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Combat in Magical Vacation

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MVTranslate Icon.png This article covers content from Magical Vacation
Since Magical Vacation is not officially localized in English, all names and terminology will instead be derived from the English fan translation by magicalpatcher.MS Star Check Icon.pnghttps://www.romhacking.net/translations/2662/
Keep in mind that these translations may not be accurate or consistent with the original Japanese version.
The party in a battle

This is a combat guide for Magical Vacation.

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 3x2 grid opposite of the enemy's, and will then recover magic points based on their individual MP% stats (this occurs at the start of every turn). Battles are turn-based, meaning that there are no action attributes or timers. The player selects the party members' moves in the order of their respective agility stats, and the combat phase commences once every characters' actions have been selected.

Spirits and attributes

Chaining seven spirits in a Spirit Combo

Magical Vacation has a total of sixteen attributes, each represented by a spirit. Thirteen of them (the ones that are chosen at the start of the game) follow a rotation of super-effectiveness. Striking an elemental weakness inflicts 2x more damage, using an element the enemy resists inflicts 0.5x damage, and attacking with a spell of the enemy's element inflicts 1 damage.

When casting magic, the damage can be amplified by having spirits of the same element on the field, known as a Spirit Combo (精霊コンボSeirei Konbo Spirit Combo). The spirit(s) disappear once a spell of their element has been cast, and their power is transferred to the spell. Any spirits on the field are free to be used by both the party and enemies, and up to seven may be present at once. If one spirit is used in a combo, the damage is doubled. If two spirits are used in a combo, the damaged is multiplied by 4. With a maximum of seven spirits, the damage gets multiplied by 128.

Spirit Combos can also remove spirits of an advantageous element. For example, by using three fire spirits to power up a fire spell while two ancient spirits are on the field, the three fire spirits will offset the ancient spirits and remove both of them from play. However, because two of the three fire spirits were used to cancel out the two ancient spirits, only the remaining fire spirit's power will be used in the Spirit Combo.

Primary axis

MV Fire Spirit Icon.png FireMV Wind Spirit Icon.png WindMV Poison Spirit Icon.png PoisonMV Beauty Spirit Icon.png BeautyMV Blade Spirit Icon.png BladeMV Sound Spirit Icon.png SoundMV Stone Spirit Icon.png StoneMV Insect Spirit Icon.png InsectMV Wood Spirit Icon.png WoodMV Beast Spirit Icon.png BeastMV Water Spirit Icon.png WaterMV Thunder Spirit Icon.png ThunderMV Ancient Spirit Icon.png Ancient

Secondary axis

MV Dark Spirit Icon.png Dark → All except MV Light Spirit Icon.png Light and MV Love Spirit Icon.png Love

MV Light Spirit Icon.png LightMV Dark Spirit Icon.png Dark

MV Love Spirit Icon.png Love → Neutral (no strength or weakness)

Actions

The commands available to characters are MV Skill Icon.png Skill, MV Magic Icon.png Magic, File:MV Item Symbol.png Item, MV Guard Icon.png Guard, or MV Flee Icon.png Flee.

Skill

MV Skill Icon.png Skills are non-elemental attacks associated with the power stat. The name of this command varies among characters, some examples being kick, slap, and chop. While skills can be used by any character regardless of position, they only reach enemies that are in the front row.

Magic

MV Magic Icon.png Magic unleashes elemental attacks against enemies by consuming magic points.

Item

File:MV Item Symbol.png Items have supportive and offensive effects in battle. They are categorized into four types:

Guard

MV Guard Icon.png Guarding halves all physical and magical damage for one turn.

Flee

MV Flee Icon.png Fleeing gives the party a chance to run from battle. The success rate of fleeing is based on a character's agility.

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 999.

Magic level

Magic level/MLv is a ranking that increases with magic experience points, which are gained by frequently casting magic. Magic levels reward party members with more spells, increase the strength of magic attacks, and reduce damage of specific attributes (independent of the spirit stat). The maximum magic level for each element 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. Its symbol is a sword.

Defense

Defense/Def is resistance to physical skills. Its symbol is a shield.

Spirit

Spirit/Spr is resistance to magic. Its symbol is a wand.

Agility

Agility/Agi determines how fast a character acts in battle, physical skill accuracy and critical hit rate, and the success rate of fleeing. Its symbol is a boot.

MP%

MP% is the amount of magic points a character recovers at the start of each turn. Its symbol is a red circle outlined in yellow.

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 tail, casting the white rose spell, or winning in battle.

Poison

Poison reduces 10%-20% of the target's hit points when a turn ends.

Paralysis

Paralysis halts the input of actions.

Numb

Numb halts the input of actions like paralysis, but takes effect less often.

Blind

Blind reduces the accuracy of physical skills.

  • Caused with light magic.
  • Recovered with white rose
Sleep

Sleep halts the input of actions until the effect wears off, or the target is hit with an attack.

  • Caused with sound magic.
  • No items recover this status.
Stone

Stone permanently halts the input of actions until it is recovered, and cannot be waited out.

Faint

Fainting stops a character from executing actions until they are revived.

Formation

The formation menu

On the battle grid, there are a total of six spaces that party members can occupy; three in the front, three in the back. Characters in the middle of the front row are more likely to get hit with attacks, and those in the back row or sides are less likely. Party members with higher physical stats (HP, power, defense) are better off in the front row, whereas characters who are proficient magically (MP, agility, spirit) work best in the back row. When a party member in the front row faints, they swap positions with the character standing directly behind them, even if they are revived. The party's formation goes back to normal when combat is over.

Additional features

During command selection, certain buttons can be pressed to assist the player.

  • At the very start of a turn, pressing B shows the entire battlefield without the command interface. Pressing A or B undoes it.
  • Pressing the L button opens an elemental weakness chart.
  • While hovering the cursor over a spell or an item, pressing Select shows their effects, base strength, and area of effect.
  • Holding the A button speeds up selection and skips attack animations. Releasing it makes the battle flow normally again.

Link battles

Main article: Link Mode#Let's Battle

Trivia

  • In early screenshots of the game, the battlefield was planned to display a 5x3 grid during command selection.

See also