You have Foe: Any -> Attack in the first slot, then the same Cure Gambit mentioned above in the second slot. The higher up a Gambit is on your character’s list, the more priority it is given when a character takes action. You will start with four total Gambit slots and can purchase more on the License Boards, with there being a total of 12 slots. The most important part of Gambits is priority. Actions will become available as you get more in the game, while the targets/conditions become available to purchase. For example, you have a Gambit set up as Ally: HP Cure, which would have your character casting Cure on any ally whose health dips below 50%. The last part is the action taken, like using Cure, attacking and such. The second part is the condition, such as if your health dips below a certain threshold or if an enemy has a specific ailment or buff. You have the target, which consists of either the enemy, yourself or an ally. Gambits are made up of two parts, technically three, but there are only two entries for each Gambit. While Gambits seem like a simple thing, there is a bit of understanding that needs to be had before you just start making Gambits. ![]() You do not have access to Gambits at the beginning of the game and will need to wait a little bit before you get to delve into the meat of the game mechanic. One can think of Gambits as commands for the AI to perform actions and it’s entirely possible to create a basic set of Gambits to perform simple actions. While you can manually control every single action for your party, it’s much better to leave things up to Gambits. Subscribe to Premium to Remove Ads Gambits ¶ Chaining can increase the base chance of items dropping, which is detailed in the Chaining Enemies section below. A lot of enemies have four different drops, with the common item drop having a drop rate of 40%. One of the most important things that can happen when an enemy is defeated is that they can drop loot. The LP is used to buy new stuff from a character’s License Board, which will give them new abilities and allow them to put on new equipment. Whenever an enemy is defeated, you will receive experience and License Points (LP). The majority of enemies will usually stop pestering you if you stray too far from the initial combat area, but some will continue to harass you until you enter another zone. If you wish to escape any combat situation, excluding bosses (there are one or two exceptions to this), simply run away or hold down the, which makes all of your characters stop what they’re doing. ![]() This extends to even if they are KO’ed in combat. You can also switch out your active party members with your reservers at any time, as long as they aren’t being targeted (their name will be in red) or performing an action. This makes it easier to control hectic situations, like when you need an extra heal or want to push that last bit of damage to finish off an enemy. Also, by bringing up the battle menu and pressing left/right on the directional pad, you can switch to another character’s commands and perform an action with them. You just need to press up or down on the directional pad to switch to another character, where you will take direct control of that character from then on. You only control a single character in battle, but you can switch to any of the others easily. This small window differs depending on the action preceding it, with it taking a few seconds after using an item, as an example. Once a character performs the action, there will be a very small amount of downtime before they are allowed to perform another. Whenever you perform an action in combat, a bar next to the character’s name in the bottom right corner will fill up and once it’s full, that character will perform said action.
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