Combat

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Combat
Combat.png

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 Icon coins.png 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 Icon hp.png HP-restoring Food or by sleeping through the night.

Engagement

Contact with Wild Spirits initiates Combat.

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 InvisibilityPotion.png 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 Icon tame.png 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 Icon speed.png Speed Points typically acts first, though there is a small chance for the slower team to gain initiative.

Spirit examination

Wild Spirit's stats on display.

Between Battle Actions, The Alchemist can inspect any Spirit in any of the teams to view its Level, Element, Weaknesses, Stats (including Icon armor.png Armor, Icon speed.png Speed, Icon vitality.png Vitality, Icon power.png Power, and current Icon hp.png 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

Dizzy Spirits flash red and get 2 stars circling around their head.

The Icon armor.png Armor stat, visible alongside Icon hp.png HP during Combat, reduces inflicted damage. Each point of Icon armor.png Armor reduces damage by one, unless the attacker is under the Condition Ethereal.png Ethereal Condition. Certain Spirit Cards can lower a target's Icon armor.png Armor, and attacks matching a Spirit's elemental Weakness also reduce Icon armor.png Armor by one point—even if no damage is dealt. If Icon armor.png 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 Icon armor.png Armor is fully restored.

Dizzy Spirits will:

Actions

Each turn, The Alchemist receives 3 Energy.png 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.png Energy cost. Expending all Energy.png Energy in a turn prevents further actions.

Spirit Cards

Ongoing Combat, 4 Spirits Cards are on hand, 4 are waiting in the deck and 1 is in the Discard pile.
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.png Medallion. These are added to any cards with the Retain icon.png 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.png 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 icon.png 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

Targeted Spirit has a secondary Weakness to Electric Element Attacks.

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 Icon hp.png HP, is calculated using the attacking Spirit's Icon power.png Power Points and the multiplier of the card used, with the exception of Bite, which relies on Icon speed.png Speed Points. Higher-rarity cards generally inflict more damage. Each point of Icon armor.png Armor reduces damage by one, unless the attacker is under the Condition Ethereal.png Ethereal Condition. If the target has the Condition Intangible.png 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 Icon hp.png HP.

Weakness
Weakness chart. Arrow points towards each Element advantaged.

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 Icon armor.png 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 Icon armor.png Armor.

Battle Actions

Battle Actions

Battle Actions provide alternative means of influencing combat.

End Turn

The End Turn action immediately concludes the current turn. All non-Retain icon.png Retain cards are discarded, any unused Energy.png Energy is lost, and the next turn begins with 3 Energy.png Energy. (+1 with the Energy Boost Skill and +1 inside Dungeons with the Artful Archeologist Skill.)

Feed

Grayed out Items in the Inventory (menu) can't be fed during Combat.

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.png Energy and consumes the item, producing effects that may include healing, Stat modification, or increasing Icon tame.png Tame Points on Wild Spirits. Dizzy Spirits cannot be fed.

Flee

The Flee action attempts to escape combat at a cost of 3 Energy.png 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 Icon exp.png XP and other rewards, though any Spirits tamed during the encounter are retained. The Retreat card offers an alternate means of escape.

Rewards

Victory in Combats yields various rewards.

Experience

Spirits that survive combat with at least 1 Icon hp.png HP earn Icon exp.png 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 Icon armor.png Armor to zero.

Coins

Icon coins.png 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.png Medallion.

Loot Type Chance
Spirit Boss Spirit
FlaxFlower.png Season's Island Crops Crops 89% 65%
SpiritEgg.png Island's Spirit Egg Spirit Egg 10% 30%
Moonstone.png Moonstone Resources 1% 5%

Special loot

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%


Turn
 Energy.png Energy 
 • 
 Battle Actions (End Turn • Feed • Flee
 •  • 
 Condition Barrier.png Barrier 
 • 
 Condition Burn.png Burn 
 • 
 Condition Calm.png Calm 
 • 
 Condition Charge.png Charge 
 •  • 
 Condition Freeze.png Freeze 
 •  • 
 Condition Poison.png Poison 
 • 
 Condition Rage.png Rage 
 • 
 Condition Regen.png Regen 
 • 
 Condition Sharp.png Sharp 
 • 
 Condition Tangle.png Tangle 
Results
 Banish 
 • 
 Tame 
 • 
  
 • 
  
 • 
  
 •  • 
  
 • 
  
 •  • 
  
 Icon hp.png HP 
 • 
 Icon armor.png Armor 
 • 
 Icon speed.png Speed 
 • 
 Icon vitality.png Vitality 
 • 
 Icon power.png Power 
 • 
 Icon exp.png XP 
 Type (Attack Type • Skill Type
 •  • 
 Discard (Retain icon.png Retain • Exhaust icon.png Exhaust
 •  • 
Characteristics
 • 
 Level 
 •  •  •  • 
 Holo 
 •