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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Resource Attributes

Resource Attributes

See: Attributes

These include values such as Health Points, Magick Points, Action Points, and Experience Points. All of these values are represented as percentage quantities or pools of the given resource. In terms of the user interface they appear as bars which are filled at 100% and empty at 0%.


Health Points

Health Points (HP) represents how much damage a unit can take before it is incapacitated. In Dusk Tactics units will generally start out with between 20-70 HP with no hard cap, but with max level units having around 999 HP. After equipment, maybe it goes over 1,000 HP?
HP is heavily influenced by the primary attribute, Vitality with the base value and growth-per-level value designated by the unit’s current Job.

HP Bar as seen in-game

Magick Points

Magick Points (MP) are a resource that is used to perform certain special abilities. While mostly used for Magick Spells, it can be used for Physical Skills as it essentially power the body.
At the start of combat, MP will be set to 0 and it regenerates every time a unit takes a turn. The amount regenerated is based on time in between turns, basically Speed. The lower the Speed, the more MP regenerates each turn.

MP Bar as seen in-game

Experience Points

Experience Points (XP) are the main resource used to determine unit growth. The most common method of earning XP is when a successful action is performed in battle, however there are multiple ways units can gain XP. Growth is quantified by a value known as a unit’s Level. Both the Level and XP are unique to the unit.
Levels are gained each time a unit accumulates 100 XP. Upon ‘Level Up’ the stats of the unit increase based on their Job. They are also awarded one (1) Battle Point which can be used to manually increase any Primary Stat. Upon ‘Level Up’, XP is reset to 0.
In a system like this, the amount of XP earned tends to be relative to the Level of the unit. For most interactions between units, something called a Level Difference is calculated with the XP earned being higher if the acting unit is at a lower Level than the target unit and vice versa.
Level Difference is also used to modify Accuracy for some Attacks and Abilities. Higher Level units have a better chance at hitting lower Level units.

XP Bar as seen in-game

Job Points

Job Points (JP) are similar to XP except they are used to determine Job Rank for a specific Job. Jobs can have between 1 and 12 Job Ranks, with the more advanced Jobs having a higher amount of ranks. The amount of JP needed to increase a Job’s Rank is different depending on it’s tier. JP is awarded along with XP, but the amount of JP gained will increase with the current Job Rank.

JP Bar as seen in-game
Tier I Tier II Tier III Tier IV Tier V
Rank 0 0 0 0 0 0
Rank 1 100 120 140 160 180
Rank 2 130 150 175 185 210
Rank 3 170 180 210 220 240
Rank 4 210 240 255 270
Rank 5 240 265 280 300
Rank 6 295 315 340
Rank 7 325 350 380
Rank 8 350 380 420
Rank 9 410 460
Rank 10 445 500
Rank 11 550
Rank 12 650

Asides

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