Every token class is a set of nine attributes that affect how it performs in battle. The objctive of the game is to figuring out these attributes, so that they can be explioted for massive damage.
The only current effect this attribute has is that Avian bodied tokens can enter "Flying-only" (water, bottomless pits) tiles.
The interfaces don't currently have a way of marking or displaying these.
This is how far a token can move in a turn. Or alternatively, the number of single-space moves a token can make in a turn.
The base for this attribute is '3'. Increasing this should be accompanied by a decrease in weakWeapon effectiveness.
This is how far a token's attack can reach
The base for this attribute is '1'. Increasing this should be accompanied by a decrease in weakWeapon effectiveness.
The element of a tokens attack. An attacker's atkElement and the defender's atkElement are compared to determine one of an attack's "critical"s.
The weaponkind of a tokens attack. An attacker's weaponkind and the defender's weakWeapon are compared to determine one of an attack's "critical"s
This is the status a token will inflict when performing a Status Attack
This is the direction from which an attack will do the most damage
Technically five different attributes, one for each Weaponkind. This is the multiplier from a particular weaponkind that is applied to an inflicted attack.
Speed | Range | weaknesses | Comments |
---|---|---|---|
3 | 1 | 2; 1.5; 1; .75; .5 | Most common |
5 | 1 | 2; 1.5; 1; 1; .5 | |
3 | 2 | 2; 1.5; 1; 1; .5 | |
2 | 3 | 2; 1.25; .75; .75; .5 | Reduced speed is really hard to hide |
C/P from damage page.
When a unit is inflicted with this status, damage attacks have a critical applied to them.