Combat

Combat against a Rochèvre.

**Combat** in *Sea of Stars* is turn-based. The order the active party members take their turns in is not predetermined. Instead, the player chooses the order they act, though a character cannot act again until the other party members do. For example, the player can have Zale act before Valere one round, and then, in the next round, have Valere act first. Enemies attack completely independently, with timers appearing to denote the time until their next attack. These timers go down each time a party member takes a turn.

## Stats

There are six different Stats in *Sea of Stars* that impact the party; HP, MP, MA, MD, PA, and PD. Each one of these may increase when Leveling Up. Additionally, when a party member Levels Up, four Stats are shown and the player picks one to increase further.

### HP

HP, or Hit Points, tracks how close a party member is to being knocked unconscious, or how close an enemy is to dying.

When an enemy reaches 0 HP it is defeated and gives the party EXP, potentially earning them a Level Up after the battle.

When a party member reaches 0 HP they are downed and cannot act again for 2-4 turns. The number of turns increases each time the same party member is downed. While downed, they cannot be targeted by any Skill or Attacks, even multi-target ones. After the 2-4 turns, they are restored to 50% of their maximum HP (rounded down). If a battle ends while they are downed, they will be restored to 20% of their maximum HP.

HP is restored through skills such as Zale's Healing Light. Resting also fully restores HP.

### MP

MP, or Magic Points, is required to use Skills such as Valere's Moonerang or Zale's Healing Light. A party member cannot use a Skill if they do not have at least the required amount of MP.

3 MP is restored when performing a Basic Attack regardless of whether or not it was Boosted. A character's MP does not change when they are downed nor when they recover from being downed. Resting also fully restores SP.

### MA

MA, or Magic Attack, increases the amount of damage dealt with various magic attacks, including Boosted Basic Attacks.

### MD

MD, or Magic Defense, decreases the amount of damage taken from various magic attacks.

### PA

PA, or Physical Attack, increases the amount of damage dealt with various physical attacks.

### PD

PD, or Physical Defense, decreases the amount of damage taken from various physical attacks.

## Mechanics

### Timed Hits

Every single action can be improved to deal more damage, heal more, or have some sort of additional effect. This is typically done by pressing ACTION right before an action finishes.

Similarly, any attack can be be blocked by pressing ACTION just as the attack connects, lowering the damage taken.

The Artful Gambit Relic doubles the effectiveness of Timed Hits, the Osmosis Ring Trinket causes successful blocks to restore 2 MP, and the Solstice Mage Ring party Trinket causes successful blocks to restore 1 MP.

Zale, Valere and Garl all do a secondary strike when the timed hit is executed properly during their regular attack, potentially breaking additional locks.

### Live Mana / Boost Charges / Boosting

Whenever a party members performs a non-Boosted Basic Attack, they generate Live Mana. A party member can condense this Live Mana into a Boost Charge that enhances or alters the effects of their next action.

Gaining these Boost Charges does not use up a party member's turn; they can absorb Boost Charges and then immediately take an action. They can also absorb Boost Charges and then put them back. Actions can also use multiple Boost Charges at once, up to a maximum of 3.

All Live Mana is lost when a combat ends.

### Spells / Spell Locks

Various enemies can begin casting spells which will display both a number of locks and a timer.

Each of an enemy's spells has a specific number of locks associated with it; for example, the Croube's Thunder spell always has two locks. Locks have icons on them representing the type of damage that must be used to break them; for example, a sword lock requires Sword damage to be broken and a hammer lock requires Blunt damage.

Breaking locks lowers the power of a spell and breaking all the locks will cancel the spell completely. Breaking locks will grant a significant amount of CP as well.

Multiple locks can be broken in a single attack; for example, a Boosted Basic Attack from Zale deals both Sword and Solar damage and thus can break two locks. Similarly, Valere's Moonerang can hit an enemy multiple times, breaking a lock with each hit.

The timer represents how many of the party members' turns must pass before an enemy casts their spell. Because this measures turns, enemies can act in-between the party members.

Though the locks that appear are random, the counter works differently. If all the locks on an enemy's spell are broken and the timer had X turns remaining, the next time that same enemy casts that same spell its timer will have X turns remaining.

### CP

CP, or Combo Points, are used to perform Combos, where party members work together. For example, Valere, with Zale's help, can turn her Moonerang into a Soonrang, causing it to deal both Solar and Lunar damage. A skill can use both Boost Charges and CP at once.

CP is earned whenever party members or enemies take turns, but a significant amount is gained when breaking locks. It can also be earned by equipping the Enchanted Chain-Link which gives the party 1 CP at the start of each battle.

A maximum of 3 CP can be available at any given time.

When performing an action that requires CP, the assisting party member does not need to have MP available, nor do they lose their turn. For example, if Valere goes first and uses the Soonrang skill, Zale will not lose any MP and his turn can still happen immediately afterwards. Similarly, Zale could take his turn first and Valere could still use the Soonrang skill with Zale's help.

All CP is lost when a battle ends.

### Sneak Attacks

If the player approaches an enemy from behind they perform a Sneak Attack, dealing a small amount of damage and generating one Live Mana that can be used during the battle. The battle will then start as normal, with all the party members acting first.

Enemies can also perform Sneak Attacks by approaching the player from behind, allowing them to act sooner in the battle.

Equipping the Lucent Crystal Trinket will make a Sneak Attack generate two Live Mana instead of one.

## Actions

### Attacks

The only type of Attack is the Basic Attack. It is the simplest way of damaging enemies, and does not cost MP or CP.

Zale's and Seraï's Basic Attacks deal Sword damage, while Valere's, Garl's and B'st's deal Blunt damage, and Resh'an's deal Venom damage. The amount dealt is based on the attacking party member's PA. Basic Attacks restore 3 MP and generate one Live Mana (If not boosted).

When Boosted, they deal additional damage equal to that attacking party member's MA for each Boost Charge used. When Valere or Zale Boosts their Basic Attack, it will deal Solar or Lunar damage in addition to the usual Sword or Blunt damage which is also useful to remember when breaking locks. Other characters can also get additional elements to their basic attacks by boosting, Seraï gets Venom, and both Resh'an and B'st get Arcane.

### Skills

*See also: Skills*
Skills are the second type of Action available to the party members. They allow for a variety of effects such as dealing damage of a particular type, dealing splash damage, healing, or creating shields that negate damage entirely. Every skill requires a certain amount of MP. Each party member has three skills as well as an Ultimate Skill.

### Combos

*See also: Combos*
Combos are the third type of Action available to the party members. They allow for a variety of effects and are often a combination of two skills. Every combo requires its two party members to be in the combat and not be unconscious, though only one turn is used. Every combo requires a certain number of Combo Points.

### Items

*See also: Items*
Items are the fourth type of Action available to the party members. These involve using Snacks, such as the Berry Jam, to restore HP and/or MP to a party member or the entire party. The effect depends upon which Snack is used.

## Miscellaneous

### EXP

EXP, or Experience Points, can be earned when a non-summoned enemy is defeated. Whether an enemy grants EXP is based on the specific enemy and the party's level.

EXP is shared between the party; in other words, the entire party has one pool of EXP and they all Level Up simultaneously. Leveling Up occurs after battle if the party's EXP has reached enough for the next level.