LIST: Battle System Info

## Battle System Info.

Status Effects
Status Changes
Damage Over Time (DoT)
Elements
The Rest of the Battle System

## Status Effects

**Stun:** All action becomes impossible.

**Knockdown:** All action becomes impossible.

**Hanging:** All action becomes impossible.

**Silence:** Can't use Skills.

**Blind:** All basic attacks and skills can be used only when used right in front of the enemy. If not, the attack misses.

**Confusion:** Can't distinguish between enemy and ally.

**Taunt:** Attacks the target who taunted the Officer(s) first.

**Mark:** Attacks Marked target(s) in the valid attack range first.

**Entangled:** Can't use skills that involve movement. Slows Movement Speed.

**Petrify:** Becomes incapable of action and also immune to knockdown.

**Paralyze:** Becomes incapable of action and also immune to knockdown.

**Polymorph:** Becomes incapable of action. Unable to be cleansed, and also immune to hanging.

**Curse:** Cursed targets cannot receive buffs.

**Brand:** Attacker gains a portion of the damage dealt as HP when attacking a branded enemy.

**Slump:** Decreases Energy gain for a short period of time.

**Ruin:** Converts a portion of healing the target receives to damage until the debuff expires.

**Sleep:** Disables all actions. Damage against the target with this debuff deals more damage. SLeep is removed after getting hit a certain number of times.

**Weapon Break:** Greatly reduces the target's ATK.

**Armor Breaker:** Greatly reduces the target's armor.

**Killing Blow:** Instantly kills the target if its HP is below a certain threshold.

**Panic:** Inflicts Fear on the target. Immune to Cleanse.

**Subjugate:** Inflicts Silence and Purge on the target. Immune to Cleanse.

**Judgment:** Reduces Max recoverable HP of the target.

**Obliterate:** Steals the target's ATK. There is a limit to how much ATK that can be stolen from a target. ATK stolen from an enemy can stack with ATK stolen from the other enemies. This effect lasts until the battle ends.

**Infected:** Healing effect reduced.

**Single Combat:** Fixes the target's attack target. The target can only use basic attack.

**Cower:** Fixes the target's Crit. Hit.

**Heavy Blow:** Deals additional damage based on the number of 'buffs' the target has.

## Status Changes

**Cleanse:** Removes a debuff from target ally (or allies).

**Debuff:** Refers to the following effects:

* Damage over Time (DoT): Bleeding, Burn, Poison, Storm, Pain
* Status Effects: Freeze, Blind, Confusion, Silence, Fear, Hanging, Stun, Petrification
* Entangled, Mark, Taunt, Slow, and other effects that decrease damage (including element damage), and defense (including elemental resist, DMG reduction).

* However, Polymorph, Erosion, Knockdown, Ruin, Decay, Blaze, Toxin, Rupture, Outcry, and Winterfrost cannot be removed ith cleanse.

**Purge:** Removes buffs from target enemy (or enemies).

**Buff:** Refers to the following effects:

* Heal, Barrier, Physical Immunity, Magical Immunity, Reflection, Critical Hit Rate Up, Combo, Guard, Invincible, Shout Out, Toughness.

**Invincible:** Immune to all damage and Status Effects except Knockdown and Stun. Invincibility can still be Purged.

**Toughness:** Becomes immune to Stun, Knockdown, Confusion, Fear, Bleeding, Burn, and Poison, but is still vulnerable to Paralysis, Petrification, and Sleep.

**Guard:** Regardless of damage amount, damage taken is ignored for a specific number of hits taken.

**Storm:** Deflects any projectiles for a moment.

**Reflecting:** Doesn't take any damage from normal projectile attacks.

**Close Damage Reflect:** Reflects damage equal to a portion of melee attack damage received. Penetration damage cannot be reflected.

**Rage Burst:** Upon activation of Rage Burst, 'Cleanse' effect gets activated for a very short period and increases attack power by 50%. Immune to Confusion, Fear, and Stun while in Rage Burst.

**Adamant:** Immune to Stun, Knockdown, Confusion, Fear, Blind, Silence, and cannot be Purged.

**Switcheroo:** Any Stun, Fear, COnfusion, Blind, or SIlence, is reflected on the enemy.

**Deception:** Target's buff(s) will be applied to allies.

**Specter:** Allows the fallen Officer to continue fighting for a short period of time. However, Skills cannot be used.

**Frenzy:** Increases damage by 50% when a certain percentage oh HP is lost within a short period of time. Being in Frenzy grants immunity to Stun, Knockdown, and Fear. Cannot be Purged or Decepted.

**Blue Dragon's Blessing:** Increases Elemental Resistance of the target for a period of time. Cannot be Purged.

**Aid:** Heals and increases elemental resistance of an ally over time. After some time has passed, the effect is transferred to another ally.

**Shout Out:** Health does not drop below a certain point.

**Immortality:** Can still fight for a certain amount of time even after health drops to 0.

**Cryofreeze:** Cannot move or use abilities, but immune to all damage. Slowly recovers both HP and Energy.

**Exert:** For a certain duration, increases ATK by 50%. Unaffected by Purge and Deception.

**Desire:** Increases the target's ATK and ATK Speed. Becomes Immune to Stun, Knockdown, Fear, and SIlence.

**Usurp:** Exchanges current HP (%) of the ally with lowest HP (%) with the enemy with highest HP(%).

**Peaceful Times:** Applies buffs on allies to all other allies.

**Fervor:** Damage dealt is converted to HP.

**Disturbed:** Forcibly changes the enemy's skill target to Disturbed Officer(s). For skills that deal damage to multiple enemies, all is applied to the Disturbed target. When the effect ends, heals for a portion of damage taken during the duration of Disturbed.

**Immortal Legion:** When a target's HP is depleted, apply Specter state to is. The target's death skills, defeat skills, and sacrifice skills are activated at the end of the Specter state. Cursed targets are not affected by Immortal Legion.

**Anxiety:** Converts a portion of Energy Regen the target receives to Energy Burn until the debuff expires.

**Spite (Vengeance):** Reflects a portion of the damage taken by the caster to the target. Damage dealt by Spite cannot be used for Energy Regen.

**Hallucination:** The target is polymorphed into the shape of the caster. While the effect lasts, the target will be recognized as an enemy to the Officers on the same side.

**God of War's Protection:** Grants the target with Guard and DMG Reduction effect for a set amount of time.

**God of War's Ascension:** Increases the target's ATK and Elemental Resist.

## Damage Over Time (DoT)

**Neurotoxin:** Periodically stuns the target.

**Charm:** Periodically stuns the target.

**Shock:** Periodically ampliefies damage the target takes.

**Chill:** Periodically freezes the target.

**Dark Flame:** Periodically knocks down the target.

**Panic:** Periodically puts the target in fear.

**Stigma:** Periodically binds the target.

**Enfeeble:** Periodically reduces the target's attack.

**Exhaust:** Periodically reduces teh target's attack speed.

**Rupture:** Inflicts Piercing damage and periodically purges the target's buffs.

**Outcry:** Inflicts Piercing damage and periodically reeduces the target's attack speed.

**Energy Burn:** Gradually depletes the target's Energy.

**Drain:** Steals the target's Energy and restore ally Energy.

**Winterfrost:** Deals Penetration damage and periodically freezes the target.

**Nightmare:** Periodically inflicts fear. The effect is transferred to another target after a certain duration.

**Baffle:** Confuses the target periodically. After the duration, the debuff gets transferred to another target.

**Tremor (Tremble):** Stuns the enemy periodically.

**Portent:** While the effect lasts, the target takes extra damage based on the number of hits taken from the effect caster. While this effect lasts, the effect caster will prioritize its attack on enemies affected by 'portent.'

**Hellfire:** Stuns the target periodically. This effect cannot be cleansed.

## Elements

**Basic Attack:** is counted as either Physical or Elemental Damage based on the Officer's Element.

**Elemental Damage:** is divided into Darkness, Divine, Fire, Frost, Lightning, and Nature Damage. This does not include Physical Damage.

**Physical Immunity:** Doesn't take Damage from Physical Damage.

**Elemental Immunity:** Doesn't take Damage from Elemental Damage.

**Elemental Resist:** Receive less Damage from the applicable Element.

**Elemental Power:** Deal more Damage with the applicable Element.

**Physical:** cannot be resisted.

**Penetration Damage:** can deal Damage to an Invincible and/or immune enemy, and ignores defenses.

## The Rest of the Battle System

**Armor and Damage Reduction:** decrease damage taken.

* You can check the rate of Damage Reduction by Touching each subject in the Information window.

**Armor:** Damage Reduction amount varies based on the attacker's Rank and Level.

* The displayed Damage Reduction rate assumes the attacker is the same Rank and Level as the one taking damage.

**Damage Reduction:** Decrease specific Damage taken regardless of the attacks' stats.

**Combo:** Quickly make one more Basic Attack. Damage done is lower than that of a Basic Attack.

* Energy obtained from a Combo Attack is the same as with a Basic Attack.

**Concentrated Skill:** is a skill that does more damage the more time that is spent channeling. When using the skill manually, it can be released by Touching it one more time. Concentrated Skills that fire projectiles can deal damage even if they are blocked.

**% HP Damage:** An attack that deals penetration damage based on the enemy's current HP %. Between the lowest possible damage and % HP damage, the higher of the two is inflicted.

**Command Effect:** is applied to Officers of same kingdom. The effect is removed if the Officer that started it retreats from battle.

**Energy:** is gained by the following, and differs based on the Class of the Officer.

* When landing a Basic Attack.
* When moving on to the next Wave.
* When Damage is taken.
* When the Officer kills an enemy.
* When an Officer uses a Skil that grants Energy.

**Skill Accuracy:** \* There is a Chance to Miss based on the gap in Rank of the Attack and the Target.

* A Status Effect missing its target is displayed as a miss
* Continuous Damage missing is displayed as Resist
* Attack Skills targeted at an Officer of the same Rank have a small chance of missing, and the chance of missing increases as the gap in Rank also increases.
* Skills that target Allies (i.e. Barrier, etc.) have a 100% accuracy if the target is within a 1-star gap in Rank