Biorhythm
Biorhythm
Each unit’s condition wave and its Hit / Avoid / Crit effects.
Each unit’s condition follows a sine wave that advances every turn. In Exalted good states only add Hit (and Best adds Critical), bad states only lower Avoid (Worst also lowers Critical); biorhythm no longer affects skills or item finding.
Tempest amplifies these modifiers and Serenity reduces them.
Formulas
Biorhythm states
| Best | 0.8 | +20 | 0 | +5 |
| Good | 0.4 | +10 | 0 | 0 |
| Normal | 0.0 | 0 | 0 | 0 |
| Bad | -0.4 | 0 | −10 | 0 |
| Worst | -0.8 | 0 | −20 | −5 |
From the game — 1
Biorhythm
TutorialBiorhythm functions differently In Exalted. Positive biorhythm no longer increases avoid, while bad biorhythm no longer reduces hit.
However, the bonus to hit in positive biorhythm is amplified further as well as negative biorhythm's impact on avoid.
Additionally, best biorhythm increases critical-hit by 5%, while worst biorhythm lowers critical-hit by the same amount.
Skills such as Tempest and Serenity will also amplify or further reduce these modifiers when present.
Skills like Gamble can be much more powerful depending on biorhythm and other factors. Give it a try!
Skills involved — 4
10+Skl/2% chance to immobilize a non-boss enemy unit until the current map is cleared. Guaranteed to hit when this unit is at best biorhythm.
Doubles the effects of biorhythm.
Halves the effects of biorhythm.