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