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COMBAT // OFFICIAL GUIDE

Open-World Combat

How attacks resolve, what is at risk, how protection works, and how to read a combat replay.

7 MIN READVERIFIED JULY 24, 2026
OPEN IN GAME
01

Starting a fight

An open-world attack costs 25 mana. Both fighters must be available, in the same world, and outside travel, detention, or medical recovery.

New human players receive a temporary arrival shield. Level and power protections prevent obviously abusive matchups, but they do not guarantee a win.

02

What determines the outcome

  • Permanent strength, speed, defense, and dexterity.
  • Equipped ability, weapon, armor pieces, accessory, and crafted bonuses.
  • Current HP and applicable permanent perks.
  • Hit chance, evasion, damage variance, and the order of strikes.
03

Tactical doctrine

Before attacking, read the defender's telegraphed intent and choose Vanguard Rush, Anchor Guard, Veil Step, or the fast automatic plan. Rush reads Guard, Guard reads Veil, and Veil reads Rush.

You can also pre-commit a reaction for round four, a crisis order for low health or round eight, and the single moment when your equipped signature ability should be used. The server resolves these orders inside the same authoritative battle transaction and records every choice with the replay.

  • Counterflow, Brace, and Reposition define the first turning point.
  • Limit Break, Iron Soul, and Phantom Exit define the crisis response.
  • Early Burst, Turning Point, and Crisis Reserve control one signature use.
  • Saving a doctrine sets your defense plan for challenges received while away.
04

Victory, defeat, and Ryo

A successful attacker can take 12% of the defender's on-hand Ryo. Vaulted money is protected.

The defeated fighter can be sent to the Infirmary. Guild wars and open bounties may add separate rewards or consequences.

05

Combat Theater

Every completed battle stores a server-verified round log and tactical record. Combat Theater turns that record into a full-body anime replay with opening plans, turning points, HP changes, lunges, evasions, particles, camera impacts, authoritative signature ability cut-ins, and a readable event feed.

Sound is optional and begins only after you enable it. Replay speed, skipping, and reduced-motion support keep the presentation under your control without changing the result.

06

Cinematic story presentation

Major story missions, meaningful NPC relationship moments, and the opening Awakening use the same cinematic scene system. Dialogue is presented in timed beats with character staging, environmental art, memory effects, fullscreen theater mode, and persistent narrative context.

Visual presentation never decides rewards, relationships, or combat. The server resolves the authoritative outcome first, then the cinematic system dramatizes the verified record.