Core stats

There are many variants of coresilopes elementals ranging from part cores, to normal cores, to awaken cores, to crystalline cores, and much much more. There's a lot of variety you can get with this element, each having its own unique abilities and drawbacks.

Despite the variations of coresilopes and how drastically different they can be they all share a common ups and downs that with this elemental species that will almost always be followed one way or another. These "rules" are lenient and can be bent/molded in many ways BUT never truly broken.

## The Universal Core Benefits/Drawbacks

**The first main upside:** By using there core, they can focus and take in the elements from around them. This works by their core acting like a elemental magnet and volt which allows them to pull and take in the element they so choose to take in the from of essence. They then convert it into elemental energy (Just called energy for a generalization) which allows them to use their core abilities and even convert to the element they took in temporarily before reverting back to there normal birth element (if they have any), turning it into elemental core energy.

**Upside 2:** Cores also have the added ability to be able to take elements from around them which is called Absorption, when they do this they focus their mind to take the element around them and into essences, allowing them to absorb it into there core to make elemental energy. This does not affect AP due to it technically not costing any action to be taken, only mental focus; thus allowing this to also be used to regain AP if needed.

**Upside 3:** Since cores are slimes they can take on whatever form they please as they are not fixed to just be a slime gloop like most other slimes, they can form very detailed shapes and appearances that look almost like any other species. As confusing as this is, this upside of there anatomy allows them to adapt to problems they may find themselves in (Although they can't change there coloring unless they take in a whole new element). Only costing their elemental energy and mental focus to do it.

**Upside 4:** They have the ability of being use there own "charms" called "mods" that they can use by equipping it onto there core. despite the fact they can only do this if they have a special device known as a mod grid to allow them to wear it (witch artificial cores can be born with), it can also stack with charms too

**The first main downside:** All cores suffer from is within their very name, their very core. As Their core is the very life force that keeps them alive and contains all of their core abilities; if damaged they can lose some of their abilities, become weaker or even unstable, have less energy stored/loose energy over time, and have their life forces be brought closer and closer to death.

**Downside 2:** If they run out of energy by using any form of core abilities/attacks that isn't empowering, They're unable to use any core attacks and abilities. This downside is very dependent on what core variant the person is, if that person is a corruption-core they will burn through that stuff very quickly but if they're a part-core they may not even have to worry about it. This works different for Ura-Cores or any other type of core that can element surge by any means but follows a similar route.

**Downside 2.5:** Mages, Summoners or anything that uses mania doesn't have mania. But to make up for the lack of mania within them they end up using their energy, and A LOT of it. But its upside is that their spells can deal a lot more damage to (1.2x the amount) and some variants even get a special passive from it.

**Downside 3:** When they are empowering/healing them-self's they are unable to perform many (if not any) actions for them to empower properly. While there in this state It would end up takes all of their focus as well, making them very vulnerable to incoming attacks, the time it takes for them to fully empower witch fully depends on the variant they are.

**Downside 3.5:** Core is not able to heal use normal methods (Such as healing potions, band-aids, shots, etc). they can only heal by focusing their slime to force-heal their wounds at the cost of them burning through their energy (Sort of like how you heal in hollow knight if you've played the game before).

**Downside 4:** When their core energy isn't in use it will passively drain itself off into the area around them. They will end up passively empty out there cores until their core is only half full of energy in most cases. in some core variants (Like blank cores), they can even fully drain out their core.

## **Core Battle Stats Info**

This is the work in progress battle stats, for now not much is going on here but i will explain what's planned and what stats mean.

So basically I plan for there to be this massive battle system that's so big it might even need its own bot/game to make it work but I don't know how to code so it's gonna be left as is until I finish getting out all the other cores, for now I'll at least get the basics out for all other cores. so enjoy the layout I have and note that things will be readjusted over time once I actually start working on this so things over at Core Variants can/will change to fit what happens over here.

# **Experimental Core Stats Values**

**|HP| =** This is the health point of a coresilope's physical body, once it hits 0 it will change into CHP and save the coresilope from taking fatal damage. The chances of evading fatal damage and going straight to core health decrease from 100% down to 20% the more times a coresilope goes from HP to CHP to back to HP in a short amount of time.

**|CHP| =** This is a coresilope's core heath and it works independently from HP, normally always being a lot lower than normal HP. Most of the time damage from HP will not affect CHP unless that attack has core piercing

**|CNRG| =**  This stands core core-energy, this determines how much energy a coresilope can have and how much it must use for an attack. It does gets lowered the lower CHP is.

**|ATK| =**  This is the damage output of a coresilope, this determines how much an attack can deal with, the higher the better.

**|CRIT DMG| =**  This is the critical damage of a coresilope, normally dose 1.2x normal DMG.

**|CRIT CHANCE| =**  This is the chance of a critical strike happening, normally CRIT CHANCE is 10%.

**|DEF| =**  This is the defense stat of a coresilope, this stat will subtract that amount of damage taken by however high it is, although DR has higher priority than DEF. this stat is amazing for chipping damage or any attacks that hit multiple times but normally sucks at taking massive amounts of damage

**|DR| =**  This is a coresilope's damage reduction Percentage, this stat will reduce the amount of damage overall from 5% up to 80%. DR is really good against high damage attacks but sucks with multiple attacks and chipping damage, also taking priority over DEF.

**|VAL| =** This stands for variability, this is a stat that determines how much damage a coresilope will take depending on what variant or debuff is on them. this stat goes up to 10 and caps at the coresilope taking 2x damage on HP and 1.5x on CHP

**|AP| =** This is the number of attacks/actions a coresilope can do in one turn; some actions may take more points than others so use it wisely.

## **Core Battle Stats**

this is all stats of all core variants that are known at the moment