アンシャントロマン ~Wiki of Dark Side~
Game System
最終更新:
goldkai1
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Basic Specifications
Status
The maximum value of HPMP is 9999 AP to SK is 4999
However, AP to SK is rounded down to 1 / 5 of the decimal point only for display,
so the maximum is 999 on the display.
However, AP to SK is rounded down to 1 / 5 of the decimal point only for display,
so the maximum is 999 on the display.
HP | Meaning as is. |
MP | Meaning as is. |
AP | Affect physical offense. |
DP | Affect physical defense. |
QP | Affect the order of action. |
MG | Does not affect magic defense. Affect magic offense. |
IQ | Does not affect magic offense. Affect magic defense. |
ST | Affect critical damage multiplier |
SK | Affect critical incidence probability |
Note that MG and IQ are reversed, but the correction of equipment is generally appropriate.
(e.g. Equipping the wand increases the magic attack power.)
(e.g. Equipping the wand increases the magic attack power.)
Basically, it's just a different display.
Remember only when using Maka Guard Series.
Remember only when using Maka Guard Series.
Experience And Joining Lv.
Weird specifications.
- Characters who have joined PT
Everyone gets the experience that the enemy has without distributing it.
Sub-members can also be gain, but characters who remain dead at the end of a battle cannot be gain. - Characters who have not joined PT
Every time move between areas, it is corrected to the average Lv of all the characters in the PT.
Order Of Behavior
At the beginning of the turn, everyone's QP is randomly multiplied by 0.5 to 1 (in increments of 0.01), and actions are taken in order of highest QP.
In the case of equal value, the ally is ahead, so if the ally's QP is twice the enemy's QP, the ally can certainly make the first move.
In the case of equal value, the ally is ahead, so if the ally's QP is twice the enemy's QP, the ally can certainly make the first move.
No compensation based on action (e.g. recovery moves before the enemy, etc.)
The order of action is determined at the beginning of the turn, so using a Porsche Series does not change the order of action during that turn.
Magic that does not make much sense because it affects the order of action from the next turn.
Magic that does not make much sense because it affects the order of action from the next turn.
Attributes
Set for weapons, armor, enemy attacks, and enemy defenses, respectively.
However, it only works on the defensive side, as it is designed to reduce damage when matched.
However, it only works on the defensive side, as it is designed to reduce damage when matched.
If not set, it is unattributed and has no effect on anything.
For more information, see the damage formula.
For more information, see the damage formula.
And there are many kinds.
Named by me because they don't appear in the game at all.
Named by me because they don't appear in the game at all.
Fire | Water | Earth | Ice | Lightning | Wind | Death | God | ??? | Time | Poison | Metal | ??? | Holy |
Status Ailment
Name | Duration | Effect | Methods |
---|---|---|---|
Poison | 5T | 50 damage at start of turn, but this damage does not kill | Poison Sword |
Petrification | 10T | 100% chance of unable to act | Kepler |
Sleep | 3T | 100% chance of unable to act | Nocturne・Sleep Axe |
Charm | 3T | 70% chance of unable to act | Lover Series |
The chance of granting depends on the means; in the case of additional effects of the weapon, it is 100%.
Fascination is simply inferior to the other, did you originally want to attack an ally?
Whole magic is judged on a per-enemy basis.
Fascination is simply inferior to the other, did you originally want to attack an ally?
Whole magic is judged on a per-enemy basis.
Death Check
Dies when HP reaches 0, but revives at 1 HP when the battle is over.
Strictly speaking, when HP reaches 0, it is immobile + untargeted.
So in one turn, you die before you act -> when you revive, you take the action you set up as it is.
It's not particularly useful, so it's not something to be targeted.
Strictly speaking, when HP reaches 0, it is immobile + untargeted.
So in one turn, you die before you act -> when you revive, you take the action you set up as it is.
It's not particularly useful, so it's not something to be targeted.
Auxiliary Magic
It does not apply to a dead character, on the other hand, if the character dies after it is applied, the effect remains.
The effect is to reduce by 1 the duration T of any buff debuff on the character receiving the auxiliary magic.
Why?
Why?
Item Drop
20% per battle, not per enemy.
Up to 2 drop items. Judged from the first enemy, and ends when 2 items are filled.
However, if the later enemy drop is the same item as the two buried items, they will overlap.
However, if the later enemy drop is the same item as the two buried items, they will overlap.
(e.g.) If Doranha Ixionidae Minotarus appears.
Dropitem | |
---|---|
Doranha | Heka Fruit |
Ixionidae | Heka Fruit Maka Fruit |
Minotarus | Battle Axe Painkillers |
- in the case of Dr・Ix・Mi
Heka Fruit and Heka Fruit fill in, but since they are the same item, they overlap and move on to the next decision.
In this case, the drop will be 2 Heka Fruits and 2 Maka Fruits.
- in the case of Dr・Mi・Ix
Heka Fruit Battle Axe fill in, However, Ixionidae's Heka Fruit are the same, so they overlap.
In this case, the drop will be 2 Heka Fruits and Battle Axe.
- in the case of Mi・Dr・Ix
Battle Axe Painkillers fill in, No overlap in drop items behind.
In this case, the drop will be Battle Axe and Painkillers.
At The End Of Battle
The winning pose motion can be canceled by pressing X.
The item drop decision is based on the timing of going to the result, so the decision depends on when to skip it.
The item drop decision is based on the timing of going to the result, so the decision depends on when to skip it.