Core combat stats

StatCombat role
HPHealth available before defeat
MPResource spent on skills
Attack / Magic AttackPhysical and magical damage power
Defense / Magic DefensePhysical and magical damage reduction
AgilityTurn-order and speed-related stat
LuckSupports chance-based outcomes
Hit / Critical / Counter / ReflectRates for their named combat outcomes

How action points and extra hits work

Do not confuse a skill that hits several times with several separate turns. Frenzy Slash is a documented physical skill that attacks three times, while Energizing Strike has a 15% chance to grant an action point. All or Nothing doubles damage but halves hit chance, so it is a risk choice rather than a universal upgrade.

The official skill reference also lists Guard as a 3 MP command that blocks the next damaging attack and can be used once per turn. These are concrete tools for managing turn economy: create value with multi-hit attacks, protect a vulnerable turn, or attempt to generate an additional action point.

Defensive, Swift, and Fatal stacks

Each stack adds a 4% trigger chance according to the official combat reference. Building stacks improves the chance of the named event, but a trigger consumes the accumulated stack. Plan around that reset instead of treating the bonus as permanent.

StackEffect when triggered
DefensiveRestores 25% of maximum HP and MP, then resets
SwiftEvades an incoming attack, then resets
FatalDeals double damage, then resets

A practical leveling approach

  1. Keep equipment and available skills aligned with the enemies in your current area.
  2. Use Guard when blocking the next damaging attack creates more value than another immediate attack.
  3. Use multi-hit or action-point effects when their MP cost and accuracy fit the encounter.
  4. Carry healing and resource supplies before entering task-gated boss fights such as the Mall Administrator.
  5. Open new resource areas through tool, key, and Old Woods progression so forging and equipment options keep pace with combat.

Common AP misconceptions

  • Agility is not documented as a guaranteed extra-action threshold.
  • A three-hit skill is one skill with multiple hits, not proof of three independent turns.
  • A chance to gain an action point is not guaranteed on every use.
  • Difficulty, equipment, resources, and skill choice all matter; one stat cannot replace preparation.