basic_combat_knowledge
Table of Contents
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.
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 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 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.
basic_combat_knowledge.txt · Last modified: 2023/07/27 23:07 by anonwaha