Sanctity serves as a measure of one's spiritual and/or physical purity and connection to divine energies, indicating the degree to which a character's body and soul conducts higher or sacred forces, regardless of their origins. This attribute can be strengthened through virtuous choices and by embracing one's ancestral heritage.
Possessing a higher purity of body, mind and soul not only confers resistance to malevolent magical influences but also fosters clear-mindedness, often leading to greater mastery over mostly intuitive abilities, like Galdr.
Sanctity is attributed to the Sound element, as individuals with purity of spirit and inner harmony resonate with the uplifting and harmonious vibrations of sound.
Effects[]
- +1 Sound ATK per point.
- +2 HP and FP per point.
- +1% resistance to Fire, Ice, Wind, Earth, Dark, Water, Light, and Lightning per 6 points.
Racial Bonuses[]
Sanctity directly affects characters from races with divine or special lineage, as for example, the Serpentkind or the Ancients, boosting their inherent advantages, while the Corrupted suffer penalties, as Sanctity counter-acts their corruption. For races that do not hold special or divine origins, like Humans and Mechanations, enhancing their purity may seem more about vanity than genuine growth.
A list of the effects are listed here below:
Humans[]
- No special bonuses or penalties.
Corrupted[]
Umbral[]
- Fade Out: Minus 1 round per 15 Scaled SAN.
- The Mark: Minus 1% Dark resistance/Light weakness per Scaled SAN.
- Noctis Arcana: Minus 1% cost reduction/increase per Scaled SAN.
Shaitan[]
- Black Rend: + 50% of Scaled STR, minus your Scaled SAN
- Dark Claws: Gain +6 (-1 per 10 Scaled SAN) damage to all attacks
- Mind Scorch: Immune to Fear (if below 30 SAN), Hesitation (if below 20 SAN), and Charm (if below 10 SAN)
Oracle[]
- Future Vision: All bonuses and penalties are reduced by 1 per 10 Scaled SAN.
Papilion[]
- Illusion Wing: Minus 1% Wind resistance/Earth weakness per Scaled SAN.
- Invite Insanity: The FP cost of this skill is equal to your Scaled SAN.
- Aposemagika: Increases the Power of your Spells by 6+(Level/10) (-1 per 5 Scaled SAN, min. 0)
Serpentkin[]
Glykin[]
- Golden Blood: Regenerate 1 (+1 per 2 Scaled SAN) HP every round in combat.
Wyverntouched[]
- Venom Drive: Gain Poison Resistance equal to (Scaled SAN*2)%.
- Poison Bite: Chance to inflict Poison with a LV equal to 10 + half of your Scaled SAN, which lasts 3 rounds.
Hyattr[]
- Fire Wing: Plus 1% Fire resistance/Wind weakness per Scaled SAN.
- Channel Magic: Recover FP equal to 5 + half of your Scaled SAN.
- Channel Destruction: Increases your STR and WIL by 2 + 1 per 10 Scaled SAN.
- Fire Breath: Deals Fire magic damage to all enemies in a line equal to half your Character Level + Scaled SAN.
Naga[]
- Snakescale: Increases Slash resistance by 1% per 5 Scaled SAN, and increases Poison resistance by your Scaled SAN.
- Coil: Gains Guard status LV X (X = Scaled SAN, max LV 60) and restores plus 1 HP and FP per 5 Scaled SAN.
Kaelensia[]
All Kaelensia recieve the following:
- Golden Eyes: Reduce the effectiveness of Blindness by SAN*5; at 20+ SAN also provides a bonus to hit, equal to Scaled SAN - 20 (Max: 50).
Lupine[]
- Instinct (Lupine): While at 50% HP or less, they gain a bonus to STR, WIL, DEF, and RES equal to 1 + 10% of your Scaled SAN.
Corbie[]
- Aerial Attacker: While you are Airborne, you gain Hit equal to 5 + half of your scaled SAN, and a bonus to Power equal to 1 + 20% of your scaled SAN.
Phenex[]
- Revive: A target ally within 1 Range who is at 0 HP is revived with HP equal to your Scaled SAN*2.
- From The Ashes: FP consumption is reduced by your Scaled SAN%. Can only trigger once per 10 Rounds, reduced by 10% of your Scaled SAN.
Felidae/Grimalkin[]
- Fleetfoot: Gain an additional 1 Move per 20 points of Scaled SAN.
- Instinct (Felidae): While at 50% HP or less, they gain a bonus to SKI, CEL, LUC, and GUI equal to 1 + 10% of your Scaled SAN.
Leporidae[]
- Rabbit Foot: After using Rabbit Leap the first Kick skill or Nature domain spell used this round gains bonus damage equal to (distance moved) + 50% of your Scaled SAN.
Ancients[]
Vampire[]
- Sanguine Crest: Maximum stored Essence equal to 100 + 2*Scaled SAN.
- Lunar Lunatism: Recover 15% of your Scaled SAN as FP every round. This effect and all inflicted status effects last for 3 rounds, and have LVs equal to half of your Scaled SAN.
Elf[]
- Healer's Legacy: Base Power of healing spells is increased by your Scaled SAN.
Zeran[]
- Superiority: Facing: Reduce enemy STR and WIL by 1 + 1 per 8 Scaled SAN. Not Facing: Enemies suffer -5 (+ half of Scaled SAN) Hit if they attack the Zeran.
- Crown of Heaven: Grants +1 Armor and +1 Magic Armor per 8 Scaled SAN.
Lich[]
- Arcane Order: When at 60% (-1% per 1 Scaled SAN) FP or higher, the Lich cannot critically, nor can they be critically hit.
- Magia Detremus: Both the FP bonus and the HP penalty are increased/reduced respectively by 1% per 2 Scaled SAN.
Other[]
Mechanation[]
- No special bonuses or penalties.
Redtail[]
- Red Dice: Gain Hit and Critical equal to 1x (+1x 10 Scaled SAN) per Fortune Level. If Fortune Level is one, instead suffer -5 (plus -5 per 10 Scaled SAN) Hit and Critical.
- Yellow Dice: Gain Evade and Critical Evade equal to 1x (+1x 10 Scaled SAN) Fortune Level. If Fortune Level is one, instead suffer -5 (plus -5 per 10 Scaled SAN) Evade and Critical Evade.
- Green Dice: Chance to apply and avoid luck-based status effects is improved by 1x (+1x 10 Scaled SAN) Fortune Level%. If Fortune Level is one, instead suffer -5% (plus -5 per 10 Scaled SAN) to each.
Doriad[]
- Song of Nature: Increases selected flower's statistical boost by 2 (+1 per 8 Scaled SAN).
- Wild Grass: The target is Immobilized for 1 round (or 2 rounds if their CEL is higher than yours) +1 round per 16 Scaled SAN.
Dullahan[]
- Immortal Shell: Critical hits taken have their damage multiplier reduced by your Scaled SAN, to a minimum of 100%. (IE, 140% Critical Damage becomes 110% Critical Damage if you have 30 Scaled SAN)
- Soul Engine: All actions the Dullahan takes in battle (except End Turn) cost 5% (-1% per 15 Scaled SAN, min. 1%) of their maximum FP (or all, if less than that is available), in addition to any and all costs they have.
- Burden Soul: The Interference status, which normally prevents HP and FP recovery, is only half as effective. This resistance is increased by your Scaled SAN.
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