The Battle System
Stats Explanation
HP
HP is the amount of hitpoints your unit has. When a unit reaches 0, it's automatically withdrawn.
Attack
Attack governs both the damage your units deal to enemies and the amount your Healers heal your allies. At its base damage is calculated simply as your Attack minus the enemy Defense stat, though the usage of Skills by you and the enemy can complicate this formula. Attacks or heals that damage or heal multiple units at once have their damage split.
Defense
Defense is the ability of your units to reduce the damage of enemy attacks. As its simplest base, damage done to your units is calculated simply as enemy attack - your defense stat. However, it's impossible for an enemy to deal less than 25% of their Attack as damage, so there are times where extra Defense will not benefit your units. Defense does not reduce magic damage, nor does it affect the healing you take from allies.
Magic Resist
Magic Resistance is the ability of a hero to reduce magic damage. Just like Defense, Magic Resist reduces damage from magic attacks by 1 point per MR, to a cap of 25% damage taken. At the moment however, methods of raising Magic Resistance are limited, so reaching this 25% damage cap in later stages is impossible.
Reposition
Reposition is the time it takes for a unit to placed on the field again after either defeat or manual withdrawal.
Cost
Cost is the amount of Cost needed to deploy a unit onto the field from your Cost pool (which means units cost Cost, as odd as that sounds) in battle. Cost is gained naturally every second, and units such as Vanguards specialize in building more Cost with their abilities.
Block
Block is the number of enemy units that an ally unit is able to stop from passing you. While a unit is blocking an enemy, they will engage in combat and fight until one is defeated. If an enemy reaches an ally while they're already fighting a number of enemies equal to their Block, the enemy will pass through. A few units are able to hit all enemy units that they're blocking at once.
Attack Speed
Attack Speed is the speed at which your unit attacks or heals your allies. Attack speed is displayed as an interval in seconds. This means that a LOWER number in your attack speed stat is actually FASTER, while HIGHER numbers in the attack speed stat attack SLOWER. For whatever reason, Attack Speed buffs in battle are displayed with a + sign on the stats screen, but should be treated as subtracting.
Intimacy
Intimacy is based on the amount of presents you've given a unit. Units get stat bonuses at specific intimacy levels. Currently, intimacy bonuses do not appear to be working.
Bond
Bond is an indicator of how many times you've cleared a stage with that unit in your Party. At the moment, it has no clear purpose, nor is it clear how exactly it's calculated. A unit's bond appears to go up by 1 per stage clear, but there are cases where this doesn't seem to be consistent.
SP
SP is the blue (yellow when full) bar under your units HP in battle and governs their ability to use Skills. Although it's easy to first mistake SP as a recharging MP bar similar to other RPGS, technically, characters do not actually have an SP stat tied to their character. The SP amount you see in battle is actually tied to each specific Skill, not the character itself. Skills with higher SP cost take longer to charge.
Proficiency
Duplicates of a unit can be used to upgrade the Proficiency level of a unit, increasing the stats of a unit for a large Draco fee. Proficiency enhances the HP, Attack, Defense, Redeploy time, and Attack Speed of a unit.
The cost and number of duplicates needed to increase Proficiency increases with Proficiency level. In addition, at higher levels there is a chance to fail; however, it will not remove your duplicates and you can try again. Failing only consumes Draco.
There is no known formula for how stat gains from Proficiency work. Every unit gains stats at a different rate.
Proficiency stat gains are flat, not percentage based. A Romanes at level 1 will gain the same amount of Proficiency stats at +1 as a level 50 Romanes.
+1 gives the largest boost in stats. Subsequent boosts will give less stat gains and increasingly severe diminishing returns. At the moment, upgrading a unit past +8 isn't much worth the cost unless you really like a unit.
Skills Explanation
Skills are special abilities that units can use to change the tide of battle. Skills cost SP to use, but as explained above, SP is tied to each Skill, not the character. The general SP progress of a skill can be seen by either looking at the blue bar that grows beneath a character, or by tapping on that character and examining the square box that pops up below the character. The SP bar will turn yellow when full. Once full, simply tap the Skill icon to use it.
The blue box circled in red is an example of a Skill. On the left, it's currently generated 8 SP out of a max of 20 SP. In general, a Skills SP bar must be full to use a Skill, but there are exceptions.
Individual Skills generate SP in different ways.
AutoRecovery: SP is automatically generated at a rate of 1 SP per second.
OffensiveRecovery: SP is generated whenever an ally attacks an enemy. (currently unimplemented)
DefensiveRecovery: SP Is generated whenever an ally is hit by an enemy. (currently unimplemented)
In addition, Skills can be either Manual Cast or Auto Cast. Manual Skills must be tapped to be activated. Auto Cast Skills activate automatically once they have enough SP.
Some Skills also begin with some SP in their SP Pool immediately when a unit is placed down. Once the Skill is used, it will empty to 0.
Upgrading Units
Level | Required Exp |
---|---|
1 | 0 |
2 | 100 |
3 | 206 |
4 | ??? |
5 | 432 |
6 | ??? |
7 | 680 |
8 | 813 |
9 | ??? |
10 | 1098 |
11 | 1252 |
12 | 1414 |
13 | ???? |
14 | 1763 |
15 | 1952 |
16 | 2151 |
17 | 2361 |
18 | 2582 |
19 | 2815 |
20 | 3061 |
21 | 3321 |
22 | 3595 |
23 | 3885 |
24 | 4191 |
25 | 4515 |
Level | Required Exp |
---|---|
26 | 4858 |
27 | 5221 |
28 | 5606 |
29 | 6014 |
30 | 6447 |
31 | 6906 |
32 | 7394 |
33 | 7912 |
34 | 8463 |
35 | 9049 |
36 | 9672 |
37 | 10334 |
38 | 11038 |
39 | 11788 |
40 | 12587 |
41 | 13438 |
42 | 14344 |
43 | 15310 |
44 | 16340 |
45 | 17438 |
46 | 18610 |
47 | 19861 |
48 | 21196 |
49 | 22621 |
50 | 24142 |
Icon | Name | Exp | Draco |
---|---|---|---|
Battle Record I | 200 | 220 | |
Battle Record II | 400 | 440 | |
Battle Record III | 1000 | 1100 | |
Battle Record IV | 2000 | 2200 |
Battles
The basis of AnotherEidos is Tower Defense. Select a unit to place it on a hex. It will auto attack when an enemy gets in range of it. When the bar under a unit is filled, tap it to use it's skill
The Red hexs are the enemy spawns. The blue hex is the point you have to keep them from.