The Battlefield

Combat, Turns, Stats & Zodiac

Before the Job system, you have to win the battlefield itself: height, facing, the Speed clock that decides who acts, and the hidden Zodiac multiplier riding on every hit.

01 · The Grid

Combat fundamentals

Battles play out on a 3D grid with height. Units act in an order set by Speed; on a turn you typically Move and take one Action (attack, ability, or item), in either order.

  • Height and facing. Higher ground boosts physical hit and damage and extends some ranges. Hitting from the side or back raises hit chance and crit; being hit from behind is dangerous. Position constantly.
  • Charge times. Many spells and ranged abilities have a cast delay (see CT), so they land on a later tick. Lead the target.
  • Turn order is a resource. Faster units act more often. Slowing the enemy or speeding yourself is as strong as raw damage.
  • Permadeath rule. A downed unit becomes a Crystal/Treasure after a countdown; if it expires, the unit is gone for good (generics). Revive or retreat before the count runs out.
02 · The Clock

The turn system (CT & Speed)

  • Every tick, each unit's CT (Charge Time) rises by its Speed. At CT 100 the unit acts, then CT resets.
  • Higher Speed = more frequent turns. This is why Speed is the most valuable stat in the game.
  • Spells and charged abilities have their own cast CT: select target, the ability charges, and it resolves on a future tick. Fast units can move, get hit, or die before a slow spell lands — account for the delay and for enemies leaving an AoE.
Because turn frequency compounds, small Speed advantages snowball over a long battle. Builds that stack Speed (or haste themselves) act dramatically more often than the enemy.
03 · The Numbers

Stats explained

StatWhat it does
HP / MPHealth and magic pool.
SpeedHow fast CT fills = turn frequency. The premium stat.
PA (Physical Attack)Scales physical/weapon damage.
MA (Magick Attack)Scales spell and magickal-ability damage.
BraveryAffects some physical abilities/reaction triggers; very high/low Bravery has side effects.
FaithScales magick (yours and damage taken from magick). High Faith = stronger but more vulnerable; very low Faith resists magick but can't cast well.
Move / JumpTiles you can move and vertical height you can clear.

Two big build levers: Faith governs the whole magick economy (a low-Faith unit is a poor caster but a magick-resistant tank), and Bravery interacts with physical reaction abilities and a few class mechanics.

04 · The Stars

Zodiac Compatibility

Each unit has a zodiac sign, and a hidden compatibility multiplier between attacker and target modifies damage, healing, and accuracy. In the Enhanced version you can now view a unit's sign and compatibility directly from the status screen (a v1.5.0 addition), so you no longer have to guess.

  • Good compatibility boosts damage/recovery/accuracy (to ~125% in the favorable cases shown in-game).
  • Bad compatibility reduces it (to ~75%).
  • Special compatibility (e.g. certain opposite-sign pairings) can swing dramatically high (~150%) or low; non-human units shift the modifier too.
Pair healers and buffers with allies they're compatible with, and aim your hardest hitters at enemies they match well against. It's a quiet multiplier that adds up across a battle.