- Fire is effective against Wind and less effective against Water.
- Wind is effective against Earth and less effective against Fire
- Earth is effective against Water and less effective against Wind
- Water is effective against Fire and less effective against Earth
- Moon is effective against Sun
- Sun is effective against Moon
Status effects last for 12 turns and count down on every unit's turn. The exceptions are Recovery, which lasts for 3 turns and only counts down on the turn of the affected unit, and Sleep, which can end early if the affected unit is hit by a damaging attack. Note that the damage over time affect of Hunger does not break the effect of Sleep.
[placeholder for other buffs/debuffs]
The battle system uses a timeline mechanic, where the turn order of all units is dynamically determined based on each unit's speed statistic and the "load factor" of actions they take.
The load factor can be thought of as how slow an attack or ability is.
To determine the order of all units in the battle, the "order value" of each unit is calculated at the start of the wave and after that unit performs an action. Whichever unit has the current lowest order value will take their turn next.
At the beginning of the wave, each unit's initial order value is equal to 100 - floor_function( ( SPEED - 50 ) / 2 ) - 1
After a unit performs an action, their order value increases by ( 100 - floor_function( ( SPEED - 50 ) / 2 ) - 1 ) * [action's load factor]
|HP||Your characters total HP. Depending on the class of your characters, the base can be largely different|
|ATK||Influence physical attacks (Sword icon). Mainly high and used on Warrior, it can also be useful on Knight, who are using physical attacks as well|
|MATK||Influence magical attacks (Staff icon). Mainly high and used by Mage, it's also important on Alchemis using Magical attacks and on priests for their healing.|
|DEF||Influence received physical damage. It's a stats highly present on Knight and also on Warrior classes.|
|MDEF||Influence received magical damage. It's a stats highly present on Knight and also on Priests, Mage and Alchemist classes.|
|SPD||Influence your position in the timeline. Your base SPD is calculated with the "load" of the skill you use on your turn. Higher is the power of your skill (Very high damage or Totteoki), higher will be the gap between your turn and the next one. The lower "load" skill is generally buff from Priests, Warrior & Mage. [More information later]|
|LUK||Influence your critical chances. Every characters shares about the same level of LUK (around 35LUK) except Hanakoizumi Anne (Coming from the serie "Anne Happy" we can understand. That doesn't mean she can't crit :3)|
Enemy Attack Priority and Taunt
At the start of each wave, each of your units is assigned a random initial aggro value from 6 to 9 inclusive.
Taunt buffs increase or decrease your initial aggro value. Small taunt = +20%, Medium taunt = +40%, and Large taunt = +60%.
Enemies have a preferred target criteria, such as a specific class or element.
The [final aggro value] = [initial aggro value] * ( 1 + [taunt buff] ) + ( [preferred target] ? 4 : 0 )
An enemy will attack the unit with the highest final aggro value. If multiple units have the same final aggro value, the enemy will attack the furthest left unit in the battle formation.
In the Party menu, you can equip Kirara one orb based off the classes. Then once per battle, you can use one of the three skills to assist the characters.
It's not possible for a character to get stats from a different series building than his own series. (E.G => A Gakkou Gurashi character will get bonus from "Gakkou Gurashi Building" but NOT from "Stella no Mahou Building")
It's not possible for a character to get stats from a different class building than his own class. (E.G => A warrior character will get bonus from "Warrior Building" but NOT from "Knight Building")