The three party archtypes:Swordsman, Brawler, and Mage, each play fundamentally differently for battle calculations. Type determines your damage formula, movement speed, combo approach, and battlefield role. Know your roster before planning a strategy.
This guide covers core mechanics of the battle system for new players: formulas, damage calculation, combos, skills, and status effects.
All 12 party members belong to one of three archtypes: Swordsman, Brawler, or Mage. Type determines damage formulas used, movement speed in battle, and combat role.
| Type | Members |
|---|---|
| Swordsman | Ashton, Dias, Ernest, Claude |
| Brawler | Precis, Bowman, Chisato |
| Mage | Celine, Opera, Noel, Rena, Leon |
Battles begin when your character touches a monster icon on the overworld map. How contact happens determines opening conditions: Normal, Ambush, or Pre-emptive strike.
Movement speed in battle is fixed by type: Brawlers are ~1.5× faster. Two involuntary movement states exist:
Each character has a hidden Ki stat (max of 255). Every Base Skill, Special Move, and Technique costs Ki. Ki naturally recovers gradually during non-skill actions, e.g. standing still or guarding.
Low Ki also shrinks the combo reception window (The time you have to hit an input after seeing a star): long chains become almost impossible under 30% Ki.
All base skills have a range category. Match your range to the monster's distance for the hit to register.
Adjust range to match the monster. The part of the monster you hit is called a Hit Location. Which area of the monster that is targetted depends on range. Mastering range management is the core offensive skill.
Guard reduces incoming damage but does not eliminate it. It is your only defensive tool in battle: use it whenever you cannot avoid a hit to minimise HP loss. Damage in Stepback state is unguardable. While guarding, a character's HP cannot drop below 1. Note that enemy techniques can bypass guard.
Skills marked pierce pass through targets, hitting multiple enemy body parts. Damage drops sharply per hit: 1st ×100%, 2nd ×40%, 3rd ×20%.
All basic skill damage flows through three steps: calculate PAT (party attack total), subtract EDF (monster defence factor), apply element/nature modifiers for final DAM (total damage).
Cross the attack element with the monster's defensive element to get a modifier value, then look it up in the multiplier table below.
| DEF↓ / ATK→ | Fire | Wind | Earth | Water | Light | Electric | Dark | None |
|---|---|---|---|---|---|---|---|---|
| Fire | 0 | −1 | 0 | +1 | 0 | 0 | 0 | 0 |
| wind | +1 | 0 | −1 | 0 | 0 | 0 | 0 | 0 |
| earth | 0 | +1 | 0 | −1 | 0 | 0 | 0 | 0 |
| water | −1 | 0 | +1 | 0 | +1 | 0 | 0 | 0 |
| light | 0 | 0 | 0 | −1 | 0 | +1 | −1 | 0 |
| Electric | 0 | 0 | 0 | 0 | −1 | 0 | +1 | 0 |
| Dark | 0 | 0 | 0 | 0 | +1 | −1 | 0 | 0 |
| None | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 |
| Element Value | Multiplier |
|---|---|
| +3 | DAM × 3.975 |
| +2 | DAM × 2.25 |
| +1 | DAM × 1.5 |
| 0 | DAM × 1.0 |
| −1 | DAM × 0.666 |
| −2 | DAM × 0.444 |
| −3 | DAM × 0.296 |
Each base skill has an attack nature: (Blunt, Slash, Thrust). Cross with the monster's defensive nature for an additional multiplier on top of the element modifier. An enemies defensive nature can be seen in the bestiary
| ATK Nature | Monster DEF | Multiplier |
|---|---|---|
| Blunt | Any | DAM × 0.3 ~ 0.6 |
| Slash / Thrust | Soft | DAM × 0.8 ~ 1.0 |
| Slash / Thrust | Normal | DAM × 1.5 ~ 1.8 |
| Any | Hard | DAM × 2.0 ~ 2.3 |
After a base skill lands a hit, a brief reception window opens. Input another skill before it closes and the next skill fires without its full startup animation. Repeat to build a chain that stunlocks an enemy. Combos are the primary source of high burst damage.
The range is locked to whatever range the combo starts at. Skills from hit 2 onward in the same range tier gain +1 level per hit. Range shift resets level to 1. Higher level = more damage: stay in one range tier.
Every base skill in a combo costs Ki. As Ki drops, the reception window shrinks: making long chains progressively harder. This is the main practical limiter on combo length.
| Ki Remaining | Window Reduction |
|---|---|
| 0 ~ 29% | −80% (near impossible) |
| 30 ~ 49% | −60% |
| 50 ~ 69% | −40% |
| 70 ~ 100% | 0% (full window) |
Finish combos with a skill that inflicts Fatigue on the enemy. After a long chain your character will be exhausted too: but if the monster is also fatigued, neither can act. This gives you time to recover before the next exchange without eating a counter-attack.
Against heavy monsters that wrap behind your character during a combo, end with a teleport-type Special Technique. This repositions you in front of the monster, preventing the unguarded Stepback state where strong enemies will freely punish you.
Base skills cost no MP and are the backbone of combos. Up to 12 per character (4 range series × 3 levels). Each use costs Ki. A landing hit opens the combo window.
| Level | Ki Cost |
|---|---|
| Lv 1 | 15 |
| Lv 2 | 34 |
| Lv 3 | 52 |
| Level | Ki Cost |
|---|---|
| Lv 1 | 10 |
| Lv 2 | 24 |
| Lv 3 | 37 |
| Use Count | Ki Cost |
|---|---|
| 1st use | 23 |
| 2nd use | 50 |
| 3rd use+ | 75 |
Used by Swordsmen, Brawlers, and Opera. Key properties:
Used by Celine, Leon, Noel, and Rena. Key properties:
Every attack knocks the monster back a little: the duration depends on your ATK power. Sustained knockback prevents monsters from acting, enabling pressure chains.
| ATK Power | Knockback Duration |
|---|---|
| 0 ~ 49 | 1/3 second |
| 50 ~ 99 | 1/2 second |
| 100 ~ 149 | 2/3 second |
| 150 ~ 199 | 5/6 second |
| 200 ~ 255 | 1 second |
Status effects are inflicted by monster attacks (or player skills on monsters). Most recover naturally over time: Poison, Petrification, and Battle-Incapacitation require Dispel or items to cure mid-battle. All statuses clear at the end of each battle automatically.
| Target | Status | Natural Recovery | Effect |
|---|---|---|---|
| Party | Poison | Does not recover | HP decreases 1 every second |
| Mute | 20 ~ 40 sec | All actions and arte cast time ×2 slower | |
| Petrification | Does not recover | Cannot act; takes no damage while petrified | |
| Confusion | 15 ~ 30 sec | D-pad randomized; B triggers a random Special Move | |
| Sleep | 25 ~ 45 sec | Cannot take any action | |
| Fatigue | 5 ~ 15 sec | Cannot act; recovers immediately on taking a hit | |
| Berserk | 30 ~ 45 sec | Attacks become uncontrollable | |
| Incapacitation | Does not recover | Cannot act — requires Revival spell or resurrection item | |
| Monster | Fatigue | 20 sec | Cannot act; recovers immediately on taking a hit |
| Silence | 60 sec | Cannot use Special Attacks or techniques |
All status effects auto-clear at battle end: active management only matters mid-battle. The three permanent cases always need items or Dispel.