Battle is the set of attacks between two units. The formulas below are calculated to find the chance of hit, critical hit, how much damage is dealt, and who can attack twice.

Weapon Attacks

The basic attack in a battle, using an equipped weapon to attack at the opponent, dealing damage and lowering their HP. In order to make an attack, a unit must move within range of the equipped weapon's specified range, and choose a target opponent to attack that is in that range. Some of the weapon ranges in the game are:

  • 1 - Attacks adjacent units (i.e. Iron Sword, Steel Axe, etc.)
  • 2 - Attack units exactly two spaces away (i.e. Iron Bow)
  • 1-2 - Attack adjacent and distant opponents two spaces away (i.e. Hand Axe, Thunder, etc.)
  • 2-3 - Attack units either two or three spaces away (i.e. Longbow)
  • 3-10 - Attack distant enemies, 3 to 10 spaces away (i.e. Bolting, Purge)

Basically, the ranges state the minimum - maximum spaces away the enemy can be, or a single number for now many exact spaces distant the enemy must be.
After declaring an attack on an enemy, the first player makes their attack. First, attack speed is calculated (A is used for attacker's stat, D is used for defender's stat):

If (Weapon Weight) > CON, Attack Speed = $A.SPD + (A.CON - A.Weapon Weight)$
Else, Attack Speed = $A.SPD$

If the attacker has an Attack Speed surpasses the defender's Attack Speed by more than four, the attacker can attack twice. However, if the defender's Attack Speed surpasses the attacker's by more than four, the defender can attack twice. Also, any Brave weapons used add an additional x2 to the attack count. For example, Unit A with a Brave Lance and AS of 18, and Unit B with a Steel Sword and AS of 13, Unit A can attack four times.

After determining attack counts, this is how the battle is conducted:

  • Attacker makes their first attack.
  • Attacker makes a second attack if wielding a Brave weapon.
  • Defender makes their first attack.
  • Defender makes a second attack if wielding a Brave weapon.
  • If Attacker had AS greater/equal to (D.AS + 4), Attacker can attack again, making another second attack if wielding a Brave weapon.
  • If Defender had AS greater/equal to (A.AS + 4), Defender can attack again, making another second attack if wielding a Brave weapon.

When making an attack, roll a percentage dice to see if the hit was successful. To calculate hit rate:

$2(A.SKL) + .5(A.LUK) - D.Avoid + A.Weapon Hit Rate + A.Bonuses$

Avoid is calculated as: $2(D.Attack Speed) + D.LUK + D.Bonuses$

If a die roll is successful against the hit rate, then a critical roll is made with the percentage dice. The critical hit rate is:

$A.Weapon Critical + .5(A.SKL) - D.Critical Evade + A.Bonuses$

Critical evade is calculated as: $D.LUK + D.Bonuses$

If the roll is not successful, attack is carried out normally. However, if it is successful, damage dealt to the enemy for this attack is tripled.

Next, damage is calculated. In this formula, Strength and Defense is used, but if a magic tome is used, use MAG and RES instead

$A.STR + A.Effective Weapon Might - (D.DEF + D.Bonuses) + A.Bonuses$

Effective Weapon Might is equal to the might of the weapon, plus the bonus from the weapon triangle or trinity of magic advantage/disadvantage. The Effective Weapon Might is also multiplied by 3 if the weapon is effective against the defender, i.e. Bows against flying units, Hammer against armored units, etc.

When a magic melee weapon is used (i.e. Rune Sword), the following damage is dealt:

Range of 1: $A.STR + A.Effective Weapon Might - (D.RES + D.Bonuses) + A.Bonuses$
Range of 2: $.5(A.STR) + A.Effective Weapon Might - (D.RES + D.Bonuses) + A.Bonuses$

Also, magic weapons cannot critical, if from a distance.

Once a unit reaches 0, that unit cannot attack any longer and battle ends, awarding EXP to the last standing unit and eliminating the defeated unit from the game.


During battle, staves prove to be useful in keeping units alive, or hindering the enemy. When using a staff to heal a friendly unit, the staff will always hit (as they will not try to resist the healing). Therefore, the effect is carried out immediately.
When using a staff against an opponent however, they will try to resist the negative effects, and therefore a percentage dice roll must be done to see if the staff's effect hits.

Staff accuracy (hit rate) is: $30 + 5(A.MAG) + A.SKL - D.Staff Evade + A.Bonuses$

Staff evade is: $5(D.RES) + 2(Distance from target) + D.Bonuses$

Note that distance from target is calculated by how many spaces horizontally the two units are separated, plus the amount of spaces vertically the two units are separated.

If the staff hits, the effects are carried out upon the enemy. Staves are only used once per turn regardless of Attack Speed, and defending units do not counterattack.

Rewarding EXP

Aside weapon EXP, a battle can bring about EXP to surviving combatants. When making a weapon attack, EXP is calculated as follows:

If the opponent is hit: $(31 - (A.LVL - D.LVL)) / A.Class Value$
Level is increased by 20 for promoted units, i.e. a Lvl 6 Paladin would be considered lvl 26. Also, Class Value is equal to the following:

Soldier/Priest/Thief: 2
All other classes: 3

If the opponent is killed: $30 + (D.Class Value * D.LVL) - (A.Class Value * A.LVL)$ or 1, which ever is higher.
This result is modified if the opponent is the following:

  • Boss: +40
  • Bishop/Valkyrie: -20
  • Thief: +20

If no attack is made against the opponent, the unit gets 1 EXP.

EXP cannot surpass 100. If it does, the unit only gains 100 EXP.

When using a staff or skill, a predetermined amount of EXP is given, and these values are given in the staff and skill tables.

Trainee units get 33 EXP after damging an enemy, and 100 EXP after defeating an enemy.

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