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Combat in Magical Starsign
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This is a combat guide for Magical Starsign.
Overview
In the game, battles occur randomly in the overworld, by interacting with certain things, or during scripted events. Once a battle begins, the player's team of up to six party members are placed on a 4x2 grid opposite of the enemy's, and characters sequentially recover MP at the beginning of their turn. Characters act in the order of their respective agility stats. Battles are turn-based, but special actions can be performed in between attacks.
Starsigns
Magical Starsign has a total of seven main affinities, each represented by a planet of the Baklava solar system. Five of them follow a rotation of super-effectiveness, while light and dark (the ones assigned to the protagonist) are both strong and weak to each other.
When casting magic, the damage can be amplified in many ways. By tapping a character before their casting circle fades, they perform a spellstrike, boosting the spell's damage by around 1.5x. This also affects the potency of recovery spells such as healing wing and healing light. Alternatively, the damage output of characters' magic can be doubled by entering their aura state, which activates when their starsign's planet enters its colored region on the astrolog. Aura affects both party members and enemies. During an enemy's attack, the player can tap the target character(s) to reflex guard, slightly reducing the damage.
- Primary axis
Fire →
Wood →
Wind →
Earth →
Water
- Secondary axis
File:Neutral Symbol Black.png Neutral (no strength or weakness)
Actions
The commands available to characters are Skill, Magic, Item, Guard, Flee, Move, or Repeat.
- Skill
Skills are non-elemental attacks associated with the power stat. The name of this command varies among characters, some examples being kick, tackle, and slap. Skills cannot be used by characters standing in the back row, and likewise, they cannot target enemies in the back row.
- Magic
Magic unleashes elemental attacks against enemies by consuming magic points.
- Item
Items have supportive and offensive effects in battle.
- Guard
Guarding halves all physical and magical damage for one sequence of turns.
- Flee
Fleeing gives the party a chance to run from battle. The success rate of fleeing is based on a character's agility.
- Move
Moving switches a character between rows. This command will not work if there are four characters occupying a row.
- Repeat
Repeat executes whatever command that character did during their previous turn, making for less menu navigation.
Stats
- Level
Level/Lv is a ranking that increases with experience points, which are gained by defeating enemies and requires active participation in battle. The maximum level for each character is 99.
- Hit points
Hit points/HP determines how much damage a party member can take. If it reaches 0, that party member faints.
- Magic points
Magic points/MP are used to cast spells.
- Power
Power/Pow is the strength of physical skills.
- Intelligence
Intelligence/IQ is the strength of magic attacks.
- Defense
Defense/Def is resistance to physical skills.
- Spirit
Spirit/Spr is resistance to magic.
- Agility
Agility/Agi determines how fast a character acts in battle, physical skill accuracy and critical hit rate, and the success rate of fleeing.
- MP%
MP% is the amount of magic points a character recovers at the start of their turn. Exclusive to party members.
Status ailments
Certain attributes can inflict status ailments when cast. The only way to recover from most of these is by waiting them out, using a specific tail or versatail, casting the fresh drop spell, or winning in battle.
- Scorch
Scorch prevents the target from using any actions, including reflex guard.
- Caused with fire magic.
- Recovered with deburn tail, versatail, or fresh drop.
- Thorny
Thorny chips off 5% HP at the end of a character's turn and cannot be waited out.
- Caused with wood magic.
- Recovered with dethorn tail, versatail, or fresh drop.
- Dizzy
Dizzy reduces power, IQ, defense, and spirit by 10%.
- Caused with wind magic.
- Recovered with undizzy tail, versatail, or fresh drop.
- Stone
Stone prevents the target from using any actions, including reflex guard, and cannot be waited out.
- Caused with earth magic.
- Recovered with stoneoff tail, versatail, or fresh drop.
- Sick
Sick disables the casting of magic
- Caused with water magic.
- Recovered with defrost tail, versatail, or fresh drop.
- Blind
Blind greatly reduces the accuracy of physical skills.
- Caused by light magic.
- Recovered with deblind tail, versatail, or fresh drop.
- Curse
Curse prevents the target from recovering HP and cannot be waited out.
- Caused by dark magic.
- Recovered with decursy tail, versatail, or fresh drop.
- Faint
Fainting stops a character from executing actions until they are revived.
- Caused when hit points reach 0.
- Recovered with wakey tail or fresh drop.
Formation
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On the battle grid, there are a total of eight spaces that party members can occupy; four in the front, four in the back. Characters automatically gravitate towards the center of the row they are in. When a character is in the front row, their offensive and supportive spells will all have greater effect, but are limited to a single target. Casting from the back row makes spells multi-target, while spreading damage output or HP restoration across the field. Moreover, physical skills can only target characters or enemies standing in the front row. Formation can be arranged outside of battle, or a character may spend a turn to move between rows. Items like the clockwhistle and antiwhistle also change party formation.
Additional features
During command selection, certain buttons can be pressed to assist the player.
- After a character selects a spell, holding the L or R button skips the animation. Physical skills and enemy animations cannot be skipped.
See also