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| This readme is provided by Goburinbro and was |
| not written by Mio, the game's developer.     |
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| BASIC INFORMATION |
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You may use the provided start.exe or start_window.exe launchers
to start the game. I highly recommend the window one since
RPG Maker 2000 is really finicky when launched in full screen.
You may also choose to run the RPG_RT.exe in the game folder
directly, which will launch the game in full screen mode.

Alternatively, and also highly recommended, is using EasyRPG Player
to launch the game instead. This game is fully compatible with
EasyRPG Player, which can be downloaded at the following link:

https://easyrpg.org/player/downloads/

Simply download the player that works on your machine or device
and drop it into the "game" folder, then run Player.exe directly.

I strongly recommend using EasyRPG Player since this can help to
avoid a known RPG Maker 2000 bug where extended play sessions can
result in corrupted save data. Plus, it has "emulator speedup" options
for folks out there who use that, particularly for subsequent
playthroughs.

If you spot any typos or feel that something has been translated
incorrectly, please feel free to go to the /vrpg/ board of 4chan.org
and find any RPG Maker thread, then simply make a post about it there.
Please attach a screenshot of the issue. For translation issues in
particular, if at all possible, please provide a compelling argument
why my translation was incorrect or poor, and suggest a correction.

And, if you encounter any bugs, crashes, or other issues that hinder
your enjoyment of the game, please do the same as described above.

- Goburinbro, /vrpg/ Honyaku R&D

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| GAME MECHANICS INFO |
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Below is detailed information about how the battle system works,
and how specific skills function to help players make more informed
decisions when composing their team. This is based on reviewing the
code for the battle system to verify precisely how various mechanics
work.

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After Effect:
-Activation rate is 1/4 for any given action.
-Actions will fail to repeat if there is insufficient
 HP or MP to carry out that action a second time.

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Counterattack Skills:
-There are 3 counter-type skills with varying trigger
 rates and attack power:

  "Skill Name"    Trigger%   Damage Dealt Back

  "Counterattack"      20%   Deals back  70% of damage taken
  "Revenge"            30%   Deals back 100% of damage taken
  "Death Counter"      40%   Deals back 130% of damage taken

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Psyche Up:
-The next attack used by the Psyched Up combatant will
 deal more damage in a range of 200~250%.

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Doublehand:
-"Doublehand" turns normal attacks into 2 attacks that
 deal 1/2 the usual damage each.

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"(Element) Boost" and "(Element) Boost+" Skills:
-"Boost" makes an elemental attack 1.2x stronger.
-"Boost+" makes an elemental attack 1.5x stronger.
-This is MULTIPLICATIVE and therefore, an attack powered
 up by both a "Boost" and a "Boost+" at the same time will
 have an effective multiplier of 1.8x.

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Grimoire:
-"Grimoire" improves the likelihood of a status ailment landing
 in a range of 30~50%.
-This is CUMULATIVE in relation to the attack's base infliction
 rate. An attack with a base infliction rate of 20% will therefore
 have a success rate of 50~70% when modified by the Grimoire
 passive.

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Damage Formula (Normal Attacks):
  ((LV + STR) * 32) / 15

Damage Formula (Physical Skills):
  ((LV + STR) * Power) / 15

Damage Formula (Magical Skills):
  ((LV + MAG) * Power) / 15

Skill Power for "Based on HP" Skills:
-These skills' power are calculated as follows:
 (User's Max HP * Skill Power * 12) / 1046

-The following skills base their power on the user's Max HP,
 even if it is not explicitly stated in the skill's description:

  Skill Power... "Skill Name"

           19... "Heat Wave"
           22... "Venom Zapper"
           50... "Superb Strike"
           47... "Eightfold Blast"
           53... "Night Blade"
           53... "Stun Sword"
           53... "Mountain Gale"
           38... "Death Bound"
           47... "Guillotine"
           22... "Break-In Cut"

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Critical hit damage:
-Critical hits deal 1.5x greater damage than normal.
-The "Critical Power" passive makes critical hits deal 2x greater
 damage than usual.

Critical hit rate:
-Base critical hit rate is 11/100 based on an RNG roll
 of 1~100. If this roll's value is 90 or higher, then
 a critical hit occurs.
-The "Critical" passive takes the outcome of the RNG roll
 and adds a random value between 1~30 to it.
-The skill "Death Game" purports to "land critical hits often"
 and adds a random value to the RNG roll between 10~25.
-The above modifiers to the critical hit RNG roll are cumulative
 and can therefore stack.

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Accuracy and evasion, in general:
-The accuracy/evasion formula is as follows:

  Definitions:
      X=Base Accuracy Rate for All Attacks
      A=Accuracy Modifier Based on Combatants' AGI and LUK

  Formula:
  X = 95
  A = (User's AGI+User's LUK)/2+(User's AGI*2)-(Foe's LUK*2+Foe's AGI)
  If A < 0: A = X - (Rand:10~20)
  If 0 < A: A = X + 30
  If 0 = A: A = X

  Buff/Debuff Modifiers:
  Thereafter, Sukukaja/Sukunda (Accuracy buff/debuff) modifiers
  are applied to the rate at 5% times the difference between
  the attacker's buff/debuff level and the defender's.
  This addition/subtraction is CUMULATIVE and applies as a flat
  increase/decrease to overall accuracy.

    Examples:
    Attacker:  0  Defender:  0
       0 - 0 = 0, 5 * 0 = 0; no effective change to accuracy
    
    Attacker:  1  Defender:  0
       1 - 0 = 1, 5 * 1 = 5; 5% improvement to attacker's accuracy
    
    Attacker:  4  Defender: -4
       4 - -4 = 8, 5 * 8 = 40; 40% improvement to attacker's accuracy

    Attacker: -3  Defender:  2
      -3 - 2 = -5, 5* -5 = -25, 25% decrease to attacker's accuracy

-After this effective accuracy rate is calculated, an RNG roll
 between 1~100 occurs. If the roll is less than or equal to the
 effective accuracy rate, the attack lands.

Avoidance:
-The "Avoidance" passive provides a flat, CUMULATIVE increase
 to the dodge chance for any given attack in a range between 10~25%.
 This is applied AFTER all of the above accuracy/evasiveness
 checks. Therefore, this passive can be thought of to provide
 a minimum of a +10% dodge chance for all attacks, regardless of
 stats or buff/debuff stages.

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Offensive & Defensive Buffs/Debuffs:
-Stats may be buffed or debuffed up to +4 stages or -4 stages.
-Offensive damage rates are impacted as follows:
 +4: 200%
 +3: 175%
 +2: 150%
 +1: 125%
  0: 100% (Neutral damage)
 -1: 85%
 -2: 75%
 -3: 65%
 -4: 50%

-Defensive damage rates are impacted as follows:
 +4: 50%  (50% less damage sustained)
 +3: 65%  (35% less damage sustained)
 +2: 75%  (25% less damage sustained)
 +1: 85%  (15% less damage sustained)
  0: 100% (No damage reduction)
 -1: 115% (15% more damage sustained)
 -2: 125% (25% more damage sustained)
 -3: 135% (35% more damage sustained)
 -4: 150% (50% more damage sustained)

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Number of Hits for "Multiple Foes At Random" Skills:
-When 1 foe present: 1~2 hits will occur.
-When 2+ foes present: 2~5 hits will occur.
-The targets for these hits are entirely random,
 making it possible for 5 hits of such a skill to
 land on the same target.

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