Combat
Combat is turn-based. The player and enemy sides alternate phases, and each combatant spends Action Points to attack, use abilities, defend, or use items. Most ordinary actions are easy to understand from their battle descriptions; this page explains the shared rules and the choices that matter most.
For the exact damage, accuracy, state, healing, variance, difficulty, and reward formulas, see Combat Calculations.
Combat at a glance
| Step | What happens |
|---|---|
| Battle begins | Temporary Swift, Lethal, and Defensive Battle Points are reset. Pre-emptive or surprise conditions may change which side acts first. |
| Player phase | Each available party member receives Action Points and may act while points remain. |
| Enemy phase | Enemies receive Action Points and select actions from their available behavior. |
| End checks | Ongoing effects, defeat, victory, escape, and reward conditions are resolved. |
Action Points
Most combatants begin their side's phase with 1 Action Point (AP). Attacking, using a Skill or Ritual, guarding, and using most items costs 1 AP. If an effect grants another point, that combatant may act again during the same phase.
AP does not carry into the next phase. Effects that grant AP during an action are therefore most useful when the combatant can immediately choose another action.
Player actions
Attack
The basic attack normally deals physical damage using the user's Attack and the target's Defense. Its element, accuracy, critical behavior, and added effects can be changed by equipment or states.
Skills
Skills are primarily weapon and physical techniques. Many deal physical damage and then attempt an extra effect, such as Stun, a Curse, or additional Battle Points.
Rituals
Rituals include magical attacks, healing, buffs, debuffs, utility, and resource conversion. Ritual damage generally uses Magic Attack and Magic Defense, although the ability description should always take priority.
Guard
Guard protects the user from the next ordinary attack. Certain attacks explicitly break or ignore Guard.
Items
Battle items can restore resources, cure states, attack enemies, grant Action Points, or add Battle Points. Some are field-only or battle-only.
Escape
Escape is only available in battles that permit it. A failed attempt gives the enemy side an opportunity to act before another attempt can be made.
Accuracy and critical hits
Physical actions normally check the user's Hit Rate against the target's Evasion Rate. Magical actions normally use Magical Evasion instead. Some effects have special accuracy rules, and certain-hit actions bypass ordinary accuracy and evasion.
A critical hit increases damage after the main damage calculation. Critical Rate and Critical Evasion affect whether it occurs. Lethal Battle Points are a separate effect: when they activate, they double the attack's damage and reset the user's Lethal points.
Elements
Attacks can carry an element such as Light, Darkness, Insight, Insanity, or Curse. A target's elemental rate determines whether that element deals reduced, normal, or increased damage. An ability's element is separate from any state it may apply.
When an attack can use more than one element, its result depends on the ability and equipment involved. See Combat Calculations#Elements for the precise ordering.
Buffs, debuffs, and states
Temporary battle buffs and debuffs can raise or lower a core stat in stages. Named states such as Stun, Poison, Weakness, Hex, Fear, and Chaos have their own effects and durations. A displayed application percentage is not always the final chance: target resistance and the Luck difference between the user and target may also apply.
Persistent Blessings and Curses are separate from short battle buffs even when they affect the same stat. See Status Effects for duration and removal rules.
Battle Points
Three point pools can activate special effects:
| Type | Check | Effect on success |
|---|---|---|
| Swift | When an enemy attack begins | Avoids that attack sequence |
| Lethal | When the player begins an attack | Doubles the attack's damage |
| Defensive | After the player's action | Restores 25% of maximum HP and MP |
Each point gives a 4-percentage-point chance to activate. A success resets only that pool. See Battle Points for exact probabilities and edge cases.
Combat Shrines
After defeating the Hall Monitor in the Mall F1 Hallway, Combat Shrines become active in the Mall, Old Woods, and Catacombs. Placing a Combat Offering raises that area's shrine level, empowering its enemies while improving loot frequency and unlocking special reward pools.
Each area has its own level and can hold up to five offerings. Bosses receive the stat empowerment but do not award the shrine's unique bonus rewards. Dying or fleeing within an affected area resets that area's shrine to the minimum allowed by the selected difficulty. See Combat Shrines for locations, exact level effects, reset rules, and the current level 1–2 stat anomaly.
Healing and recovery
Healing may use a fixed amount, a percentage of maximum HP or MP, or a formula that scales with stats. Recovery effectiveness can be changed by states and equipment. Healing does not use the same Defense reduction as an attack unless the individual effect says otherwise.
HP and MP can also be restored outside battle through food, bathing, sleeping, fountains, and other events. See Bathing and Sleep.
Victory and defeat
Defeating all required enemies awards the battle's Experience, currency, and eligible drops. Some encounters use scripted phases, reinforcements, or rewards, so the visible first group is not always the entire fight.
If the party is defeated, the result depends on the encounter and current difficulty. Some battles use their own continuation or loss rules instead of an ordinary game over.
Practical advice
- Accuracy matters most when using high-impact attacks; a missed attack also loses the opportunity to apply its attached state.
- Small Defense reductions can be difficult to see in a single hit because ordinary damage has variance. Compare several attacks or expected averages.
- Guard, elemental rates, and state resistance solve different problems. An enemy resistant to an element may still be vulnerable to an attached state, and vice versa.
- Extra AP is strongest when earned early enough to spend during the same phase.
- Battle Points are temporary. Use them to shape the current battle rather than saving them for a later encounter.
