stick with me here. sometimes i write this in a way that conveys full awareness of the RPG-ness of what I'm saying and sometimes I go into Lore Mode and write it as if this were a magic book that one of the characters would pick up and read.


Statistics, commonly shortened to Stats, are the numbers that dictate a character’s prowess in combat situations. Each Stat has its own purpose-- though some Stats hidden or determined by other Stats.

Let’s go over the Basic Stats:

  • Health - Determines the maximum Health Points of a character.
  • Attack - Determines the damage that will result from a physical attack; higher Attack means more damage done.
  • Magic - Determines the damage that will result from a magical attack as well as Magic Points; higher Magic means more damage done and more Magic Points.
  • Defense - Determines how much damage will be taken from an attack; higher Defense means less damage taken.
  • Dexterity - Determines damage from Equipment, as well as Accuracy; higher Dexterity means more damage done from Weapons and higher Accuracy.
  • Speed - Determines Turn Order, as well as Evasion; higher Speed means getting to go first (or closer to fist) and higher Evasion.

Now, the Hidden or Special Stats:

  • Evasion - Evasion is the ability of a character to avoid a hit.
  • Accuracy - Accuracy is the ability of a character to hit a target.
  • Critical Chance - The Critical Chance is the chance that a character has for a given hit to be a Critical Hit. A Critical Hit will deal double the damage that the hit would normally have done. For every character, unless some other factor goes into play, such as Status Effects, Equipment, or Traits, the base Critical Chance is 5%.
  • Health Points - Health Points, also known as Hit Points or HP, changed based on how much damage a character takes and how much Health they have restored. Their maximum HP is their Health. When a character’s HP reaches 0 or less, they will become Incapacitated, meaning they are no longer able to battle.
  • Magic Points - Magic Points, also known as MP, is a Special Stat that determines a character’s ability to use certain techniques. MP is basically the stamina of a character, and it drains the more that a character uses certain abilities. Abilities that are based on a characters physical/physiological abilities or done via Equipment do not drain MP, rather, straining techniques or magical attacks do; some techniques can drain different amounts of MP.

Elemental Resistance, Elemental Weakness, Status Resistance, Status Weakness, Status Immunity, and Effect Impossibility are also considered sorts of Hidden Stats, in a way, but they are covered later.

A quick and easy to remember rule is that the normal is 5. A regular damage attack will have a Modifier of 5, techniques that drain MP usually drain 5 MP, etc. Different Techniques can have certain Elemental Properties, different Damage Modifiers, different Critical Chances, and different MP Drain.

Stats In Formulas

Every character’s Base Stats are based off of HP, ATK, MAG, DEF, DEX, and SPD. Most characters (excluding some exceptions) have a Stat Number Total of 300, with an average of 50 for each Stat. For fairness sake, no Stat is allowed to be less than 20, as a character could just neglect certain Stats in favor of making themselves overpowered in one aspect.

For reference sake, let’s have an example of Mr. McBase. Mr. McBase’s stats are as follows:

  • HP: 50
  • ATK: 50
  • MAG: 50
  • DEF: 50
  • DEX: 50
  • SPD: 50


If Mr. McBase were to get into a combat with Mr. McBase, this is likely what would happen:

  • Mr. McBase (1) uses Attack on Mr. McBase (2)
  • Mr. McBase (1) ATK = 50
  • Mr. McBase (2) DEF = 50
  • Mr. McBase’s Attack DMG MOD = 5
  • Damage Formula: 2’s HP - ((1’s ATK * DMG MOD) / 2’s DEF) = 2’s HP after Attack
  • 50 - ((50 * 5) / 50) = 45
  • Mr. McBase (1) dealt 5 Damage to Mr. McBase (2)
  • If this trend follows, Mr. McBase will be incapacitated in about 10 turns.

Of course, not everyone will have the same stats as Mr. McBase, so some things may vary.

Evasion and Accuracy

Move Accuracy * Target Evasion* = Chance of hitting.

(1’s SPD - 2’s SPD) + 5 = EVA

Speed Buffs do not affect Evasion; Evasion is based off Base Speed.

something something accuracy


There is also the factor of Level. The higher Level a character is, the higher their Stats will be. With the exception of Level 1, where the listed Base Stats are the real Stats, the increase formula goes as such:

  • STAT + ((STAT * 0.1) * LVL)

This means that, by Level 10, a given Stat will be double what it was. By Level 20, it will be triple what it was. By Level 40, it will be five times what it was. By Level 50, is will be six times what it was. By Level 100, it will be eleven times what it was. By Level 999, it will be about one-hundred point nine times what it was.

A character cannot go higher than Level 999 unless they are an Outsider or have undergone an Awakening or something similar.


The average healing from a move that heals is 12.5% of the target’s Maximum Health. A healing ability can only be used every three turns.

Element Types

The following are all the types of Element modifiers that an Ability can have. The Element of a given Ability is based upon what the Ability does, how it works, what it is, and what it deals with. This guide not only is meant to help identify what type of Element/s an Ability consists of, but also to explain what each type of Element is.

You may notice that all the elements have more than one name, some of which don’t all mean the same thing: this is because many elements are known by many different names, and, as such, the listed elements here have all the major names they are known for listed in alphabetical order, so as to avoid taking a bias towards a specific type of name (an exception to this being the Major Classical Elements of Normal, Space, Time, Light, Dark, Holy, and Unholy).

(((basically, just call them whatever you want, idk if we need exact names for them)))

  • Neutral/Non-Elemental/Magic/Normal/Physical/Power/Roughness/Strength - This element, classically known as Normal, Neutral, or Non-Elemental, represents the lack of elements. It is most commonly characterized as purely physical attacks, or magic/energy attacks with no elemental connotations.
  • Air/Autumn/Breeze/Flying/Fog/Sky/Smoke/Wind - This element represents breezes and gases, or the air and that which constitutes it. Application of this element can range from minor gusts of wind that aide the speed or some, to extreme whirlwinds that can tear apart strong structures easily. Though the sky is a (subjective) space, this element is the purest representation of it.
  • Earth/Gem/Glass/Ground/Rock/Sand/Stone - This element represents the ground and that which is found within it. While this element needs application to be useful (meaning that one has to know how to use chunks of the ground for defense or offense, as the ground cannot just hurt people by itself), it is usually easily done, as ground is almost everywhere.
  • Humidity/River/Sea/Swamp/Water - This element represents liquids, primarily the liquid of dihydrogen monoxide and major bodies of such. Along with control of liquid, it also deals with movements of water in puddles, ponds, swamps, lakes, rivers, waterfalls, seas, oceans, and others et cetera.
  • Fire/Flame/Heat/Pyroclastic Flow/Summer - This element represents heat, flames, and burning. It is one of the simplest elements to understand seeing as almost everyone knows what fire is, though it can be difficult to truly master and understand the flames themselves, as they can act of their own accord.
  • Electric/Lightning/Power/Thunder - This element represents electricity and currents. This element is similar to both Fire and Air, in that it seems to act of its own accord and has connections to the sky, respectively.
  • Flower/Forest/Nature/Plant/Spring - This element represents plant life, or that which is born from and lives within the ground. This is considered related to the element of Earth/Ground, as it deals with that which arises and lives in the ground-- this being things such as plant life.
  • Cold/Freeze/Frost/Ice/Snow/Winter - This element represents cold, ice, and materials frozen solid. It is considered related to the element of Water, and often is is the solid variation of all liquid elements of water.
  • Bomb/Explosion/Power/Shockwave/Shrapnel - This element represents explosions, forces of energy coming from rapid expansion being released in flame, tiny debris, and shockwaves. This element is considered similar to Fire, because, in the right conditions, both of these elements can actually produce one another.
  • Copper/Gold/Iron/Magnet/Metal/Silver/Steel - This element represents and covers all periodic elements known as metals, and alloys of such materials.
  • Disease/Germ/Illness/Infection/Poison/Toxic/Venom/Virus - This element represents the small foreign biological attack on another system. While it can either enter a system by simply going inside the being in any available entrance or by being part of a tool that makes its own entrance (i.e. snake fangs), this element is the most proficient in damaging a being over time, sometimes even to fatal levels.
  • Activity/Animal/Bio/Biological/Cloth/Fairy/Flavor/Nutrition/Scent - This element represents biological systems. While this may be confusing, this primarily deals with physiological limitations of beings and their abilities: such as the sense of smell, sense of sight, sense of taste, and capacity of things such as brain mass and muscle mass. Magic of this variety can usually alter those things, making one have greater strength, intelligence, or vision.
  • Alchemy/Ash/Chem/Chemical/Chemical Reaction/Dragon/Nitrogen/Weather - This element represents the chemical change of a given element. Most commonly known as alchemy, this ability can allow chemical changes or even, at a very precise level, change the atomic makeup of a substance, turning it into a different periodic element entirely.
  • Aura/Emotion/Energy/House/Identity/Information/Knowledge/Letter/Mind/Number/Power/Rampage/Song/Sound/Stamp/Voice - This element represents perceivable information. When abilities of this element are used, they usually involve the sharing of information to cause something or a change in existing information. For example, this element is commonly used for mind control-type abilities (ranging from complete submission to the caster to a slight alteration in the target’s mood).
  • Dimension/Dream/Exit/Hole/Illusion/Obfuscation/Void/Window - This element represents the opposite of both the previous element and (to a lesser extent) the following element. This element deals in undetectable objects or illusions-- which makes it the opposite of the previous element for obvious reasons, but also in “holes” (lacks thereof) in what is physical matter, which constitutes as an opposite for both the previous and following elements. This element also slightly deals in unsorted assortments of information, which also makes it a counterpart of the previous element. (Do note: despite this element being mostly compared to the previous and following element, it is its own, unique, individual element; it’s just hard to explain exactly what it’s like if one is not comparing it to what it isn’t).
  • Angle/Barrier/Constellation/Cosmic/Creation/Depth/Dimension/Direction/Distance/Gravity/Height/Length/Line/Mars/Meteor/Plane/Pluto/Point/Polaris/Prime/Quantity/Size/Space/Speed/Vibration/Wall/Wave/Width/X/Y/Z - This element, classically known simply as Space, deals primarily with planes, but also more subtly with cosmic objects. In terms of planes, this element represents manipulation of angles, depth, direction, distance, lines, points, quantity, size, length, height, width, et cetera; it is used to manipulate how an object exists on its plane and what the object is like in shape and size. While usually dealing with manipulation of the well-known three planes of x, y, and z, it can also add an additional plane of s-- where the object exists in a multi-dimensional space (meaning that this magic can allow objects to travel to different universes, realms, dimensions, or zones). And, as to the more subtle cosmic aspect of this element, it is known to have applicability in the schools of constellations, asterisms, stars, gravity, meteors, comets, asteroids, and more. Some special magics known by odd names such as “Mars”, “Pluto”, and “Polaris” are special variations of this element.
  • Destruction/Entrance/Future/Passage/Past/Path/Point/Present/Progress/Quantity/Speed/Time/Timeline/Trait - This element, classically known simply as Time, deals entirely with the plane axis of w. This element’s classical name of Time is actually perhaps the best explanation of the element itself-- the indefinite continued progress of existence of things and events in the past, present, and future regarded as a whole. This element deals with, simply, the manipulation of Time and its passage. While this is most commonly done as manipulation of time to increase or decrease the rate at which a chosen something or someone passes through time (perhaps to speed up someone or slow them down), it can also be used to cause something to completely change its position through time, either moving it to the past or present, and can also be used to connect with (move to or take from) other planes of time (known as Timelines), which can, for example, allow someone/something to move to a different Timeline or bring a version of themselves from a different Timeline into their own Timeline. This element is also known as other names, and for good reasons; “Destruction” because the passage of time inevitably leads to the destruction of all things; “Entrance” because it can open up paths to different points; “Trait” because it can show different Timeline versions of a person.
  • Color/Illumination/Light/Mirror/Picture/Reflection/Sky - This element, classically known as Light, is an element that represents color, light, and images. Often mistaken for “Holy” magic, this element deals with the properties of light, and the different colors it can take up, and the variety of gatherings of information that can exist made out of collections of types of light. This element is usually the best defense against Dark-type powers.
  • Dark/Darkness/Night/Shadow - This element, classically known as Dark, is an element that represents lack of light. Often mistaken for “Unholy” magic, this element can manifest as shadows, as darkness, as anything that isn’t light, and is usually the best defense against Light-type powers.
  • Belief/Heart/Holy/Power/Prayer/Soul/Spirit - This element, classically known as Holy, is the element that represents what most interpret at the divine: or, things that people have faith in. While this element is indeed representative of faith itself, it is not necessarily “divine,” as divinity is something that would encompass a lot of beings with many different powers that are clearly not this element (the most obvious example being Chronos, who is clearly one of Time). Rather, this element is faith itself-- not just the common faith of religion, but of all types of belief, whether they be in higher powers, in a goal, or in the inspiring people around someone. Believed to be the most pure and good of elements, this element is extremely powerful and yet extremely difficult to identify, let alone control.
  • Blood/Destruction/Duty/Evil Eye/Incantation/Power/Ring/Sacrifice/Threat/Unholy/Weakness - This element, classically known as “Unholy” (among other names) is the element that represents what most interpret as evil; or, an opposition to Holy. While this element does indeed serve as the counter to Holy, it is not necessarily “evil,” as it mostly represents duty and binding to others, sacrifice of things that one loves, and weakness of one's’ enemies. However, not only are some of these things easily interpretable as “evil” or negative things, it is also highly common that those who walk the path of this element walk down one of of evil, as the mighty weight of this element is simply to much for them.
  • Abnormal/Calamity/Corruption/Key - This element, classically known as Corruption, is the element opposite of the lack of elements, yet not any combination or type of element itself. As its counter element is called Normal, this element has often been called Abnormal, which is an accurate representation of what it is. This element deals in manipulation of the rules of reality itself, rather than manipulating information, planes, or power. Since this power deals with changing the laws of the universe, it has been dubbed Corruption by many, and Key by some.

It should be noted that these Elements are listed in Proper Order, meaning that each Element, besides the first and final ones, are listed with their “Counter”, or their “opposite element.” Air and Earth, Water and Fire, Electric and Plant, Ice and Bomb, Metal and Poison, Bio and Chem, Aura and Void, Space and Time, Dark and Light, and Holy and Unholy. Normal and Corruption are also “Counters”/”opposites,” but due to their natures they are listed as far away from each other as possible. When listing Abilities by type, this Proper Order is what is intended to be followed.

It is important to know that Elements matter. While Normal and Corruption types can’t be resisted, every other type has at least a chance of someone having a resistance to it-- and, just as well, they may also have a weakness to a certain element. Knowing the resistances and weaknesses of an enemy can be key to winning a fight; although a specific Fire-type attack that you know how to do might have higher base damage, the target might have a resistance to it, whereas you may have an Earth-type attack with a lower base damage but it would end up dealing more damage than the Fire-type attack because the opponent is weak to Earth and resistant to Fire. Though with many beings it may be obvious to tell their Weaknesses and Resistances (for example, it’s probably obvious that Fishes are Resistant to Water and weak against Electric), this may not always be apparent, and sometimes Elements don’t truly matter for everyone, but it is always better to know if a specific move might be better suited for a specific situation.

On the topic of Resistance and Weakness, the maximum Weakness that a character can have for a given element is -100%, meaning that they will take double damage from that element, whereas the maximum Resistance that a character can have for a given element is +200%, meaning that instead of taking damage from that element they will be healed by it. Also, having +100% Resistance to an element means that they will not be affected by it at all; having between +101% and +200% Resistance means they will be healed by it and having less than +100% Resistance means that they will take at least some amount of damage from it. It is cases such as these which should warrant the most attention as to Weaknesses and Resistances, as in these cases knowledge of such will be the most useful.

Stat Modifiers

Stat Modifiers, more commonly known as Buffs and Debuffs, are minor affectors of in-combat Stats.

Stats for a given turn in combat are determined as so: ((BaseStat <+ or *> <TraitStats or TraitModifiers>) + EquipStats) + Modifiers%

That is to say, the BaseStats (after being affected by Traits and Equipment), have a Buff or Debuff Modifier of anything between +1% to +75% or -1% to -50% (for simplicity, the deepest that a stat modifier can get is any whole number between 1 and 75 or 1 and 50, no tenths or hundredths or less).

For example, if someone’s Attack Stat is 100, and they receive a Buff of +5%, then their Attack Stat in that moment would be 105, which would be the factor used for determining their damage output. If that 100 Attack Stat were to be Buffed by +75%, then the Attack Stat in that moment would be 175. If it were to be Debuffed by -25%, it would be 75. And, so, I’m sure you get the point.

Over time, though-- notably, after each turn-- a Buff or Debuff Stat Modifier, if left unaffected by something else, will slowly attempt to return to 0, getting closer by 5% each turn. If that 100 Attack Stat Buffed by +75% goes through a turn, it will drop to an 70% Stat Buff, from 175 to 170; then, on the next turn, it will become a 65% Stat Buff, going from 170 to 165; then 60%, 55%, 50%, 45%, 40%, 35%, going 160, 155, 150, 145, 140, 135, et cetera. Once it reaches any number between 2% and 5%, instead of decreasing by exactly 5% or going straight to 0%, it will move to the closest 1%, and, when left undisturbed for a turn at that 1%, it will then drop to 0%.

It should be noted that Buffs and Debuffs are counted separately from certain Stat Modifiers, such as Traits, Equipment, and Status Effects.

Status Effects

Status Effects are conditions that can be inflicted by certain Abilities, with most Status Effects usually being inflicted by certain Elements. Status Effects change the circumstances of a character that can cause the victim to take more damage from certain things, receive damage over time, lower their Stats, render them unable to Act, and many more possibilities. However, although Status Effects are most commonly known for being negative, some can have positive effects, and some can even be a bit of a mixed bag.

Status Effects are typically represented as images (which symbolize the Status Effect) with a small number next to them. The number generally represents the duration of the Status Effect, i.e. how many turns it will last, but sometimes it represents other things, such as the intensity of the effect. The duration of a Status Effect can be bypassed if a Cleanse or Dispel is used-- Cleanse removing negative and neutral Status Effects, and Dispel removing positive Status Effects.

Similar to Elements, Status Effects can be met with Weaknesses and Resistances, but they also have factors of Chances, meaning that for a given Ability that may inflict a certain Status Effect, there is only a percentage change, and that chance can be lower or higher based on the target’s Weakness or Resistance to it. In most cases, there is no such thing as Resistance to Positive/Plus Status Effects, though there are some special cases in which characters receive negative effects from those or can’t be granted them, though such things are highly situational and not common enough to discuss here. The highest Resistance a character can have to any Not Equal Status, Neutral/Zero Status, or Negative/Minus Status is 400%, meaning that any Chance of them being inflicted with the status effect is cut in eighth. The highest Weakness a character can have to any Not Equal Status, Neutral/Zero Status, or Negative/Minus Status is 200%, meaning they are four times as likely to be inflicted with it.

However, there are also such things as Immunity. Immunity acts like a 100% Resistance that Element Resistance does, but it is not a Percentage Resistance at all for Status Effects-- because a 100% Resistance to a Status Effect would simply mean the chance of being inflicted with it is cut in half. No, Immunity means that, no matter how high the successful infliction chance of a Status Effect is, it won’t matter. That is not to say that a character who is Immune to a status effect cannot be inflicted with said Status Effect, as some Abilities can “Force” a Status Effect to be inflicted, and Forcing overrides both chance and Immunity. However, most often, Forcing a Status Effect requires special circumstances to be met. And, even more, some characters have Traits that make it physically Impossible to be inflicted with a certain Status Effect (i.e., beings of flame can’t be burned, machines can’t be poisoned), and the Impossibility overrides Forcing, unless their Trait is somehow changed or cancelled, which is an even more complicated process that this paragraph couldn’t possibly hope to dive into.

(It should be noted that Positive Status Effects don’t have chances, as they are Positive and meant to be accepted, so they are essentially Forced onto others unless a specific Trait disallows that.)

Not Equals / Not Equal Status Effects

These listed here, known as “Not Equals”, are not entirely Status Effects in the traditional sense, in that they aren’t effects that last over a duration, but rather things that are enacted once, within a taken turn (not for the duration of a single turn, but for one character’s turn). Despite this odd difference, they are worth mentioning, as they are still technically Status Effects and are indeed heavily related.

  • Cleanse - The victim loses any Debuffs, “Negative” Status Effects, and “Neutral” Status Effects they had. This Effect isn’t lasting, and thus doesn’t prevent applying the Debuffs/Status Effects again. Similar to Dispel.
  • Dispel - The victim loses any Buffs and "Positive" Status Effects they had. This Effect isn't lasting, and thus doesn't prevent applying the Buffs/Status Effects again. Similar to Cleanse.
  • Flinch - The person who inflicted this effect is allowed to Act a second time, given that their Act directly targets the victim of this effect.
  • Knockback - The victim is shoved backward a certain distance. This effect is intended for 3D or environmental situations, but for lack of anything that would make this substantial, this otherwise has the same effect as Flinch.

Positive Status Effects / Pluses

Positive Status Effects are ones that give an effect beneficial to the victim in question, ranging from immunity, to increased powers, to health, and such.

  • Bless - As long as a victim has this Status Effect, for its duration their resistance to Negative Status Effects will be maximum, rendering them essentially unable to be inflicted with Negative Status Effects unless Forced. Does not cure Status Effects if they were inflicted before this one was activated, and does not protect against self-inflicted Status Effects.
  • Brave - For the duration of this Status Effect, the victim cannot be hit with a Critical Hit (Unless they are inflicted with Stagger), and their Critical Chance will be greatly increased ((Critical Chance% + 5%) * 5).
  • Morale - For the duration of this Status Effect, as long as the victim is above half their health, they will survive any hit that would entirely deplete their health with 1 point of Health.
  • Regenerate - At the end of each turn, a fraction of the victim’s Health will be restored, continuing for the duration of this Status Effect.
  • Return - If incapacitated during the duration of this Status Effect, the victim will return with 10% of the maximum Health restored.

Neutral Status Effects / Zeros

Neutral Status Effects are ones that have a mix of traits that could be considered both beneficial and harmful to the victim in question.

  • Defend - For the duration, the victim will be unable to receive damage. However, they will also be unable to receive healing.
  • Enraged - Causes the victim to lose control over Act, specifically what ability they use and whom they target (but, unlike with Confusion, they cannot accidentally attack an ally or themselves), and increases the Attack stat of the victim for the duration.
  • Lock-On - Forces victim to only be able to target a certain target (usually the one who inflicted the Lock-On Status Effect on the victim, but may also be inflicted by the victim onto the target of their choosing).
  • Sleep - Renders the victim unable to Act for the duration, or until they are hit, and if hit while inflicted with this Status Effect, the hit (the hit itself that ends the Status Effect, not the whole attack, if said attack does multiple hits) will deal extra damage. For many characters, however, while inflicted with Sleep, they will regain a portion of their Health at the end of each turn.
  • Wet - Causes the victim to receive increased damage from Ice and Electric, and increases the chance of Slow, Chill, Freeze, Paralyze, and Stun being inflicted for the duration. At the same time, however, the victim will receive decreased damage from Fire, and decreases the chance of Burn being inflicted for the duration.

Negative Status Effects / Minuses

Negative Status Effects are ones that harm or disable the victim in some way, by dealing damage, decreasing stats, or affecting one’s ability to Act properly.

  • Syphon - The victim will be unable to use any Ability that requires MP for the duration.
  • Aura Seal - Cancels the effects of the victim’s Traits for the durations. (Note: Some Traits are immune to being sealed.)
  • Bleed - Deals minor damage over time to the victim and decreases their Defense slightly for the duration. The maximum Defense decrease is One-Fifth.
  • Burn - Deals minor damage over time to the victim and decreases their Attack slightly for the duration. The maximum Attack decrease is One-Fifth.
  • Chill - Deals minor damage over time to the victim and decreases their Speed slightly for the duration. The maximum Speed decrease is One-Fifth.
  • Confusion - Causes the victim to lose control over Act, specifically targeting, for the duration.
  • Curse - For each turn, the victim’s Defense stat is debuffed by 5%, stacking increasingly, meaning that the longer duration that this Status Effect goes on uncured, the more debuffed the victim’s Defense stat will be; with the usual stat (De)Buff fading by 5% going afterwards; the maximum Debuff that can be inflicted from this is -15%. Increases the damage the victim receives from Holy attacks by +25% for the duration, but each hit from a Holy attack will decrease the duration of this Status Effect by one. Similar to Weaken and Tired.
  • Freeze - Makes the victim unable to Act for the duration.
  • Paralyze - When inflicted with this Status Effect, for each turn of the duration, the victim has a 50% chance of being unable to Act.
  • Poison - Deals damage over time to the victim, based on the intensity of the effect; unlike other Status Effects, where the numbers associated with them show how many moves until the Status Effect wears off, this Status Effect will never wear off unless cured somehow, and the number instead shows a factor affecting how much damage at the end of each turn will be dealt to the victim.
  • Slow - Decreases the Speed of the victim for the duration. The maximum decrease of the Speed stat is One-Half.
  • Stagger - Victim is guaranteed to suffer a Critical Hit from the next attack to hit them. Has priority over Brave's critical hit immunity. Cannot be stacked and lasts only one turn or until the victim receives a hit.
  • Stun - Renders the victim unable to Act for the duration.
  • Tired - For the duration of this Status Effect, the victim's Speed stat is Debuffed by 5% at the end of each turn, with the usual stat (De)Buff fading (by 5%) going afterwards. The maximum Debuff that can be inflicted by this is 15%, and, unless Debuffed further, the Speed Debuff will either return to or stay at 15% for the duration. Similar to Curse and Weaken.
  • Weaken - When this Status Effect is inflicted, for each turn, the Victim’s Attack and Magic Stats are Debuffed by 5%, stacking increasingly, meaning that the longer duration that this Status Effect goes on uncured, the more Debuffed the victim’s Attack and Magic Stats will be; with the usual Stat (De)Buff fading by 5% going afterwards; the maximum Debuff that can be inflicted from this is -15% for each. Increases the damage the victim receives from Unholy attacks by +25% for the duration, but each hit from an Unholy attack will decrease the duration of this Status Effect by one. Similar to Curse and Tired.

Unassorted Assortment of Abilities

Quick Note: How To List


If an Ability has two Elements, then it will be put after any Ability with only one Element. In comparison to other Abilities with two Elements, the Ability with the higher-ranking Elements will be put after. If two Abilities have the same Elements, then they will be listed in alphabetical order.

Assortment of Abilities

((these are just abilities i came up with that i thought were cool in concept that i haven’t yet given to any character. if anyone sees an ability here and thinks “that would be fitting for character x or z” then go ahead and use it for them or whatever. i also put some other well-known attacks in here, so as to give a frame of reference since there’s a bunch of new elements introduced and that might be confusing for some))

  • A Lot Of Hand - Simultaneous omni-directional weapon attack.
  • Focus Shot - Fires a shot with increased accuracy.
  • Yoink - Steals a stealable piece of Equipment from the target.
  • Tornado - Creates a powerful whirlwind.
  • Earthquake - Causes several rocks to fall onto all enemies.
  • Tremor - Causes a tremor, making opponents slightly lose their balance, lowering their evasion.
  • Rain - Causes water to rain from the clouds.
  • Fireball - Breathes an orb of flames from their mouth at a single target.
  • Flamethrower - Shoots a plume of flames. May burn.
  • Thunderbolt - Shoots a bolt of electricity towards a single target.
  • Vine Wrap - The caster makes vines shoot up from the ground and wrap around the target, impeding their movement.
  • Ice Beam - Shoots a beam of freezing cold forward.
  • Boom - Causes a series of explosions around the target, dealing massive damage.
  • Cannon - Shoots a cannonball at the target.
  • Lurgy - Chews on the grass, and then spits out a bubbly arc of poisonous materials.
  • Nitro - Fills the arena with Nitrogen, allowing fire attacks to deal explosion-type damage.
  • Butterfly - Allows the caster to grow butterfly wings.
  • Paranoiza - Forces the target to develop a fetish of the caster’s choosing.
  • Vanish - Vanishes into thin air. Increases Evasion.
  • Needs Paper - Creates a clone duplicate of oneself.
  • Speed Amplifier - Doubles the attacking speed of itself and his teammates for 3 turns by reducing friction.
  • Speed Map - Allows the user to adjust the speed of their projectiles, including arrows, bullets, and thrown items.
  • Slow Map - Allows the user to adjust the speed of their opponents’ projectiles, including arrows, bullets, and thrown items.
  • Freeze - Psionically freezes the target.
  • Haste - Increases the Speed of the user.
  • Flood Flash - The caster creates a bright flash, blinding opponents and reducing their accuracy.
  • It's Dark Out - The caster causes everything to turn dark, making them harder to hit.
  • Aura Bolt - A basic white bolt of magic dealing a fair amount of damage that pierces armor.
  • Necromance - Summon Skeletal Stickman with a per-determined class. Can summon with a random weapon as well as can be given one according to its class.
  • Not Reality - (Temporarily) Removes a concept from existence in a given plane.
  • Flame Punch - A punch heated solely by friction. Stronger than the regular Punch, but lowers Speed by 20% for that turn. Unlike most Fire-type attacks, it can't inflict burns.
  • Combustive Wind - A move summoning a collection of small, tinted-pink bolts connected together crudely. The shot homes in on enemies and breaks up in groups of 7 with each hit until the shots are so weak that they disappear into nothing. Potentially causes very high damage. Takes a while to charge and may Slow the caster.
  • Wet Dream - Causes the target to become Wet.
  • Wintergreen - A cool breeze with a harsh effect.
  • Weighted Words - Allows the person to manipulate the signals moving through a person’s muscular system, giving them the ability to control the target’s movements.
  • Double Flower - Changes dominant hand. Increases Accuracy with Stolen Equipment.
  • Boy Meats - Muscle enlargement.
  • Burst Bust - Increase breast size.
  • Past Promise - Fabricates a memory.
  • Undimension - Moves objects or opponents to a different dimension.
  • Starstorm - Creates a multitude of shining stars, and then launches them onto all opponents.
  • Shadow Out - Allows the person to cut a shadow.
  • Value Lives - Destroys everything besides life forms.
  • Devil’s Style - Nullifies coincidence, preventing the whims of fate from interfering with an event. Cuts the opponents’ critical chance and chances of inflicting Status Effects drastically.
  • Scar Death - Allows the caster to reopen wounds, be they physical or mental, of the target.
  • Eye Eye Eye Eye Eye Eye Eye Eye - Increase number of eyes.
  • Average Crying Night - Control constellations.
  • Indra Triple Pyramid Shot - An attack that shoots three arrows, all of which are electrically charged, and which leave a trail of strong poison behind them.
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