aspects detail (Aspects)



“Aspects” are equippable passive abilities that represent character traits and the effects of equipment and enchantments. Each Aspect has a CP cost and a character cannot equip more than 100 CP worth of Aspects at a time. Aspects may be acquired via the +getaspect command, listed with +aspects, and equipped via +equip or unequipped via +unequip. Equipped Aspects are shown on +sheet below Arts.

Below are the available Aspects sorted by tier of CP cost and a concluding section on the "Extra Art" Aspect, which allows a character to have additional Arts with an effective stat value correlating to the CP cost of the Aspect. Thus, a character who specializes in Power may have one potent Knowledge attack in exchange for significant CP.

Aspects should be selected before combat and not changed in the middle of a fight. (Currently, nothing mechanically prevents this, so please follow this convention for now.)

HEX FOCUS ASPECTS: 1 CP

Expertise and Resistance for specific Hexes, e.g., Itchy Expertise or Stinky Resistance. Greatly improves or mitigates the associated debuff chance.

DEBUFF FOCUS ASPECTS: 5 CP

Expertise and Resistance for standard Debuffs, e.g., Poison Expertise or Wound Resistance. Greatly improves or mitigates the associated debuff chance.

STYLE ASPECTS: 10 CP

* Deflect: Blocking mitigation improves based on Speed. The more evasive you are, the less damage you take when successfully blocking.
* Iron Skin: Glancing Blow dodge chance improves based on defense (Parry/Barrier). The sturdier you are, the more likely you are to partially negate an attack when you dodge.
* Tumble: Endure accuracy bonus improves based on Speed. The more evasive you are, the more you benefit from choosing to endure an attack.
* Breakthrough: Higher-damage attacks are somewhat harder to interrupt than they would otherwise be. This effect is not hidden to the interrupter.
* Saboteur: All standard debuff (i.e., neither transformations nor hexes) chances improve and debuff AP costs slightly decrease, but all targets gain more EX when hit with attempted debuffs.
* Synergist: Buff AP costs decrease, but all attackers gain more EX when they hit you.
* Tactician: Reaction Modifier Effect AP costs decrease (to 0 in many cases), but Arts with Reaction Modifier Effects generate significantly less EX from attacking.
* Marauder: Attack Enhancer Effect AP costs decrease, but Arts with Attack Enhancer Effects are slightly less accurate.
* Bewitching: Hexes and Transformation debuffs specifically are harder to resist and the latter cost less AP.
* Vengeful: Your base critical hit chance is lower, but increases as your health decreases.
* Reckless: Your base critical hit chance is higher, but you are also more likely to suffer critical hits.
* Savage: When you inflict a critical hit, gain a temporary boost to accuracy and Speed.
* Spirited: When you suffer a critical hit, gain a temporary boost to accuracy and Speed.

SELF-BUFFING/DEBUFFING AND CRITICAL REACTION ASPECTS: 20 CP

* Counterstrike: Always affected by Protect. Applications of the associated buff still contribute their benefit to Parry.
* Counterspell: Always affected by Reflect. Applications of the associated buff still contribute their benefit to Barrier.
* Ferocity: Always affected by Acuity. Applications of the associated buff still contribute their benefit to Speed.
* Eagle Eye: Always affected by Haste. Applications of the associated buff still contribute their benefit to Speed.
* Sleight of Hand: Always affected by Blink. Applications of the associated buff still contribute their benefit to Speed.
* Self-Mastery: Always affected by Purity.
* Resilience: Always affected by Bless.
* Battle Rage: Always affected by a Berserk-like state (increasing Power, Knowledge, and Speed) with a reduced AP penalty. Immune to Berserk.
* Rock Solid: Always affected by a Petrify-like state (improving Block and Endure chances) with a mitigated Dodge penalty. Immune to Petrify.
* Slippery: Always affected by a Slime-like state (improving Dodge and Endure chances) with a mitigated Block penalty. Immune to Slime.
* Perfect Dodge: Slightly improves all Dodge chances and enables the possibility of a Perfect Dodge. After a Perfect Dodge, your next attack is more accurate and has no AP cost.
* Perfect Guard: Slightly improves all Block chances and enables the possibility of a Perfect Block. A Perfect Guard negates all damage with no block penalty and provides an immediate AP boost.
* Perfect Grit: Slightly improves all Endure chances and enables the possibility of a Perfect Endure. A Perfect Endure mitigates most damage, improves the Endure Bonus,, and makes the defender's next attack more damaging.
* Perfect Break: Slightly improves all Interrupt chances and enables the possibility of a Perfect Break. This greatly improves damage mitigation on a successful interrupt and, with Protect or Reflect, can negate incoming damage entirely.

COMMAND FOCUS ASPECTS: 30 CP

* Sniper: Aimed attacks inflict more damage.
* Duelist: Feinted attacks inflict more damage.
* Moment of Truth: Using Surge greatly improves your accuracy for your next Attack or Interrupt. If your next Attack or Interrupt fails, the benefit remains at half-strength for an additional turn.
* Nerves of Steel: Using Surge greatly improves your Speed for your next reaction. If your next reaction fails, the benefit remains at half-strength for an additional turn.

* EXTRA ARTS

The "Extra Art" Aspect represents a character possessing additional techniques, potentially by means of equipment or a situational blessing. If, for example, a player wanted to represent a character who otherwise has no Heal Arts bringing a healing potion into battle, they might get an Extra Art with the custom name Healing Potion and assign it 10 CP, giving it an associated Knowledge value of 75 regardless of the character's Knowledge stat. Similarly, a player might represent their character bringing a powerful artifact into battle and assign it a much larger stat value in exchange for much more CP. 

"Extra Art" is thus the only Aspect that may be taken multiple times, each distinguished by its custom name. The associated Art also has a distinct name. E.g., one might acquire an Extra Art with the custom Aspect name "Wand of Fireballs" and name the associated Art "Fireball." In this case, you would equip Wand of Fireballs and attack with Fireball.

An Extra Art Aspect costs a baseline 10 CP and has a baseline stat value of 75, with the stat value incrementing by 50. Thus:

* 10 CP: 75 Power/Knowledge
* 20 CP: 125 Power/Knowledge
* 30 CP: 175 Power/Knowledge
* 40 CP: 225 Power/Knowledge

Currently, there is no limitation on how often an Extra Art may be used, difference in its AP cost from a standard Art, or restriction on what Effects it may have, including EX. This mechanic is in early testing stages and may be revisited.