Advertisement
xplodingbrain

Manual on HP, MP, and AP

Jul 5th, 2015
554
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.04 KB | None | 0 0
  1. When HP reaches 0, different things happen. One thing is certain though, you fucked up.
  2.  
  3. If MP reaches 0, the player cannot use spells until MP is restored. Overtaxing spells will cause Mana starving, which will make spells unusable for one turn after MP has been restored. MP can be restored by selecting the character's appropriate recovery move(s), trinkets, or alchemical consumables.
  4.  
  5. Players are allowed to take as many actions as their AP allows.
  6.  
  7. Cotextual moves exist for certain encounters and scenarios. Keep trying and keep your mind open!
  8.  
  9. 3 AP is restored at the beginning of every turn. AP can be stored to a maximum of 2.0x the base amount, unless specified otherwise. Any skill that robs AP takes effect the next turn.
  10.  
  11. Certain skills have an AP refund function, that will restore AP at the turn end. Certain Combo skills can do this too. AP refunds happen at the end of a turn, so players are not permitted to access the additional AP until next turn.
  12.  
  13. A maximum of 3 AP can be stolen. Any more and the AP stealing effect is ignored.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement