History — Combat
Engaging Enemies
Wilderness tiles spawn enemies automatically. Enemy cards appear on the left of the game panel showing the enemy's name, level, and remaining HP. Click Fight on an enemy card to engage it.
Difficulty Colours
Enemy names are colour-coded to indicate how dangerous they are relative to your level:
- Green — Enemy is significantly weaker. Low risk.
- Amber — Close to your level. Moderate risk.
- Red — Enemy is significantly stronger. Proceed with caution.
Combat Actions
Once in a fight you have four actions:
- ⚔ Attack — A physical strike using your equipped weapon and Strength.
- ✦ Cast — Use an equipped spell. Costs MP. Uses Intelligence.
- ⚡ Weapon Arte ▾ — A finishing technique fuelled by Tactical Points. Opens a dropdown of every Arte available to your equipped weapon. See Tactical Points & Weapon Artes.
- ✦ Ability ▾ — Class-defining buffs and powers on long real-time cooldowns. Each class has at least seven (veteran abilities join at 50 and 75). See Class Abilities.
Combat continues turn by turn until either you or the enemy is defeated. Defeating an enemy awards EXP and Gold. There is no Flee option in PvE — commit carefully.
Opening a Fight
You don't have to lead with a basic swing. Your configured Attack and Cast hotkeys (defaults F and R) both initiate combat — so a caster can step onto a foe and open with a spell, while the encounter card stays clean with just a Fight button.
How Damage Is Calculated
Your damage scales from the stat behind the action — Strength for physical attacks and Weapon Artes, Intelligence for spells — together with your weapon's power, and is then reduced by the target's Defence. Enemy defence genuinely matters: a heavily-armoured foe shrugs off far more than a fragile one.
The curve is level-stable. It's tuned so a well-geared character takes roughly 2–3 hits to fell an on-level normal enemy at any level, instead of one-shotting low foes and stalling on high ones. Better gear still makes you hit harder — it just no longer trivialises the world.
The same maths governs enemies striking you, so high-level foes — especially casters — are a real threat. Keep your Defence up (and Spirit, which blunts incoming magic), and watch your HP.
Critical Hits
Weapons have a Crit Chance and Crit Multiplier. A critical strike deals significantly increased damage. Higher-tier weapons generally have better crit stats.
Spell Damage — Tile and Day Bonuses
Cast spells receive three stacking damage bonuses if they line up with the world — tile terrain, the day's element, and the weather:
- Tile Bonus — an elemental affinity tile (e.g. casting Fire on a Volcanic tile) modifies your spell's damage by the tile's listed percentage.
- Day-of-Week Bonus — if your spell's element matches the current Crystaria day, the cast gains an additional +15 %. See Time, Days & Moons for the day → element table.
Both bonuses stack additively before damage is rolled. A Fire spell cast on a Fire-affinity tile during Pyrenday gets both the tile and the +15 % day bonus.
Weapon Skill XP
Every successful hit with a weapon awards Weapon Skill XP toward that weapon's typeclass. Normal hits give 10 XP; critical hits give 20 XP. The combat log shows your XP gain and current progress on every hit, with a highlighted message whenever your skill level increases. See the Weapon Skills section for full details.
Enemy AI
Up to four enemies can occupy a tile at once. They do not move between tiles, but new enemies spawn over time — a tile with 0 or 1 enemies populates aggressively, a tile with 2 or 3 populates more slowly, and a tile that has reached four stops spawning until you thin the field. Enemies left idle too long despawn naturally.