Mechanics
Combat and momentum
Normal attacks, skills and auto-combat; critical hits, chain, Divine Stroke, Fever, Golden Lectern, Burn, Break and battlefield laws.
Basics
- Fight with normal attacks (key 1) and active skills (key 2 onward). Skills consume Essence and have a cooldown of several turns after use.
- Enable auto-combat to attack over time. LOOP can automatically repeat cleared maps.
- After defeat, Recover and Retry starts again at the same encounter. Only the position is retained; the enemy returns to full HP.
- The combat screen estimates the number of attacks needed to win and hits you can withstand.
The skill list is at Skills.
Momentum (critical hits and chain)
Each successful attack builds chain. Longer chains increase critical chance, critical multiplier and damage.
- Critical chance
- 6% + 2.5% per chain (maximum 50%)
- Critical multiplier
- ×1.9 + 0.04 per chain (maximum ×2.6)
- Chain damage bonus
- +2% per chain (maximum +40%)
- Momentum Finisher
- Using a skill at chain 5 or higher triggers a Momentum Finisher for ×1.5 damage.
- Rank
- Chain 10, 20 and 30 display Good, Great and Excellent momentum respectively.
Divine Stroke
About one in 20 critical hits becomes a Divine Stroke when the critical roll falls in the lowest 5% of the critical chance; it multiplies critical damage by a further ×3. No additional roll is made, so the critical-hit sequence itself is unchanged.
Fever
Four critical hits in a row trigger Fever: all attacks critically hit for 12 seconds. Equipment dropped during Fever is at least Fine rarity, and Gold and XP increase by 10%.
Golden lecterns
During combat a Golden Lectern appears on roughly one in 180 attacks. Press it within 10 seconds to receive Gold, Essence, Insight or Memory Shards. Missing it has no penalty. It does not appear offline.
| Grade | Chance | Reward multiplier | Bonus |
|---|---|---|---|
| Supreme | 4% | ×10 | Insight +2、Memory Shards +12 |
| Fine | 18% | ×3 | Insight +1、Memory Shards +3 |
| Common | 78% | ×1 | — |
Burn and Break
- Ember Oath burns an enemy for three turns.
- Mirror Break applies Break for 3 turns. Chronicle Break deals ×1.5 damage while Break is active.
- Burn and Break decrease by one each turn. Some bosses take different damage depending on whether either status is present (battlefield law).
Battlefield law
Chapter ruleres and some powerful enemies have battlefield laws that favor or penalize particular approaches. The combat screen shows the law and a strategy hint.
Boss draft
The first defeat of each chapter ruler offers one of three run boons. Its effect lasts only for that run.
| Run boon | Effect |
|---|---|
| Offensive draft | This run, attack +6%. |
| Defensive draft | This run, defense +6%. |
| Momentum draft | This run, critical chance +2pt. |
| Embellishment draft | This run, Gold gain +10%. |
| Study draft | This run, XP gain +10%. |
| Reprint draft | This run, Essence from battles +8%. |
| Focus draft | This run, focus record gain +12%. |
| Long-road draft | This run, expedition success +3pt. |
| Return draft | This run, post-victory healing +5%. |
| Opening draft | Start each area with 2 momentum chain. |
| Sprint draft | Fever lasts 4 seconds longer. |
| Seal draft | This run, Gold and XP gain +4%. |