LC: Life Counter, Minutes your character can survive if still fainted after a battle is fought
- Exp: Experience, when intervals of 1000 you earn one stat point, when intervals of 10,000 level increases
- SP: Stat Points, you earn these and use them to increase the value of your bases
- Level: This particular categories level, value here times bases is equal to current stat value.
- † LP,† MP, †LC: These particular stats bases, upon level up this value is added to current stat value
- Body Level
- Strength: Value here multiplied by Weapon Modifier equals damage dealt
- Constitution: value here multiplied by Armor Modifier equals damage defended
- Exp: Experience, when intervals of 1000 you earn one stat point, when intervals of 10,000 level increases
- SP: Stat Points, you earn these and use them to increase the value of your bases
- Level: This particular categories level, value here times bases is equal to current stat value.
- †Strength, †Constitution: These particular stats bases, upon level up this value is added to current stat value
- Agility Level
note that this stats level is the number of moves per round you can attempt. A round is considered all participating members performing their actions in a turn based order. An attack or a defense will use up one move per round. You only have as many moves per round as your Agility Level.
- Speed: Value here determines initiative as well as...
- Exp: Experience, when intervals of 1000 you earn one stat point, when intervals of 10,000 level increases
- SP: Stat Points, you earn these and use them to increase the value of your bases
- Level: This particular categories level, value here times bases is equal to current stats value
- †Speed: This particular stats base, upon level up this value is added to current stat value
- Intelligence Level
- Focus: Value here times Magic Modifier equals damage dealt/life restored/effect received...
- Exp: Experience, when intervals of 1000 you earn one stat point, when intervals of 10,000 level increases
- SP: Stat Points, you earn these and use them to increase the value of your bases
- Level: This particular categories level, value here times bases is equal to current stat value
- †Focus: This particular stats base, upon level up this value is added to current stat value
- Combat Level
- To Hit%: value here determines whether or not your attack was successful
- To Defend%: value here determines whether or not your defense attempt was successful
- Trophy Level: This particular stats current level, value here times bases equals current stats value
- †To Hit%, † To Defend%: These particular stats bases, value here times value in Trophy Level equals current stats value.
- Personality Level
- Affection: value here determines how well familiar and character get along
- Charisma: value here determines ability to charm other members into the party
- Exp: Experience, when intervals of 1000 you earn one stat point, when intervals of 10,000 level increases
- SP: Stat Points, you earn these and use them to raise the values of this particular categories stats
- Level: This particular categories level, value here determines...
- Familiar Level
note that familiars are now NPC's, their turn is directly after the character that owns them. They use that characters Combat Level and Agility Level to determine their actions during their round
- LP: Your familiars Life Points
- MP: Your familiars Magic Points
- Exp: Experience, when intervals of 1000 pet earns 1 stat point. When intervals of 10,000 pets level increases.
- SP: Stat Points, pet earns these and uses them to increase the value of their bases.
- Level: This particular categories level, value here times bases equals current stats value
- †LP, †MP: These particular stats bases, upon leveling up pet adds these values to the current stat.
- Familiar Body Level
- Strength: your familiars strength stat, value here times Collar Modifier equals damage dealt
- Constitution: your familiars constitution stat, value here times Collar Modifier equals damage defended
- Focus: your familiars focus stat, value here times Collar Modifier equals damage dealt/life restored/effect recieved...
- Exp: Experience, when intervals of 1000 pet earns 1 stat point. When intervals of 10,000 pets level increases.
- SP: Stat Points, your pet earns these and uses them to increase the value of their bases
- Level: This particular categories level, value here times bases equals current stat value
- †Strength, †Constitution, †Focus: These particular stats bases, upon level up the value here is added to current stats value
Their that explains what all of the stats do short and simple. Now for the Weapon, Armor, Collar, and Magic Modifiers.
- Weapon Level
- WN: Weapon Name, The Name of your weapon.
- WP: Weapon Points, value here determines when weapon will need reforged, you lose one WP per normal attack or skill attempted.
- WM: Weapon Modifier, value in dice of the multiplier your weapon will use.
- †Weapon: value here determines increase in dice to weapon modifier upon weapon leveling up
- WExp: Weapon Experience, when intervals of 100 Weapon levels up, you earn 1 WExp per normal attack or skill attempted
- Level: current weapons level
- Armor Level
- AN: Armor Name, The Name of your armor.
- AP: Armor Points, value here determines when armor will need reforged, you lose one AP per defense attmpted.
- AM: Armor Modifier, value in dice of the multiplier your armor will use
- †Armor: value here determines increase in dice to armor modifier upon armor leveling up
- AExp: Armor Experience, when intervals of 100 armor levels up, you earn 1 AExp per defense attempted
- Level: current armors level
- Collar Level
- CN: Collar Name, The name of your Collar
- CP: Collar Points, value here determines when collar will need reforged, pet loses one CP per normal attack, skill, or defense attempted.
- CM: Collar Modifier, value in dice of the multiplier pet's collar will use.
- †Collar: value here determines increase in dice to collar modifier upon collar leveling up
- CExp: Collar Experience, when intervals of 100 collar levels up, pet earns 1 CExp per normal attack, skill, or defense attempted.
- Level: current collars level
- Magic and Skill Stats
- SN: Magic or Skill Name, the spells name
- SC: Magic or Skill Cost, value here determines amount of MP required to use this spell.
- SM: Magic or Skill Modifier, value in dice of the multiplier this particular spell will use
- †Magic or Skill: value here determines value increase in dice to Magic Modifier upon this spell leveling up.
- SExp: Magic or Skill Experience, when intervals of 100 spell levels up, you earn 1 MExp per magic spell cast.
- Level: spells current level, leveling a spell up results in learning new spells!
And that my friends, is that!
Still confused, allright see the Deconfusion Page.
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