A Little Tutorial



Chris: Here's an explanation of what all of the statistic abbreviations mean and what they do.

This measures someone's "Hit Points," or the amount of damage they can take. When someone's HP becomes 0, they die.
This is "Magic Points," which is a measure of one's magical endurance; whenever someone casts a spell, a certain amount of their MP is consumed. When someone's MP is too low to cast a certain spell, they can't cast the spell--they have to wait until they have enough MP. MP increases as WT counts down.
This is "Strength." It is a direct measure of how strong someone's physical attack is; a character's raw attack power (attack power with no weapons) is determined by taking their STR and adding half of their DEX.
This is "Vitality." This is another measure of a character's endurance--the higher someone's VIT is, the better physical defense they will have. Better physical defense means that they will lose less HP when attacked.
This is "Intelligence," a direct measurement of someone's capacity to cast spells. A character's raw magic attack power (magic attack power with no staffs, rings, necklaces, etc.) is determined by taking their INT and adding half of their MEN.
This is "Mentality," which is directly related to one's defense against spells. Having high mentality means that someone takes less damage from spells that are casted on them. A character's raw magic attack power (magic attack power with no staffs, rings, necklaces, etc.) is determined by taking their INT and adding half of their MEN. Also, the strength of many special attacks depend on the MEN of the character that uses them.
This is "Agility," which is a measure of a character's speed. Those with high AGI are more accurate in their attacks and better at evading attacks directed at them. Furthermore, a character's base WT (waiting time without any equipment on) is determined by subtracting their AGI from 550.
This is "Dexterity," a measure of one's "skill." A character's DEX is directly proportional to their accuracy. For supplemental magic users such as Warlocks, Witches, and Sword Masters, high DEX (along with low WT) is a priceless asset. DEX is also directly proportional to a character's raw attack power (attack power with no weapons), which is determined by taking their STR and adding half of their DEX.
This is the character's "Luck." In battle, a character's LUK is directly proportional to the rate at which they get critical hits. Also, the possible items that a character can find as buried treasure at a given spot depends on their LUK. Furthermore, a character's LUK is related to the probability that they will get treasure from killing an enemy--those with high LUK tend to get treasure more often, while those with low LUK tend to get stat-boosting cards.
This is a character's "Alignment," which says something about the character themself, as opposed to their ability in battle. There are three different Alignments:

L: Law. People with this alignment play by the rules and obey the law, often times being restricted by it.

C: Chaos. People with this alignment value their freedom over any laws. They tend to be the rebels, who act on their own.

N: Neutral. People with this alignment recognize the need to obey the law, but who balance obedience and freedom. The middle path.

The possible classes that a character can change to depend on their Alignment.
This is the number of "Kills" that the character has. In most cases this statistic does not matter, but in some cases, it does. The classes of Terror Knight, Black Dragon, and Tiamat have a minimum kill requirement, while the classes of Cleric and Priest have a maximum kill requirement.



Chris: And here is an introduction to a couple of the more subtle statistics:


LoyaltyThis is a character's "Loyalty" towards their particular union. For your team, this is how loyal your characters are to you; if a character's loyalty drops too low, they will leave your party. For your enemy, a character's loyalty is simply an indication of how difficult they will be to persuade over to your side--enemies with high loyalty are difficult to persuade, and you've got to lower their HP a bit to have a decent chance of doing it. Enemy characters with low loyalty are easier to persuade, and if their loyalty is low enough, you can persuade them when they are at full HP! The higher an enemy's HP is when you persuade them, the more difficult they are to persuade, but the higher their loyalty will be towards your team. For more of an explanation on loyalty, check out the Unsolved Mysteries Section.
Chaos Frame Perhaps the most obscure statistic in all of Tactics Ogre, Chaos Frame is unique to each race (Walstanian, Gargastan, Bacrum, Zenobian, and Lodis), and it is a general indication of what that race thinks of you. You can get an idea of a race's Chaos Frame (Walstanian, Gargastan, or Bacrum) by going to a shop in that race's region and checking the inital loyalty towards you that a recruitable Soldier or Amazon has. The higher their race's Chaos Frame is, the higher their initial loyalty will be. At various points throughout the game, the decisions you make will have effects on each race's Chaos Frame; in fact, the ending that you get may depend on your Chaos Frame! For more information, check out the Unsolved Mysteries Section.



Chris: ...Whew! Okay, now let's get back to the academy. Everyone has to start somewhere!




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