System/Battle System

=Battle= Each battle occurs on a grid consisting of tiles which each have an individual height. Units move on those tiles - depending on their move (horizontal tile range) and jump (height difference between tiles that can be crossed at once). There can only be one unit on each tile at once.

Units
Units are the main focus of the battle and can be categorized into 3 types. The player's units, allied NPCs, and enemies.

The player can create a formation of up to 5 units, and a companion (a hired unit owned by another player). Some battlefields\missions restrict the unit choice of the player.

Abilities - TP
Technical Points (TP) are a resource used to cast most units basic abilities. Most of these abilities are very utilitarian in nature and range from buffs, debuffs, heals, and other miscellaneous usage. All unit jobs start with a full TP gauge, however unlike AP, TP does not regenerate on its own during battle. TP can be regenerated through collecting crystals dropped from fallen units or be regenerated by some abilities\items.

Some TP abilities require a casting time (charging), for example, Cure. That means that the effect of the skill is delayed for a time. Other units (both allies and enemies) may get a turn during this delay. For more details check the Turn Order.



Abilities - AP
Ability Points (AP) are a resource used to cast many strong or more nuanced abilities. Some jobs start with less AP (Lord, Paladin, etc) and other jobs start with much more AP (Sorcerer, Cleric, etc). In either case, all jobs (re)generate AP each turn, and additional AP can be generated by attacking or healing.

AP abilities usually feature one or more of the following aspects in comparison to the basic attack:
 * Higher Range
 * Higher Scale
 * Higher Dmg
 * Different Element
 * Different Weapon Type
 * Buffs/Debuffs

Some AP abilities require a casting time (charging), for example, Banish. That means that the effect of the skill is delayed for a time. Other units (both allies and enemies) may get a turn during this delay. For more details check the Turn Order.



Limit Burst
Most characters have a unique limit burst ability. These limit bursts are special skills that can be activated with AP. Limit bursts are typically very powerful attacks or very high utility abilities. Usage of the limit burst is typical of most other abilities.



Espers
Espers (summons) can be called when the Evocation Gauge is full. This gauge can be filled by attacking enemies or by healing allies.

The evocation gauge is shared between the entire party. If one esper is evoked by a unit, the evocation gauge will be depleted for all units.



Death
When a units HP reach 0 it enters into a dying state which has a duration of 3 turns. If a unit isn't revived during these 3 turns it will die and can't be revived anymore during the quest. The dead unit will leave behind a crystal on the tile it died. This crystal restores HP and TP, and raises Bravery of any unit that ends its turn on this tile.

Turn Order
The turn order is largely determined by the AGI stat of each unit, its actions as well as buffs and debuffs. A unit will get a turn when its Charge Time (CT) reaches 100 or higher. The turn start decreases the CT by 60, moving to another tile and performing an attack, skill or summon reduce the CT each by 20. That means, that a unit which doesn't attack or move will get it's next turn faster.

Clock System: When the battle first begins, as well as after any unit ends their turn, the game checks the highest CT of every unit and spell in the battle. If that value is at least 100, that entity will then take its turn - in case two or more entities have over 100 CT the entity with the highest amount of CT will get its turn. If no entity can take its turn, the game clock is advanced by 1.

Advancing the game clock has these effects:
 * Every unit increases its CT by its AGI/10. (This number is rounded to the lowest 0.1, AKA you can have 46.5 CT)
 * If a unit has the Stop status effect, its CT does not increase.
 * If a unit has the Haste status effect, the CT increase is scaled up by 50% times the Haste status effect value.
 * If a unit has the Slow status effect, the CT increase is scaled down by 50% times the Slow status effect value.
 * All buffs, debuffs and status effects with an effect-timing of "ClockCountUp", reduce their turn count by 1, expiring if necessary.
 * Some units do not spawn at the beginning of the battle. Instead, they can be set to spawn after X game clocks.

Crystals
Crystals are items that provide benefits to the unit which collected it. To collect a crystal, a unit must end its turn on the same tile that the crystal occupies.

Most crystals will be spawned from units that are KO'd and despawn from the map. Crystals spawned from dead units are typically blue which regenerate a units HP, TP, and grants a bonus to Bravery. Purple crystals may also spawn which grant the same benefits as blue, but they also grant the unit that collects it bonus JP.

Note: Enemy units can also collect and benefit from crystals.

Chests
Many maps have chests which will yield an additional treasure on being opened. Similar to crystals, to collect a chest, an allied unit must end its turn on the same tile as the chest.

=Deployment= The player can send five units and a companion, the unit of a friend, into battle. Before battle, you can make some changes to your team. You can change the equipment (first row), espers\vision cards (2nd row) of each unit. The last option are the items below the character list.