Attributes

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Health Health

The endurance, or life (or hit points) of a character.

A character that reaches zero Health has fallen. Fallen creatures do not disappear from the battlefield, thus allowing allies to revive a fallen comrade. If a boss consists of more than one body parts (each with its own Health Attribute), the destroyed parts disappear. There are exceptions to this, such as with summoned creatures.

The heroes start each battle at full Health, with few exceptions (such as the case of traps).


Martial Martial

The physical prowess of a character.

Martial is used to determine if a physical attack, such as one done with a sword or a punch, is successful, and how much damage it has the potential to inflict. Its effectiveness is usually resisted by Armor.


Ether Ether

The magical aptitude of a character.

Ether is used to determine if a magical attack, such as one utilizing an arcane bolt or elemental fire, is successful, and how much damage it has the potential to inflict. Its effectiveness is usually resisted by Resilience.


Armor Armor

The main defense that a character has against physical attacks and effects.

Armor is used to determine if a physical attack is successful, and how much of the damage of a successful attack is mitigated. It usually resists the effectiveness of Martial.


Resilience Resilience

The main defense that a character has against magical attacks and effects.

Resilience is used to determine if a magical attack is successful, and how much of the damage of a successful attack is mitigated. It usually resists the effectiveness of Ether.


Dodge Dodge

The character's ability (and thus chance) to dodge incoming physical attacks.

Dodge is a very potent form of defense against physical damage, consisting of moving bodily outside of harm's way; a dodged attack does no damage and applies no accompanied effects - it has missed its mark entirely.

Dodging is attempted before parrying or blocking. Additionally, Critical hits cannot be dodged.


Parry Parry

The character's ability (and thus chance) to parry incoming physical attacks.

Parry is a potent form of defense against physical damage, consisting of interjecting a weapon or shield in the path of an incoming attack and deflecting it; a parried attack only does half damage, although there may be skills or effects that increase the effectiveness of parrying an attack.

Parrying is attempted after a dodge attempt has failed, but before blocking is considered. Additionally, Critical hits cannot be parried.


Block Block

The character's ability (and thus chance) to block incoming physical attacks.

Block is a useful form of additional defense against physical damage, consisting of bracing a weapon or shield in the path of an incoming attack, or even positioning one's armor or body appropriately; a blocked attack's damage is shaved off by a fourth, although there may be skills or effects that increase the effectiveness of blocking an attack.

Blocking is only attempted after dodging and parrying have failed. Additionally, Critical hits cannot be blocked.


Fire resistance Fire resistance

The character's capability of resisting the effects of Fire.

Fire resistance is a powerful layer of defense against elemental Fire, including magical attacks. It directly reduces the damage of such effects by a percentage equal to its value.

Fire resistance of 100 makes the character completely immune to fire, while higher values allow the character to be healed by forces of raw fire.


Water resistance Water resistance

The character's capability of resisting the effects of Water.

Water resistance is a powerful layer of defense against elemental Water, including magical attacks. It directly reduces the damage of such effects by a percentage equal to its value.

Water resistance of 100 makes the character completely immune to water, while higher values allow the character to be healed by forces of raw water.


Earth resistance Earth resistance

The character's capability of resisting the effects of Earth.

Earth resistance is a powerful layer of defense against elemental Earth, including magical attacks. It directly reduces the damage of such effects by a percentage equal to its value.

Earth resistance of 100 makes the character completely immune to earth, while higher values allow the character to be healed by forces of raw earth.


Air resistance Air resistance

The character's capability of resisting the effects of Air.

Air resistance is a powerful layer of defense against elemental Air, including magical attacks. It directly reduces the damage of such effects by a percentage equal to its value.

Air resistance of 100 makes the character completely immune to air, while higher values allow the character to be healed by forces of raw air.