Combat

Most enemies deal a lot of damage with their attacks and spells, so facing them directly can quickly lead you to your demise.Break, Guard, and Dodge are the three tactics that when used correctly can allow you to eke out an advantage in combat.
Break - Used on an enemy preparing to unleash a powerful attack or a Guarding enemy, it will stun that enemy and leave it Vulnerable.However, note that some enemies may have moves that cannot be broken. In those cases, you'll need to Guard or Dodge.
Guard - Halve the damage of incoming physical and magical attacks. Shields can improve the amount of reduced damage further. Additionally, while Guarding, you cannot be Stunned. However, at the same time, Guarding drops your Evasion and Magic Evasion to nothing, and the damage of Guard-piercing attacks cannot be reduced.
Dodge - Completely nullify the incoming physical and magical attacks and avoid ailments with a 70% chance. However, you cannot avoid Stun and unavoidable attacks and spells cannot be Dodged.
※You can use recovery items in combat instantly, without spending a turn.
※You can switch equipment in combat. (Equip command at the bottom of the list.)
※You can use Unseen Pepper to sneak up on enemies from behind and Backstab them. (Some enemies cannot be backstabbed.)
【Ailments】
Hollowing - Reduces Max HP by 20%. Defeat a boss or use Girl's Scent to remove it.
Stun - Lose the ability to act for a turn. Can be inflicted with most weapons.
Poison - 2% Max HP damage over time. Can be treated with Antidote Herb.
Deadly Poison - 3% Max HP damage over time. Can be treated with Antidote Herb.
Oiled - Increases Fire damage taken and reduces Speed by 20% for 3 to 4 turns. Can be removed with Water.
Sleep - Lose the ability to act for 3 to 5 turns. Taking damage cancels it.
Bleed - 3% Max HP damage over time that lasts 2 to 4 turns. Can be treated with Blood Stanch.
Burning - 5% Max HP damage over time that lasts 2 turns. Can be removed with a Water.
Feeble - Lose the ability to recover HP for 10 turns(doesn't affect regeneration). Can be treated with Vigor Medicine.
Fear - Reduces Evasion and Magic Evasion to nothing for 5 turns. Can be treated with Candle Embers.
Madness - Permanent 50% Max HP damage over time. Greatly increases Attack and Magic. Can be treated with Sedative.
Vulnerable - Lose the ability to act for 2 turns. Reduces Evasion and Magic Evasion to nothing and reduces Speed. Doubles damage taken.
Completely Vulnerable - Lose the ability to act for 2 turns. Reduces Evasion and Magic Evasion to nothing and reduces Speed. Triples damage taken.
Virulent Poison - Permanent 10% Max HP damage over time. Can only be removed by dying or resting by a bonfire.
Frail - Increase damage taken by 50%. Can be treated with a Herb Flask or a Blood Vial.
Silence - Lose the ability to use Techniques for 2 turns. Can be treated with Mermaid's Voice.
Frostbite -  Increases Ice damage taken and reduces MDef by 20% for 3 to 4 turns. Can be removed with Charcoal Pine Resin.
Laceration - 2% Max HP damage over time that lasts 5 turns. Reduces Attack and Magic by 15%. Can be removed with Water.