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The Alchemist Code Wiki
21,548
pages
Explore
Main Page
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About Units
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===Status Assistance & Resistance=== A unit may have any of the below status effects applied to it. Each effect may have a value (such as the damage of poison), as well as a turn count (which may be infinite, such as from a Bishop's Regeneration passive). * [[File:Cond death sentence.png|frameless|20x20px]]'''[[Death Sentence]]''': After a certain number of turns, the unit will die. ** A DeathSentence effect can define a DeathTurnCount, which determines the number of turns the units has to live. ** At the beginning of the units turn, the turn count will reduce by one. If it reaches 0, the unit dies. ** Timer does not count down while the unit is in the air from a jump attack or if the unit is afflicted with stone. ** Does not end unless cured or the unit dies. ** Default DeathTurnCount: 3 turns * [[File:Cond poison.png|frameless|20x20px]]'''[[Poison]]''': At the end of the unit's turn, it takes damage. ** A poison effect can define a PoisonRate (% of the unit's HPmax) and a PoisonFixed (deal a fixed amount) and will deal the highest of the two. ** For multiple effects, only the highest damage is applied. ** Default Length: 3 turns ** Default PoisonRate: 10% (PoisonFixed is 0 by default) * [[File:Cond regen.png|frameless|20x20px]]'''[[Auto Heal]]''': At the beginning of a unit's turn, it will restore HP. ** An autoheal effect can define an AutoHealRate (% of the unit's HPmax) and an AutoHealFixed (heal a fixed amount) and will heal the highest of the two. ** For multiple effects, only the highest healing is applied. ** Default Length: 3 turns ** Default AutoHealRate: 10% (AutoHealFixed is 0 by default) * [[File:Cond good sleep.png|frameless|20x20px]]'''[[Good Sleep|GoodSleep]]''': At the beginning of a unit's turn, if the unit is asleep, it will restore HP and Jewels. ** Heals for 10% of HPmax and restores 5% of MPmax. ** No default length is defined. * [[File:Cond auto jewel.png|frameless|20x20px]]'''[[Auto Jewel Charge|Auto Jewel]]''': At the beginning of a unit's turn, it will generate Jewels. ** An autojewel effect can define an AutoJewelRate (% of the unit's MPmax) and an AutoJewelFixed (generate a fixed amount) and will use the highest of the two. ** For multiple effects, only the highest value is applied. ** Default Length: 3 turns ** Default AutoJewelRate: 10% (AutoJewelFixed is 0 by default) * [[File:Cond disable heal.png|frameless|20x20px]]'''[[Disable Heal]]''': Prevents this unit from restoring HP. ** Specifically, reduces healing skills to 0 and disables HP regeneration from AutoHeal and GoodSleep (but still restores Jewels) ** Default Length: 3 turns * [[File:Cond blind.png|frameless|20x20px]]'''[[Blind]]''': Reduces a units hit and avoid rates. ** A blind effect can define a BlindHitRate and a BlindAvoidRate which will act as BuffScales for HitRate and AvoidRate, respectively. ** For multiple effects, the effect which gives the highest of this formula will be what is used for the buff: <code>abs(BlindHitRate) + abs(BlindAvoidRate)</code> ** Default Length: 3 turns ** Default BlindHitRate: -15%, Default BlindAvoidRate: -15% * [[File:Cond confuse.png|frameless|20x20px]]'''[[Berserk|Berserk/Confuse]]''': Forces a unit to attack on auto, while augmenting its stats. (Essentially, Berserk) ** A confuse effect can define a ConfuseAtkRate and a ConfuseDefRate which will act as BuffScales for PATK, MATK, PDEF and MDEF, respectively. ** For multiple effects, the effect which gives the highest of this formula will be what is used for the buff: <code>abs(ConfuseAtkRate) + abs(ConfuseDefRate)</code> ** Default Length: 3 turns ** Default ConfuseAtkRate: 10%, Default ConfuseDefRate: -10% ** Disables: Player control, Combos, Skills, Items * [[File:Cond rage.png|frameless|20x20px]]'''[[Rage]]''': Forces a unit to attack on auto, only attacking its rage target. ** Generally, the rage target will be the unit the inflicted the effect. ** Will end if the rage target dies. ** Default Length: 3 turns ** Disables: Player control, Combos, Skills, Items * [[File:Cond charm.png|frameless|20x20px]]'''[[Charm]]''': Forces a unit to attack its allies on its turn. ** Will end if the unit takes damage. ** Default Length: 3 turns ** Disables: Player control, Combos, Skills, Items * [[File:Cond petrify.png|frameless|20x20px]]'''[[Petrify]]''': Skips the units turn. ** The unit is considered dead (but can still be cured, treating it again as alive). In [[Mystic Tower Veda]], any units petrified at the end of the floor will die. ** Does not end unless cured. ** Disables: Player control, Turn from being taken, Combos, Reactions, Dodges * [[File:Cond sleep.png|frameless|20x20px]]'''[[Sleep]]''': Skips the units turn. ** GoodSleep can cause the unit to heal or restore jewels. ** Will end if the unit takes damage. ** Default Length: 3 turns ** Disables: Player control, Turn from being taken, Combos, Reactions, Dodges * [[File:Cond stun.png|frameless|20x20px]]'''[[Stun]]''': Disables the unit from most actions. ** Outside of Roxanne, stuns usually end by the beginning of the units turn, meaning it prevents dodging, reacting, charge skills, etc. ** Default Length: 1 turn ** Disables: Player control, Turn from being taken, Combos, Reactions, Dodges, Charge Skills * [[File:Cond paralyze.png|frameless|20x20px]]'''[[Paralyze]]''': At the beginning of a unit's turn, it has a chance to not be able to move or take an action (but can still change facing direction). ** A paralyze effect can define a ParalyzeRate, which will be the % that the unit can not act. ** For multiple effects, only the highest ParalyzeRate is used. ** Default Length: 3 turns ** Default ParalyzeRate: 80% ** Disables: Movement, Attacks, Skills, Items, Reactions * [[File:Cond slow.png|frameless|20x20px]]'''[[Slow]]''': Reduces the number of tiles a unit can move. ** A slow effect can define a SlowValue, which determines how many tiles a unit can move. ** For multiple effects, only the lowest SlowValue is used. ** Since this effect replaces a unit's MOV stat entirely, in theory, it could actually increase the unit's MOV, providing the SlowValue was higher then the unit's MOV. ** Default Length: 3 turns ** Default SlowValue: 1 tile * [[File:Cond bind.png|frameless|20x20px]]'''[[Bind]]''': Prevents a unit from moving. ** Default Length: 3 turns ** Disables: Movement * [[File:Cond daze.png|frameless|20x20px]]'''[[Daze]]''': Prevents a unit from attacking. ** Default Length: 3 turns ** Disables: Attacks * [[File:Cond silence.png|frameless|20x20px]]'''[[Silence]]''': Prevents a unit from using skills. ** Default Length: 3 turns ** Disables: Skills, Reactions * '''DisableKnockback''': Prevents a unit from getting knocked back from a knockback skill. ** The assist/resist values for this effect are '''AssistKnockback''' and '''ResistKnockback'''. Unlike most status effects, they do not influence the application of the DisableKnockback effect. ** Instead, these are used to increase and decrease the chance of a knockback of occurring. If the target has the DisableKnockback effect, they will be ignored. ** Does not end unless removed. * [[File:Cond buff.png|frameless|20x20px]]'''DisableBuff''': Prevents a unit from receiving any buffs. ** The assist/resist values for this effect are '''AssistBuff''' and '''ResistBuff'''. Unlike most status effects, they do not influence the application of the DisableBuff effect. ** Instead, these are used to increase and decrease the chance of a buff from being applied. If the target has the DisableBuff effect, they will be ignored. ** AssistBuff does not seem to be included in the code. ** Default Length: 3 turns * [[File:Cond debuff.png|frameless|20x20px]]'''DisableDebuff''': Prevents a unit from receiving any debuffs. ** The assist/resist values for this effect are '''AssistDebuff''' and '''ResistDebuff'''. Unlike most status effects, they do not influence the application of the DisableDebuff effect. ** Instead, these are used to increase and decrease the chance of a debuff from being applied. If the target has the DisableDebuff effect, they will be ignored. ** AssistDebuff does not seem to be included in the code. ** Default Length: 3 turns * [[File:Cond disable support.png|frameless|20x20px]]'''[[Disable Support]]''': Prevents a unit from casting non-attack/non-damage skills (reactives included), the opposite of the daze status. ** Default Length: 3 turns * [[File:Cond stop.png|frameless|20x20px]]'''[[Stop]]''': Stops CT from increasing, preventing the unit from taking its turn. ** Default Length: 35 Game Clock Cycles ** Disables: Turn from being taken, Combos, Reactions, Dodges * [[File:Cond quicken.png|frameless|20x20px]]'''[[Quicken]]''': Increases CT change rate by a percentage. ** Removed if delay is inflicted on the unit. ** Default Length: 35 Game Clock Cycles * [[File:Cond delay.png|frameless|20x20px]]'''[[Delay]]''': Decreases CT charge rate by a percentage. ** Removed if quicken is inflicted on the unit. ** Default Length: 35 Game Clock Cycles Like the elements, a unit can have assistance and resistance scores for each status effect. Assistance determines chance of inflicting that status effect on an attack while resistance reduces the chance when receiving an attack. ====For More Information==== * List of skills can [[Remove/Inflict Status/Buffs/Debuffs]] * [[Status Effect Skills|Skills Applying/Removing Conditions/Status Effects]]
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