📊Parameter
Monsters encompass a diverse array of seed, each possessing distinct traits and parameters. Owing to the multiple factors that contribute to a monster's composition, no uniform rarity level can be applied across all monsters.
・Main Seed
Monster's main seed. Skills are fixed for each main seed and have a significant impact on each parameter and traits.
・Sub Seed
Sub seed influence the various parameters and traits determined by the main seed of a monster.
When the main seed and sub seed are identical, the resulting monster is referred to as a genuine seed. Conversely, if the main and sub seed differ, the monster is classified as a derived seed.
・Basic Parameters
These parameters fluctuate with training a monster. These are the main parameters referenced during combat and are the most important.
HP - Hit Point If this stat reaches 0, the monster is defeated in battle.
STR - Strength This stat affects the attack power of the target skill.
INT - Intelligence This stat affects the attack power of the target skill.
DEX - Dexterity This stat affects the hit rate of a skill.
AGI - Agility This stat affects the evasion rate of enemy skills.
VIT - Vitality This stat affects the amount of damage done.
These stats are ranked from F to S based on the number.
F:1~150
E:151~300
D:301~450
C:451~600
B:601~750
A:751~900
S:901~999
In Player versus Player (PvP) battles, when parameters are restricted by rank, the maximum value for each respective rank will be enforced.
For instance, in a B-rank limited battle, the maximum allowable parameter is set at 750.
・Fixed Parameters
This parameter is fixed for each monster. Unlike the basic parameters, the basic value does not fluctuate, but may be corrected depending on various factors.
Growth Potential This stat affects the initial value of the basic parameters and the amount of variation during training.
Each basic parameter is ranked from F to S.
Growth Type The remaining monster life will affect the amount of variation in the basic parameters. There are three types of growth: Precocious, Normal, and a Late Bloomer.
Stamina(ST) Recovery It affects the amount of stamina (required for each action) recovered per turn.
Speed(SPD) This stat affects the order of action in a battle.
Movement (MOV) This is the maximum distance that can be traveled at a single time.
Lifespan This stat is consumed in various situations during training. When the remaining amount reaches 0, training is no longer possible.
Battle Count This is the number consumed in Ranked Match. The maximum is 20, and when it reaches 0, you will not be able to participate in Ranked Match.
Resistance Level This has an impact on each skill's elemental compatibility and vulnerability to abnormal conditions.
Likes Providing monsters with foods and items they like, will result in a positive impact on fatigue and stress reduction. As a consequence, the training regimen will shift towards a more lenient approach.
Dislikes Providing monsters with foods and items they dislike, will result in a negative impact on fatigue and stress reduction. As a consequence, the training regimen will shift towards a harsh approach.
・Training Parameters
The training regimen varies and influences an array of factors, including a monster's ability values and overall physical condition.
Fatigue The fatigue level accumulates through training. Excessive fatigue can lead to injury and illness, failed training attempts, a reduction in effectiveness for all abilities during battles, increased life span consumption, and other negative outcomes.
Stress Stress accumulates through training. Too much stress can lead to injury and illness, failed training attempts, a reduction in effectiveness for all abilities during battles, and increased life span consumption.
Physical Build Physical build can change by diet and training which has an impact on stamina, speed, stress and fatigue.
Training Policy Depending on the discipline of the training regimen, this can impact the training success rate, stress and fatigue, etc.
Degree of Friendship Degree of friendship can change according to the training method and has an impact on the training success rate.
If the degree of friendship is high, monsters may give you an item.
・Traits
Adjustment values are applied to individual parameters and skills.
There are four main types of traits.
Personality- 1 slot Every monster will have this trait.
Innate Traits - 2 slots Acquired only through regeneration or fusion.
Acquired Traits - 2 slots Acquired through regeneration or fusion, as well as through training.
Levels range from 1-5.
Farm - 1 slot This trait is dependent on the location of the Farm.
・Skill
These are skills used in battle. There are six types of skills that can be learned for each seed. Initial skills are fixed and acquired at the onset of intensive training. The likelihood of learning new skills grows as the monster meets the necessary basic parameter thresholds and class requirements during the course of its development.
Various parameters are also set for skills.
Skill Cost Each monster rank has a cost ceiling that determines which skills can be used in battle.
Skill Level After acquiring a skill, intensive training enhances its level, rendering it more effective. However, as a consequence, the skill cost and stamina consumption will also rise, necessitating adjustments to maintain an appropriate balance.
Skill Type (STR, INT, Heal, Support) This indicates whether the basic parameter influencing the damage dealt by a monster is based on Strength (STR) or Intelligence (INT).
In the case of healing or support, the parameter is unaffected.
Stamina Consumption The amount of stamina consumed when using a skill.
Range This stat indicates the distance that the skill can reach.
Scope of Effect This represents the area affected by the skill. There are 7 squares in a circle, 3 squares in a straight line, etc.
Delay When a skill is used, it affects the order of action for the next turn of the monster.
HP Damage (- ~S) This stat represents the base damage amount of a skill.
Stamina Damage (- ~S) This stat represents the amount of damage inflicted on the opponent's stamina.
The damage is not affected by basic parameters.
Accuracy Rate (- ~S) This stat represents the base hit rate of a skill.
Crictical Hit Rate (- ~S) This indicates the critical hit rate of the skill. The critical rate is not affected by the basic parameters.
Delay Damage (- ~S) This indicates the delay effect on the opponent. The delay damage given is not affected by the basic parameters.
HP Heal (- ~S) This affects the amount of HP recovered.
Stamina Heal (- ~S) This affects the amount of stamina recovered.
Skill Execution Type This represents how the skill generates effect.
The types are as follows:
Designation:Direct attack to the designated square.
Self-Activation:Self-Triggering effect.
Straight Line:Attacks follow a linear trajectory, and stop when it comes into contact with the enemy. This will not go over obstacles.
Penetrating:Attacks in a straight line, penetrating enemies and obstacles
Standby:Remains stationary for one turn, then attacks on your next turn.
Trap:Place objects on the map that trigger effects under specific conditions.
Special Effects This represents the possible state alterations that take place when a skill is employed or a hit is delivered.
Auxiliary skill buffs are also counted as part of state alterations.
Elemental Type This represents the elemental type that the skill holds. Each monster has its own traits and elemental resistances, which affect the final damage. Types: Strike・Slash・Thrust・Fire・Water・Wind・Earth
・Overall Ability
This is determined by making use of basic parameters, including ST resilience, MOV, SPD,traits, and resistance values.
Battles, for example, are not directly impacted by overall ability; rather, it just quantifies power and serves as a benchmark for the marketplace, donations, and sorting.
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