Level | Rank Required | Gold | Kirara Points | Time | HP | ATK | DEF |
---|---|---|---|---|---|---|---|
1 | - | - | - | - | 1.20% | 1.30% | 1.00% |
2 | 0 | 3000 | 750 | 10 sec. | 1.40% | 1.60% | 1.15% |
3 | 0 | 6000 | 750 | 5 min. | 1.60% | 1.90% | 1.30% |
4 | 10 | 12000 | 1000 | 10 min. | 1.80% | 2.20% | 1.45% |
5 | 20 | 25000 | 1000 | 20 min. | 2.00% | 2.50% | 1.60% |
6 | 30 | 50000 | 1500 | 1 hr. | 2.20% | 2.80% | 1.75% |
7 | 40 | 100000 | 2000 | 1 hr. | 2.40% | 3.10% | 1.90% |
8 | 50 | 200000 | 3000 | 2 hr. | 2.60% | 3.40% | 2.05% |
9 | 60 | 400000 | 5000 | 2 hr. | 2.80% | 3.70% | 2.20% |
10 | 70 | 800000 | 7500 | 3 hr. | 3.00% | 4.00% | 2.35% |
Game Mechanics
Combat[edit | edit source]
Character Elements[edit | edit source]
There's 6 Elements in Kirara Fantasia : Fire, Wind, Earth, Water, Moon & Sun. According to the pic above :
- Fire is effective against Wind and less effective against Water.
- Wind is effective against Earth and less effective against Fire
- Earth is effective against Water and less effective against Wind
- Water is effective against Fire and less effective against Earth
- Moon is effective against Sun
- Sun is effective against Moon
Status Effects[edit | edit source]
If a character's or an enemy's statuses got changed, some Status Effects are active. These Status Effects can be divided into 3 groups, Abnormal Status Effects, Buffs/Debuffs and Other Effects.
Abnormal Status Effects[edit | edit source]
Abnormal Status Effects are, as the name implies, negative status effects. Icons of Abnormal Status Effects have a violet tone. The following table lists all Abnormal Status Effects.
Icon | Name | Description |
Confusion | On player units: The unit will perform a random (available) skill on their turn on a random (applicable) target.
On enemy units: During their turn, there is a chance that the unit deals damage to itself instead of performing its usual action. This attack still increases the unit's charge counter. | |
Paralysis | When it's the unit's turn, there is a chance the unit is unable to perform any actions. The stun gauge still decreases normally.
| |
Hunger | At the end of the unit's turn, the unit takes some damage based on their maximum amount of HP. This doesn't count as getting hit. The HP can't drop below 1 by this.
| |
Timid | When the unit gets hit by an attack, it will always be a critical hit.
| |
Sleep | The unit becomes unable to perform actions. The stun gauge still decreases normally. After a few turns, or when hit by a damaging attack, the unit wakes up.
| |
Cursed | The unit's HP can't be healed. This includes all means of healing.
| |
Silenced | All skills besides the regular attack become unavailable. A silenced unit interupts a totteoki chain.
| |
Isolation | The unit can't be exchanged with other units. This includes being swapped out for the support character.
|
Note: Abnormal Status Effects last for 12 turns, which are counted down on every unit's turn (enemy unit's turns are included). Sleep is an exception, which can end early if the affected unit is hit by a damaging attack.
Buffs/Debuffs[edit | edit source]
Several statuses can be increased or decreased. An increased status is called Buff and is displayed with a red icon, a decreased status is called Debuff and is displayed with a blue icon. The following table lists all Buffs and Debuffs.
Buffs | Debuffs | ||||
Icon | Name | Description | Icon | Name | Description |
ATK up | The ATK increased. |
ATK down | The ATK decreased.
| ||
MAT up | The MAT increased. |
MAT down | The MAT decreased.
| ||
DEF up | The DEF increased. |
DEF down | The DEF decreased.
| ||
MDF up | The MDF increased. |
MDF down | The MDF decreased.
| ||
SPD up | The SPD increased. |
SPD down | The SPD decreased.
| ||
Critical rate up | It becomes easier to land critical hits. |
Critical rate down | It becomes harder to land critical hits.
| ||
Critical damage up | The damage of critical hits increased. |
Critical damage down | The damage of critical hits decreased.
| ||
Taunt up | It becomes easier to be targeted by enemy units. |
Taunt down | It becomes harder to be targeted by enemy units.
| ||
Fire resistance up | The fire resistance increased. |
Fire resistance down | The fire resistance decreased.
| ||
Wind resistance up | The wind resistance increased. |
Wind resistance down | The wind resistance decreased.
| ||
Earth resistance up | The earth resistance increased. |
Earth resistance down | The earth resistance decreased.
| ||
Water resistance up | The water resistance increased. |
Water resistance down | The water resistance decreased.
| ||
Moon resistance up | The moon resistance increased. |
Moon resistance down | The moon resistance decreased.
| ||
Sun resistance up | The sun resistance increased. |
Sun resistance down | The sun resistance decreased.
| ||
Resistance against status effects up |
It becomes harder to suffer from status effects. |
Resistance against status effects down |
It becomes easier to suffer from status effects.
|
Notes:
- If several Buffs or Debuffs of the same type are applied to the same unit, only one icon is displayed. It's impossible to know the exact increase/decrease of Buffs/Debuffs by checking the displays in within the battle screen.
- The number of turns a Buff or Debuff lasts depends on the skill's skill level that applied the Buff or Debuff.
Other Effects[edit | edit source]
Some special Status Effects don't belong to either of the aforementioned two groups, thus they are listed as Other Effects. These include some special types of Buffs, which are also displayed with a red icon. Some other positive Status Effects have a green icon. At last, the passive skill of Exclusive Weapons is displayed with a white icon.
Icon | Name | Description |
Next attack's ATK up | For the next attack only, the ATK gets increased. This remains applied until the unit uses a damaging attack.
| |
Next attack's MAT up | For the next attack only, the MAT gets increased. This remains applied until the unit uses a damaging attack.
| |
Next attack's guaranteed critical hit | The next attack is guaranteed to become a critical hit. This remains applied until the unit uses a damaging attack.
| |
Effective elemental damage up | Damage of the effective element gets increased.
| |
Totteoki chain effect up | The effect of a chained Totteoki gets increased.
| |
Quick draw | Grants "Quick Draw" which decreases a skill's rebound.
| |
Barrier | Grants one or more barriers which decrease any damage taken. There are different types of barriers which can't be distinguished by this mark alone.
| |
Recovery | At the end of the next three turns after Recovery was granted, the unit restores some HP based on their maximum amount of HP.
| |
Endurance | When the unit gets hit, the Totteoki gauge increases.
| |
Annulation of Abnormal Status Effects | For several turns, any Abnormal Status Effects get annulated. This doesn't cure any Abnormal Status Effects that are already granted upon the unit.
| |
Annulation of Buffs | For several turns, any Buffs get annulated. This doesn't negate any Buffs that were already applied to the unit.
| |
Annulation of Debuffs | For several turns, any Debuffs get annulated. This doesn't negate any Debuffs that were already applied to the unit.
| |
Automatic Skill | This mark appears when a 5* character is equipped with her exclusive weapon after the weapon was evolved for at least three times. The weapon's passive skill is active while in battle, and varies from character to character. For details, see the column "Passive" in the table here.
| |
Automatic Skill | This mark appears when a 4* or 5* character has their Ability Tree unlocked and a Special Principle Fruit equipped to the last Slot of the Ability Tree. Like the passive skill of exclusive weapons, this passive skill is also active while in battle. The skill varies depending on the equipped Principle Fruit. For details, see here.
|
Combat Timeline[edit | edit source]
The battle system uses a timeline mechanic, where the turn order of all units is dynamically determined based on each unit's speed statistic and the "load factor" of actions they take.
The load factor can be thought of as how slow an attack or ability is.
To determine the order of all units in the battle, the "order value" of each unit is calculated at the start of the wave and after that unit performs an action. Whichever unit has the current lowest order value will take their turn next.
At the beginning of the wave, each unit's initial order value is equal to 100 - floor_function( ( SPEED - 50 ) / 2 ) - 1
After a unit performs an action, their order value increases by ( 100 - floor_function( ( SPEED - 50 ) / 2 ) - 1 ) * [action's load factor]
[picture placeholder]
Character Stats[edit | edit source]
Name | Description |
---|---|
HP | Your characters total HP. Depending on the class of your characters, the base can be largely different |
ATK | Influence physical attacks (Sword icon). Mainly high and used on Warrior, it can also be useful on Knight, who are using physical attacks as well |
MATK | Influence magical attacks (Staff icon). Mainly high and used by Mage, it's also important on Alchemis using Magical attacks and on priests for their healing. |
DEF | Influence received physical damage. It's a stats highly present on Knight and also on Warrior classes. |
MDEF | Influence received magical damage. It's a stats highly present on Knight and also on Priests, Mage and Alchemist classes. |
SPD | Influence your position in the timeline. Your base SPD is calculated with the "load" of the skill you use on your turn. Higher is the power of your skill (Very high damage or Totteoki), higher will be the gap between your turn and the next one. The lower "load" skill is generally buff from Priests, Warrior & Mage. [More information later] |
LUK | Influence your critical chances. Every characters shares about the same level of LUK (around 35LUK) except Hanakoizumi Anne (Coming from the serie "Anne Happy" we can understand. That doesn't mean she can't crit :3) |
Damage Calculation[edit | edit source]
Enemy Attack Priority and Taunt[edit | edit source]
At the start of each wave, each of your units is assigned a random initial aggro value from 6 to 9 inclusive.
Taunt buffs increase or decrease your initial aggro value. Small taunt = +20%, Medium taunt = +40%, and Large taunt = +60%.
Enemies have a preferred target criteria, such as a specific class or element.
The [final aggro value] = [initial aggro value] * ( 1 + [taunt buff] ) + ( [preferred target] ? 4 : 0 )
An enemy will attack the unit with the highest final aggro value. If multiple units have the same final aggro value, the enemy will attack the furthest left unit in the battle formation.
Kirara’s Skills[edit | edit source]
In the Party menu, you can equip Kirara one orb based off the classes. Then once per battle, you can use one of the three skills to assist the characters.
Buildings[edit | edit source]
Series Buildings[edit | edit source]
By placing these buildings in town, all characters of the respective series get a boost of all their stats.
It's not possible for a character to get stats from a different series building than her own series. (E.G => A Gakkou Gurashi character will get bonus from "Gakkou Gurashi Building" but NOT from "Stella no Mahou Building".)
Level | Rank Required | Gold | Kirara Points | Time | Stat Increase |
---|---|---|---|---|---|
1 | None | 0 | 0 | - | 1% |
2 | None | 5000 | 1000 | 0 | 2% |
3 | None | 10000 | 1000 | 0 | 3% |
4 | 20 | 20000 | 1500 | 0 | 4% |
5 | 30 | 35000 | 1500 | 0 | 5% |
6 | 40 | 50000 | 3000 | 0 | 6% |
7 | 50 | 70000 | 3000 | 0 | 7% |
8 | 60 | 100000 | 5000 | 0 | 8% |
9 | 70 | 200000 | 10000 | 0 | 9% |
10 | 80 | 500000 | 15000 | 0 | 10% |
Class Buildings[edit | edit source]
By placing these buildings in town, all characters of the respective class get a boost of some of their stats.
It's not possible for a character to get stats from a different class building than his own class. (E.G => A warrior character will get bonus from "Warrior Building" but NOT from "Knight Building")
Level | Rank Required | Gold | Kirara Points | Time | HP | MAT | MDF |
---|---|---|---|---|---|---|---|
1 | - | - | - | - | 1.20% | 1.30% | 1.00% |
2 | 0 | 3000 | 750 | 10 sec. | 1.40% | 1.60% | 1.15% |
3 | 0 | 6000 | 750 | 5 min. | 1.60% | 1.90% | 1.30% |
4 | 10 | 12000 | 1000 | 10 min. | 1.80% | 2.20% | 1.45% |
5 | 20 | 25000 | 1000 | 20 min. | 2.00% | 2.50% | 1.60% |
6 | 30 | 50000 | 1500 | 1 hr. | 2.20% | 2.80% | 1.75% |
7 | 40 | 100000 | 2000 | 1 hr. | 2.40% | 3.10% | 1.90% |
8 | 50 | 200000 | 3000 | 2 hr. | 2.60% | 3.40% | 2.05% |
9 | 60 | 400000 | 5000 | 2 hr. | 2.80% | 3.70% | 2.20% |
10 | 70 | 800000 | 7500 | 3 hr. | 3.00% | 4.00% | 2.35% |
Level | Rank Required | Gold | Kirara Points | Time | HP | MAT | MDF |
---|---|---|---|---|---|---|---|
1 | - | - | - | - | 1.20% | 1.30% | 1.00% |
2 | 0 | 3000 | 750 | 10 sec. | 1.40% | 1.60% | 1.15% |
3 | 0 | 6000 | 750 | 5 min. | 1.60% | 1.90% | 1.30% |
4 | 10 | 12000 | 1000 | 10 min. | 1.80% | 2.20% | 1.45% |
5 | 20 | 25000 | 1000 | 20 min. | 2.00% | 2.50% | 1.60% |
6 | 30 | 50000 | 1500 | 1 hr. | 2.20% | 2.80% | 1.75% |
7 | 40 | 100000 | 2000 | 1 hr. | 2.40% | 3.10% | 1.90% |
8 | 50 | 200000 | 3000 | 2 hr. | 2.60% | 3.40% | 2.05% |
9 | 60 | 400000 | 5000 | 2 hr. | 2.80% | 3.70% | 2.20% |
10 | 70 | 800000 | 7500 | 3 hr. | 3.00% | 4.00% | 2.35% |
Level | Rank Required | Gold | Kirara Points | Time | HP | DEF | MDF |
---|---|---|---|---|---|---|---|
1 | - | - | - | - | 1.20% | 1.30% | 1.00% |
2 | 0 | 3000 | 750 | 10 sec. | 1.40% | 1.60% | 1.15% |
3 | 0 | 6000 | 750 | 5 min. | 1.60% | 1.90% | 1.30% |
4 | 10 | 12000 | 1000 | 10 min. | 1.80% | 2.20% | 1.45% |
5 | 20 | 25000 | 1000 | 20 min. | 2.00% | 2.50% | 1.60% |
6 | 30 | 50000 | 1500 | 1 hr. | 2.20% | 2.80% | 1.75% |
7 | 40 | 100000 | 2000 | 1 hr. | 2.40% | 3.10% | 1.90% |
8 | 50 | 200000 | 3000 | 2 hr. | 2.60% | 3.40% | 2.05% |
9 | 60 | 400000 | 5000 | 2 hr. | 2.80% | 3.70% | 2.20% |
10 | 70 | 800000 | 7500 | 3 hr. | 3.00% | 4.00% | 2.35% |
Level | Rank Required | Gold | Kirara Points | Time | HP | ATK | MAT |
---|---|---|---|---|---|---|---|
1 | - | - | - | - | 1.20% | 1.30% | 1.00% |
2 | 0 | 3000 | 750 | 10 sec. | 1.40% | 1.60% | 1.15% |
3 | 0 | 6000 | 750 | 5 min. | 1.60% | 1.90% | 1.30% |
4 | 10 | 12000 | 1000 | 10 min. | 1.80% | 2.20% | 1.45% |
5 | 20 | 25000 | 1000 | 20 min. | 2.00% | 2.50% | 1.60% |
6 | 30 | 50000 | 1500 | 1 hr. | 2.20% | 2.80% | 1.75% |
7 | 40 | 100000 | 2000 | 1 hr. | 2.40% | 3.10% | 1.90% |
8 | 50 | 200000 | 3000 | 2 hr. | 2.60% | 3.40% | 2.05% |
9 | 60 | 400000 | 5000 | 2 hr. | 2.80% | 3.70% | 2.20% |
10 | 70 | 800000 | 7500 | 3 hr. | 3.00% | 4.00% | 2.35% |
Production Buildings[edit | edit source]
By placing these buildings in town, coins and weapon materials are produced respectievly within a certain amount of time. You can retrieve the items by tapping on the respective building when in town. For details, see here.
Level | Rank Required | Gold | Kirara Points | Time | Production time for 1 item | Maximum of storable items |
---|---|---|---|---|---|---|
1 | 0 | 1000 | 0 | 3 sec. | 180 min. | 2 |
2 | 0 | 2000 | 750 | 10 sec. | 165 min. | 2 |
3 | 5 | 4000 | 750 | 5 min. | 165 min. | 2 |
4 | 10 | 8000 | 1000 | 10 min. | 165 min. | 3 |
5 | 20 | 15000 | 1000 | 20 min. | 150 min. | 3 |
6 | 30 | 30000 | 1500 | 60 min. | 150 min. | 3 |
7 | 40 | 70000 | 2000 | 90 min. | 150 min. | 4 |
8 | 50 | 130000 | 3000 | 120 min. | 135 min. | 4 |
9 | 60 | 250000 | 5000 | 150 min. | 135 min. | 4 |
10 | 70 | 500000 | 7500 | 180 min. | 120 min. | 5 |
Level | Rank Required | Gold | Kirara Points | Time | Production frequency | Maximum of storable coins | Time needed to fill storage |
---|---|---|---|---|---|---|---|
1 | 0 | 1000 | 0 | 3 sec. | 20 per min. | 600 | 30 min. |
2 | 0 | 2000 | 750 | 10 sec. | 40 per min. | 2000 | 50 min. |
3 | 5 | 4000 | 750 | 5 min. | 60 per min. | 4800 | 80 min. |
4 | 10 | 8000 | 1000 | 10 min. | 80 per min. | 8000 | 100 min. |
5 | 20 | 15000 | 1000 | 20 min. | 100 per min. | 12000 | 120 min. |
6 | 30 | 30000 | 1500 | 60 min. | 120 per min. | 18000 | 150 min. |
7 | 40 | 70000 | 2000 | 90 min. | 140 per min. | 25200 | 180 min. |
8 | 50 | 130000 | 3000 | 120 min. | 160 per min. | 32000 | 200 min. |
9 | 60 | 250000 | 5000 | 150 min. | 180 per min. | 39600 | 220 min. |
10 | 70 | 500000 | 7500 | 180 min. | 200 per min. | 50000 | 250 min. |