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Parameters are attributes of a character that determine how the character acts on the battle field. There are 12 different attributes in total that can be divided into offensive and defensive capabilities. Increasing the level of a character automatically increases parameters by a set value, some parameters increase by a large amount over a characters growth whilst some remain at a minimal range.

Use of equipment on characters can provide permanent parameter increases as long as that equipment remains on the character, such as weapons that increases strength and armor that increases defense, quartz can also increase a wide variety of parameters. Each type of equipment can increase a different parameter, it varies between characters as to what equipment can be equipped specifically on them.

During battle there are items that can temporarily increase or boost specific parameters, such as the Fruity Milk with the ability to restore HP as well as boosting SPD for the duration of the battle, until the effect is dispelled or the character is knocked out.

Meters[]

Hit Points[]

Hit Points, abbreviated as HP, is a recurring stat. It is paramount for survivability, and most important to those who do receive damage in combat. Hit Points are a measure of the vitality of the character, once all HP is depleted, the character falls into the Knocked Out status and must be revived, for example, by using a Reviving Balm. Revived characters are always given some Hit Points back. Hit Points are only provided through quartz though sometimes can be boosted in battle by arts or items.


Energy Points[]

Energy Points, abbreviated as EP, is a recurring stat, comparable to magic points in other games. It is paramount for Arts usage, and most important to those who do deal magic damage in combat. Energy Points are a measure of the energy pool of the character's battle orbment and once all its Energy Points are depleted, Arts can no longer be cast unless restored, for example, by using a EP Charge.

Craft Points[]

Craft Points, abbreviated as CP, is a recurring stat. It is paramount for Crafts and S-Crafts, and most important to those who use Crafts in combat. Craft Points are a measure of the craft pool of the character, once all CP is depleted, crafts can no longer be performed.

Offensive[]

Strength[]

Strength, abbreviated as STR, is a recurring stat that can generally be increased with weapons. It is paramount for physical damage dealing, and most important to those who do deal physical damage in melee combat. Strength is compared against the opponent's Defense to determine the amount of damage dealt. Strength is normally provided through weapons, accessories and quartz though sometimes can be boosted in battle by arts or items.


Magic Strength[]

Magic Strength, abbreviated as ATS, is a recurring stat. It is paramount for arts damage dealing, and most important to those who do deal arts damage in combat. Magic Strength is compared against the opponent's Magic Defense to determine the amount of damage dealt. Magic Strength is only provided by quartz though sometimes can be boosted in battle by arts or items and certain equipment comes with a positive or negative bonus to the stat. In FC, Estelle's Morale and Kloe's Kaempfer crafts respectively raise and lower magic strength as well. This was corrected from the second game on.


Turn Speed[]

Turn Speed, abbreviated as SPD, is a recurring stat. It is paramount for character speed, and equally important to everyone. Turn Speed is compared against an opponent's and allies Turn Speed to determine the turn placement. Turn Speed is only provided through quartz though sometimes can be boosted in battle by arts or items.


Dexterity[]

Dexterity, abbreviated as DEX, is a recurring stat. It is paramount for hit accuracy, and equally important to everyone. Dexterity is compared against an opponent's Agility to determine the chance for hit success. Dexterity is only provided through quartz.


Movement[]

Movement, abbreviated as MOV, is a recurring stat that can generally be increased with boots. It is paramount for hit range, and most important to those who do deal physical damage in melee combat. Movement is used to determine the length of movement that a character can move in a turn. Movement is normally provided through boots and quartz though sometimes can be boosted in battle by arts or items.


Attack Range[]

Attack Range, abbreviated as RNG, is a recurring stat that can generally be increased with weapons. It is paramount for hit range, and equally important to everyone. Attack Range is used to determine the range of attack past the characters Movement range like an extension. Attack Range is normally provided through weapons, quartz and the Long Barrel accessory.


Defensive[]

Defense[]

Defense, abbreviated as DEF, is a recurring stat that can generally be increased with armor. It is paramount for physical damage reduction, and most important to those who do take larger physical damage in melee combat. Defense is compared against the opponent's Strength to determine the amount of damage reduced. Defense is normally provided through armor, boots, accessories and quartz though sometimes can be boosted in battle by arts or items.


Magic Defense[]

Magic Defense, abbreviated as ADF, is a recurring stat that can generally be increased with armor. It is paramount for arts damage reduction, and most important to those who do take larger arts damage in combat. Magic Defense is compared against the opponent's Magic Strength to determine the amount of damage reduced. Magic Defense is normally provided through armor and quartz though sometimes can be boosted in battle by arts or items.


Agility[]

Agility, abbreviated as AGL, is a recurring stat. It is paramount for hit avoidance, and equally important to everyone. Agility is compared against an opponent's Dexterity to determine the chance for hit avoidance. Agility is only provided through quartz.

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