Battle Commands
Going down the list of battle commands.
Run: If a charcter chooses run, it automatically sets everyone else's command to run. A successful run allows you to flee from battle but you won't get any of the usual things you get from winning in a battle. An unsuccesful run will shows up as MISS and the monsters will proceed as planned to possibly attack you. If the monsters are turned away from you in the beginning of a battle, a run that turn is always successful. You cannot run from BOSS battles. If you have the item: White Map, this lowers the ratio of random battles you get and gives you a higher chance of running from battle, where the Black Map attracts monsters to you and gives you a higher chance of attacking first.

Item: This allows a character to use one of the items in your inventory. Only some items can be used in battle. Check the different sections to see what you can use. When one of the items are highlighted, press X to view a description of the item. Depending on the item, it may MISS when used. Go to the Item List page to view the items in the game.

Gaurd: Gaurd allows the chosen charcter to defend against an attack. This deducts some of the damage done. This is helpful when you suspect that next turn your enemy is going to use a powerful attack.

Attack: This is a basic attack. The attack can either be long range or short range (every charcter has long and short range attacks). Attacks may MISS or be counter attacked (See Counter attacks down the page).

Special Move: This allows you to use a move that helps fellow allies or does more damage to an enemy than a regular attack. They can be learned by using moonberries. The number next to a special move is the amount of SP that is needed. Let's take Vyse for instance. His first move, Cutlass Fury does much more damage to an enemy than a regular attack. It costs 7 SP. By looking at the number on the SP bar, you can find out how much SP you have out of your maximum amount. If there is enough, you can perform the move. There are also moves like Vyse's Counterstance. This allows Vyse to defend every attack made on him and counter attack them (more on counter attacks later). Another thing about S moves is that they never MISS. Go to the Special Moves page for a list of special moves of every charcter.

Magic: Magic contains many spells, all of which you can use in battle and only some outside of battle. There are six attributes in magic: Health, Flame and Heat, Ice, Water and Wind, Electricity, and Life, and there are six spells for each. Spells can sometimes MISS. To learn new spells, an ally must first have the moonstone attribute you want of the type of spell to learn. Magic experience will build up from this and eventually get you to enough to learn the next spell. See the Magic page for more information on spells and moonstones. You can also click here to go to my Magic Experience Guide.

Focus: The final command is focus. Focusing allows a character to contribute SP during a turn. The amount they contribute depends on how much Spirit they have. Focusing is a good way to get closer to having enough SP for magic or a special move, but also leaves you vulnerable to attack (unless a special item or move has been used on you defending you). Focusing can't miss, but if the character who is focusing has fatigue, focusing will not gain any SP. Make sure you realize this before focusing or the command will have been for naught.
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