Starting a Battle
Battles are started by colliding with enemies that are roaming freely, by attacking an enemy that is blocking a passage or by accepting an random encounter. Random encounters are 100% optional and can be avoided at all times.
The Battle Map
All battles are taking place on dedicated grid based battle maps. There are over 150 different battle maps, depending on the current terrain and other criteria.
All battles are turn based. Available battle commands are:
Attack, Move, Skill, Defend, Item, Status, Gear, Escape
(Not all commands are available at initial game start!)
Move your character to a free adjacent field on the grid. Moving your character by one field costs one sub-turn.
Attack an enemy with a standard attack. Depending on your character short and long range attacks are possible.
Select and execute a special skill. Different characters can learn different skills.
End your turn and increase your defense attribute. Your character will take less damage until his next turn.
Use an item from your inventory, such as HP healing potions.
Check your character's current status. This command won't cost any sub-turn.
Change your gear, such as your weapon during a battle.
Escape the current battle at a 100% success rate! (even during boss battles)
You will encounter a variety of around 100 different enemies from 17 classes. Each enemy has its own characteristics for you to find out about.
Some enemies will follow certain behavior patterns, such as for example attacking the weakest, strongest, closest or a specific member of your party.
Besides their standard attack, enemies can master up to three different skills, including special attack skills. Attack skills usually cause higher damage compared to standard attacks and are also more likely to inflict a negative status condition on their opponents.
Enemies can cast support skills on themselves as well as on other enemies. This includes 'cure' (healing), 'haste' (raising speed attribute), 'sniper' (increasing the chance for critical hits) and 'protected' (better defense) among others.
Under certain conditions some enemies may decide to escape and flee from the battle field. However be aware that fleeing enemies won't drop rainbow pearls or other loot.
Various monsters have the ability to split just before they get defeated.
It's possible for some enemies to merge together. Merged enemies will inherit their attributes and be stronger after merging.
The ultimate sacrifice. Watch out for self-destructing monsters in your range as they can cause severe damage.
More than 20 fight patterns can be found or purchased. Each fight pattern unlocks a new battle deployment grid. You can freely choose from all your available deployment grids for additional strategic variety.
Additionally you can also freely set your leader and companions. A maximum of three characters will form a battle group. These settings can be changed at any time besides during battles.
There are 14 different status conditions, positive as well as negative ones. Status conditions can be inflicted by your party members as well as by enemies. Here are just a few examples: Poisoned, Bound, Dazed, Hasted, Inflated, Sniper.
Once defeated in battle, enemies will drop up to four different items, including rare drops*. Details will be stored in the bestiary and can be looked up at any time.
Rare drops are not only linked to a percentage system but also to a timed systems.
Therefore players will automatically encounter rare drops during their main quest journey.
Each of your party members and each enemy type has a certain BIAS. Physical characters/enemies will be strong against magical counterparts and vice versa.
There are a total of six different weapon types in Rainbow Moon: Swords, bows, lances, slingshots, axes and staffs. Each of your characters as well as each monster type is equipped with one of these weapons.
Every weapon type has a strong as well as a weak counterpart. Attacking an enemy with a weapon that is strong against his weapon will result into a stronger attack. (blue hit points)
On the contrary, attacking an enemy with a weapon that is weak against his weapon will result into a weaker attack. (yellow hit points)
The weapon affinity system works in both ways, which means your character will also face a stronger attack from an enemy that is equipped with a weapon that is strong against your character's weapon.
Which weapon type an enemy is equipped with can be looked up in the bestiary. Weapons that are neither strong nor weak against another will result into a neutral attack. (white hit points).
Speed Bonus System
A speed bonus system allows 25% increased speed attributes during speed bonus encounters.