Combat

(Redirected from Elin:戦闘/en)


This page contains detailed specifications for Skills and systems related to combat.

For equipment specifications, see the Equipment page.

Auto Combat

If you move the cursor over the target and select “Auto” on the right click, the combat will be performed automatically.

During auto combat, the damage you take from enemies is reduced slightly according to your strategy skill. Also, when your stamina is above a certain level, you can spend a certain amount of stamina to withstand deadly attacks during combat.

You can set detailed combat type and autocombat settings from the “Strategy” tab on the character sheet.

Combat Type (AI)

The combat type can be applied to the player's autocombat style, and the Monster's behavior patterns also refer to it.

  • In the case of monsters/ NPcs, with a few exceptions, their class represents their combat type, and if there is no applicable combat type, they are assigned the Predator AI.
  • The combat type of monsters is indicated in the brain cells found in the rescue rewards in Little Garden.
  • Combat types that fight with spells use ranged weapons when they are short on MP.
  • In the case of NPCs and monsters, regardless of their combat type, they will use melee, ranged, and spell attacks at the same rate.
    • In other words, the only things that change depending on the combat type of NPCs are their movement frequency, preferred range, and frequently used support spells.
Combat Type (Playable)
Type Pattern
Disable Disable Auto Combat
Archer Fights with ranged weapons. Priority is given to ranged weapons even when adjacent to the enemy.
Warrior Uses taunt first, then fights with melee weapons.
Tank First use Taunt, Sacred Shield, and Holy Veil, then fight with melee weapons.
Healer Use various supportive spells at first, then attack with offensive spells. Attacks are less frequent as priority is given to support.
Wizard Fights with offensive spells.
Hexer Uses various kinds of interference spells on the enemy at first, then fights with attack spells.
Summoner Uses summoning spells first, and then fights with offensive spells.
Predator The AI assigned to many NPCs that do not have any special behaviors. All behaviors are used in roughly equal proportions.
Paladin First, use a Taunt and offensive support spells, then fight with a melee weapon.

The following combat types are used only for NPC action patterns and cannot be used for player autocombat.

Combat Type (NPC only)
Type Pattern
Gunner Long-range AI. Does not actively approach enemies, and tries to keep distance when adjacent to them.
Warmage AI that is a mix of melee-range and long-range types. Fights with long-range attacks while gradually approaching enemies. Uses taunts if learned.
Thief Melee-range AI. Actively approaches enemies, but unlike warriors, does not use taunts.
Turret AI specialized in shooting. They do not move at all, focusing solely on ranged attacks.

Critical

Attacks may occasionally result in a critical hit.

When a critical hit occurs, damage becomes the maximum value of the weapon's die roll, dealing greater damage than usual.

Critical hits occur after the hit roll. Therefore, the critical hit chance also depends on the target's evasion rate.

The critical hit chance can be increased through Perception, Eye of Mind skill, enchantments, and feats like Mana Body.

If the target is dazed, there is a 25% chance of a critical hit. If the target is asleep, a critical hit always occurs.

Riding and Host

See also Riding and Symbiosis for more information.

Riding is an ability where the player rides a pet (henceforth referred to as a horse) and the player's speed becomes the same as that of the horse.

While riding, the horse takes some penalty to its speed, but this can be reduced by improving the riding skill. Monsters have their own aptitude for riding, and those suitable for riding receive less penalty, while those unsuitable for riding, such as metals and catsisters, receive significant penalties and cannot be used properly as horses.

See Bestiary for the suitability of each monster for riding.


Host is the opposite of riding, and allows the player to place a pet (hereinafter referred to as a parasite) on top of the player. The speed of the parasite will be the same as the player's. Even if both riding and Host are performed at the same time, the referenced value will refer to the original speed before the player rode the parasite.

In the beginning, the parasite will not be able to coordinate well with the parasite, and the parasite that was unable to act will often call out abuse, but the situation will improve as the symbiosis skill level is increased.


The horse/parasite will shoulder the damage that flies at the player. In addition, the horse/parasite does not die even if its HP reaches zero, but stays in a stunned state, allowing the player to participate in the battle again once its HP is restored.

However, while the horse is stunned, it loses its speed bonus from riding.


The horse/parasite is treated as being on the same square as the player, and spells that targets a single person will also benefit/damage everyone.

In addition, both the player and the horse/parasite will suffer a hit penalty when riding or parasitizing, but this can be mitigated by raising the skill level of each.

Height Adjustment

Height differences between characters' floors or platforms, or when one character is on stairs or a trolley, affect combat.

Characters at higher elevations gain a bonus to hit when attacking and a bonus to dodge when being attacked.

Characters receiving height adjustment will display (Lower Ground) or (Higher Ground) next to their name when hovered over.

  • Floating characters are treated as being at higher ground.

Shielding (Taunt/Loyal)

Characters with abilities like Taunt or loyal feats such as Shiba can shield allies from attacks, redirecting the target to themselves.

While shielding carries the risk of drawing concentrated fire, using it effectively can protect allies and gain an advantage in combat.

Common Shielding Mechanics

  • Only enemy attacks can be shielded. Attacks between allies cannot be shielded.
  • Shielding is impossible if an ally is hidden behind a wall or furniture, or if the Guardian is paralyzed, asleep, in a death-like state, or unconscious.
  • Shielding is impossible against thrown attacks, additional attacks from Shockwave/Whirlwind enchantments, or area-of-effect spells.
  • Shielding is impossible during the Loyal ability's cooldown.

Taunt

  • Using this ability enters a “Taunt” stance, enabling the ability to shield allies.
  • Shields allies within 1 tile with an approximately 50% chance. The Defender Feat extends this range to a maximum of 3 tiles.

Loyal

  • Guaranteed to shield allies within 3 tiles.
  • If more than 4 tiles apart, teleports to an adjacent tile before shielding (max 25 tiles, subject to teleport disruption).
  • If Loyal triggers teleportation, a 10-turn cooldown applies.
  • Shiva Tail allows players to temporarily acquire it.
  • Talk to a character with Loyal and select “Actually...” → “Please don't shield allies” to toggle Loyal on/off.

Damage Absorption

The Flesh Wall/Knight Spirit enchantment absorbs damage dealt to the target. Its behavior differs from taunts or Loyal that redirect the target, exhibiting several unique effects.

Flesh Wall: Absorbs damage intended for allies. Effect range increases by 1 tile per Feat Level.

Knight Spirit: Absorbs damage intended for allies with lower HP percentage than the caster. Effect range is fixed to adjacent 1 tile.

Damage Absorption Specifications
  • All calculations related to attack success/failure use the Protected's stats.
    • Specifically, this includes DV/Dodge/Evasion skills used in hit/evasion checks, and PV/Equipment skills used in damage calculation.
    • Only the Protected can activate Parry/Counter.
    • The Protected's Spiky and Acid Body effects do not activate; only the Guardian's do.
  • Various damage calculation modifiers use the Guardian's stats.
    • Elemental Resistance/Anti-magic/Ranged Defense/Physical Damage Reduction/Elemental Damage Reduction/Critical Defense/Shield Style/Blessing of the Earth/Metal Feat, etc.
    • When taking damage for the Guardian, damage reduction effects from Physical Damage Reduction, Elemental Damage Reduction, and Metal Feat are halved.
Cannot be absorbed

Cannot absorb damage when the Guardian is paralyzed, asleep, in suspended animation, or stunned.

Additionally, the following damage and effects cannot be absorbed:

  • Additional effects of attacks. Only the damage is absorbed; the additional effects are received by the Protected.
    • Item destruction from fire/cold element attacks, additional status effects added to charges via Shield Bash or the Tyrant of Shields enchantment, etc.

Status abnormality applied by spells or potions that do not deal damage

Damage to allies restrained by devices like the Gallows

  • Damage from Hunger, Exhaustion, Headhunter, Sturdy Rope, Wrath of the Gods, Mana Backlash, or Death Sentence
  • Damage already taken by another ally (taking damage taken by another ally creates an infinite loop)