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The game of [[CrossWorlds]] is based on four elements: Heat, Cold, Shock and Wave. | |||
==Elements== | |||
[[File:elem-heat.png]] '''Heat''' is the element of fire, and is linked to the Attack [[Stat]] and [[Melee]] skills. The [[Red Meerkat]] is the only enemy associated with the Heat element. | |||
[[File:elem-cold.png]] '''Cold''' is the element of ice, with ties to Defense and [[Guarding]]. Although many of the enemies in [[Bergen Trail]] are meant to be associated with Cold, currently only the [[Cold Attack Robot]] and the [[Prologue Cold Attack Robot]] are. | |||
[[File:elem-shock.png]] '''Shock''' is the element of electricity, and is connected to Focus and [[Balls]]. It is not yet implemented in the game. | |||
[[File:elem-wave.png]] '''Wave''' is the fourth element, connected to HP and [[Dashing]]. It is also not yet implemented. | |||
[[File:elem-neutral.png]] '''Neutral''', or the lack of an element, is the default state in CrossWorlds, and is generally weaker but more balanced than the elements. | |||
==Element Modes== | |||
The primary way in which elements are relevant in-game is through the use of Element Modes. Element Modes are gameplay modes primarily relevant to combat, although they can be switched at any time. There is a mode for each element, along with a default Neutral Mode, although the Shock and Wave Modes are not available yet. | |||
There are a number of differences that the current Element Mode makes to combat. | |||
===Stat Modification=== | |||
The active Element Mode provides a passive multiplier to stats. Modified stats are shown when switching element modes, with the change in stats represented by a circle filling in with green or red. Note that these values are approximate: | |||
*Heat: Attack +24%, Defense -11% | |||
*Cold: Attack -11%, Defense +24% | |||
Element Modes also increase resistance to that element, and lower resistance to the opposite element. | |||
===Elemental Attacks=== | |||
While in an Element Mode, all attacks take on that element, and are modified appropriately by the enemy's elemental resistances. | |||
===Circuits=== | |||
Each element has a separate [[Circuit]] Tree. The passive bonuses and [[Combat Arts]] in an elemental Circuit Tree only take effect when in the corresponding Element Mode. There is also a (substantially smaller) Neutral Circuit Tree. Combat Arts from this tree can only be used in Neutral Mode. However, passive bonuses from the Neutral Tree are always in effect, but they are only half as powerful when in an Element Mode. | |||
==Elemental Overload== | |||
Using Melee or Balls while in an Element Mode will increase your elemental load, represented by the element icon filling up with yellow. Elemental load transfers between Element Modes, and slowly decreases over time. If your elemental load reaches 100%, you enter into elemental overload. In this state, you are automatically returned to Neutral Mode, and prevented from accessing any of the other Element Modes for a period of time. |
Revision as of 06:59, 22 September 2015
The game of CrossWorlds is based on four elements: Heat, Cold, Shock and Wave.
Elements
Heat is the element of fire, and is linked to the Attack Stat and Melee skills. The Red Meerkat is the only enemy associated with the Heat element.
Cold is the element of ice, with ties to Defense and Guarding. Although many of the enemies in Bergen Trail are meant to be associated with Cold, currently only the Cold Attack Robot and the Prologue Cold Attack Robot are.
Shock is the element of electricity, and is connected to Focus and Balls. It is not yet implemented in the game.
Wave is the fourth element, connected to HP and Dashing. It is also not yet implemented.
Neutral, or the lack of an element, is the default state in CrossWorlds, and is generally weaker but more balanced than the elements.
Element Modes
The primary way in which elements are relevant in-game is through the use of Element Modes. Element Modes are gameplay modes primarily relevant to combat, although they can be switched at any time. There is a mode for each element, along with a default Neutral Mode, although the Shock and Wave Modes are not available yet.
There are a number of differences that the current Element Mode makes to combat.
Stat Modification
The active Element Mode provides a passive multiplier to stats. Modified stats are shown when switching element modes, with the change in stats represented by a circle filling in with green or red. Note that these values are approximate:
- Heat: Attack +24%, Defense -11%
- Cold: Attack -11%, Defense +24%
Element Modes also increase resistance to that element, and lower resistance to the opposite element.
Elemental Attacks
While in an Element Mode, all attacks take on that element, and are modified appropriately by the enemy's elemental resistances.
Circuits
Each element has a separate Circuit Tree. The passive bonuses and Combat Arts in an elemental Circuit Tree only take effect when in the corresponding Element Mode. There is also a (substantially smaller) Neutral Circuit Tree. Combat Arts from this tree can only be used in Neutral Mode. However, passive bonuses from the Neutral Tree are always in effect, but they are only half as powerful when in an Element Mode.
Elemental Overload
Using Melee or Balls while in an Element Mode will increase your elemental load, represented by the element icon filling up with yellow. Elemental load transfers between Element Modes, and slowly decreases over time. If your elemental load reaches 100%, you enter into elemental overload. In this state, you are automatically returned to Neutral Mode, and prevented from accessing any of the other Element Modes for a period of time.