KHWiki:Tables and Infoboxes
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Workshop for an explainer page for various infoboxes. Currently just a bunch of scattered notes.
Kingdom Hearts 3D: Dream Drop Distance
Value | Meaning and Usage |
---|---|
Attack | The name of the attack, or for attacks with multiple hits, the name of each part of the attack. |
Element | The element of the attack, along with an icon representing Attack or Magic. |
Power | The power modifier for the attack, multiplied by the user's Strength or Magic stat (as determined by the attack type under "Element"). |
Reaction Value | The amount of the enemy's Reaction Endurance that the attack depletes. |
Status | The status effect inflicted by the attack. The probability of inflicting the status and its duration are shown in parentheses. |
Guard? | Whether or not the attack will be interrupted if you take damage. △ = Will not be interrupted by flinching (will still be interrupted by getting launched); O = Will not be interrupted, except by special effects (e.g. Stop or Magnet); X = Will always be interrupted. |
Link Gauge Use | How much of the Link Gauge is consumed by the attack. Only for Link Attacks and Link Styles. |
Reload Speed | How long it takes the command to reload in the Command Deck. |
Dream Eater Bonus | The bonus applied to a Spirit when sacrificing the command during Spirit creation. |
Buy | The price of the command at the Moogle Shop. |
Bargain | The price of the command during the Bargain Flurry Forecast. |
Sell | The munny earned from selling the command at the Moogle Shop. |
Shop LV (Shop Level) | The Shop Level required for the command to be available for purchase. |
Card | The command's icon in Flick Rush. |
Damage Multiplier | The correction factor for damage dealt in Flick Rush, which is multiplied by the command's usual damage. |
Status | The status effect inflicted by the attack in Flick Rush. The probability of inflicting the status and its duration are shown in parentheses. |
Value | Meaning and Usage |
---|---|
EXP Mod (Experience Modifier) | How many times as much EXP is needed to level up compared to Sora and Riku. In Link Portals, this value is part of a formula that determines the EXP gained from defeating the Dream Eater. |
Dream Piece | The Dream Piece that is left behind when a Spirit expires (defeated in combat and not rescued). |
Reaction Endurance | The Spirit's Reaction Endurance value, followed by the number of seconds it takes for the value to fully recover when left alone while staggered. |
HP (Hit Points) | The Spirit's health. |
Strength | Determines the strength of Attack commands. |
Magic | Determines the strength of Magic commands. |
Defense | Lowers the damage dealt by incoming attacks. |
Fire/Blizzard/Thunder/Water/Dark/Light | Resistance to each element, which is multiplied by damage taken. Values greater than x1.0 are vulnerabilities, values lower than x1.0 are resistances, and values of x0 are immunities. Physical resistance is not shown, since it is always x1.0. |
Attribute | Determines the Dual Attack when linking with the Spirit as Sora. Also affects the probability of increasing elemental resistances when fed Treats. |
Style | Determines the single and dual Link Styles when linking with the Spirit as Riku. |
Link Attack | The single Link Attack used when linking with the Spirit as Sora. |
Dispositions | The name of the Spirit's four Dispositions, each represented by a different color. To the right, the combat behavior of the Spirit when it has a given disposition, followed by the petting spots for changing into each other disposition. |
Value | Meaning and Usage |
---|---|
Location | The world the enemy appears in. If applicable, the specific encounter is shown in parentheses. |
Level | The enemy's level, which has already been used to calculate the other stats in the row. For Nightmares, the level also determines which techniques it can use in combat. |
EXP (Experience) | The experience points earned for defeating the enemy. |
Strength | Determines the strength of Attack commands. |
Magic | Determines the strength of Magic commands. |
Defense | Lowers the damage dealt by incoming attacks. |
Reaction Endurance | The enemy's Reaction Endurance value, followed by the number of seconds it takes for the value to fully recover when left alone while staggered. |
Reality Endurance | The enemy's Reality Endurance modifier, which gets multiplied by their HP to determine their starting Reality Endurance value. It is followed by the number of seconds it takes for the value to fully recover when left alone. |
Resistances | Resistance to each element, which is multiplied by damage taken. Values greater than x1.0 are vulnerabilities, values lower than x1.0 are resistances, and values of x0 are immunities. Physical resistance is not shown, since it is always x1.0. |
Status Effects | Resistance to each status effect, which is multiplied by the probability to inflict the effect (as determined by the incoming attack). Values of x0 are immunities. |
Rewards | The rewards for defeating the enemy. |
Worlds | A list of worlds that the enemy appears in. |
Value | Meaning and Usage |
---|---|
Enemy Level | The minimum level needed for the enemy to use the technique. Only applies to Nightmares. |
Element | The element of the attack, along with an icon representing Attack or Magic. |
Status | The status effect inflicted by the attack. The probability of inflicting the status and its duration are shown in parentheses. |
Power | The power modifier for the attack, multiplied by the user's Strength or Magic stat (as determined by the attack type under "Element"). |
Block? | Whether or not the player character can block the attack. △ = Can be blocked; O = Can be blocked and interrupted (melee attacks) or deflected back (projectiles); X = Cannot be blocked. |
Value | Meaning and Usage |
---|---|
Strength | The amount that the user's Strength is increased by while the weapon is equipped. |
Magic | The amount that the user's Magic is increased by while the weapon is equipped. |
Length | How far the weapon will reach when swung. Ranges from 75 to 113. |
Critical Rate | The probability of dealing a Critical Hit with a non-magic attack. |
Reality Shift Rate | The probability of dealing a Reality critical hit with a non-magic attack. The value is fixed at 1% for magic commands. |
Value | Meaning and Usage |
---|---|
Dream Eater Bonus | The bonus applied to a Spirit when sacrificing the item during Spirit creation. |
Buy | The price of the item at the Moogle Shop. |
Bargain | The price of the item during the Bargain Flurry Forecast. |
Sell | The munny earned from selling the item at the Moogle Shop. |
Ultimania Notes
Character
- LV (Level) - overall strength, increases each time you accumulate a certain amount of experience points
- Flick LV - shared by Sora and Riku
- Connection match results - number of online matches in Flick Rush, and number of victories
Starting values temporarily notated as (Sora/Riku)
- HP (80/90)
- Attack power (6/7, 11/12 with starting items) - strength of physical attacks (everything other than magic commands and Reality Shifts)
- Magic power (7/7, 11/11 with starting items) - strength of magic attacks (magic commands and Reality Shifts)
- Defense power (6/5) - higher value -> less damage received
- Experience points
- [Element] Resistance - multiplied by damage taken, physical is always x1.0