Core combat stats
| Stat | Combat role |
|---|---|
| HP | Health available before defeat |
| MP | Resource spent on skills |
| Attack / Magic Attack | Physical and magical damage power |
| Defense / Magic Defense | Physical and magical damage reduction |
| Agility | Turn-order and speed-related stat |
| Luck | Supports chance-based outcomes |
| Hit / Critical / Counter / Reflect | Rates 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.
| Stack | Effect when triggered |
|---|---|
| Defensive | Restores 25% of maximum HP and MP, then resets |
| Swift | Evades an incoming attack, then resets |
| Fatal | Deals double damage, then resets |
A practical leveling approach
- Keep equipment and available skills aligned with the enemies in your current area.
- Use Guard when blocking the next damaging attack creates more value than another immediate attack.
- Use multi-hit or action-point effects when their MP cost and accuracy fit the encounter.
- Carry healing and resource supplies before entering task-gated boss fights such as the Mall Administrator.
- 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.