Index

Also like in SF3, as characters use the same weapon type, they become more proficient at using it, both gaining more attack whilst having that weapon equipped. In the case of spellcasters, as they gain proficiency with weapons, they get a boost to magic power also. There won't be any special criticals in this game. Also, as proficiency increases, more powerful criticals become available.

This is how it works. You gain points in relation to how much damage you do to an enemy.
1%-20% = 1 pt
21% - 40% = 2 pts
41% - 60% = 3 pts
61% - 80% = 4 pts
>80% = 5 pts

The percentage is worked out from the enemy's max HP, not current HP. And upon gaining enough points, your proficiency will go up a level, as shown below.

Level 1 = 100 pts
Level 2 = 200 pts (max for unpromoted characters)
Level 3 = 320 pts

The bonus to attack/magic power depends on what 'quality' your weapon is. Weapons are either A, B or C quality.

Weapon Attack Bonus
Level 1 Level 2 Level 3
A +5 +9 +15
B +4 +7 +11
C +3 +6 +9

Weapon Magic Bonus
Level 1 Level 2 Level 3
A +3 +6 +12
B +3 +5 +8
C +2 +4 +7

To see what the specials are for each weapon, go to the Jumesyn website to see. There’s far too much there to write out here when you can more easily view it there.

The weapon classes and efficiency system

These are the efficiency rules for the weapon classes available in the game:

  • Sword: Efficient against opponents using a Axe weapon class.
  • Axe: Efficient against opponents using a Polearm weapon class.
  • Polearm: Efficient against opponents using a Sword weapon class.
  • Arrow: Efficient against opponents having the "Flying" attribute. (Bats, Harpies, Birdmen, Pegasus Knights, Lichs, etc…)
  • Holy: Efficient against opponents having the "Evil" attribute. (Skeletons, Zombies, Lichs, Demons, Devils, etc…)
  • Magic: Efficient against opponents having the "Monster" attribute. (Hellhounds, Minotaurs, Worms, Dragons, etc…)
  • Demon: Efficient against opponents having the "Spellcaster" attribute. (Mages, Wizards, Colossus, magic users, etc…)
  • Vandal: Efficient against opponents having the "Vandal" attribute.
  • None: This weapon has no class.

  • Note : A character/monster can have more than one attribute sometimes. (Lich is both "Evil" and "Flying")

    Weapon Properties

    Some weapons can also have a secondary weapon class. This is called the weapon's "Property". Unless stated otherwise, a weapon property is complementing its class and is using the same list as above.

    Before a duel, compare the class and property of the attacker's weapon to the defender's attribute and the class of the weapon he's currently holding. Apply the bonuses accordingly.

    For example, in a situation where a dwarf warrior (no attribute) equipped with a Sky Tomahawk (Weapon class Axe and property Arrow) is attacking a birdman (Attribute "Flying") equipped with a Great Sword (Weapon class Sword and no property), the dwarf will have a benefit from the Arrow property of his weapon against this flying target. However, if the birdman is the attacker, he has the advantage of using a Sword class of weapon which is efficient against the dwarf's Axe class of weapon.

    in case of weapon class/property advantage

    Damage against a disadvantaged opponent is increased by:

  • +3 for a level 0 weapon mastery.
  • +5 for a level 1 weapon mastery.
  • +7 for a level 2 weapon mastery.
  • +10 for a level 3 weapon mastery.
  • Critical hit rate against a disadvantaged opponent is increased by +40%.
    Counter and Evade rates are increased by +20% and +10% respectively when attacked by a disadvantaged opponent.

    Now, although nearly all the special attacks I need are already provided for me by SF3, there are two classes that I have introduced that do not already have weapon specials. So here's the section where you can view them.

    The Dragonman's Specials
    Skill Name Elements Effects Notes
    Dragon Slash - - Level 1 Special for Swords
    Flare Edge Fire - Level 2 Special for Swords
    Dragon Dance - - Level 3 Special for Swords
    Brutal Thrust - - Level 1 Special for Rapiers
    Double Thrust - - Level 2 Special for Rapiers
    Ark Drill - Instant Kill Level 3 Special for Rapiers
    Full Swing - - Level 1 Special for Axes
    Ice Claw Ice - Level 2 Special for Axes
    Elder Might - Instant Kill Level 3 Special for Axes
    Twister - - Level 1 Special for Wings
    Cross Slash - - Level 2 Special for wings
    Bloody Spin - Steals HP Level 3 Special for Wings

    A slight difference arises with the Magic Egg/Magic Creature. Once it hatches, it gains use of tentacles and thus its weapons and so specials change. This is why there are five specials listed below: the creature's special change upon promotion to Magic Creature.

    The Magic Creature's Specials
    Skill Name Elements Effects Notes
    Shell Rush - - Level 1 Special for the Magic Egg
    Spinning Slam - Paralyse Level 2 Special for the Magic Egg
    Tentacle Rush - - Level 1 Special for the Magic Creature
    Tentacle Spinning Slam - Paralyse Level 2 Special for the Magic Creature
    Tentacle Tornado - Illusion Level 3 Special for the Magic Creature