Template:Unit Page/doc

Description
This template is to be used for all character pages.

Character Infobox

 * name = Unit's name AS IT APPEARS ON THE WIKI (square brackets replaced with round brackets)
 * dispName = Unit's name AS IT APPEARS IN-GAME (with square brackets)
 * image = Usually it's fine to leave this blank
 * If the image hasn't yet been uploaded, the page will be tagged to let us know to find it
 * For uploading, files should typically be named the same as their pages, so exact spelling/capitalization is important!
 * If the character's is located anywhere other than .png, (usually because of a special character not working), put the file name here (e.g. (Eternal Vow) P Kanonno.png)
 * char = The character's name without the title (e.g. Leon)
 * type = Must be Slash, Thrust, Shot, Bash, or Spell. First letter must be capitalized
 * rarity = Must be 1, 2, 3, 4, 5, or 6
 * game = The series as shown in the character index (Tales of Symphonia, Tales of Destiny, etc.)
 * Tales of Symphonia 2's syntax is "Tales of Symphonia Dawn of the New World"
 * Lazaris and the Kanonnos are just from "Tales of the World" for our syntax
 * obtain = Ways of obtaining this character
 * If you can get this character through an event or summon, link the event page (if it exists)
 * Separate each obtain method using a line break ("  " without quotation marks)
 * If the unit is part of the Common Summon Pool, link both the summon where it first appeared and then the Common Summon Pool beneath, with the date added (e.g. "Common Summon Pool as of 4/1/2017")
 * If the unit is an awakened 6-star, this field should be "Awakened" and then a link to the 5-star unit's page
 * flair = Links the flair number from the Tumblr/Reddit code
 * If you don't know the flair number, leave this blank, and the page will be tagged to let us know to find it

Stats & Attributes

 * lvlMin = Minimum level (usually 1)
 * lvlLB0 = Max level at 0 limit breaks (such as 59 for a 5-star unit)
 * lvlMax = Max level when fully limit broken (such as 99 for a 5-star unit)
 * atkMin, hpMin, rcvMin = Stats when at minimum level
 * Available when first obtaining the unit, or in the Hero Index
 * atkLB0, hpLB0, rcvLB0 = Stats when at maximum level at 0 limit breaks
 * Can be obtained from the Level Up screen (this makes sure no passives or herb values are applied)
 * atkMax, hpMax, rcvMax = Stats when at maximum level when fully limit broken
 * Usually given in the notices for 5- and 6-star units; otherwise, available in the Hero Index
 * lc = Base LC of the unit (ignoring passive bonuses)
 * arte = Name of the unit's arte
 * arteDesc = Description of the unit's arte
 * leader = Name of the unit's leader skill
 * leaderDesc = Description of the unit's leader skill
 * active = Name of the unit's active skill
 * activeDesc = Description of the unit's active skill
 * activeLC = LC cost of the unit's active skill (number only)
 * unisonArte = Only applicable for a Unison Arte Unit.
 * You'll have to find the details elsewhere since the game doesn't explicitly list what the UA skill does.
 * Separate the damage and any additional effects with
 * If the arte has different effects depending on whether the arte is Great or Excellent, add those terms (italicized) as appropriate
 * psv1, psv2, psv3, psv4, psv5 = The unit's passives, in order as listed on the Passive tab
 * If a passive's description is missing once you update the page, you can add it to our passives table
 * If you don't know what you're doing, please just ask and we'll take care of it!
 * cost1, cost2, cost3, cost4, cost5 = Number of kills needed to unlock the corresponding passive
 * If the unit already has kills, you can calculate this number by adding kills remaining to their total kills

For leader skills and active skills that use tiles, use the following:

Awakening
These variables can be deleted if the unit is not a 5-star unit eligible for awakening.


 * awakening = Must be "Power" or "EX"
 * If the unit has a Power Awakening in the Japan version of the game that is not currently available in the Global version, fill in "Power" and leave the rest blank for now
 * awakeUnit = The name of the 6-star unit obtained after awakening
 * awakeMat1, awakeMat2, awakeMat3, awakeMat4 = Names of the materials required to awaken the unit
 * Should be listed in the order of Fairy Orb, Spirit Orb, Goddess Orb, and token
 * If not all of the above materials are required (for event units), delete any extra fields
 * awakeCost1, awakeCost2, awakeCost3, awakeCost4 = Number of the corresponding materials needed to awaken the unit

Extended Data
This section is to help categorize the unit into different lists for sorting, such as tile changers, arte healers, etc. Since there are so many variables, we naturally have a lot of variables to fill out.
 * If something isn't applicable to the unit, just leave it blank or delete the extra variables.
 * If this section is difficult for you, feel free to skip it. If you're really wanting to be helpful, categorize the unit as "Needs Extended Data"!

ARTE-RELATED DATA
 * arteTarget = The target(s) affected by this arte
 * Must be "All", "Dark", "Earth", "Fire", "Light", "Single", "Water", or "Wind"
 * Only use this field if the arte does damage
 * arteDmg = How much damage this arte deals
 * Must be a number. Include the %
 * Only use this field if the arte does damage
 * arteHits = How many hits does the arte do?
 * Must be a number
 * Only use this field if the arte does damage
 * arteElement = What element is this arte, if any?
 * Skip this field if the arte has no element
 * Must be "Dark", "Earth", "Fire", "Light", "Water", or "Wind"
 * If the arte has no element, skip this
 * arteHealAmt = How much health does this arte restore?
 * Must be a number. Include the %
 * arteDelayAmt = How many turns of delay does this arte inflict?
 * Must be a number
 * arteResistStatus = Does this arte allow the unit to resist a certain element or ailment? Which?
 * Must be "All", "Dark", "Burn", "Earth", "Fire", "Frozen", "Light", "Paralysis", "Petrify", "Poison", "Skill Seal", "Water", or "Wind"
 * arteResistDuration = Does this arte allow the unit to resist a certain element? For how long?
 * Must be a number

LS-RELATED DATA
 * leaderTarget = Use this ONLY for leader skills which target a particular element, or boost a specific type on specific tiles
 * Must be "Bash", "Dark", "Earth", "Fire", "Light", "Shot", "Slash", "Spell", "Thrust", "Water", or "Wind"
 * leaderCond = Does this unit's leader skill activate only under certain conditions?
 * Examples include "+50% HP" (e.g. "when at 50+% HP"), "-50% HP" (e.g. "when at/under 50% HP"), "100% HP" (e.g. "when at 100% HP"), "3+ Link" (e.g. "for 3rd+ heroes in a link"), "3+ Types" (e.g. "3+ types of heroes")
 * lpBoost = Does this leader skill boost LP rewards?
 * Must be a number. Omit the "x"
 * galdBoost = Does this leader skill boost gald rewards?
 * Must be a number. Omit the "x"
 * leaderShieldElement = Does this leader skill block elemental damage?
 * Must be "Dark", "Earth", "Fire", "Light", "Water", or "Wind"
 * If no element is specified, skip this
 * leaderShieldAmt = How much damage does the leader skill block? (Must be a number. Include the %)
 * leaderResistStatus = Does this leader skill prevent a certain status ailment?
 * Must be "All", "Burn", "Frozen", "Paralysis", "Petrify", "Poison", or "Skill Seal"
 * leaderBoost[All/Type/Tile]HP, leaderBoost[All/Type/Tile]ATK, leaderBoost[All/Type/Tile]RCV = Use for most status boosts according to type or tile
 * Must be a number. Omit the x
 * If the leader skill boosts All, skip the type/tile parameters
 * Include zeroes before and after decimals ("0.9", "2.0")

AS-RELATED DATA
 * activeTarget = Does this active skill affect all enemies, a single enemy, or enemies of a particular element?
 * Must be "All", "Dark", "Earth", "Fire", "Light", "Single", "Water", or "Wind"
 * Only use this field if the active skill does damage
 * activeDmg = Use this ONLY for active skills which inflict a multiplicative amount of damage
 * Must be a number. Include the x
 * activeElement = Does this active skill have an element?
 * Must be "Dark", "Earth", "Fire", "Light", "Water", or "Wind"
 * Only use this field if the active skill does damage
 * fixedDamageAmt = Use this ONLY for active skills which inflict a flat or percentage amount of damage
 * Must be a number. Omit the % (if present)
 * fixedDamageType = Use this ONLY for active skills which inflict a flat or percentage amount of damage
 * Must be "flat" (e.g. "Deal 7 damage to all enemies" or "percentage" (e.g. "Reduce enemy's current HP by 30%")
 * activeHealAmt = How much health does this unit's active skill restore?
 * Must be a number. Omit commas and %
 * activeHealType = How much health does this active skill restore?
 * Must be "flat" (e.g. "Restore 10,000 HP") or "percentage" (e.g. "Restore 70% of HP")
 * activeDelayAmt = How many turns of delay does this unit's active skill inflict?
 * Must be a number
 * givesAura = Does this active skill grant an arte aura? To whom?
 * Must be "all", "self", or "single"
 * activeDuration = How long does unit's active skill last?
 * Must be a number
 * Do not use for delay active skills
 * activeShieldElement = Does this active skill block elemental damage?
 * Must be "Dark", "Earth", "Fire", "Light", "Water", or "Wind"
 * If no element is specified, skip this
 * activeShieldAmt = How much damage does this active skill block?
 * Must be a number. Include the %
 * activeResistStatus = Does this active skill allow the unit to resist a certain element or ailment? Which?
 * Must be "All", "Dark", "Burn", "Earth", "Fire", "Frozen", "Light", "Paralysis", "Petrify", "Poison", "Skill Seal", "Water", or "Wind"
 * changeAll, changeCircle, changeHeart, changeSquare, changeStar, changeTriangle = Which tiles does this active skill change?
 * Must be "yes" or left blank
 * If the active skill changes All, skip the other tile parameters
 * changeToCircle, changeToHeart, changeToSquare, changeToStar, changeToTriangle = Which tile does this active skill change to?
 * Must be "yes" or left blank
 * activeBoost[All/Type/Tile]HP, activeBoost[All/Type/Tile]ATK, activeBoost[All/Type/Tile]RCV = Use for most status boosts according to type or tile
 * Must be a number. Omit the x
 * If the active skill boosts All, skip the type/tile parameters
 * Include zeroes before and after decimals ("0.9", "2.0")

LS2-RELATED DATA These fields are for use with 6-star awakened units' secondary leader skills (thus the "2" at the end), but otherwise function the same as the LS-Related Data fields.

Syntax
__NOWYSIWYG__

Sample
__NOWYSIWYG__

Results in: See (Sword of Swords) Luke