Using Sub Command
Information Window



information window
time water level mp ground attribute natial level timelimit







Shows present time in the game.

There is the concept of "time" in the world of Vantage Master. One day is divided into 4 time period, morning, noon, evening, and night. The brightness and the darkness of the map are either bright, blurry, or dark. You can check the brightness of the map on Map Information Window.

4:00-7:59 morning (blurry)

8:00-15:59 noon (bright)

16:00-19:59 evening (blurry)

20:00-3:59 night (dark)








Shows the condition of the water level and the time limit of the magic.

The water level can be increased or decreased using the magic "Downtide" or "Uptide". These two kinds of magic are only for masters.

When using these magic, beware of following matters.

*The moving range of Netals may be effected by water level. When the water level was raised, the moving range of water Natials will expand. The moving range of Netals which cannot swim will be narrowed. The information about Natial's moving range is here.

*If non-swimming Natials were left in the water, Natial will gain 3 HP every turn. When non-walking Natials were left on the ground, it will also gain 3 HP every turn.








Shows the MP of blue and red masters. In Scenario/Expert Mode your master's color is blue.

Under the master's name there are 3 bars.
The blue bar shows the present MP.
The yellow bar shows the amount of recovering MP by one turn.
The red bar shows the amount of MP needed for maintaining Natials.









This shows which type of the ground the charactor is standing on. Some types of the ground will give you an extra defensivei effect.


Magic Stone

Magic Stone gives you the following extra effect:
Recovering MP Once you finish your turn on Magic Stone, the color of the stone will change to your color (blue or red). The more you secure the stone, the more MP will be recovered by one turn. When you secure Magic Stone, it keeps its effect even after the character moved away. When the enemy finished their turn on your Magic Stone, the stone will turn into enemy's.
Extra Defensive Effect When your character is standing on the stone, the defensive effect will rise at 30%.
Recovering HP When the character stays on Magic Stone, it will recover HP 1 point every turn.
grass Full of Grass

Gives you high defensive effect. Moving range will be shortened while more moving ability is required than flat area.

water Water

The more deep you go into the water, the more high defensive affect you get.

floating fotting Floatig Footing

The area with footings floating on the surface of the water. The height of the footings changes when the water level is changed by magic.

desert snow Desert/Snow

Moving range will be shortened.

marsh Marsh

The area which is always damp. Has no effect on defense. Those Natials who cannot swim are not able to proceed. Moving range will be shortened.

swamp Rotten Swamp

The area with poisonous atmosphere. Staying in this area takes character's HP away every turn.






earth

water

fire

heaven
Natials are divided into earth, water, fire, and heaven group. One attribute is superior to the other. The earth is superior to the water, the water is superior to the fire, the fire is superior to the heaven, and the heaven is superior to the earth. When you want to give the enemy an extra damage, attacking by the opposite attribute will be effective.






Abilities

Ability of Attack Ability of Defense
Ability of Magic Ability of Magic Diffese
Ability of Speed Ability of Move
time The amount of time the character has to wait to take next action (minute)
time
The order of characters waiting for their turn
time There are 5 types of moving method;

Walk - cannot go into the water

Walk 2 - able to go into the water, but moving range will be shortened

Swim - move only in the water

Swim 2 - able to walk on the ground, but moving range will be shortened

Fly - Fly in the air. The height of the steps may not effect their moving range, but the landing has to be on the ground



Level


The level of Natials will raise by attacking and using magic. SAT will be added by attacking or using magic. Natial goes to next level when SAT was fulfilled. You cannot use leveled-up Natials in different maps.


Total Time Limit

consideration time
consideration time
limit time
limit time

Total time limit is addition of time limit and consideration time limit. The countdown will start when your turn comes around, till you move the character and finish giving the command.

For example, when you had selected <MIDDLE>, your master have 60 seconds time limit and three 60 seconds consideration limit. First you can spend 60 seconds to give your master the command . If you still cannot decide what to do after 60 seconds, it will automatically spend the first consideration limit. When you finish your command with 15 seconds of consideration limit left, your total time limit of the next turn will be 60 seconds time limit and 135 seconds (15 seconds left from the previous turn + two 60 seconds) consideration time.