====== Basic combat knowledge ====== This article contains basic information about how to battle in @Party. For those wanting to take things further, see the page on [[intermediate_combat_knowledge|intermediate combat knowledge]]. ===== Party line-up and general attack ===== * The damage received from enemies will vary depending on the order of a party's members. * 1st receives 100% damage * 2nd receives 85% damage * 3rd receives 70% damage * 4th receives 60% damage * You can change the order of the party with ''@Front'' and ''@Rear''. * This will not affect recovery or status buffs/debuffs. * Characters that can no longer fight will be ignored. ===== Tension ===== * You can raise your player's tension with the ''@Tension'' command. * By raising the tension, the effects of attacks, recovery, items, etc. will be multiplied. * Tension 1 time (5%): 1.75 times the effect * Tension 2 times (20%): 3 times the effect * Tension 3 times (50%): 5 times the effect (hi-tension) * Tension 4 times (100%): 8 times the effect (super hi-tension*) * *You need to be level 25 or higher to reach super hi-tension. The higher the level, the easier it is to obtain it. If you are level 70 or higher, you are guaranteed to reach it. * Your tension will return to its original state (0%) as soon as you perform an action such as attack or magic. * However, actions that do not affect the tension multiplication effect, such as defending and recovering from status effects, will leave your tension intact. ==== Things boosted by tension ==== * Items such as MedicinalHerb and MagicWater * Damage dealt * Recovery amount * Status buffs/debuffs *In the case of skills that inflict damage and lower defenses, such as HelmSplitter, only the damage will be multiplied. *In the case of multi-ally/multi-enemy skills, only the first player/monster will received the tension multiplied effect. The rest will receive the usual non-tension amount. ==== No effect on tension (tension remains the same) ==== * Items such as ProtectionStone and MagicMirror * Temporary statuses such as defense or cover * Status buffs/debuffs * InstantDeath skills ==== Resets tension ==== * You can reset an opponent's tension by inflicting status ailments such as MotionSeal or Sleep * *On the battle screen, the tension message will no longer be displayed when a status ailment is inflicted, but the tension will still increase. ===== Basic battle actions ===== ==== @Attack ==== * This is your normal single-opponent attack. * You can specify a target using ''>xxx''. If you do not specify a target or you mistakenly target an ally, a random enemy will be targetted instead. * The damage dealt is determined by your attack power (including your weapon's strength) and the opponent's defense power (including their armor strength). * The greater your agility is to your opponent's, the more likely it is that your attack will be a critical hit. * The lower your accuracy, or the greater your opponent's agility to your's, the more likely it is that your attack will be dodged. ==== @Defend ==== * Gives you the temporary status "Resist". For more information on temporary statuses, see the page on [[status|statuses]]. ==== @Front ==== * Stand at the front of the party. * Those who are confident in their HP and defense should go as far to the front as possible. ==== @Rear ==== * Stand at the back of the party. * Those who are not confident in their HP and defense should go as far to the back as possible. ==== @RunAway ==== * Let's you escape from a battle, as long as you are able to move. * There's no risk or penalty for running away. ==== @Item ==== * This will activate the item's effects. * You can apply it to a specific target using ''>xxx''. If a target is not specified, it will be used on yourself. * To see which items can be used in battle, see the [[items|items]] page. ==== @Proceed ==== * Move to the next floor of the stage. * The player who uses ''@Proceed'' will be unable to act right away when the next battle begins. * In the small-fry battles before a boss, it's best to avoid being the one to use ''@Proceed'' as much as possible, especially for players that can perform multi-enemy attacks. * Beginners and players with low attack power should take the initiative in proceeding to help make battles go more smoothly.