Mechanics

See also: Game Information

There are many nuances in skill descriptions and effects that might not be obvious at the first glance.

General
Elements are neutral, earth, fire, water and air, as well as the pseudo-element Healing. Physical is any effect that is neutral or earth element. Magical covers water, air and fire.

Some effects can change AP. An effect that says AP lost : x can be resisted with AP loss resistance. An effect that says -x AP is impossible to resist. Bonuses to AP are only found on the second form, which means you won't risk resisting a AP bonus. MP changes work exactly like AP changes.

Damages : x to y (elem) indicates normal damage of the listed element. Steals x to y HP (elem) will also return half of the damage as HP to the attacker. Heals x to y HP indicates normal healing.

Hits x HP and Hits the caster: x reduce HP. HP healed: x to y increases HP. These effects cannot be increased or reduced in any way.

Move back of x tile(s) pushes the target x tiles away from the attacker. If it hits an obstacle, the target suffers collision damage. Collision damage is essentially "hits x HP", amount unknown. Move forward of x tile(s) pulls the target x tiles towards the attacker. If it hits an obstacle, no damage is suffered.

Damage reduction
Damages reduced by x to y reduces direct damage only. Deals x to y damage(s) back will additionally hit the attacker for the same amount. Reduction of x and Decreases damage by x% reduce all relevant damage. Resist (elem) x% reduces damage of the listed element.

Damages reduced by x to y is affected by intelligence and the stat relevant to the attack's element. Deals x to y damage(s) back is affected by wisdom. Reduction of x, Decreases damage by x% and Resist (elem) x% are constant.

''Example: A melee attack is direct damage, it is reduced by shields. Aggressive glyph deals direct damage (the glyph damages people on top of it), and is resisted. Poisoning deals indirect damage (the poisoning causes an effect on the target, the effect damages the target) and cannot be resisted by the first two effects.''

Punishment
When a punishment is cast (Forced Punishment, Bold Punishment, Nimble Punishment, and Spiritual Punishment), each time the caster takes damage, the caster gains stats equal to the amount of damage taken. The caster only receives half the stats when taking damage from a player character. The amount of stats received is capped at a certain value per turn, but the stats will stack each turn. The cap is half the amount when taking damage from a player character.

For example, the level 1 Forced Punishment spell has the description "60 punishment for 5 turns(s) (5 turns)." This means that each time the caster takes damage, the caster will gain strength equal to the amount of damage received. The caster will not receive more than 60 strength per turn, however, so if the caster takes 200 damage for the turn, the caster will only receive 60 strength. However, the next turn, the caster can receive another 60 strength, stacking onto the old 60 strength the caster received earlier. Each strength boost will last 5 turns, and the caster must cast Forced Punishment again at the 5th turn to keep receiving strength bonuses.

Additionally, every time you are hit by the same creature (monster or player) in a turn, the boost is decreased until the end of that creature's turn: On the turn that a punishment is recast, it is no longer possible to benefit from the cumulative effects of two identical punishments.

When multiple same-effect punishments are accumulated, the maximum achievable bonus is now equal to the sum of the maximum bonus of each individual punishment. The speed at which bonuses are gained in this type of situation is no longer multiplied by the number of active, same-effect punishments.

Sacriers are the only class to make use of punishments, though many monsters also use them.