Battle

**Battles** in *Monark* take place in a strategic turn-based format with free movement.

## Turns and phases

Each turn starts with a player phase where the player's party takes its actions, and then ends with an enemy phase where the enemies take theirs. After this, the turn counter increases and the next turn begins.

## Available actions

Arts are martial techniques that often require HP to use. Authorities are abilities wielded by Pactbearers and Daemons which raise the MAD Gauge upon use. Some arts and authorities can only target a single unit, but others can affect all units within a specified range or area.

### Assists and counters

If an allied unit is in range of an enemy target when another ally uses an attack or Art on them, the ally will automatically make an assist attack. Similarly, if this is done within the enemy's range, the enemy will automatically counterattack.

### Defer

Using defer ends the current unit's turn, allowing a unit that has already acted to act again, but that unit's MAD Gauge will increase in the process.

## Awakening, Madness, and Enlightment

The AWAKE Gauge rises when a unit takes damage or uses the Resolve action, found under Arts. When this gauge hits 100%, the unit enters a state of Awakening, gaining a buff to all states and the ability to use all Arts and Authorities at no cost.

When a unit's MAD Gauge hits 100%, they enter the Madness state and become uncontrollable. The unit's DEF decreases, but all other stats are buffed. After three turns, the unit experiences a Breakdown and is knocked out.

When Awakening and Madness are combined, which can be done via Resonance, the unit enters a state of Enlightenment. Enlightened units gain greatly increased stats for three turns and can use all Arts and Authorities at no cost.

## Status Ailments

There are a number of status ailments units can be afflicted with in battle:

* Poison: Inflicts damage equal to 10% of max HP after acting. Cures itself after a set number of turns.
* Bleed: Inflicts 10% extra damage and a fixed amount of max HP after acting. The damage rate increases each turn to a maximum of 25%. Cures itself after a set number of turns.
* Sleep: Prevents units from taking actions. Attacks sustained while sleeping are guaranteed to be critical hits. Cures itself either after a set number of turns or upon being attacked.
* Confuse: Units become uncontrollable and may attack both enemies and allies. Cures itself after a set number of turns.
* Seal: Units become unable to use Authorities. Cures itself after a set number of turns.
* Disable: Units become unable to Counter, evade, or take basic actions. Cures itself after a set number of turns.
* Charm: Units become uncontrollable and attack nearby allies. Cures itself after a set number of turns.

## Hazards

Some battle maps may have hazards, causing various effects at the end of each phase to units within range. Despite the name, some hazards have positive effects.

Hazards may include:

* Healing Light: Restores 15% of units' max HP.
* Poison Corruptor: Inflicts the Poison status ailment. This can be prevented with enhanced resistance.
* Spiked Ball: Inflicts the Bleed status ailment.
* Charm Corruptor: Inflicts the Charm status ailment.
* Confuse Corruptor: Inflicts the Confuse status ailment. This can be prevented with enhanced resistance.
* Seal Corruptor: Inflicts the Seal status ailment. This can be prevented with enhanced resistance.
* OOPArt - Summon Gate: Teleports units to a different nearby OOPArt - Summon Gate. It also summons a specific number of enemies that varies with each instance.
* Will O' Wisp: Inflicts 15% of max HP as damage.
* Auto Cannon: Inflicts 20% of max HP as damage.

## Victory and defeat

Battles can have different victory conditions rather than always being a matter of defeating all enemies. Indeed, in most battles, destroying an Ideal or singularity is enough to end the battle in victory. Defeat occurs when the protagonist is knocked out.

## Results

The results screen displays after a victory. The party may gain SPIRIT in addition to Vessels that can be equipped on Fiends. Phone numbers to new planes of the Otherworld may also be earned. Each battle is also scored and ranked, with higher ranks multiplying the amount of SPIRIT awarded.