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    Time Break Chronicles

    Game » consists of 0 releases. Released Sep 01, 2020

    A retro sci-fi themed JRPG with rogue-like elements developed by Warrior General Games.

    Short summary describing this game.

    Character Attributes Breakdown

    Power = Power level during Physical attacks is multiplied by enemies Physical/Toughness Defence percentage to equal Physical Damage.

    Toughness = Is converted into a % value which reduces physical damage taken. Roughly 5% defence for every 10 points. Decreasing to roughly 15 points for a 5% gain after 100. Decreasing further past 200 points. A value of a 100 would equal roughly 50% while a 150 value would be about 65%. It is possible to reach 90%, but only near 360 Toughness due to the scaling.

    Endurance = Logically this is the amount of damage one can take before being knocked down. Scaling off a units base HP, 100 will total roughly 800HP, while 300 will reach about 2000.

    Discipline = This value, vital to the back row, grants a % magical defence that is multiplied again a foes focus based magic damage to equal damage taken. A gain of 4 points should add 1% to this value. A 50% reduction requires a value of about 110.

    Wisdom = Similar to endurance, this represents the amount of magic a unit can use. With a 50 granting about 200 MaxMP while a wisdom of 100 will be near 400MP.

    Focus = When using magic abilities, shields, and buffs the effect is multiplied by your focus. Then mutiplied by the targets 0.x discipline defence to get the damage dealt value.

    Speed = At battle start all units speed is compared to set a turn order. Units fast enough frequently act 2x during a single combat round.

    Agility = This value is compared to a units technique when deciding if a dodge has occurred when being attacked by physical/magical attacks. Some passives effecting the chance to dodge attacks use this value. A high agility also keeps your unit from being critically hit, especially against ranged enemies who hit multiple times per turn/attack.

    Technique – A value involved with skills of a trade or certain music/instrumental abilities. Also, it determines your percent chance to hit the enemy minus their agility value. In addition your chance to hit critically is also dependent upon this value. Typically skills with sonic damage require singing or instruments, which we all know require technique to use properly. As such, some melodies scale effects off technique as well.

    The Sides of Claire – Abilities and Relics

    The main character can gain alternate forms as the game progresses, each one possessing different abilities and is capable of filling radically different roles on your team. These are all the forms as of the current release and suggested relics to go along with them.

    The Physicist – the Physicist is a back row team player able to focus on support and healing abilities. They will benefit most from boosting Focus as the main attribute. Blitz stance boosts tech and speed, while increasing damage by half of speed benefits from a passive generating a boost of speed every turn. Duality or Medical degree can offer generous stat bonuses to wisdom, endurance, or max health. A high wisdom works especially well with strategize, giving all units a good boost in speed and tech. The scouts flag can ensure she acts first and adds these bonuses before foes can act. You'll wanna shore up your weakest phy or mag unit by applying displace periodically to pass on her stats.

    The Scavenger - Their focus on gadgets and power should earn a place in the front row, especially if using junk armour and the execute skill. To make use of the fire damage boost, skills like the moltov, grenade, or burning punch are useful. Especially with an ionizer adding magic damage to elemental. The Buzzards chainsaw adds the handy boss cutting chainsaw while the medics backpack allows support which heals an adjacent unit. The toolbox and duct tape will add a random skill and improve output between 25 and 45% and the marines bag can add the grenade skill while boosting uses by 1. With the ionizer and her demolition passive the moltov/grenade can benefit from 2 boosts, while though the vampire hunters tools add variety with 4 different items.

    The Frozen – Having a piercing ranged attack but higher focus makes this claire a better damage dealer with one cast of drone improving her crowd control factor. The cold damage allows her to benefit from the ionizers boost to damage. Zone defense and the bodyguards return fire skill can benefit greatly from the swiftness totem. Zone defense protects all adjacent units while she counters any attacks on protected units. These counters pierce front row units for 2x dmage and every one has a chance of granting a free turn.

    The Inscriber – The inscriber is by far the trickiest Claire to use. As her rune boosts use up a turn, despite lasting for 3, empower spells without which her spell damage is just north of ordinary though the spells elemental nature also benefits from the ionizer relic. Zanes passion can give a turn 20% of the time spells are cast while spellscreen utilizes her focus to block spells while restoring mana. Having a source of mana allows using relics like the novice spellbook or rockers intensity. These kinds of magic booster relics raise mp cost and can drain it completely in longer battles. In that case, switching to the armorer or scavenger will be just fine .

    The Armorer – Break bones and Crush armor are quite useful for bosses and armored targets. Though if in a defensive role, especially as damage taken adds turn progress, chivalry or bulwark can redirect extra damage. The matrix capacitor and spirit shield turns physical damage to mp damage which, coupled with the reflector shields reduction of ranged damage, can greatly boost survivability. Even with low max mp a matrix decapitator will provide a tremendous boost plenty high enough for most battles.

    Boss Relics

    These are the reward items granted only by slaying the games bosses. Able to be collected in multiples and possessing some of the stronger abilities in the game.

    Gelatinous Goo - Adds 80% of Toughness and Discipline to Endurance. While adding near 1000 maxhp, this relic will cause a drop in phy/mag resistance of 40-60%. This appears most useful to the supersoldier due to their low healing and the attribute-caping ability. The effect upgrade states it limits loss to base stats but this ability ends up impacting relic related decreases as well as stamina/combat ones.

    Spider Eggs – This allows units to summon a spiderling on the first turn. Despite the weak attack, the spider will add a stack of poison useful for bosses using abilities needing debuffs. This pairs well with the venom sack as it’s ability will lower targets resistance to poisons.

    Venom Sack – Allows unit to spray poison for .4 Fcs damage and another .2fcs over 3 turns, during which targets poison damage receives a 25% boost. The 2 turn boost (-1st turn) is better used by units without poison to support those with. Poisonous units are better of using the gamma shard on themselves for a flat 15% boost. Also, technically inflicting 2 statuses makes this useful for removing 2 resists from a crowd, or 1 resit and still utilize 1 effect.

    Gamma Shard – Boosts poison damage by 15% and grants Gamma wave skill (Lowers spd/tgh and poisons for 6 turns, it’s implied stats drop 15% as well). Useful for poisonous units like ranger, lizard, ninja, and possibly the witch.

    Hardened Stone – This relic adds 80% of speed and agility to toughness. While the user will act last and never avoid hits (barring team avoid effects). Again, the supersoldiers altered genes seem to prevent agl/spd from falling below the character baseline levels, effectively giving a free increase of about 150 to toughness. For most units this item should boost physical damage reduction to 80-90%. In other units Assasins spirit, Raiders heart, or swiftness totem help gain extra turns. Otherwise Guardians with counter or taunt are the ideal uses for this item(wrestler, vikki, monk, clown, secret agent, etc)

    Soul Conduit – If friendlies are downed, equipped unit will gain 20% of their stats for the battle. While lore dictates placing this on an undead like caleb, drax, or the banshee, uses are best reserved for undying units (drax, supersoldier, immortal, or secret agent). Healing units should be able to receive the bonus multiple times as units are resurrected and killed again. Though having a team with all six members having conduits represent all of a units stats being divided 5 ways upon death. The musketeer gains 5% of all units attributes, so a further 20% can be quite useful.

    Shattered Vanity – This item comes at a heavy cost of -15% to all stats once equipped. Though it appears the supersoldier is brought down no lower than its original level 1 attributes.

    Once used, it summons a full clone of the user acting as a “Lone Wolf” for 3 turns. As the clone is out of control, this ability is best used by units with useful passive abilities and counters. In particular spellblade’s repeating of spells, Banshees shriek on unit death, the sasquatch whose power will remain very high, or the lizardman’s basic attacks stacking poison weakness and repeating damage of all stacks. The ability loss can be countered in

    Shroom Cap – Once struck, (physical) attacker takes sleep damage at 1x focus. Best used when attacks are funneled to 1 target. The use of taunt skills or choosing front row fighters can be encouraged if they have enough focus. One strategy revolving around 2 or 3 users involves choosing back row teammates with the hide skill (like the Banshee, dryad, siren’s submerge, or those with ambush.)

    Kraken Hide – This basic item will apply a flat 25% damage resistance (likely both phy/mag) before applying effects like shield or resistance. Specifically it grants 5% for every living ally who does not have it also equipped (so 2 equipped will total 40%/2 reduction, or 3 for 45%/3, then back to 40%/4).

    Shredder Saw – This item teaches the spinning saw ability,

    doing 1.5 Power damage to a unit and adjacent enemies. This is most helpful for powerful units or elementally boosted ones with solo attacks, such as Caleb and brands un/holy attacks or drax's fire bonus.

    Relics by Effect

    Defensive - Relics primarily protecting the user and increasing survivability.

    Abraham's Locket = Decreases damage taken by upto 50% based on current HP.

    Angels Feather = One time prevention of critical damage by casting Holy Shield.

    Ankh Staff = Units receive 5 turns of bleeding out over 3 turns standard.

    Bone Charm = Reduces dark and MP damage by 25%

    Combat Helmet = Damage Taken cannot be critical.

    Drex Shield = Reduces damage based on missing MP upto 50% granting Bone Shield Skill.

    Energy Bracer = Converts 35% of physical damage taken to MP damage.

    Forge Emblem = Teaches WarmUp Skill and Blocks 25% of Fire Damage.

    Generals Star – Always receive protect from front row ally if in back row.

    Holy Water = Undead deal 35% less damage and learns Consecrate skill.

    Honor Code = Reduces all damage by 35%, but being downed kills without bleeding out.

    Immortal Soul = Damage reduced based on missing HP upto 50%.

    Inferno Gem = Converts 35% of damage taken into fire damage.

    Sheriff Badge = Reduces damage for every debuff and grants Shake-off skill.

    Krakens Hide = Decreases damage suffered by 5% for every ally without krakens hide equipped.

    Lightning Rod = reduces thunder damage by 50% and teaches Lightning Strike.

    Ninja’s Ruse = Chance to reduce damage by 50% based on dodge chance.

    Oak Heart = Reduces all damage by 50%, healing received by 50%, and Max HP.

    Padded Helmet = converts 35% of Phy damage taken into Stun Damage.

    Red Ballon = Negates 1st direct damage after each turn granting Balloon Skill.

    Runic Mail = Magic skills deal .65 damage but teaches spellscreen skill.

    Service Kevlar = Attacks deal no more than 25% max hp in damage.

    Shroom Cap = Deals 1x focus sleep damage when hit by attacks.

    Undead Soul = Reduces Stamina loss by 35%, but healing received by 50%

    Winters Coat = Reduces Cold damage by 50%

    Wrestlers Will = Debuffs lose 1 turn from duration.

    Piercing Through - Relics able to Pierce through enemy defenses.

    Banshees Wail = Sonic attacks pierce defences better and grants Wail Skill.

    Fencers Riposte = Hitting Taunted enemies ignores 50% of defence by equipped unit.

    Horned Helmet = All attacks pierce 35% of phy/mag resistance.

    Booze Aids - Some units use abilities labeled as "Booze". These are the relics either enabaling or empowering such abilities.

    *The following 4 items are useful for the pirate, woodsman, and biker. The doctors perscribe skill is unique in that it counts as “booze” but affects pother allies. Though technicall Jack’s/dan’s bottles can grant these skills to any ally.

    Iron Gut = Using any drinking Skills restores this units health by 10% max.

    Pill Bottle = When drinking increases both damage and healing (taken or granted)

    Jack’s Rum = Teaches Rum Skill and increases all attributes while drinking.

    Dans Bottle = Attacks deal residual damage over time and teaches the Whiskey skill.

    Healing Others - Abilities primarily affecting healing done by equipped unit on other units of the team

    Asriel’s Halo = Units healed receive extra 15% healing over 3 turns. Grants Mend.

    Booster Shot = Increases healing based on targets number of resist stacks.

    Harry’s Medkit = Boosts healing done to target by 10% per debuff and teaches Medkit Skill.

    Mending Spirit = MP Healing also restores 35% as HP.

    Priestess garb = Healing boosted by 10% and decreases darkness damage by 25%.

    Wensho’s Gift = Units healing skills buffed 25% and learns Meditate ability.

    Healing Oneself - These relics primarily heal their user or affect healing received from other units,

    Antagonist = Heal for 10% max whenever Stun dmg is dealt by unit.

    Eztli’s Mask = Increases healing received by 25% while teaching Bloodthirsty passive.

    Lizards Scale = Teaches Shed Skin and increases healing received by 25%.

    Raiders Edge = Downed enemies heal unit by 20-25% Max hp.

    Attribute Boosters - The majority of relics grant stat bonuses and often demanding some tradeoff.

    Soul Conduit = Gains 20% of attributes from downed allies.

    Zeus Gem = Gives 5% boost to all attributes

    Apollos Token = Focus and Discipline by 5 and 15%

    Ares Gem = Power and Toughness by 5 and 15%

    Artemis Gem = Agility and Technique by 5 and 15%

    Athena Token = power and Wisdom by 5 and 15%

    Brands Rosary = Increases power by .35 focus and focus by .35 power.

    Dianas Gem = Increases Technique by 10 and 25% but drains 10% agility.

    Dionysees Staff = Increase Focus and Agility by 5 and 15%.

    Gelatinous Goo = Turns 80% of Toughness and Discipline into Endurance.

    Hardened Stone = Takes 80% of speed and agility to boost Toughness by equal value.

    Hades Gem = Boost focus and toughness by 5 and 15%.

    Heras Diadem = Boost Discipline and Wisdom by 5 and 15%.

    Hermes Wing = Boosts speed and agility by 5 and 15%.

    hestias Flame = Boost endurance and wisdom by 5 and 15%.

    Knights Training = Raises power, toughness, and technique by 15%.

    Mars Gem = Boosts power by 10 and 25% but decreases endurance by 10%.

    Mercury Cadaceus = Grants 10 and 25% speed while lowering Toughness by 10%

    Minervas Icon = Boosts wisdom by 10 and 25% but lowers discipline.

    Minervas Staff = Turns 50% of Discipline into Wisdom.

    Pirates Guile = Increases speed and agility by upto 2x based on missing health.

    Posiedon’s Trident = Increases power and focus by 5 and 15%.

    Revenge Token = Boosts power but lowers Endurance after revival.

    Sebs Lute = Increases Technique by upto 50% based on current Health.

    Shaolin Robe = Increases Toughness by .25x discipline.

    Sol’s Gem = Boosts focus by 10 and 25% but lowers Wisdom by 10%.

    Vulcans Hammer = Boost power by 10 points for every buff.

    Vulcans Obsidian = Boost toughness by 10 and 25% but lower power by 10%.

    Boosts Attributes and Gain Skill

    Alacrity Implant = Increase technique by 1.35 speed and teaches Frenzy skill.

    Battleplan = Increases wisdom by 15 and 25% and gives Strategise skill.

    Ianas Bow = Teaches Eagle Eye and grants +5 technique for every attack.

    Ishikavas Garb = Increases agility based on turn progress and grants Acrobatics Passive.

    Javeds Spear = Boost toughness and technique by 20% and teaches Bulwark.

    Jeds Cap = Increases technique by 15 and 25% and teaches Track.

    Lydians Ankh = Teaches the Renewal skill and boosts discipline when healing allies.

    Sentinels Core = Increases discipline based on missing MP and grants Energy Lance skill.

    Vikings Warhorn = Max Hp increased by 20% and enables Battle Cry skill.

    Vikkis Vulstaff = Boosts agility as health is lost, granting Retreat Skill.

    Williams Penance = Being Buffed raises all attributes and teaches Divine Shield.

    Summoner Tools - These assist units who summon other beings to assist with defense or attack. Some of these items instead grant a summon to their user.

    Lucien’s Might = Summons receive 50% of masters attributes.

    Drone Parts = At battle start summons a random drone (plain, heavy, or sapper)

    Primal Bond = Gain 25% of attributes from your Summon.

    Spiders Egg = Summons Spiderling at battle start.

    Alacrity and Turn Progress - These relics affect the time passing before they can act again in a battle. In some cases granting a free turn under specific circumstances.

    Agents watch = +10% turn progress after every attack. Teaches Disarm Skill

    Blitzer’s Speed = gain 15% speed for 1st 3 turns and activates/teaches Blitz Stance.

    Ralf’s Flute = Critical hits grant Free Turn and teaches Anthem Skill.

    Slades Guitar = Grants Power Ballad song while sonic skills reset sleep value and reduce delay.

    Zane’s Passion = Magic skills may grant a free turn and teaches Fireblast skill.

    Assassins Spirit = On enemy kill, 35% chance to gain a turn.

    Mages Crystal = Boosts focus by 65% but can no longer receive Free Turns.

    Scouts Flag = Gain 100% speed for 1st turn of battle.

    Swiftness totem = Each attack skill (including counters) grants free turn at 15% likelihood.

    Valerian Root = Gain 35% turn progress whenever a debuff is used.

    High Tech Highwaymen - These relics grant or affect skills under the Gadget category, granting a set number of uses per battle opposed to relying on the characters own resources for use.

    Buzzards Saw = Chance of Free turn after Gadget skills are used by anyone and teaches Chainsaw.

    Duct Tape = Gadget Skills deal 25% more damage/health but lose 1 use.

    Hunters Tools = Allows using vampire hunters tools.

    Marines Rucksack = Grants extra use of Gadget Skills and provides Grenades.

    Toolbox = Gadget skills output boosted between x1 to 1.2, giving random gadget skill.

    Putting on the Hits - These relics are the 2nd most common and affect a units attacks or give them extra properties during specific circumstances. They involve the damage and/or element of a units attack.

    Barbarism Totem = Decreases MP cost of attack skills but lowers wisdom as well.

    Boxing Glove = Deals 30% stun damage with attack Strikes.

    Calebs Malice = Being struck returns 50% of damage as Darkness.

    Curtis Rhythm = Every second attack deals 50% extra damage.

    Frozen Fist = Attacks deal 25% extra Cold damage and learns Cold Crush Skill.

    Hunters Blood = Attacks deal upto + 50% damage based on missing HP & grants Blood Trance.

    Jesters Cap = Applies erratic effects on damage/healing, randomly multiplying them by .5 to 2x.

    Jaguars Claws = Deals up to 50% more damage based on targets missing HP.

    Odarks Claymore = Increases physical damage dealt by 25% and teaches Cleave skill.

    Ogs Spear = Adds .5 power to ranged attacks and grants throw spear skill.

    Rockers Intensity = All dmage boosted by 25% and MP costs raised by 50%.

    Samuels Six gun = damage boosted by 20% for each ally in critical health.

    Seth’s Toxin = Being hit deals 5% max hp as poison damage over time.

    Shell Charm = Damage dealt by unit no longer effects targets Sleep levels.

    Vul Cunning = Increase damage dealt by upto 100% based on targets chance to miss you.

    Wolf’s Fang = Adds 5% max hp to attacks and teaches Howl skill.

    Xorkzi’s Gambit = Critical damage boosted by 50%, normal damage reduced by 35%.

    Its Magical - These relics typically affect a units spells and alter the cost or output of their magical talents. In some cases granting new magical abilities.

    Novice Spellbook = Magic output increases by 1 to 1.2x while all spells costs 125%mp. Gives a random magic skill during each battle.

    Ionizer = Dealing any natural elemental damage adds 25% bonus magic/energy damage.

    Attunement = Adds a spells MP cost to spell damage. Teaches Moonbeam skill.

    Druidic Staff = Boosts damage/Healing of Magic by 15%

    Its Elemental - These relics impact a units attacks/spells by adding a specific element to attacks or empower attacks of said element.

    Elgen’s Chill = Adds 15% frost damage and teaches Blizzard Skill.

    Dragon Tattoo = increases fire and stun damage by 25% and teaches Intimidate skill.

    Holy Blade = Boosts Holy damage and adds holy to all attacks as well.

    Kiara’s Voice = Attacks dealing sonic damage decrease toughness by 10% for 3 turns.

    Moonstone = Attacks with Aspect skills deal 25% extra damage.

    Necronomicon = Darkness deals 25% more damage, teaching Grave’s Call skill.

    Learning A Thing or Two - These relics primarily enable the use of a certain skill or passive ability and occasionally have secondary costs/benefits. The 3rd most common relics one may find.

    Dark Heart = Dark damage dealt to enemies heals unit and teaches Darkblade Passive.

    Floral Seed = Buffs on allies get +1 Duration and teaches Regrowth Skill.

    Gamma Shard = Teaches Gamma Wave Skill and units Poisons are 15% stronger.

    Kenjiros Katana = Teaches Sever Soul Skill and converts MP damage dealt to 35% recovery

    Knuckle Duster = Teaches Wallop skill and grants attacks 35% extra critical at -10% Tec/accuracy.

    Korrs Solitude = Grants Lone Wolf passive at level 3.

    Leons Sword = Teaches Guard Strike and attacks occasionally taunt enemies.

    Medics Backpack = Grants Support skill and heals supported unit by .65 focus.

    Melodic Score = Teaches Melody skill and boosts Technique by 25% when using song skills.

    Musketeers Musket = Converts 25% of speed into Power, teaching the Musket Skill.

    Smiths Training = Teaches the Whetstone skill and boosts Tgh when using a buff.

    Shredders Saw = Teaches the Spinning Blade skill doing 1.5 Pwr to adj. Enemies.

    Pursuer’s Bracelet = Enables Wrist Laser attack and boosts ranged accuracy by 50%.

    Sasquatch Grip = Teaches Toss ability and 2x accuracy of attacks.

    Shamans Wand = Channeling skills restores 25% max MP at every turn by unit.

    Shattered Vanity = Drains 15% of all attributes to teach Mirror Image skill.

    Shepards Spirit = Grants Locust Swarm skill and boosts MP healing received by 25%.

    Storms Visor = Teaches Ball Lightning skill and ensures magic abilities hit.

    Venom sack = Enables Venom Spray Skill. Targets takes 1.25 poison damage for 3 turns.

    Void Crystal = Takes dark damage equal to 33%maxhp every turn to learn Void Blast Skill.

    Waking Water = Teaches Healing Rain skill and healing removes sleep damage from units.

    Witches Grimoire = Debuff skills last 2x as long and teaches Curse ability.

    Yukikos Dagger = Teaches Execute skill. Adds 25% technique to power.

    Zekes Boots = Teaches Dropkick and raises stun damage done by 25%.

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