Status Bonuses

Use status bonuses to change chances, status values, attack/defence modifiers and status effects of a combatant.

Status Bonuses #

Status bonuses can be added to the following parts of the status system:

  • classes
  • combatants
  • equipment
  • passive abilities
  • status effects

All of them can use status bonus templates (see below) or set up a custom bonus.

Chance/Other Bonuses #

Add bonuses to a combatant’s chances (e.g. hit, counter, block, etc.), movement speed and inventory limits.

Status Value Bonuses #

Add a bonus to selected status values. Bonuses can be given in a defined value and percent.

Using percent bonuses can optionally use them in multiply mode. The percent bonus is multiplied with other percent bonuses instead of added.

E.g. 50% * 50% = 125% increase instead of 50% + 50% = 100% increase.

-50% * -50% = 75% decrease instead of -50% + -50% = 100% decrease.

Only Normal type status values can receive a bonus.

Status Change Modifiers #

Add a bonus to selected status value changes.

The default change modifier is 100 (i.e. 100 %) – adding a bonus to the modifier can influence the changes done to the status value by abilities and items. E.g. reducing use costs of abilities or damage received from all attacks.

The bonus is defined in percent, which is added to the base 100 % modifier. Use positive numbers to increase the status value change and negative numbers to decrease.

E.g. a total bonus of -50 will decrease the change made to the status value by 50 %.

The modifier’s change type can be used to limit a change to positive or negative changes:

  • None
    Not used.
    Use this to disable a modifier instead of removing it, e.g. for a quick test.
  • Negative
    Negative changes (i.e. reducing the status value).
  • Positive
    Positive changes (i.e. increasing the status value).
  • All
    Both negative and positive changes.

Attack Modifier Bonuses #

Add bonuses to attack modifiers.

Bonuses are set up for individual attack modifier attributes.

Defence Modifier Bonuses #

Add bonuses to defence modifiers.

Bonuses are set up for individual defence modifier attributes.

Auto Status Effects #

Auto status effects can automatically change status effects on a combatant.

Using the Add change type will automatically add the defined status effect at all times.

Using the Remove change type will grant immunity to the defined status effect.

Attack Status Effects #

Attack status effects can automatically change status effects on a combatant that is targeted by an ability or item.

The attack status effects are applied to the target of an ability/item, using attack effects of the user. Please note that abilities/items need to enable using attack effects in their status changes in order to use them.

E.g. a combatant is enchanted with a poison effect, adding the poison effect to targets of it’s attacks.

Defence Status Effects #

Defence status effects can automatically change status effects on a combatant that attacks another combatant using an ability or item.

The defence status effects are applied to the user of the ability/item, using defence effects of the target. Please note that abilities/items need to enable using defence effects in their status changes in order to use them.

E.g. a poisonous toad being attacked can cause a poison effect on the attacker.

Status Bonus Templates #

Status bonus templates allow reusing defined status bonuses. They’re set up in Templates > Status Bonuses.

The status bonus templates have the same settings as custom status bonuses you can add to classes, combatants, etc. – see above for more details.

Using Templates #

The status bonus setup in other parts of the status system (classes, combatants, equipment, passive abilities and status effects) allow adding status bonus templates to them.

Using the template can optionally be limited by defined conditions. E.g. you can only use a bonus if the game is in a defined difficulty.