----------------------------------------------- Differences ----------------------------------------------- The following is a list of differences between WS1 and WS2 in a nutshell. Sections below go into further detail. - A grid dialog will appear in the bottom right corner of the nicklist, allowing for world display. - Thanks to the addition of the grid dialog, a journeying game will now be possible, although this will probably force the script to be bigger in size since the player's script will have to include enemy bot code to allow you to fight by yourself. - There are now five playing modes; two for the standard RPG journeying, and three for player vs. player. - The amount of time a player's turn takes now varies based on the last physical weapon used, in addition to status effects. - You can no longer quit a battle immediately; you must defeat someone or be defeated yourself after clicking the "End Battle" button before the script actually shuts off. Alternately, you can use the Escape technique if you have it to perform a flee-type action; this will let you leave the battle immediately. If you try to manually quit a PVP battle by exiting the entire game, you'll lose more EXP than Escape would normally take away, and you may also drop a level if you lose enough EXP, something Escape doesn't do. This only happens if you manually quit; if the PC entirely restarts, obviously the game would have no time to punish you anyways. - Colors have a different weakness system to each other. Also, time of day and season can cause power boosts to specific colors. - Several status effects from WS1 have been dropped or replaced, and a few new effects have been added. As a result, many 1st and 2nd Tier spells have seen a change in function. - Casting delays for spells now exist, as well as the ability to interrupt a spell before it's casted. - Fusing is done more like Final Fantasy Crystal Chronicles now, where you fuse an entire spell at a specific target rather than just colored energy, and the relative strength of the spells involved will change the strength of the combo spell. - Class system is now in effect. - A much larger repertoire of weapons now exist. Weapons can break after extensive usage and must be taken to a shop to be repaired. - An armor system now exists, in the form of shields. Shields can break as well, though it takes longer for them to do so than weapons. - An error system exists now as well, where if you equip a weapon/shield/color combination that's "illegal", you may receive strange side effects during battle that can't be fixed, regardless of status-fixing item/spell usage, unless you unequip the problem-causing item. - Shops change their prices occasionally depending on competing shops nearby. Items you sell to shops stay in the shop's inventory at a reduced price. Items can be devalued over time; the amount of money you receive for selling something depends on how long you've had it, how often you've used it, and, for weapons and armor, the current level of its BP stat. - Techniques have been added; specific abilities that run from a recharging TP meter and act as alternatives to attacking. - Modifiers have been turned into modules, and are gained similarly to abilities in Final Fantasy IX, by learning them while weapons/shields are equipped. - Omega Storms have been modified in format, and new Omega Storms can be learned like modules, via weapons. Terminus attacks still exist, but solely as a limited technique. - Joining Guilds will be possible, though whether more than 10 people can join is still up in the air. ----------------------------------------------- Important Note ----------------------------------------------- The statistics and techniques sections below will be modified, because adding the grid dialog mentioned in its section below will allow us to do a different physical/magical class system than what was originally planned, using distances in both attacks and area of effect spells. So please keep in mind that any info in the rest of the devdoc below related to class is out of date, for the time being. Also note that graphically, the game is getting too big for its mIRC britches, so it's likely it will be designed in Visual Basic instead. This means the layout of the grid window will change. In fact, it's looking more and more likely that the game will feature a full top-down GFX engine similar to Graal Online. ----------------------------------------------- Game Modes ----------------------------------------------- Here is a list of modes the game will now offer. For convienence of understanding, being in a battle is referred to below as Active mode, and not being in a battle is Passive mode. - Journey - Single Player - Plays like a standard RPG, but you're all by yourself. You can do quests in this mode, in addition to dungeons, and its in both those that players will receive special weapons, shields, and items they couldn't normally get. - Multiplayer - Plays similar to Phantasy Star Online, especially since it uses Team PVP code to make it so that you can only have a specific number of people in your party (10 max). Quests and dungeons are still accessible, unlike PVP modes. You gain a slight bit more EXP/Omnis in battle in Multiplayer Journey than you would in Single Player. Teammates can be set or unset any time, and if one person on a team sets or unsets a member, everyone on that team will have that member unset. When a battle begins, the grid is placed according to the person who "started" it. Any teammate who is outside of the grid but still in the same room will be instantly teleported into it, at the cost of a little of the originator's LP. Teammates who are not in the same room will not participate in that battle, unless they enter the room in question and walk into the battle grid during the fight. Boss fights are normally one-time occurances, so if one person on a team is outside the boss room and misses out on said fight entirely, the boss is defeated in their game regardless. They receive no EXP or special artifacts/weapons since they weren't in the fight, but any world-related events that happen upon defeat of the boss will occur for them. Defeated bosses can be met again in a method similar to the extra dungeons in the GBA Final Fantasy titles though, and if you didn't get the physical rewards from beating them when you were supposed to, you can get them in the rematch. - Player Vs Player - Free For All - WS1's Melee. Everyone who is in an area or shows up in that area, and then manually sets their script for PVP Active mode while the battle is engaged, fights each other. If you die, you come back immediately and can keep fighting. You receive EXP for every person you kill, whether it happens at the exact moment you die or not. This is the only Active mode you can manually quit from anytime with no punishment. - Melee - Only people in the area when the battle starts register as participants if they join (and then only if they're not already in a battle), and when you die, you stay dead until the battle is entirely finished, at which point everyone switches back to Passive mode. The battle is entirely finished when one person is left standing; that person receives EXP/Omni bonuses for surviving to the end. Since only the participants involved have their scripts communicating with each other, there can be multiple groups doing Melee simultaneously. - Team - WS1's Team. A set group of people fight a set group of people. This plays the same way as the WS2 Melee with two exceptions: it ends when everyone on one team dies, and everyone on the winning team gets the "final survivor" bonus instead of only one person. People on the winning team who are dead when the battle is finished receive a fraction of the full EXP/Omnis they'd get if they were alive when they won. Just like Melee, multiple Team battles can be happening in the same area. PVP modes are no longer something you switch to anytime during a game. Journey mode is the default mode, and is always running. Selecting a PVP type and going to Active mode is done when you're in a PVP specific area. Therefore, since Journey mode is always on, you WILL get into random enemy battles if you decide to manually walk the world. Teleporters to the PVP stages are available from all towns, however. Teleporters leading back to towns are in the PVP stages as well, though a teleporter won't list a specific destination if you haven't yet physically walked to that particular town while playing normally. Once in a PVP stage, you can manually go into Active mode when you want to fight, much like you could do in WS1, but only then. Otherwise, switching between Passive and Active modes is done by the game, without your input. Since Journey mode is always running, the game "world" is always in place, and you can travel places when you feel like it. You will always be in an area of the game world, whether you're in battle or not. Also note that people in the same channel as you may or may not be visible to you based on what mode you're in. If they're in the same overall area as you and you're not in a battle, you can see their speech, actions, and location. While in battle however, if they're not participants in your specific battle, you can't see or hear them at all, either in the channel or on the grid map. The same applies to you if they're in battle; they can't see you. Notices will display in the custom window if they're in your IRC channel though, so they can still contact you in the case of you not being able to see them. ----------------------------------------------- Grid Dialog/World Map ----------------------------------------------- A grid dialog will appear in the bottom right corner of the nicklist, with a 11x11 layout. This will be used for showing the immediate area of the world you're in. You can click in any section of the grid to move to that section, though it will take a certain amount of time to move (1 second per grid box?) When in battle, you are locked inside that specific 11x11 section of your current area and cannot move outside. When not in battle, once you've moved to the box you want to go to, the grid resets to show that box as center. This will also be used for better implementing the effects of stages, as well as allowing for distance variations in attack and in class choices, and allowing for obstacles in the world such as mountains and the like. Multiple target spells will affect a specific number of boxes surrounding the one target you choose, meaning that not all enemies may be affected by said spells. In addition, some physical weapons will clearly work better the closer you are to a person, and so if you want to fight a person directly, you will need to move near them. Also, snares and attack knockback will be added. The Stun status effect prevents a person from moving until their next turn. A full world map will easily allow for multiple shops with differing prices based on location and difficulty to reach. NPC's are still up in the air at this point. ----------------------------------------------- Classes ----------------------------------------------- The new game has a proper class system now, instead of just standard leveling. When you create a character, you choose three choices: - Magic vs. Physical: The type of attacking you prefer. - Close vs. Far: Your maximum attack range. This is the major factor deciding which weapons your class can equip. - Raw vs. Imbued: Whether you prefer effect spells or nuke spells. Class selections differ as follows. Classes are listed from lowest magical proficiency to highest magic proficiency. - Physical-Close-Imbued: Casts minor spells and status effects through weapon strikes at close range. - Physical-Close-Raw: Relies on using weapons in combo system to save LP for attack/defense spells. - Physical-Far-Imbued: Casts more powerful status effects by enchanting shots. - Physical-Far-Raw: Fires weak damaging spells through use of weapon shots. - Magic-Close-Imbued: Uses things like weapon enchants and support spells to survive in close range. - Magic-Close-Raw: Relies on casting quick spells in short range in addition to weapon strikes. - Magic-Far-Imbued: Fires devastating spells through use of a ranged weapon. - Magic-Far-Raw: Straight up, flat out spell nuking. Level of HP/LP in each class compared to normal are as follows: - PCI: 100%HP 25%LP - PCR: 90%HP 30%LP - PFI: 80%HP 35%LP - PFR: 70%HP 40%LP - MCI: 65%HP 70%LP - MCR: 60%HP 80%LP - MFI: 55%HP 90%LP - MFR: 50%HP 100%LP Type of magic spells are as follows. This information is more recent than the actual Magic Spells section down below, so keep in mind that the info there may contradict with info here, and that this info is what's correct when it does. - Imbues: Effects instantly applied on yourself, your weapon, or your allies with no casting time. - Quick Casts: Weaker Damage, Support, or Damage over Time spells designed to be used when locked in melee combat either willingly or against your will. All enemy debuffs are considered quick casts. - Medium Casts: More Powerful Damage and Support spells, designed to be used when you've got some free space, or up close when you really must. The most powerful healing spells go here. - Strong Casts: Very Powerful damage spells provided only to characters that chose "Far". Very long casting time, but damage output far far higher than any other spells. There are only four Imbues since Magic-Far-Raw does not recieve Imbues. Quick, Medium, and Strong contain 5 spells each, for a total of 19 spells per wavelength. The following list shows what you get based on what class you select: - "Close" and "Imbue" - Imbues and Quick casts - "Close" and "Raw" - Quick Casts and Medium Casts - "Far" and "Imbue" - Imbues, Quick, and Medium Casts - "Far" and "Raw" - Quick Casts, Medium Casts, and Strong Casts - "Physical" - Granted the first two from each type of their available spells when the player is created. - "Magic" - Granted the first four from each type of their available spells when the player is created. - Magic-Far-Raw - Granted all five of each type of available spells. One spell of each type per color is considered 'ultimate'. One quick cast, one medium cast, one strong cast. Includes devastating area of effect spells, thus providing you with the incentive to use the MFR class. What rate you level up at and what techniques you can learn are dependant on your class. ----------------------------------------------- Statistics ----------------------------------------------- Here is a list of the various stats each character has. Note that when a player creates a character or hits a class upgrade, they will be given a specific number of points to dedicate to most of these as a type of customization, much like Ragnarok Online. On the Material side, this will be like standard RO, where you're given an amount of points and distribute them yourself. On the Energy side, you will actually be offered a choice between raising your LP or Magical Attack power in addition to a standard amount of points given to both regardless, and whichever one you choose, the other will drop slightly. If you choose not to waveshift, you will be given more points every level. - Material Level - The first type of standard "level", and the one that your class is based around. Here is a timeline of what happens at specific material levels. - Level 1 - Created a character. Chose the first class stat. - Level 10 - Received a module linked to the first class stat. - Level 20 - Received a module and a technique both linked to the first class stat. Chose a second class stat. - Level 30 - Received a module linked to the second class stat. - Level 40 - Received a module and a technique both linked to the second class stat. Chose a third class stat. - Level 50 - Received a module linked to all three class stats. - Level 60 - Received a module and a technique both linked to all three class stats. The maximum Material Level is 60, though this may change when content is added later. - Energy Level - The second type of standard "level", and the one that your magic powers are based around. Here is a timeline of what happens at specific energy levels. - Level 1 - Created a character. Chose a wavelength. - Level 10 - All 1st Tier spells learned. Player receives a choice: continue on the current wavelength and have their LP meter increase at double the normal rate with each level, or perform a "waveshift". When a waveshift is performed, a character loses their highest level 1st Tier spell, and their Energy Level resets back to 1. However, they can now choose another wavelength, and over the next 10 levels will learn all the 1st Tier spells for that color as well. In addition, they will permanently learn a pre-selected 2nd Tier spell for those two colors. Before battles, the player must choose which of the color sets they want to go with, although the 2nd Tier spell is available no matter which set of spells they choose. The waveshift can be done each time a player hits Level 10 up to four times, and if they chose not to do it, they will be asked again if they want to do it at each level increase beyond 10. In the second waveshift, the player loses the highest level 1st Tier spell of their second color set in order to be able to choose a third color set, and they get two 2nd Tier spells, one for each color combo using the new wavelength. At the third waveshift, the player loses the highest 1st Tier spell of their third color set, and nothing else happens. At the fourth waveshift, the player gains a preselected 3rd Tier spell for their color combinations, and their Energy Level will stop increasing. At this point, the player would officially be referred to as an Ascended *class*. In the single player mode of this game, the first, second, and fourth waveshifts are necessary to enter the first, second, and final sets of dungeons respectively. The maximum Energy level is 60, for the time being, to match the Material level. - Class - Your ability class. Made up of combinations of Attack, Defense, Speed, and Magic. When you create a character, you choose one of the four, and then again you select one of four when you hit Material Level 20, and a third and final time when you hit M. Level 40. The class section goes into more information. - Hemisphere - The hemisphere of your current location in the in-game world. This is needed for seasonal magic effects. - Health Points - Your standard health meter. When it hits 0, you die. - Light Points - Your magic meter. Casting Wavestorm spells and using modules drains this meter; when it hits 0, you can longer use spells or modules until it's refilled. - Ability Points - The meter used by several weapons and shields. If you're using a weapon/shield with a module equipped, everytime you attack with the weapon or take a hit to the shield, the module's specific AP meter slowly fills. When it's completely full, you'll have learned that module, and can use the module whether the weapon/shield is equipped or not. Each module has its own personal AP meter, and it stays intact for you no matter what happens. If you sell the weapon, the person that buys it doesn't receive your earned AP. If you later buy another version of the same weapon, you'll still have the AP you gathered previously. If you have two weapons/shields that allow you to learn the same module, they will use the same module AP bar; any AP you earned for one weapon carries over to the other. Note that if you currently have one weapon and one shield equipped that both provide the same module, you will only receive AP for one. - Break Points - The meter used by weapons and shields. Every weapon and shield has an individual BP meter that silently fills up as you use it. As the meter fills up, the weapon will do less damage with each physical attack, or the shield will block less damage. When the meter hits max, the item breaks, and you must go to a shop to reset the meter, or "repair the item". Generally the item will start at 100% efficiency in battle, but as the BP meter increases, the amount of damage the item dishes out/blocks will drop over a course of 25%. When the BP meter is almost full, damage given/blocked will be at 75%. When it hits full, the damage given/blocked will be between 5 and 10%. The amount of BP required to break an item changes based on its quality. Extremely cheap daggers would break during the first battle you used them in, while Class 3 weapons would take months of playtime to break. Note that you can go to the shop ahead of time to "refine" the item instead of repairing it; this resets the BP meter without waiting for it to break. Also note that, due to the new storage system, you can change equipment in mid-battle, although doing so takes a full turn, so it would be smart to carry a second weapon and shield in your backpack just in case. Shields generally take longer to break than weapons. - Material and Energy Experience Points - The point meters related to the levels above. Each time they hit max, you gain a level in that stat, and the meter goes back to 0. - Omega Points - The meter used for Omega Storms. This meter is always 0-100. - Omnis - Money; used to purchase weapons and items. - Physical Attack - The power level behind your attacks. - Magical Attack - The power level behind your magic spells. The range of seven 1st Tier spells per color are balanced from low to high internally, but regardless of their relative level individually, the bulk of their power comes from your Magical Attack rating. Therefore, the first spell you receive as you begin to level your character can still be useful later on due to its power being boosted by this stat. - Physical Defense - A ratio used to determine how much you'll be hurt by physical attacks. - Magical Defense - A ratio used to determine how much you'll be hurt by magical attacks. - Aim - A ratio used to determine how often you'll hit/miss your targets with physical attacks. Magic spells will never miss on the caster's side, so there is no magical version of this stat. - Evade - A ratio used to determine how often you'll dodge physical attacks from opponents. - Magic Evade - A ratio used to determine how often you'll dodge magical attacks from opponents. This number will be much lower than regular Evade by an order of magnitude. - Parry - A ratio used to determine how often you'll attack back in response to a physical attack from an opponent. This number will always be rather low. Whether you parry the original attack or get hit before countering depends on your physical defense and speed. - Speed - A ratio used to determine how fast you take your turn in battle. - Luck - A ratio used to determine how often your physical attacks become critical hits. - Rage - A ratio used to determine how fast the Omega Storm meter fills. ----------------------------------------------- Turns ----------------------------------------------- In WS2, turns work similar to the way they did in WS1, but there are some changes. Each player has a turn variable that is set for 5 as default. Various numbers are added or subtracted to that based on what action you last took or what status effects you have. The following numbers are added to your turn variable based on what your last action was. Only one of the numbers below are added to your turn variable at any given time. +5: Last action - Start of game +0: Last action - Magic Spell/Orbs (spells have a casting delay to make up for this; see Magic Spells section for more info) +5: Last action - Technique +4: Last action - Module +3: Last action - Item, Equipping The following numbers are added in addition to the one chosen from the list above based on condition. Any of these numbers can be added simultaneously in theory, though this generally won't happen since some conditions listed below override or cancel others. -5: Haste, Frenzy -2: Hyper Frenzy +5: Stun +20: Slow Physical attacks no longer run on the turn system, however. Like moving grid spaces, it is now possible to physically attack whenever and wherever. The amount of time required for a player to re-balance themselves after physically attacking varies between weapons, but generally won't ever take longer than a second. For example, a player attacking with a sword will probably be able to slash repeatedly with no downtime, while a player firing an extremely powerful gun may have to wait a second before the attack button is functional again. Said changes will make physical attacking work more like an Action (MMO)RPG, such as Secret of Mana or Phantasy Star Online. You'll now be able to walk up to a person and mash your physical attack button repeatedly to inflict damage. However, the damage inflicted by physical attacks will be much less than it was in WS1 to make up for how often you're able to attack. In order to make this feasible, a targeting system will be implemented. Clicking on a character, or rotating through characters on screen with something akin to an L and R button, will change your current target, and that person stays as your target until they die or you switch to a different target. This way you can constantly mash the physical attack button without having to worry about retargeting a specific person. Note that, due to the grid system, many attacks, both physical and magical, have added range for area-of-effect. For example, if you fire at a target with a gun that launches explosive bullets that hit in a spread throughout one entire gridpoint, then everyone in that grid point not on your team will be damaged, even though you just did a physical attack targeted at one person only. Also note that the environment and weapon range both come into play with physical attacking. If your currently targeted opponent is more than a full grid space away, then slashing with your sword repeatedly will do nothing. If there's a hill or similar obstacle between the two of you, ranged weapons like guns will do little; you'll need a clear view of the enemy to hit them. ----------------------------------------------- Status Effects ----------------------------------------------- Here is a list of the various status effects you can be hit with during the game. When a status effect below is said to cancel another out, that means if a player has both effects at the same time, then their stats will be normal instead of being helped or harmed. However, the character still has both those status effects in action, even if they're not actually doing anything. So if one of the status effects is gotten rid of, the other will immediately kick in. If a status effect below is said to not do anything if another is active, that means that if the second status effect is active, the first effect will essentially "miss" if someone tries to use it on the player. Beneficial status effects - Haste - Speed jumps by 5 seconds. (10 -> 5) Non-turn based activity, such as moving and physical attacking, can also be done twice as fast. If Slow is active, the two cancel out. Does nothing if Frenzy is active. - Regen - Minor health gained at the beginning of every turn. If Poison is active, the two cancel out. - LP Regen - Minor LP gained at the beginning of every turn. - Rescue - When killed, the player immediately comes back to life with a portion of their HP. How much HP they come back with depends on Energy Level and Magic Attack stats of the player who casted the spell that caused the Rescue effect; the amount can vary from 10% to 100% of health. - Reflect - 1st Tier magic spells are bounced back at the caster. 2nd and 3rd Tier spells aren't affected by this. This reflects spells from both enemies and teammates. - Energize - Physical attack increases. If Weak is active, the two cancel out. Does nothing if Clone is active. - Clone - Physical attack tripled. Automatically disables after a set amount of time (60 seconds). If Energize or Weak is active, Clone does nothing. - Fortify - Physical defense increases. If Impede is active, the two cancel out. Does nothing if Barrier is active. - Barrier - Physical defense doubled. Enemies hurt themselves when they attack the player. If Fortify or Impede is active, Barrier does nothing. - Enchant - Magical attack increases. If Muffle is active, the two cancel out. - Bind - Magical defense increases. If Expose is active, the two cancel out. - Dodge - Evade and Magic Evade increases. - Riposte - Parry increases dramatically. - Shield - Physical attacks do no damage. Automatically disables after a set amount of time (90 seconds). - Curtain - Magical attacks do no damage. Automatically disables after a set amount of time (30 seconds). - Neutralize - Physical and magical attacks do no damage, but the player can only physically attack. Automatically disables after a set amount of time (240 seconds). Does nothing if Shadow is active. - Shadow - Physical and magical attacks do no damage; no downside. Automatically disables after a set amount of time (120 seconds). Does nothing if Neutralize is active. Haste, Energize, Fortify, Enchant, Bind, and Dodge are available via items as well as spells. Regen, Clone, and Barrier are available via modules as well as spells. Rescue, Reflect, Riposte, Shield, Curtain, Neutralize, and Shadow are available through spells only. LP Regen is available through module only. Specific Yellow and Blue 1st Tier spells can cancel out all beneficial status effects except Rescue, Clone, Shield, Curtain, Neutralize, and Shadow. Regen and Barrier, however, will only cancel if they were originally caused by a spell. If they're provided by a module, the Blue spell won't affect them. Haste will not be canceled if the target is currently affected by Frenzy or Exhaust. ----- Harmful status effects - Stun - Unable to move around the battle grid or physically attack until the next turn starts, and turn speed drops another five seconds. If the player is already in the process of taking their turn, then their turn is immediately reset and they must wait for the next one. This applies during a spell cast as well, meaning Stun automatically interrupts spells if used with proper timing. - Poison - Minor damage taken at the beginning of every turn. If Regen is active, the two cancel out. Poison will never outright kill a player; their HP will drop to 1 and stay there, even though they're still poisoned. An attack from an opponent is required for the actual killing blow. - Sleep - Incapable of movement or any sort of attack/option until woken up by being attacked. - Slow - Speed drops by 15 seconds. (10 -> 25) Non-turn based activity, such as moving and physically attacking, takes twice as long to do. If Haste is active, the two cancel out. Does nothing if Frenzy is active. - Stop - Incapable of movement or any sort of attack/option. Stop will automatically disable after a set amount of time (default 60 seconds). - Blind - Aim stat drops tremendously; physical attacks miss constantly. Replaces Blur from Wavestorm 1. - Void - Incapable of casting magic spells. - Weak - Physical attack decreases. If Energize is active, the two cancel out. Does nothing if Clone is active. - Impede - Physical defense decreases. If Fortify is active, the two cancel out. Does nothing if Barrier is active. - Muffle - Magical attack decreases. If Enchant is active, the two cancel out. - Expose - Magical defense decreases. If Bind is active, the two cancel out. - Frenzy - No control over actions; physically attack random people nonstop. Speed jumps (2 seconds if hasted, 5 seconds otherwise), and physical attack jumps to seven times its original value. The character does not cast spells or use items; they attack only. The character DOES have control over movement and who they're targeting. If the character was hasted beforehand, each time they physically attack, they themselves take minor injury as well. Haste does nothing if cast/used on them while in the Frenzy. Frenzy will automatically disable after a set amount of time (75 seconds), and will result in Exhaust. All previous status effects are nullified when Frenzy is activated, except for Haste. - Exhaust - Physical and magical attacks stats both drop somewhat, and speed drops to an extent as well (8 seconds if hasted, 2 seconds otherwise). Exhaust automatically disables after a set amount of time (45 seconds). Poison, Blind, and Void can be cured by a specific item. Slow and Stop are curable by another. Weak, Impede, Muffle, and Expose are curable by a third. All three are curable by a specific White 1st Tier spell. Stun, Frenzy, and Exhaust are NOT curable. Poison, Slow, Stop, Weak, and Muffle can be inflicted by items as well as weapons and spells. Sleep, Blind, Void, Impede, Expose, and Frenzy are inflicted by weapons and spells only. Stun is inflicted ONLY when a character is damaged for 1/4 of their max HP or more at one time. ----------------------------------------------- Storage ----------------------------------------------- WS2 will only allow a person to carry a specific number of items/weapons around at any given time (50?), so there will be a storage system where you can place items and unequipped weaponry (likely a backpack of some type). More details to come. ----------------------------------------------- Shops ----------------------------------------------- Shops in WS2 will work like Shining Force 2; if you sell any item, that item remains in the shop's inventory at a reduced price, unless you or anyone else in your current party repurchases it, obviously. Also, shops change their prices every few weeks. Cities with multiple shops will have the shops competing with each other, raising and lowering prices when another one does. Towns with only one shop will raise prices more often than lower, but price drops will still occur, to keep things fair to the player. Weekly/seasonal item sales may also be implemented, though this hasn't been thought out very far yet. ----------------------------------------------- Weapons ----------------------------------------------- NOTE: The following information (specifically the Orbs) applies to the original class system and may change entirely as the devdoc is updated in the future. http://donnyku.nothingforfree.com/weapons.txt Weapon Classes - Class 1 - Can be bought in a shop. - Class 2 - Dropped by enemies. - Class 3 - Ultimate weapons; only obtainable as special items at the end of each of the final sets of dungeons Weapon Types - Guns - Swords - Staffs - Polearms - Daggers - Knuckles - Axes - Orbs - Mechanical fist-sized spheres that the user just holds in their hand. Allows them to cast spells that they don't personally have in their Wavestorm sublist. Class 1 - One or two 1st Tier primary spells. Class 2 - One 1st Tier status spell. Class 3 - One 4th Tier summon, either as two attack spells, or to have that summon fight by your side. The creature summoned is the boss fought in that dungeon to retrive this item, and which boss is fought/summoned depends on which original Wavelength the character is attuned to. Each of the weapon types has over 50 individual weapons in that class. Each weapon class has a different set of stats that will apply to your physical attack power and miss ratio. In addition, every individual weapon further modifies your physical attack power, as well as your attack (turn) speed, dodge ability, and critical hit ratio, all based on an equation using the weapon's weight. Weapons can sometimes have modules equipped; read the Modules section for more info. Weapons may also have abilities of their own, mainly a small percentage of inflicting specific harmful status effects on enemies with each hit or increasing some stats weapons don't normally increase. These aren't modules and, as a result, aren't learnable. Weapons, as mentioned in the Break Points listing of the Statistics section, can break after extended usage, and must be repaired in a shop. How long it takes for a weapon to break depends on its general level of quality. They will also wear down as the BP meter rises, and will do less damage as a result. The same shop command can refine the weapon back to full status. When an equipped weapon is broken, the weapon does miniscule damage when used in a physical attack or technique, and techniques dependant on the weapon can't be used. When a weapon is sold at a shop, the amount of money you get for it depends on its Break Point level and how long you've had the weapon. The more you use it, the more it's devalued. Weapons that have fully broken sell for miniscule prices; despite the fact that it costs money to fix weapons, you'll still make more of a profit by fixing a broken weapon and selling it than by selling the broken one alone. Certain weapons are unavailable to specific character classes. Certain weapons can be fused; see the Magic Spells section for more info. NONE of the Orbs can be fused. Weapon List - Guns - Swords - Staffs - Polearms - Daggers - Knuckles - Axes - Orbs (usable only by players that have chosen Magic at least once in the first two class stat choices, and twice among all three) - Inferno Ruby (Class 1, allows player to cast 1T Red 1 or 3) - Pyrogen Ruby (Class 1, allows player to cast 1T Red 3 or 4) - Holocaust Ruby (Class 1, allows player to cast 1T Red 5 or 7) - Egress Garnet (Class 2, allows player to cast 1T Red 2) - Empyrosis Garnet (Class 2, allows player to cast 1T Red 6) - Caloris Spinel (Class 3, female summon, allows player to cast 4T Red 1 or 2) - Flare Amber (Class 1, allows player to cast 1T Orange 1 or 3) - Breaker Amber (Class 1, allows player to cast 1T Orange 3 or 5) - Emanate Amber (Class 1, allows player to cast 1T Orange 6 or 7) - Throb Alexandrite (Class 2, allows player to cast 1T Orange 2) - Vacate Alexandrite (Class 2, allows player to cast 1T Orange 4) - Reverbila Opal (Class 3, female summon, allows player to cast 4T Orange 1 or 2) - Voltage Citrine (Class 1, allows player to cast 1T Yellow 1 or 3) - Electron Citrine (Class 1, allows player to cast 1T Yellow 3 or 5) - Discharge Citrine (Class 1, allows player to cast 1T Yellow 5 or 7) - Corrosion Topaz (Class 2, allows player to cast 1T Yellow 4) - Dyanmo Topaz (Class 2, allows player to cast 1T Yellow 5) - Galvanon Jasper (Class 3, male summon, allows player to cast 4T Yellow 1 or 2) - Quake Emerald (Class 1, allows player to cast 1T Green 1 or 2) - Cataclysm Emerald (Class 1, allows player to cast 1T Green 3 or 4) - Fragment Emerald (Class 1, allows player to cast 1T Green 5 or 7) - Gully Peridot (Class 1, allows player to cast 1T Green 6) - Terrene Jade (Class 3, female summon, allows player to cast 4T Green 1 or 2) - Lather Sapphire (Class 1, allows player to cast 1T Blue 1 or 4) - Storm Sapphire (Class 1, allows player to cast 1T Blue 4 or 5) - Tide Sapphire (Class 1, allows player to cast 1T Blue 5 or 7) - Soothe Turquoise (Class 2, allows player to cast 1T Blue 2) - Irrigate Turquoise (Class 2, allows player to cast 1T Blue 3) - Aquarnilin Moonstone (Class 3, male summon, allows player to cast 4T Blue 1 or 2) - Frost Amethyst (Class 1, allows player to cast 1T Purple 1 or 3) - Crystal Amethyst (Class 1, allows player to cast 1T Purple 3 or 5) - Fresco Amethyst (Class 1, allows player to cast 1T Purple 5 or 7) - Burst Ametrine (Class 2, allows player to cast 1T Purple 2) - Replicant Ametrine (Class 2, allows player to cast 1T Purple 4) - Frostrus Tanzanite (Class 3, male summon, allows player to cast 4T Purple 1 or 2) - Orbit Quartz (Class 1, allows player to cast 1T Beige 2 or 3) - Echo Quartz (Class 1, allows player to cast 1T Beige 3 or 6) - Alpha Quartz (Class 1, allows player to cast 1T Beige 6 or 7) - Decel Chrysoberyl (Class 2, allows player to cast 1T Beige 4) - Halt Chrysoberyl (Class 2, allows player to cast 1T Beige 5) - Chronamik Andalusite (Class 3, female summon, allows player to cast 4T Beige 1 or 2) - Gale Agate (Class 1, allows player to cast 1T Gray 1 or 3) - Monsoon Agate (Class 1, allows player to cast 1T Gray 3 or 6) - Levanter Agate (Class 1, allows player to cast 1T Gray 6 or 7) - Obscure Morganite (Class 2, allows player to cast 1T Gray 2) - Elude Morganite (Class 2, allows player to cast 1T Gray 4) - Typharnus Beryl (Class 3, male summon, allows player to cast 4T Gray 1 or 2) - Energy Diamond (Class 1, allows player to cast 1T White 1 or 2) - Recall Diamond (Class 1, allows player to cast 1T White 3 or 4) - Vitalize Diamond (Class 1, allows player to cast 1T White 5 or 6) - Virtue Pearl (Class 2, allows player to cast 1T White 7) - Paroxyn Feldspar (Class 3, male summon, allows player to cast 4T White 1 or 2) - Euthanasia Onyx (Class 1, allows player to cast 1T Black 1 or 3) - Tension Onyx (Class 1, allows player to cast 1T Black 3 or 4) - Void Onyx (Class 1, allows player to cast 1T Black 4 or 7) - Darkness Bloodstone (Class 2, allows player to cast 1T Black 2) - Reflux Bloodstone (Class 2, allows player to cast 1T Black 5) - Noctifern Iolite (Class 3, female summon, allows player to cast 4T Black 1 or 2) ----------------------------------------------- Shields ----------------------------------------------- Shields are armor items that can be purchased in the shop. They are similar to weapons in that some come equipped with modules that you can learn, but in the case of the shields, the AP bar for that module raises when you get hit by a physical attack. All shields provide a certain percentage boost to physical defense, but many also provide other benefits such as better magic defense, protection against specific types of color attacks, protection against certain techniques, protection against certain status effects, and so on. Like weapons, shields can also break after extensive usage. They are repaired or refined the same way, and similarly sell for much less money when broken. Shields generally take a longer amount of time to break than weapons. ----------------------------------------------- Equip Errors ----------------------------------------------- Some weapon/shield/magic combos are treated as "illegal", such as using a shield that makes you weak to your own color magic, or using a weapon that increases a stat with a shield that decreases it, or using a shield incompatible with your character class. Illegal combinations result in an effect similar to what was seen in Mega Man Battle Network 3; when a battle starts, you will receive an error message explaining that there's a problem with your equipment, though the message won't tell you what the problem is or which combination of equipment is causing it. Following that, during the battle and for the entire time you fight, you will suffer from a strange side effect, which could be anything from boosting your physical defense to ridiculous heights while dropping your physical attack to 0, or having your HP and LP constantly drain. These side effects are unhealable by status fixing items/spells, and can only be stopped by unequipping one or more of the items involved in the error. Some side effects may be somewhat beneficial in the long run. For example, equipping a weapon that boosts your physical offense with a shield that may drain offense for HP boost might give you a very powerful poison, but skyrocket your physical offense through the roof at the same time. It's up to the player to decide whether they want to get rid of the equip error or stick it out. ----------------------------------------------- Techniques ----------------------------------------------- NOTE: The following information (specifically how techniques are learned) applies to the original class system and may change entirely as the devdoc is updated in the future. Techniques are specific move sets, alternatives to just doing a normal attack, that are gained each time you hit a new Material Level that's a multiple of 20. They draw from a technique meter (TP) that constantly refills during battle; some attacks need more TP than others. The Classes section goes into more detail on this. Techniques that act as physical attacks do 5 to 10% of normal damage when the equipped weapon is broken, but when weapons aren't broken, they do full 100% instead of varying between 75 and 100%. All techniques that use HP or LP cause an amount of damage dependant on either the HP and MLV, or the LP and ELV. In both cases, it's more dependant on the points and less dependant on the level. Technique List. Note that for the double letters (AA, SS, DD, MM), you only receive that technique if you do that double class choice for your first two class selections. If you do two different choices for your first two (AS, DM, etc), you will receive the single letter listed technique for each. All triple letter techniques are unique to that final class only. - A: - AA: Strain (stronger physical attack, but it increases the BP of the weapon used much faster than normal) - S: Assail (lets you perform an action at battle start instead of waiting a full turn) - SS: Plunder (allows you to steal a random object from a person. Can steal unequipped weapons, but the chances of that working aren't as good as stealing items) - D: Escape (allows you to exit a battle before it's actually over, although you will lose 1/20th of your MEXP and EEXP in the process. If your MEXP and EEXP point values are both 0, there will be no detriment to using this technique; you will never drop levels like some MMORPG's force you do to. If you're in Team mode, this command causes your entire team to flee, and to lose EXP. Has a 1 in 3 chance of not working; you will only lose EXP if it's successful) - DD: Absorb (1T Red 2 in an LP-less form, drains HP from target and gives it to player) - M: - MM: Osmose (LP version of Absorb) - AAA: Assault (physically attacks all targets instead of just one, but does slightly less damage to each than a normal attack would do) - AAS: Combo (physically attack multiple times with each attempt) - AAD: - AAM: Force (uses TP and a small chunk of HP to perform a very powerful non-elemental attack, but there's a 1 in 3 chance your weapon will instantly break) - ASA: Ambush (makes the player start physically attacking the enemy from behind, increasing the player's Luck tremendously, allowing for more Critical Hits. Lasts for 5 turns) - ASS: Lynch (1T Black 3 in an LP-less form, has a 1 in 10 chance of instantly killing target) - ASD: - ASM: Veil (gives the target Blind. 1 in 5 chance it will give the caster Blind, and 1 in 15 chance it will give everyone on the battlefield Blind, teammates and opponents alike. Lasts for 2 turns) - ADA: - ADS: - ADD: - ADM: - AMA: Essence (uses TP and a chunk of HP to perform a powerful non-elemental attack) - AMS: Rupture (physical attack with a 1 in 2 chance of interrupting a spell being cast) - AMD: - AMM: Stimulate (uses TP and a large chunk of LP to increase physical attack far beyond the level of Energize. Lasts for 7 turns) - SAA: Pursue (makes the player keep track of enemy location better, meaning the target can't dodge physical attacks at all. Lasts for 5 turns) - SAS: Onslaught (drains 9/10th of your current HP in order to deliver an extremely powerful attack to one target. 1 in 5 chance it will drain all your HP; if this happens, the attack will insta-kill the target. You'll receive EXP for killing the target, despite your simultaneous death. The insta-kill variation does work on bosses, even the high level ones, but the chance increases to 1 in 15 in that case) - SAD: - SAM: Terminus (deprives the character of the ability to normally attack or cast magic spells, and also drops their physical and magical defense stats significantly, in exchange for allowing their Omega Meter to charge at a very quick speed independant of the normal meter-affecting stats. The player is thus able to toss off Omega Storms at a very rapid rate. Only attack-based Omega Storms can be used while this technique is in effect, and the technique disables after 500 Omega Points have been used) - SSA: Kamikaze (kill yourself in order to deal massive damage to all enemies. Any enemies that are killed by the attack will give you EXP, despite your simultaneous death) - SSS: Toss (allows hurting a target by throwing items, money, and cheap dagger weapons that break so fast most people wouldn't buy them. For items that can be equipped as weapons normally, throwing them does more damage than a single attack with the weapon would. Throwing the item means you instantly lose it, however) - SSD: - SSM: - SDA: Reverse (increases the target's Parry stat and gives them Riposte simultaneously, but their Physical Defense stat drops tremendously. Lasts for 7 turns) - SDS: - SDD: Cloak (1T Gray 4 in an LP-less form; activates Shield status effect) - SDM: Bane (gives the target a random harmful status effect, between Bind, Impede, and Expose) - SMA: Slots (gives the target a random status effect between Haste, Regen, Reflect, Energize, Fortify, Enchant, Bind, Shield, Curtain, Poison, Sleep, Slow, Stop, Void, Weak, Muffle, and Frenzy. Haste, Energize, Enchant, Poison, Sleep, Slow, and Weak are more likely to occur than others. There's a 1 in 15 chance that the target will instantly die instead of an actual status being cast, and a 1 in 20 chance the caster will die) - SMS: - SMD: Taint (gives the target a random harmful status effect, between Poison, Weak, and Muffle) - SMM: Battery (allows a player to store the following attack magic spell used instead of casting it. This can be done up to five times, but Battery must be used each time before the attack spell is used to store it. When an attack spell is used without Battery being used beforehand, or if Battery is used after five spells have been stored, any spells that were run through Battery previously will all be cast simultaneously and immediately. Multiple casts of the same spell in a Battery multi-cast results in additional power; for example, three Blue 1 spells in the same batch will hit for roughly the amount of power of four Blue 1 spells) - DAA: - DAS: - DAD: Patch (fixes the target's broken equipped weapon, or refines it if it's not broken, in mid-battle. This is the only technique that can be used outside of battle, but has a 60 minute block between usage in this case) - DAM: - DSA: - DSS: - DSD: Screen (if in a Team battle, anytime your teammates get attacked physically, you take the damage for them) - DSM: - DDA: - DDS: - DDD: - DDM: - DMA: - DMS: - DMD: - DMM: Cutback (uses TP and a small chunk of LP to make the next incoming attack magic spell have a lesser effect than normal) - MAA: Spark (uses TP and a large chunk of LP to perform a non-elemental attack against all targets) - MAS: Blitz (uses TP, a small chunk of HP, and a full LP meter to give the target Void, Haste, and Energize status effects) - MAD: Barricade (uses TP, a small chunk of HP, and a full LP meter to give the target Weak, Fortify, and Dodge status effects) - MAM: Ribbon (uses TP and a large chunk of LP to shoot bands of energy at all targets for minor damage. Bands are non-elemental unless it's the player's time of day for extra damage in their color) - MSA: Impel (makes the next magic spell used do full damage/effect as normal, regardless of season/daytime and resistance of the target to that color or to that status effect. Note that normal status effect cancelations still apply; this only makes it so modules like Poison Resist won't prevent a status attempt) - MSS: - MSD: - MSM: Crossfire (allows the player to immediately use a technique or module after the next attack spell they cast, regardless of how long they have before their next turn. If the action is not made before the player's turn actually starts, the effect is lost. The Crossfire technique itself cannot be the technique next used; if the player attempts to use Crossfire again, they will get the normal "wait 5 seconds" message) - MDA: - MDS: Hypnotize (forces the target to fight in your benefit for a specific number of turns, dependant on their MLV; the higher their level, the less time they'll stay under your control. In Melee mode, they will just be blocked from attacking you specifically. In Team mode, they'll "join your party" and start attacking your enemies, as well as assisting your friends) - MDD: - MDM: Compress (uses TP and a small chunk of LP to make the next incoming non-attack magic spell have a lesser effect than normal) - MMA: Grenade (uses TP and a large chunk of LP to toss a magic bomb at a target for major damage. Bomb is non-elemental unless it's the player's time of day for extra damage in their color) - MMS: Salvo (allows the player to cast the next attack magic spell up to three times in a row; LP loss increases to match. If the player doesn't have enough LP to cast it three times, they'll automatically cast it only twice. If they don't have enough LP to cast it twice, it casts normally) - MMD: Augment (uses TP and a small chunk of LP to make the next non-attack magic spell you cast have a greater effect than normal) - MMM: Launch (drops the cast delay for all magic spells by half. Lasts for 3 turns) - Other Techniques (will be linked to classes later) - ----------------------------------------------- Modules ----------------------------------------------- Modules are ability-modifiers similar in form to the modifiers in Wavestorm 1, but there are a lot more of them this time around. In addition, they're no longer separate items that you attach to your weapon. In Wavestorm 2, they work similar to Final Fantasy IX. Some weapons have modules already included, and when you have that weapon equipped, you can use that module during battle. Every time you use the weapon to physically attack someone in battle, that specific module's experience (AP) will increase. When you've fully maxed the AP bar of a module out, you "learn" that module and can then use it whether you have that specific weapon equipped or not. If you haven't learned the module, then uneqipping the weapon makes you lose access to the module, although the level of the AP bar stays intact so you don't lose learned progress if you decide to switch weapons. Some weapons offer the same modules; if you equip either one, you have the same amount of AP you last earned in that module. Certain more powerful modules can also be gained each time you hit a new Material Level that's a multiple of 10. The Classes section goes into more detail on this. Also, many of the modules below are accessible via standard magic spells. The spells are always more powerful than the standard modules though. Modules, like attack, magic, technique, and item usage, serve as a full-fledged "action", and take a full turn to use. They can be deactivated simply by attempting to use them while they're active. While active, they drain LP, and will automatically deactivate if your LP runs out. You have the option of turning equipped modules on or off before a battle begins, though. Certain modules are unavailable for specific character classes to use. Module List. Modules listed below with a prefix of N means they're normal. Modules with an HL prefix are high-level; they take a greater amount of AP to learn. HL2 modules can't actually be used until you learn them, while HL1 modules can be used immediately. Modules listed as EXL are extremely high-level; they take an even greater amount of AP than high-level to learn, and no EXL module can actually be used until you learn it. Some of these modules may later be attached to specific class upgrades, and thus, wouldn't be available via weapons. - N: Auto-Regen - N: Auto-Haste - N: Auto-Energize - N: Auto-Fortify - N: Auto-Enchant - N: Auto-Bind - N: Auto-Dodge - N: Poison Resist (the higher your MLV, the more resistant you become to Poison) - N: Sleep Resist (the higher your MLV, the more resistant you become to Sleep) - N: Blind Resist (the higher your MLV, the more resistant you become to Blind) - N: Weak Resist (the higher your MLV, the more resistant you become to Weak) - N: Impede Resist (the higher your MLV, the more resistant you become to Impede) - N: Aim Boost - N: Luck Boost - N: Rage Boost - HL1: Slow Resist (the higher your MLV, the more resistant you become to Slow) - HL1: Stop Resist (the higher your MLV, the more resistant you become to Stop) - HL1: Void Resist (the higher your MLV, the more resistant you become to Void) - HL1: Muffle Resist (the higher your MLV, the more resistant you become to Muffle) - HL1: Expose Resist (the higher your MLV, the more resistant you become to Expose) - HL1: Breach (1 in 40 chance that a physical attack will interrupt a spell being cast) - HL2: Two-Handed (allows the player to use both hands for weapons that are normally held with one hand only. Essentially increases physical attack power while holding that weapon to 150% damage. Generally gives a slight decrease to physical attack speed though) - HL2: Dual Equip (allows the player to equip two weapons, one for each hand. Like the Two-Handed module, this generally allows physical attacks to do 150% damage, but that amount will drop the heavier the combined weight of the two weapons is. The main benefit of this module is that you can have two weapons and a shield equipped all at once, allowing you to learn more modules at any given time than usual) - HL2: Auto-Reflect - HL2: Auto-Barrier - HL2: Auto-Riposte - HL2: BP-Boost (BP meter takes twice as long to fill) - HL2: LP-Down (reduces the amount of LP spells consume by 25%) - HL2: TP-Down (reduces the amount of TP techniques consume by 25%) - HL2: Winter Boost (permanently gives Winter-friendly magic extra 10% attack power) - HL2: Spring Boost (permanently gives Spring-friendly magic extra 10% attack power) - HL2: Summer Boost (permanently gives Summer-friendly magic extra 10% attack power) - HL2: Autumn Boost (permanently gives Autumn-friendly magic extra 10% attack power) - HL2: Daybreak Boost (permanently gives Daybreak-friendly magic extra 10% attack power) - HL2: Midday Boost (permanently gives Midday-friendly magic extra 10% attack power) - HL2: Nightfall Boost (permanently gives Nightfall-friendly magic extra 10% attack power) - HL2: Midnight Boost (permanently gives Midnight-friendly magic extra 10% attack power) - HL2: Kill Resist (the higher your MLV, the more resistant you become to instant kill attacks) - HL2: Stun Resist (the higher your MLV, the more resistant you become to Stun) - EHL: Frenzy Resist (the higher your MLV, the more resistant you become to Frenzy) - EHL: Exhaust Resist (the higher your MLV, the greater chance you'll go back to normal from Frenzy instead of getting Exhaust) - EHL: LP-Regen - EHL: TP-Boost (doubles the size of your TP meter) - EHL: Material EXP + - EHL: Energy EXP + - EHL: AP + - EHL: Omni + Useful links for this http://finalfantasy.wikia.com/wiki/Category:Abilities http://finalfantasy.wikia.com/wiki/Category:Final_Fantasy_XI_abilities ----------------------------------------------- Magic Spells ----------------------------------------------- NOTE: The following information (specifically how spells are learned, and what spells are in which Tier) applies to the original class system and may change entirely as the devdoc is updated in the future. The Wavestorm system is slightly different than its original version. Here, it takes more cues from Crystal Chronicles than Chrono Trigger. The list of 1st Tier spells is the same as the old version. However, when you select a 1st Tier spell from the menu, you have the option to cast it at a target, or fuse it at a target, for the same amount of MP. Casting it performs the spell as normal. Fusing the spell gives its underlying energy to the target, and they can turn around and use it to cast a 2nd Tier spell. The difference here is that, rather than the color being the only thing that determines what 2nd Tier spell is available, it's also which 1st Tier spell was fused that determines that. For example, the 2nd Tier spell Desert Fury previously only required a Yellow and Beige combo. Now it would require a Yellow electric attack spell (1, 3, 5, or 7) and a Beige energy attack spell (2 or 7). The relative power of the 1st Tier spell fused will affect how powerful the 2nd Tier spell turns out. Desert Fury casted by a Beige player with a Yellow 1 fuse could affect a person for only three turns, while a Yellow 7 fuse could affect them for twenty. You can fuse 1st Tier spells into your weapon as well, unless you're using a weapon that specifically doesn't allow that. When a weapon is fused with an attack spell or a beneficial status effect spell, the weapon gains the characteristic of that color and will then do more damage against enemies that are weak to that specific color. The amount of extra damage done depends on the relative power of the spell fused. When a weapon is fused with a harmful status effect spell, any physical attack has a specific percentage of chance of giving the enemy that status effect (default .5%, but varies based on weapon). Note that some weapons, as mentioned in the Weapon section earlier, already have the ability of inflicting harmful status effects. If you fuse a harmful status spell to a weapon that already inflicts that same status, the chance of infliction will increase. Otherwise, the weapon will simply chance inflicting the person with both status effects simultaneously. If the spell fuse and weapon duo results in a combination of Sleep/Slow and Stop, Sleep and Slow simply won't register, while Stop's chances will increase. Weapon fuses automatically disperse after 7 turns. Note that weapon fuses increase a weapon's BP by a specific amount, so the more a player fuses their weaponry, the faster it will break. You must have waveshifted at least once before you can fuse magic at a target, though you can fuse magic into a weapon from the start. As a result of the changes, there would be two action buttons next to the magic menu now, Cast and Fuse. This also means that a person could fuse a 2nd Tier spell at a teammate instead of two separate people fusing one 1st Tier spell each to someone. In addition, when a person receives a fuse for a 1st Tier spell, they can choose to cast that fused spell instead of using it in a combo if they so desire. This is useful if a player wants a teammate to do a second-hand weapon fuse, as explained in further detail below. While 1st Tier and 2nd Tier spells would pretty much pull from the original list with little variation, 3rd Tier will now be changed. Rather than there being some 240 3rd Tier spells, two for every combination of three colors, now there's only 10 to 15. Each color is only part of two spell combos. For example, there may only be a Red-Blue-Green and Red-Beige-Black spell. If that was the case, then there would be no more 3rd Tier spells with Red in them, and the other four colors would only be a part of one other 3rd Tier spell each. Probably, upon receiving two fuses, you'd have the ability to cast any 3rd Tier spell with the colors involved. This entire new 3rd Tier idea may or may not stay; it depends on how much help we can get with other people putting in designs for spells. Certainly the final number wouldn't stay 240 though, even if we do stick with a large group. 4th Tier spells from the old game will be used as bosses/summons for the Class 3 Orb weapons, and will no longer be castable by normal/low-level players. New in WS2 is a casting delay. As mentioned in the Turns section, casting a spell leaves the default turn speed at 5. But the time between when you attempt to cast a spell and when it actually goes through varies based on spell power. The casting delay runs on its own time meter, and isn't affected by the normal turn count. Therefore, if a player attempts to cast a beneficial status spell, they'll cast it after two seconds, and then their next turn will begin in another three, rather than it taking a full five after the spell was cast. Certain modules/techniques can interrupt a spell during the casting delay, which resets the player back to their current turn wait; this is the only time their normal turn count is affected by something spell-casting related. The list is as follows: +2: 1T Beneficial status spell +4: 1T Harmful status spell +5: 1T attack/cure spell from 1st to 3rd +6: 1T attack/cure spell from 4th to 6th +8: 1T 7th attack spell +10: 2T status/cure spell +13: 2T low power attack spell +15: 2T high power attack spell +17: 3T status/cure spell +20: 3T attack spell Color weaknesses in the original game are as follows: Color Weak To ----- ------- Red Blue Yellow Purple Green Black Blue Yellow Purple Red White Beige Beige White Black Green Orange Gray Gray Orange The new weakness system is quite different. The charts below go into full detail. In the following table: - 1 means the color on the left can attack the color at the top for a large amount of extra damage - 2 means the color on the left can attack the color at the top for a small amount of extra damage - -1 means the color on the left will do much less damage than normal when attacking the color at the top - -2 means the color on the left will do a bit less damage than normal when attacking the color at the top - • means the color makes no difference and the damage level will be standard. ----------------------------------------------------------------------------------------------------- | Red | Orange | Yellow | Green | Blue | Purple | Beige | Gray | White | Black | ----------------------------------------------------------------------------------------------------- Red | • | • | • | 2 | -1 | 1 | • | • | -2 | • | Orange | • | • | -2 | • | • | • | 1 | -1 | • | 2 | Yellow | • | 2 | • | • | 1 | -2 | -1 | • | • | • | Green | -2 | • | • | • | 2 | • | • | 1 | • | -1 | Blue | 1 | • | -1 | -2 | • | • | 2 | • | • | • | Purple | -1 | • | 2 | • | • | • | • | • | 1 | -2 | Beige | • | -1 | 1 | • | -2 | • | • | 2 | • | • | Gray | • | 1 | • | -1 | • | • | -2 | • | 2 | • | White | 2 | • | • | • | • | -1 | • | -2 | • | 1 | Black | • | -2 | • | 1 | • | 2 | • | • | -1 | • | ----------------------------------------------------------------------------------------------------- This table gives the amount extra that the color on the left of the above chart damages the color on the top when attacking. A negative number above means that the color would do the number below less damage than normal. ---------------------------------- | 1 | 2 | • | ---------------------------------- Red | 30% | 15% | N/A | Orange | 27% | 14% | N/A | Yellow | 36% | 18% | N/A | Green | 32% | 16% | N/A | Blue | 22% | 11% | N/A | Purple | 25% | 13% | N/A | Beige | 38% | 19% | N/A | Gray | 34% | 17% | N/A | White | 20% | 10% | N/A | Black | 40% | 20% | N/A | ---------------------------------- The weakness system above applies only to players getting hit with magic attack spells or being hurt by a weapon that's been fused with a magic attack or beneficial status spell. Normal, fuseless physical attacking makes no difference on the weakness scale. The game also has a second system that affects the power of magic spells. Each color also may receive a boost in power depending on what time of day it is in the game world, as well as which season of the year (both of these depend on where in the game world you are, not real world time). The following list goes into detail: Daybreak = 4am to 10am Midday = 10am to 4pm Nightfall = 4pm to 10pm Midnight = 10pm to 4am Red - Deals 10% more damage during Midday, and another 10% more damage during Summer Orange - Deals 10% more damage during Daybreak, and another 10% more damage during Winter Yellow - Deals 10% more damage during Nightfall, and another 10% more damage during Spring Green - Deals 10% more damage during Midday, and another 10% more damage during Spring Blue - Deals 10% more damage during Midnight, and another 10% more damage during Summer Purple - Deals 10% more damage during Nightfall, and another 10% more damage during Winter Beige - Deals 10% more damage during Midday, and another 10% more damage during Autumn Gray - Deals 10% more damage during Nightfall, and another 10% more damage during Autumn White - Deals 10% more damage during Daybreak, and another 10% more damage during Summer Black - Deals 10% more damage during Midnight, and another 10% more damage during Winter Status effect spells - Haste - Beige 1, White/Beige 2 (all) - Regen - Purple/White 1 - Rescue - Blue/White 1 - Reflect - Purple 4 - Energize - Yellow 6 - Clones - Purple 6 - Fortify - Yellow 2, Yellow/Green 1 (all) - Barrier - Red/White 3 - Enchant - Gray 5 - Bind - Orange 2, Orange/White 1 (all) - Dodge - Green 6, Blue/Purple 2 (all) - Riposte - Black 5 - Shield - Gray 4 - Curtain - Black 6 - Neutralize - White/Black 3 - Shadow - White/Black 1 - Poison - Red 6, Orange/Black 2 - Sleep - Blue 2 - Slow - Beige 4, Blue/Beige 1 (all), Orange/Black 2 - Stop - Beige 5, Red/Black 3, Orange/Black 1 (all) - Blind - Gray 2, Orange/Red 3, Orange/Purple 2 - Void - Orange 4, Orange/Black 3, Orange/Gray 2 - Weak - Black 2 - Impede - Blue 3, Gray/Yellow 1 (all) - Muffle - Purple 2 - Expose - Blue 3, Gray/Yellow 1 (all) - Frenzy - Yellow/Beige 1, Orange/Green 3 (Hyper all) - Exhaust - Orange/White 2 (Hyper all) Individual spell changes between WS1 and WS2 - 1T Yellow 2 (Khaki Fortify) activates Fortify status effect on target, with no time limit. - 1T Yellow 4 (Lemon Corrosion) cancels out Energize, Fortify, Barrier, Enchant, and Bind. - 1T Green 6 (Jade Gully) activates Dodge status effect on target, with no time limit. - 1T Blue 3 (Indicolite Stifle) activates Impede and Expose status effects on target. - 1T Blue 6 (Cerulean Irrigate) cancels out only Haste, Regen, Reflect, Dodge, and Riposte. - 1T Purple 2 (Plum Burst) activates Muffle status effect on target. - 1T White 2 (Snowy Purify) can no longer heal Frenzy or Exhaust. - 1T Black 5 (Stilpnomelane Reflux) activates Riposte status effect on target, with no time limit. - 1T Black 6 (Obsidian Palisade) activates Curtain status effect on target. - 1T Orange 2 (Cetineite Throb) activates Bind status effect on target. - 1T Orange 4 (Alacranite Vacate) activates Void status effect on target. - 1T Gray 2 (Iron Obscure) activates Blind status effect on target. - 1T Gray 4 (Coronadite Elude) activates Shield status effect on target. - 1T Gray 5 (Betekhtinite Intensity) activates Enchant status effect on target. - 2T Yellow/Green (Jonquil Petrify) activates Fortify on all targets instead of just one. - 2T Orange/White 1 (Walkyrie Sanctuary) activates Bind status effect on all targets. - 2T Orange/Black 1 (Carmine Affixiation) activates Stop status effect on all targets instead of just one. - 2T Gray/Yellow 1 (Tangara Braindrain) activates Impede and Expose status effects on all targets. ----------------------------------------------- Omega Storms ----------------------------------------------- Omega Storms are also slightly different than they were in Wavestorm's original form. They still run on a meter that increases each time the player is damaged, but now the meter decreases when the player attacks, although the decrease is only about half the increase value. Another factor in how much the Omega Meter increases or decreases is speed status effects on both the attacker and the target. Haste will cause an attacker to receive less Omega Points per hit, but give more, while Slow and Stop will make someone receive more points but give less. Also, people with high physical attack power give more Omega Points as well. The final factor in how fast the Omega Meter increases is a player's Rage stat. The higher this is, the faster the Omega Meter will rise. Naturally, in order for all this to work, the notice for attacks will need to include info on all stat values of the attacker. --- physical attack power difference + (enemy positive stat effects - negative stat effects) * % damage dealt to you (of current hp) + (your negative status effects - your positive status effects) * a multiplier the multiplier being there to adjust the max number of Omega Points as necessary --- When a player's Omega Meter maxes out, all status effects (good and bad) are cleared, including module-enabled effects. Status effects also cannot be given to the maxed out player while their meter is full. When the meter is no longer full, the modules will kick back in. Every character class has its own Omega Storm, but specialized Omega Storms can be gained via specific weapon modules. The Omega Storms differ in ability too; some are attacks, some give stat boosts, and some deal harmful status effects to opponents. They also differ in "cost"; many Omega Storms wouldn't need to drain the entire meter, and thus could be used before the meter is actually full to begin with, or used multiple times before the meter empties. Regular attacks/magic are still available to perform when a character has a full Omega Meter. However, when the meter reaches max, after a predetermined amount of time (possibly a period of days), it will start to slowly drain to empty. Terminus attacks from WS1, a version of Final Fantasy VI's Desperation system that allowed you to cast slightly less powerful Omega Storms when near death, has been completely changed. Instead, Terminus is now a triple class technique that allows the Omega Meter to charge at a very rapid rate, independant of the stats that normally affect it. While using this technique, only attack-based Omega Storms are available for use. In addition, the character loses the ability to normally attack or cast magic spells while the technique is active. They also experience a significant drop in both Physical and Magical Defense stats.