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		<title>Owchy: Created page with &quot;The &#039;&#039;&#039;Battle System&#039;&#039;&#039; in Roidle is a sophisticated combat framework that combines strategic character positioning, elemental interactions, and automated battle scripts. Understanding these mechanics is essential for progressing through hunts, dungeons, and PvP content.  == Overview ==  Combat in Roidle occurs automatically based on Battle Scripts you configure for each character. Your party of up to 3 characters engages enemies on a battlefield divided into 6 colum...&quot;</title>
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		<updated>2026-02-10T06:55:10Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Battle System&amp;#039;&amp;#039;&amp;#039; in Roidle is a sophisticated combat framework that combines strategic character positioning, elemental interactions, and automated battle scripts. Understanding these mechanics is essential for progressing through hunts, dungeons, and PvP content.  == Overview ==  Combat in Roidle occurs automatically based on &lt;a href=&quot;/index.php?title=Battle_Scripts&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Battle Scripts (page does not exist)&quot;&gt;Battle Scripts&lt;/a&gt; you configure for each character. Your party of up to 3 characters engages enemies on a battlefield divided into 6 colum...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Battle System&amp;#039;&amp;#039;&amp;#039; in Roidle is a sophisticated combat framework that combines strategic character positioning, elemental interactions, and automated battle scripts. Understanding these mechanics is essential for progressing through hunts, dungeons, and PvP content.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Combat in Roidle occurs automatically based on [[Battle Scripts]] you configure for each character. Your party of up to 3 characters engages enemies on a battlefield divided into 6 columns (3 for your party, 3 for enemies), with each character performing actions based on their script&amp;#039;s conditions and priorities.&lt;br /&gt;
&lt;br /&gt;
The battle system incorporates:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Damage Calculation&amp;#039;&amp;#039;&amp;#039; - Complex formulas using Attack, Defense, and elemental modifiers&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Elemental System&amp;#039;&amp;#039;&amp;#039; - 7 elements with affinity levels that affect damage multipliers&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Battle Scripts&amp;#039;&amp;#039;&amp;#039; - Conditional AI that controls character behavior&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Status Effects&amp;#039;&amp;#039;&amp;#039; - Buffs, debuffs, and special conditions that impact combat&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
When you first begin playing:&lt;br /&gt;
&lt;br /&gt;
1. &amp;#039;&amp;#039;&amp;#039;Create Your Party&amp;#039;&amp;#039;&amp;#039; - Build up to 3 characters with different classes&lt;br /&gt;
2. &amp;#039;&amp;#039;&amp;#039;Assign Stats&amp;#039;&amp;#039;&amp;#039; - Distribute status points based on your class role (see [[Attributes]])&lt;br /&gt;
3. &amp;#039;&amp;#039;&amp;#039;Equip Gear&amp;#039;&amp;#039;&amp;#039; - Each new character receives a free dagger and body armor&lt;br /&gt;
4. &amp;#039;&amp;#039;&amp;#039;Set Battle Scripts&amp;#039;&amp;#039;&amp;#039; - Use default scripts or customize them with the [[Runic Battle Codex]]&lt;br /&gt;
5. &amp;#039;&amp;#039;&amp;#039;Choose Positions&amp;#039;&amp;#039;&amp;#039; - Place characters in appropriate columns (tanks front, ranged back)&lt;br /&gt;
&lt;br /&gt;
Without the Runic Battle Codex, the game uses default scripts for each class. Once you build the Codex in your [[Estate]], you can create custom scripts to optimize your party&amp;#039;s performance.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
&lt;br /&gt;
=== Core Mechanics ===&lt;br /&gt;
&lt;br /&gt;
Damage in Roidle is calculated using a sophisticated formula that balances offense and defense without simple subtraction:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Key Stats:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;P.Atk&amp;#039;&amp;#039;&amp;#039; - Physical Attack power (for swords, bows, basic attacks)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;M.Atk&amp;#039;&amp;#039;&amp;#039; - Magical Attack power (for spells and magical skills)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;P.Def&amp;#039;&amp;#039;&amp;#039; - Physical Defense (reduces physical damage)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;M.Def&amp;#039;&amp;#039;&amp;#039; - Magical Defense (reduces magical damage)&lt;br /&gt;
&lt;br /&gt;
=== Defense Formula ===&lt;br /&gt;
&lt;br /&gt;
Unlike games that simply subtract Defense from Attack, Roidle uses percentage-based damage reduction:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Defense (0-125):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 50 Defense = 50% damage reduction&lt;br /&gt;
* 100 Defense = 67% damage reduction&lt;br /&gt;
* 125 Defense = 75% damage reduction&lt;br /&gt;
* Early Defense points have stronger impact&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;High Defense (125+):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 150 Defense = 80% damage reduction&lt;br /&gt;
* 200 Defense = 85% damage reduction&lt;br /&gt;
* Reduction approaches 95% maximum (never reaches 100%)&lt;br /&gt;
&lt;br /&gt;
This system allows infinite Defense stacking without making characters invulnerable.&lt;br /&gt;
&lt;br /&gt;
=== Damage Calculation Steps ===&lt;br /&gt;
&lt;br /&gt;
1. &amp;#039;&amp;#039;&amp;#039;Flat Reduction&amp;#039;&amp;#039;&amp;#039; - Every 2 Def reduces 1 damage (up to 15 at 30 Def) before percentage reduction&lt;br /&gt;
2. &amp;#039;&amp;#039;&amp;#039;Percentage Reduction&amp;#039;&amp;#039;&amp;#039; - Apply Defense formula to reduce damage&lt;br /&gt;
3. &amp;#039;&amp;#039;&amp;#039;True Damage&amp;#039;&amp;#039;&amp;#039; - Portion of damage that bypasses Defense (if attacker has True Damage stat)&lt;br /&gt;
4. &amp;#039;&amp;#039;&amp;#039;Elemental Multiplier&amp;#039;&amp;#039;&amp;#039; - Apply elemental affinity (0% to 200% damage, see [[Elements]])&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;See [[Battle Basics]] for detailed damage formulas and examples.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Elements ==&lt;br /&gt;
&lt;br /&gt;
Roidle features a 7-element system with rock-paper-scissors relationships and affinity levels:&lt;br /&gt;
&lt;br /&gt;
=== The Seven Elements ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Neutral&amp;#039;&amp;#039;&amp;#039; - Default element for basic attacks and most skills&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039; - Strong vs Earth, weak vs Water&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; - Strong vs Fire, weak vs Air&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039; - Strong vs Water, weak vs Earth&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Earth&amp;#039;&amp;#039;&amp;#039; - Strong vs Air, weak vs Fire&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Holy&amp;#039;&amp;#039;&amp;#039; - Strong vs Shadow, weak vs Shadow&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039; - Strong vs Holy and Neutral, weak vs Holy&lt;br /&gt;
&lt;br /&gt;
=== Affinity Levels ===&lt;br /&gt;
&lt;br /&gt;
Monsters have elemental affinities that determine damage multipliers:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Level 1 Affinity (Low):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Weakness: 150% damage&lt;br /&gt;
* Resistance: 50% damage&lt;br /&gt;
* Neutral interactions: 75-100% damage&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Level 2 Affinity (High):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Extreme Weakness: 200% damage&lt;br /&gt;
* Extreme Resistance: 0% damage (immune)&lt;br /&gt;
* Moderate effects: 50-125% damage&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Fire 1 monster takes 150% damage from Water attacks&lt;br /&gt;
* Fire 2 monster takes 200% damage from Water attacks (and 0% from Fire)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;See [[Elements]] for complete elemental tables and strategic applications.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Battle Scripts ==&lt;br /&gt;
&lt;br /&gt;
Battle Scripts are the AI that controls your characters during combat. They use a Condition-Action-Target system where each step evaluates conditions and executes actions if conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== How Scripts Work ===&lt;br /&gt;
&lt;br /&gt;
Each script consists of multiple steps executed in order:&lt;br /&gt;
&lt;br /&gt;
1. &amp;#039;&amp;#039;&amp;#039;Check Conditions&amp;#039;&amp;#039;&amp;#039; - Evaluate if requirements are met (HP thresholds, enemy count, range, etc.)&lt;br /&gt;
2. &amp;#039;&amp;#039;&amp;#039;Perform Action&amp;#039;&amp;#039;&amp;#039; - Execute skill, attack, move, or use item if conditions pass&lt;br /&gt;
3. &amp;#039;&amp;#039;&amp;#039;Select Target&amp;#039;&amp;#039;&amp;#039; - Choose who receives the action (nearest enemy, lowest HP ally, etc.)&lt;br /&gt;
4. &amp;#039;&amp;#039;&amp;#039;Move to Next Step&amp;#039;&amp;#039;&amp;#039; - If conditions fail, move to next step in sequence&lt;br /&gt;
&lt;br /&gt;
If no step&amp;#039;s conditions are met, the character performs an idle action and recovers MP.&lt;br /&gt;
&lt;br /&gt;
=== Script Components ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Starting Position:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Choose which of 3 columns your character starts in&lt;br /&gt;
* Movement costs 1 round, so position strategically&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions (up to 5 per step):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Filters&amp;#039;&amp;#039;&amp;#039; - Narrow down targets (nearest enemy, lowest HP, elemental weakness)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Boolean Checks&amp;#039;&amp;#039;&amp;#039; - True/false evaluations (MP above X%, enemy count, ally status)&lt;br /&gt;
* Stack additively (AND operator) from top to bottom&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Basic Actions: Attack, Idle, Move (forward/backward/to ally/to foe), Escape&lt;br /&gt;
* Skill Actions: Any skill available to the character&amp;#039;s class&lt;br /&gt;
* Item Actions: Use consumables (select up to 3, prioritized left to right)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Targets:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Self, Ally, Foe, All Allies, All Foes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cooldowns:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Set per-step cooldowns to prevent spam&lt;br /&gt;
* Resets to 0 on new encounter&lt;br /&gt;
&lt;br /&gt;
=== Example Scripts ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AOE Only When Efficient:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
1. Condition: Foe at range 3 or less&lt;br /&gt;
2. Condition: 3 or more enemies&lt;br /&gt;
3. Action: Use AOE skill&lt;br /&gt;
4. Target: Foe&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healing Priority:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
1. Condition: Ally is knocked out → Action: Resurrect&lt;br /&gt;
2. Condition: Ally HP below 30% → Action: Strong heal&lt;br /&gt;
3. Condition: Ally HP below 60% → Action: Medium heal&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Elemental Targeting:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
1. Condition: Foe is fire-weak&lt;br /&gt;
2. Condition: Self MP above 50%&lt;br /&gt;
3. Action: Fire Bolt&lt;br /&gt;
4. Target: Foe (nearest)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;See [[Battle Scripts]] for advanced scripting techniques and default class scripts.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
Status effects are temporary conditions that modify combat performance, shown as icons beneath character sprites.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs (Positive):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Increase stats (P.Atk, M.Def, Hit Rate, etc.)&lt;br /&gt;
* Provide tactical advantages&lt;br /&gt;
* Usually applied by support skills&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Debuffs (Negative):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Control:&amp;#039;&amp;#039;&amp;#039; Frozen, Stunned, Pinned (immobilize)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stat Reduction:&amp;#039;&amp;#039;&amp;#039; Blinded (-75 Hit Rate)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Combo Setup:&amp;#039;&amp;#039;&amp;#039; Soaked, Shocked (enable powerful effects)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Damage over Time (DoT):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Poisoned&amp;#039;&amp;#039;&amp;#039; - 3% max HP per stack per turn (10 stacks max)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039; - 20% of attacker&amp;#039;s P.Atk/M.Atk, reduces healing by 75%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Burning&amp;#039;&amp;#039;&amp;#039; - 20% of attacker&amp;#039;s M.Atk, stacks up to 9, leaves Scorched aftereffect&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Scorched&amp;#039;&amp;#039;&amp;#039; - Permanent DoT until cleansed, 33% of Burning damage (max 25% HP)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healing over Time (HoT):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rejuvenating&amp;#039;&amp;#039;&amp;#039; - Druid HoT, 10% healing per turn, boosts Lifebloom effectiveness&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Exhausted&amp;#039;&amp;#039;&amp;#039; - Prevents Paladin from using Divine Protection/Guardian Angel for 5 rounds&lt;br /&gt;
&lt;br /&gt;
=== Status Interactions ===&lt;br /&gt;
&lt;br /&gt;
Some status effects interact with each other:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Soaked + Lightning&amp;#039;&amp;#039;&amp;#039; → Stunned for 1 round&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Soaked + Ice&amp;#039;&amp;#039;&amp;#039; → Easier to Freeze&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Burning + Soaked&amp;#039;&amp;#039;&amp;#039; → Extinguishes Burning (but not Scorched)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Frozen + Shatter Ice&amp;#039;&amp;#039;&amp;#039; → Double damage&lt;br /&gt;
&lt;br /&gt;
=== Removal Methods ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cleanse&amp;#039;&amp;#039;&amp;#039; (Priest passive) - Removes Frozen&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dispel&amp;#039;&amp;#039;&amp;#039; (skill) - Removes many debuffs and some buffs&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Spellsteal&amp;#039;&amp;#039;&amp;#039; (skill) - Steals buffs from enemies&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Items&amp;#039;&amp;#039;&amp;#039; - Antidote (Poisoned), Bandage (Bleeding), Healing Salve (Scorched)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;See [[Status Effects]] for complete lists and removal methods.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Combat Tips ==&lt;br /&gt;
&lt;br /&gt;
=== General Strategy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Position Matters&amp;#039;&amp;#039;&amp;#039; - Place tanks (Warriors, Knights) in front columns, ranged DPS and healers in back&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Use Elements&amp;#039;&amp;#039;&amp;#039; - Check enemy weaknesses and exploit them for 150-200% damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Script Priority&amp;#039;&amp;#039;&amp;#039; - Order script steps from highest to lowest priority (resurrect before heal)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Manage Resources&amp;#039;&amp;#039;&amp;#039; - Set MP thresholds to avoid running out of mana mid-fight&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Remove DoTs&amp;#039;&amp;#039;&amp;#039; - Bleeding, Poisoned, and Scorched can quickly kill characters if not cleansed&lt;br /&gt;
&lt;br /&gt;
=== Party Composition ===&lt;br /&gt;
&lt;br /&gt;
A balanced party typically includes:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039; - High VIT, P.Def, positioned front to absorb damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Healer&amp;#039;&amp;#039;&amp;#039; - Priest or Druid to sustain the party&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Damage Dealer&amp;#039;&amp;#039;&amp;#039; - Physical (Archer, Rogue) or Magical (Mage, Wizard) DPS&lt;br /&gt;
&lt;br /&gt;
Adjust composition based on content:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dungeons&amp;#039;&amp;#039;&amp;#039; - Bring strong healing and defensive buffs&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039; - Maximize AOE damage for efficient clear speed&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Boss Fights&amp;#039;&amp;#039;&amp;#039; - Single-target burst damage and survivability&lt;br /&gt;
&lt;br /&gt;
=== Resource Management ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Food&amp;#039;&amp;#039;&amp;#039; - If wiped in Capital region, eat meat scraps to recover HP before resting&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Inn Rest&amp;#039;&amp;#039;&amp;#039; - Costs Zeny but fully restores HP/MP&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Consumables&amp;#039;&amp;#039;&amp;#039; - Potions, bandages, and antidotes for emergency situations&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Battle Scripts&amp;#039;&amp;#039;&amp;#039; - Use idle actions strategically to recover MP&lt;br /&gt;
&lt;br /&gt;
== Advanced Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== True Damage ===&lt;br /&gt;
&lt;br /&gt;
Some skills and effects deal True Damage that bypasses Defense:&lt;br /&gt;
* Poisoned status (3% max HP per stack)&lt;br /&gt;
* Scorched status (33% of Burning damage)&lt;br /&gt;
* Certain class abilities&lt;br /&gt;
&lt;br /&gt;
True Damage is calculated before Defense reduction and added back after percentage mitigation.&lt;br /&gt;
&lt;br /&gt;
=== Critical Hits ===&lt;br /&gt;
&lt;br /&gt;
Critical hits depend on:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;C.Atk&amp;#039;&amp;#039;&amp;#039; - Critical Attack stat (increases crit chance)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;C.Def&amp;#039;&amp;#039;&amp;#039; - Critical Defense stat (reduces enemy crit chance)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;C.Chance&amp;#039;&amp;#039;&amp;#039; - Base critical hit chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;C.Negate&amp;#039;&amp;#039;&amp;#039; - Chance to negate incoming critical hits&lt;br /&gt;
&lt;br /&gt;
Critical multiplier typically deals 150-200% damage.&lt;br /&gt;
&lt;br /&gt;
=== Speed and Action Economy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; stat determines attack frequency&lt;br /&gt;
* Higher Speed = more basic attacks per round&lt;br /&gt;
* Skills typically use full action regardless of Speed&lt;br /&gt;
* Movement costs 1 round (position characters before combat)&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle Basics]] - Detailed damage formulas and defense curves&lt;br /&gt;
* [[Elements]] - Complete elemental affinity tables and strategies&lt;br /&gt;
* [[Scripts|Battle Scripts]] - Advanced scripting guide and default class scripts&lt;br /&gt;
* [[Status Effects]] - Full status effect lists and removal methods&lt;br /&gt;
* [[Attributes]] - Character stats and their combat effects&lt;br /&gt;
* [[Classes]] - Class abilities and optimal builds&lt;br /&gt;
* [[Runic Battle Codex]] - Unlock custom battle scripts&lt;br /&gt;
* [[Dungeons]] - Apply battle knowledge to dungeon content&lt;br /&gt;
* [[PvP]] - Player versus player combat strategies&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle System]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Owchy</name></author>
	</entry>
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