Damage dealt: (Mag or Str x 10) x d50 (as a percentage)
Damage taken= Damage Taken - (End+Str or Mag+Spi)
Healing: Base Healed + [ (Mag x 2) x d50 (as a percentage)]
Someone's HP is Endurance x 10.
Someone's SP is Spirit x 10.
Experience: Killing Shadows gives you Experience. 100 XP gains you 1 level, of which 2-3 random stats gain 2 points each. Your Persona will
gain a skill of your choice from a selection, dependent on their Affinities every three levels. And at a certain level, your Persona may even
change, gaining new Affinities and Skills they could not learn before.
Status Buffs/Debuffs: In this game, it is possible to buff your allies to boost their defenses or attack power, as well as decrease the chances of your enemy hitting you. If the enemy (or you) miss, you are
knocked down, unable to act for the rest of the turn. It is also possible to inflict status ailments on the enemy- and you are also vulnerable. All statuses last for
3 turns unless otherwise stated.
- Poison: You lose a small percentage of your HP every turn.
- Fear: You are unable to act at all, scared too much to do anything.
- Charm: You cannot target the enemy with your Skills.
- Knocked Down: You are unable to attack, but can use healing items. Wears off the turn afterwards.
- Panic: Stops the use of Skills and makes it easier to land critical hits.
- Berserk: Unusable Skills, but constant attacking of all targets.
If all enemies are knocked down, you and your party will instantly do an
All-Out Attack, dealing 125 damage to all enemies regardless of defenses.
If you and your party are knocked down, however, the enemy can also use an All-Out Attack. Be wary.
Revival: Your characters have a finite amount of health with which to survive with. If set to 0 HP, your character will
lose -10 HP per turn until reaching -100, permanent death. Healing a character at negative health
to at least -10 will save them, but take them out of a battle, unless using certain items.
Characters can only be saved three times before permanently dying. Items and Personae can be used to stabilize someone.
Finishing a fight can also stabilize people; should the fight be over before they die, the character is instantly stabilized (presumably because you healed them).Element Affinities: Hitting an enemy with an affinity they are weak against multiplies your damage by x1.2 and knocks them down, while hitting them with one they resist weakens your damage to x0.8. More affinities will become clear as the game progresses.
- Wind: More likely to learn Garu. Weak to Lightning.
- Lightning: More likely to learn Zio. Weak to Ice.
- Ice: More likely to learn Bufu. Weak to Fire.
- Fire: More likely to learn Fire. Weak to Wind.
- Slash: More likely to learn Slash. Weak to Pierce.
- Strike: More likely to learn Strike. Weak to Slash.
- Pierce: More likely to learn Pierce. Weak to Strike.
- Dark: More likely to learn Mudo. Weak to Light. You cannot learn a Mudo skill for the first six levels.
- Light: More likely to learn Hama. Weak to Dark. You cannot learn a Hama skill for the first six levels.
- Status: More likely to learn status buffs and debuffs.
- Heal: More likely to learn healing moves.
Arcana: These act as the 'types' of Persona you can choose. These determine the stats you may gain upon level up. For obvious reasons,
the World Arcanum cannot be selected.
- Fool, Hierophant: No preference.
- Strength, Chariot, Emperor: +Str, -Mag
- Judgement, Tower, Devil: +Str, -Spi
- Lovers, Priestess, Fortune: +Mag, -Spi
- Empress, Temperance, Star: +Mag, -Str
- Hanged Man, Justice: +Spi, -End
- Moon, Hermit: +End, -Spi
- Death, Magician, Sun: +Mag, -End