07-07-2009, 09:30 AM
addendum:
Poisoning: poisons do not naturally fade away like in most games, it must be cured with a healing spell, curative spell or ability. If a character's basic attack has a natural poisoning effect, and you use a special skill that adds poisoning to the attack, then both poisons are combined. (10p/turn plus 10p/turn equals 20p/turn) However, two separate poisoning attacks (either from two different characters or one character using two different attacks) will leave the target affected by only the most recent poison rather than combining the two.
DMG Reflection: this is a natural counter-attack. Whenever the character is attacked, rather than reflecting the attack as the name implies, they'll take (100%DMG minus DMG Reduction), and X% DMG Reflection will be used to deal damage to the attacker. This includes ranged attacks from the bow and mage wands, but not spells.
Poison Resist: the % resist is not a chance to avoid being poisoned, but rather the rate at which poison damage is reduced like armor provides DMG Reduction. 50% Poison Resist means the character only takes half of the listed poison damage when their turn comes around. At 100% the resistance becomes true immunity.
Stun Resist: the % chance of resisting a stun effect. Stunned characters lose their next turn unless the effect is cured by another character beforehand, and each stun lasts only 1 turn.
Drain HP: the % amount of HP absorbed from an attack. 10% Drain HP with a 10 DMG attack recovers 1 lost HP. Draining the HP of undead-type enemies does damage rather than recovering lost HP.
Poisoning: poisons do not naturally fade away like in most games, it must be cured with a healing spell, curative spell or ability. If a character's basic attack has a natural poisoning effect, and you use a special skill that adds poisoning to the attack, then both poisons are combined. (10p/turn plus 10p/turn equals 20p/turn) However, two separate poisoning attacks (either from two different characters or one character using two different attacks) will leave the target affected by only the most recent poison rather than combining the two.
DMG Reflection: this is a natural counter-attack. Whenever the character is attacked, rather than reflecting the attack as the name implies, they'll take (100%DMG minus DMG Reduction), and X% DMG Reflection will be used to deal damage to the attacker. This includes ranged attacks from the bow and mage wands, but not spells.
Poison Resist: the % resist is not a chance to avoid being poisoned, but rather the rate at which poison damage is reduced like armor provides DMG Reduction. 50% Poison Resist means the character only takes half of the listed poison damage when their turn comes around. At 100% the resistance becomes true immunity.
Stun Resist: the % chance of resisting a stun effect. Stunned characters lose their next turn unless the effect is cured by another character beforehand, and each stun lasts only 1 turn.
Drain HP: the % amount of HP absorbed from an attack. 10% Drain HP with a 10 DMG attack recovers 1 lost HP. Draining the HP of undead-type enemies does damage rather than recovering lost HP.


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