Stats & Status
Despite its many aesthetic and thematic differences, Lagrange Point doesn't do much to diverge from the mechanical traditions of the JRPG genre. If you're a seasoned player, you should adapt to its few quirks very quickly. For the uninitiated, let's do a rundown of the basics.
The Status Screen
- Rank: Experience level; indicator of overall strength. Dennis here is Rank 60.
- Power: Physical strength; a prerequisite for equipping weapons, and provides a bonus to melee damage. Can increase at rank up. Dennis has Power 148.
- Intelligence: Mental acuity; a prerequisite for equipping weapons, and provides a bonus to ranged damage. Can increase at rank up. Dennis has Intelligence 169.
- Hit Points: Health; character will become disabled when it runs out. Can increase at rank up. Dennis's maximum HP is 7857.
- Battle Points: Energy that powers all weapons and ability kits. When it runs out, much weaker unarmed attacks are the only option. Dennis's maximum BP is 9000.
- Attack: Attack power of equipped weapon. Dennis has Attack 255.
- Guard: Combined protection of all equipped armor. Dennis has Guard 165.
- Speed: Celerity & agility; affects how quickly the character can act in battle, and how frequently they can evade attack. Can increase at rank up. Dennis has Speed 194.
- State: Abnormal status affecting the character; most statuses are negative. Scroll down to learn more about these. Dennis has State HYPE.
- Experience: Total accumulated experience, from which Rank is determined. Dennis has earned 2,851,938 experience.
State
Robots are immune to most status effects. They can be knocked out like anybody else, of course, and they also have one state unique to them.
All status ailments can be treated at the terminal; most cost a flat 50kr to cure.
SLEP | The character is asleep and cannot act. They may wake up at the end of each turn, or else they will wake up at the end of combat. |
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PARA | The character is paralyzed and unable to move. Persistent. Party leader will change if leader is afflicted. Cure with item ParalyzeNine or tech Heal1 or better. |
ANEM | The character is anemic and takes damage when they move or act. Persistent. Cure with item IronPills or tech Heal1 or better. |
CONF | The character can't see and will lash out in confusion. Persistent. Cure with item Eyewash or tech Heal2 or better. |
MAIM | The character is enfeebled by their injuries, halving their damage output. Cure with tech Heal3. |
RUST | Robot-only, the rust causes them injury if they move or act. Persistent. Cure with item Rust-Off or tech RobotRepair. |
UNCN | Character has fallen unconscious with 1HP remaining. Party leader will change if leader falls unconscious. Recover with HP restorative items and abilities. |
DYIN | Character has taken damage while UNCN, and is now in critical condition. Can only be treated at a terminal. Costs Rank × 16kr. |
Emotions
Characters can also be affected by emotions. If things are going well, their mood will improve; if things are rough, they'll get stressed. Robots are unaffected by these, as well.
HYPE | High morale yields benefits like increased crit rate. |
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NERV | A nervous character misses more frequently and can fail to use abilities. |
PANI | Most characters will freeze up when panicked, unable to act. For Kris and Pamil, it's just a worse version of NERV. |
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