Post by Ibur on May 31, 2010 15:45:52 GMT -5
Chrono is, most simply, the essence of the galaxy. It manifests itself as an aura, which can be a variety of different colors. Though it is fairly common (as it is emitted periodically by the three suns surrounding Arplakoon), Chrono is a very valuable resource. It makes the impossible possible: for example, it reduces a trip between planets, which would take tens of years, to one of mere weeks or even just days in the case of particularly close planets. Chrono is also used as a currency because of how useful it is and how widespread devices that can contain Chrono are. It is accepted almost everywhere throughout the galaxy and is the closest thing the Ailnyk Galaxy has to a universal currency.
However, for regular everyday people, Chrono can only be contained with a device of some kind from the Order of Arplakoon: the most common form of this device is a "Chrono Ring", which absorbs a bit of Chrono whenever its wearer is walking around or when a monster is defeated (and gives off Chrono). Though Chrono itself does not have an element affiliation of some sort (e.g. there is no natural "fire" Chrono), a Chrono Ring will charge up the Chrono inside it and convert it into elementally-charged Chrono to use a specific spell or ability. Monster bodies work the same way, which is why they have a specific element affiliation depending on their species.
Chrono Rings also have the curious ability to unlock fighting potential within its wearer and grow stronger. The rings grow with whoever wears them, and, over time, can grant them special abilities that they can use without purchasing a similar spell or ability from a store. Such things can range from charging up a limb, such as a hand or a foot, with fire to being able to move silently through an area. This phenomenon has been left mostly unexplained by the Order of Arplakoon, as has virtually everything else connected to the Chrono Rings; the Order has remained silent on almost every aspect of the Chrono Rings except for what the rings can do and what their function is (to let Kylians use Chrono on a smaller scale than something like a Chrono-powered spaceship).
Most monsters and abilities are assigned a given "element", which generally dictates their properties and what they can and can't do. (Kylians -- that is, the sapient races of the galaxy -- do not have an elemental affiliation.)
The element cycle is as follows:
Fire burns earth; earth cannot be affected by air; air cuts through water; water quenches fire. For this reason, a water-affiliated monster will be able to resist fire-based abilities and spells, but would be weak to air ones, whereas an earth monster would resist those same air spells and could be severely hurt by fire-based spells.
However, the elements of the galaxy -- Fire, Water, Earth and Air -- are not always in opposition. They can also be used together to create something much more powerful.
Some spells revolve around something called "element combos" -- they involve using two or more spells of a particular element (or particular elements) in order to "power up" the combo element. For example, a particular spell may require two Air spells to be cast simultaneously in order for the spell to be usable. After this condition is met just once during that battle, that spell can be cast at any time during the fight. These combo element spells are assigned their own "name" and categorized depending what type of spells are required to activate them.
The element combos are as follows:
Fire+Fire=Inferno
Water+Water=Tsunami
Earth+Earth=Earthquake
Air+Air=Storm
Fire+Earth=Magma
Fire+Water=Steam
Earth+Water=Venom
Air+Water=Mist
Air+Fire=Smoke
Air+Earth=Gravity
As such, if something is marked as a "Storm Spell", you know already that it requires two Air spells to be used at the same time in order for that Storm ability to become usable. Some abilities and spells require specific spells to be used before they activate; such spells will always be marked as such, so make sure you check before buying a spell you might not even be able to use.
However, for regular everyday people, Chrono can only be contained with a device of some kind from the Order of Arplakoon: the most common form of this device is a "Chrono Ring", which absorbs a bit of Chrono whenever its wearer is walking around or when a monster is defeated (and gives off Chrono). Though Chrono itself does not have an element affiliation of some sort (e.g. there is no natural "fire" Chrono), a Chrono Ring will charge up the Chrono inside it and convert it into elementally-charged Chrono to use a specific spell or ability. Monster bodies work the same way, which is why they have a specific element affiliation depending on their species.
Chrono Rings also have the curious ability to unlock fighting potential within its wearer and grow stronger. The rings grow with whoever wears them, and, over time, can grant them special abilities that they can use without purchasing a similar spell or ability from a store. Such things can range from charging up a limb, such as a hand or a foot, with fire to being able to move silently through an area. This phenomenon has been left mostly unexplained by the Order of Arplakoon, as has virtually everything else connected to the Chrono Rings; the Order has remained silent on almost every aspect of the Chrono Rings except for what the rings can do and what their function is (to let Kylians use Chrono on a smaller scale than something like a Chrono-powered spaceship).
Most monsters and abilities are assigned a given "element", which generally dictates their properties and what they can and can't do. (Kylians -- that is, the sapient races of the galaxy -- do not have an elemental affiliation.)
The element cycle is as follows:
Fire burns earth; earth cannot be affected by air; air cuts through water; water quenches fire. For this reason, a water-affiliated monster will be able to resist fire-based abilities and spells, but would be weak to air ones, whereas an earth monster would resist those same air spells and could be severely hurt by fire-based spells.
However, the elements of the galaxy -- Fire, Water, Earth and Air -- are not always in opposition. They can also be used together to create something much more powerful.
Some spells revolve around something called "element combos" -- they involve using two or more spells of a particular element (or particular elements) in order to "power up" the combo element. For example, a particular spell may require two Air spells to be cast simultaneously in order for the spell to be usable. After this condition is met just once during that battle, that spell can be cast at any time during the fight. These combo element spells are assigned their own "name" and categorized depending what type of spells are required to activate them.
The element combos are as follows:
Fire+Fire=Inferno
Water+Water=Tsunami
Earth+Earth=Earthquake
Air+Air=Storm
Fire+Earth=Magma
Fire+Water=Steam
Earth+Water=Venom
Air+Water=Mist
Air+Fire=Smoke
Air+Earth=Gravity
As such, if something is marked as a "Storm Spell", you know already that it requires two Air spells to be used at the same time in order for that Storm ability to become usable. Some abilities and spells require specific spells to be used before they activate; such spells will always be marked as such, so make sure you check before buying a spell you might not even be able to use.