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Game Mechanics
In this section we will be listing and explaining special mechanics in our game. These mechanics may be tweaked during development but will be updated to reflect the changes.



AP (Action Points)

AP or Action Points is a system many RPG fans will be familiar with. Its quite similar to say a Overdrive/Limit bar in the Final Fantasy series but more similar to "Supers" in fighter games. Characters build AP by fighting/receiving damage then can use AP for stronger attacks or they can save up and use a large amount for a powerful attack. AP is carried over between battles so saving AP is a possible strategy.

Fighter type characters tend to have many moves that use AP and use a large amount of AP for their powerful skills. Mage type characters however use very little AP because of their own high MP usage.

Though most characters use/gain AP in a similar fashion some characters are an exception. Youmu shall be the default example. She builds AP thru battle and can use it to preform skills like Lotus Stance Cut and Eternity Slash. However some characters run on a tweaked AP system.

  • Sanae: Her AP is called "Faith", she only builds AP through healing and buffing. Also her more potent attack spells use more AP compared to other mages, however they are considerable more effective compared to their MP cost. This sticks her into a supportive role during most of the battle but her damage is also much higher then other supportive characters.
  • Utsuho: Utsuho's AP cannot be increased or decreased unless she uses a skill with such an effect. She has "Cooldown" skills which decrease her AP while the rest of her skills increase her AP. The increased number depends on the skill, when hitting 200 AP Utsuho will "Meltdown" which deals massive damage to everyone including herself. However this allows Utsuho to repeatedly use powerful skills to finish of enemies assuming you have no fear of getting a party wipe from "Meltdown."
  • Remilia: Her AP is renamed "Blood" and it coincides with her passive "Bloodthristy" which will increase her overall Attack% depending on how much AP she has built up. Remilia builds AP faster then most other characters because she can drain it from enemies and allies (though draining AP will not work on characters like Utsuho). By having faster AP gains Remilia can use her skills more often, however many of her skills will deplete her entire AP bar for bonus damage. This turns Remilia into a very powerful fighter as the bonus damage stacks with her passive bonus damage.


Though this is just a few examples of characters with unique AP systems you can find other characters who use AP a bit differently then others as well, but a majority of characters will use it like Youmu.


Weather System

Anyone who has played Touhou Hisoutensoku Scarlet Weather Rhapsody will easily understand this system and also why it will be something to be careful about in battle. Weather plays a role in battle as it will have different effects on your stats and even the possible actions you can preform. Weather runs on a counter that goes from 0 to 100. The counter increases as turns go by and actions are made. When it hits 100 the counter resets to 0 and the weather changes.

Here are a few examples of the benefits/hindrance weather can bring. Remember weather affects both your party and enemies.
  • Snow- Attacks will reduce the victim's AP.
  • Calm- After performing an action the character will heal HP.
  • Scorching Sun- After performing an action the character will take in damage.
  • Sprinkle- MAG power increased.
  • Cloudy- Spell/Skill costs are reduced. Increased AP gain.
  • Typhoon- Defend command is disabled. All Attacks cannot be Resisted. HIT% is increased.


As you can see many of these effects can greatly change the outcome of battle. No worries though, you will be able to purchase/craft items that will affect the Weather Counter. Also you can attempt to find the side quests to unlock Tenshi who is the only character in-game able to affect the Weather Counter directly with skills. We also won't force the luck of weather on major boss fights so those fights will have fixed/controlled weather. But you should still by wary of weather during mini-bosses and regular exploration.


Character Passives and Leader Bonus

Passives are special bonuses or mechanics that a character has. Such as Reimu's passive simply increases her Evasion as her HP goes down. Others like Sanae don't give simple bonuses but instead her AP system is different.

Leader Bonuses are similar to Passives but in order to activate the character has to be in the "Leader" slot when setting up your party.


Skill Upgrade

Skill upgrading is a common mechanic found in most games today, ours is very similar. Skills will start at Level 1 when unlocked and you will be able to upgrade them to Level 5. Upgrading skills require a certain number of SP (Skill Points) which you obtain upon character level up. As your party levels up you will need to keep your favorite skills leveled up otherwise you will start to find the damage or effect is rather lacking.

The maximum number of skills you can max out is around 75-80% of the characters skill set. This is to prevent characters like Suika or Mokou—who are both exceptional tanks and fighters—from becoming too strong in both roles. However, if you find out you completely messed up a characters build fret not for we will include skill reset items in the game. Though they are rare to obtain/craft.


Item Synthesis and Upgrading

Synthesizing is another feature in our game. If you have played a Star Ocean or Tales games then you'll understand this easily as well. Basically you will be able to use materials to find along your journey to create anything from consumables to equipment. You will find recipes along the way and will be able to synthesize every time you run into Nitori the kappa. Also every material can be used to upgrade your equipment. Synthesizing Antidotes onto your armor will increase your Poison Resistance. Adding ores to your weapon will increase its attack. There are many other effects as well.

We are still balancing Synthesizing so I will go deeper into it later.


Status Resistance

Our Status Resistance is a bit different then most games. Most games you have a resistance %. So having 90% Poison Resistance meant you had only 10% Chance of receiving the Poison state.

In our game most Statuses have four tiers, and being completely immune to one tier won't help against higher tiers. An example will be best to explain it.

Poison has four tiers: Lv.1, Lv.2, Lv.3, and Lv.4. Your Resistance is a number between 0 and 400, each 100 marks off a tier and will make you completely immune to a tier of Poison.
  • At 50 Poison Resistance you have a 50% Chance of receiving Lv.1 Poison, but 100% Chance to be inflicted by Lv.2+ Poison.
  • At 100 Poison Resistance you are now Immune to Lv.1 Poison, but still 100% susceptible to Lv.2+
  • At 150 Poison Resistance you are Immune to Lv.1 Poison, but now you have a 50% chance to resist Lv.2. However you are 100% susceptible to Lv.3+
  • At 375 Poison Resistance you are Immune to Lv.1, 2, & 3 Poison, but you have a 75% Resistance against Lv.4
  • At 400 Poison Resistance you are now Immune to all tiers of Poison.


We use this system so you are able to defend yourself against annoying weaker mobs with status effects but you will still find stronger mobs that use status effects as a possible challenge.


Preemptive Attacks

Since our game uses mobs on the field there isn't random encounters so preemptive attacks are a bit different. For either side to get a preemptive attack they must attack the target from behind on the field. This means sneaking up on mobs for you, and for mobs it means catching you if you attempt to sneak past them. Which ever side achieves a Preemptive will start will their ATB full.

This just gives a risk to players who habitually run from every field mob and rewards players for sneaking up on harder mobs.