Battle System Experiment All skills have a cooldown time. Most basic skills have a warmup time. Ie, they become usable later in the battle. Cripple - lowers physical strength. Although it does not prevent the use of basic physical skills, nevertheless it does lower their power. Similar logic with Disoriented and Fuddled for elemental and arcane skills respectively. States: Guard: Defensive stance for 1 turn. Resists all negative statuses and debuffs. Tired: ATK-10%, MAT-15%. lasts 1 turn. Crippled: Cannot use power charge or advanced physical skills. ATK-25%. Lasts 5 turns. Slow atk speed. Disoriented: Cannot use elemental charge or advanced elemental skills. ATK-10%, MAT-10%. Lasts 5 turns. Slow atk speed. Fuddled: Cannot use arcane charge or advanced arcane skills. MAT-25%. Lasts 5 turns. Slow atk speed. Fortified: Resistance to cripple and knockdown. Unyielding Will: Removes, and gains resistance to, paralyzed, disoriented, fuddled, knocked down. HP Regen: +5% HP per turn for 4 turns (including current turn). Knocked Down: Cannot move. Vulnerable to Attack. Stun: Cannot move. MDF-25%. Vulnerable to Mana bolt. Burning: -5%HP next turn. Resists Chilled. Attacks gain fire element. Cannot use Ice skills. Ice resist +25%. Chilled: Slow atk speed. Resists Burning. Attacks gain ice element. Cannot use Fire skills. Fire resist +25%. Skill list: Note - all skills have cooldown. Core skills: Attack: Normal attack. Heavy damage if target is knocked down. Guard: Protects user from status effects and reduces damage taken. Magic Bolt: Magic attack. Heavy damage if target is chilled or stunned. Cover: Protect allies with 50% or less HP for 1 turn. Charge skills: (each charge skill has a cooldown) Power Charge: Can use 1 Advanced Physical skill next turn. Can only use physical skills for the next 3 turns. ATK up next turn. Elemental Charge: Can use 1 Advanced Elemental skill next turn. Can only use elemental skills for the next 3 turns. MAT up next turn. Arcane Charge: Can use 1 Advanced Arcane skill next turn. Can only use arcane skills for the next 3 turns. MAT up next turn. Physical skills: Piercing Strike: Ignores DEF. Bonus dmg vs crippled, disoriented. Defense Break: Sudden attack. Debuff target's DEF. Large bonus dmg if target is guarding or covering. Reckless Rush: Sudden attack. Increased damage. Target becomes disoriented. User becomes tired. Long cooldown. Advanced Physical skills: Crippling Blow: Requires Power Charge. Damages and cripples the target. Mighty Blow: Requires Power Charge. Damages and knocks down the target. Unyielding Will: Requires Power Charge. Removes, and user becomes immune to, paralyzed, disoriented, fuddled, & knockdown for 4 turns. Long cooldown. Elemental skills: Fire Strike: Physical + Magical fire damage. Burning effect. Nullifies Chilled. Iceberg: Magical ice damage. Chilling effect. Nullifies Burning. Fuddling Wind: Magical wind damage. Fuddles the target. Advanced Elemental skills: Thunderbolt: Requires Elemental Charge. Concentrated magical lightning damage. Stun+Paralyze. Long cooldown. Boulder Crush: Requires Elemental Charge. Magical + Physical Earth damage. Knocks down the target. User becomes tired. Inferno: Requires Elemental Charge. Strong fire magic. Hits all enemies. Burning effect. User becomes tired. Arcane Skills: Warm Mana Bolt: A high temperature mana attack. Heavy damage inflicted if the User is Burning. Lacerate: Part physical, part magical damage. Cripples the target. Fortify: Buffs DEF. Target gains resistance to cripple and knockdown. Long cooldown. Advanced Arcane skills: Mind Crush: Strong magical attack. Disorients and Fuddles the target. Long cooldown. Regenerate: HP heal and regeneration for 3 turns. Reduces duration of crippled, disoriented, & fuddled by 3 turns. Long cooldown. Weaken: Debuffs target's ATK and MAT for the next 5 turns. User becomes tired. Long cooldown.