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This page explains the basic mechanics of combat in the Trails games.

Statistics

Every character has a set of statistics that determine how they perform in battle, determined by their base stats, their equipment and the quartz slotted in their personal Orbment:

  • HP (Hit or Health Points): The character is knocked out when their HP reaches 0. Until 여의 궤적, knocked out characters remain at 0 HP outside of combat.
  • EP (Energy Points): Necessary to cast Orbal arts.
  • CP (Craft Points): Necessary to use Crafts. Unlike the previous, CP are generated through battle.
  • STR (Strength): Determines damage dealt by normal attacks and physical crafts.
  • DEF (Defense): Determines damage taken from physical attacks.
  • ATS (Arts Strength): Determines damage dealt by magical crafts and orbal arts. Some characters may use ATS in place of STR for normal attacks.
  • ADF (Arts Defense): Determines damage taken from magical attacks.
  • SPD (Speed): Reduces the amount of delay (in AT units) until the character's next turn after taking an action.
  • DEX (Dexterity): Determines the chances for an attack or craft to hit. Orbal arts always hit.
  • AGL (Agility): Determines the chances for an enemy attack to miss. Some enemy attacks always hit.
  • MOV (Movement): Determines the space a character is able to move in a single turn.
  • RNG (Range): Determines how far a character can attack an enemy from. Orbal arts have unlimited range.
  • ACC+ (Accuracy): Determines the chance for an attack or craft to automatically hit without taking into account enemy AGL.
  • EVA+ (Evasion): Determines the chance for an enemy attack to automatically miss without taking into account enemy DEX.
  • CRT+ (Critical Rate): Determines the chance for an attack to be a critical hit outside of turn bonuses.
  • Magic Evasion: Determines the chance for a magical attack or orbal arts to have no effect.
  • DMG (Physical Damage): From 여의 궤적 onwards, derived from STR and character equipment, with the same purpose.
  • RES (Physical Resistance): From 여의 궤적 onwards, derived from DEF and character equipment, with the same purpose.
  • ADMG (Arts Damage): From 여의 궤적 onwards, derived from ATS and character equipment, with the same purpose.
  • ARES (Arts Resistance): From 여의 궤적 onwards, derived from ADF and character equipment, with the same purpose.

These statistics can be modified in battle through Status effects. HP, EP and CP can also be restored through healing effects, such as from items.

Stat Growths

Leveling up with Experience increases the character's statistics, with each character having a unique set of growths. In 하늘의 궤적 FC, SC, and the 3rd and 제로의 궤적 and 벽의 궤적, the stat growths themselves with levels, meaning each level provides a larger increase than the previous. Starting from 섬의 궤적 characters have a flat growth per level. Each character's stat growths can be seen in their respective page.

Entering Combat

Combat is entered either through contact with enemies on the field, or through an event (including opening a chest containing monsters). From 여의 궤적 onwards, combat can be resolved through Field Battle, though event battles will be forced to be a Command Battle, using the Action Time Battle system.

Depending on the way combat is entered, the party or the enemies may have an advantage. From 제로의 궤적 onwards, field attacks can be performed to facilitate advantage for the party.

Actions

Each character can take different actions on their turn:

  • Attack: Perform a basic attack against an enemy, moving automatically to be in range for the attack. Trying to attack an enemy outside of movement and attack range will move the character closer to the enemy, functionally the same as Move.
  • Move: Move without making an attack to a point within movement range. From 여의 궤적 onwards this command doesn't exist as characters can freely move within their movement range on their turn.
  • Defend: From 여의 궤적 onwards this replaces the Move command. Reduces damage by 50% unless the attack is a critical hit.
  • Craft: Uses a craft, unique to each character and without delay, unlike arts.
  • Art: Uses an art, the selection of which depending on the character's equipped quartz (or arts driver from 여의 궤적 onwards). Before the art is fully used, there is a casting delay during which the user is vulnerable to being canceled.
  • Item: Uses an item from the inventory, on the character themselves or on an allied character within movement range.
  • Run: Attempts to escape from the battle if possible. The chances of escaping depend on the game and situation. Generally, story battles cannot be run from.
  • United Front: In 시작의 궤적 only, the Assault Gauge can be used to trigger a party wide attack or healing.

There are also other actions that don't end the character's turn.

  • Swap: From 섬의 궤적 onwards, characters can swap with characters in the party that aren't currently active (not characters in reserve). Only one swap can be performed per turn.
  • Link: In 섬의 궤적 I, II, III, and IV and 시작의 궤적, Combat links can be formed and freely switched during a player turn, unless characters are affected with the Link Break status effect.
  • Brave Order: In 섬의 궤적 III, 섬의 궤적 IV and 시작의 궤적, characters can issue a Brave Order using Brave Points, triggering an immediate effect and a lasting effect. The orders available depend on the characters in the party that aren't currently knocked out.
  • S-Boost: From 여의 궤적 onwards, the S-Boost gauge can be used to boost a character during their turn, increasing their SCLM range, activating their Holo Core's ability and allowing them to perform S-Crafts.

Additionally, S-Crafts can be triggered outside of a character's turn, an action known as an S-Break, as long as they have the resources to perform it and aren't disabled by a status effect, potentially interrupting an enemy's turn.

Delay and Speed

The Action Time Battle system determines the order in which the units will take turns. For this, the game uses AT Units (AT for short) as a measure of the time it takes for a unit to have their next turn. Every action has a different Base Delay associated with them in AT units. However not all units take the same time to process the same base delay. Depending on their SPD stat, the base delay will be modified to obtain the real delay before the unit can act:
<math>Final\ Delay = 100\times\frac{Base\ Delay}{Unit\ SPD} \text{(rounded down)}</math>

Ending Combat

Combat can end in various ways: the victory condition is met (usually defeating all enemies), the party runs away, a defeat condition is met (usually having all party members knocked out), or time runs out. The only way to obtain Experience and items from enemies is through victory, and defeat results in a game over except for specific battles where victory is optional or defeat is guaranteed.

Details and Formulas

For more details and formulas specific to each game, see their subpage:

Games Subpage
하늘의 궤적 FC, SC, and the 3rd /Sky
제로의 궤적 and 벽의 궤적 /Crossbell
섬의 궤적 I and II /Cold Steel I and II
섬의 궤적 III and IV, 시작의 궤적 /Cold Steel III - Reverie
여의 궤적 I and II /Daybreak