Combat
| Combat | |||
|---|---|---|---|
Combat is a turn-based confrontation between a party of up to three tamed Spirits controlled by an Alchemist and a group of up to three angered Wild Spirits. The Alchemist themself does not participate directly in the fighting, instead directing their Spirits from the sidelines. The encounter proceeds through alternating turns until one side achieves victory, is defeated, or The Alchemist forfeits. A successful outcome rewards The Alchemist with loot Items and
Coins, while failure causes The Alchemist to be overwhelmed and pass out, ending the day prematurely. Any damage sustained by The Alchemist's Spirits persists between combats unless healed by consuming
HP-restoring Food or by sleeping through the night.
Engagement
Combat begins when The Alchemist makes direct contact with angered Wild Spirits in the environment. This typically occurs when a Wild Spirit detects (indicated by a red exclamation mark appearing over the Spirit's head) and aggressively approaches The Alchemist, though some stationary spirits allow for deliberate initiation. Consuming an
Invisibility Potion stops Wild Spirits from detecting The Alchemist while the Skill Intimidating Presence will cause low level Spirits to actively avoid an encounter.
Boss Spirits, identified by being physically bigger than common Spirit and having a white skull icon over their
Tame meter, pose a greater challenge than regular wild spirits, and cannot be tamed. Upon triggering an encounter, both teams are automatically positioned on a battlefield whose lighting reflects the current time of day.
Turn order
The team with the higher total
Speed Points typically acts first, though there is a small chance for the slower team to gain initiative.
Spirit examination
Between Battle Actions, The Alchemist can inspect any Spirit in any of the teams to view its Level, Element, Weaknesses, Stats (including
Armor,
Speed,
Vitality,
Power, and current
HP), Abilities, and next intended attack. Any Stats modified affecting Spirits will appear as a negative red number if the impact is detrimental and as a positive green number if it is beneficial to the Spirit.
Dizzy State
The
Armor stat, visible alongside
HP during Combat, reduces inflicted damage. Each point of
Armor reduces damage by one, unless the attacker is under the
Ethereal Condition. Certain Spirit Cards can lower a target's
Armor, and attacks matching a Spirit's elemental Weakness also reduce
Armor by one point—even if no damage is dealt. If
Armor drops to zero or below, the affected Spirit becomes "Dizzy" for the remainder of the current turn and the entirety of the next, after which its
Armor is fully restored.
Dizzy Spirits will:
- Receive 1.5 times the intended damage from Attack Type Spirit Cards.
- Spirit Cards from that Spirit can't be used during the next Turn.
- Can't be Feed during the next Turn.
Actions
Each turn, The Alchemist receives 3
Energy (+1 with the Energy Boost Skill and +1 inside Dungeons with the Artful Archeologist Skill.) to spend on Battle Actions or Spirit Cards, each of which has a specific
Energy cost. Expending all
Energy in a turn prevents further actions.
Spirit Cards
- Main Article: Spirit Cards
At the start of each turn, The Alchemist draws 5 Spirit Cards from a combined deck representing the abilities of the Spirits within the
Medallion. These are added to any cards with the
Retain symbol carried over from previous turns, up to a maximum hand size of 10. Attack Cards and Skill Cards are associated with a specific Spirit and require
Energy to use. Played cards are moved to the Discard pile, as are any unused cards when the turn ends. If the deck contains fewer than 5 cards at the start of a turn, the Discard pile is shuffled to form a new deck. Cards with the
Exhaust symbol can be used only once per combat; they are not discarded but are restored once combat concludes.
Some cards apply Conditions—beneficial or detrimental—to Spirits. Spirit Cards from Dizzy Spirits can't be used until restored.
Targeting
Spirit Cards may target a single enemy or all foes. While Attacks cannot target allied Spirits, Skills may be used on them.
Damage
Damage, which reduces a target's
HP, is calculated using the attacking Spirit's
Power Points and the multiplier of the card used, with the exception of Bite, which relies on
Speed Points. Higher-rarity cards generally inflict more damage. Each point of
Armor reduces damage by one, unless the attacker is under the
Ethereal Condition. If the target has the
Intangible Condition, any attack that would deal damage is reduced to 1 point. Spirits in a "Dizzy" state will receive 1.5 times the intended damage from attacks. A Spirit is banished if it takes damage equal to or exceeding its current
HP.
Weakness
Most Spirits have both a Primary and a Secondary Weakness. Primary Weakness is directly related to the Spirit's Element, being the same for all members of the same species. Secondary Weakness is selected at random from the list of all remaining Elements except for that which the Spirit's Element has a natural advantage against. Evolved Spirit change their Primary Weakness to that of the new Element they gain upon Evolution and drop any Secondary Weakness they have. Enemies weak to the attacking Element are highlighted with a red circle and weakness symbol. The targeted Spirit will have an
Armor Point substracted for each succesful damaging Attack.
Close Call
The Skill Close Call has a 5% chance that any Attack from Wild Spirits won't deal any damage.
Critical Hit
The Skill Critical Hits gives any Attack dealt to Wild Spirits a 5% chance of dealing double the damage and ignore any
Armor.
Battle Actions
Battle Actions provide alternative means of influencing combat.
End Turn
The End Turn action immediately concludes the current turn. All non-
Retain cards are discarded, any unused
Energy is lost, and the next turn begins with 3
Energy. (+1 with the Energy Boost Skill and +1 inside Dungeons with the Artful Archeologist Skill.)
Feed
The Feed action allows The Alchemist to use consumable items—such as Crops, Concoctions, Potions, or Meals—on any Spirit, allied or wild. This costs 1
Energy and consumes the item, producing effects that may include healing, Stat modification, or increasing
Tame Points on Wild Spirits. Dizzy Spirits cannot be fed.
Flee
The Flee action attempts to escape combat at a cost of 3
Energy. The base success rate is 25%, which can be improved through certain skills or the Abilities. The skill Peaceful Presence guarantees escape from ordinary battles, though fleeing from boss battles is impossible. Successfully fleeing forfeits all
XP and other rewards, though any Spirits tamed during the encounter are retained. The Retreat card offers an alternate means of escape.
Rewards
Experience
Spirits that survive combat with at least 1
HP earn
XP toward leveling up. The amount awarded is influenced by:
- The level of banished Spirits
- The number of the Spirit's Spirit Cards played
- The damage inflicted.
- Two bonuses may apply:
- Untouched (+10%) for taking no damage.
- Bash 'Em (+10%) for reducing an enemy's
Armor to zero.
Coins
Coins awarded are determined by the level and number of Spirits banished.
Item drop rate
Victory in combat always yields at least one Item. Additional drops are determined by fixed percentages with Boss Spirits offering better odds for valuable items. These rates can be modified by The Alchemist's skills or by the Abilities of Spirits in the
Medallion.
| Loot | Type | Chance | |
|---|---|---|---|
| Spirit | Boss Spirit | ||
| Crops | 89% | 65% | |
| Spirit Egg | 10% | 30% | |
| Resources | 1% | 5% | |
Special loot
- Defeating a Guardian in a Dungeon guarantees a
Memory Shard, unless all 15 have been collected. - Banishing Psychic Element Spirits during a Psychic Storm or within the Infinidungeon may yield an
Evo Stone, with drop rates scaling by the Spirit's level:
| Level | Drop Chance |
|---|---|
| 1 to 5 | 2% |
| 6 to 10 | 5% |
| 11 to 20 | 8% |
| 21 to 35 | 20% |
| 36 to 55 | 35% |
| Over 55 | 50% |
- Any combat has a 1% chance to drop an
Engram Lodestone until
The Half-horned Crown is reforged.