
The Primary Status as seen in my mind game.
Could you define the terms involved in the Status System?
Last update: Jul 12, 2005
1 About the glossary
If you just want a quick reference to all the terms used, the glossary is the right place. They are listed generally in the order of appearance within the pages they're found on.
Figures of speech guide: n. noun. v. verb. pn proper noun.
2 The glossary terms
2.1 History
ATK% (often said as "attack percent") Obsolete n. 1. the percentage of your ATK force used 2. a. the ATK% stat b. its value.
DEF% (often said as "defense percent") Obsolete n. 1. the percentage of your DEF force used 2. a. the DEF% stat b. its value
ACY% (often said as "accuracy percent") Obsolete n. 1. the percentage of your ACY used 2. a. the ACY% stat b. its value
EVA% (often said as "evade percent") Obsolete n. 1. the percentage of your EVA used 2. a. the EVA% stat b. its value
2.2 Primary Status
stat n. an individual piece of information on any of the nine status bars
strength (often STR) n. 1. how much you can lift in tenths of a kilogram 2. a. the strength stat b. its value
attack (often ATK) n. 1. your attacking strength with physical attacks 2. a. the attack stat b. its value
defense (often DEF) n. 1. your defense to physical damage 2. a. the defense stat b. its value
accuracy (often ACY) n. 1. accuracy of throwing objects at a non-moving target 1 meter in diameter from 10 meters away measured in parts per thousand, or ‰ 2. a. the accuracy stat b. its value
magic (often MAG) n. 1. the strength of the use of special abilities, especially spells 2. a. the magic stat b. its value
stamina (often STA) n. 1. the endurance of stressful activities 2. a. the stamina stat b. its value
spirit (often SPR) n. 1. the effeciency of using spell power 2. a. the spirit stat b. its value
speed (often SPD) n. 1. how fast you are with movement action 2. Obsolete your running speed 3. a. the speed stat b. its value
evasion rate (often EVA) n. 1. probability of dodging an attack in parts per thousand whose HIT or ACY was 100% 2. a. the evasion rate stat b. its value
endurance (often END) n. 1. Obsolete allows for higher HP gains per level gain 2. a. the endurance stat b. its value
hit points (often HP) n. 1. the amount of damage matter can afford 2. The life force of a living thing 3. Health HP 4. Matter HP 5. The damage done to an object (label) 6. a. the hit points stat b. its value
spell power (often SP) n. 1. A unit of energy measurement equal to 2 gigajoules or 555 5/9 kilowatt hours 2. the amount of energy available for use of special abilities especially spells 3. a. the spell power stat b. its value
hit rate (often HIT) n. 1. the accuracy of non-throwing attacks in parts per thousand like a punch or a kick hitting a non-moving target 1 centimeter across at a near-full arm’s length from the eye 2. a. the hit rate stat b. its value
reaction time (often RAT) n. 1. the time it takes to react in milliseconds divided by 2 2. a. the reaction time stat b. its value
intellect (often INT) n. 1. strength of intelligence 2. a. the intellect stat b. its value
actions per second (often APS) n. 1. the number of times you can make a controlled action in a second 2. a. the APS stat b. its value
balance (often BAL) n. 1. strength of your balancing skills 2. a. the balance stat b. its value
level (often LVL) n. 1. overall level, or how much experience you have 2. a. the level stat b. its value
critical hit (often "critical"; plural "criticals") n. 1. a hit, caused from hitting an unusually weak spot in the target or if the target is hit just right; the ATK is multiplied by a random number from 2 to 4. 2. such a hit
supercritical hit (often "supercritical"; plural "supercriticals") n. 1. a hit, caused from hitting the target in an unsually weak spot and if the target is hit just right; the attack force is multiplied by a random number from 4 to 64 2. such a hit
hypercritical hit (often "hypercritical"; plural "hypercriticals") n. 1. a type of hit that has an even higher damage multiplier than a supercritical, but too little is known about it 2. such a hit
2.3 Primary Status Laws
(ATK)-DEF law n. a law that states "Unless the attack force exceeds the target's defense force, no damage is dealt"
Law of maximum values n. a law that states "When equipping special abilities, the equip effects will only take any stat to the maximum value and never beyond"
2.4 Secondary Status
elemental defenses (often "elemental defense"; seldom "elem DEF") n. defenses against any of the ten elements, fire, ice, thunder, etc.*
2.5 Tertiary Status
compatibility n. 1. how much you like something 2. a. the COM stat b. its value
half-step n. the technique of rating where, if the compatibility goes a half a step toward the nearest limit, it is four times better or worse
gradual neutralization n. an effect in which an object's COM becomes neutral gradually over a long time after not seeing, doing, etc. with the object
2.6 Fifth Status
status effect (sometimes "status ailment") n. a status abnormality, either good or bad, that affects you in some way, either good or bad
2.7 Sixth Status
ability point (often AP; plural "ability points") n. 1. ability-learning "points" that are rewarded from clearing events 2. a. the total AP gained toward an ability b. this value
equip effect (frequently plural; plural "equip effects") n. a. minor changes to your status from an ability b. the side effects caused from this change, good and bad
de-independent ability n. any ability that can be learned from others teaching you or by learning it on your own
independent ability n. any ability that can ONLY be learned on your own
plus ability n. any ability that raises a specific stat by a percentage determined by the ability's level
special ability n. an independent ability with powerful equip effects on you and allows you to be able to do special things
dependent ability n. any ability that can only be learned by others
Law of simple to complex abilities n. a law that states "You need other simpler abilities learned in order to accomplish more complicated abilities."
Law of prerequisits n. a law that states "In order to start learning an ability, you may need to meet a number of prerequisits first."
Law of AP and different species n. a law that states "The same ability takes various amounts of AP among different species"
Theory of learning abilities when young n. a theory that states "Organisms at younger ages generally gain AP faster"
Law of rapid ability learning n. a law that states "You can learn abilities at the fastest rate by starting simple and working your way up"
2.8 Seventh Status
short-term event n. any event that lasts from 0 to 60 minutes
medium-term event n. any event that lasts from 1 hour to 3 months
long-term event n. any event that lasts longer than 3 months
occured n. state of an event that has occured but hasn't been cleared or finished yet and is in the works of being cleared
cleared n. state of an event that has occured and has been fully cleared or completed
delayed n. state of an event which has occured, but is not complete and not in the works of being cleared
2.9 Eighth Status
level (often LVL) n. 1. a. the strength of an ability b. its value 2. a. the level stat b. its value
experience point (Frequently plural; often EXP) n. a. "points" given when an ability is used or when an event is cleared that helps raise an ability's power or effect on you b. this value
level up (plural "levels up") v. 1. to become stronger 2. to make an ability become stronger
use-only ability n. an ability in which they only level up when used or when events directly involving it directly are cleared
equip-only ability n. any ability that only levels up while equipped and used
permanent ability n. an ability that takes no equip slots and can be turned on or off; most don't have levels
newbie level n. an ability on levels 1-10
beginner level n. an ability on levels 11-40
intermediate level n. an ability on levels 41-100
50-marker n. a special level marker in which the level is a multiple of 50 and nothing of a higher marker; the point in which the EXP needed to level up suddenly doubles
advanced level n. an ability on levels 101-180
trick n. 1. a special de-independent ability that is learned only from the existance of another ability 2. this ability put to use (as a display)
expert level n. an ability on levels 181-270
200-marker n. a special level marker in which the level is a multiple of 200 and nothing higher and the EXP needed to level up suddenly quadruples
athletic level n. an ability on levels 270-400
master level n. an ability on levels 401 to 700
supernatural level n. an ability from level 701 to one billion; impossible for humans to reach within 150 years from now, 200 years for most
hypernatural level n. an ability beyond level one billion; a level series impossible to obtain in general
Law of fast and easy levelling up n. a law that states "Abilities level up the fastest and easiest if and only if you do things at your ability's level and no higher or lower"
Law of use-only abilities n. a law that states "Use-only abilities will only level up when they are used"
Law of equip-only abilities n. a law that states "Equip-only abilities will only level up while they are used and equipped"
2.10 Ninth Status
equip v. to set an ability in an equip slot for learning or use
equip slot n. a "slot" in which you can equip an ability to for usage or learning
2.11 Other Status System definitions not mentioned
status bar n. a group of stats, such as the Primary Status; often used to denote spanning across multiple status bars.
Status System pn. the Status System mentioned as a whole
Previous page
3.1.2 Status System - Learn about my Status System from it's history to how it works. My Status System is very rarely used today, except compatibility.
3.1.2.1 Status System home - The introduction to my Status System
3.1.2.1-1 About the Status System report
3.1.2.1-2 The most important pages to read
3.1.2.2 History - the history of the Status System from birth to today and it's possible future
3.1.2.2-1 Status System's birth
3.1.2.2-2 Changes were slow at first
3.1.2.2-3 The biggest leap forward
3.1.2.2-4 Progress slows down drastically
3.1.2.3 Primary Status - how the Primary Status works and the meaning of the terms it uses
3.1.2.3-1 Introduction
3.1.2.3-2 The individual stats
3.1.2.3-3 Very large or very small numbers
3.1.2.3-4 Formulas
3.1.2.4 Primary Status Laws - laws, theories, and hypotheses for the Primary Status (and not the others)
3.1.2.4-1 Introduction
3.1.2.4-2 (Attack) minus defense law
3.1.2.4-3 Theory of maximum values
3.1.2.4-4 The laws of hit points
3.1.2.5 Secondary Status - the defense system and how it works
3.1.2.5-1 What the Secondary Status is
3.1.2.5-2 An example of its purpose
3.1.2.5-3 A relationship with Primary Status laws
3.1.2.6 Tertiary Status (compatibility) - what compatibility is and how it works
3.1.2.6-1 Introduction
3.1.2.6-2 Tertiary Status basics
3.1.2.6-3 Formulas
3.1.2.7 Quaternary Status - various other statistics like pulse, weight, or eye color
3.1.2.8 Fifth Status - what status abnormalities are is and how it works
3.1.2.8-1 Introduction
3.1.2.8-2 The colorings for condition
3.1.2.8-3 Warnings
3.1.2.9 Sixth Status - how ability-learning works
3.1.2.9-1 Introduction
3.1.2.9-2 Sixth Status common terms
3.1.2.9-3 A short story
3.1.2.9-4 Sixth Status laws and theories
3.1.2.10 Seventh Status - what events are and how they help
3.1.2.10-1 What the Seventh Status is
3.1.2.10-2 The three types of events
3.1.2.10-3 Event properties
3.1.2.10-4 The story continued
3.1.2.11 Eighth Status - levelling up abilities
3.1.2.11-1 What the Eighth Status is
3.1.2.11-2 Eighth Status common terms
3.1.2.11-3 Level experience groups
3.1.2.11-4 How much EXP is needed?
3.1.2.11-5 Properties of levelling up abilities
3.1.2.11-6 Plus abilities
3.1.2.11-7 Eighth Status laws and theories
3.1.2.12 Ninth Status - equipping abilities for learning and use
3.1.2.12-1 What the Ninth Status is
3.1.2.12-2 Use of the Ninth Status
3.1.2.13 Summary - a brief summary of the report
3.1.2.13-1 Primary Status
3.1.2.13-2 Secondary Status
3.1.2.13-3 Tertiary Status
3.1.2.13-4 Quaternary Status
3.1.2.13-5 Fifth Status
3.1.2.13-6 Sixth Status
3.1.2.13-7 Seventh Status
3.1.2.13-8 Eighth Status
3.1.2.13-9 Ninth Status
3.1.2.13-10 Formulas
3.1.2.14 Glossary - glossary of the terms used
3.1.2.14-1 About the glossary
3.1.2.14-2 The glossary terms
Footnotes:
* To learn more about the elements, fire, ice, thunder, earth, etc., read this short report.
** [not noted] There are no terms for the Quaternary Status because you should know the terms used.